Capital
City category

Capital

#Capital
★ Core
Value: 10 pts (1.5x per level)

Administrative center of the empire. One per empire, highest research and gold.

❖

Description

❖

The crown jewel of your civilization. The Capital produces 50 Gold and 20 Research per tick, with +25% Research and +20% Gold modifiers. All resource production gains +5%, Elixir +10%. Defenders receive +10% Life and Attack. Only ONE Capital exists per empire - losing it has severe consequences.

📖 Full Encyclopedia Entry ▼

The Capital serves . Scholars congregate in its libraries (+25% Research), merchants thrive in its markets (+20% Gold), and efficient bureaucracy optimizes all production (+5% resources, +10% Elixir). The base production of 50 Gold and 20 Research per tick represents the royal treasury and great library. However, political concentration attracts unrest: Mutiny (+20%), Protests (+15%), Corruption (+10%), and Epidemic (+10%) risks all increase. Famine risk decreases (-20%) -supplied. Defenders fight with desperate determination for the throne (+10% Life and Attack). Strategic empires protect their Capital fiercely while using it .

⚒

Creation

✔

Requirements

Must be present (NOT consumed)

Researches:
📖 CivilEngineering 📖 TradeRoutes
Population:
Citizen
👤 Free 200
💰

Costs

Consumed when created

⏱ Time 120000 (1.15x)
2m
💰 Gold 5000 (1.3x)
Resources (1.3x scaling)
💎 Food 1000
💎 Gems 200
💎 Mineral 400
💎 Stone 600
💎 Wood 800
Population (1.2x scaling)
Citizen
👤 Free 100
⚙

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

📖 Research 20 /tick
💰 Gold 50 /tick
✨

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

⚙ Production Modifiers
💰 Gold Production +20%
📖 Research Production +25%
💎 Coal Production +5%
💎 Dextronium Production +5%
💎 Elixir Production +10%
💎 Food Production +5%
💎 Gems Production +5%
💎 Herbs Production +5%
💎 Marble Production +5%
💎 Mineral Production +5%
💎 Mithril Production +5%
💎 Stone Production +5%
💎 Wood Production +5%
⚠ Event Probability

Modifies chance of city events occurring

⚡ Conquest -50%
⚡ Corruption +10%
⚡ Epidemic +10%
⚡ Famine -20%
⚡ Mutiny +20%
⚡ Protests +15%
⚡ Resistance +20%
⚔

Battle

Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.

⚖ Side Modifiers RATIO
Locals
⚔ Attack +10%
❤ Life +10%
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Strategic Context

❖

Advisory information only. Does not affect gameplay mechanics.

Role Empire administrative and research center
Relevance ♾ All Stages
Type Unique
✔

Advantages

  • + 50 Gold production per tick (base)
  • + 20 Research production per tick (base)
  • + +25% Research production modifier (highest)
  • + +20% Gold production modifier
  • + +5% all resource production
  • + +10% Elixir production
  • + +10% Life and Attack for defenders
  • + -20% Famine risk (well-supplied)
  • + Highest scoring value (10 points, 1.5 ratio)
✘

Disadvantages

  • - +20% Mutiny risk - political unrest
  • - +15% Protests risk - citizens demand more
  • - +10% Corruption risk - power attracts greed
  • - +10% Epidemic risk - population density
  • - Only ONE per empire - catastrophic if lost
  • - Primary target for enemy attacks
⚠

Warnings

  • ! Heavily fortify your Capital - loss cripples empire
  • ! Assign Priests to reduce Mutiny and Protests
  • ! Assign Spies to reduce Corruption
  • ! Central target for enemy military campaigns
🤝

Synergies

AcademyTradeMarketResidencesTowerRampart
🚫

Countered By

Warcamp
📈

Scaling

Capital bonuses multiply with Race, Terrain, Season, and Building effects.