Cities

From Crusader Kings II Wiki
Jump to navigation Jump to search
A city holding

Cities are holdings commonly held by republic rulers. They pay the most taxes, and once upgraded give numerous levies, but have a lower fort level than castles and their levies consist more of the lighter soldier types than both castles and temples.

Most characters cannot hold a city within their direct demesne without suffering penalties to taxes, vassal opinion, and levies. Government types that allows for cities in their direct demesne without penalty are merchant republics, Jade Dragon.pngConfucian Bureaucracy, Chinese and Roman Imperial; for Roman Imperial, the culture group of the county where the city is located must be the same as the one of the character holding it.

Cities are worth more when built in a coastal county, as this allows two types of income-increasing buildings to be built and upgraded. Also, patricians of merchant republics can build trade posts in coastal counties, which boosts the income of cities in the county. Rulers of counties on the Silk Road can also build trade posts.

The buildings that can be upgraded in cities focus exclusively on light infantry, archers, and pikemen, as well as increasing income and tech research speed.

Constructing a city (or castle) can prevent a formerly-normadic province from reverting due to nomad agitation.

Hindu characters must be of the Vaishya.png Vaishya caste before they can be granted cities.

Note that building upgrades stack.

Base Stats[edit]

All holdings have certain base statistics, providing income, fort level, and levies, so even a newly constructed holding will have some value.

Characteristic Value
Icon wealth.png Income 12
Fort level.png Fort level 0
Levy.png Levies 75 light infantry
40 archers

Fortifications[edit]

These buildings increase fort level, increasing the time it takes an attacking army to siege the holding and reducing the amount of free loot available to raiders.

Price (gold) Build time (days) Effects Requirements Tech Requirements
City Fortifications I 50 182 +0.4 fort level Town Walls I
City Fortifications II 50 182 +0.4 fort level Town Walls II
City Fortifications I
Improved Keeps I
City Fortifications III 50 182 +0.5 fort level City Fortifications II Improved Keeps III
City Fortifications IV 100 365 +1 fort level City Fortifications III Improved Keeps V
City Fortifications V 100 365 +1 fort level City Fortifications IV Improved Keeps VII

Walls[edit]

Walls increase levy size and fort level, raising the defensive capacity. They also slightly increase yearly income from the holding.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Town Walls I 50 365 +0.4 fort level
+2.5% levy size
+0.2 income
Town Walls II 50 547 +0.4 fort level
+2.5% levy size
+0.2 income
Town Walls I Improved Keeps II
Town Walls III 100 730 +0.4 fort level
+5% levy size
+0.2 income
Town Walls II Improved Keeps IV
Town Walls IV 100 1095 +0.5 fort level
+5% levy size
+0.2 income
Town Walls III Improved Keeps VI
Town Walls V 150 1460 +1.0 fort level
+7.5% levy size
+0.5 income
Town Walls IV Improved Keeps VIII

Merchant Republic Arsenal[edit]

These buildings may only be built in the capital of a merchant republic.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Arsenal I 200 1460 +1.0 fort level
+25% garrison size
+7.5% levy size
15 galleys
Arsenal II 400 1460 +1.5 fort level
+20% garrison size
+7.5% levy size
15 galleys
Arsenal I Town Infrastructure IV
Arsenal III 600 2190 +2.0 fort level
+25% garrison size
+12.5% levy size
15 galleys
Arsenal II Town Infrastructure VII

Militia Training Grounds[edit]

Militia Training Grounds are one of the most important buildings in cities. They increase percentage-wise the total number of base troops provided by other buildings, which means more levies and garrisoning troops.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Militia Training Grounds I 150 547 +5% levy size
+5% garrison size
Militia Training Grounds II 200 730 +7.5% levy size
+10% garrison size
Town Walls I
Militia Training Grounds I
Militia Training Grounds III 300 1095 +10% levy size
+15% garrison size
Militia Training Grounds II Improved Keeps II
Militia Training Grounds IV 400 1460 +12.5% levy size
+20% garrison size
Militia Training Grounds III Improved Keeps IV
Militia Training Grounds V 500 2190 +15% levy size
+25% garrison size
Militia Training Grounds IV Improved Keeps VI
Militia Training Grounds VI 500 2190 +15% levy size
+25% garrison size
Militia Training Grounds V Improved Keeps VIII

Mustering Grounds[edit]

Mustering Grounds increase the raw number of light infantry and archers available. These two troops are of low quality, but make up the majority of armies and are utilised mostly in the skirmish phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Mustering Ground I 100 365 +60 light infantry
+30 archers
Mustering Ground II 120 547 +40 light infantry
+70 archers
Town Walls I
Mustering Ground I
Mustering Ground III 200 730 +80 light infantry
+50 archers
Mustering Ground II Town Infrastructure I
Mustering Ground IV 300 1095 +60 light infantry
+90 archers
Mustering Ground III Town Infrastructure III
Mustering Ground V 400 2190 +100 light infantry
+70 archers
Mustering Ground IV Town Infrastructure V
Mustering Ground VI 500 2190 +80 light infantry
+110 archers
Mustering Ground V Town Infrastructure VII

City Guard[edit]

The City Guard provide pikemen, which are heavy hitters and important in the melee phase of battles.

Price (gold) Build time (days) Effects Requirements Tech Requirements
City Guard I 100 365 +45 pikemen
City Guard II 120 547 +55 pikemen Town Walls I
City Guard I
Town Infrastructure II
City Guard III 200 730 +65 pikemen City Wall II
City Guard II
Town Infrastructure IV
City Guard IV 300 1095 +75 pikemen City Guard III Town Infrastructure VI
City Guard V 400 2190 +85 pikemen City Guard IV Town Infrastructure VIII

Economic Buildings[edit]

These economic buildings increase the income of the holding, a portion of which goes to the liege. These are good to build because whatever gold which doesn't go to the liege goes to the mayor of the city, who, in theory, will use that gold to build other buildings. If you are a patrician or a doge holding cities, constructing these buildings is a high priority.

Price (gold) Build time (days) Effects Requirements Tech Requirements
Town Market 100 365 +3.0 income
City Guild Hall 120 547 +3.0 income Town Market
Town Walls I
Toll Booth 200 730 +3.0 income City Guild Hall
City Walls II
Town Infrastructure I
Court 300 1095 +3.0 income Toll Booth Town Infrastructure III
Assay Office 400 2190 +3.0 income Court Town Infrastructure V
Fair 500 2190 +3.0 income Assay Office Town Infrastructure VII

Ports[edit]

Ports are buildings that can only be built in provinces with a coastline that provide extra income. If the player is holding coastal cities, constructing these buildings is recommended, more so if they also control the trade post in the same county.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Port I 100 365 +3.0 income Only available in coastal holdings
Port II 120 547 +3.0 income Port I
Town Walls I
Trade Practices I Only available in coastal holdings
Port III 200 730 +3.0 income Port II
City Walls II
Trade Practices III Only available in coastal holdings
Port IV 300 1095 +3.0 income Port III Trade Practices IV Only available in coastal holdings
Port V 400 2190 +3.0 income Port IV Trade Practices VI Only available in coastal holdings

Shipyard[edit]

City shipyards are buildings that can only be built in coastal provinces; they provide ships that can be used to transport troops.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Shipyard I 100 365 +5 galleys Shipbuilding I Only available in coastal holdings
Shipyard II 100 730 +6 galleys Shipyard I Shipbuilding II Only available in coastal holdings
Shipyard III 100 1095 +7 galleys Shipyard II Shipbuilding III Only available in coastal holdings
Shipyard IV 100 1460 +8 galleys Shipyard III Shipbuilding IV Only available in coastal holdings

Universities[edit]

Universities are expensive educational institutions that increase the rate of technological growth in the entire county. Name varies depending on religion.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
University I 600 1095 +30% tech spread rate
+0.05 economic tech points
Town Infrastructure II Bonus affects the entire county
University II 800 2190 +30% tech spread rate
+0.05 economic tech points
University I Town Infrastructure IV Bonus affects the entire county
University III 800 2190 +30% tech spread rate
+0.05 economic tech points
University II Town Infrastructure VIII Bonus affects the entire county

Infrastructure[edit]

This building chain is accessible when the owner or any liege of the city has the Architect or Peaceful-Architect bloodlines. See Bloodline#Forged_Bloodlines

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Garrisoned Roads 125 395 +3 Tax Income
+5% morale of armies
+5% tech spread rate
+5 trade value
Requires an owner or any liege with the Architect or Peaceful-Architect bloodline
Stone Roads 250 560 +3 Tax Income
+2 Trade Post Limit
+5% tech spread rate
+5 trade value
Garrisoned Roads Town Infrastructure III Requires an owner or any liege with the Architect or Peaceful-Architect bloodline. Trade Post Limit bonus limited to capital holding, so it cannot be stacked.
Cleared Pathways 450 760 +10% tech spread rate
+10% Levy Reinforcement Rate
+5% Disease Defense
+5 Trade Value
Stone Roads Town Infrastructure V Requires an owner or any liege with the Architect or Peaceful-Architect bloodline
Great Acqueduct 750 1250 +5% tech spread rate
+0.1 economic tech points
+10% Disease Defense
+5 Trade Value
Cleared Pathways Town Infrastructure VII Requires an owner or any liege with the Architect or Peaceful-Architect bloodline
Settlements
Special holdings