Cities

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A city holding

Cities are holdings controlled by a burgher, usually a mayor or a doge. 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. Nobles cannot hold a city within their direct demesne without suffering penalties to taxes, vassal opinion, and levies.

Cities are best when built in a coastal county, as this allows two types of income-increasing buildings to be 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.

Hindu characters must be of the correct caste (Vaishya) 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

Wall Quality Upgrades[edit]

These buildings increase fort level, increasing the time it takes an attacking army to siege the holding.

Price (gold) Build time (days) Effects Requirements Tech Requirements
City Moat 50 182 +0.4 fort level Town Palisade
City Gatehouse 50 182 +0.4 fort level Small City Wall
City Moat
Improved Keeps 1
City Portcullis 50 182 +0.5 fort level City Gatehouse Improved Keeps 3
Deep City Moat 100 365 +1 fort level City Portcullis Improved Keeps 5
City Barbicans 100 365 +1 fort level Deep City Moat Improved Keeps 7

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 Palisade 50 365 +0.4 fort level
+2.5% levy size
+0.2 income
Small City Wall 50 547 +0.4 fort level
+2.5% levy size
+0.2 income
Town Palisade Improved Keeps 2
Medium City Wall 100 730 +0.4 fort level
+5% levy size
+0.2 income
Small City Wall Improved Keeps 4
Large City Wall 100 1095 +0.5 fort level
+5% levy size
+0.2 income
Medium City Wall Improved Keeps 6
Huge City Wall 150 1460 +1.0 fort level
+7.5% levy size
+0.5 income
Large City Wall Improved Keeps 8

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 200 1460 +1.0 fort level
+25% garrison size
+7.5% levy size
15 galleys
Arsenal 2 400 1460 +1.5 fort level
+20% garrison size
+7.5% levy size
15 galleys
Arsenal Town Infrastructure 4
Arsenal 3 600 2190 +2.0 fort level
+25% garrison size
+12.5% levy size
15 galleys
Arsenal 2 Town Infrastructure 7

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
Primitive Militia Training Grounds 150 547 +5% levy size
+5% garrison size
Small Militia Training Grounds 200 730 +7.5% levy size
+10% garrison size
Town Palisade
Primitive Militia Training Grounds
Medium Militia Training Grounds 300 1095 +10% levy size
+15% garrison size
Small Militia Training Grounds Improved Keeps 2
Large Militia Training Grounds 400 1460 +12.5% levy size
+20% garrison size
Medium Militia Training Grounds Improved Keeps 4
Huge Militia Training Grounds 500 2190 +15% levy size
+25% garrison size
Large Militia Training Grounds Improved Keeps 6
Great Militia Training Grounds 500 2190 +15% levy size
+25% garrison size
Huge Militia Training Grounds Improved Keeps 8

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
Militia Mustering Ground 100 365 +60 light infantry
+30 archers
City Archery Range 120 547 +40 light infantry
+70 archers
Town Palisade
Militia Mustering Ground
Large Militia Mustering Ground 200 730 +80 light infantry
+50 archers
City Archery Range Town Infrastructure 1
Large City Archery Range 300 1095 +60 light infantry
+90 archers
Large Militia Mustering Ground Town Infrastructure 3
Huge Militia Mustering Ground 400 2190 +100 light infantry
+70 archers
Large City Archery Range Town Infrastructure 5
Huge City Archery Range 500 2190 +80 light infantry
+110 archers
Huge Militia Mustering Ground Town Infrastructure 7

Barracks[edit]

Barracks 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 Quarters 100 365 +45 pikemen
Small City Barracks 120 547 +55 pikemen Town Palisade
City Guard Quarters
Town Infrastructure 2
Medium City Barracks 200 730 +65 pikemen Small City Wall
Small City Barracks
Town Infrastructure 4
Large City Barracks 300 1095 +75 pikemen Medium City Barracks Town Infrastructure 6
Great City Barracks 400 2190 +85 pikemen Large City Barracks Town Infrastructure 8

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 Palisade
Toll Booth 200 730 +3.0 income City Guild Hall
Small City Wall
Town Infrastructure 1
Court 300 1095 +3.0 income Toll Booth Town Infrastructure 3
Assay Office 400 2190 +3.0 income Court Town Infrastructure 5
Fair 500 2190 +3.0 income Assay Office Town Infrastructure 7

Ports[edit]

Ports are buildings that can only be built in provinces with a coastline that provide extra income. If you are a patrician or a doge holding coastal cities, constructing these buildings is a high priority, more so if you control the trade post in the same county.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Small Harbour 100 365 +3.0 income Only available in coastal holdings
Harbour 120 547 +3.0 income Small Harbour
Town Palisade
Trade Practices 1 Only available in coastal holdings
Small Port 200 730 +3.0 income Harbour
Small City Wall
Trade Practices 3 Only available in coastal holdings
Medium Port 300 1095 +3.0 income Small Port Trade Practices 4 Only available in coastal holdings
Large Port 400 2190 +3.0 income Medium Port Trade Practices 6 Only available in coastal holdings

Shipyard[edit]

Ports are buildings that can only be built in provinces with coastline that provide ships that can be used to transport troops.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Shipyard 1 100 365 +5 galleys Shipbuilding 1 Only available in coastal holdings
Shipyard 2 100 730 +6 galleys Shipyard 1 Shipbuilding 2 Only available in coastal holdings
Shipyard 3 100 1095 +7 galleys Shipyard 2 Shipbuilding 3 Only available in coastal holdings
Shipyard 4 100 1460 +8 galleys Shipyard 3 Shipbuilding 4 Only available in coastal holdings

Universities[edit]

Universities are expensive educational institutions that increase the rate of technological growth in the entire county.

Price (gold) Build time (days) Effects Requirements Tech Requirements Notes
Small University 600 1095 +30% tech spread rate
+0.05 economic tech points
Town Infrastructure 2 Bonus affects the entire county
University 800 2190 +30% tech spread rate
+0.05 economic tech points
Small University Town Infrastructure 4 Bonus affects the entire county
Large University 800 2190 +30% tech spread rate
+0.05 economic tech points
University Town Infrastructure 8 Bonus affects the entire county
Holdings
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