- Dec 14, 1999
- 18.439
- 39.159
Another complaint about Imperator have been the lack of variation and flavour among the buildings you can build in a city, where we had 4 different ones.
In Cicero there will be 15 different ones, working like before, with the amount of population being the primary deciding how many building-levels you can have in a city. Each building can be built multiple times if you so desire, just like before.
Stay tuned, in tomorrow’s development diary, we’ll be looking at the major changes for pops in Cicero.
In Cicero there will be 15 different ones, working like before, with the amount of population being the primary deciding how many building-levels you can have in a city. Each building can be built multiple times if you so desire, just like before.
- Training Camps +10% Manpower
- Fortress +1 Fort Level
- Barracks +20% Defensiveness, +20% Supply Limit
- Foundry +5% Starting Experience, +10 Recruit/Build Speed.
- Marketplace +33% Commerce Income from City
- Town Hall +10% Tax Income
- Court +2% City Monthly Loyalty
- Academy +2.5% Research Points, +0.5% Monthly Pop Promotion
- Temple +2% Same Religion Happiness, +0.5% Monthly Pop Conversion
- Granary +5 Population Capacity
- Library +2% Citizen Happiness, +2% Citizen Output
- Forum +2% Freemen Happiness, +2% Freemen Output
- Workshop +2% Slave Happiness, +2% Slave Output
- Theatre +2% Same Culture Happiness, +0.5% Monthly Pop Assimilation
- Aqueduct +1% Population Growth, +0.5 Migration Attraction

Stay tuned, in tomorrow’s development diary, we’ll be looking at the major changes for pops in Cicero.
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