Category:City

__NOCATEGORYGALLERY__ Cities are centers of commerce, trade, economic development, and opportunities for moneymaking. A city was considerably smaller with a limited population. Its streets were not paved and there were no tarmac roads like there are today. Medieval cities were quite dirty and muddy although as the medieval period progressed medieval cities became more organised and structured. They have their own taxation system, a sizable militia, and often bustling with people looking for trade. Some cities are walled or heavily militarized. Cities are controlled by mayors, either elected or inherited.

A city requires two villages to be sustained properly.

Improvements
There are various improvements that cities can build in order to improve taxation, defense, military, and commerce. Adventurers may invest on building these improvements to enjoy some of its benefits as beneficiaries. The improvements can determine what interactions the adventurers can make in the city.

Assay Office
Gold and silver are important metals that can be minted for currency, but to check if they are indeed of high purity, an assay office must be built to check the purity of these metals. These are different from the mints which produce the actual coins used for trading.

City Fortifications
City fortifications are set of defensive structures that protect the city from besiegers and raiders. These structures can store supplies or make sieging more difficult for the attacking force.

City Guard
City guard provides training and shelter for pikemen, which is valuable for town defense and on open-field combat. City guard also provide security in the city during nighttime.

City Guild Hall
City guild hall allows representation of guilds in the city, allowing policies on certain guilds to be enacted. Regulation or relaxation of policies on these guilds can be done. Having a city guild hall entices more guildsmen to flock to your city for an opportunity to profit.

City Hall
City hall is the avenue for townsfolk to communicate with the city mayor. They are administrative and economic power of the city. Laws and city quests can be found on the city hall.

Court
Courts are offices where the judiciary can sentence townsfolk for charges and crimes. Having a court increases your legitimacy in the eyes of the townsfolk. Laws can be formalized on courts and some disputes can be resolved in courts peacefully rather than violently.

Militia Training Grounds
These training grounds are a common townfolks' way of getting into an army, allowing them to learn the basic concepts of combat and warfare. This increases the number of troops a city can raise as well as the garrison it can have.

Mustering Grounds
Mustering grounds train lightly armored infantry and archers. These units are especially useful for skirmishing, ambushing, and moving in rough terrain.

Roads
Roads are paths where carts and men can walk through. Dirt paths are the original form of ways. Having a paved road can improve direction and prestige of the city.

Tavern
A tavern is where you can get booze, food, companions, and intrigues. It's where the common man gather up, celebrate, and have fun. Taverns can also accomodate travelers for the night, but usually in a hefty price.

Toll Booth
Toll booths are situated at the entrances of the city for merchants and travelers on entering the city. Aside from a form of income for the city, it also provides security for the citizens. Some merchants may get upset on paying on the booth, but they are expecting a hefty profit if a city has a toll booth.

Town Market
Town market provides a centralized commercial hub for traders, merchants, and smiths. It increases the town's prosperity, and can be helpful for rulers to declare their policies to their townsfolk.

University
Universities are expensive educational institutions that can store important knowledge of the city or county. Scholars who work at this university can be asked to research for knowledge, or create a new book containing important information. Universities might also contain information on certain locations, items, or skills only the mystics should know.

Walls
Walls are erect structures surrounding the city to defend from the attackers. Larger walls require more soldiers to man it, increasing the number of soldiers you can raise from the city. Due to the security of the walls provided, the city mayor can slightly increase the taxes in the city.

Districts
The social hierarchy is clearly defined by the districts. There are three notable social classes in the city.

Nobility
The nobility are the most elegant and rich people in the settlement. They are privileged enough to have their own personal bodyguard, some form of income from businesses in the city, and minor political power in the city politics. Due to their wealth, they usually attract some form of dissent among the city.

Citizens
Merchants, tradesmen, and citizens live in the citizen districts. Most of the commerce are made by the citizens; they are wealthy enough to do some investments and trading. Most of them are happy most of the time.

Commons
The commons consists of the farmers, serfs, and slaves. They consist of the majority of the population, doing all the work to keep the city bustling and alive. The commons can be said to be the backbone of the city economy.