Cities are strategically important sites in the Rise of Legends universe. Cities differ from other types of sites because they can be expanded on by the player by adding on districts (unique to each race). In any type of gameplay (except nomadic) the player will start with one undeveloped city. A city has the largest impact on a nations border of any building or site. In a every nation, one city becomes the capital (after being improved enough or by game script). In a standard game, if a player loses their capital, they are defeated. In a conquest game if a player loses all their cities they lose.

Cities start with only a city center, that has no benefits aside from limited defense features. Cities are always Small Cities, Large Cities, or Great Cities. A city always starts as a Small City, and after improvement and adding a Palace District, the city becomes a Large City and all the features of the city are augmented. Also, in gameplay, the first city to become a Large City automatically becomes the nation's capital (and is called a Large Capital). After more improvement, and another Palace District the city becomes a Great City (or a Great Capital).

Gameplay Edit

On every map choice (except nomad) the player starts with a single city, which may or may not be partially improved depending on the map choice. The city comes only with the city center, starting as a Small City. The Vinci can create Caravans, Military Districts, Industrial Districts, Merchant Districts, and Palace Districts. The Alin can create Caravans, Puzzle Boxes, Fire Scouts, Military Districts, Magus Districts, Merchant Districts, and Palace Districts. The Cuotl can create Holy Arcs, Military Districts, Holy Districts, Reactor Districts, and Palace Districts. Each city can have twelve districts (two palace districts, 10 others).

The player explore the map and encounter neutral cities. The player choose to purchase the city by expending a certain amount of wealth (only available to Alin and Vinci nations), subjugate the city by expending a certain amount to energy (only available to Cuotl nations), attack the city by defeating its defenders and reducing the city's health to zero, or trade with until the city is peaceful annexed in to the trading nation.

The player improves cities by adding districts all of which have their own benefits, and some are unique teach race:

Military Districts Edit

Military Districts grant a few free soldiers to the nation the patron. They also create their own attack range, and also increase the general strength of the city in general. The military districts will also increase the population cap of a nation. The Vinci Military districts take the form of a large canon, the Alin are large floating crystals, and the Cuotl are barracks. 

Unique Districts Edit

Every nation has a unique district to add to cities. The Vinci add Industrial Districts, the Alin add Magus Districts, and the Cuotl add Holy Districts. Industrial Districts grant Prototype points, and also increase the construction speed of all buildings, and are shaped like large pumps with rotary motors. Magus Districts grant research points and increase the mana regeneration of Heroes, and are shaped like giant weather vanes. Holy Districts allow the creation of an extra Holy Arc, and provide creates a field of attrition around the patron city, and are shaped like temples.

Economic Districts Edit

Caravan Vinci RoL

Vinci's Caravan Unit, created by Economic District

The Alin and Vinci have the same Economic Distirct: Merchant Districts. The Cuotl utilize a different type called a Reactor District. Merchant Districts allow for the creation of caravans and merchant districts improve the income from caravans. Reactor Districts provide a steady income of energy based on how many cities and sites the patron nation owns.

Palace Districts Edit

Palace Districts can only be added once three other types of districts are added. Palace Districts will improve all the effects of all the districts in the city. For Example, it will grant extra soldiers for each military solider. Palace Districts will also raise the city level from Small to Large, or Large to Great.

Campaign Edit

When playing in the campaign, cities are the center of the provinces in every map. In the campaign, cities are usually partially developed when the player captures them. Cities are improved by the player to either grant benefits to the player or to defend the province from enemy nations. In the campaign, the capital of every is predetermined, but capturing that capital will still eliminate the nation.

Just like in gameplay cities are improved by adding districts. The same type of districts may be added to a campaign city as in normal gameplay for each race, however, they are simply classified as Military, Unique, Economic, and Palace. Adding districts awards points to benefit the nation.

Military Districts Edit

Whenever a province is captured by any nation, all of the military districts in that province are destroyed. The new leader of the province may add new military districts which will award a single Military Point to the player the turn after the district was constructed.

The more important function of a Military District is defend against enemy attacks. When an opposing nation attacks the province, each turn a military district will be destroyed. When no military districts are left, the turn afterwards the province becomes part of the enemy nation.

Unique Districts Edit

Every nation has a unique district to add to cities. The Vinci add Industrial Districts, the Alin add Magus Districts, and the Cuotl add Holy Districts. However, in the campaign all of these districts have the exact same function: one turn after construction they provide one research point to the nation. They remain permanently built and will endure an opposing nations invasion.

Economic Districts Edit

The Alin and Vinci have the same Economic Distirct: Merchant Districts. The Cuotl utilize a different type called a Reactor District. In the campaign, these Districts have the same function, to provide an income of one Wealth point every turn to the nation. They remain permanently built and will endure an opposing nations invasion. Merchant Districts are shaped like markets, and Reactor Districts are shaped like alien-like reactors.

Palace Districts Edit

In the campaign a Palace District cannot change a cities status to capital status. In the campaign a Palace district upgrades the city to Large City (first place district) and then to a Great City (second place district). In the campaign, this does not change anything about the actual city. The Palace District, however, does provide an income of each point (military, research, and wealth) every turn.

Strategy Edit

There are many ways to approach how to develop cities. While of course any combination of districts can be added to a city, two very popular ways to develop a city. One way is to evenly distribute districts to a city, so that three Military Disitrcts, three Unique Districts, three Merchant Disticts, three Palace Districts, and one variable district patron a city. Another popular development strategy is to develop a city with only one kind of district to bolster that districts benefit (all military for protection/population cap expansion).

When building Military Districts, it is recommended to build these districts last, since having Military Districts far out of the city will allow more enemy units to enter their attack range.

When beginning to conquer opposing neutral cities, it is usually recommend to be quick to prevent enemy nations form capturing them and utilizing them against them. Typically a hero is enough to conquer a neutral nation. Also the starting force for match is usually enough to conquer a city. Defenders do spawn again after forming peace with neutral cities or after an attack force is defeated or retreats.

Attacking cities owned by other nations is incredibly dangerous as improved cities can resist substantial amounts of damage and poses defenses strong enough to level attacking armies. This is not even mentioning the fact that opposing nations will of course fortify their cities with stationary defenses and large armies. An attack force to try to capture a city should consist evenly of antipersonnel and siege units. Bringing heroes is especially recommended as typically they can utlitse both antipersonnel and siege powers. Master Units can usually capable of leveling cities without any fortification.

Gallery Edit

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