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Develop City is a type of building used to increase tax collection, manpower production, resource income,[1] and population growth in a city, as well as raising the city's tier by one every time it completes development. Cost of development rises per tier gained and depends on the city's base population; maximum development concludes at Tier VIII (which translates to the number 8 in Roman numerals), after which the city can no longer be developed.

Cities usually start at Tier I, while some countries in Europe automatically possess Tier II cities. However, all capital cities begin with Tier II.

Importance of Developing Cities[]

Developed cities are extremely crucial components in both the economy and the military. Mass developed cities allow the amplification of a high economy, which facilitates the maintenance of a more advanced and larger military along with additional economic expenditures.

Behavior[]

In RoN, city development's benefits count as "unimportant" or "unprioritized" and to explain what that means, we have to explain the two equations below:

Explanation[]

y is the total value of "important" modifiers, in decimal format.
t is the total value after applying all "non-important" modifiers, yes this means that city development affects "non-important" modifiers, meaning it is much more powerful than expected.
v is the base value without any modifiers.
m is the total value of all "non-important" modifiers, in a decimal format, city development counts to this value.
T is the final value after all modifiers have been applied. This means that city development is heavily affected by things such as tax research, ideology and more. There is currently no exhaustive list of "important" modifiers, help us find more by testing.

Formula[]

Tax/Manpower Gain Multiplier =

City Development Chart[]

All cities' base stats begin at 100%, so it will consistently add +50% per development level. As a result, the numbers in the "City Base Multiplier" column are +X% from Tier I. For example, Tier VIII has +350% base stats from Tier I.

Developed City Chart
City Tier City Base Stat Multiplier Example Base Stats Output
Tier I (1) 0% +$100
+10 Manpower
Tier II (2) +50% (1.5x) +$150
+15 Manpower
Tier III (3) +100% (2x) +$200
+20 Manpower
Tier IV (4) +150% (2.5x) +$250
+25 Manpower
Tier V (5) +200% (3x) +$300
+30 Manpower
Tier VI (6) +250% (3.5x) +$350
+35 Manpower
Tier VII (7) +300% (4x) +$400
+40 Manpower
Tier VIII (8) +350% (4.5x) +$450
+45 Manpower

Trivia[]

  • Bombers can passively reduce the development tier on a city if enough damage is delivered.
  • There are multiple countries that start with Tier II cities and a Tier III capital, those being: Germany, Switzerland, France, Netherlands, Sweden, United Kingdom, Italy, and Spain.
  • Cities that are undergoing development delay the recruitment time of new units in those cities, which renders the cities vulnerable to enemy advances. As such, the player should avoid developing cities that are near the battlefield.
  • Nukes are capable of resetting a developed city back to Tier I should the city be struck.

Notes[]

  1. Resource income is the money that is generated from the materials and resources a city is constantly producing, both industrially and naturally.
Current
Military Recruitment CentersAirportShipyardsSonar StationFortificationsSilo
Growth DevelopmentInfrastructure
Industrial Factories FactoriesElectronic FactoriesSteel ManufactoryMotor FactoriesFertilizer FactoriesAircraft ManufactoryCivilian FactoriesUranium Enricher
Resources Mines
Removed
Military Roads
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