Medieval Age
Timber towns gathered around stone towers.
The Medieval Age is age 4 of 8 in Erapolis. Homes can grow up to level 7, and they gain a new need: Safety. The age ends when you raise the Cathedral, which needs 450 people and carries your city into the Renaissance.


Goals
- Set the night watch
- Charter a guild
- Grow to 450 people
- Consecrate the Cathedral
Buildings
These unlock in the Medieval Age:
Events
Events that can happen during this age:
- A Wandering StrangerA cloaked stranger at the edge of town offers to teach a trick or two in exchange for a hot meal. Share your food and your woodcutters work faster for a while.
- Trade CaravanTraders with laden donkeys ask to camp by your market. Swap wood for gold or stone for food, or send them on without a deal.
- A Duel of WitsA swaggering sea captain challenges your best orator to a duel of insults while the whole harbour watches. Accept, and win gold and a legendary mood.
- Harvest FestivalAfter a good year the people want music, dancing and far too much food. Spend food on a festival for a big happiness boost, or save the stores and disappoint them.
- A Flash of InsightA scholar runs through the streets having cracked an old problem. Fund the work with gold for a large knowledge reward, or applaud for a smaller one.
- Bumper HarvestWarm rain and long sun: the fields have never looked so full. Food output rises for a while.
- A Glittering VeinQuarrymen strike a seam of something shiny. Mine it for stone and gold.
- The Road ConnectsCarriers with handcarts run goods along every road, and the supply chain hums. Gold income rises for a while.
- Two BannersTwo rival noble houses camp outside the walls, each demanding the town's support. Host a tournament instead, or stay neutral and live with the tension.
- Fire!A building outside the reach of a watch catches fire. A bucket brigade usually saves it; let it burn and it falls to ruin until you repair it. Watch coverage prevents fires.
- Fever in the StreetsA fever spreads through homes that no bathhouse or hospital covers. Quarantine costs gold but saves lives; waiting it out costs residents and happiness. Health coverage prevents fevers.
- Rising WatersHeavy rain swells the water and a building at the shore is at risk. Spend stone on a levee to keep it safe, or hope for the best.
- ThunderstormA wild storm rolls in off the sea and everyone hides indoors. Wood output dips for a minute, but the storm leaves some driftwood behind.
Generated from the Erapolis game data. Numbers are per minute of game time.





