List of Improvements: Difference between revisions
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|Prod=+3 [[Housing]].<br />+2 bonus [[Housing]] if built in the city center.<br />+3% [[City Production]]{{ProdIcon}}. | |Prod=+3 [[Housing]].<br />+2 bonus [[Housing]] if built in the city center.<br />+3% [[City Production]]{{ProdIcon}}. | ||
|Experts= | |Experts= | ||
|Other=Upgrades to [[Residence]] in Act II and [[Skyscraper]] in Act III.<br />Place these in your City Center but leave room for a [[Monument]]. And if it's your capital, leave room for the [[Palace]]. | |Other=Upgrades to [[Residence]] in Act II<br />and [[Skyscraper]] in Act III.<br />Place these in your City Center but leave room for a [[Monument]]. And if it's your capital, leave room for the [[Palace]]. | ||
}} | }} | ||
{{Improv|T=DomainImpact.png|D=3|H=100|P=- | {{Improv|T=DomainImpact.png|D=3|H=100|P=- | ||
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|Prod=100% of [[Region Food]] {{Food}} yield is<br />applied to [[Harvest Production]].<br />+3% [[City Growth]].<br />+5 bonus [[Region Harvest Production]] for each Farm in this region (including itself). | |Prod=100% of [[Region Food]] {{Food}} yield is<br />applied to [[Harvest Production]].<br />+3% [[City Growth]].<br />+5 bonus [[Region Harvest Production]] for each Farm in this region (including itself). | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br />+1 {{Food}} Food | |Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br />+1 {{Food}} Food | ||
|Other=Upgrades to [[Irrigated Farm]] in Act II and [[Industrial Farm]] in Act III. | |Other=Upgrades to [[Irrigated Farm]] in Act II<br />and [[Industrial Farm]] in Act III. | ||
}} | }} | ||
{{Improv|T=DomainIndustry.png|D=3|H=100|P=1 | {{Improv|T=DomainIndustry.png|D=3|H=100|P=1 | ||
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|Prod={{Itemil|CuredMeats.png|List_of_Goods|Cured Meats}}<br />{{Itemil|SaltedFish.png|List_of_Goods|Salted Fish}} | |Prod={{Itemil|CuredMeats.png|List_of_Goods|Cured Meats}}<br />{{Itemil|SaltedFish.png|List_of_Goods|Salted Fish}} | ||
|Experts={{Expert}}+25% [[Build Production]]<br />towards Industry{{DomainIndustry}} improvements in this region.<br />+150% [[Craft Production]] at this improvement. | |Experts={{Expert}}+25% [[Build Production]]<br />towards Industry{{DomainIndustry}} improvements in this region.<br />+150% [[Craft Production]] at this improvement. | ||
|Other= | |Other=Requires {{Itemil|AnimalHusbandry.png|Tech_Tree| Animal Husbandry}} technology. | ||
}} | }} | ||
|} | |} |
Latest revision as of 06:31, 17 October 2024
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Domains[edit | edit source]
Improvements make up the foundation of your Nation. These buildings serve essential functions, depending on their domain type.
- Commerce - These improvements boost Prosperity and produce Wealth to fill your Nation's treasury.
- Culture - These Masterpiece generating improvements create great art, music, sculptures and more.
- Government - Establish and manage your Nation's Cities and the needs of the public, from administration to housing.
- Resource - These "Harvesters" collect Resources you need to grow and fuel your Nation.
- Industry - These "Crafters" convert Resources into Goods you need to construct improvements or consume to improve the Quality of Life for your people.
- Military - These improvements provide for the public defence and allow your Nation to produce and boost your Armed Forces.
- Religion - These improvements are used to found, spread and amplify the effects of Religion for your Nation.
- Science - These improvements that generate Research, unlocking new Technologies as well as improving your people's Health and Knowledge.
Improvements[edit | edit source]
The 3 numbers below the name of the improvement are Defense / Health / Prestige.
The first two are related to Pillaging and the third is how much Prestige you get for building it.
- Act I - Ancient History | |||||
Costs / Maintenance | Production | Experts | Other | ||
4 / 200 / - |
Free | Censer Code of Laws Codex Currency Feast Festival Jewelry Censer Treasury Bonds | +150% Craft Production at this improvement. From +10 Wealth to +15 Wealth. |
||
4 / 200 / - |
Maintenance: 2 1 5 / |
Code of Laws Codex Feast Festival Jewelry Strategy Codex | +150% Craft Production at this improvement. |
||
3 / 100 / - |
Costs: 75 Production 25 Food 25 Timber |
+3 Housing. +2 bonus Housing if built in the city center. +3% City Production. |
Upgrades to Residence in Act II and Skyscraper in Act III. Place these in your City Center but leave room for a Monument. And if it's your capital, leave room for the Palace. | ||
3 / 100 / - |
Costs: 75 Production 15 Timber Maintenance: 1 / |
100% of Region Food yield is applied to Harvest Production. +3% City Growth. +5 bonus Region Harvest Production for each Farm in this region (including itself). |
+150% Harvest Production at this improvement. +1 Food |
Upgrades to Irrigated Farm in Act II and Industrial Farm in Act III. | |
3 / 100 / 1 |
Costs: 65 Production 10 Materials 25 Timber Maintenance: 1 1 1 / |
+150% Craft Production at this improvement. |
Upgrades to Crafting Guild in Act II and Factory in Act III. Too many crafted items for full names, mouse-over reveals the name in URL. | ||
3 / 100 / 1 |
Costs: 45 Production 10 Materials 25 Timber Maintenance: 1 / |
Cured Meats Salted Fish |
+25% Build Production towards Industry improvements in this region. +150% Craft Production at this improvement. |
Requires Animal Husbandry technology. |
Images Temp[edit | edit source]
See Also[edit | edit source]
- List of Resources
- List of Goods (Includes Amenities/Supplies)
- List of Triumphs