List of Improvements: Difference between revisions
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|keywords=Improvements, buildings, city management, Ara, History Evolved, Wiki | |keywords=List of, Improvements, buildings, city management, Ara, History Evolved, Wiki | ||
|description=A highly detailed list of all Improvements (buildings) in the game | |description=A highly detailed list of all Improvements (buildings) in the game | ||
|image=Arahulogo_purple_square_wiki_line.png | |image=Arahulogo_purple_square_wiki_line.png |
Revision as of 18:44, 30 October 2024
Under Construction |
This page is still under construction. It might not be complete or formatted properly. |
Table of Contents | ||
Act I | Act II | Act III |
Ancient History | Early Middle Ages | Machine Age |
Bronze Age | High Medieval Era | Atomic Age |
Iron Age | Renaissance | Information Age |
Antiquities | Enlightenment | Singularity Age |
Religion Specific Improvements |
These improvements serve different 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 that are used as Amenities/Supplies and for certain improvements. | ||
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, as well as improving your people's Health and Knowledge. |
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- Act I - |
Ancient History | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Faded out Goods might not be available
due to technology requirements. | |||||
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Upgrades to Town Center
and City Hall Faded out Goods might not be available due to technology requirements. | |||||
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Upgrades to Residence
and Skyscraper Place these in your City Center, leave room for a Monument. And if it's your capital, leave room for the Palace | |||||
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Upgrades to Crafting Guild
and Factory Faded out Goods might not be available due to technology requirements. | |||||
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+100% of Region Food yield is
applied to Harvest Production +3% City Growth +5 bonus Harvest Production for each Farm in this region (including itself) |
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Not the greatest of improvements unless you have a Resource Node that needs it
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+150% Craft Production
at this improvement. +25% Build Production at Industry improvements in this region |
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8 per Nation
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+5 City Health
+50% of Region Food yield is applied towards Harvest Production at each Farm within this Region |
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+5 City Health
+10 City Knowledge +25% Craft Production to apothecaries and their upgrades in this region |
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8 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Ceramic Ports) | |||||
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Unsure of exact
harvest production numbers |
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Bronze Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+15 City Security
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1 per City
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3 per Nation
Faded out Goods might not be available due to technology requirements. | |||||
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+1 City Cap.
+50% Tax income per turn +5 bonus to all Quality of Life stats if built in your city center |
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1 per Nation
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1 per City
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+10 City Production
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+20% City Production
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6 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Bread) | |||||
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1 per City
(As of 1.0.5 not all techs that unlock this building also unlock Trade Goods) Upgrades to Bazaar | |||||
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Iron Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per Nation
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1 per Nation
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+200% of Region Food yield is
applied to Harvest Production +3% City Growth +5 bonus Harvest Production for each Farm in this region (including itself) |
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1 per City
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1 per Nation
Some passive Prestige in the Iron Age | |||||
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1 per City
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Antiquities | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+15 City Knowledge
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1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer | |||||
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+10 City Happiness
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1 per Nation
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1 per City
Upgrades from Fortress | |||||
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Upgrades from Gathering Hall
Upgrades to City Hall Faded out Goods might not be available due to technology requirements. | |||||
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+150% Harvest Production
at this improvement. +1 City Build Production From +150% to +200% From +1 to +2 |
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+150% Harvest Production at this improvement.
+5 City Craft Production. +1 From +150% to +200% From +5 to +10 |
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1 per City
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1 per City
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- Act II - |
Early Middle Ages | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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6 per Nation
Upgrades from Apothecary Upgrades to Pharmacy Faded out Goods might not be available due to technology requirements. | |||||
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3 per Nation
Upgrades from Fermenting Pit Upgrades to Distillery Faded out Goods might not be available due to technology requirements. | |||||
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1 per City
Note: The happiness bonus per farm is from that region only Faded out Goods might not be available due to technology requirements. | |||||
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1 per City
Upgrades from Inn | |||||
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1 per City
Upgrades from Trading Post | |||||
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6 per Nation
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1 per City
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1 per City
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High Medieval Era | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per Nation
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6 per Nation
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3 per Nation
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8 per Nation
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3 per Nation
Upgrades from Brewery | |||||
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1 per Nation
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1 per Nation
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1 per Nation
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1 per Nation
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1 per Nation
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1 per City
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Renaissance | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per City
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1 per Nation
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+10 City Happiness
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1 per Nation
Upgrades to Community Garden | |||||
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1 per Nation
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8 per Nation
Upgrades from Mill |
Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Upgrades from Town Center
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5 per Nation
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Upgrades from Crafting Guild
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10 per Nation
Upgrades from Forge | |||||
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8 per Nation
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+15 City Prosperity
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1 per Nation
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1 per Nation
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- Act III - |
Machine Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per City
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+25 City Knowledge
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1 per City
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1 per City
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3 per Nation
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1 per City
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1 per City
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8 per Nation
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1 per Nation
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+15 City Knowledge
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1 per City
Upgrades from Drydock | |||||
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1 per Nation
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Upgrades from Irrigated Farm
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As of 1.0.5 you have to manually replace Fishing Nets with these,
no upgrade button |
Atomic Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per City
Upgrades from Radio Tower | |||||
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1 per City
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1 per City
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+100% Musician pick chance
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1 per Nation
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+15 City Happiness
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1 per City
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1 per Nation
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Upgrades from Sawmill
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8 per Nation
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Upgrades from Residence
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1 per City
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Upgrades from Mine
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1 per City
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8 per Nation
Upgrades from Chemist |
Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per City
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+10 City Happiness
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1 per City
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1 per Nation
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1 per City
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+15 City Happiness
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1 per Nation
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1 per Nation
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8 per Nation
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Singularity Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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1 per Nation
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+30 City Health
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1 per City
Upgrades from Clinic | |||||
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+15 City Happiness
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1 per Nation
Upgrades from Plaza | |||||
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+15 to all Quality of Life stats in this city
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1 per City
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Religion Specific Improvements | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+1 City Religion Spread Distance
+5 City Religion Spread Strength |
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Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Christianity | |||||
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+1 City Religion Spread Distance
+5 City Religion Spread Strength |
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Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Sikhism | |||||
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+1 City Religion Spread Distance
+5 City Religion Spread Strength |
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Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Islam | |||||
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+1 City Religion Spread Distance
+5 City Religion Spread Strength |
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Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Shinto or Buddhism | |||||
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+1 City Religion Spread Distance
+5 City Religion Spread Strength |
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Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Any religion not specified above |
See Also
- List of Triumphs
- List of Resources
- List of Goods (Includes Amenities/Supplies)