List of Improvements: Difference between revisions
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|itemname=Docks | |itemname=Docks | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />25 {{Materials}} 25 {{Timber}} 25 {{Wealth}}<br />'''Maintenance:'''<br />5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=0}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />25 {{Materials}} 25 {{Timber}} 25 {{Wealth}}<br />'''Maintenance:'''<br />5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=0}} | ||
|Prod=+10 [[City Production]] | |Prod=+10% [[City Production]] | ||
|Experts={{Expert}}+20% [[City Production]] | |Experts={{Expert}}+20% [[City Production]] | ||
|Techs={{Tech|Sails.png|ClassSails|Sails}} {{Tech|Seafaring.png|ClassSeafaring|Seafaring}} | |Techs={{Tech|Sails.png|ClassSails|Sails}} {{Tech|Seafaring.png|ClassSeafaring|Seafaring}} | ||
Line 782: | Line 782: | ||
|itemname=Print Shop | |itemname=Print Shop | ||
|CostsMaint='''Costs:''' 250 {{ProdIcon}}<br />10 {{Materials}} 2 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | |CostsMaint='''Costs:''' 250 {{ProdIcon}}<br />10 {{Materials}} 2 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | ||
|Prod= | |Prod={{ItemIcon|Map.png|List_of_Goods|ClassMap|Map}} {{ItemIcon|Newspaper.png|List_of_Goods|ClassNewspaper|Newspaper}} {{ItemIcon-lock|Book.png|List_of_Goods|ClassBook|Book}} {{ItemIcon-lock|Encyclopedia.png|List_of_Goods|ClassEncyclopedia|Encyclopedia}} {{ItemIcon-lock|Photograph.png|List_of_Goods|ClassPhotograph|Photograph}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement. | ||
|Techs={{Tech|PrintingPress.png|ClassPrintingPress|Printing Press}} | |Techs={{Tech|PrintingPress.png|ClassPrintingPress|Printing Press}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' | ||
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|itemname=Drydock | |itemname=Drydock | ||
|CostsMaint='''Costs:''' 300 {{ProdIcon}}<br />200 {{Timber}}<br />'''Maintenance:'''<br />10 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=300|P=1}} | |CostsMaint='''Costs:''' 300 {{ProdIcon}}<br />200 {{Timber}}<br />'''Maintenance:'''<br />10 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=300|P=1}} | ||
|Prod= | |Prod=+10% [[City Production]] | ||
|Experts={{Expert}} | |Experts={{Expert}}-5 {{Health}}<br />{{ExpertSpacer}}+10 {{Security}}<br />{{ExpertSpacer}}+20% [[City Production]]<br />{{Expert}}+10 {{Knowledge}}<br />{{Expert}}+15 {{Security}} | ||
|Techs={{Tech|Shipbuilding.png|ClassShipbuilding|Shipbuilding}} {{Tech|Mercantilism.png|ClassMercantilism|Mercantilism}} | |Techs={{Tech|Shipbuilding.png|ClassShipbuilding|Shipbuilding}} {{Tech|Mercantilism.png|ClassMercantilism|Mercantilism}} | ||
|Other= '''1 per City'''<br />Upgrades from [[List of Improvements#Docks.png|Docks]]<br />Upgrades to [[List of Improvements#NavalBase.png|Naval Base]] | |Other= '''1 per City'''<br />Upgrades from [[List of Improvements#Docks.png|Docks]]<br />Upgrades to [[List of Improvements#NavalBase.png|Naval Base]]<br />''(Not sure if the 3rd expert<br />stacks or replaces the security)'' | ||
}} | }} | ||
{{Improv | {{Improv | ||
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|itemname=Forge | |itemname=Forge | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />10 {{Food}} 10 {{Materials}}<br />'''Maintenance:'''<br />1 {{Materials}} 1 {{Timber}} 3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />10 {{Food}} 10 {{Materials}}<br />'''Maintenance:'''<br />1 {{Materials}} 1 {{Timber}} 3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | ||
|Prod= | |Prod=-5 {{Health}}<br />+25% [[Craft Production]] to Blacksmiths<br />and their upgrades in this [[Region]]<br /><br />Can craft all that the [[List of Improvements#Blacksmith.png|Blacksmith]] can, plus:<br />{{ItemIcon|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement<br />{{Expert}}From +150% to +200% | ||
|Techs={{Tech|Steel.png|ClassSteel|Steel}} | |Techs={{Tech|Steel.png|ClassSteel|Steel}} | ||
|Other= '''10 per Nation'''<br />Upgrades from [[List of Improvements#Blacksmith.png|Blacksmith]]<br />Upgrades to [[List of Improvements#Foundry.png|Foundry]] | |Other= '''10 per Nation'''<br />Upgrades from [[List of Improvements#Blacksmith.png|Blacksmith]]<br />Upgrades to [[List of Improvements#Foundry.png|Foundry]] | ||
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|itemname=Windmill | |itemname=Windmill | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />80 {{Materials}} 20 {{ItemIconSmall|MetalTools.png|List_of_Goods|ClassMetalTools|Metal Tools}} 80 {{Timber}}<br />'''Maintenance:'''<br />2 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=4|H=300|P=1}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />80 {{Materials}} 20 {{ItemIconSmall|MetalTools.png|List_of_Goods|ClassMetalTools|Metal Tools}} 80 {{Timber}}<br />'''Maintenance:'''<br />2 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=4|H=300|P=1}} | ||
|Prod= | |Prod=+1 {{Food}} from all Farms and their upgrades<br />+3 City [[Craft Production]]<br />Can craft all that the [[List of Improvements#Mill.png|Mill]] can, plus:<br />{{ItemIcon-lock|DriedFoodGoods.png|List_of_Goods|ClassDriedFoodGoods|Dried Food Goods}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+1 City [[Craft Production]]<br />+4 City [[Harvest Production]] for Food and Plant [[Resource Nodes]] | ||
|Techs={{Tech|Windmills.png|ClassWindmills|Windmills}} | |Techs={{Tech|Windmills.png|ClassWindmills|Windmills}} | ||
|Other= '''8 per Nation'''<br />Upgrades from [[List of Improvements#Mill.png|Mill]] | |Other= '''8 per Nation'''<br />Upgrades from [[List of Improvements#Mill.png|Mill]] | ||
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|itemname=City Hall | |itemname=City Hall | ||
|CostsMaint='''Costs:''' 300 {{ProdIcon}}<br />80 {{Materials}} 80 {{Timber}} 100 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=350|P=0}} | |CostsMaint='''Costs:''' 300 {{ProdIcon}}<br />80 {{Materials}} 80 {{Timber}} 100 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=350|P=0}} | ||
|Prod= | |Prod=+5 {{Happiness}}, +5 {{Housing}} [[Housing]]<br />+2 City [[Production]], +25 {{Security}}<br />+5 Strength to [[Forces]] within this region<br />+10% City [[Build Production]]. Can craft all that the [[List of Improvements#TownCenter.png|Town Center]] can, plus:<br />{{ItemIcon|TreasuryBonds.png|List_of_Goods|ClassTreasuryBonds|Treasury Bonds}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement. +1 {{Food}}<br />{{Expert}}From +150% to +200%<br />{{Expert}}From +200% to +250% | ||
|Techs={{Tech|Democracy.png|ClassDemocracy|Democracy}} | |Techs={{Tech|Democracy.png|ClassDemocracy|Democracy}} | ||
|Other=Upgrades from [[List of Improvements#TownCenter.png|Town Center]] | |Other=Upgrades from [[List of Improvements#TownCenter.png|Town Center]] |
Revision as of 21:59, 1 November 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. |
- 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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+25 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
Units have to seige the wall first before being able to seige the 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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+10 City Happiness
|
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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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+25% Build Production at
Industry improvements in this region Can craft all that the Workshop can, plus: |
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1 per Nation
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+150% Craft Production
at this improvement +10 City Build Production From +150% to +200% and +10 to +20 |
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6 per Nation
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3 per Nation
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+5 City Happiness
+5 City Prosperity +25% Craft Production to Weavers and their upgrades in this Region Can craft everything the Weaver can |
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8 per Nation
Upgrades from Weaver Apparently boosts other Weavers instead of Tailors according to the Encarta. Might be a bug? | |||||
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+150% Craft Production
at this improvement +25% Craft Production to Distilleries and their upgrades in this Region Can craft everything the Brewery can |
+150% Craft Production
at this improvement +5 City Happiness From +150% to +200%. From +200% to +250%. |
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3 per Nation
Upgrades from Brewery | |||||
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+15 City Happiness
Paragon affinity: Activist, Prophet, Scientist, Strategist, and Writer +1 Masterpiece Creation Speed per turn |
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1 per Nation
Can only be built on: Temperate Forest/Rainforest Tropical Forest/Rainforest | |||||
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1 per Nation
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+10 City Happiness
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer +1 Masterpiece Creation Speed per turn |
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1 per Nation
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1 per Nation
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+1 City Religion Spread Distance
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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
100% Artist, Musician, and Writer pick chance Slightly increases Masterpiece Creation Speed in this 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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+10% City Production
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1 per City
Upgrades from Docks Upgrades to Naval Base (Not sure if the 3rd expert stacks or replaces the security) | |||||
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-5 City Health
+25% Craft Production to Blacksmiths and their upgrades in this Region Can craft all that the Blacksmith can, plus: |
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8 per Nation
Upgrades from Mill |
Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+5 City Happiness , +5 Housing
+2 City Production, +25 City Security +5 Strength to Forces within this region +10% City Build Production. Can craft all that the Town Center can, plus: |
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Upgrades from Town Center
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5 per Nation
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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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|
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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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|
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Can only be built on:
Xeric Shrubland and Arid Desert | |||||
|
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8 per Nation
Can only be built on: Polar Desert Cold Desert, Temperate Grassland Xeric Shrubland, Arid Desert, Tundra, Taiga, Savanna Mediterranean |
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 | ||
|
+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 | |||||
|
+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 | |||||
|
+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 | |||||
|
+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 | |||||
|
+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)