List of Improvements: Difference between revisions
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|CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />15 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=1}} | |CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />15 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=1}} | ||
|Prod=+2 Strength to [[Forces]] within this [[Region]].<br />+15 {{Security}} | |Prod=+2 Strength to [[Forces]] within this [[Region]].<br />+15 {{Security}} | ||
|Experts={{Expert}}+10 | |Experts={{Expert}}+10 City Siege Defense<br />in this city | ||
|Techs={{Tech|Archery.png|ClassArchery|Archery}} | |Techs={{Tech|Archery.png|ClassArchery|Archery}} | ||
|Other= '''1 per City'''<br />Upgrades to [[List of Improvements#Fortress.png|Fortress]] and [[List of Improvements#Citadel.png|Citadel]] | |Other= '''1 per City'''<br />Upgrades to [[List of Improvements#Fortress.png|Fortress]] and [[List of Improvements#Citadel.png|Citadel]] | ||
Line 631: | Line 631: | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />25 {{Food}} 150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Materials}} 1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />25 {{Food}} 150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Materials}} 1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | ||
|Prod=+4 {{Housing}} [[Housing]]<br />+2 bonus {{Housing}} [[Housing]]<br />if built in the city center<br />+3% [[City Production]] | |Prod=+4 {{Housing}} [[Housing]]<br />+2 bonus {{Housing}} [[Housing]]<br />if built in the city center<br />+3% [[City Production]] | ||
|Experts= | |Experts= | ||
|Techs={{Tech|Steel.png|ClassSteel|Steel}} {{Tech|Architecture.png|ClassArchitecture|Architecture}} {{Tech|TheScientificMethod.png|ClassTheScientificMethod|The Scientific Method}} | |Techs={{Tech|Steel.png|ClassSteel|Steel}} {{Tech|Architecture.png|ClassArchitecture|Architecture}} {{Tech|TheScientificMethod.png|ClassTheScientificMethod|The Scientific Method}} | ||
|Other=Upgrades from [[List of Improvements#Dwelling.png|Dwelling]]<br />Upgrades to [[List of Improvements#Skyscraper.png|Skyscraper]] | |Other=Upgrades from [[List of Improvements#Dwelling.png|Dwelling]]<br />Upgrades to [[List of Improvements#Skyscraper.png|Skyscraper]] | ||
Line 1,074: | Line 1,074: | ||
|itemname=Data Center | |itemname=Data Center | ||
|CostsMaint='''Costs:''' 500 {{ProdIcon}} 50 {{ItemIconSmall|Electronics.png|List_of_Goods|ClassElectronics|Electronics}}<br />20 {{ItemIconSmall|MachinedPart.png|List_of_Goods|ClassMachinedPart|Machined Part}} 60 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=1}} | |CostsMaint='''Costs:''' 500 {{ProdIcon}} 50 {{ItemIconSmall|Electronics.png|List_of_Goods|ClassElectronics|Electronics}}<br />20 {{ItemIconSmall|MachinedPart.png|List_of_Goods|ClassMachinedPart|Machined Part}} 60 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=1}} | ||
|Prod= | |Prod=+20% {{Research}} Research per turn in this city<br />+15 {{Knowledge}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+15 {{Prosperity}} | ||
|Techs={{Tech|Computers.png|ClassComputers|Computers}} | |Techs={{Tech|Computers.png|ClassComputers|Computers}} | ||
|Other= '''1 per City'''<br />Upgrades from [[List of Improvements#RadioTower.png|Radio Tower]] | |Other= '''1 per City'''<br />Upgrades from [[List of Improvements#RadioTower.png|Radio Tower]] | ||
Line 1,094: | Line 1,094: | ||
|itemname=Hotel | |itemname=Hotel | ||
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />50 {{Food}} 150 {{Materials}} 150 {{Timber}}<br />'''Maintenance:'''<br />3 {{Food}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | |CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />50 {{Food}} 150 {{Materials}} 150 {{Timber}}<br />'''Maintenance:'''<br />3 {{Food}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | ||
|Prod= | |Prod=+15 {{Prosperity}}, +5% City Growth<br /> +15 {{Wealth}} Wealth per turn for<br /> each Commerce {{DomainCommerce}} and {{DomainCulture}}<br /> improvement in this region<br />{{ItemIcon-lock|GourmetMeals.png|List_of_Goods|ClassGourmetMeals|Gourmet Meals}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+10 {{Happiness}} | ||
|Techs={{Tech|Leisure.png|ClassLeisure|Leisure}} | |Techs={{Tech|Leisure.png|ClassLeisure|Leisure}} | ||
|Other= '''1 per City''' | |Other= '''1 per City''' | ||
Line 1,124: | Line 1,124: | ||
|itemname=<small>Reflecting Pool</small> | |itemname=<small>Reflecting Pool</small> | ||
|CostsMaint='''Costs:''' 375 {{ProdIcon}}<br />100 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | |CostsMaint='''Costs:''' 375 {{ProdIcon}}<br />100 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | ||
|Prod= | |Prod=+15 {{Security}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+1 Masterpiece Creation<br />{{ExpertSpacer}}Speed per turn<br />{{Expert}}From +1 to +2<br />{{Expert}}From +2 to +3 | ||
|Techs={{Tech|Leisure.png|ClassLeisure|Leisure}} | |Techs={{Tech|Leisure.png|ClassLeisure|Leisure}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation'''<br />Paragon affinity: Artist, Engineer, Entrepreneur, Musician, and WRiter | ||
}} | }} | ||
{{Improv | {{Improv | ||
Line 1,134: | Line 1,134: | ||
|itemname=Ind. Logging | |itemname=Ind. Logging | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />120 {{Materials}} 80 {{Timber}} 150 {{Wealth}}<br />'''Maintenance:'''<br />2 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=0}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />120 {{Materials}} 80 {{Timber}} 150 {{Wealth}}<br />'''Maintenance:'''<br />2 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=0}} | ||
|Prod= | |Prod=+400% of Region [[Timber]] {{Timber}} Yield<br />is added to the city's [[Harvest Production]]<br />+2 {{Timber}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement. +2 {{Timber}}<br />{{ExpertSpacer}}+5 [[City Production]]<br />{{Expert}}150% to 200%. +5 to +10<br />{{Expert}}200% to 250%. +10 to +15 | ||
|Techs={{Tech|MassProduction.png|ClassMassProduction|Mass Production}} | |Techs={{Tech|MassProduction.png|ClassMassProduction|Mass Production}} | ||
|Other=Upgrades from [[List of Improvements#Sawmill.png|Sawmill]] | |Other=Upgrades from [[List of Improvements#Sawmill.png|Sawmill]] | ||
Line 1,144: | Line 1,144: | ||
|itemname=Shopping Mall | |itemname=Shopping Mall | ||
|CostsMaint='''Costs:''' 325 {{ProdIcon}}<br />10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}} 1 {{ItemIconSmall|Power.png|List_of_Goods|ClassPower|Power}} 10 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}}<br />'''Maintenance:'''<br />1 {{ItemIconSmall|Power.png|List_of_Goods|ClassPower|Power}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | |CostsMaint='''Costs:''' 325 {{ProdIcon}}<br />10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}} 1 {{ItemIconSmall|Power.png|List_of_Goods|ClassPower|Power}} 10 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}}<br />'''Maintenance:'''<br />1 {{ItemIconSmall|Power.png|List_of_Goods|ClassPower|Power}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | ||
|Prod= | |Prod=+15 {{Prosperity}}<br />{{ItemIcon-lock|Bandage.png|List_of_Goods|ClassBandage|Bandage}} {{ItemIcon-lock|Baskets.png|List_of_Goods|ClassBaskets|Baskets}} {{ItemIcon-lock|Fabric.png|List_of_Goods|ClassFabric|Fabric}} {{ItemIcon-lock|FineClothes.png|List_of_Goods|ClassFineClothes|Fine Clothes}}<br />{{ItemIcon-lock|GameConsole.png|List_of_Goods|ClassGameConsole|Game Console}} {{ItemIcon-lock|Garments.png|List_of_Goods|ClassGarments|Garments}} {{ItemIcon-lock|MetalPots.png|List_of_Goods|ClassMetalPots|Metal Pots}} {{ItemIcon-lock|MobilePhone.png|List_of_Goods|ClassMobilePhone|Mobile Phone}}<br />{{ItemIcon-lock|Rope.png|List_of_Goods|ClassRope|Rope}} {{ItemIcon-lock|RugandCarpet.png|List_of_Goods|ClassRugandCarpet|Rug and Carpet}} {{ItemIcon-lock|Tunics.png|List_of_Goods|ClassTunics|Tunics}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+30 {{Wealth}} / {{Turn}}<br />{{ExpertSpacer}}+35 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|MassProduction.png|ClassMassProduction|Mass Production}} | |Techs={{Tech|MassProduction.png|ClassMassProduction|Mass Production}} | ||
|Other= '''8 per Nation''' | |Other= '''8 per Nation''' |
Revision as of 01:52, 2 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. | |||||
|
+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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|
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|
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|
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Not the greatest of improvements unless you have a Resource Node that needs it
| |||||
|
+150% Craft Production
at this improvement. +25% Build Production at Industry improvements in this region |
||||
8 per Nation
| |||||
|
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|
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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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|
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8 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Ceramic Ports) | |||||
|
Unsure of exact harvest production numbers |
||||
As of 1.0.5 you have to manually replace these with
Industrial Fishing Farms, no upgrade button available |
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. | |||||
|
+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
| |||||
|
+10% City Production
|
+20% City Production
|
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|
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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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|
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1 per Nation
| |||||
|
+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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|
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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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|
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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 | ||
|
+15 City Knowledge
|
||||
1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer | |||||
|
+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. | |||||
|
+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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|
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|
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1 per City
| |||||
|
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1 per City
|
- Act II - |
Early Middle Ages | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
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
| |||||
|
+10 City Happiness
|
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1 per City
| |||||
|
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High Medieval Era | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+25% Build Production at
Industry improvements in this region Can craft all that the Workshop can, plus: |
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|
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|
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1 per Nation
| |||||
|
+150% Craft Production
at this improvement +10 City Build Production From +150% to +200% and +10 to +20 |
||||
6 per Nation
| |||||
|
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3 per Nation
| |||||
|
+5 City Happiness
+5 City Prosperity +25% Craft Production to Weavers and their upgrades in this Region Can craft everything the Weaver can |
||||
8 per Nation
Upgrades from Weaver Apparently boosts other Weavers instead of Tailors according to the Encarta. Might be a bug? | |||||
|
+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 Apparently boosts other Breweries instead of Distilleries according to the Encarta. Might be a bug? | |||||
|
+15 City Happiness
Paragon affinity: Activist, Prophet, Scientist, Strategist, and Writer +1 Masterpiece Creation Speed per turn |
||||
1 per Nation
Can only be built on: Temperate Forest/Rainforest Tropical Forest/Rainforest | |||||
|
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1 per Nation
| |||||
|
+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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|
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8 per Nation
Upgrades from Mill |
Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+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
(As of 1.0.5 the tech that unlocks this building does not unlock Concrete) | |||||
|
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|
+10 City Craft Production
-10 City Health +25% Craft Production to Blacksmiths and their upgrades in this Region Can craft everything the Forge can and nothing new |
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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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Paragon affinity: Activist, Artist, Musician, Prophet, and Writer
+1 Masterpiece Creation Speed per turn |
- Act III - |
Machine Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+15 City Security
|
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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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+25 Strength to Air Forces within this region
|
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1 per City
| |||||
|
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3 per Nation
| |||||
|
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+20 City Health
|
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1 per City
| |||||
|
+25 City Health
|
||||
1 per City
| |||||
|
+150% Craft Production
at this improvement +10 City Build Production 150% to 200%, 10 to 20 200% to 250%, 20 to 30 |
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8 per Nation
| |||||
|
|||||
Paragon affinity: Activist, Artist,
Engineer, Entrepreneur, Musician, Pioneer, Prophet, Scientist, Strategist, and Writer | |||||
|
+100% Artist, Musician,
and Writer pick chance |
||||
1 per Nation
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer | |||||
|
+15 City Knowledge
|
||||
|
|||||
1 per City
Upgrades from Drydock | |||||
|
|||||
1 per Nation
| |||||
|
+300% of Region Food yield is
applied to Harvest Production +3% City Growth +5 bonus Harvest Production for each Farm in this region (including itself) |
+150% Harvest Production
at this improvement. +1 From +150% to +200% +10 City Health . +1 From +200% to +250% +15 City Health . +1 |
|||
|
|||||
As of 1.0.5 you have to manually replace Fishing Nets with these,
no upgrade button available |
Atomic Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
Upgrades from Radio Tower | |||||
|
|||||
1 per City
| |||||
|
+15 City Prosperity , +5% City Growth
+15 Wealth per turn for each Commerce and improvement in this region |
||||
1 per City
| |||||
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+100% Musician pick chance
|
||||
1 per Nation
| |||||
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+15 City Happiness
|
||||
1 per City
| |||||
|
+15 City Security
|
||||
1 per Nation
Paragon affinity: Artist, Engineer, Entrepreneur, Musician, and WRiter | |||||
|
+150% Harvest Production
at this improvement. +2 +5 City Production 150% to 200%. +5 to +10 200% to 250%. +10 to +15 |
||||
Upgrades from Sawmill
| |||||
|
|||||
8 per Nation
| |||||
|
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Upgrades from Residence
| |||||
|
|||||
1 per City
| |||||
|
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Upgrades from Mine
| |||||
|
|||||
1 per City
| |||||
|
|||||
8 per Nation
Upgrades from Chemist |
Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
| |||||
|
+10 City Happiness
|
||||
1 per City
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
1 per City
| |||||
|
+15 City Happiness
|
||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
Can only be built on:
Xeric Shrubland and Arid Desert | |||||
|
|||||
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 | ||
|
|||||
1 per Nation
| |||||
|
+30 City Health
|
||||
1 per City
Upgrades from Clinic | |||||
|
+15 City Happiness
|
||||
1 per Nation
Upgrades from Plaza | |||||
|
+15 to all Quality of Life stats in this city
|
||||
1 per City
|
Religion Specific Improvements | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Christianity | |||||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Sikhism | |||||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Islam | |||||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
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 |
||||
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)