List of Improvements: Difference between revisions
No edit summary |
No edit summary |
||
Line 975: | Line 975: | ||
|Experts={{Expert}}+1 {{Research}} / {{Turn}} | |Experts={{Expert}}+1 {{Research}} / {{Turn}} | ||
|Techs={{Tech|GermTheory.png|ClassGermTheory|Germ Theory}} | |Techs={{Tech|GermTheory.png|ClassGermTheory|Germ Theory}} | ||
|Other= '''1 per City''' | |Other= '''1 per City'''<br />Upgrades to [[List of Improvements#MedicalLab.png|Medical Lab]] | ||
}} | }} | ||
{{Improv | {{Improv | ||
Line 1,194: | Line 1,194: | ||
|itemname=Pharmacy | |itemname=Pharmacy | ||
|CostsMaint='''Costs:''' 325 {{ProdIcon}}<br />75 {{Food}} 90 {{Materials}} 90 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | |CostsMaint='''Costs:''' 325 {{ProdIcon}}<br />75 {{Food}} 90 {{Materials}} 90 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | ||
|Prod=+5 {{Health}}<br />+25% [[Craft Production]] to Pharmacies<br />and their upgrades in this [[Region]]<br />Can craft all that the [[List of Improvements#Chemist.png|Chemist]] can, plus: {{ItemIcon-lock|GeneTherapy.png|List_of_Goods|ClassGeneTherapy| | |Prod=+5 {{Health}}<br />+25% [[Craft Production]] to Pharmacies<br />and their upgrades in this [[Region]]<br />Can craft all that the [[List of Improvements#Chemist.png|Chemist]] can, plus: {{ItemIcon-lock|GeneTherapy.png|List_of_Goods|ClassGeneTherapy|Gene Therapy}} | ||
|Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement<br />{{ExpertSpacer}}+5 {{Health}}<br />{{Expert}}150% to 200%. +5 to +10<br />{{Expert}}200% to 250%. +10 to +15 | |Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement<br />{{ExpertSpacer}}+5 {{Health}}<br />{{Expert}}150% to 200%. +5 to +10<br />{{Expert}}200% to 250%. +10 to +15 | ||
|Techs={{Tech|Pharmacology.png|ClassPharmacology|Pharmacology}} | |Techs={{Tech|Pharmacology.png|ClassPharmacology|Pharmacology}} | ||
Line 1,206: | Line 1,206: | ||
|itemname= <span style="font-size: 7pt;">Top Secret Mil. Base</span> | |itemname= <span style="font-size: 7pt;">Top Secret Mil. Base</span> | ||
|CostsMaint='''Costs:''' 350 {{ProdIcon}} 10 {{ItemIconSmall|Electronics.png|List_of_Goods|ClassElectronics|Electronics}}<br />50 {{ItemIconSmall|Fuel.png|List_of_Goods|ClassFuel|Fuel}} 90 {{Materials}} 90 {{Timber}}<br />'''Maintenance:'''<br />20 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=12|H=450|P=1}} | |CostsMaint='''Costs:''' 350 {{ProdIcon}} 10 {{ItemIconSmall|Electronics.png|List_of_Goods|ClassElectronics|Electronics}}<br />50 {{ItemIconSmall|Fuel.png|List_of_Goods|ClassFuel|Fuel}} 90 {{Materials}} 90 {{Timber}}<br />'''Maintenance:'''<br />20 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=12|H=450|P=1}} | ||
|Prod= | |Prod=-15 {{Prosperity}}<br />{{ItemIcon-lock|Cybernetics.png|List_of_Goods|ClassCybernetics|Cybernetics}} {{ItemIcon-lock|MachinedPart.png|List_of_Goods|ClassMachinedPart|Machined Part}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement<br />{{Expert}}From +150% to +200%<br />{{Expert}}From +200% to +250% | ||
|Techs={{Tech|Drones.png|ClassDrones|Drones}} | |Techs={{Tech|Drones.png|ClassDrones|Drones}} | ||
|Other= '''1 per City''' | |Other= '''1 per City''' | ||
Line 1,226: | Line 1,226: | ||
|itemname=Zoo | |itemname=Zoo | ||
|CostsMaint='''Costs:''' 350 {{ProdIcon}} 80 {{Timber}}<br />100 {{Food}} 30 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 10 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}}<br />'''Maintenance:'''<br />5 {{Food}} 3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=10}} | |CostsMaint='''Costs:''' 350 {{ProdIcon}} 80 {{Timber}}<br />100 {{Food}} 30 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 10 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}}<br />'''Maintenance:'''<br />5 {{Food}} 3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=10}} | ||
|Prod= | |Prod=+15 {{Happiness}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+10 {{Prosperty}} | ||
|Techs={{Tech|MassMedia.png|ClassMassMedia|Mass Media}} | |Techs={{Tech|MassMedia.png|ClassMassMedia|Mass Media}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' | ||
Line 1,236: | Line 1,236: | ||
|itemname=<span style="font-size: 7pt;">Fusion Res. Center</span> | |itemname=<span style="font-size: 7pt;">Fusion Res. Center</span> | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />20 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 150 {{Materials}} 150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />20 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 150 {{Materials}} 150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | ||
|Prod= | |Prod=+15 {{Knowledge}}, +20 {{Research}} / {{Turn}}<br />+1 additional {{Research}} / {{Turn}}<br />for each Science {{DomainScience}} and Military {{DomainMilitary}} improvement <br />in this region | ||
|Experts={{Expert}} | |Experts={{Expert}}+15 {{Knowledge}}, +20 {{Research}} / {{Turn}} | ||
|Techs={{Tech|Robotics.png|ClassRobotics|Robotics}} | |Techs={{Tech|Robotics.png|ClassRobotics|Robotics}} | ||
|Other= '''1 per City''' | |Other= '''1 per City''' | ||
Line 1,256: | Line 1,256: | ||
|itemname=<small>Recycling Center</small> | |itemname=<small>Recycling Center</small> | ||
|CostsMaint='''Costs:''' 350 {{ProdIcon}}<br />10 {{ItemIconSmall|MachinedPart.png|List_of_Goods|ClassMachinedPart|Machined Part}} 5 {{ItemIconSmall|Plastic.png|List_of_Goods|ClassPlastic|Plastic}} 100 {{Wealth}}<br />'''Maintenance:'''<br />5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=1}} | |CostsMaint='''Costs:''' 350 {{ProdIcon}}<br />10 {{ItemIconSmall|MachinedPart.png|List_of_Goods|ClassMachinedPart|Machined Part}} 5 {{ItemIconSmall|Plastic.png|List_of_Goods|ClassPlastic|Plastic}} 100 {{Wealth}}<br />'''Maintenance:'''<br />5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=1}} | ||
|Prod= | |Prod=+15 {{Security}}<br />{{ItemIcon|Aluminum.png|List_of_Goods|ClassAluminum|Aluminum}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+1 {{ItemIcon|Aluminum.png|List_of_Goods|ClassAluminum|Aluminum}} / {{Turn}}<br />{{ExpertSpacer}}+15 {{Happiness}} | ||
|Techs={{Tech|SustainableEngineering.png|ClassSustainableEngineering|Sustainable Engineering}} | |Techs={{Tech|SustainableEngineering.png|ClassSustainableEngineering|Sustainable Engineering}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' | ||
Line 1,267: | Line 1,267: | ||
|CostsMaint='''Costs:''' 500 {{ProdIcon}}<br />5 {{ItemIconSmall|Electronics.png|List_of_Goods|ClassElectronics|Electronics}} 50 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 5 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=1}} | |CostsMaint='''Costs:''' 500 {{ProdIcon}}<br />5 {{ItemIconSmall|Electronics.png|List_of_Goods|ClassElectronics|Electronics}} 50 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 5 {{ItemIconSmall|SteelItem.png|List_of_Goods|ClassSteelItem|Steel}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=450|P=1}} | ||
|Prod=+1 {{ItemIconSmall|Power.png|List_of_Goods|ClassPower|Power}} Power | |Prod=+1 {{ItemIconSmall|Power.png|List_of_Goods|ClassPower|Power}} Power | ||
|Experts= | |Experts= | ||
|Techs={{Tech|SustainableEngineering.png|ClassSustainableEngineering|Sustainable Engineering}} | |Techs={{Tech|SustainableEngineering.png|ClassSustainableEngineering|Sustainable Engineering}} | ||
|Other=Can only be built on:<br />'''Xeric Shrubland'''<br /> and '''Arid Desert''' | |Other=Can only be built on:<br />'''Xeric Shrubland'''<br /> and '''Arid Desert''' |
Revision as of 02:37, 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 | ||
|
|||||
Faded out Goods might not be available
due to technology requirements. | |||||
|
|||||
Upgrades to Town Center
and City Hall Faded out Goods might not be available due to technology requirements. | |||||
|
|||||
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 | |||||
|
|||||
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) |
||||
|
|||||
|
|||||
|
|||||
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
| |||||
|
|||||
|
|||||
|
+5 City Health
+50% of Region Food yield is applied towards Harvest Production at each Farm within this Region |
||||
|
+5 City Health
+10 City Knowledge +25% Craft Production to apothecaries and their upgrades in this region |
||||
|
|||||
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 | ||
|
|||||
|
+25 City Security
|
||||
1 per City
| |||||
|
|||||
|
|||||
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 |
||||
1 per Nation
| |||||
|
|||||
1 per City
| |||||
|
+10% City Production
|
+20% City Production
|
|||
|
|||||
6 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Bread) | |||||
|
|||||
1 per City
(As of 1.0.5 not all techs that unlock this building also unlock Trade Goods) Upgrades to Bazaar | |||||
|
|||||
Iron Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per Nation
| |||||
|
|||||
|
|||||
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) |
||||
|
|||||
1 per City
| |||||
|
|||||
1 per Nation
Some passive Prestige in the Iron Age | |||||
|
|||||
|
|||||
1 per City
Units have to seige the wall first before being able to seige the city | |||||
|
|||||
Antiquities | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+15 City Knowledge
|
||||
1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer | |||||
|
+10 City Happiness
|
||||
1 per Nation
| |||||
|
|||||
1 per City
Upgrades from Fortress | |||||
|
|||||
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 |
||||
|
+150% Harvest Production at this improvement.
+5 City Craft Production. +1 From +150% to +200% From +5 to +10 |
||||
|
|||||
|
|||||
1 per City
| |||||
|
|||||
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. | |||||
|
|||||
3 per Nation
Upgrades from Fermenting Pit Upgrades to Distillery Faded out Goods might not be available due to technology requirements. | |||||
|
|||||
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. | |||||
|
|||||
1 per City
Upgrades from Inn | |||||
|
|||||
1 per City
Upgrades from Trading Post | |||||
|
|||||
6 per Nation
| |||||
|
|||||
1 per City
| |||||
|
+10 City Happiness
|
||||
1 per City
| |||||
|
|||||
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: |
||||
|
|||||
|
|||||
1 per Nation
| |||||
|
+150% Craft Production
at this improvement +10 City Build Production From +150% to +200% and +10 to +20 |
||||
6 per Nation
| |||||
|
|||||
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%. |
|||
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 | |||||
|
|||||
1 per Nation
| |||||
|
+10 City Happiness
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer +1 Masterpiece Creation Speed per turn |
||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
+1 City Religion Spread Distance
|
||||
1 per Nation
| |||||
|
|||||
1 per City
|
Renaissance | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
100% Artist, Musician, and Writer pick chance Slightly increases Masterpiece Creation Speed in this city | |||||
|
|||||
1 per Nation
| |||||
|
+10 City Happiness
|
||||
1 per Nation
Upgrades to Community Garden | |||||
|
|||||
1 per Nation
| |||||
|
+10% City Production
|
||||
1 per City
Upgrades from Docks Upgrades to Naval Base (Not sure if the 3rd expert stacks or replaces the security) | |||||
|
-5 City Health
+25% Craft Production to Blacksmiths and their upgrades in this Region Can craft all that the Blacksmith can, plus: |
||||
|
|||||
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: |
||||
Upgrades from Town Center
| |||||
|
|||||
5 per Nation
(As of 1.0.5 the tech that unlocks this building does not unlock Concrete) | |||||
|
|||||
|
+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 |
||||
10 per Nation
Upgrades from Forge | |||||
|
|||||
8 per Nation
| |||||
|
+15 City Prosperity
|
||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
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
|
||||
1 per City
| |||||
|
|||||
|
+25 City Knowledge
|
||||
1 per City
| |||||
|
+25 Strength to Air Forces within this region
|
||||
1 per City
| |||||
|
|||||
3 per Nation
| |||||
|
|||||
|
+20 City Health
|
||||
1 per City
Upgrades to Medical Lab | |||||
|
+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 |
||||
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) |
||||
|
|||||
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
| |||||
|
+100% Musician pick chance
|
||||
1 per Nation
| |||||
|
+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
(Needs testing on how much Wealth it actually produces) | |||||
|
|||||
Upgrades from Residence
| |||||
|
|||||
1 per City
| |||||
|
+150% Harvest Production
at this improvement. +1 City Build Production 150% to 200%. +1 to +2 200% to 250%. +2 to +3 |
||||
Upgrades from Mine
| |||||
|
|||||
1 per City
| |||||
|
+5 City Health
+25% Craft Production to Pharmacies and their upgrades in this Region Can craft all that the Chemist can, plus: |
+150% Craft Production
at this improvement +5 City Health 150% to 200%. +5 to +10 200% to 250%. +10 to +15 |
|||
8 per Nation
Upgrades from Chemist |
Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
| |||||
|
+10 City Happiness
|
||||
1 per City
| |||||
|
+15 City Happiness
|
||||
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)