List of Improvements: Difference between revisions
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|Techs={{Tech|SustainableEngineering.png|ClassSustainableEngineering|Sustainable Engineering}} | |Techs={{Tech|SustainableEngineering.png|ClassSustainableEngineering|Sustainable Engineering}} | ||
|Other= '''8 per Nation'''<br / | |Other= '''8 per Nation'''<br />Can only be built on: '''Polar/Cold/Arid Desert<br />Temperate Grassland, Xeric Shrubland,<br />Tundra, Taiga, Savanna, Mediterranean''' | ||
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Revision as of 03:00, 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. | |||||
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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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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. | |||||
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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. +1 +5 City Craft Production 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 Apparently boosts other Breweries instead of Distilleries according to the Encarta. Might be a bug? | |||||
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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
(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 | ||
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+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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1 per City
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3 per Nation
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+20 City Health
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1 per City
Upgrades to Medical Lab | |||||
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+25 City Health
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1 per City
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+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
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Paragon affinity: Activist, Artist,
Engineer, Entrepreneur, Musician, Pioneer, Prophet, Scientist, Strategist, and Writer | |||||
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+100% Artist, Musician,
and Writer pick chance |
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1 per Nation
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer | |||||
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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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+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) |
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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 | ||
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1 per City
Upgrades from Radio Tower | |||||
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1 per City
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+15 City Prosperity , +5% City Growth
+15 Wealth per turn for each Commerce and improvement in this region |
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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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+15 City Security
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1 per Nation
Paragon affinity: Artist, Engineer, Entrepreneur, Musician, and WRiter | |||||
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+150% Harvest Production
at this improvement. +2 +5 City Production 150% to 200%. +5 to +10 200% to 250%. +10 to +15 |
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Upgrades from Sawmill
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8 per Nation
(Needs testing on how much Wealth it actually produces) | |||||
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Upgrades from Residence
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1 per City
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+150% Harvest Production
at this improvement. +1 City Build Production 150% to 200%. +1 to +2 200% to 250%. +2 to +3 |
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Upgrades from Mine
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1 per City
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+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 |
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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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+15 City Happiness
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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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|
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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/Cold/Arid Desert Temperate Grassland, Xeric Shrubland, 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 | ||
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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)