List of Improvements: Difference between revisions

From Ara: History Untold Wiki
No edit summary
No edit summary
Line 228: Line 228:
|itemname=Ceramic Shop
|itemname=Ceramic Shop
|CostsMaint='''Costs:''' 65 {{ProdIcon}}<br />10 {{Materials}} 10 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=14|D=3|H=150|P=1}}
|CostsMaint='''Costs:''' 65 {{ProdIcon}}<br />10 {{Materials}} 10 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=14|D=3|H=150|P=1}}
|Prod=+25% [[Craft Production]] to<br />Ceramic Shops in this region<br />{{ItemIcon-lock|CeramicPots.png|List_of_Goods#CeramicPots|Class59CeramicPots|Ceramic Pots}} {{ItemIcon-lock|Concrete.png|List_of_Goods#Concrete|Class60Concrete|Concrete}} {{ItemIcon-lock|DecorativeVase.png|List_of_Goods#DecorativeVase|Class61DecorativeVase|Decorative Vase}} {{ItemIcon-lock|Glass.png|List_of_Goods#Glass|Class62Glass|Glass}}<br />{{ItemIcon-lock|GlassWindows.png|List_of_Goods#GlassWindows|Class63GlassWindows|Glass Windows}} {{ItemIcon-lock|IndoorToilets.png|List_of_Goods#IndoorToilets|Class64IndoorToilets|Indoor Toilets}} {{ItemIcon-lock|StainedGlassItem.png|List_of_Goods#StainedGlass|Class65StainedGlass|Stained Glass}}
|Prod=+25% [[Craft Production]] to<br />Ceramic Shops in this region<br />{{ItemIcon-lock|CeramicPots.png|List_of_Goods#CeramicPots|Class59CeramicPots|Ceramic Pots}} {{ItemIcon-lock|Concrete.png|List_of_Goods#Concrete|Class60Concrete|Concrete}} {{ItemIcon-lock|DecorativeVase.png|List_of_Goods#DecorativeVase|Class61DecorativeVase|Decorative Vase}} {{ItemIcon-lock|Glass.png|List_of_Goods#Glass|Class62Glass|Glass}}<br />{{ItemIcon-lock|GlassWindows.png|List_of_Goods#GlassWindows|Class63GlassWindows|Glass Windows}} {{ItemIcon-lock|IndoorToilets.png|List_of_Goods#IndoorToilets|Class64IndoorToilets|Indoor Toilets}} {{ItemIcon-lock|StainedGlassItem.png|List_of_Goods#StainedGlass|Class65StainedGlass|Stained Glass}} {{ItemIcon-lock|MosaicTiles.png|List_of_Goods#MosaicTiles|Class65MosaicTiles|Mosaic Tiles}}
|Experts={{Expert|Id=13}}+150% [[Craft Production]]<br />{{ExpertSpacer}} at this improvement
|Experts={{Expert|Id=13}}+150% [[Craft Production]]<br />{{ExpertSpacer}} at this improvement
|Techs={{Tech|Pottery.png|Class66Pottery|Pottery}} {{Tech|Masonry.png|Class67Masonry|Masonry}} {{Tech|Arches.png|Class68Arches|Arches}} {{Tech|MonumentBuilding.png|Class69MonumentBuilding|Monument Building}}
|Techs={{Tech|Pottery.png|Class66Pottery|Pottery}} {{Tech|Masonry.png|Class67Masonry|Masonry}} {{Tech|Arches.png|Class68Arches|Arches}} {{Tech|MonumentBuilding.png|Class69MonumentBuilding|Monument Building}}
Line 311: Line 311:
|Techs={{Tech|SacredRites.png|Class88SacredRites|Sacred Rites}} {{Tech|Philosophy.png|Class89Philosophy|Philosophy}} {{Tech|CulturalHeritage.png|Class90CulturalHeritage|Cultural Heritage}}
|Techs={{Tech|SacredRites.png|Class88SacredRites|Sacred Rites}} {{Tech|Philosophy.png|Class89Philosophy|Philosophy}} {{Tech|CulturalHeritage.png|Class90CulturalHeritage|Cultural Heritage}}
|Other= '''1 per City'''
|Other= '''1 per City'''
}}
{{Improv
|domain=DomainReligion.png
|anchorId=CityTemple
|itemfile=CityTemple.png
|itemname=City Temple
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />25 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=126|D=10|H=500|P=1}}
|Prod=+1 City Religion Spread Distance<br />+5 City Religion Spread Strength<br />+5 {{Knowledge}}<br /><br />{{ItemIcon|Scroll.png|List_of_Goods#Scroll|Class40Scroll|Scroll}}
|Experts=
|Techs={{Tech|CulturalHeritage.png|Class90CulturalHeritage|Cultural Heritage}}
|Other=In Patch 1.1 the Temple got split into the [[List_of_Improvements#SacredTemple|Sacred Temple]] and this "City" Temple where you craft [[List_of_Goods#Scroll|Scrolls]]
}}
}}
{{Improv
{{Improv
Line 919: Line 930:
|itemname=Factory
|itemname=Factory
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />20 {{ItemIconSmall|Concrete.png|List_of_Goods#Concrete|Class281Concrete|Concrete}} 10 {{ItemIconSmall|SteelItem.png|List_of_Goods#Steel|Class282SteelItem|Steel}}<br />'''Maintenance:'''<br />5 {{Materials}} 5 {{Timber}} 10 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=75|D=5|H=350|P=1}}
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />20 {{ItemIconSmall|Concrete.png|List_of_Goods#Concrete|Class281Concrete|Concrete}} 10 {{ItemIconSmall|SteelItem.png|List_of_Goods#Steel|Class282SteelItem|Steel}}<br />'''Maintenance:'''<br />5 {{Materials}} 5 {{Timber}} 10 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=75|D=5|H=350|P=1}}
|Prod=-5 {{Happiness}}, -5 {{Health}}<br />Crafts all that the [[List of Improvements#Workshop|Workshop]]<br />and [[List of Improvements#CraftingGuild|Crafting Guild]] can, plus:<br />{{ItemIcon-lock|Glass.png|List_of_Goods#Glass|Class283Glass|Glass}} {{ItemIcon-lock|Electronics.png|List_of_Goods#Electronics|Class284Electronics|Electronics}}{{ItemIcon-lock|Refrigerator.png|List_of_Goods#Refrigerator|Class285Refrigerator|Refrigerator}} {{ItemIcon-lock|AirConditioners.png|List_of_Goods#AirConditioners|Class286AirConditioners|Air Conditioners}} {{ItemIcon-lock|Computers.png|List_of_Goods#Computers|Class287Computers|Computers}} {{ItemIcon-lock|Plastic.png|List_of_Goods#Plastic|Class288Plastic|Plastic}}<br /> {{ItemIcon-lock|Television.png|List_of_Goods#Television|Class289Television|Television}} {{ItemIcon-lock|MicrowaveOven.png|List_of_Goods#MicrowaveOven|Class290MicrowaveOven|Microwave Oven}} {{ItemIcon-lock|CommercialDrone.png|List_of_Goods#CommercialDrone|Class291CommercialDrone|Commercial Drone}} {{ItemIcon-lock|AIAssistant.png|List_of_Goods#AIAssistant|Class292AIAssistants|AI Assistants}} {{ItemIcon-lock|Lightbulb.png|List_of_Goods#Lightbulb|Class293Lightbulb|Lightbulb}}  
|Prod=-5 {{Happiness}}, -5 {{Health}}<br />Crafts all that the [[List of Improvements#Workshop|Workshop]]<br />and [[List of Improvements#CraftingGuild|Crafting Guild]] can, plus:<br />{{ItemIcon-lock|Glass.png|List_of_Goods#Glass|Class283Glass|Glass}} {{ItemIcon-lock|Electronics.png|List_of_Goods#Electronics|Class284Electronics|Electronics}}{{ItemIcon-lock|Refrigerator.png|List_of_Goods#Refrigerator|Class285Refrigerator|Refrigerator}} {{ItemIcon-lock|AirConditioners.png|List_of_Goods#AirConditioners|Class286AirConditioners|Air Conditioners}} {{ItemIcon-lock|Computers.png|List_of_Goods#Computers|Class287Computers|Computers}} {{ItemIcon-lock|Plastic.png|List_of_Goods#Plastic|Class288Plastic|Plastic}}<br /> {{ItemIcon-lock|Television.png|List_of_Goods#Television|Class289Television|Television}} {{ItemIcon-lock|MicrowaveOven.png|List_of_Goods#MicrowaveOven|Class290MicrowaveOven|Microwave Oven}} {{ItemIcon-lock|CommercialDrone.png|List_of_Goods#CommercialDrone|Class291CommercialDrone|Commercial Drone}} {{ItemIcon-lock|AIAssistant.png|List_of_Goods#AIAssistant|Class292AIAssistants|AI Assistants}} {{ItemIcon-lock|Lightbulb.png|List_of_Goods#Lightbulb|Class293Lightbulb|Lightbulb}} {{ItemIcon-lock|PDA.png|List_of_Goods#PDA|Class293PDA|PDA}}
|Experts={{Expert|Id=94}}+150% [[Craft Production]]<br />{{ExpertSpacer}} at this improvement<br />{{Expert|Id=95}}From +150% to +200%<br />{{Expert|Id=96}}From +200% to +250%
|Experts={{Expert|Id=94}}+150% [[Craft Production]]<br />{{ExpertSpacer}} at this improvement<br />{{Expert|Id=95}}From +150% to +200%<br />{{Expert|Id=96}}From +200% to +250%
|Techs={{Tech|AssemblyLines.png|Class294AssemblyLines|Assembly Lines}} {{Tech|Industrialization.png|Class295Industrialization|Industrialization}}
|Techs={{Tech|AssemblyLines.png|Class294AssemblyLines|Assembly Lines}} {{Tech|Industrialization.png|Class295Industrialization|Industrialization}}
|Other=Upgrades from [[List of Improvements#CraftingGuild|Crafting Guild]]<br />+75% [[Build Production]] at<br />{{DomainIndustry}} Industry improvements<br/ >in this region<br /><small>As of 1.1 the Hourglass cannot be crafted here</small>
|Other=Upgrades from [[List of Improvements#CraftingGuild|Crafting Guild]]<br />+75% [[Build Production]] at<br />{{DomainIndustry}} Industry improvements<br/ >in this region<br /><small>As of 1.1 the Hourglass cannot be crafted</small>
}}
}}
{{Improv
{{Improv
Line 1,500: Line 1,511:
{{Improv
{{Improv
|domain=DomainReligion.png
|domain=DomainReligion.png
|anchorId=Temple
|anchorId=SacredTemple
|itemfile=Temple.png
|itemfile=SacredTemple.png
|itemname=Temple
|itemname=Sacred Temple
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />5 {{ItemIconSmall|Candle.png|List_of_Goods#Candle|Class467Candle|Candle}} 50 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=126|D=10|H=500|P=1}}
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />5 {{ItemIconSmall|Candle.png|List_of_Goods#Candle|Class467Candle|Candle}} 50 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|Id=126|D=10|H=500|P=1}}
|Prod=+1 City Religion Spread Distance<br />+5 City Religion Spread Strength
|Prod=+1 City Religion Spread Distance<br />+5 City Religion Spread Strength
|Experts=
|Experts=
|Techs=
|Techs=
|Other=Requires '''High Medieval Era'''<br />and have at least 4 verses unlocked<br /><br />Religion required:<br />'''Any religion not specified above'''
|Other=Requires '''High Medieval Era'''<br />and have at least 4 verses unlocked<br /><br />Religion required:<br />'''Any religion not specified above'''<br />Not to be confused with the [[#CityTemple]]
}}
}}
|}</center>
|}</center>

Revision as of 20:00, 15 November 2024

Updated for patch: 1.1
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.


Got a 1080p monitor or bigger? Find and click this button in the bottom-right of your screen!

You'll be able to fit 2 or more Ages side by side! Or even 4 Ages with a 4K monitor!

(Sadly the full-width mode sticks even after going to another page. You'll have to manually toggle it off)

- Act I -
Costs / Maint / Stats Production Experts Techs / Other
Great Hearth
No Costs
No Maintenance

Stats:
4 200 0
+5 Housing. +5 /
+5 Strength to Forces within this region
+8 City Production

+150% Craft Production
at this improvement.
From +10 to +15
    
Faded out Goods might not be available
due to technology requirements.
Gathering Hall
Maintenance:
2 1 5 /

Stats:
4 200 0
+4 Housing
+5 Strength to Forces within this region
+2 City Production
+150% Craft Production
at this improvement
    
Upgrades to Town Center
and City Hall
Faded out Goods might not be available
due to technology requirements.
Dwelling
Costs: 75
25 25

Stats:
3 100 0
+3 Housing
+2 bonus Housing
if built in the city center.
+3% City Production
    
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
Workshop
Costs: 65
10 25
Maintenance:
1 1 1 /
Stats:
3 100 1
+150% Craft Production
at this improvement
    
Upgrades to Crafting Guild
and Factory
Faded out Goods might not be available
due to technology requirements.
Farm
Costs: 75
15
Maintenance:
1 /
Stats:
3 100 0
+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)
+150% Harvest Production
at this improvement.
+1 Food
    
Upgrades to Irrigated Farm
and Industrial Farm
See Yield Calculator for more
information on yields
Logging Camp
Costs: 75
10 5
Stats:
3 100 0
+100% of Region Timber Yield
is added to the city's Harvest Production
+150% Harvest Production
at this improvement.
+5 City Craft Production
    
Stone Pit
Costs: 60
15
Maintenance:
1 /
Stats:
3 100 0
+100% Region Materials yield
is added to the city's Harvest Production
+150% Harvest Production
at this improvement.
+1 City Build Production
    
Upgrades to Mine
and Industrial Mine
Hunting Camp
Costs: 150
5 10
Maintenance:
1 /
Stats:
3 100 0
+1 /
+150% Harvest Production
at this improvement.
+1 /
    
Not the greatest of improvements unless you have a Resource Node that needs it
Butcher Shop
Costs: 45
10 25
Maintenance:
1 /
Stats:
3 100 1
+150% Craft Production
at this improvement.
+25% Build Production at
Industry improvements
in this region
    
8 per Nation
Watchtower
Costs: 75
15 50
Maintenance:
1 /
Stats:
4 200 1
+2 Strength to Forces within this Region.
+15 City Security
+10 City Siege Defense
in this city
    
1 per City
Upgrades to Fortress and Citadel
Fermenting Pit
Costs: 100
25 1 25
Maintenance:
1 /
Stats:
4 100 1
+25% Craft Production to Fermenting Pits
and their upgrades in this Region

+150% Craft Production
at this improvement.
+5 City Happiness
    
3 per Nation
Upgrades to Brewery and Distillery. Requires a source of Grapes
Granary
Costs: 100
10 1 25
Maintenance:
1 /
Stats:
3 100 1
+5 City Health
+50% of Region Food yield is applied towards Harvest Production at each Farm within this Region
+150% Craft Production
at this improvement
    
1 per City
Requires a source of Grain
Apothecary
Costs: 120
50 10 25
Maintenance:
1 /
Stats:
3 150 1
+5 City Health
+10 City Knowledge
+25% Craft Production to apothecaries
and their upgrades in this region
+150% Craft Production
at this improvement
    
6 per Nation
Upgrades to Chemist
and Pharmacy
Faded out Goods might not be available
due to technology requirements.
Ceramic Shop
Costs: 65
10 10
Maintenance:
1 /
Stats:
3 150 1
+25% Craft Production to
Ceramic Shops in this region

+150% Craft Production
at this improvement
    
8 per Nation
(As of 1.0.5 not all techs that unlock
this building also unlock Ceramic Ports)
Fishing Net
Costs: 75
5 20
Maintenance:
1 /
Stats:
3 100 0

Unsure of exact
harvest production numbers
+150% Harvest Production
at this improvement.
+1 /
    
As of 1.0.5 you have to manually replace these with
Industrial Fishing Farms,
no upgrade button available
Costs / Maint / Stats Production Experts Techs / Other
Stable
Costs: 75
20 1 45
Maintenance:
1 /
Stats:
4 175 1
+25% Harvest Production towards
Animal Resource Nodes in this City.
-5 City Health

+150% Craft Production
at this improvement.
+10 City Build Production
    
1 per City
Offers great production
benefits to your city
Barracks
Costs: 150
10 25
Maintenance:
1 /
Stats:
3 150 0
+15 City Security
+25 City Security
    
1 per City
Blacksmith
Costs: 175
10 25
Maintenance:
1 1 /
Stats:
4 300 1
+25% Craft Production towards Blacksmiths and their upgrades in this region

+150% Craft Production
at this improvement
From +150% to +200%
    
10 per Nation
Upgrades to Forge and Foundry
Tannery
Costs: 150
10 50
Maintenance:
1 /
Stats:
8 500 1
+25% Craft Production towards Tanneries and their upgrades in this region

+150% Craft Production
at this improvement
    
3 per Nation
Faded out Goods might not be available
due to technology requirements.
Palace
Costs: 150
10 10 100
Maintenance:
3 /
Stats:
4 250 50
+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
Altar
Costs: 150
10 25 50
Maintenance:
1 /
Stats:
3 150 1
+10 City Religion Spread Strength
+1 /
+5 City Knowledge
+5 City Security
    
1 per City
City Temple
Costs: 400
25 50
Maintenance:
1 /
Stats:
10 500 1
+1 City Religion Spread Distance
+5 City Religion Spread Strength
+5 City Knowledge

    
In Patch 1.1 the Temple got split into the Sacred Temple and this "City" Temple where you craft Scrolls
Docks
Costs: 150
25 25 25
Maintenance:
5 /
Stats:
3 150 0
+15% City Production
    
1 per City
Upgrades to Drydock and Naval Base
Offers great production
benefits to your city
Bakery
Costs: 45
1 10 10
Maintenance:
1 /
Stats:
3 100 1
+25% Craft Production to Bakeries
and their upgrades in this Region

+150% Craft Production
at this improvement
From +150% to +200%
    
6 per Nation
(As of 1.0.5 not all techs that unlock
this building also unlock Bread)
Trading Post
Costs: 75
10 50
Maintenance:
1 1 1 /
Stats:
3 150 1
+10 City Prosperity
+10 /

+10 /
    
1 per City
(As of 1.0.5 not all techs that unlock
this building also unlock Trade Goods)


Upgrades to Bazaar
Weaver
Costs: 60
30
Maintenance:
2 /
Stats:
3 150 1
+25% Craft Production to Weavers
and their upgrades in this Region.


+5 City Prosperity
+150% Craft Production
at this improvement
    
3 per Nation. Upgrades to Tailor.
Paragon affinity: Artist, Engineer, Musician, Pioneer, and Writer
Faded out Goods might not be available
due to technology requirements.
Costs / Maint / Stats Production Experts Techs / Other
Mint
Costs: 150
40 20
Maintenance:
1 /
Stats:
4 150 1
+10 City Prosperity
+1 Wealth

+15 City Prosperity
From +15 to +20
    
1 per Nation
Inn
Costs: 125
20 40 40
Maintenance:
1 /
Stats:
3 150 1
+5 City Prosperity

+8 /
+1 additional /
for each Commerce and
Culture improvement
in this region
    
1 per City

Upgrades to Pub
Flower Field
Costs: 150
1 35 25
Maintenance:
1 /
Stats:
3 150 1
+5 City Happiness

+5 City Security
    
1 per Nation
Irrigated Farm
Costs: 175
1 50
Maintenance:
1 1 /
Stats:
4 250 0
+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)
+150% Harvest Production
at this improvement. +1
From 150% to 200%.
+2
    
Upgrades from Farm,
Upgrades to Industrial Farm
See Yield Calculator for more
information on yields
Water Well
Costs: 125
25 50
Maintenance:
1 /
Stats:
4 150 1
+10 City Health
+100% Harvest Production to farms and their upgrades in this region
+5 City Health
    
1 per City
Monument
Costs: 150
40 30
Maintenance:
2 /
Stats:
3 150 25
+10 City Prosperity
+1 Bonus Prestige per turn
if built in the city center
    
1 per Nation

Some passive Prestige
in the Iron Age
Lighthouse
Costs: 150
80 20
Maintenance:
1 /
Stats:
3 150 1
+5 City Knowledge
+1 available Merchant
+5 City Prosperity
    
1 per Nation
Upgrades to Radio Tower
and Data Center
City Walls
Costs: 250
40 20 30
Maintenance:
3 10 /
Stats:
5 300 1
+10% Strength to Forces
within this city.
    
1 per City
Units have to seige the wall first
before being able to seige the city
Fortress
Costs: 380 10
25 100
Maintenance:
1 2 /
Stats:
8 250 1
+4 Strength to Forces within this region.
+25 City Security
+10 City Siege Defense
in this city
From +10 to
+20 City Siege Defense
    
1 per City
Upgrades from Watchtower,
Upgrades to Citadel
Costs / Maint / Stats Production Experts Techs / Other
Academy
Costs: 150
10 25 50
Maintenance:
3 /
Stats:
4 150 1
+15 City Knowledge
+1 Masterpiece Creation
Speed per turn
+5 City Knowledge
    
1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer
Arena
Costs: 200
5 25
Maintenance:
1 /
Stats:
3 150 1
+10 City Happiness
+5 /
    
1 per Nation
Citadel
Costs: 500
25 100
Maintenance:
2 2 /
Stats:
12 350 1
+40% City Siege Defense
+35 City Security
+10 City Siege Defense
From +10 to +20
From +20 to +30
    
1 per City
Upgrades from Fortress
Town Center
Costs: 125
10 60
Maintenance:
1 /
Stats:
4 200 0
+5 City Happiness , +5 Housing
+2 City Production, +15 City Security
+5 Strength to Forces within this region
+10% City Build Production. Can craft all
that the Gathering Hall can, plus:
+150% Craft Production
at this improvement. +1
From +150% to +200%
From +200% to +250%
    
Upgrades from Gathering Hall
Upgrades to City Hall
Faded out Goods might not be available
due to technology requirements.
Mine
Costs: 100
50
Maintenance:
1 /
Stats:
4 200 0
+150% Region Materials yield
is added to the city's Harvest Production
+150% Harvest Production
at this improvement.
+1 City Build Production
From +150% to +200%
From +1 to +2
    
Upgrades from Stone Pit
Upgrades to Industrial Mine
Sawmill
Costs: 150
40 5
Maintenance:
1 /
Stats:
4 200 0
+200% of Region Timber Yield
is added to the city's Harvest Production
+1
+150% Harvest Production
at this improvement. +1
+5 City Craft Production
From +150% to +200%
From +5 to +10
    
Upgrades from Logging Camp
Upgrades to Industrial Logging
Mill
Costs: 225
20 50
Maintenance:
1 /
Stats:
3 100 1
+1 from all Farms and their upgrades
+10 Craft Production at
Industry improvements in this region

+1 City Craft Production
+2 City Harvest Production
    
6 per Nation
Upgrades to Windmill
Faded out Goods might not be available
due to technology requirements.
Library
Costs: 150
25 5 100
Maintenance:
1 /
Stats:
3 150 1
+15 City Knowledge
+2 /

+20 City Knowledge
+3 /
    
1 per City
School
Costs: 325
5 5 50
Maintenance:
1 /
Stats:
4 150 1
+10 City Knowledge
+1 Research per turn for
each Science and Military
improvement in this region
+10 City Knowledge
    
1 per City


- Act II -
Costs / Maint / Stats Production Experts Techs / Other
Chemist
Costs: 200
50 60 40
Maintenance:
3 /
Stats:
4 200 1
+5 City Knowledge
+25% Craft Production to Chemists
and their upgrades in this region

+150% Craft Production
at this improvement
+5 City Health
From +150% to +200%
From +5 to +10
    
6 per Nation
Upgrades from Apothecary
Upgrades to Pharmacy
Faded out Goods might not be available
due to technology requirements.
Brewery
Costs: 200
50 80 50
Maintenance:
1 5 /
Stats:
4 200 1
+25% Craft Production to Breweries
and their upgrades in this region

+150% Craft Production
at this improvement
+5 City Happiness
From +150% to +200%.
From +5 to +10
    
3 per Nation
Upgrades from Fermenting Pit
Upgrades to Distillery
Faded out Goods might not be available
due to technology requirements.
Grocer
Costs: 250
100 90 80
Maintenance:
5 /
Stats:
5 350 1
+10 City Health
+100% of Region Food yield is
applied to each Farm in this region
+1 City Happiness per Farm
+150% Craft Production
at this improvement
+10 City Happiness
per Farm in this region
    
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.
Pub
Costs: 250 10
50 80 80
Maintenance:
1 /
Stats:
5 350 1
+5 City Security
+1 additional / for each
Commerce and Culture
improvement in this region
+5 /
    
1 per City
Upgrades from Inn
Bazaar
Costs: 300
10 150
Maintenance:
1 1 1 /
Stats:
4 200 1
+10 City Prosperity
+10 /

+15 /
    
1 per City
Upgrades from Trading Post
Artisan Studio
Costs: 360
10 50
Maintenance:
5 /
Stats:
4 200 1
+5 City Happiness
+5 City Prosperity


+2 Masterpiece Creation
Speed per turn
+5 City Security
    
6 per Nation
Castle
Costs: 400
250 50
Maintenance:
1 1 /
Stats:
6 250 1
+25% Strength to
Forces within this region
+15 City Security
+10% Strength to
Forces within this city
+25 City Security
From +25 to +35
    
1 per City
Cemetery
Costs: 180
50 20 100
Maintenance:
2 2 /
Stats:
4 150 1
+10 City Happiness
+10 City Health
    
1 per City
Monastery
Costs: 125
150 50
Maintenance:
1 1 /
Stats:
4 200 1
+25 City Religion Spread Strength
+1 Masterpiece Creation Speed per turn at
each Culture improvement in this region

+10 City Knowledge
    
Costs / Maint / Stats Production Experts Techs / Other
Crafting Guild
Costs: 300 5
5 15
Maintenance:
1 5 5 /
Stats:
4 250 1
+25% Build Production at
Industry improvements
in this region

Can craft all that the Workshop can, plus:
+200% Craft Production
at this improvement
    
Upgrades from Workshop
Upgrades to Factory
Residence
Costs: 200
25 150
Maintenance:
1 1 /
Stats:
3 100 0
+4 Housing
+2 bonus Housing
if built in the city center
+3% City Production
    
Upgrades from Dwelling
Upgrades to Skyscraper
Central Bank
Costs: 250
10 50 50
Maintenance:
1 /
Stats:
4 250 1
+10 City Prosperity

+2 /
    
1 per Nation
Armory
Costs: 200
10 5 25
Maintenance:
5 5 /
Stats:
8 300 1
-5 City Happiness
+5 City Security

+150% Craft Production
at this improvement
+10 City Build Production
From +150% to +200%
and +10 to +20
    
6 per Nation
Cobbler
Costs: 150
10 50
Maintenance:
1 /
Stats:
8 500 1
+150% Craft Production
at this improvement
    
3 per Nation
Tailor
Costs: 150
10 75
Maintenance:
5 /
Stats:
4 200 1
+5 City Happiness
+5 City Prosperity
+25% Craft Production to Weavers
and their upgrades in this Region
Can craft everything the Weaver can
+150% Craft Production
at this improvement
+5 City Security
    
8 per Nation
Upgrades from Weaver
Apparently boosts other Weavers instead of Tailors according to the Encarta. Might be a bug?
Distillery
Costs: 200
1 5
Maintenance:
1 /
Stats:
6 400 1
+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?
Topiary Park
Costs: 250
150
Maintenance:
1 /
Stats:
5 350 1
+15 City Happiness
Paragon affinity: Activist, Prophet,
Scientist, Strategist, and Writer
+1 Masterpiece Creation Speed per turn
+5 City Happiness
    
1 per Nation

Can only be built on:
Temperate Forest/Rainforest
Tropical Forest/Rainforest
Race Track
Costs: 175
5 50
Maintenance:
1 /
Stats:
4 250 1
+10 City Happiness
+5 /
+10 /
+10 /
+10 City Happiness
+10 City Prosperity
    
1 per Nation
Amphitheater
Costs: 200
50 50
Maintenance:
1 /
Stats:
3 150 1
+10 City Happiness
Paragon affinity: Activist, Artist,
Musician, Prophet, and Writer
+1 Masterpiece Creation Speed per turn
+15 City Happiness
+5 City Prosperity
    
1 per Nation
Observatory
Costs: 175
10 15
Maintenance:
1 /
Stats:
4 250 1
+4 Research per turn
+15 City Knowledge
    
1 per Nation
Shrine
Costs: 175
80 60 60
Maintenance:
1 /
Stats:
4 250 1
+1 City Religion Spread Distance
+10 City Prosperity
    
1 per Nation
University
Costs: 550 10
10 10 50
Maintenance:
1 /
Stats:
4 200 1
+25 City Knowledge
+2 Research per turn for
each Science and Military
improvement in this region
+10 City Knowledge
    
1 per City
Costs / Maint / Stats Production Experts Techs / Other
Coffee House
Costs: 200
20 100 100
Maintenance:
1 /
Stats:
5 350 1
+3 City Happiness for each , ,
and improvement in this region

+5% Paragon spawn chance
    
1 per City
100% Artist, Musician,
and Writer pick chance
Slightly increases Masterpiece Creation Speed in this city
General Hospital
Costs: 400
20 80 80
Maintenance:
3 /
Stats:
4 300 1
+25 City Health

+2 Research /
    
1 per Nation
Plaza
Costs: 350
10 10
Maintenance:
1 /
Stats:
4 300 1
+10 City Happiness
+5 City Production
From +5 to +10
    
1 per Nation
Upgrades to Community Garden
Print Shop
Costs: 250
10 2 50
Maintenance:
1 /
Stats:
8 500 1
+150% Craft Production
at this improvement.
    
3 per Nation
Drydock
Costs: 300
200
Maintenance:
10 /
Stats:
6 300 1
-5 City Health
+10 City Security
+30% City Production
+10 City Knowledge
+15 City Security
    
1 per City
Upgrades from Docks
Upgrades to Naval Base
(Not sure if the 3rd expert
stacks or replaces the security)
Forge
Costs: 200
10 10
Maintenance:
1 1 3 /
Stats:
3 150 1
-5 City Health
+25% Craft Production to Blacksmiths
and their upgrades in this Region

Can craft all that the Blacksmith can, plus:
+150% Craft Production
at this improvement
From +150% to +200%
    
10 per Nation
Upgrades from Blacksmith
Upgrades to Foundry
Windmill
Costs: 200
80 20 80
Maintenance:
2 /
Stats:
4 300 1
+1 from all Farms and their upgrades
+3 City Craft Production
Can craft all that the Mill can, plus:
+1 City Craft Production
+4 City Harvest Production
for Food and
Plant Resource Nodes
    
8 per Nation
Upgrades from Mill
Costs / Maint / Stats Production Experts Techs / Other
City Hall
Costs: 300
80 80 100
Maintenance:
1 /
Stats:
6 350 0
+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:
+150% Craft Production
at this improvement. +1
From +150% to +200%
From +200% to +250%
    
Upgrades from Town Center
Cement Plant
Costs: 250
25 10 10
Maintenance:
5 /
Stats:
6 250 1
+150% Craft Production
at this improvement
    
5 per Nation
(As of 1.0.5 the tech that unlocks
this building does not unlock Concrete)
Factory
Costs: 400
20 10
Maintenance:
5 5 10 /
Stats:
5 350 1
-5 City Happiness , -5 City Health
Crafts all that the Workshop
and Crafting Guild can, plus:

+150% Craft Production
at this improvement
From +150% to +200%
From +200% to +250%
    
Upgrades from Crafting Guild
+75% Build Production at
Industry improvements
in this region
As of 1.1 the Hourglass cannot be crafted
Foundry
Costs: 300
20 50
Maintenance:
1 1 5 /
Stats:
4 300 1
+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
+150% Craft Production
at this improvement
From +150% to +200%
    
10 per Nation
Upgrades from Forge
Refinery
Costs: 350
10 10 10
Maintenance:
1 5 /
Stats:
8 500 1
-5 City Health

+150% Craft Production
at this improvement
    
8 per Nation
Exhibition Hall
Costs: 450
10 10
Maintenance:
5 /
Stats:
6 400 50
+15 City Prosperity
+1 Golden Age Point /
    
1 per Nation
Museum
Costs: 350
10 10
Maintenance:
5 /
Stats:
4 250 1
+20% Prestige from constructing Triumphs
+15 City Knowledge if built in city center
+2 /
    
1 per Nation
Concert Hall
Costs: 250
10 1 50
Maintenance:
3 /
Stats:
5 350 1
+1 City Happiness for each
Culture improvement in this city
+5 City Happiness
    
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer
+1 Masterpiece Creation
Speed per turn


- Act III -
Costs / Maint / Stats Production Experts Techs / Other
Police Station
Costs: 275
10 10 100
Maintenance:
10 /
Stats:
1 1 1
+15 City Security
+25 City Security
From +25 to +35
From +35 to +45
    
1 per City
Oil Well
Costs: 200
5 1 5
Maintenance:
5 /
Stats:
5 350 0
-5 City Health
+150% Harvest Production (In this city?)
Harvests and
from those Nodes
+200% Harvest Production
at this improvement
From +200% to +250%
    
Research Lab
Costs: 300
20 10 50
Maintenance:
1 /
Stats:
5 350 1
+25 City Knowledge
+3 /
From +3 to +6
    
1 per City
Air Force Base
Costs: 400
10 5 5
Maintenance:
15 /
Stats:
10 350 1
+10 Strength to Forces within this region
+15 City Security
+25 Strength to Air Forces
within this region
    
1 per City
Aircraft Factory
Costs: 400
25 5 5
Maintenance:
1 /
Stats:
8 350 1
-5 City Happiness
-5 City Health

+150% Craft Production
at this improvement
From +150% to +200%.
From +200% to +250%.
    
3 per Nation
Power Plant
Costs: 500
25 10 10
Maintenance:
1 /
Stats:
5 350 1
-5 City Happiness
-5 City Health

+150% Craft Production
at this improvement
    
Clinic
Costs: 300
40 20 40
Maintenance:
2 /
Stats:
3 150 1
+20 City Health
+1 /
    
1 per City
Upgrades to Medical Lab
Water Tr. Plant
Costs: 400
10 150 100
Maintenance:
3 /
Stats:
6 400 1
+25 City Health
+10 City Health
    
1 per City
Vehicle Factory
Costs: 450
20 1 5
Maintenance:
4 1 /
Stats:
5 300 1
-5 City Happiness
-5 City Security

+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
Movie Studio
Costs: 300
25 10 100
Maintenance:
5 /
Stats:
5 350 1
+15 City Security
-15 City Prosperity
+3 Masterpiece Creation
Speed per turn
+5 City Security
+5 City Prosperity
+5 City Knowledge
    
Paragon affinity: Activist, Artist,
Engineer, Entrepreneur, Musician,
Pioneer, Prophet, Scientist,
Strategist, and Writer
Theater
Costs: 300
100 100
Maintenance:
1 /
Stats:
4 300 1
+100% Artist, Musician,
and Writer pick chance
+2 Masterpiece Creation
Speed per turn
+5 City Prosperity
    
1 per Nation
Paragon affinity: Activist, Artist,
Musician, Prophet, and Writer
Radio Tower
Costs: 300

Maintenance:
5 /
Stats:
5 350 1
+15 City Knowledge
+15 City Prosperity
    
1 per City
Upgrades from Lighthouse
Upgrades to Data Center
Naval Base
Costs: 300 15
20 100 80
Maintenance:
15 /
Stats:
10 350 1
+30% City Production
+10 EXP to newly-trained Sea Forces
-5 City Health
+25 City Security
+35 City Security
+10 City Prosperity
+15 City Prosperity
    
1 per City
Upgrades from Drydock
Incinerator
Costs: 450
10 10
Maintenance:
1 /
Stats:
5 350 1
-5 City Health
-5 City Happiness

    
1 per Nation
Industrial Farm
Costs: 250
10
Maintenance:
1 3 /
Stats:
5 350 0
+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
150% to 200%. +10 Health
200% to 250%. +15 Health
    
Upgrades from Irrigated Farm
See Yield Calculator for more
information on yields
Ind. Fishing Farm
Costs: 200
30 180
Maintenance:
2 /
Stats:
5 350 0
+2
Unsure of exact
harvest production numbers
+150% Harvest Production
at this improvement.
+1 /
150% to 200%, 1 to 2
    
As of 1.0.5 you have to manually replace Fishing Nets with these,
no upgrade button available
Costs / Maint / Stats Production Experts Techs / Other
Data Center
Costs: 500 50
20 60 100
Maintenance:
3 /
Stats:
6 450 1
+20% Research per turn in this city
+15 City Knowledge
+15 City Prosperity
    
1 per City
Upgrades from Radio Tower
Airport
Costs: 350
25 10
Maintenance:
1 /
Stats:
8 400 1
+5% City Growth
+25 City Prosperity
+15 City Prosperity
    
1 per City
Hotel
Costs: 400
50 150 150
Maintenance:
3 /
Stats:
6 400 1
+15 City Prosperity , +5% City Growth
+15 Wealth per turn for each
Commerce and Culture
improvement in this region
+10 City Happiness
    
1 per City
Opera House
Costs: 300
20 100 100
Maintenance:
5 /
Stats:
6 400 1
+100% Musician pick chance
+10 City Happiness
    
1 per Nation
Public Playground
Costs: 425
50 1 50
Maintenance:
1 /
Stats:
8 500 1
+15 City Happiness
+15 City Health
    
1 per City
Reflecting Pool
Costs: 375
100 100
Maintenance:
1 /
Stats:
8 500 1
+15 City Security
+1 Masterpiece Creation
Speed per turn
From +1 to +2
From +2 to +3
    
1 per Nation
Paragon affinity: Artist, Engineer, Entrepreneur, Musician, and WRiter
Ind. Logging
Costs: 150
120 80 150
Maintenance:
2 /
Stats:
6 400 0
+400% of Region Timber Yield
is added to the city's Harvest Production
+2
+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
Shopping Mall
Costs: 325
10 1 10
Maintenance:
1 /
Stats:
6 400 1
+15 City Prosperity

+30 /
+35 /
    
8 per Nation
(Needs testing on how much Wealth an expert actually produces)
Skyscraper
Costs: 300
10 5
Maintenance:
1 1 /
Stats:
3 100 0
+5 Housing
+2 bonus Housing
if built in the city center
+3% City Production
    
Upgrades from Residence
SAM Battery
Costs: 300 15
10 120 80
Maintenance:
5 /
Stats:
12 350 1
10% Strength to Forces within this region
20% Strength to Forces within this region
+10% Strength to Forces
within this city.
From +10% to +20%
From +20% to +30%
    
1 per City

(Needs testing on how much strength is actually added)
Industrial Mine
Costs: 300
10 100
Maintenance:
1 /
Stats:
6 400 0
+200% Region Materials yield
is added to the city's Harvest Production
+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
Nuclear Power Plant
Costs: 325 5
50 15 10
Maintenance:
10 /
Stats:
6 400 1
+10 City Prosperity
+5 City Health
+3
+15 City Prosperity
+10 City Health
+6
    
1 per City
Pharmacy
Costs: 325
75 90 90
Maintenance:
1 /
Stats:
6 400 1
+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
Costs / Maint / Stats Production Experts Techs / Other
Top Secret Mil. Base
Costs: 350 10
50 90 90
Maintenance:
20 /
Stats:
12 450 1
-15 City Prosperity
+150% Craft Production
at this improvement
From +150% to +200%
From +200% to +250%
    
1 per City
Art Gallery
Costs: 350
15 5 5
Maintenance:
5 /
Stats:
6 450 1
+10 City Happiness
+1 Golden Age Point /
    
1 per City
Zoo
Costs: 350 80
100 30 10
Maintenance:
5 3 /
Stats:
6 450 10
+15 City Happiness
+10 City Prosperity
    
1 per Nation
Fusion Res. Center
Costs: 150
20 150 150
Maintenance:
1 /
Stats:
8 500 1
+15 City Knowledge , +20 /
+1 additional /
for each Science and Military
improvement in this region
+15 City Knowledge
+20 /
    
1 per City
Stadium
Costs: 325 15
100 100 80
Maintenance:
5 /
Stats:
6 400 1
+15 City Happiness
+15 /
    
1 per Nation
Recycling Center
Costs: 350
10 5 100
Maintenance:
5 /
Stats:
6 450 1
+15 City Security
+1 /
+15 City Happiness
    
1 per Nation
Solar Power Plant
Costs: 500
5 50 5
Maintenance:
1 /
Stats:
6 450 1
+1 Power
    
Can only be built on:
Xeric Shrubland
and Arid Desert
Wind Turbine
Costs: 1
1 10 10
Maintenance:
1 /
Stats:
6 400 1
-5 City Security
+1 Power
    
8 per Nation
Can only be built on: Polar/Cold/Arid Desert
Temperate Grassland, Xeric Shrubland,
Tundra, Taiga, Savanna, Mediterranean
Costs / Maint / Stats Production Experts Techs / Other
Geoth. Power Plant
Costs: 350 30
100 30 100
Maintenance:
1 /
Stats:
8 500 1
-5 City Security
-5 City Prosperity
+1 Power
    
1 per Nation
Medical Lab
Costs: 150
50 150 150
Maintenance:
5 /
Stats:
8 500 1
+30 City Health
+3 /
    
1 per City
Upgrades from Clinic
Comm. Garden
Costs: 375
20 150 150
Maintenance:
1 /
Stats:
8 500 1
+15 City Happiness
+5 City Production
From +5 to +10
From +10 to +15
    
1 per Nation
Upgrades from Plaza
Arcology
Costs: 250 50
80 80 80
Maintenance:
15 15 /
Stats:
10 500 1
+15 to all Quality of Life stats in this city
+15 City Health
+15 City Prosperity
+15 City Knowledge
    
1 per City




Costs / Maint / Stats Production Experts Techs / Other
Cathedral
Costs: 400
10 50
Maintenance:
1 /
Stats:
10 500 1
+1 City Religion Spread Distance
+5 City Religion Spread Strength
    
Requires High Medieval Era
and have at least 4 verses unlocked

Religion required:
Christianity
Gurdwara
Costs: 400
5 50 50
Maintenance:
1 /
Stats:
10 500 1
+1 City Religion Spread Distance
+5 City Religion Spread Strength
    
Requires High Medieval Era
and have at least 4 verses unlocked

Religion required:
Sikhism
Mosque
Costs: 400
5 10 50
Maintenance:
1 /
Stats:
10 500 1
+1 City Religion Spread Distance
+5 City Religion Spread Strength
    
Requires High Medieval Era
and have at least 4 verses unlocked

Religion required:
Islam
Pagoda
Costs: 400
5 10 50
Maintenance:
1 /
Stats:
10 500 1
+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
Sacred Temple
Costs: 400
5 50 50
Maintenance:
1 /
Stats:
10 500 1
+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
Not to be confused with the #CityTemple


See Also