List of Improvements: Difference between revisions

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Revision as of 00:57, 19 October 2024

Under Construction
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Improvements make up the foundation of your Nation. These improvements serve essential 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.
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, unlocking new Technologies as well as improving your people's Health and Knowledge.


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

Stats:
4 200 -
+150% Craft Production
at this improvement.

From +10 to +15 .
    {{{Techs}}}
Faded out Goods might not be available
due to technology requirements.
Gathering Hall
Maintenance:
2 1 5 /
Stats:
4 200 -
+150% Craft Production
at this improvement.
    {{{Techs}}}
Dwelling
Costs:
75 25 25
Stats:
3 100 -
+3 Housing.
+2 bonus Housing if built in the city center.
+3% City Production.
    {{{Techs}}}
Upgrades to Residence in Act II
and Skyscraper in Act III.

Place these in your City Center,
leave room for a Monument.
And if it's your capital,
leave room for the Palace.
Farm
Costs:
75 15
Maintenance:
1 /
Stats:
3 100 -
100% of Region Food yield is
applied to Harvest Production.
+3% City Growth.
+5 bonus Region Harvest Production for each Farm in this region (including itself).
+150% Harvest Production
at this improvement.

+1 Food
    {{{Techs}}}
Upgrades to Irrigated Farm in Act II
and Industrial Farm in Act III.
Workshop
Costs:
65 10 25
Maintenance:
1 1 1 /
Stats:
3 100 1
+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Crafting Guild in Act II
and Factory in Act III.

Too many Goods for full names.
Faded out Goods might not be available
due to technology requirements.
Butcher Shop
Costs:
45 10 25
Maintenance:
1 /
Stats:
3 100 1
+25% Build Production
towards Industry improvements in this region.

+150% Craft Production
at this improvement.
    {{{Techs}}}
Bronze Age
Costs / Maint / Stats Production Experts Techs / Other
Stable
    {{{Techs}}}
Offers great production
benefits to your city.
[[File:{{{domain}}}|26px|frameless|link=List_of_Improvements#Domains]]
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Iron Age
Costs / Maint / Stats Production Experts Techs / Other
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Antiquities
Costs / Maint / Stats Production Experts Techs / Other
[[File:{{{domain}}}|26px|frameless|link=List_of_Improvements#Domains]]
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- Act II -
Early Middle Ages
Costs / Maint / Stats Production Experts Techs / Other
[[File:{{{domain}}}|26px|frameless|link=List_of_Improvements#Domains]]
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High Medieval Era
Costs / Maint / Stats Production Experts Techs / Other
[[File:{{{domain}}}|26px|frameless|link=List_of_Improvements#Domains]]
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Renaissance
Costs / Maint / Stats Production Experts Techs / Other
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Enlightenment
Costs / Maint / Stats Production Experts Techs / Other
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- Act III -
Machine Age
Costs / Maint / Stats Production Experts Techs / Other
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Atomic Age
Costs / Maint / Stats Production Experts Techs / Other
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Information Age
Costs / Maint / Stats Production Experts Techs / Other
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Singularity Age
Costs / Maint / Stats Production Experts Techs / Other
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Images Temp

File:Palaca.png File:Temple.png

See Also