List of Improvements: Difference between revisions

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|itemname=Ceramic Shop
|itemname=Ceramic Shop
|CostsMaint='''Costs:''' 65 {{ProdIcon}}<br />10 {{Materials}} 10 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}}
|CostsMaint='''Costs:''' 65 {{ProdIcon}}<br />10 {{Materials}} 10 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}}
|Prod=+25% [[Craft Production]] to Ceramic Shops.<br /><br />{{Itemil|CeramicPots.png|List_of_Goods|Ceramic Pots}} {{Itemil-lock|Concrete.png|List_of_Goods|Concrete}}<br />{{Itemil-lock|DecorativeVase.png|List_of_Goods|Decorative Vase}} {{Itemil-lock|Glass.png|List_of_Goods|Glass}}<br />{{Itemil-lock|GlassWindows.png|List_of_Goods|Glass Windows}} {{Itemil-lock|IndoorToilets.png|List_of_Goods|Indoor Toilets}}<br />{{Itemil-lock|StainedGlass.png|List_of_Goods|StainedGlass}}
|Prod=+25% [[Craft Production]] to Ceramic Shops.<br /><br />{{Itemil|CeramicPots.png|List_of_Goods|Ceramic Pots}} {{Itemil-lock|Concrete.png|List_of_Goods|Concrete}}<br />{{Itemil-lock|DecorativeVase.png|List_of_Goods|Decorative Vase}} {{Itemil-lock|Glass.png|List_of_Goods|Glass}}<br />{{Itemil-lock|GlassWindows.png|List_of_Goods|Glass Windows}} {{Itemil-lock|IndoorToilets.png|List_of_Goods|Indoor Toilets}}<br />{{Itemil-lock|StainedGlass.png|List_of_Goods|Stained Glass}}
|Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement.
|Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement.
|Other=Requires {{Itemil|Pottery.png|Tech_Tree| Pottery}},<br />{{Itemil|Masonry.png|Tech_Tree| Masonry}}, {{Itemil|Arches.png|Tech_Tree| Arches}},<br />or {{Itemil|MonumentBuilding.png|Tech_Tree| Monument Building}}.<br />{{FadedOutGoods}}
|Other=Requires {{Itemil|Pottery.png|Tech_Tree| Pottery}},<br />{{Itemil|Masonry.png|Tech_Tree| Masonry}}, {{Itemil|Arches.png|Tech_Tree| Arches}},<br />or {{Itemil|MonumentBuilding.png|Tech_Tree| Monument Building}}.<br />{{FadedOutGoods}}

Revision as of 12:42, 24 October 2024

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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.


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

Stats:
4 200 0
+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 0
+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Town Center
and City Hall.
Dwelling
Costs: 75
25 25

Stats:
3 100 0
+3 Housing
+2 bonus Housing if built in the city center.
+3% City Production.
    {{{Techs}}}
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.
    {{{Techs}}}
Upgrades to Crafting Guild
and Factory.

Too many Goods for full names.
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 Region Harvest Production for each Farm in this region (including itself).
+150% Harvest Production
at this improvement.

+1 Food
    {{{Techs}}}
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.
    {{{Techs}}}
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
    {{{Techs}}}
Upgrades to Mine
and Industrial Mine.

Requires Bronze Working
Hunting Camp
Costs: 150
5 10
Maintenance:
1 /
Stats:
3 100 0
+1 Wealth
+150% Harvest Production
at this improvement.

+1 Wealth
    {{{Techs}}}
Not the greatest of improvements unless you have a Resource Node that needs it.

Requires Archery
or Bronze Working
Butcher Shop
Costs: 45
10 25
Maintenance:
1 /
Stats:
3 100 1
+150% Craft Production
at this improvement.

+25% Build Production
towards Industry improvements in this region.
    {{{Techs}}}
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.
    {{{Techs}}}
Upgrades to Fortress and Citadel.

Requires Archery
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.

Wine Syrup Liquor
+150% Craft Production
at this improvement.

+5 City Happiness City Happiness
    {{{Techs}}}
Upgrades to Brewery and Distillery. Requires a source of Grapes. Requires Fermenting
or Hospitality.
Faded out Goods might not be available
due to technology requirements.
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.

Grain Store
+150% Craft Production
at this improvement.
    {{{Techs}}}
Requires a source of Grain.

Requires Grain Storage
or Irrigation
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.

Herbal Medicine Candle
Perfume Soap
+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Chemist
and Pharmacy.
Requires Herbalism
Faded out Goods might not be available
due to technology requirements.
Ceramic Shop
Costs: 65
10 10
Maintenance:
1 /
Stats:
3 150 1
+150% Craft Production
at this improvement.
    {{{Techs}}}
Requires Pottery,
Masonry, Arches,
or Monument Building.
Faded out Goods might not be available
due to technology requirements.
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 Wealth
    {{{Techs}}}
Bronze Age
Costs / Maint / Stats Production Experts Techs / Other
Stable
Costs: 75
20 1 link={{{2}}} 45
Maintenance:
1 /
Stats:
4 175 1
+25% Harvest Production towards
Animal Resource Nodes in this City.
-5 City Health City Health

Carriages Rope
+150% Craft Production
at this improvement.

+10 City Build Production
    {{{Techs}}}
Offers great production
benefits to your city.
Requires Chariots,
Horseshoes, or Stirrups
Faded out Goods might not be available
due to technology requirements.
Barracks
Costs: 150
10 25
Maintenance:
1 /
Stats:
3 150 0
+25 City Security City Security
    {{{Techs}}}
Blacksmith
Costs: 175
10 25
Maintenance:
1 1 /
Stats:
4 300 1
+25% Craft Production towards Blacksmiths and their upgrades in this region.

Metal Ingot
+150% Craft Production
at this improvement.
Craft Production boost
from +150% to +200%.
    {{{Techs}}}
Upgrades to Forge and Foundry.

Requires Iron Working
Tannery
Costs: 150
10 50
Maintenance:
1 /
Stats:
8 500 1
+25% Craft Production towards Tanneries and their upgrades in this region.

Leather Sandals
+150% Craft Production
at this improvement.
    {{{Techs}}}
Palace
Costs: 150
10 link={{{2}}} 10 link={{{2}}} 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.
    {{{Techs}}}
Only 1 per Nation

Requires Masonry
Altar
Costs: 150
10 25 50
Maintenance:
1 /
Stats:
3 150 1
+10 City Religion Spread Strength.
+1 Research per turn.
+5 City City Knowledge Knowledge.
+5 City Security City Security
    {{{Techs}}}
Docks
Costs: 150
25 25 25
Maintenance:
5 /
Stats:
3 150 0
+20% City Production
    {{{Techs}}}
Very good production boost
to your city.

Upgrades to Drydock and Naval Base
Requires Sails
or Seafaring
Bakery
Costs: 45
1 10 10
Maintenance:
1 /
Stats:
3 100 1
+25% Craft Production to Bakeries
and their upgrades in this Region.

Bread Pastries
Preserved Food
+150% Craft Production
at this improvement.
Craft Production boost
from +150% to +200%.
    {{{Techs}}}
Only 6 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Bread)
Requires The Wheel,
Milling, or Trading
Trading Post
Costs: 75
10 50
Maintenance:
1 1 1 /
Stats:
3 150 1
+10
    {{{Techs}}}
(As of 1.0.5 not all techs that unlock this building also unlock Trade Goods)

Upgrades to Bazaar
Requires Trading,
Coinage, or Banking
Weaver
Costs: 60
30
Maintenance:
2 /
Stats:
3 150 1
+5 City Prosperity City Prosperity

+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Tailor.
Paragon affinity: Artist, Engineer, Musician, Pioneer, and Writer.
Requires Weaving,
Sails, or Textiles
Faded out Goods might not be available
due to technology requirements.
Iron Age
Costs / Maint / Stats Production Experts Techs / Other
Mint
Costs: 150
40 20
Maintenance:
1 /
Stats:
4 150 1
+15 City Prosperity City Prosperity
From +15 to
+20 City Prosperity City Prosperity
    {{{Techs}}}
Only 1 per Nation

Requires Coinage
Inn
Costs: 125
20 40 40
Maintenance:
1 /
Stats:
3 150 1
+5 /
+1 additional per turn
for each Commerce and Culture improvement
in this region.
    {{{Techs}}}
Only 1 per City

Upgrades to Pub
Requires Hospitality
Flower Field
Costs: 150
1 35 25
Maintenance:
1 /
Stats:
3 150 1
+5 City Security City Security
    {{{Techs}}}
Only 1 per Nation

Requires Irrigation
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 Region Harvest Production for each Farm in this region (including itself).
+150% Harvest Production
at this improvement. +1
Harvest Production boost
from +150% to +200%. +2
    {{{Techs}}}
Upgrades from Farm,
Upgrades to Industrial Farm

Requires Irrigation, Heavy Plows, or Windmills
Water Well
Costs: 125
25 50
Maintenance:
1 /
Stats:
4 150 1
+10 City Health City Health
+100% Harvest Production to farms and their upgrades in this region.
+5 City Health City Health
    {{{Techs}}}
Only 1 per City

Requires Irrigation
Monument
Costs: 150
40 30
Maintenance:
2 /
Stats:
3 150 25
+10 City Prosperity City Prosperity
+1 Bonus Prestige per turn
if built in the city center.
    {{{Techs}}}
Only 1 per Nation

Some passive Prestige
in the Iron Age.

Requires Monument Building
Lighthouse
Costs: 150
80 20
Maintenance:
1 /
Stats:
3 150 1
+5 City Knowledge City Knowledge
+1 available Merchant
+5 City Prosperity City Prosperity
    {{{Techs}}}
Must be built in a region
along the coast.
Upgrades to Radio Tower.

Requires Navigation
City Walls
Costs: 250
40 20 30
Maintenance:
3 10 /
Stats:
5 300 1
+10% Strength to forces
within this city.
    {{{Techs}}}
Fortress
Costs: 380
10 25 100
Maintenance:
1 2 /
Stats:
8 250 1
+4 Strength to forces within this region.
+25 City Security City Security
+10 City Siege Defense
in this city.
From +10 to
+20 City Siege Defense.
    {{{Techs}}}
Upgrades from Watchtower,
Upgrades to Citadel

Requires Siege Warfare
Antiquities
Costs / Maint / Stats Production Experts Techs / Other
Academy
Costs: 150
10 25 50
Maintenance:
3 /
Stats:
4 150 1
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- Act II -
Early Middle Ages
Costs / Maint / Stats Production Experts Techs / Other
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High Medieval Era
Costs / Maint / Stats Production Experts Techs / Other
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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:Temple.png

See Also