List of Improvements: Difference between revisions
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|itemname=Hunting Camp | |itemname=Hunting Camp | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />5 {{Materials}} 10 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />5 {{Materials}} 10 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | ||
|Prod=+1 {{Wealth}} | |Prod=+1 {{Wealth}} / {{Turn}} | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br />+1 {{Wealth}} | |Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br />+1 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|Archery.png|Archery}} {{Tech|BronzeWorking.png|Bronze Working}} | |Techs={{Tech|Archery.png|Archery}} {{Tech|BronzeWorking.png|Bronze Working}} | ||
|Other=Not the greatest of improvements unless you have a [[List_of_Resource_Nodes#HuntingCamp.png|Resource Node]] that needs it | |Other=Not the greatest of improvements unless you have a [[List_of_Resource_Nodes#HuntingCamp.png|Resource Node]] that needs it | ||
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|CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />5 {{Materials}} 20 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | |CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />5 {{Materials}} 20 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | ||
|Prod=''Unsure of exact<br />harvest production numbers'' | |Prod=''Unsure of exact<br />harvest production numbers'' | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br />+1 {{Wealth}} | |Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br />+1 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|Seafaring.png|Seafaring}} {{Tech|Ropemaking.png|Ropemaking}} | |Techs={{Tech|Seafaring.png|Seafaring}} {{Tech|Ropemaking.png|Ropemaking}} | ||
|Other= | |Other= | ||
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|itemname=Trading Post | |itemname=Trading Post | ||
|CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />10 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Food}} 1 {{Materials}} 1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | |CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />10 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Food}} 1 {{Materials}} 1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | ||
|Prod=+10 {{Prosperity}}<br />+10 {{Wealth}} | |Prod=+10 {{Prosperity}}<br />+10 {{Wealth}} / {{Turn}}<br /><br />{{Itemil-lock|TradeGoods.png|List_of_Goods|Trade Goods}} | ||
|Experts={{Expert}}+10 {{Wealth}} | |Experts={{Expert}}+10 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|Trading.png|Trading}} {{Tech|Coinage.png|Coinage}} {{Tech|Banking.png|Banking}} | |Techs={{Tech|Trading.png|Trading}} {{Tech|Coinage.png|Coinage}} {{Tech|Banking.png|Banking}} | ||
|Other=''<small>(As of 1.0.5 not all techs that unlock<br />this building also unlock Trade Goods)</small>''<br /><br />Upgrades to [[Bazaar]] | |Other=''<small>(As of 1.0.5 not all techs that unlock<br />this building also unlock Trade Goods)</small>''<br /><br />Upgrades to [[Bazaar]] | ||
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|CostsMaint='''Costs:''' 125 {{ProdIcon}}<br />20 {{Food}} 40 {{Materials}} 40 {{Timber}}<br />'''Maintenance:'''<br />1 {{Food}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | |CostsMaint='''Costs:''' 125 {{ProdIcon}}<br />20 {{Food}} 40 {{Materials}} 40 {{Timber}}<br />'''Maintenance:'''<br />1 {{Food}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | ||
|Prod=+5 {{Prosperity}}<br /><br />{{Itemil|GourmetMeals.png|List_of_Goods|Gourmet Meals}} | |Prod=+5 {{Prosperity}}<br /><br />{{Itemil|GourmetMeals.png|List_of_Goods|Gourmet Meals}} | ||
|Experts={{Expert}}+ | |Experts={{Expert}}+8 {{Wealth}} / {{Turn}}<br />+1 additional {{Wealth}} / {{Turn}}<br />for each Commerce {{DomainCommerce}} and Culture {{DomainCulture}} improvement <br />in this region | ||
|Techs={{Tech|Hospitality.png|Hospitality}} | |Techs={{Tech|Hospitality.png|Hospitality}} | ||
|Other={{WarningIcon}}'''Only 1 per City'''<br /><br />Upgrades to [[Pub]] | |Other={{WarningIcon}}'''Only 1 per City'''<br /><br />Upgrades to [[Pub]] | ||
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|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />5 {{ItemIconSmall|Concrete.png|List_of_Goods}} 25 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />5 {{ItemIconSmall|Concrete.png|List_of_Goods}} 25 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | ||
|Prod=+10 {{Happiness}} | |Prod=+10 {{Happiness}} | ||
|Experts={{Expert}}+5 {{Wealth}} | |Experts={{Expert}}+5 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|Arches.png|Arches}} | |Techs={{Tech|Arches.png|Arches}} | ||
|Other= | |Other= | ||
Line 1,219: | Line 1,219: | ||
|CostsMaint='''Costs:''' 325 {{ProdIcon}} 15 {{ItemIconSmall|Fuel.png|List_of_Goods}}<br />100 {{Food}} 100 {{Materials}} 80 {{Wealth}}<br />'''Maintenance:'''<br />5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | |CostsMaint='''Costs:''' 325 {{ProdIcon}} 15 {{ItemIconSmall|Fuel.png|List_of_Goods}}<br />100 {{Food}} 100 {{Materials}} 80 {{Wealth}}<br />'''Maintenance:'''<br />5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | ||
|Prod=+15 {{Happiness}} | |Prod=+15 {{Happiness}} | ||
|Experts={{Expert}}15 {{Wealth}} / {{Turn}} | |Experts={{Expert}}+15 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|Satellites.png|Satellites}} | |Techs={{Tech|Satellites.png|Satellites}} | ||
|Other= | |Other= |
Revision as of 19:32, 28 October 2024
Under Construction |
This page is still under construction. It might not be complete or formatted properly. |
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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+4 Housing
+5 Strength to Forces within this region +2 City Production Feast Jewelry Code of Laws Codex Festival Strategy Codex |
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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 Too many Goods for full names. 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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+5 City Health
+50% of Region Food yield is applied towards Harvest Production at each Farm within this Region Grain Store |
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Requires a source of Grain
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+5 City Health
+10 City Knowledge +25% Craft Production to apothecaries and their upgrades in this region Herbal Medicine Candle Perfume Soap |
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+25% Craft Production to Ceramic Shops
Ceramic Pots Concrete Decorative Vase Glass Glass Windows Indoor Toilets Stained Glass |
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(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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Bronze Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+15 City Security
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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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Only 1 per Nation
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+10 City Production
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+20% City Production
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Only 6 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Bread) | |||||
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+25% Craft Production to Weavers
and their upgrades in this Region. Baskets Rope Fabric Bandage Tunics Fine Clothes Garments Rug and Carpet |
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Iron Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Only 1 per Nation
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Only 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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Only 1 per City
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Only 1 per Nation
Some passive Prestige in the Iron Age | |||||
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Antiquities | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+15 City Knowledge
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Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer
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+10 City Happiness
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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.
+5 City Craft Production. +1 From +150% to +200% From +5 to +10 |
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+1 from all Farms and their upgrades
+10 Craft Production at Industry improvements in this region Grain Store Paper Soap |
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- Act II - |
Early Middle Ages | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas mollis lectus
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Upgrades to Distillery
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High Medieval Era | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Only 1 per Nation
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Upgrades from Brewery
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Renaissance | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+10 City Happiness
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Upgrades to Community Garden
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Upgrades from Mill
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Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Upgrades from Town Center
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Upgrades from Crafting Guild
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Upgrades from Forge
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+15 City Prosperity
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Only 1 per Nation
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- Act III - |
Machine Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas mollis lectus
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+25 City Knowledge
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Only 1 per City
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+15 City Knowledge
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Upgrades from Drydock
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Upgrades from Irrigated Farm
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As of 1.0.5 you have to manually replace Fishing Nets with these,
no upgrade button |
Atomic Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Upgrades from Radio Tower
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+100% Musician pick chance
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+15 City Happiness
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Upgrades from Sawmill
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas mollis lectus
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Upgrades from Residence
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Upgrades from Mine
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Upgrades from Chemist
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Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+10 City Happiness
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Only 1 per Nation
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+15 City Happiness
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Singularity Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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Lorem ipsum dolor sit amet, consectetur adipiscing elit. Maecenas mollis lectus
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+30 City Health
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+15 City Happiness
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+15 to all Quality of Life stats in this city
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Only 1 per City
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See Also
- List of Resources
- List of Goods (Includes Amenities/Supplies)
- List of Triumphs