List of Improvements: Difference between revisions
No edit summary Tag: Manual revert |
No edit summary |
||
Line 630: | Line 630: | ||
|itemname=Residence | |itemname=Residence | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />25 {{Food}} 150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Materials}} 1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />25 {{Food}} 150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Materials}} 1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | ||
|Prod= | |Prod=+4 {{Housing}} [[Housing]]<br />+2 bonus {{Housing}} [[Housing]]<br />if built in the city center<br />+3% [[City Production]] | ||
|Experts={{Expert}} | |Experts={{Expert}} | ||
|Techs={{Tech|Steel.png|ClassSteel|Steel}} {{Tech|Architecture.png|ClassArchitecture|Architecture}} {{Tech|TheScientificMethod.png|ClassTheScientificMethod|The Scientific Method}} | |Techs={{Tech|Steel.png|ClassSteel|Steel}} {{Tech|Architecture.png|ClassArchitecture|Architecture}} {{Tech|TheScientificMethod.png|ClassTheScientificMethod|The Scientific Method}} | ||
Line 640: | Line 640: | ||
|itemname=Central Bank | |itemname=Central Bank | ||
|CostsMaint='''Costs:''' 250 {{ProdIcon}}<br />10 {{Materials}} 50 {{Timber}} 50 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}} | |CostsMaint='''Costs:''' 250 {{ProdIcon}}<br />10 {{Materials}} 50 {{Timber}} 50 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}} | ||
|Prod= | |Prod=+10 {{Prosperity}}<br /><br />{{ItemIcon|LetterofCredit.png|List_of_Goods|ClassLetterofCredit|Letter of Credit}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+2 {{ItemIconSmall|PreciousMetal.png|List_of_Goods|ClassPreciousMetal|Precious Metal}} / {{Turn}} | ||
|Techs={{Tech|Banking.png|ClassBanking|Banking}} | |Techs={{Tech|Banking.png|ClassBanking|Banking}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' | ||
Line 650: | Line 650: | ||
|itemname=Armory | |itemname=Armory | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}} 5 {{ItemIconSmall|MetalTools.png|List_of_Goods|ClassMetalTools|Metal Tools}} 25 {{Timber}}<br />'''Maintenance:'''<br />5 {{Materials}} 5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=300|P=1}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}} 5 {{ItemIconSmall|MetalTools.png|List_of_Goods|ClassMetalTools|Metal Tools}} 25 {{Timber}}<br />'''Maintenance:'''<br />5 {{Materials}} 5 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=300|P=1}} | ||
|Prod= | |Prod=-5 {{Happiness}}<br />+5 {{Security}}<br /><br />{{ItemIcon-lock|Explosive.png|List_of_Goods|ClassExplosive|Explosive}} {{ItemIcon-lock|Gunpowder.png|List_of_Goods|ClassGunpowder|Gunpowder}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement<br />+10 City [[Build Production]]<br />{{Expert}}From +150% to +200%<br />and +10 to +20 | ||
|Techs={{Tech|Gunpowder.png|ClassGunpowder|Gunpowder}} {{Tech|Cannons.png|ClassCannons|Cannons}} | |Techs={{Tech|Gunpowder.png|ClassGunpowder|Gunpowder}} {{Tech|Cannons.png|ClassCannons|Cannons}} | ||
|Other= '''6 per Nation''' | |Other= '''6 per Nation''' | ||
Line 660: | Line 660: | ||
|itemname=Cobbler | |itemname=Cobbler | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=500|P=1}} | ||
|Prod= | |Prod={{ItemIcon|Belts.png|List_of_Goods|ClassBelts|Belts}} {{ItemIcon|Shoes.png|List_of_Goods|ClassShoes|Shoes}} {{ItemIcon-lock|Sandals.png|List_of_Goods|ClassSandals|Sandals}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement | ||
|Techs={{Tech|Haberdashery.png|ClassHaberdashery|Haberdashery}} | |Techs={{Tech|Haberdashery.png|ClassHaberdashery|Haberdashery}} | ||
|Other= '''3 per Nation''' | |Other= '''3 per Nation''' | ||
Line 670: | Line 670: | ||
|itemname=Tailor | |itemname=Tailor | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Materials}} 75 {{Timber}}<br />'''Maintenance:'''<br />5 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=1}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Materials}} 75 {{Timber}}<br />'''Maintenance:'''<br />5 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=1}} | ||
|Prod= | |Prod=+5 {{Happiness}}<br />+5 {{Prosperity}}<br />+25% [[Craft Production]] to Weavers<br />and their upgrades in this [[Region]]<br />Can craft everything the [[List of Improvements#Weaver.png|Weaver]] can | ||
|Experts={{Expert}} | |Experts={{Expert}}+5 {{Security}}<br />+150% [[Craft Production]]<br />at this improvement | ||
|Techs={{Tech|Haberdashery.png|ClassHaberdashery|Haberdashery}} {{Tech|Industrialization.png|ClassIndustrialization|Industrialization}} | |Techs={{Tech|Haberdashery.png|ClassHaberdashery|Haberdashery}} {{Tech|Industrialization.png|ClassIndustrialization|Industrialization}} | ||
|Other= '''8 per Nation''' | |Other= '''8 per Nation'''<br />Upgrades from [[List of Improvements#Weaver.png|Weaver]]<br />''Apparently boosts other Weavers instead of Tailors according to the Encarta. Might be a bug?'' | ||
}} | }} | ||
{{Improv | {{Improv | ||
Line 680: | Line 680: | ||
|itemname=Distillery | |itemname=Distillery | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />1 {{Food}} 5 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />1 {{Food}} 5 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=6|H=400|P=1}} | ||
|Prod= | |Prod=+150% [[Craft Production]]<br />at this improvement<br />+25% [[Craft Production]] to Distilleries<br />and their upgrades in this [[Region]]<br />Can craft everything the [[List of Improvements#Brewery.png|Brewery]] can | ||
|Experts={{Expert}} | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement<br />+5 {{Happiness}}<br />{{Expert}}From +150% to +200%.<br />{{Expert}}From +200% to +250%. | ||
|Techs={{Tech|HeavyPlows.png|ClassHeavyPlows|Heavy Plows}} | |Techs={{Tech|HeavyPlows.png|ClassHeavyPlows|Heavy Plows}} | ||
|Other= '''3 per Nation'''<br />Upgrades from [[List of Improvements#Brewery.png|Brewery]] | |Other= '''3 per Nation'''<br />Upgrades from [[List of Improvements#Brewery.png|Brewery]] | ||
Line 690: | Line 690: | ||
|itemname=Topiary Park | |itemname=Topiary Park | ||
|CostsMaint='''Costs:''' 250 {{ProdIcon}}<br />150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=5|H=350|P=1}} | |CostsMaint='''Costs:''' 250 {{ProdIcon}}<br />150 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=5|H=350|P=1}} | ||
|Prod= | |Prod=+15 {{Happiness}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+5 {{Happiness}}<br />Paragon affinity: Activist, Prophet, Scientist, Strategist, and Writer<br />+1 Masterpiece Creation Speed per turn | ||
|Techs={{Tech|HeavyPlows.png|ClassHeavyPlows|Heavy Plows}} | |Techs={{Tech|HeavyPlows.png|ClassHeavyPlows|Heavy Plows}} | ||
|Other= '''1 per Nation'''<br /><br />Can only be built on:<br />'''Temperate Forest/Rainforest'''<br />'''Tropical Forest/Rainforest''' | |Other= '''1 per Nation'''<br /><br />Can only be built on:<br />'''Temperate Forest/Rainforest'''<br />'''Tropical Forest/Rainforest''' |
Revision as of 17:15, 1 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 | ||
|
|||||
Faded out Goods might not be available
due to technology requirements. | |||||
|
|||||
Upgrades to Town Center
and City Hall Faded out Goods might not be available due to technology requirements. | |||||
|
|||||
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 | |||||
|
|||||
Upgrades to Crafting Guild
and Factory Faded out Goods might not be available due to technology requirements. | |||||
|
+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) |
||||
|
|||||
|
|||||
|
|||||
Not the greatest of improvements unless you have a Resource Node that needs it
| |||||
|
+150% Craft Production
at this improvement. +25% Build Production at Industry improvements in this region |
||||
8 per Nation
| |||||
|
|||||
|
|||||
|
+5 City Health
+50% of Region Food yield is applied towards Harvest Production at each Farm within this Region |
||||
|
+5 City Health
+10 City Knowledge +25% Craft Production to apothecaries and their upgrades in this region |
||||
|
|||||
8 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Ceramic Ports) | |||||
|
Unsure of exact
harvest production numbers |
||||
Bronze Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
|
+25 City Security
|
||||
1 per City
| |||||
|
|||||
|
|||||
3 per Nation
Faded out Goods might not be available due to technology requirements. | |||||
|
+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
| |||||
|
|||||
1 per City
| |||||
|
+10 City Production
|
+20% City Production
|
|||
|
|||||
6 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Bread) | |||||
|
|||||
1 per City
(As of 1.0.5 not all techs that unlock this building also unlock Trade Goods) Upgrades to Bazaar | |||||
|
|||||
Iron Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per Nation
| |||||
|
|||||
|
|||||
1 per Nation
| |||||
|
+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) |
||||
|
|||||
1 per City
| |||||
|
|||||
1 per Nation
Some passive Prestige in the Iron Age | |||||
|
|||||
|
|||||
1 per City
Units have to seige the wall first before being able to seige the city | |||||
|
|||||
Antiquities | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+15 City Knowledge
|
||||
1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer | |||||
|
+10 City Happiness
|
||||
1 per Nation
| |||||
|
|||||
1 per City
Upgrades from Fortress | |||||
|
|||||
Upgrades from Gathering Hall
Upgrades to City Hall Faded out Goods might not be available due to technology requirements. | |||||
|
+150% Harvest Production
at this improvement. +1 City Build Production From +150% to +200% From +1 to +2 |
||||
|
+150% Harvest Production at this improvement.
+5 City Craft Production. +1 From +150% to +200% From +5 to +10 |
||||
|
|||||
|
|||||
1 per City
| |||||
|
|||||
1 per City
|
- Act II - |
Early Middle Ages | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
6 per Nation
Upgrades from Apothecary Upgrades to Pharmacy Faded out Goods might not be available due to technology requirements. | |||||
|
|||||
3 per Nation
Upgrades from Fermenting Pit Upgrades to Distillery Faded out Goods might not be available due to technology requirements. | |||||
|
|||||
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. | |||||
|
|||||
1 per City
Upgrades from Inn | |||||
|
|||||
1 per City
Upgrades from Trading Post | |||||
|
|||||
6 per Nation
| |||||
|
|||||
1 per City
| |||||
|
+10 City Happiness
|
||||
1 per City
| |||||
|
|||||
High Medieval Era | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+25% Build Production at
Industry improvements in this region Can craft all that the Workshop can, plus: |
||||
|
|||||
|
|||||
1 per Nation
| |||||
|
+150% Craft Production
at this improvement +10 City Build Production From +150% to +200% and +10 to +20 |
||||
6 per Nation
| |||||
|
|||||
3 per Nation
| |||||
|
+5 City Happiness
+5 City Prosperity +25% Craft Production to Weavers and their upgrades in this Region Can craft everything the Weaver can |
||||
8 per Nation
Upgrades from Weaver Apparently boosts other Weavers instead of Tailors according to the Encarta. Might be a bug? | |||||
|
+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 | |||||
|
+15 City Happiness
|
+5 City Happiness
Paragon affinity: Activist, Prophet, Scientist, Strategist, and Writer +1 Masterpiece Creation Speed per turn |
|||
1 per Nation
Can only be built on: Temperate Forest/Rainforest Tropical Forest/Rainforest | |||||
|
|||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
1 per City
|
Renaissance | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
| |||||
|
|||||
1 per Nation
| |||||
|
+10 City Happiness
|
||||
1 per Nation
Upgrades to Community Garden | |||||
|
|||||
1 per Nation
| |||||
|
|||||
|
|||||
|
|||||
8 per Nation
Upgrades from Mill |
Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
Upgrades from Town Center
| |||||
|
|||||
5 per Nation
| |||||
|
|||||
|
|||||
10 per Nation
Upgrades from Forge | |||||
|
|||||
8 per Nation
| |||||
|
+15 City Prosperity
|
||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
- Act III - |
Machine Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
| |||||
|
|||||
|
+25 City Knowledge
|
||||
1 per City
| |||||
|
|||||
1 per City
| |||||
|
|||||
3 per Nation
| |||||
|
|||||
|
|||||
1 per City
| |||||
|
|||||
1 per City
| |||||
|
|||||
8 per Nation
| |||||
|
|||||
|
|||||
1 per Nation
| |||||
|
+15 City Knowledge
|
||||
|
|||||
1 per City
Upgrades from Drydock | |||||
|
|||||
1 per Nation
| |||||
|
|||||
Upgrades from Irrigated Farm
| |||||
|
|||||
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 | ||
|
|||||
1 per City
Upgrades from Radio Tower | |||||
|
|||||
1 per City
| |||||
|
|||||
1 per City
| |||||
|
+100% Musician pick chance
|
||||
1 per Nation
| |||||
|
+15 City Happiness
|
||||
1 per City
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
Upgrades from Sawmill
| |||||
|
|||||
8 per Nation
| |||||
|
|||||
Upgrades from Residence
| |||||
|
|||||
1 per City
| |||||
|
|||||
Upgrades from Mine
| |||||
|
|||||
1 per City
| |||||
|
|||||
8 per Nation
Upgrades from Chemist |
Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
| |||||
|
+10 City Happiness
|
||||
1 per City
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
1 per City
| |||||
|
+15 City Happiness
|
||||
1 per Nation
| |||||
|
|||||
1 per Nation
| |||||
|
|||||
Can only be built on:
Xeric Shrubland and Arid Desert | |||||
|
|||||
8 per Nation
Can only be built on: Polar Desert Cold Desert, Temperate Grassland Xeric Shrubland, Arid Desert, Tundra, Taiga, Savanna Mediterranean |
Singularity Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per Nation
| |||||
|
+30 City Health
|
||||
1 per City
Upgrades from Clinic | |||||
|
+15 City Happiness
|
||||
1 per Nation
Upgrades from Plaza | |||||
|
+15 to all Quality of Life stats in this city
|
||||
1 per City
|
Religion Specific Improvements | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Christianity | |||||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Sikhism | |||||
|
+1 City Religion Spread Distance
+5 City Religion Spread Strength |
||||
Requires High Medieval Era
and have at least 4 verses unlocked Religion required: Islam | |||||
|
+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 | |||||
|
+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 |
See Also
- List of Triumphs
- List of Resources
- List of Goods (Includes Amenities/Supplies)