List of Improvements: Difference between revisions

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|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=+15 {{Happiness}}<br />Paragon affinity: Activist, Prophet, Scientist, Strategist, and Writer<br />+1 Masterpiece Creation Speed per turn
|Prod=+15 {{Happiness}}<br />Paragon affinity: Activist, Prophet,<br />Scientist, Strategist, and Writer<br />+1 Masterpiece Creation Speed per turn
|Experts={{Expert}}+5 {{Happiness}}
|Experts={{Expert}}+5 {{Happiness}}
|Techs={{Tech|HeavyPlows.png|ClassHeavyPlows|Heavy Plows}}
|Techs={{Tech|HeavyPlows.png|ClassHeavyPlows|Heavy Plows}}
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|itemname=Race Track
|itemname=Race Track
|CostsMaint='''Costs:''' 175 {{ProdIcon}}<br />5 {{ItemIconSmall|Horse.png|List_of_Goods|ClassHorse|Horse}} 50 {{Materials}}<br />'''Maintenance:'''<br />1 {{Food}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}}
|CostsMaint='''Costs:''' 175 {{ProdIcon}}<br />5 {{ItemIconSmall|Horse.png|List_of_Goods|ClassHorse|Horse}} 50 {{Materials}}<br />'''Maintenance:'''<br />1 {{Food}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}}
|Prod=
|Prod=+10 {{Happiness}}<br />+5 {{Wealth}} / {{Turn}}
|Experts={{Expert}}
|Experts={{Expert}}+10 {{Wealth}} / {{Turn}}<br />{{Expert}}+10 {{Wealth}} / {{Turn}}<br />+10 {{Happiness}}<br />+10 {{Prosperity}}
|Techs={{Tech|Horseshoes.png|ClassHorseshoes|Horseshoes}}
|Techs={{Tech|Horseshoes.png|ClassHorseshoes|Horseshoes}}
|Other= '''1 per Nation'''
|Other= '''1 per Nation'''
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|itemname=Amphitheater
|itemname=Amphitheater
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />50 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}}
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />50 {{Materials}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}}
|Prod=
|Prod=+10 {{Happiness}}<br />Paragon affinity: Activist, Artist,<br />Musician, Prophet, and Writer<br />+1 Masterpiece Creation Speed per turn
|Experts={{Expert}}
|Experts={{Expert}}+15 {{Happiness}}<br />{{ExpertSpacer}}+5 {{Prosperity}}
|Techs={{Tech|MusicalTheory.png|ClassMusicalTheory|Musical Theory}}
|Techs={{Tech|MusicalTheory.png|ClassMusicalTheory|Musical Theory}}
|Other= '''1 per Nation'''
|Other= '''1 per Nation'''

Revision as of 17:29, 1 November 2024

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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 -
Ancient History
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
    
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


+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 /
    
Bronze Age
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
+25 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

Craft Production boost
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
Docks
Costs: 150
25 25 25
Maintenance:
5 /
Stats:
3 150 0
+20% 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

Craft Production boost
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.
Iron Age
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 City Prosperity
    
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

Harvest Production boost
from +150% to +200%. +2
    
Upgrades from Farm,
Upgrades to Industrial Farm
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
Antiquities
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 10
25 100
Maintenance:
2 2 /
Stats:
12 350 1
+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

+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.
+5 City Craft Production. +1 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 -
Early Middle Ages
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
    
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
City Security
    
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
    
High Medieval Era
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
+5 City Security
+150% Craft Production
at this improvement
    
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
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
    
1 per Nation
Shrine
Costs: 175
80 60 60
Maintenance:
1 /
Stats:
4 250 1
    
1 per Nation
University
Costs: 550 10
10 10 50
Maintenance:
1 /
Stats:
4 200 1
    
1 per City
Renaissance
Costs / Maint / Stats Production Experts Techs / Other
Coffee House
Costs: 200
20 100 100
Maintenance:
1 /
Stats:
5 350 1
    
1 per City
General Hospital
Costs: 400
20 80 80
Maintenance:
3 /
Stats:
4 300 1
    
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
    
1 per Nation
Drydock
Costs: 300
200
Maintenance:
10 /
Stats:
6 300 1
    
1 per City
Upgrades from Docks
Upgrades to Naval Base
Forge
Costs: 200
10 10
Maintenance:
1 1 3 /
Stats:
3 150 1
    
10 per Nation
Upgrades from Blacksmith
Upgrades to Foundry
Windmill
Costs: 200
80 20 80
Maintenance:
2 /
Stats:
4 300 1
    
8 per Nation
Upgrades from Mill
Enlightenment
Costs / Maint / Stats Production Experts Techs / Other
City Hall
Costs: 300
80 80 100
Maintenance:
1 /
Stats:
6 350 0
    
Upgrades from Town Center
Cement Plant
Costs: 250
25 10 10
Maintenance:
5 /
Stats:
6 250 1
    
5 per Nation
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
Foundry
Costs: 300
20 50
Maintenance:
1 1 5 /
Stats:
4 300 1
    
10 per Nation
Upgrades from Forge
Refinery
Costs: 350
10 10 10
Maintenance:
1 5 /
Stats:
8 500 1
    
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
    
1 per Nation
Concert Hall
Costs: 250
10 1 50
Maintenance:
3 /
Stats:
5 350 1
    


- Act III -
Machine Age
Costs / Maint / Stats Production Experts Techs / Other
Police Station
Costs: 275
10 10 100
Maintenance:
10 /
Stats:
1 1 1
    
1 per City
Oil Well
Costs: 200
5 1 5
Maintenance:
5 /
Stats:
5 350 0
    
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
    
1 per City
Aircraft Factory
Costs: 400
25 5 5
Maintenance:
1 /
Stats:
8 350 1
    
3 per Nation
Power Plant
Costs: 500
25 10 10
Maintenance:
1 /
Stats:
5 350 1
    
Clinic
Costs: 300
40 20 40
Maintenance:
2 /
Stats:
3 150 1
    
1 per City
Water Tr. Plant
Costs: 400
10 150 100
Maintenance:
3 /
Stats:
6 400 1
    
1 per City
Vehicle Factory
Costs: 450
20 1 5
Maintenance:
4 1 /
Stats:
5 300 1
    
8 per Nation
Movie Studio
Costs: 300
25 10 100
Maintenance:
5 /
Stats:
5 350 1
    
Theater
Costs: 300
100 100
Maintenance:
1 /
Stats:
4 300 1
    
1 per Nation
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
    
1 per City
Upgrades from Drydock
Incinerator
Costs: 450
10 10
Maintenance:
1 /
Stats:
5 350 1
    
1 per Nation
Industrial Farm
Costs: 250
10
Maintenance:
1 3 /
Stats:
5 350 0
    
Upgrades from Irrigated Farm
Ind. Fishing Farm
Costs: 200
30 180
Maintenance:
2 /
Stats:
5 350 0
    
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
Data Center
Costs: 500 50
20 60 100
Maintenance:
3 /
Stats:
6 450 1
    
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
    
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
    
1 per Nation
Ind. Logging
Costs: 150
120 80 150
Maintenance:
2 /
Stats:
6 400 0
    
Upgrades from Sawmill
Shopping Mall
Costs: 325
10 1 10
Maintenance:
1 /
Stats:
6 400 1
    
8 per Nation
Skyscraper
Costs: 300
10 5
Maintenance:
1 1 /
Stats:
3 100 0
    
Upgrades from Residence
SAM Battery
Costs: 300 15
10 120 80
Maintenance:
5 /
Stats:
12 350 1
    
1 per City
Industrial Mine
Costs: 300
10 100
Maintenance:
1 /
Stats:
6 400 0
    
Upgrades from Mine
Nuclear Power Plant
Costs: 325 5
50 15 10
Maintenance:
10 /
Stats:
6 400 1
    
1 per City
Pharmacy
Costs: 325
75 90 90
Maintenance:
1 /
Stats:
6 400 1
    
8 per Nation
Upgrades from Chemist
Information Age
Costs / Maint / Stats Production Experts Techs / Other
Top Secret Mil. Base
Costs: 350 10
50 90 90
Maintenance:
20 /
Stats:
12 450 1
    
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
    
1 per Nation
Fusion Res. Center
Costs: 150
20 150 150
Maintenance:
1 /
Stats:
8 500 1
    
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
    
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 Desert
Cold Desert, Temperate Grassland
Xeric Shrubland, Arid Desert, Tundra, Taiga, Savanna
Mediterranean
Singularity Age
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




Religion Specific Improvements
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
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


See Also