List of Improvements: Difference between revisions
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|itemname=School | |itemname=School | ||
|CostsMaint='''Costs:''' 325 {{ProdIcon}}<br />5 {{ItemIconSmall|Book.png|List_of_Goods|ClassBook|Book}} 5 {{ItemIconSmall|PaperItem.png|List_of_Goods|ClassPaperItem|Paper}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=150|P=1}} | |CostsMaint='''Costs:''' 325 {{ProdIcon}}<br />5 {{ItemIconSmall|Book.png|List_of_Goods|ClassBook|Book}} 5 {{ItemIconSmall|PaperItem.png|List_of_Goods|ClassPaperItem|Paper}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=150|P=1}} | ||
|Prod=+10 {{Knowledge}}<br />+1 {{Research}} [[Research]] per turn for<br />each {{DomainScience}} Science | |Prod=+10 {{Knowledge}}<br />+1 {{Research}} [[Research]] per turn for<br />each {{DomainScience}} Science and {{DomainMilitary}} Military<br />improvement in this region | ||
|Experts={{Expert}}+10 {{Knowledge}} | |Experts={{Expert}}+10 {{Knowledge}} | ||
|Techs={{Tech|Scholarship.png|ClassScholarship|Scholarship}} | |Techs={{Tech|Scholarship.png|ClassScholarship|Scholarship}} | ||
Line 720: | Line 720: | ||
|itemname=Observatory | |itemname=Observatory | ||
|CostsMaint='''Costs:''' 175 {{ProdIcon}}<br />10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}} 15 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}} | |CostsMaint='''Costs:''' 175 {{ProdIcon}}<br />10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}} 15 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}} | ||
|Prod= | |Prod=+4 {{Research}} [[Research]] per turn<br />+15 {{Knowledge}} | ||
|Experts= | |Experts= | ||
|Techs={{Tech|Optics.png|ClassOptics|Optics}} | |Techs={{Tech|Optics.png|ClassOptics|Optics}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' | ||
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|itemname=Shrine | |itemname=Shrine | ||
|CostsMaint='''Costs:''' 175 {{ProdIcon}}<br />80 {{Materials}} 60 {{Timber}} 60 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}} | |CostsMaint='''Costs:''' 175 {{ProdIcon}}<br />80 {{Materials}} 60 {{Timber}} 60 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=1}} | ||
|Prod= | |Prod=+1 City Religion Spread Distance | ||
|Experts={{Expert}} | |Experts={{Expert}}+10 {{Prosperity}} | ||
|Techs={{Tech|Pilgrimage.png|ClassPilgrimage|Pilgrimage}} | |Techs={{Tech|Pilgrimage.png|ClassPilgrimage|Pilgrimage}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' | ||
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|itemname=University | |itemname=University | ||
|CostsMaint='''Costs:''' 550 {{ProdIcon}} 10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}}<br />10 {{ItemIconSmall|Book.png|List_of_Goods|ClassBook|Book}} 10 {{ItemIconSmall|PaperItem.png|List_of_Goods|ClassPaperItem|Paper}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=1}} | |CostsMaint='''Costs:''' 550 {{ProdIcon}} 10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}}<br />10 {{ItemIconSmall|Book.png|List_of_Goods|ClassBook|Book}} 10 {{ItemIconSmall|PaperItem.png|List_of_Goods|ClassPaperItem|Paper}} 50 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=1}} | ||
|Prod= | |Prod=+25 {{Knowledge}}<br />+2 {{Research}} [[Research]] per turn for<br />each {{DomainScience}} Science and {{DomainMilitary}} Military<br />improvement in this region<br />{{ItemIcon|Book.png|List_of_Goods|ClassBook|Book}} {{ItemIcon-lock|Encyclopedia.png|List_of_Goods|ClassEncyclopedia|Encyclopedia}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+10 {{Knowledge}} | ||
|Techs={{Tech|Universities.png|ClassUniversities|Universities}} | |Techs={{Tech|Universities.png|ClassUniversities|Universities}} | ||
|Other= '''1 per City''' | |Other= '''1 per City''' | ||
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|itemname=Coffee House | |itemname=Coffee House | ||
|CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />20 {{Food}} 100 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=5|H=350|P=1}} | |CostsMaint='''Costs:''' 200 {{ProdIcon}}<br />20 {{Food}} 100 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=5|H=350|P=1}} | ||
|Prod= | |Prod=+3 {{Happiness}} for each {{DomainIndustry}}, {{DomainGovernment}},<br />and {{DomainCulture}} improvement in this region<br /><br />{{ItemIcon|BrewedCoffee.png|List_of_Goods|ClassBrewedCoffee|Brewed Coffee}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+5% Paragon spawn chance | ||
|Techs={{Tech|CoffeeHouses.png|ClassCoffeeHouses|Coffee Houses}} | |Techs={{Tech|CoffeeHouses.png|ClassCoffeeHouses|Coffee Houses}} | ||
|Other= '''1 per City''' | |Other= '''1 per City'''<br />100% Artist, Musician,<br />and Writer pick chance<br />Slightly increases Masterpiece Creation Speed in this city | ||
}} | }} | ||
{{Improv | {{Improv | ||
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|itemname=<small>General Hospital</small> | |itemname=<small>General Hospital</small> | ||
|CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />20 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 80 {{Materials}} 80 {{Timber}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=300|P=1}} | |CostsMaint='''Costs:''' 400 {{ProdIcon}}<br />20 {{ItemIconSmall|Glass.png|List_of_Goods|ClassGlass|Glass}} 80 {{Materials}} 80 {{Timber}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=300|P=1}} | ||
|Prod= | |Prod=+25 {{Health}}<br /><br />{{ItemIcon|Medicine.png|List_of_Goods|ClassMedicine|Medicine}} {{ItemIcon-lock|Antibiotic.png|List_of_Goods|ClassAntibiotic|Antibiotic}} {{ItemIcon-lock|Bandage.png|List_of_Goods|ClassBandage|Bandage}} {{ItemIcon-lock|GeneTherapy.png|List_of_Goods|ClassGeneTherapy|Gene Therapy}} | ||
|Experts={{Expert}} | |Experts={{Expert}}+2 {{Research}} [[Research]] / {{Turn}} | ||
|Techs={{Tech|Hospitals.png|ClassHospitals|Hospitals}} | |Techs={{Tech|Hospitals.png|ClassHospitals|Hospitals}} | ||
|Other= '''1 per Nation''' | |Other= '''1 per Nation''' |
Revision as of 21:26, 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 | ||
|
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Faded out Goods might not be available
due to technology requirements. | |||||
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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 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) |
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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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8 per Nation
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+5 City Health
+50% of Region Food yield is applied towards Harvest Production at each Farm within this Region |
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+5 City Health
+10 City Knowledge +25% Craft Production to apothecaries and their upgrades in this region |
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8 per Nation
(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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+25 City Security
|
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1 per City
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3 per Nation
Faded out Goods might not be available due to technology requirements. | |||||
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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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1 per Nation
| |||||
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1 per City
| |||||
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+10 City Production
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+20% City Production
|
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|
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6 per Nation
(As of 1.0.5 not all techs that unlock this building also unlock Bread) | |||||
|
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1 per City
(As of 1.0.5 not all techs that unlock this building also unlock Trade Goods) Upgrades to Bazaar | |||||
|
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Iron Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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1 per Nation
| |||||
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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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1 per City
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1 per Nation
Some passive Prestige in the Iron Age | |||||
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1 per City
Units have to seige the wall first before being able to seige the city | |||||
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Antiquities | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
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+15 City Knowledge
|
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1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer | |||||
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+10 City Happiness
|
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1 per Nation
| |||||
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1 per City
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. | |||||
|
+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 per City
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|
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1 per City
|
- Act II - |
Early Middle Ages | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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6 per Nation
Upgrades from Apothecary Upgrades to Pharmacy Faded out Goods might not be available due to technology requirements. | |||||
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3 per Nation
Upgrades from Fermenting Pit Upgrades to Distillery Faded out Goods might not be available due to technology requirements. | |||||
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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. | |||||
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1 per City
Upgrades from Inn | |||||
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1 per City
Upgrades from Trading Post | |||||
|
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6 per Nation
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1 per City
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+10 City Happiness
|
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1 per City
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|
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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: |
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1 per Nation
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+150% Craft Production
at this improvement +10 City Build Production From +150% to +200% and +10 to +20 |
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6 per Nation
| |||||
|
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3 per Nation
| |||||
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+5 City Happiness
+5 City Prosperity +25% Craft Production to Weavers and their upgrades in this Region Can craft everything the Weaver can |
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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%. |
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3 per Nation
Upgrades from Brewery | |||||
|
+15 City Happiness
Paragon affinity: Activist, Prophet, Scientist, Strategist, and Writer +1 Masterpiece Creation Speed per turn |
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1 per Nation
Can only be built on: Temperate Forest/Rainforest Tropical Forest/Rainforest | |||||
|
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1 per Nation
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+10 City Happiness
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer +1 Masterpiece Creation Speed per turn |
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1 per Nation
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1 per Nation
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+1 City Religion Spread Distance
|
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1 per Nation
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1 per City
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Renaissance | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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1 per City
100% Artist, Musician, and Writer pick chance Slightly increases Masterpiece Creation Speed in this city | |||||
|
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1 per Nation
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+10 City Happiness
|
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1 per Nation
Upgrades to Community Garden | |||||
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1 per Nation
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8 per Nation
Upgrades from Mill |
Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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Upgrades from Town Center
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5 per Nation
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10 per Nation
Upgrades from Forge | |||||
|
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8 per Nation
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+15 City Prosperity
|
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1 per Nation
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1 per Nation
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- Act III - |
Machine Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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1 per City
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|
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+25 City Knowledge
|
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1 per City
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|
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1 per City
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3 per Nation
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1 per City
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1 per City
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8 per Nation
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1 per Nation
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+15 City Knowledge
|
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|
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1 per City
Upgrades from Drydock | |||||
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1 per Nation
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Upgrades from Irrigated Farm
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|
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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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1 per City
Upgrades from Radio Tower | |||||
|
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1 per City
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1 per City
| |||||
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+100% Musician pick chance
|
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1 per Nation
| |||||
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+15 City Happiness
|
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1 per City
| |||||
|
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1 per Nation
| |||||
|
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Upgrades from Sawmill
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|
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8 per Nation
| |||||
|
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Upgrades from Residence
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|
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1 per City
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Upgrades from Mine
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|
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1 per City
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|
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8 per Nation
Upgrades from Chemist |
Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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1 per City
| |||||
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+10 City Happiness
|
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1 per City
| |||||
|
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1 per Nation
| |||||
|
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1 per City
| |||||
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+15 City Happiness
|
||||
1 per Nation
| |||||
|
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1 per Nation
| |||||
|
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Can only be built on:
Xeric Shrubland and Arid Desert | |||||
|
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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
| |||||
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+30 City Health
|
||||
1 per City
Upgrades from Clinic | |||||
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+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)