List of Improvements: Difference between revisions
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|itemname=Palace | |itemname=Palace | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{ItemIconSmall|CeramicPots.png|List_of_Goods|ClassCeramicPots|Ceramic Pots}} 10 {{ItemIconSmall|Rope.png|List_of_Goods|ClassRope|Rope}} 100 {{Wealth}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=50}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{ItemIconSmall|CeramicPots.png|List_of_Goods|ClassCeramicPots|Ceramic Pots}} 10 {{ItemIconSmall|Rope.png|List_of_Goods|ClassRope|Rope}} 100 {{Wealth}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=250|P=50}} | ||
|Prod=+1 | |Prod=+1 City Cap<br />+50% Tax income per turn<br /> <br />+5 bonus to all [[Quality of Life]] stats<br />if built in your city center | ||
|Experts= | |Experts= | ||
|Techs={{Tech|Masonry.png|ClassMasonry|Masonry}} | |Techs={{Tech|Masonry.png|ClassMasonry|Masonry}} | ||
| Line 286: | Line 286: | ||
|itemname=Altar | |itemname=Altar | ||
|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Food}} 25 {{Timber}} 50 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Food}} 25 {{Timber}} 50 {{Wealth}}<br />'''Maintenance:'''<br />1 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | ||
|Prod=+10 City | |Prod=+10 City Religion Spread Strength<br />+1 {{Research}} / {{Turn}}<br />+5 {{Knowledge}} | ||
|Experts={{Expert}}+5 {{Security}} | |Experts={{Expert}}+5 {{Security}} | ||
|Techs={{Tech|SacredRites.png|ClassSacredRites|Sacred Rites}} {{Tech|Philosophy.png|ClassPhilosophy|Philosophy}} {{Tech|CulturalHeritage.png|ClassCulturalHeritage|Cultural Heritage}} | |Techs={{Tech|SacredRites.png|ClassSacredRites|Sacred Rites}} {{Tech|Philosophy.png|ClassPhilosophy|Philosophy}} {{Tech|CulturalHeritage.png|ClassCulturalHeritage|Cultural Heritage}} | ||
| Line 419: | Line 419: | ||
|CostsMaint='''Costs:''' 380 {{ProdIcon}} 10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}}<br />25 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />1 {{Materials}} 2 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=250|P=1}} | |CostsMaint='''Costs:''' 380 {{ProdIcon}} 10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}}<br />25 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />1 {{Materials}} 2 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=8|H=250|P=1}} | ||
|Prod=+4 Strength to [[Forces]] within this region.<br />+25 {{Security}} | |Prod=+4 Strength to [[Forces]] within this region.<br />+25 {{Security}} | ||
|Experts={{Expert}}+10 | |Experts={{Expert}}+10 City Siege Defense<br />in this city<br /><br />{{Expert}}From +10 to<br />+20 City Siege Defense | ||
|Techs={{Tech|SiegeWarfare.png|ClassSiegeWarfare|Siege Warfare}} | |Techs={{Tech|SiegeWarfare.png|ClassSiegeWarfare|Siege Warfare}} | ||
|Other= '''1 per City'''<br />Upgrades from [[List of Improvements#Watchtower.png|Watchtower]],<br />Upgrades to [[List of Improvements#Citadel.png|Citadel]] | |Other= '''1 per City'''<br />Upgrades from [[List of Improvements#Watchtower.png|Watchtower]],<br />Upgrades to [[List of Improvements#Citadel.png|Citadel]] | ||
| Line 450: | Line 450: | ||
|itemname=Citadel | |itemname=Citadel | ||
|CostsMaint='''Costs:''' 500 {{ProdIcon}} 10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}}<br />25 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />2 {{Materials}} 2 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=12|H=350|P=1}} | |CostsMaint='''Costs:''' 500 {{ProdIcon}} 10 {{ItemIconSmall|Concrete.png|List_of_Goods|ClassConcrete|Concrete}}<br />25 {{Materials}} 100 {{Timber}}<br />'''Maintenance:'''<br />2 {{Materials}} 2 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=12|H=350|P=1}} | ||
|Prod=+40% | |Prod=+40% City Siege Defense<br />+35 {{Security}} | ||
|Experts={{Expert}}+10 | |Experts={{Expert}}+10 City Siege Defense<br />{{Expert}}From +10 to +20<br />{{Expert}}From +20 to +30 | ||
|Techs={{Tech|Arches.png|ClassArches|Arches}} | |Techs={{Tech|Arches.png|ClassArches|Arches}} | ||
|Other= '''1 per City'''<br />Upgrades from [[List of Improvements#Fortress.png|Fortress]] | |Other= '''1 per City'''<br />Upgrades from [[List of Improvements#Fortress.png|Fortress]] | ||
Revision as of 02:39, 2 November 2024
| 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: | |||
| These improvements boost Prosperity and produce Wealth to fill your nation's treasury. | |||
| These Masterpiece generating improvements create great art, music, sculptures and more. | |||
| Establish and manage your nation's cities and the needs of the public, from administration to housing. | |||
| These "Harvesters" collect Resources you need to grow and fuel your nation. | |||
| These "Crafters" convert Resources into Goods that are used as Amenities/Supplies and for certain improvements. | |||
| These improvements provide for the public defence and allow your nation to produce and boost your armed Forces. | |||
| These improvements are used to found, spread and amplify the effects of Religion for your nation. | |||
| 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. | |||||
|
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+100% of Region Food
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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at this improvement. +25% Build Production at in this region |
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8 per Nation
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+5 City Health
+50% of Region Food |
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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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| | |||||
As of 1.0.5 you have to manually replace these with
Industrial Fishing Farms, no upgrade button available | |||||
| 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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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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|
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+200% of Region Food
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. | |||||
|
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at this improvement. +1 City Build Production From +1 to +2 |
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+5 City Craft Production. +1 From +5 to +10 |
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1 per City
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1 per City
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| - 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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| | |||||
| High Medieval Era | |||||
| Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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+25% Build Production at
in this region Can craft all that the Workshop can, plus: |
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1 per Nation
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at this improvement +10 City Build Production 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? | |||||
|
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+150% Craft Production
at this improvement +25% Craft Production to Distilleries and their upgrades in this Region Can craft everything the Brewery can |
at this improvement +5 City Happiness |
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| | |||||
3 per Nation
Upgrades from Brewery Apparently boosts other Breweries instead of Distilleries according to the Encarta. Might be a bug? | |||||
|
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+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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+10% City Production
|
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1 per City
Upgrades from Docks Upgrades to Naval Base (Not sure if the 3rd expert stacks or replaces the security) | |||||
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-5 City Health
+25% Craft Production to Blacksmiths and their upgrades in this Region Can craft all that the Blacksmith can, plus: |
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8 per Nation
Upgrades from Mill | |||||
| Enlightenment | |||||
| Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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+5 City Happiness
+2 City Production, +25 City Security +5 Strength to Forces within this region +10% City Build Production. Can craft all that the Town Center can, plus: |
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Upgrades from Town Center
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5 per Nation
(As of 1.0.5 the tech that unlocks this building does not unlock Concrete) | |||||
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+10 City Craft Production
-10 City Health +25% Craft Production to Blacksmiths and their upgrades in this Region Can craft everything the Forge can and nothing new |
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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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Paragon affinity: Activist, Artist, Musician, Prophet, and Writer
+1 Masterpiece Creation Speed per turn | |||||
| - Act III - |
| Machine Age | |||||
| Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
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+15 City Security
|
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1 per City
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+25 City Knowledge
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1 per City
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1 per City
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3 per Nation
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+20 City Health
|
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1 per City
Upgrades to Medical Lab | |||||
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+25 City Health
|
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1 per City
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8 per Nation
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| | |||||
Paragon affinity: Activist, Artist,
Engineer, Entrepreneur, Musician, Pioneer, Prophet, Scientist, Strategist, and Writer | |||||
|
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+100% Artist, Musician,
and Writer pick chance |
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| | |||||
1 per Nation
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer | |||||
|
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+15 City Knowledge
|
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| | |||||
1 per City
Upgrades from Drydock | |||||
|
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| | |||||
1 per Nation
| |||||
|
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+300% of Region Food
applied to Harvest Production +3% City Growth +5 bonus Harvest Production for each Farm in this region (including itself) |
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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 available | |||||
| 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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|
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+15 City Prosperity
+15 each Commerce improvement in this region |
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| | |||||
1 per City
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|
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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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+15 City Security
|
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| | |||||
1 per Nation
Paragon affinity: Artist, Engineer, Entrepreneur, Musician, and WRiter | |||||
|
|
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| | |||||
Upgrades from Sawmill
| |||||
|
|
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| | |||||
8 per Nation
(Needs testing on how much Wealth it actually produces) | |||||
|
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| | |||||
Upgrades from Residence
| |||||
|
|
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| | |||||
1 per City
| |||||
|
|
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| | |||||
Upgrades from Mine
| |||||
|
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| | |||||
1 per City
| |||||
|
|
+5 City Health
+25% Craft Production to Pharmacies and their upgrades in this Region Can craft all that the Chemist can, plus: |
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| | |||||
8 per Nation
Upgrades from Chemist | |||||
| Information Age | |||||
| Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|
|||||
| | |||||
1 per City
| |||||
|
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+10 City Happiness
|
||||
| | |||||
1 per City
| |||||
|
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+15 City Happiness
|
||||
| | |||||
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
| |||||
|
|
|||||
| | |||||
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
| |||||
|
|
+30 City Health
|
||||
| | |||||
1 per City
Upgrades from Clinic | |||||
|
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+15 City Happiness
|
||||
| | |||||
1 per Nation
Upgrades from Plaza | |||||
|
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+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)

