List of Improvements: Difference between revisions
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|CostsMaint=No Costs<br />No Maintenance<br /><br />{{ImprovStats|D=4|H=200|P=0}} | |CostsMaint=No Costs<br />No Maintenance<br /><br />{{ImprovStats|D=4|H=200|P=0}} | ||
|Prod=+5 {{Housing}} [[Housing]]. +5 {{Research}} / {{Turn}}<br />+5 Strength to [[Forces]] within this region<br />+8 City [[Production]]<br />{{ItemIcon|Feast.png|List_of_Goods|ClassFeast|Feast}} {{ItemIcon|Jewelry.png|List_of_Goods|ClassJewelry|Jewelry}} {{ItemIcon-lock|CodeofLaws.png|List_of_Goods|ClassCodeofLaws|Code of Laws}} {{ItemIcon-lock|Codex.png|List_of_Goods|ClassCodex|Codex}} {{ItemIcon-lock|Festival.png|List_of_Goods|ClassFestival|Festival}} {{ItemIcon-lock|StrategyCodex.png|List_of_Goods|ClassStrategyCodex|Strategy Codex}}<br />{{ItemIcon-lock|Censer.png|List_of_Goods|ClassCenser|Censer}} {{ItemIcon-lock|Currency.png|List_of_Goods|ClassCurrency|Currency}} {{ItemIcon-lock|TreasuryBonds.png|List_of_Goods|ClassTreasuryBonds|Treasury Bonds}} | |Prod=+5 {{Housing}} [[Housing]]. +5 {{Research}} / {{Turn}}<br />+5 Strength to [[Forces]] within this region<br />+8 City [[Production]]<br />{{ItemIcon|Feast.png|List_of_Goods|ClassFeast|Feast}} {{ItemIcon|Jewelry.png|List_of_Goods|ClassJewelry|Jewelry}} {{ItemIcon-lock|CodeofLaws.png|List_of_Goods|ClassCodeofLaws|Code of Laws}} {{ItemIcon-lock|Codex.png|List_of_Goods|ClassCodex|Codex}} {{ItemIcon-lock|Festival.png|List_of_Goods|ClassFestival|Festival}} {{ItemIcon-lock|StrategyCodex.png|List_of_Goods|ClassStrategyCodex|Strategy Codex}}<br />{{ItemIcon-lock|Censer.png|List_of_Goods|ClassCenser|Censer}} {{ItemIcon-lock|Currency.png|List_of_Goods|ClassCurrency|Currency}} {{ItemIcon-lock|TreasuryBonds.png|List_of_Goods|ClassTreasuryBonds|Treasury Bonds}} | ||
|Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement.<br />From +10 {{Wealth}} to +15 {{Wealth}} | |Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement.<br />{{ExpertSpacer}}From +10 {{Wealth}} to +15 {{Wealth}} | ||
|Techs= | |Techs= | ||
|Other={{FadedOutGoods}} | |Other={{FadedOutGoods}} | ||
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|CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />15 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | |CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />15 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=0}} | ||
|Prod=+100% of Region [[Food]] {{Food}} yield is<br />applied to [[Harvest Production]]<br />+3% [[City Growth]]<br />+5 bonus [[Harvest Production]] for each Farm in this region (including itself) | |Prod=+100% of Region [[Food]] {{Food}} yield is<br />applied to [[Harvest Production]]<br />+3% [[City Growth]]<br />+5 bonus [[Harvest Production]] for each Farm in this region (including itself) | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement.<br />+1 {{Food}} Food | |Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement.<br />{{ExpertSpacer}}+1 {{Food}} Food | ||
|Techs= | |Techs= | ||
|Other=Upgrades to [[#IrrigatedFarm.png|Irrigated Farm]]<br />and [[List of Improvements#IndustrialFarm.png|Industrial Farm]]<br />See [[Yield Calculator]] for more<br />information on yields | |Other=Upgrades to [[#IrrigatedFarm.png|Irrigated Farm]]<br />and [[List of Improvements#IndustrialFarm.png|Industrial Farm]]<br />See [[Yield Calculator]] for more<br />information on yields | ||
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|CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />10 {{Materials}} 5 {{Wealth}}<br />{{ImprovStats|D=3|H=100|P=0}} | |CostsMaint='''Costs:''' 75 {{ProdIcon}}<br />10 {{Materials}} 5 {{Wealth}}<br />{{ImprovStats|D=3|H=100|P=0}} | ||
|Prod=+100% of Region [[Timber]] {{Timber}} Yield<br />is added to the city's [[Harvest Production]] | |Prod=+100% of Region [[Timber]] {{Timber}} Yield<br />is added to the city's [[Harvest Production]] | ||
|Experts={{Expert}}+150% [[Harvest Production]] at this improvement.<br />{{ExpertSpacer}}+5 City [[Craft Production]] | |Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement.<br />{{ExpertSpacer}}+5 City [[Craft Production]] | ||
|Techs={{Tech|Ropemaking.png|ClassRopemaking|Ropemaking}} {{Tech|TheWheel.png|ClassTheWheel|The Wheel}} {{Tech|IronWorking.png|ClassIronWorking|Iron Working}} | |Techs={{Tech|Ropemaking.png|ClassRopemaking|Ropemaking}} {{Tech|TheWheel.png|ClassTheWheel|The Wheel}} {{Tech|IronWorking.png|ClassIronWorking|Iron Working}} | ||
|Other=Upgrades to [[List of Improvements#Sawmill.png|Sawmill]]<br />and [[List of Improvements#IndustrialLogging.png|Industrial Logging]] | |Other=Upgrades to [[List of Improvements#Sawmill.png|Sawmill]]<br />and [[List of Improvements#IndustrialLogging.png|Industrial Logging]] | ||
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|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}} / {{Turn}} | |Prod=+1 {{Wealth}} / {{Turn}} | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement.<br />+1 {{Wealth}} / {{Turn}} | |Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement.<br />{{ExpertSpacer}}+1 {{Wealth}} / {{Turn}} | ||
|Techs={{Tech|Archery.png|ClassArchery|Archery}} {{Tech|BronzeWorking.png|ClassBronzeWorking|Bronze Working}} | |Techs={{Tech|Archery.png|ClassArchery|Archery}} {{Tech|BronzeWorking.png|ClassBronzeWorking|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:''' 45 {{ProdIcon}}<br />10 {{Materials}} 25 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=1}} | |CostsMaint='''Costs:''' 45 {{ProdIcon}}<br />10 {{Materials}} 25 {{Timber}}<br />'''Maintenance:'''<br />1 {{Timber}} / {{Turn}}<br />{{ImprovStats|D=3|H=100|P=1}} | ||
|Prod={{ItemIcon|CuredMeats.png|List_of_Goods|ClassCuredMeats|Cured Meats}} {{ItemIcon|SaltedFish.png|List_of_Goods|ClassSaltedFish|Salted Fish}} | |Prod={{ItemIcon|CuredMeats.png|List_of_Goods|ClassCuredMeats|Cured Meats}} {{ItemIcon|SaltedFish.png|List_of_Goods|ClassSaltedFish|Salted Fish}} | ||
|Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement.<br />{{ExpertSpacer}}+25% [[Build Production]] at<br />{{ExpertSpacer}}{{DomainIndustry}} Industry improvements<br />in this region | |Experts={{Expert}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement.<br />{{ExpertSpacer}}+25% [[Build Production]] at<br />{{ExpertSpacer}}{{DomainIndustry}} Industry improvements<br />{{ExpertSpacer}}in this region | ||
|Techs={{Tech|AnimalHusbandry.png|ClassAnimalHusbandry|Animal Husbandry}} | |Techs={{Tech|AnimalHusbandry.png|ClassAnimalHusbandry|Animal Husbandry}} | ||
|Other= '''8 per Nation''' | |Other= '''8 per Nation''' | ||
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|CostsMaint='''Costs:''' 60 {{ProdIcon}}<br />30 {{Timber}}<br />'''Maintenance:'''<br />2 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | |CostsMaint='''Costs:''' 60 {{ProdIcon}}<br />30 {{Timber}}<br />'''Maintenance:'''<br />2 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=3|H=150|P=1}} | ||
|Prod=+25% [[Craft Production]] to Weavers<br />and their upgrades in this [[Region]].<br /><br />{{ItemIcon|Baskets.png|List_of_Goods|ClassBaskets|Baskets}} {{ItemIcon-lock|Rope.png|List_of_Goods|ClassRope|Rope}} {{ItemIcon-lock|Fabric.png|List_of_Goods|ClassFabric|Fabric}} {{ItemIcon-lock|Bandage.png|List_of_Goods|ClassBandage|Bandage}}<br />{{ItemIcon-lock|Tunics.png|List_of_Goods|ClassTunics|Tunics}} {{ItemIcon-lock|FineClothes.png|List_of_Goods|ClassFineClothes|Fine Clothes}} {{ItemIcon-lock|Garments.png|List_of_Goods.png|ClassGarments|Garments}} {{ItemIcon-lock|RugandCarpet.png|List_of_Goods|ClassRugandCarpet|Rug and Carpet}} | |Prod=+25% [[Craft Production]] to Weavers<br />and their upgrades in this [[Region]].<br /><br />{{ItemIcon|Baskets.png|List_of_Goods|ClassBaskets|Baskets}} {{ItemIcon-lock|Rope.png|List_of_Goods|ClassRope|Rope}} {{ItemIcon-lock|Fabric.png|List_of_Goods|ClassFabric|Fabric}} {{ItemIcon-lock|Bandage.png|List_of_Goods|ClassBandage|Bandage}}<br />{{ItemIcon-lock|Tunics.png|List_of_Goods|ClassTunics|Tunics}} {{ItemIcon-lock|FineClothes.png|List_of_Goods|ClassFineClothes|Fine Clothes}} {{ItemIcon-lock|Garments.png|List_of_Goods.png|ClassGarments|Garments}} {{ItemIcon-lock|RugandCarpet.png|List_of_Goods|ClassRugandCarpet|Rug and Carpet}} | ||
|Experts={{Expert}}+5 {{Prosperity}}<br />+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement | |Experts={{Expert}}+5 {{Prosperity}}<br />{{ExpertSpacer}}+150% [[Craft Production]]<br />{{ExpertSpacer}}at this improvement | ||
|Techs={{Tech|Weaving.png|ClassWeaving|Weaving}} {{Tech|Sails.png|ClassSails|Sails}} {{Tech|Textiles.png|ClassTextiles|Textiles}} | |Techs={{Tech|Weaving.png|ClassWeaving|Weaving}} {{Tech|Sails.png|ClassSails|Sails}} {{Tech|Textiles.png|ClassTextiles|Textiles}} | ||
|Other= '''3 per Nation'''. Upgrades to [[List of Improvements#Tailor.png|Tailor]].<br />[[Paragon]] affinity: Artist, Engineer, Musician, Pioneer, and Writer<br />{{FadedOutGoods}} | |Other= '''3 per Nation'''. Upgrades to [[List of Improvements#Tailor.png|Tailor]].<br />[[Paragon]] affinity: Artist, Engineer, Musician, Pioneer, and Writer<br />{{FadedOutGoods}} | ||
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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 />{{ItemIcon|GourmetMeals.png|List_of_Goods|ClassGourmetMeals|Gourmet Meals}} | |Prod=+5 {{Prosperity}}<br /><br />{{ItemIcon|GourmetMeals.png|List_of_Goods|ClassGourmetMeals|Gourmet Meals}} | ||
|Experts={{Expert}}+8 {{Wealth}} / {{Turn}}<br />+1 additional {{Wealth}} / {{Turn}}<br />for each Commerce {{DomainCommerce}} and Culture {{DomainCulture}} improvement <br />in this region | |Experts={{Expert}}+8 {{Wealth}} / {{Turn}}<br />{{ExpertSpacer}}+1 additional {{Wealth}} / {{Turn}}<br />{{ExpertSpacer}}for each Commerce {{DomainCommerce}} and<br />{{ExpertSpacer}}Culture {{DomainCulture}} improvement <br />{{ExpertSpacer}}in this region | ||
|Techs={{Tech|Hospitality.png|ClassHospitality|Hospitality}} | |Techs={{Tech|Hospitality.png|ClassHospitality|Hospitality}} | ||
|Other= '''1 per City'''<br /><br />Upgrades to [[List of Improvements#Pub.png|Pub]] | |Other= '''1 per City'''<br /><br />Upgrades to [[List of Improvements#Pub.png|Pub]] | ||
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|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Materials}} 25 {{Timber}} 50 {{Wealth}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=150|P=1}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />10 {{Materials}} 25 {{Timber}} 50 {{Wealth}}<br />'''Maintenance:'''<br />3 {{Wealth}} / {{Turn}}<br />{{ImprovStats|D=4|H=150|P=1}} | ||
|Prod=+15 {{Knowledge}} | |Prod=+15 {{Knowledge}} | ||
|Experts={{Expert}}+1 Masterpiece Creation Speed per turn<br />{{ExpertSpacer}}+5 {{Knowledge}} | |Experts={{Expert}}+1 Masterpiece Creation<br />{{ExpertSpacer}}Speed per turn<br />{{ExpertSpacer}}+5 {{Knowledge}} | ||
|Techs={{Tech|Algebra.png|ClassAlgebra|Algebra}} | |Techs={{Tech|Algebra.png|ClassAlgebra|Algebra}} | ||
|Other= '''1 per City'''<br />[[Paragon]] affinity: Activist, Prophet, Scientist, Strategist, Writer | |Other= '''1 per City'''<br />[[Paragon]] affinity: Activist, Prophet, Scientist, Strategist, Writer | ||
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|CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />40 {{Materials}} 5 {{ItemIconSmall|MetalTools.png|List_of_Goods|ClassMetalTools|Metal Tools}}<br />'''Maintenance:'''<br />1 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=0}} | |CostsMaint='''Costs:''' 150 {{ProdIcon}}<br />40 {{Materials}} 5 {{ItemIconSmall|MetalTools.png|List_of_Goods|ClassMetalTools|Metal Tools}}<br />'''Maintenance:'''<br />1 {{Materials}} / {{Turn}}<br />{{ImprovStats|D=4|H=200|P=0}} | ||
|Prod=+200% of Region [[Timber]] {{Timber}} Yield<br />is added to the city's [[Harvest Production]]<br />+1 {{Timber}} | |Prod=+200% of Region [[Timber]] {{Timber}} Yield<br />is added to the city's [[Harvest Production]]<br />+1 {{Timber}} | ||
|Experts={{Expert}}+150% [[Harvest Production]] at this improvement.<br />{{ExpertSpacer}}+5 City [[Craft Production]] | |Experts={{Expert}}+150% [[Harvest Production]]<br />{{ExpertSpacer}}at this improvement. +1 {{Timber}}<br />{{ExpertSpacer}}+5 City [[Craft Production]]<br />{{Expert}}From +150% to +200%<br />{{ExpertSpacer}}From +5 to +10 | ||
|Techs={{Tech|Engineering.png|ClassEngineering|Engineering}} {{Tech|Metallurgy.png|ClassMetallurgy|Metallurgy}} {{Tech|Shipbuilding.png|ClassShipbuilding|Shipbuilding}} {{Tech|Paper.png|ClassPaper|Paper}} | |Techs={{Tech|Engineering.png|ClassEngineering|Engineering}} {{Tech|Metallurgy.png|ClassMetallurgy|Metallurgy}} {{Tech|Shipbuilding.png|ClassShipbuilding|Shipbuilding}} {{Tech|Paper.png|ClassPaper|Paper}} | ||
|Other=Upgrades from [[List of Improvements#LoggingCamp.png|Logging Camp]]<br />Upgrades to [[List of Improvements#IndustrialLogging.png|Industrial Logging]] | |Other=Upgrades from [[List of Improvements#LoggingCamp.png|Logging Camp]]<br />Upgrades to [[List of Improvements#IndustrialLogging.png|Industrial Logging]] |
Revision as of 02:53, 2 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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|
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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 |
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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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|
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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 |
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1 per Nation
| |||||
|
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1 per City
| |||||
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+10% City Production
|
+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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|
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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) |
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|
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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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|
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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 | ||
|
+15 City Knowledge
|
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1 per City
Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer | |||||
|
+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. +1 +5 City Craft Production From +150% to +200% From +5 to +10 |
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|
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|
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1 per City
| |||||
|
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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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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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|
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|
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1 per Nation
| |||||
|
+150% Craft Production
at this improvement +10 City Build Production From +150% to +200% and +10 to +20 |
||||
6 per Nation
| |||||
|
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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 |
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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 Apparently boosts other Breweries instead of Distilleries according to the Encarta. Might be a bug? | |||||
|
+15 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 | |||||
|
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1 per Nation
| |||||
|
+10 City Happiness
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer +1 Masterpiece Creation Speed per turn |
||||
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
| |||||
|
|||||
1 per City
|
Renaissance | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
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
| |||||
|
+10% City Production
|
||||
1 per City
Upgrades from Docks Upgrades to Naval Base (Not sure if the 3rd expert stacks or replaces the security) | |||||
|
-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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|
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8 per Nation
Upgrades from Mill |
Enlightenment | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
+5 City Happiness , +5 Housing
+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
| |||||
|
|||||
5 per Nation
(As of 1.0.5 the tech that unlocks this building does not unlock Concrete) | |||||
|
|||||
|
+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 | ||
|
+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
|
||||
1 per City
Upgrades to Medical Lab | |||||
|
+25 City Health
|
||||
1 per City
| |||||
|
+150% Craft Production
at this improvement +10 City Build Production 150% to 200%, 10 to 20 200% to 250%, 20 to 30 |
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8 per Nation
| |||||
|
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Paragon affinity: Activist, Artist,
Engineer, Entrepreneur, Musician, Pioneer, Prophet, Scientist, Strategist, and Writer | |||||
|
+100% Artist, Musician,
and Writer pick chance |
||||
1 per Nation
Paragon affinity: Activist, Artist, Musician, Prophet, and Writer | |||||
|
+15 City Knowledge
|
||||
|
|||||
1 per City
Upgrades from Drydock | |||||
|
|||||
1 per Nation
| |||||
|
+300% 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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|
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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 | ||
|
|||||
1 per City
Upgrades from Radio Tower | |||||
|
|||||
1 per City
| |||||
|
+15 City Prosperity , +5% City Growth
+15 Wealth per turn for each Commerce and improvement in this region |
||||
1 per City
| |||||
|
+100% Musician pick chance
|
||||
1 per Nation
| |||||
|
+15 City Happiness
|
||||
1 per City
| |||||
|
+15 City Security
|
||||
1 per Nation
Paragon affinity: Artist, Engineer, Entrepreneur, Musician, and WRiter | |||||
|
+150% Harvest Production
at this improvement. +2 +5 City Production 150% to 200%. +5 to +10 200% to 250%. +10 to +15 |
||||
Upgrades from Sawmill
| |||||
|
|||||
8 per Nation
(Needs testing on how much Wealth it actually produces) | |||||
|
|||||
Upgrades from Residence
| |||||
|
|||||
1 per City
| |||||
|
+150% Harvest Production
at this improvement. +1 City Build Production 150% to 200%. +1 to +2 200% to 250%. +2 to +3 |
||||
Upgrades from Mine
| |||||
|
|||||
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: |
+150% Craft Production
at this improvement +5 City Health 150% to 200%. +5 to +10 200% to 250%. +10 to +15 |
|||
8 per Nation
Upgrades from Chemist |
Information Age | |||||
Costs / Maint / Stats | Production | Experts | Techs / Other | ||
|
|||||
1 per City
| |||||
|
+10 City Happiness
|
||||
1 per City
| |||||
|
+15 City Happiness
|
||||
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)