List of Improvements

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Improvements make up the foundation of your Nation. These improvements serve essential 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.
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, unlocking new Technologies as well as improving your people's Health and Knowledge.


- Act I -
Ancient History
Costs / Maint / Stats Production Experts Techs / Other
Great Hearth
No Costs / Maintenance

Stats:
4 200 -
+150% Craft Production
at this improvement.
From +10 to +15 .
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Faded out Goods might not be available due to technology requirements.
Gathering Hall
Maintenance:
2 1 5 /
Stats:
4 200 -
+150% Craft Production
at this improvement.
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Dwelling
Costs:
75 25 25
Stats:
3 100 -
+3 Housing.
+2 bonus Housing if built in the city center.
+3% City Production.
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Upgrades to Residence in Act II
and Skyscraper in Act III.
Place these in your City Center, leave room for a Monument.
And if it's your capital,
leave room for the Palace.
Farm
Costs:
75 15
Maintenance:
1 /
Stats:
3 100 -
100% of Region Food yield is
applied to Harvest Production.
+3% City Growth.
+5 bonus Region Harvest Production for each Farm in this region (including itself).
+150% Harvest Production
at this improvement.
+1 Food
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Upgrades to Irrigated Farm in Act II
and Industrial Farm in Act III.
Workshop
Costs:
65 10 25
Maintenance:
1 1 1 /
Stats:
3 100 1
+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Crafting Guild in Act II
and Factory in Act III.
Too many goods for names, mouse-over reveals the name in URL.
Faded out Goods might not be available due to technology requirements.
Butcher Shop
Costs:
45 10 25
Maintenance:
1 /
Stats:
3 100 1
+25% Build Production
towards Industry improvements in this region.
+150% Craft Production at this improvement.
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Bronze Age
Costs / Maint / Stats Production Experts Techs / Other
Stable
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Offers great production benefits to your city.
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Iron Age
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Antiquities
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- Act II -
Early Middle Ages
Costs / Maint / Stats Production Experts Techs / Other
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High Medieval Era
Costs / Maint / Stats Production Experts Techs / Other
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Renaissance
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Enlightenment
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- Act III -
Machine Age
Costs / Maint / Stats Production Experts Techs / Other
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Atomic Age
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Information Age
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Singularity Age
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Images Temp

File:Palaca.png File:Temple.png

See Also