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 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, 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 0
+150% Craft Production
at this improvement.

From +10 to +15 .
    {{{Techs}}}
Faded out Goods might not be available
due to technology requirements.
Gathering Hall
Maintenance:
2 1 5 /

Stats:
4 200 0
+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Town Center
and City Hall.
Dwelling
Costs: 75
25 25

Stats:
3 100 0
+3 Housing.
+2 bonus Housing if built in the city center.
+3% City Production.
    {{{Techs}}}
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.
    {{{Techs}}}
Upgrades to Crafting Guild
and Factory.

Too many Goods for full names.
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 Region Harvest Production for each Farm in this region (including itself).
+150% Harvest Production
at this improvement.

+1 Food
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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.
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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
    {{{Techs}}}
Upgrades to Mine
and Industrial Mine.

Requires Bronze Working.
Hunting Camp
Costs: 150
5 10
Maintenance:
1 /
Stats:
3 100 0
+1 Wealth
+150% Harvest Production
at this improvement.

+1 Wealth
    {{{Techs}}}
Not the greatest of improvements unless you have a Resource Node that needs it.

Requires Archery or Bronze Working.
Butcher Shop
Costs: 45
10 25
Maintenance:
1 /
Stats:
3 100 1
+150% Craft Production
at this improvement.

+25% Build Production
towards Industry improvements in this region.
    {{{Techs}}}
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.
    {{{Techs}}}
Requires Archery.
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.

Wine Syrup Liquor
+150% Craft Production
at this improvement.
+5 City Happiness.
    {{{Techs}}}
Upgrades to Brewery and Distillery. Requires a source of Grapes. Requires Fermenting
or Hospitality.
Faded out Goods might not be available
due to technology requirements.
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.

Grain Store
+150% Craft Production
at this improvement.
    {{{Techs}}}
Requires a source of Grain.

Requires Grain Storage
or Irrigation.
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.

Herbal Medicine Candle
Perfume Soap
+150% Craft Production
at this improvement.
    {{{Techs}}}
Upgrades to Chemist
and Pharmacy.
Requires Herbalism.
Faded out Goods might not be available
due to technology requirements.
Ceramic Shop
Costs: 65
10 10
Maintenance:
1 /
Stats:
3 150 1
+150% Craft Production
at this improvement.
    {{{Techs}}}
Requires Pottery,
Masonry, Arches,
or Monument Building.
Faded out Goods might not be available
due to technology requirements.
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
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High Medieval Era
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Renaissance
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Enlightenment
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- Act III -
Machine Age
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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