List of Improvements
| This page is still under construction. It might not be complete or formatted properly. |
| 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 | |||||
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Faded out Goods might not be available
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+4
+5 Strength to Forces within this region +2 City Production |
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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 Too many Goods for full names. 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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+5 City Health
+50% of Region Food |
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Requires a source of
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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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+25% Craft Production to Ceramic Shops
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(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 | |||||
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+15 City Security
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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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+10 City Production
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(As of 1.0.5 not all techs that unlock this building also unlock Bread) | |||||
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+25% Craft Production to Weavers
and their upgrades in this Region. |
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| Iron Age | |||||
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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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Some passive Prestige in the Iron Age | |||||
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| Antiquities | |||||
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+15 City Knowledge
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Paragon affinity: Activist, Prophet, Scientist, Strategist, Writer
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+10 City Happiness
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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
+10 Craft Production at |
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| - Act II - |
| Early Middle Ages | |||||
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Upgrades to Distillery
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| High Medieval Era | |||||
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Upgrades from Brewery
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| Renaissance | |||||
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+10 City Happiness
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Upgrades to Community Garden
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Upgrades from Mill
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| Enlightenment | |||||
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Upgrades from Town Center
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Upgrades from Crafting Guild
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Upgrades from Forge
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+15 City Prosperity
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| - Act III - |
| Machine Age | |||||
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+25 City Knowledge
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Upgrades from Drydock
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Upgrades from Irrigated Farm
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As of 1.0.5 you have to manually replace Fishing Nets with these,
no upgrade button | |||||
| Atomic Age | |||||
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| Information Age | |||||
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| Singularity Age | |||||
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Images Temp
See Also
- List of Resources
- List of Goods (Includes Amenities/Supplies)
- List of Triumphs

