List of Improvements

From Ara: History Untold Wiki
Under Construction
This page is still under construction.

It might not be complete or formatted properly.


Domains[edit | edit source]

Improvements make up the foundation of your Nation. These buildings 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 you need to construct improvements or consume to improve the Quality of Life for your people.
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.


Improvements[edit | edit source]

The 3 numbers below the name of the improvement are Defense / Health / Prestige.
The first two are related to Pillaging and the third is how much Prestige you get for building it.

- Act I -
Ancient History
Costs / Maintenance Production Experts Other

Great Hearth
4 / 200 / -
Free Censer Code of Laws Codex Currency Feast Festival Jewelry Censer Treasury Bonds +150% Craft Production
at this improvement. From +10 Wealth to +15 Wealth.

Gathering Hall
4 / 200 / -
Maintenance:
2 1 5 /
Code of Laws Codex Feast Festival Jewelry Strategy Codex +150% Craft Production
at this improvement.

Dwelling
3 / 100 / -
Costs:
75 Production
25 Food
25 Timber
+3 Housing.
+2 bonus Housing if built in the city center.
+3% City Production.
Upgrades to Residence in Act II and Skyscraper in Act III.
Place these in your City Center but leave room for a Monument. And if it's your capital, leave room for the Palace.

Farm
3 / 100 / -
Costs:
75 Production
15 Timber
Maintenance:
1 /
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
Upgrades to Irrigated Farm in Act II and Industrial Farm in Act III.

Workshop
3 / 100 / 1
Costs:
65 Production
10 Materials
25 Timber
Maintenance:
1 1 1 /
+150% Craft Production
at this improvement.
Upgrades to Crafting Guild in Act II
and Factory in Act III.
Too many crafted items for full names, mouse-over reveals the name in URL.

Butcher Shop
3 / 100 / 1
Costs:
45 Production
10 Materials
25 Timber
Maintenance:
1 /
Cured Meats
Salted Fish
+25% Build Production
towards Industry improvements in this region.
+150% Craft Production at this improvement.
Requires Animal Husbandry technology.

Images Temp[edit | edit source]

See Also[edit | edit source]