Cities: Difference between revisions

From Old World Official Wiki
Line 54: Line 54:
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.
{| class="wikitable"
{| class="wikitable"
! Improvement !! Yearly output !! Cost !! Required terrain or natural resource !! Required technology
! Improvement !! Yearly output !! Specialist !!  Cost !! Required terrain or natural resource !! Required technology
|-
|-
| [[File:IMPROVEMENT FARM.png|50px]] Farm
| [[File:IMPROVEMENT FARM.png|50px]] Farm
| [[File:YIELD FOOD.png|25px]] <span style="color:green;">'''+5'''</span> Food
| [[File:YIELD FOOD.png|25px]] <span style="color:green;">'''+5'''</span> Food
| [[File:SPECIALIST FARMER.png|25px]] Farmer
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires Centralization law)<br>[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires Centralization law)<br>[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat
Line 64: Line 65:
| [[File:IMPROVEMENT MINE.png|50px]] Mine
| [[File:IMPROVEMENT MINE.png|50px]] Mine
| [[File:YIELD IRON.png|25px]] <span style="color:green;">'''+5'''</span> Iron
| [[File:YIELD IRON.png|25px]] <span style="color:green;">'''+5'''</span> Iron
| [[File:SPECIALIST MINER.png|25px]] Miner
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Hill<br>[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Hill<br>[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver
Line 70: Line 72:
| [[File:IMPROVEMENT NETS.png|50px]] Nets
| [[File:IMPROVEMENT NETS.png|50px]] Nets
| <span style="color:green;">'''Various'''</span>
| <span style="color:green;">'''Various'''</span>
| [[File:SPECIALIST FISHER.png|25px]] Fisher
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls
Line 76: Line 79:
| [[File:IMPROVEMENT FORT.png|50px]] Fort
| [[File:IMPROVEMENT FORT.png|50px]] Fort
| [[File:Icon Defense.png]] <span style="color:green;">'''+50%'''</span> Defense if Friendly/Neutral Territory<br><span style="color:green;">'''+2'''</span>  Unit Vision<br>Can Heal in Neutral Territory<br>Destroyed when Pillaged
| [[File:Icon Defense.png]] <span style="color:green;">'''+50%'''</span> Defense if Friendly/Neutral Territory<br><span style="color:green;">'''+2'''</span>  Unit Vision<br>Can Heal in Neutral Territory<br>Destroyed when Pillaged
|
| [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders
| [[File:YIELD STONE.png|25px]] 40 Stone<br>[[File:YIELD ORDERS.png|25px]] 1 Orders
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate
Line 82: Line 86:
| [[File:IMPROVEMENT QUARRY.png|50px]] Quarry
| [[File:IMPROVEMENT QUARRY.png|50px]] Quarry
| [[File:YIELD STONE.png|25px]] <span style="color:green;">'''+5'''</span> Stone
| [[File:YIELD STONE.png|25px]] <span style="color:green;">'''+5'''</span> Stone
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter
| [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Adjacent Mountain, Adjacent Volcano<br>[[File:RESOURCE STONE.png|25px]] Marble
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, Adjacent Mountain, Adjacent Volcano<br>[[File:RESOURCE STONE.png|25px]] Marble
Line 88: Line 93:
| [[File:IMPROVEMENT GRANARY.png|50px]] Granary
| [[File:IMPROVEMENT GRANARY.png|50px]] Granary
| [[File:YIELD GROWTH.png|25px]] <span style="color:green;">'''+2'''</span> Growth<br>[[File:YIELD WOOD.png|25px]] <span style="color:red;">'''-1'''</span> Wood<br>[[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+60%'''</span> Adjacent Farm Yield
| [[File:YIELD GROWTH.png|25px]] <span style="color:green;">'''+2'''</span> Growth<br>[[File:YIELD WOOD.png|25px]] <span style="color:red;">'''-1'''</span> Wood<br>[[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+60%'''</span> Adjacent Farm Yield
|
| [[File:YIELD WOOD.png|25px]] 40 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years
| [[File:YIELD WOOD.png|25px]] 40 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate
Line 94: Line 100:
| [[File:IMPROVEMENT CAMP.png|50px]] Camp
| [[File:IMPROVEMENT CAMP.png|50px]] Camp
| <span style="color:green;">'''+20%'''</span> Adjacent Lumbermill Yield
| <span style="color:green;">'''+20%'''</span> Adjacent Lumbermill Yield
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game
Line 100: Line 107:
| [[File:IMPROVEMENT PASTURE.png|50px]] Pasture
| [[File:IMPROVEMENT PASTURE.png|50px]] Pasture
| [[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+40%'''</span> Adjacent Farms Yield
| [[File:IMPROVEMENT FARM.png|25px]] <span style="color:green;">'''+40%'''</span> Adjacent Farms Yield
| [[File:SPECIALIST RANCHER.png|25px]] Rancher
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep
Line 106: Line 114:
| [[File:IMPROVEMENT LUMBERMILL.png|50px]] Lumbermill
| [[File:IMPROVEMENT LUMBERMILL.png|50px]] Lumbermill
| [[File:YIELD WOOD.png|25px]] <span style="color:green;">'''+5'''</span> Wood
| [[File:YIELD WOOD.png|25px]] <span style="color:green;">'''+5'''</span> Wood
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter
| [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD IRON.png|25px]] 20 Iron<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| Trees
| Trees
Line 112: Line 121:
| [[File:IMPROVEMENT GROVE.png|50px]] Grove
| [[File:IMPROVEMENT GROVE.png|50px]] Grove
| <span style="color:green;">'''Various'''</span>
| <span style="color:green;">'''Various'''</span>
| [[File:SPECIALIST GARDENER.png|25px]] Gardener
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:YIELD WOOD.png|25px]] 20 Wood<br>[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine

Revision as of 17:05, 10 March 2023

A lightly developed city

Cities are the centers of population, production and power. When founded or captured, a city is assigned to a Family.

City sites

City sites are the only locations where Settlers can found new Cities. A city site can be claimed by a Nation as long as a unit is located on it.

Barbarians

Barbarians occupy City-States like other Tribes, but they are in a permanent state of War with all Nations. They have a number of special units: Marauders, Skirmishers, Elite Marauders and Elite Skirmishers.

Culture level

Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per population.

Culture Level Projects Tier Hamlet Limit Victory Points Governor XP/Year Can Hurry Production Population Upkeep Improvements
Weak I 1 +1 +4 No YIELD FOOD.png 1 Food
Developing II 2 +2 +6 Yes YIELD FOOD.png 2 Food
YIELD IRON.png 1 Iron
Strong III 3 +3 +8 Yes YIELD FOOD.png 3 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
Legendary IV 4 +4 +10 Yes YIELD FOOD.png 4 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
YIELD WOOD.png 1 Wood

Improvements

Improvements can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker is selected the game will suggest the tile where each improvement is most effective.

Improvements without a Specialist will increase the City's YIELD MAINTENANCE.png Maintenance.

Rural improvements

Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.

Improvement Yearly output Specialist Cost Required terrain or natural resource Required technology
IMPROVEMENT FARM.png Farm YIELD FOOD.png +5 Food SPECIALIST FARMER.png Farmer YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate, TERRAIN MARSH.png Marsh (requires Centralization law)
RESOURCE BARLEY.png Barley, RESOURCE SORGHUM.png Sorghum, RESOURCE WHEAT.png Wheat
None
IMPROVEMENT MINE.png Mine YIELD IRON.png +5 Iron SPECIALIST MINER.png Miner YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate, Hill
RESOURCE GEM.png Gems, RESOURCE GOLD.png Gold, RESOURCE IRON.png Ore, RESOURCE SALT.png Salt, RESOURCE SILVER.png Silver
None
IMPROVEMENT NETS.png Nets Various SPECIALIST FISHER.png Fisher YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CRAB.png Crabs, RESOURCE DYE.png Dyes, RESOURCE FISH.png Fish, RESOURCE PEARL.png Pearls None
IMPROVEMENT FORT.png Fort Icon Defense.png +50% Defense if Friendly/Neutral Territory
+2 Unit Vision
Can Heal in Neutral Territory
Destroyed when Pillaged
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH STONECUTTING.png Stonecutting
IMPROVEMENT QUARRY.png Quarry YIELD STONE.png +5 Stone SPECIALIST STONECUTTER.png Stonecutter YIELD IRON.png 20 Iron
YIELD ORDERS.png 1 Orders for 3 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate, Adjacent Mountain, Adjacent Volcano
RESOURCE STONE.png Marble
TECH STONECUTTING.png Stonecutting
IMPROVEMENT GRANARY.png Granary YIELD GROWTH.png +2 Growth
YIELD WOOD.png -1 Wood
IMPROVEMENT FARM.png +60% Adjacent Farm Yield
YIELD WOOD.png 40 Wood
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH ADMINISTRATION.png Administration
IMPROVEMENT CAMP.png Camp +20% Adjacent Lumbermill Yield SPECIALIST TRAPPER.png Trapper YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CAMEL.png Camels, RESOURCE ELEPHANT.png Elephants, RESOURCE FUR.png Fur, RESOURCE GAME.png Game TECH TRAPPING.png Trapping
IMPROVEMENT PASTURE.png Pasture IMPROVEMENT FARM.png +40% Adjacent Farms Yield SPECIALIST RANCHER.png Rancher YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CATTLE.png Cattle, RESOURCE GOAT.png Goats, RESOURCE HORSE.png Horses, RESOURCE PIG.png Pigs, RESOURCE SHEEP.png Sheep TECH HUSBANDRY.png Husbandry
IMPROVEMENT LUMBERMILL.png Lumbermill YIELD WOOD.png +5 Wood SPECIALIST WOODCUTTER.png Woodcutter YIELD IRON.png 20 Iron
YIELD ORDERS.png 1 Orders for 3 years
Trees TECH FORESTRY.png Forestry
IMPROVEMENT GROVE.png Grove Various SPECIALIST GARDENER.png Gardener YIELD WOOD.png 20 Wood
YIELD ORDERS.png 1 Orders for 3 years
RESOURCE CITRUS.png Citrus, RESOURCE HONEY.png Honey, RESOURCE INCENSE.png Incense, RESOURCE LAVENDER.png Lavender, RESOURCE OLIVE.png Olives, RESOURCE WINE.png Wine TECH LAND CONSOLIDATION.png Land Consolidation

Urban improvements

Urban improvements can be constructed only in the following:

  • An urban tile.
  • A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.
  • A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.
Improvement Output Cost Consumption per year Terrain if not urban Required technology
IMPROVEMENT ODEON.png Odeon YIELD CULTURE.png 3 Culture YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
YIELD STONE.png 2 Stone TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH DRAMA.png Drama

Hamlets

Hamlets may be built anywhere. In 20 turns it will grow into a Village, and in another 20 turns it will grow into a Town. Only one Hamlet may be built for each Culture Level of a City.

Shrines

Shrines may be built anywhere and gain various bonuses depending on their location and the Nation's Religion. They may not be built next to each other.

Specialists

Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist's production cost increases with each one built in a city.

Rural specialists

Rural specialists produce YIELD SCIENCE.png 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.

Specialist Improvement Yearly effect Cost
SPECIALIST FARMER.png Farmer IMPROVEMENT FARM.png Farm IMPROVEMENT FARM.png 150% Improvement Production
YIELD GROWTH.png 1 Growth
YIELD CIVICS.png 40 Civics
SPECIALIST MINER.png Miner IMPROVEMENT MINE.png Mine IMPROVEMENT MINE.png 150% Improvement Production
YIELD TRAINING.png 1 Training
YIELD CIVICS.png 40 Civics
SPECIALIST STONECUTTER.png Stonecutter IMPROVEMENT QUARRY.png Quarry IMPROVEMENT QUARRY.png 150% Improvement Production
YIELD CIVICS.png 1 Civics
YIELD CIVICS.png 40 Civics
SPECIALIST WOODCUTTER.png Woodcutter IMPROVEMENT LUMBERMILL.png Lumbermill IMPROVEMENT LUMBERMILL.png 150% Improvement Production
YIELD SCIENCE.png 1 Science
YIELD CIVICS.png 40 Civics
SPECIALIST FISHER.png Fisher IMPROVEMENT NETS.png Nets IMPROVEMENT NETS.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST GARDENER.png Gardener IMPROVEMENT GROVE.png Grove IMPROVEMENT GROVE.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST RANCHER.png Rancher IMPROVEMENT PASTURE.png Pasture IMPROVEMENT PASTURE.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST TRAPPER.png Trapper IMPROVEMENT CAMP.png Camp IMPROVEMENT CAMP.png 200% Improvement Production YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food

Urban specialists

Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.

  • Training an Apprentice specialist costs 40 YIELD FOOD.png Food and 40 YIELD CIVICS.png Civics and produces a bonus of YIELD SCIENCE.png 2 Science each year.
  • Upgrading to Master specialist costs 60 YIELD FOOD.png Food and 60 YIELD CIVICS.png Civics and produces a bonus of YIELD SCIENCE.png 3 Science each year.
  • Upgrading to Elder specialist costs 80 YIELD FOOD.png Food and 80 YIELD CIVICS.png Civics and produces a bonus of YIELD SCIENCE.png 4 Science each year.
Specialist Improvement Apprentice yearly effect Master yearly effect Elder yearly effect
SPECIALIST ACOLYTE.png Acolyte Shrine 1 Religion Opinion
YIELD CULTURE.png 2 Culture
2 Religion Opinion
YIELD CULTURE.png 3 Culture
YIELD ORDERS.png 0.5 Orders
3 Religion Opinion
YIELD CULTURE.png 4 Culture
YIELD ORDERS.png 1 Orders
SPECIALIST MONK.png Monk Monastery 1 Religion Opinion
YIELD CULTURE.png 4 Culture
2 Religion Opinion
YIELD CULTURE.png 6 Culture
YIELD CIVICS.png 1 Civics per Culture Level
3 Religion Opinion
YIELD CULTURE.png 8 Culture
YIELD CIVICS.png 2 Civics per Culture Level
SPECIALIST PRIEST.png Priest Temple 1 Religion Opinion
YIELD HAPPINESS.png 1 Happiness
2 Religion Opinion
YIELD HAPPINESS.png 1.5 Happiness
YIELD TRAINING.png 0.5 Training per Citizen
3 Religion Opinion
YIELD HAPPINESS.png 2 Happiness
YIELD TRAINING.png 1 Training per Citizen

Projects

Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.

Project Tier I Tier II Tier III Tier IV Requirements
Production On Completion Cost Production On Completion Cost Production On Completion Cost Production On Completion Cost
PROJECT COUNCIL 1.png Council YIELD CIVICS.png +40% (one turn)
YIELD MONEY.png +40% (one turn)
YIELD TRAINING.png +40% (one turn)
1 Turn YIELD CIVICS.png +60% (one turn)
YIELD MONEY.png +60% (one turn)
YIELD TRAINING.png +60% (one turn)
1 Turn YIELD CIVICS.png +80% (one turn)
YIELD MONEY.png +80% (one turn)
YIELD TRAINING.png +80% (one turn)
1 Turn YIELD CIVICS.png +100% (one turn)
YIELD MONEY.png +100% (one turn)
YIELD TRAINING.png +100% (one turn)
1 Turn
PROJECT FESTIVAL 1.png Festival YIELD CULTURE.png 1 per year YIELD GROWTH.png 20
YIELD HAPPINESS.png 20
YIELD CIVICS.png 40 YIELD CULTURE.png 1 per year YIELD GROWTH.png 40
YIELD HAPPINESS.png 40
YIELD CIVICS.png 60 YIELD CULTURE.png 1 per year YIELD GROWTH.png 60
YIELD HAPPINESS.png 60
YIELD CIVICS.png 80 YIELD CULTURE.png 1 per year YIELD GROWTH.png 80
YIELD HAPPINESS.png 80
YIELD CIVICS.png 100
PROJECT TREASURY 1.png Treasury YIELD MONEY.png 10 per year YIELD MONEY.png 100 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD MONEY.png 20 per year YIELD MONEY.png 200 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD MONEY.png 30 per year YIELD MONEY.png 300 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD MONEY.png 40 per year
YIELD HAPPINESS.png 1 per year
YIELD MONEY.png 400 YIELD CIVICS.png 100
YIELD STONE.png 80
TECH ADMINISTRATION.png Administration technology
PROJECT FORUM 1.png Forum YIELD CIVICS.png 1 per year YIELD CIVICS.png 20 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD CIVICS.png 2 per year YIELD CIVICS.png 40 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD CIVICS.png 3 per year YIELD CIVICS.png 60 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD CIVICS.png 4 per year
YIELD HAPPINESS.png 1 per year
YIELD CIVICS.png 80 YIELD CIVICS.png 100
YIELD STONE.png 80
TECH RHETORIC.png Rhetoric technology
PROJECT ARCHIVE 1.png Archive YIELD SCIENCE.png 1 per year YIELD SCIENCE.png 10 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD SCIENCE.png 2 per year YIELD SCIENCE.png 20 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD SCIENCE.png 3 per year YIELD SCIENCE.png 30 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD SCIENCE.png 4 per year
YIELD HAPPINESS.png 1 per year
YIELD SCIENCE.png 40 YIELD CIVICS.png 100
YIELD STONE.png 80
TECH METAPHYSICS.png Metaphysics technology
PROJECT OLYMPICS 1.png Olympiad YIELD TRAINING.png 1 per year YIELD TRAINING.png 50 YIELD CIVICS.png 40 YIELD TRAINING.png 1 per year YIELD TRAINING.png 100 YIELD CIVICS.png 60 YIELD TRAINING.png 1 per year YIELD TRAINING.png 150 YIELD CIVICS.png 80 YIELD TRAINING.png 1 per year YIELD TRAINING.png 200 YIELD CIVICS.png 100 Greece nation