Cities: Difference between revisions

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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.
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.


Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces 25 [[File:YIELD DISCONTENT.png|25px]] Discontent.
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces 25 [[File:YIELD DISCONTENT.png|25px]] Discontent unless the [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law has been passed.
{| class="wikitable"
{| class="wikitable"
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Population Upkeep !! Enabled Wonders of the World
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Population Upkeep !! Enabled Wonders of the World

Revision as of 16:27, 11 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. The first city founded by a Nation is its Capital and gains a yearly bonus of +2 YIELD CULTURE.png Culture and YIELD MONEY.png +2 Money.

Cities can only be founded on certain locations called City Sites. Originally those are controlled by either Tribes or Barbarians.

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.

Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces 25 YIELD DISCONTENT.png Discontent unless the LAW MONETARY REFORM.png Monetary Reform law has been passed.

Culture Level Projects Tier Victory Points Governor XP/Year Hamlet Limit Can Hurry Production Population Upkeep Enabled Wonders of the World
Weak I +1 +4 0 No YIELD FOOD.png 1 Food IMPROVEMENT HANGING GARDENS.png The Hanging Gardens
IMPROVEMENT ORACLE.png The Oracle
IMPROVEMENT GREAT ZIGGURAT.png The Ziggurat
Developing II +2 +6 1 Yes YIELD FOOD.png 2 Food
YIELD IRON.png 1 Iron
IMPROVEMENT APADANA.png The Apadana
IMPROVEMENT ISHTAR GATE.png The Ishtar Gate
IMPROVEMENT LIGHTHOUSE.png The Lighthouse
Strong III +3 +8 2 Yes YIELD FOOD.png 3 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
IMPROVEMENT PARTHENON.png The Acropolis
IMPROVEMENT COLOSSUS.png The Colossus
IMPROVEMENT MAUSOLEUM.png The Mausoleum
IMPROVEMENT MUSAEUM.png The Musaeum
Legendary IV +4 +10 3 Yes YIELD FOOD.png 4 Food
YIELD IRON.png 1 Iron
YIELD STONE.png 1 Stone
YIELD WOOD.png 1 Wood
The Circus Maximus
The Pantheon
The Via Recta Souk

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 LAW CENTRALIZATION.png 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 Yearly output Cost Terrain if not urban Required technology Min culture level
IMPROVEMENT ODEON.png Odeon YIELD CULTURE.png +3 Culture
YIELD STONE.png -2 Stone
Enables Poets
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH DRAMA.png Drama Weak
IMPROVEMENT BARRACKS.png Barracks +10 XP per year for Idle Melee Units
+20% Adjacent Garrison Effects
YIELD TRAINING.png +20% Training
YIELD IRON.png -2 Iron
Enables Officers
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH MILITARY DRILL.png Military Drill Weak
IMPROVEMENT RANGE.png Range +10 XP per year for Idle Ranged Units
+20% Adjacent Garrison Effects
YIELD TRAINING.png +20% Training
YIELD WOOD.png -2 Wood
Enables Officers
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 COMPOSITE BOW.png Composite Bow Weak
IMPROVEMENT COLD BATHS.png Cold Baths YIELD HAPPINESS.png +1 Happiness
YIELD STONE.png -2 Stone
Enables Doctors
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH COINAGE.png Coinage Developing
IMPROVEMENT COURTHOUSE.png Courthouse YIELD CIVICS.png +20% Civics
YIELD STONE.png -2 Stone
Enables Scribes
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH CITIZENSHIP.png Citizenship Developing
IMPROVEMENT LIBRARY.png Library YIELD SCIENCE.png +20% Science
YIELD SCIENCE.png +1 Science per adjacent resource
Enables Philosophers
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH SCHOLARSHIP.png Scholarship Developing
IMPROVEMENT MARKET.png Market +20% Adjacent Harbor Effects
YIELD MONEY.png +20% Money
Enables Shopkeepers
YIELD WOOD.png 80 Wood
YIELD ORDERS.png 1 Orders for 4 years
TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush, TERRAIN TEMPERATE.png Temperate TECH COINAGE.png Coinage Developing

Barracks and Ranges are limited to 2 per City.

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. Each Shrine can only be built once unless the LAW POLYTHEISM.png Polytheism law is passed. 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 Yield
YIELD GROWTH.png 1 Growth
YIELD CIVICS.png 40 Civics
SPECIALIST MINER.png Miner IMPROVEMENT MINE.png Mine IMPROVEMENT MINE.png 150% Improvement Yield
YIELD TRAINING.png 1 Training
YIELD CIVICS.png 40 Civics
SPECIALIST STONECUTTER.png Stonecutter IMPROVEMENT QUARRY.png Quarry IMPROVEMENT QUARRY.png 150% Improvement Yield
YIELD CIVICS.png 1 Civics
YIELD CIVICS.png 40 Civics
SPECIALIST WOODCUTTER.png Woodcutter IMPROVEMENT LUMBERMILL.png Lumbermill IMPROVEMENT LUMBERMILL.png 150% Improvement Yield
YIELD SCIENCE.png 1 Science
YIELD CIVICS.png 40 Civics
SPECIALIST FISHER.png Fisher IMPROVEMENT NETS.png Nets IMPROVEMENT NETS.png 200% Improvement Yield YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST GARDENER.png Gardener IMPROVEMENT GROVE.png Grove IMPROVEMENT GROVE.png 200% Improvement Yield YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST RANCHER.png Rancher IMPROVEMENT PASTURE.png Pasture IMPROVEMENT PASTURE.png 200% Improvement Yield YIELD CIVICS.png 60 Civics
YIELD FOOD.png 20 Food
SPECIALIST TRAPPER.png Trapper IMPROVEMENT CAMP.png Camp IMPROVEMENT CAMP.png 200% Improvement Yield 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
SPECIALIST BISHOP.png Bishop Cathedral 1 Religion Opinion
YIELD MONEY.png 10 Money per Culture Level
2 Religion Opinion
YIELD MONEY.png 15 Money per Culture Level
YIELD ORDERS.png 0.5 Orders
3 Religion Opinion
YIELD MONEY.png 20 Money per Culture Level
YIELD ORDERS.png 1 Orders
SPECIALIST OFFICER.png Officer IMPROVEMENT BARRACKS.png Barracks
IMPROVEMENT RANGE.png Range
YIELD TRAINING.png 2 Training YIELD TRAINING.png 3 Training
20 XP for New Units
YIELD TRAINING.png 4 Training
50 XP for New Units
SPECIALIST POET.png Poet IMPROVEMENT ODEON.png Odeon YIELD CULTURE.png 3 Culture YIELD CULTURE.png 4 Culture
YIELD CIVICS.png 0.5 Civics per Citizen
YIELD CULTURE.png 5 Culture
YIELD CIVICS.png 1 Civics per Citizen
SPECIALIST DOCTOR.png Doctor IMPROVEMENT COLD BATHS.png Cold Baths YIELD GROWTH.png 2 Growth YIELD GROWTH.png 3 Growth
YIELD SCIENCE.png 1 Science per Culture Level
YIELD GROWTH.png 4 Growth
YIELD SCIENCE.png 2 Science per Culture Level
SPECIALIST PHILOSOPHER.png Philosopher IMPROVEMENT LIBRARY.png Library YIELD SCIENCE.png 2 Science YIELD SCIENCE.png 3 Science
YIELD CULTURE.png 1 Culture per Citizen
YIELD SCIENCE.png 4 Science
YIELD CULTURE.png 2 Culture per Citizen
SPECIALIST SCRIBE.png Scribe IMPROVEMENT COURTHOUSE.png Courthouse YIELD CIVICS.png 2 Civics YIELD CIVICS.png 3 Civics
YIELD MONEY.png 1 Money per Citizen
YIELD CIVICS.png 4 Civics
YIELD MONEY.png 2 Money per Citizen
SPECIALIST SHOPKEEPER.png Shopkeeper IMPROVEMENT MARKET.png Market YIELD MONEY.png 20 Money YIELD MONEY.png 30 Money
YIELD GROWTH.png 1 Growth per Culture Level
YIELD MONEY.png 40 Money
YIELD GROWTH.png 2 Growth per Culture Level

Wonders of the World

Wonders of the World are powerful Improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points.

Wonder of the World Effects Cost Min. Culture Level Requirements
IMPROVEMENT HANGING GARDENS.png The Hanging Gardens YIELD CULTURE.png +4 Culture per year
YIELD GROWTH.png +20% Growth [All Cities]
YIELD CIVICS.png 100 Civics
YIELD STONE.png 400 Stone
YIELD WOOD.png 200 Wood
YIELD ORDERS.png 1 Orders for 10 years
Weak River
IMPROVEMENT ORACLE.png The Oracle YIELD CULTURE.png +4 Culture per year
YIELD MONEY.png +10 Money per year per Religion
+1 Tech Hand Card Size
Free Agent Network in all Holy Cities on completion
YIELD CIVICS.png 100 Civics
YIELD STONE.png 400 Stone
YIELD FOOD.png 200 Food
YIELD ORDERS.png 1 Orders for 10 years
Weak Hill
IMPROVEMENT GREAT ZIGGURAT.png The Ziggurat YIELD CULTURE.png +4 Culture per year
YIELD CIVICS.png +20 Civics per year
-20% Improvement Costs [All Cities]
YIELD CIVICS.png 100 Civics
YIELD STONE.png 600 Stone
YIELD ORDERS.png 1 Orders for 10 years
Weak Holy City (Any Religion)
IMPROVEMENT APADANA.png The Apadana YIELD CULTURE.png +6 Culture per year
YIELD CIVICS.png +20 Civics per year
YIELD MAINTENANCE.png -50% Maintenance [All Cities]
YIELD CIVICS.png 200 Civics
YIELD STONE.png 900 Stone
YIELD ORDERS.png 1 Orders for 12 years
Developing Adjacent City Center
IMPROVEMENT ISHTAR GATE.png The Ishtar Gate YIELD CULTURE.png +6 Culture per year
YIELD GROWTH.png +1 Growth per year per Culture Level
YIELD CULTURE.png 100 Culture in all Cities on completion
YIELD CIVICS.png 200 Civics
YIELD STONE.png 600 Stone
YIELD IRON.png 300 Iron
YIELD ORDERS.png 1 Orders for 12 years
Developing Adjacent City Center
IMPROVEMENT LIGHTHOUSE.png The Lighthouse YIELD CULTURE.png +6 Culture per year
IMPROVEMENT NETS.png +100% Nets Yield [All Cities]
-10 Upgrade Years for Hamlet Improvements
YIELD CIVICS.png 200 Civics
YIELD STONE.png 600 Stone
YIELD IRON.png 300 Iron
YIELD ORDERS.png 1 Orders for 12 years
Developing Adjacent City Center
IMPROVEMENT PARTHENON.png The Acropolis YIELD CULTURE.png +8 Culture per year
YIELD CIVICS.png +2 Civics per year per Religion
YIELD ORDERS.png +0.5 Orders per year with Forum
YIELD CIVICS.png 300 Civics
YIELD STONE.png 1200 Stone
YIELD ORDERS.png 1 Orders for 14 years
Strong Hill
IMPROVEMENT COLOSSUS.png The Colossus YIELD CULTURE.png +8 Culture per year
YIELD CIVICS.png +2 Civics per year with Road Connection
+1 Level for New Units
YIELD CIVICS.png 300 Civics
YIELD STONE.png 400 Stone
YIELD IRON.png 800 Iron
YIELD ORDERS.png 1 Orders for 14 years
Strong Coastal Water
IMPROVEMENT MAUSOLEUM.png The Mausoleum YIELD CULTURE.png +8 Culture per year
YIELD CULTURE.png +40% Culture [All Cities]
New Units start with Guard I promotion
YIELD CIVICS.png 300 Civics
YIELD STONE.png 1200 Stone
YIELD ORDERS.png 1 Orders for 14 years
Strong Hill
IMPROVEMENT MUSAEUM.png The Musaeum YIELD CULTURE.png +8 Culture per year
YIELD SCIENCE.png +50% Science
New Units start with Guard I promotion
YIELD CIVICS.png +1 Civics per year per Elder Specialist
YIELD CIVICS.png 300 Civics
YIELD STONE.png 800 Stone
YIELD WOOD.png 400 Wood
YIELD ORDERS.png 1 Orders for 14 years
Strong Adjacent City Center
IMPROVEMENT CIRCUS MAXIMUS.png The Circus Maximus YIELD CULTURE.png +10 Culture per year
YIELD TRAINING.png +40 Training per year
+10 XP per year for Idle Mounted Units
New Mounted Units start with Swift promotion [All Cities]
YIELD CIVICS.png 400 Civics
YIELD STONE.png 1200 Stone
YIELD FOOD.png 600 Food
YIELD ORDERS.png 1 Orders for 16 years
Legendary Adjacent City Center
IMPROVEMENT PANTHEON.png The Pantheon YIELD CULTURE.png +10 Culture per year
YIELD TRAINING.png +40 Training per year
YIELD CIVICS.png +2 Civics per Culture Level [State Religion Cities]
YIELD CIVICS.png 400 Civics
YIELD STONE.png 1800 Stone
YIELD ORDERS.png 1 Orders for 16 years
Legendary Holy City (Any Religion)
IMPROVEMENT GRAND BAZAAR.png The Via Recta Souk YIELD CULTURE.png +10 Culture per year
YIELD GROWTH.png +2 Growth per year
YIELD HAPPINESS.png +1 Happiness per City Luxury [All Cities]
YIELD CIVICS.png 400 Civics
YIELD STONE.png 1200 Stone
YIELD FOOD.png 600 Food
YIELD ORDERS.png 1 Orders for 16 years
Legendary Adjacent City Center

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% (1 turn)
YIELD MONEY.png +40% (1 turn)
YIELD TRAINING.png +40% (1 turn)
1 Turn YIELD CIVICS.png +60% (1 turn)
YIELD MONEY.png +60% (1 turn)
YIELD TRAINING.png +60% (1 turn)
1 Turn YIELD CIVICS.png +80% (1 turn)
YIELD MONEY.png +80% (1 turn)
YIELD TRAINING.png +80% (1 turn)
1 Turn YIELD CIVICS.png +100% (1 turn)
YIELD MONEY.png +100% (1 turn)
YIELD TRAINING.png +100% (1 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 INQUIRY 1.png Inquiry YIELD CULTURE.png 1 per year YIELD SCIENCE.png 40 YIELD CIVICS.png 80 YIELD CULTURE.png 1 per year YIELD SCIENCE.png 80 YIELD CIVICS.png 120 YIELD CULTURE.png 1 per year YIELD SCIENCE.png 120 YIELD CIVICS.png 160 YIELD CULTURE.png 1 per year YIELD SCIENCE.png 160 YIELD CIVICS.png 200 TRAIT SCHOLAR.png Scholar governor
PROJECT CONVOY 1.png Convoy YIELD SCIENCE.png 1 per year YIELD MONEY.png 100
YIELD HAPPINESS.png 40
YIELD CIVICS.png 40 YIELD SCIENCE.png 1 per year YIELD MONEY.png 200
YIELD HAPPINESS.png 60
YIELD CIVICS.png 60 YIELD SCIENCE.png 1 per year YIELD MONEY.png 300
YIELD HAPPINESS.png 80
YIELD CIVICS.png 80 YIELD SCIENCE.png 1 per year YIELD MONEY.png 400
YIELD HAPPINESS.png 100
YIELD CIVICS.png 100 LAW TRADE LEAGUE.png Trade League law
PROJECT DECREE 1.png Decree YIELD ORDERS.png 3 YIELD CIVICS.png 40 YIELD ORDERS.png 6 YIELD CIVICS.png 60 YIELD ORDERS.png 9 YIELD CIVICS.png 80 YIELD ORDERS.png 10 YIELD CIVICS.png 100 LAW CONSTITUTION.png Constitution law or Statesman
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