Cities: Difference between revisions

From Old World Official Wiki
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! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology
! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology
|-
|-
| [[File:IMPROVEMENT FARM.png|70px]] 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:SPECIALIST FARMER.png|25px]] Farmer
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| None
| None
|-
|-
| [[File:IMPROVEMENT MINE.png|70px]] 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:SPECIALIST MINER.png|25px]] Miner
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| None
| None
|-
|-
| [[File:IMPROVEMENT NETS.png|70px]] 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:SPECIALIST FISHER.png|25px]] Fisher
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| None
| None
|-
|-
| [[File:IMPROVEMENT FORT.png|70px]] 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>Units Heal even if Neutral Territory<br>Destroyed when Pillaged
| [[File:Icon Defense.png]] <span style="color:green;">'''+50%'''</span> Defense if Friendly Territory<br>[[File:Icon Defense.png]] <span style="color:green;">'''+50%'''</span> Defense if Neutral Territory<br><span style="color:green;">'''+2'''</span>  Unit Vision<br>Units Heal even if Neutral Territory<br>Destroyed when Pillaged
| None
| None
| [[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
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| [[File:TECH STONECUTTING.png|25px]] Stonecutting
| [[File:TECH STONECUTTING.png|25px]] Stonecutting
|-
|-
| [[File:IMPROVEMENT QUARRY.png|70px]] 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:SPECIALIST STONECUTTER.png|25px]] Stonecutter
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| [[File:TECH STONECUTTING.png|25px]] Stonecutting
| [[File:TECH STONECUTTING.png|25px]] Stonecutting
|-
|-
| [[File:IMPROVEMENT GRANARY.png|70px]] 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
| None
| None
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| [[File:TECH ADMINISTRATION.png|25px]] Administration
| [[File:TECH ADMINISTRATION.png|25px]] Administration
|-
|-
| [[File:IMPROVEMENT CAMP.png|70px]] Camp
| [[File:IMPROVEMENT CAMP.png|50px]] Camp
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] <span style="color:green;">'''+20%'''</span> Adjacent Lumbermill Yield
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] <span style="color:green;">'''+20%'''</span> Adjacent Lumbermill Yield
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper
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| [[File:TECH TRAPPING.png|25px]] Trapping
| [[File:TECH TRAPPING.png|25px]] Trapping
|-
|-
| [[File:IMPROVEMENT PASTURE.png|70px]] 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:SPECIALIST RANCHER.png|25px]] Rancher
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| [[File:TECH HUSBANDRY.png|25px]] Husbandry
| [[File:TECH HUSBANDRY.png|25px]] Husbandry
|-
|-
| [[File:IMPROVEMENT GROVE.png|70px]] 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:SPECIALIST GARDENER.png|25px]] Gardener
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| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation
|-
|-
| [[File:IMPROVEMENT HARBOR.png|70px]] Harbor
| [[File:IMPROVEMENT HARBOR.png|50px]] Harbor
| [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+10'''</span> Money<br>[[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+2'''</span> Money per Adjacent Resource<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-1'''</span> Stone<br>[[File:IMPROVEMENT NETS.png|25px]] <span style="color:green;">'''+40%'''</span> Adjacent Nets Yield<br><span style="color:green;">'''+10'''</span> XP for Idle Ship Units
| [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+10'''</span> Money<br>[[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+2'''</span> Money per Adjacent Resource<br>[[File:YIELD STONE.png|25px]] <span style="color:red;">'''-1'''</span> Stone<br>[[File:IMPROVEMENT NETS.png|25px]] <span style="color:green;">'''+40%'''</span> Adjacent Nets Yield<br><span style="color:green;">'''+10'''</span> XP for Idle Ship Units
| None
| None
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| [[File:TECH CARTOGRAPHY.png|25px]] Cartography
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography
|-
|-
| [[File:IMPROVEMENT LUMBERMILL.png|70px]] 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:SPECIALIST WOODCUTTER.png|25px]] Woodcutter
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| [[File:TECH FORESTRY.png|25px]] Forestry
| [[File:TECH FORESTRY.png|25px]] Forestry
|-
|-
| [[File:IMPROVEMENT WATERMILL.png|70px]] Watermill
| [[File:IMPROVEMENT WATERMILL.png|50px]] Watermill
| [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science
| [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science
| None
| None
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| [[File:TECH HYDRAULICS.png|25px]] Hydraulics
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics
|-
|-
| [[File:IMPROVEMENT WINDMILL.png|70px]] Windmill
| [[File:IMPROVEMENT WINDMILL.png|50px]] Windmill
| [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science
| [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science
| None
| None

Revision as of 18:50, 29 June 2023

A 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, which are initially controlled by Tribes.

During war a City's HP bar will be shown. Once a City's HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns. If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the army's owner. Each point of HP damage also reduces a City's yields by 2.5% until repaired. Cities regain 1 HP each year.

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 Citizen and Specialist.

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 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 Citizen and Specialist Upkeep Enabled Wonders of the World
CULTURE WEAK.png Weak I +1 +4 0 No YIELD FOOD.png 1 Food IMPROVEMENT HANGING GARDENS.png The Hanging Gardens
IMPROVEMENT ORACLE.png The Oracle
IMPROVEMENT PYRAMIDS.png The Pyramids
IMPROVEMENT GREAT ZIGGURAT.png The Ziggurat
CULTURE DEVELOPING.png 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
IMPROVEMENT NECROPOLIS.png The Necropolis
CULTURE STRONG.png 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
CULTURE LEGENDARY.png 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
IMPROVEMENT CIRCUS MAXIMUS.png The Circus Maximus
IMPROVEMENT HAGIA SOPHIA.png The Hagia Sophia
IMPROVEMENT PANTHEON.png The Pantheon
IMPROVEMENT GRAND BAZAAR.png The Via Recta Souk

Improvements

Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.

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

Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost. Damaged Worker units also take an extra turn to build improvements

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 yield Specialist Cost Terrain or map 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, HillsEditorIcon.png 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 Territory
Icon Defense.png +50% Defense if Neutral Territory
+2 Unit Vision
Units Heal even if Neutral Territory
Destroyed when Pillaged
None 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, MountainEditorIcon.png Adjacent Mountain, VolcanoEditorIcon.png 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
None 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 IMPROVEMENT LUMBERMILL.png +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 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
IMPROVEMENT HARBOR.png Harbor YIELD MONEY.png +10 Money
YIELD MONEY.png +2 Money per Adjacent Resource
YIELD STONE.png -1 Stone
IMPROVEMENT NETS.png +40% Adjacent Nets Yield
+10 XP for Idle Ship Units
None YIELD WOOD.png 60 Wood
YIELD ORDERS.png 1 Orders for 4 years
CoastEditorIcon.png Coast TECH CARTOGRAPHY.png Cartography
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 WATERMILL.png Watermill YIELD SCIENCE.png +2 Science None YIELD WOOD.png 40 Wood
YIELD ORDERS.png 1 Orders for 2 years
River TECH HYDRAULICS.png Hydraulics
IMPROVEMENT WINDMILL.png Windmill YIELD SCIENCE.png +2 Science None YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 2 years
HillsEditorIcon.png Hill TECH HYDRAULICS.png Hydraulics

Urban improvements

Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city's Culture Level by one for each tier. Urban improvements can be constructed on TERRAIN URBAN.png Urban, TERRAIN ARID.png Arid, TERRAIN LUSH.png Lush or TERRAIN TEMPERATE.png Temperate tiles, and TERRAIN SAND.png Sand tiles if the city is run by a family of Clerics, but only if one the following is true:

  • 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.
Apprentices improvement Master improvement Elder improvement Requiremnts
Improvement Yearly yield Cost Improvement Yearly yield Cost Improvement Yearly yield Cost
Garrison
IMPROVEMENT GARRISON 1.png
Icon Defense.png +20% Defense if own army
YIELD ORDERS.png +0.5 Orders
YIELD STONE.png -2 Stone
CHAR FILTER GOVERNOR.png Enables City Governor
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 4 years
Stronghold
IMPROVEMENT GARRISON 2.png
Icon Defense.png +30% Defense if own army
YIELD ORDERS.png +0.5 Orders
YIELD STONE.png -3 Stone
CHAR FILTER GOVERNOR.png Enables City Governor
Enables tier 1 Nation Unit
YIELD STONE.png 100 Stone
YIELD ORDERS.png 1 Orders for 5 years
Citadel
IMPROVEMENT GARRISON 3.png
Icon Defense.png +40% Defense if own army
YIELD ORDERS.png +0.5 Orders
YIELD MAINTENANCE.png -10% Maintenance
YIELD STONE.png -4 Stone
CHAR FILTER GOVERNOR.png Enables City Governor
Enables tier 2 Nation Unit
YIELD STONE.png 100 Stone
YIELD ORDERS.png 1 Orders for 6 years
1 Active Law
Odeon
IMPROVEMENT ODEON.png
YIELD CULTURE.png +3 Culture
YIELD STONE.png -2 Stone
SPECIALIST POET.png Enables Apprentice Poet
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
Theater
IMPROVEMENT THEATER.png
YIELD CULTURE.png +4 Culture
YIELD HAPPINESS.png +1 Happiness
YIELD STONE.png -3 Stone
SPECIALIST POET.png Enables Master Poet
YIELD STONE.png 60 Stone
YIELD ORDERS.png 1 Orders for 5 years
Amphitheater
IMPROVEMENT AMPHITHEATER.png
YIELD CULTURE.png +5 Culture
YIELD HAPPINESS.png +2 Happiness
YIELD STONE.png -4 Stone
SPECIALIST POET.png Enables Elder Poet
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 6 years
TECH DRAMA.png Drama
Cold Baths
IMPROVEMENT COLD BATHS.png
YIELD HAPPINESS.png +1 Happiness
YIELD STONE.png -2 Stone
SPECIALIST DOCTOR.png Enables Apprentice Doctor
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
Warm Baths
IMPROVEMENT WARM BATHS.png
YIELD HAPPINESS.png +2 Happiness
YIELD STONE.png -3 Stone
SPECIALIST DOCTOR.png Enables Master Doctor
YIELD STONE.png 60 Stone
YIELD ORDERS.png 1 Orders for 5 years
Heated Baths
IMPROVEMENT HEATED BATHS.png
YIELD HAPPINESS.png +3 Happiness
YIELD GROWTH.png +10% Growth
YIELD STONE.png -4 Stone
SPECIALIST DOCTOR.png Enables Elder Doctor
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 6 years
TECH ARCHITECTURE.png Architecture
CULTURE DEVELOPING.png Developing Culture
Courthouse
IMPROVEMENT COURTHOUSE.png
YIELD CIVICS.png +20% Civics
YIELD STONE.png -2 Stone
SPECIALIST SCRIBE.png Enables Apprentice Scribe
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 4 years
Ministry
IMPROVEMENT MINISTRIES.png
YIELD CIVICS.png +30% Civics
YIELD STONE.png -3 Stone
SPECIALIST SCRIBE.png Enables Master Scribe
YIELD STONE.png 100 Stone
YIELD ORDERS.png 1 Orders for 5 years
Palace
IMPROVEMENT PALACE.png
YIELD CIVICS.png +50% Civics
YIELD MAINTENANCE.png -10% Maintenance
YIELD STONE.png -4 Stone
SPECIALIST SCRIBE.png Enables Elder Scribe
YIELD STONE.png 120 Stone
YIELD ORDERS.png 1 Orders for 6 years
TECH CITIZENSHIP.png Citizenship
CULTURE DEVELOPING.png Developing Culture
Library
IMPROVEMENT LIBRARY.png
YIELD SCIENCE.png +20% Science
YIELD SCIENCE.png +1 Science per adj. resource
YIELD STONE.png -2 Stone
SPECIALIST PHILOSOPHER.png Enables Apprentice Philosopher
YIELD STONE.png 80 Stone
YIELD ORDERS.png 1 Orders for 4 years
Academy
IMPROVEMENT ACADEMY.png
YIELD SCIENCE.png +30% Science
YIELD SCIENCE.png +1 Science per adj. resource
YIELD STONE.png -3 Stone
SPECIALIST PHILOSOPHER.png Enables Master Philosopher
YIELD STONE.png 100 Stone
YIELD ORDERS.png 1 Orders for 5 years
University
IMPROVEMENT UNIVERSITY.png
YIELD SCIENCE.png +50% Science
YIELD SCIENCE.png +1 Science per adj. resource
YIELD CIVICS.png +10% Civics
YIELD STONE.png -4 Stone
SPECIALIST PHILOSOPHER.png Enables Elder Philosopher
YIELD STONE.png 120 Stone
YIELD ORDERS.png 1 Orders for 6 years
TECH SCHOLARSHIP.png Scholarship
CULTURE DEVELOPING.png Developing Culture
Market
IMPROVEMENT MARKET.png
YIELD MONEY.png +20% Money
IMPROVEMENT HARBOR.png +20% Adjacent Harbor Yield
SPECIALIST SHOPKEEPER.png Enables Apprentice Shopkeeper
YIELD WOOD.png 80 Wood
YIELD ORDERS.png 1 Orders for 4 years
Grocer
IMPROVEMENT GROCER.png
YIELD MONEY.png +30% Money
IMPROVEMENT HARBOR.png +20% Adjacent Harbor Yield
SPECIALIST SHOPKEEPER.png Enables Master Shopkeeper
YIELD WOOD.png 100 Wood
YIELD ORDERS.png 1 Orders for 5 years
Fair
IMPROVEMENT FAIR.png
YIELD MONEY.png +50% Money
IMPROVEMENT HARBOR.png +20% Adjacent Harbor Yield
SPECIALIST SHOPKEEPER.png Enables Elder Shopkeeper
YIELD WOOD.png 120 Wood
YIELD ORDERS.png 1 Orders for 6 years
TECH COINAGE.png Coinage
CULTURE DEVELOPING.png Developing Culture
Barracks
IMPROVEMENT BARRACKS.png
+10 XP per year for Idle Melee Units
IMPROVEMENT GARRISON 1.png +20% Adjacent Garrison Yield
YIELD TRAINING.png +20% Training
YIELD IRON.png -2 Iron
SPECIALIST OFFICER.png Enables Officers
YIELD STONE.png 40 Stone
YIELD ORDERS.png 1 Orders for 4 years
TECH MILITARY DRILL.png Military Drill
IMPROVEMENT BARRACKS.png Max 2 per City
Range
IMPROVEMENT RANGE.png
+10 XP per year for Idle Ranged Units
IMPROVEMENT GARRISON 1.png +20% Adjacent Garrison Yield
YIELD TRAINING.png +20% Training
YIELD WOOD.png -2 Wood
SPECIALIST OFFICER.png Enables Officers
YIELD WOOD.png 40 Wood
YIELD ORDERS.png 1 Orders for 4 years
TECH COMPOSITE BOW.png Composite Bow
IMPROVEMENT RANGE.png Max 2 per City

Hamlets

Once the City reaches at least Developing Culture Level and the Nation has the TECH POLIS.png Polis technology, Workers will be able to construct Hamlets the cost of 40 YIELD STONE.png Stone and 1 YIELD ORDERS.png Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 years a Hamlet will grow into a Village, and after another 20 years the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements. Hovering over a Hamlet or Town will show the number of years until it upgrades.

Level Yearly yield Yearly consumption
IMPROVEMENT HAMLET.png Hamlet YIELD MONEY.png 10 Money without a Trade Network
YIELD MONEY.png 20 Money with a Trade Network
YIELD FOOD.png 1 Food
IMPROVEMENT VILLAGE.png Village YIELD MONEY.png 15 Money without a Trade Network
YIELD MONEY.png 30 Money with a Trade Network
YIELD FOOD.png 2 Food
IMPROVEMENT TOWN.png Town YIELD MONEY.png 20 Money without a Trade Network
YIELD MONEY.png 40 Money with a Trade Network
Icon Defense.png +10% Defense Strength if own army
YIELD FOOD.png 3 Food

Shrines

Shrines require the TECH DIVINATION.png Divination technology, 40 YIELD STONE.png Stone and 1 YIELD ORDERS.png Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation's Paganism Religion and enabling the SPECIALIST ACOLYTE.png Acolyte specialist. Each Shrine can only be built once unless the LAW POLYTHEISM.png Polytheism law is passed.

Shrine God Yearly yield Nations
IMPROVEMENT SHRINE FIRE.png Atar
Nuska
Vulcan
YIELD TRAINING.png +1 Training per Adjacent Lumbermill
IMPROVEMENT MINE.png +20% Adjacent Mine Yield
RELIGION PAGAN PERSIA.png Persia
RELIGION PAGAN ASSYRIA.png Assyria
RELIGION PAGAN ROME.png Rome
IMPROVEMENT SHRINE KINGSHIP.png Ashur
Madruk
Zeus
YIELD CIVICS.png +2 Civics
YIELD ORDERS.png +1 Orders per Adjacent Wonder of the World
RELIGION PAGAN ASSYRIA.png Assyria
RELIGION PAGAN BABYLONIA.png Babylonia
RELIGION PAGAN GREECE.png Greece
IMPROVEMENT SHRINE HEALING.png Eshmun
Isis
Kamrusepa
YIELD GROWTH.png +2 Growth per Adjacent Grove
+6 HP Healing for Idle Units
RELIGION PAGAN CARTHAGE.png Carthage
RELIGION PAGAN EGYPT.png Egypt
RELIGION PAGAN HITTITE.png Hatti
IMPROVEMENT SHRINE HEARTH.png Arinnitti
Tanit
Vesta
YIELD CULTURE.png +2 Culture
YIELD MONEY.png +10 Money per Adjacent Resource
RELIGION PAGAN HITTITE.png Hatti
RELIGION PAGAN CARTHAGE.png Carthage
RELIGION PAGAN ROME.png Rome
IMPROVEMENT SHRINE HUNTING.png Halki
Mithra
Neith
IMPROVEMENT CAMP.png +20% Adjacent Camp Yield
+1 Level for New Ranged Units
RELIGION PAGAN HITTITE.png Hatti
RELIGION PAGAN PERSIA.png Persia
RELIGION PAGAN EGYPT.png Egypt
IMPROVEMENT SHRINE LOVE.png Astarte
Ishtar
Venus
YIELD GROWTH.png +2 Growth
IMPROVEMENT PASTURE.png +20% Adjacent Pasture Yield
RELIGION PAGAN CARTHAGE.png Carthage
RELIGION PAGAN BABYLONIA.png Babylonia
RELIGION PAGAN ROME.png Rome
IMPROVEMENT SHRINE SUN.png Hvar Khshaita
Ra
Shamash
YIELD ORDERS.png +0.5 Orders
IMPROVEMENT FARM.png +20% Adjacent Farm Yield
RELIGION PAGAN PERSIA.png Persia
RELIGION PAGAN EGYPT.png Egypt
RELIGION PAGAN ASSYRIA.png Assyria
IMPROVEMENT SHRINE UNDERWORLD.png Ereshkigal
Hades
Osiris
YIELD CULTURE.png +2 Culture
YIELD CULTURE.png +50% Culture if Adjacent Mountain
YIELD CULTURE.png +100% Culture if Adjacent Volcano
RELIGION PAGAN BABYLONIA.png Babylonia
RELIGION PAGAN GREECE.png Greece
RELIGION PAGAN EGYPT.png Egypt
IMPROVEMENT SHRINE WATER.png Anahita
Melqart
Poseidon
YIELD MONEY.png +20 Money
IMPROVEMENT NETS.png +20% Adjacent Nets Yield
RELIGION PAGAN PERSIA.png Persia
RELIGION PAGAN CARTHAGE.png Carthage
RELIGION PAGAN GREECE.png Greece
IMPROVEMENT SHRINE WAR.png Mars
Ninurta
Tarhun
YIELD TRAINING.png +2 Training
+10 XP for Idle Infantry Units
RELIGION PAGAN ROME.png Rome
RELIGION PAGAN ASSYRIA.png Assyria
RELIGION PAGAN HITTITE.png Hatti
IMPROVEMENT SHRINE WISDOM.png Athena
Nabu
YIELD SCIENCE.png +1 Science
YIELD CIVICS.png +1 Civics per Adjacent Odeon
RELIGION PAGAN GREECE.png Greece
RELIGION PAGAN BABYLONIA.png Babylonia

World religion improvements

World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.

Improvement Specialist Construction reward Yearly yield Yearly consumption Cost Requirements
IMPROVEMENT CHRISTIANITY MONASTERY.png Christian Monastery
IMPROVEMENT JUDAISM MONASTERY.png Jewish Monastery
IMPROVEMENT MANICHAEISM MONASTERY.png Manichean Monastery
IMPROVEMENT ZOROASTRIANISM MONASTERY.png Zoroastrian Monastery
SPECIALIST MONK.png Monk +2 Disciple's Religion Opinion YIELD SCIENCE.png +2 Science
IMPROVEMENT GROVE.png +60% Adjacent Grove Yield
YIELD WOOD.png 2 Wood YIELD WOOD.png 60 Wood
YIELD ORDERS.png 1 Orders for 4 years
TECH MONASTICISM.png Monasticism technology
IMPROVEMENT CHRISTIANITY TEMPLE.png Christian Temple
IMPROVEMENT JUDAISM TEMPLE.png Jewish Temple
IMPROVEMENT MANICHAEISM TEMPLE.png Manichean Temple
IMPROVEMENT ZOROASTRIANISM TEMPLE.png Zoroastrian Temple
SPECIALIST PRIEST.png Priest +2 Disciple's Religion Opinion YIELD CULTURE.png +3 Culture
YIELD ORDERS.png +0.5 Orders
YIELD STONE.png 2 Stone YIELD STONE.png 60 Stone
YIELD ORDERS.png 1 Orders for 5 years
TECH DOCTRINE.png Doctrine technology
IMPROVEMENT CHRISTIANITY CATHEDRAL.png Christian Cathedral
IMPROVEMENT JUDAISM CATHEDRAL.png Jewish Cathedral
IMPROVEMENT MANICHAEISM CATHEDRAL.png Manichean Cathedral
IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png Zoroastrian Cathedral
SPECIALIST BISHOP.png Bishop +4 Disciple's Religion Opinion
YIELD LEGITIMACY.png +6 Legitimacy
YIELD CULTURE.png +40% Culture YIELD STONE.png 4 Stone YIELD STONE.png 100 Stone
YIELD ORDERS.png 1 Orders for 6 years
TECH VAULTING.png Vaulting technology
CULTURE STRONG.png Strong culture level
Adjacent Temple of the same Religion
Max 2 per Family
IMPROVEMENT HOLY SITE ZOROASTRIANISM.png The Adur Burzen-Mihr
IMPROVEMENT HOLY SITE MANICHAEISM.png The Cao'an
IMPROVEMENT HOLY SITE CHRISTIANITY.png The Church of the Holy Sepulchre
IMPROVEMENT HOLY SITE JUDAISM.png The Temple of Solomon
None +20 Disciple's Religion Opinion
+2 Victory Points
YIELD CULTURE.png +40% Culture
Creates a Disciple of the same Religion every 20 years
Cannot be replaced
None YIELD STONE.png 200 Stone
YIELD CIVICS.png 200 Civics
YIELD ORDERS.png 1 Orders for 8 years
CULTURE DEVELOPING.png Developing culture level
Holy City
Max 1 per Nation

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 yield 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 yield Master yearly yield Elder yearly yield
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 IMPROVEMENT CHRISTIANITY MONASTERY.png Christian Monastery
IMPROVEMENT JUDAISM MONASTERY.png Jewish Monastery
IMPROVEMENT MANICHAEISM MONASTERY.png Manichean Monastery
IMPROVEMENT ZOROASTRIANISM MONASTERY.png Zoroastrian 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 IMPROVEMENT CHRISTIANITY TEMPLE.png Christian Temple
IMPROVEMENT JUDAISM TEMPLE.png Jewish Temple
IMPROVEMENT MANICHAEISM TEMPLE.png Manichean Temple
IMPROVEMENT ZOROASTRIANISM TEMPLE.png Zoroastrian 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 IMPROVEMENT CHRISTIANITY CATHEDRAL.png Christian Cathedral
IMPROVEMENT JUDAISM CATHEDRAL.png Jewish Cathedral
IMPROVEMENT MANICHAEISM CATHEDRAL.png Manichean Cathedral
IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png Zoroastrian 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 and cannot be replaced by other improvements.

Wonder of the World Yield 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 PYRAMIDS.png The Pyramids YIELD CULTURE.png +4 Culture per year
YIELD ORDERS.png +1 Orders per year per Religion
-50% Start Law Cost
YIELD CIVICS.png 100 Civics
YIELD STONE.png 600 Stone
YIELD ORDERS.png 1 Orders for 10 years
Weak Arid or Sand
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]
IMPROVEMENT HAMLET.png -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 NECROPOLIS.png The Necropolis YIELD HAPPINESS.png +2 Happiness per year per Temple YIELD CIVICS.png 200 Civics
YIELD STONE.png 900 Stone
YIELD ORDERS.png 1 Orders for 12 years
Developing Hill
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
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
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[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 HAGIA SOPHIA.png The Hagia Sophia YIELD CULTURE.png +10 Culture per year
YIELD CIVICS.png +40 Civics per year
YIELD HAPPINESS.png +2 Happiness per year [All 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 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 CULTURE WEAK.png Tier I CULTURE DEVELOPING.png Tier II CULTURE STRONG.png Tier III CULTURE LEGENDARY.png Tier IV Requirements
Yearly Yield On Completion Cost Yearly Yield On Completion Cost Yearly Yield On Completion Cost Yearly Yield 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 Year YIELD CIVICS.png +60% (1 turn)
YIELD MONEY.png +60% (1 turn)
YIELD TRAINING.png +60% (1 turn)
1 Year YIELD CIVICS.png +80% (1 turn)
YIELD MONEY.png +80% (1 turn)
YIELD TRAINING.png +80% (1 turn)
1 Year YIELD CIVICS.png +100% (1 turn)
YIELD MONEY.png +100% (1 turn)
YIELD TRAINING.png +100% (1 turn)
1 Year
PROJECT FESTIVAL 1.png Festival YIELD CULTURE.png 1 YIELD GROWTH.png 20
YIELD HAPPINESS.png 20
YIELD CIVICS.png 40 YIELD CULTURE.png 1 YIELD GROWTH.png 40
YIELD HAPPINESS.png 40
YIELD CIVICS.png 60 YIELD CULTURE.png 1 YIELD GROWTH.png 60
YIELD HAPPINESS.png 60
YIELD CIVICS.png 80 YIELD CULTURE.png 1 YIELD GROWTH.png 80
YIELD HAPPINESS.png 80
YIELD CIVICS.png 100
PROJECT TREASURY 1.png Treasury YIELD MONEY.png 10 YIELD MONEY.png 100 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD MONEY.png 20 YIELD MONEY.png 200 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD MONEY.png 30 YIELD MONEY.png 300 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD MONEY.png 40
YIELD HAPPINESS.png 1
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 YIELD CIVICS.png 20 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD CIVICS.png 2 YIELD CIVICS.png 40 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD CIVICS.png 3 YIELD CIVICS.png 60 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD CIVICS.png 4
YIELD HAPPINESS.png 1
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 YIELD SCIENCE.png 10 YIELD CIVICS.png 40
YIELD STONE.png 20
YIELD SCIENCE.png 2 YIELD SCIENCE.png 20 YIELD CIVICS.png 60
YIELD STONE.png 40
YIELD SCIENCE.png 3 YIELD SCIENCE.png 30 YIELD CIVICS.png 80
YIELD STONE.png 60
YIELD SCIENCE.png 4
YIELD HAPPINESS.png 1
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 YIELD SCIENCE.png 40 YIELD CIVICS.png 80 YIELD CULTURE.png 1 YIELD SCIENCE.png 80 YIELD CIVICS.png 120 YIELD CULTURE.png 1 YIELD SCIENCE.png 120 YIELD CIVICS.png 160 YIELD CULTURE.png 1 YIELD SCIENCE.png 160 YIELD CIVICS.png 200 TRAIT SCHOLAR.png Scholar governor
PROJECT CONVOY 1.png Convoy YIELD SCIENCE.png 1 YIELD MONEY.png 100
YIELD HAPPINESS.png 40
YIELD CIVICS.png 40 YIELD SCIENCE.png 1 YIELD MONEY.png 200
YIELD HAPPINESS.png 60
YIELD CIVICS.png 60 YIELD SCIENCE.png 1 YIELD MONEY.png 300
YIELD HAPPINESS.png 80
YIELD CIVICS.png 80 YIELD SCIENCE.png 1 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 family seat
PROJECT HUNT 1.png Hunt YIELD GROWTH.png 1 YIELD FOOD.png 100 YIELD CIVICS.png 40 YIELD GROWTH.png 1 YIELD FOOD.png 200 YIELD CIVICS.png 60 YIELD GROWTH.png 1 YIELD FOOD.png 300 YIELD CIVICS.png 80 YIELD GROWTH.png 1 YIELD FOOD.png 400 YIELD CIVICS.png 100 Hunters family seat
PROJECT OLYMPICS 1.png Olympiad YIELD TRAINING.png 1 YIELD TRAINING.png 50 YIELD CIVICS.png 40 YIELD TRAINING.png 1 YIELD TRAINING.png 100 YIELD CIVICS.png 60 YIELD TRAINING.png 1 YIELD TRAINING.png 150 YIELD CIVICS.png 80 YIELD TRAINING.png 1 YIELD TRAINING.png 200 YIELD CIVICS.png 100 Greece nation
PROJECT REPAIR.png Repair Damage 3 HP 1 Year City has below 20 HP

Defenses

Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.

Project Effects Cost
PROJECT WALLS.png Walls +10 City HP
+1 YIELD HAPPINESS.png Happiness per year if there is any Family Military Unit in City Territory
YIELD STONE.png 40 Stone
YIELD CIVICS.png 60 Civics
PROJECT MOAT.png Moat +10 City HP
+1 YIELD HAPPINESS.png Happiness per year if there is any Family Military Unit in City Territory
+25% City Defense
YIELD STONE.png 60 Stone
YIELD CIVICS.png 80 Civics
PROJECT TOWERS.png Towers +10 City HP
+1 YIELD HAPPINESS.png Happiness per year if there is any Family Military Unit in City Territory
+25% City Defense
+1 Unit Range
YIELD STONE.png 80 Stone
YIELD CIVICS.png 100 Civics

Suppress Dissent

Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 YIELD TRAINING.png Training and 60 YIELD DISCONTENT.png Discontent.