|
|
Line 60: |
Line 60: |
| ! 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 |
Line 67: |
Line 67: |
| | 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 |
Line 74: |
Line 74: |
| | 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 |
Line 81: |
Line 81: |
| | 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 |
Line 88: |
Line 88: |
| | [[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 |
Line 95: |
Line 95: |
| | [[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 |
Line 102: |
Line 102: |
| | [[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 |
Line 109: |
Line 109: |
| | [[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 |
Line 116: |
Line 116: |
| | [[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 |
Line 123: |
Line 123: |
| | [[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 |
Line 130: |
Line 130: |
| | [[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 |
Line 137: |
Line 137: |
| | [[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 |
Line 144: |
Line 144: |
| | [[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 |
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 Culture and +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 Discontent unless the 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
|
Weak
|
I
|
+1
|
+4
|
0
|
No
|
1 Food
|
The Hanging Gardens The Oracle The Pyramids The Ziggurat
|
Developing
|
II
|
+2
|
+6
|
1
|
Yes
|
2 Food 1 Iron
|
The Apadana The Ishtar Gate The Lighthouse The Necropolis
|
Strong
|
III
|
+3
|
+8
|
2
|
Yes
|
3 Food 1 Iron 1 Stone
|
The Acropolis The Colossus The Mausoleum The Musaeum
|
Legendary
|
IV
|
+4
|
+10
|
3
|
Yes
|
4 Food 1 Iron 1 Stone 1 Wood
|
The Circus Maximus The Hagia Sophia The Pantheon 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 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
|
Farm
|
+5 Food
|
Farmer
|
20 Wood 1 Orders for 3 years
|
Arid, Lush, Temperate, Marsh (requires Centralization law) Barley, Sorghum, Wheat
|
None
|
Mine
|
+5 Iron
|
Miner
|
20 Wood 1 Orders for 3 years
|
Arid, Lush, Temperate, Hill Gems, Gold, Ore, Salt, Silver
|
None
|
Nets
|
Various
|
Fisher
|
20 Wood 1 Orders for 3 years
|
Crabs, Dyes, Fish, Pearls
|
None
|
Fort
|
+50% Defense if Friendly Territory +50% Defense if Neutral Territory +2 Unit Vision Units Heal even if Neutral Territory Destroyed when Pillaged
|
None
|
40 Stone 1 Orders
|
Arid, Lush, Temperate
|
Stonecutting
|
Quarry
|
+5 Stone
|
Stonecutter
|
20 Iron 1 Orders for 3 years
|
Arid, Lush, Temperate, Adjacent Mountain, Adjacent Volcano Marble
|
Stonecutting
|
Granary
|
+2 Growth -1 Wood +60% Adjacent Farm Yield
|
None
|
40 Wood 1 Orders for 4 years
|
Arid, Lush, Temperate
|
Administration
|
Camp
|
+20% Adjacent Lumbermill Yield
|
Trapper
|
20 Wood 1 Orders for 3 years
|
Camels, Elephants, Fur, Game
|
Trapping
|
Pasture
|
+40% Adjacent Farms Yield
|
Rancher
|
20 Wood 1 Orders for 3 years
|
Cattle, Goats, Horses, Pigs, Sheep
|
Husbandry
|
Grove
|
Various
|
Gardener
|
20 Wood 1 Orders for 3 years
|
Citrus, Honey, Incense, Lavender, Olives, Wine
|
Land Consolidation
|
Harbor
|
+10 Money +2 Money per Adjacent Resource -1 Stone +40% Adjacent Nets Yield +10 XP for Idle Ship Units
|
None
|
60 Wood 1 Orders for 4 years
|
Coast
|
Cartography
|
Lumbermill
|
+5 Wood
|
Woodcutter
|
20 Iron 1 Orders for 3 years
|
Trees
|
Forestry
|
Watermill
|
+2 Science
|
None
|
40 Wood 1 Orders for 2 years
|
River
|
Hydraulics
|
Windmill
|
+2 Science
|
None
|
40 Stone 1 Orders for 2 years
|
Hill
|
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 Urban, Arid, Lush or Temperate tiles, and 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
|
+20% Defense if own army +0.5 Orders -2 Stone Enables City Governor
|
80 Stone 1 Orders for 4 years
|
Stronghold
|
+30% Defense if own army +0.5 Orders -3 Stone Enables City Governor Enables tier 1 Nation Unit
|
100 Stone 1 Orders for 5 years
|
Citadel
|
+40% Defense if own army +0.5 Orders -10% Maintenance -4 Stone Enables City Governor Enables tier 2 Nation Unit
|
100 Stone 1 Orders for 6 years
|
1 Active Law
|
Odeon
|
+3 Culture -2 Stone Enables Apprentice Poet
|
40 Stone 1 Orders for 4 years
|
Theater
|
+4 Culture +1 Happiness -3 Stone Enables Master Poet
|
60 Stone 1 Orders for 5 years
|
Amphitheater
|
+5 Culture +2 Happiness -4 Stone Enables Elder Poet
|
80 Stone 1 Orders for 6 years
|
Drama
|
Cold Baths
|
+1 Happiness -2 Stone Enables Apprentice Doctor
|
40 Stone 1 Orders for 4 years
|
Warm Baths
|
+2 Happiness -3 Stone Enables Master Doctor
|
60 Stone 1 Orders for 5 years
|
Heated Baths
|
+3 Happiness +10% Growth -4 Stone Enables Elder Doctor
|
80 Stone 1 Orders for 6 years
|
Architecture Developing Culture
|
Courthouse
|
+20% Civics -2 Stone Enables Apprentice Scribe
|
80 Stone 1 Orders for 4 years
|
Ministry
|
+30% Civics -3 Stone Enables Master Scribe
|
100 Stone 1 Orders for 5 years
|
Palace
|
+50% Civics -10% Maintenance -4 Stone Enables Elder Scribe
|
120 Stone 1 Orders for 6 years
|
Citizenship Developing Culture
|
Library
|
+20% Science +1 Science per adj. resource -2 Stone Enables Apprentice Philosopher
|
80 Stone 1 Orders for 4 years
|
Academy
|
+30% Science +1 Science per adj. resource -3 Stone Enables Master Philosopher
|
100 Stone 1 Orders for 5 years
|
University
|
+50% Science +1 Science per adj. resource +10% Civics -4 Stone Enables Elder Philosopher
|
120 Stone 1 Orders for 6 years
|
Scholarship Developing Culture
|
Market
|
+20% Money +20% Adjacent Harbor Yield Enables Apprentice Shopkeeper
|
80 Wood 1 Orders for 4 years
|
Grocer
|
+30% Money +20% Adjacent Harbor Yield Enables Master Shopkeeper
|
100 Wood 1 Orders for 5 years
|
Fair
|
+50% Money +20% Adjacent Harbor Yield Enables Elder Shopkeeper
|
120 Wood 1 Orders for 6 years
|
Coinage Developing Culture
|
Barracks
|
+10 XP per year for Idle Melee Units +20% Adjacent Garrison Yield +20% Training -2 Iron Enables Officers
|
40 Stone 1 Orders for 4 years
|
|
|
|
|
|
|
Military Drill Max 2 per City
|
Range
|
+10 XP per year for Idle Ranged Units +20% Adjacent Garrison Yield +20% Training -2 Wood Enables Officers
|
40 Wood 1 Orders for 4 years
|
|
|
|
|
|
|
Composite Bow Max 2 per City
|
Hamlets
Once the City reaches at least Developing Culture Level and the Nation has the Polis technology, Workers will be able to construct Hamlets the cost of 40 Stone and 1 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
|
Hamlet
|
10 Money without a Trade Network 20 Money with a Trade Network
|
1 Food
|
Village
|
15 Money without a Trade Network 30 Money with a Trade Network
|
2 Food
|
Town
|
20 Money without a Trade Network 40 Money with a Trade Network +10% Defense Strength if own army
|
3 Food
|
Shrines
Shrines require the Divination technology, 40 Stone and 1 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 Acolyte specialist. Each Shrine can only be built once unless the Polytheism law is passed.
Shrine |
God |
Yearly yield |
Nations
|
|
Atar Nuska Vulcan
|
+1 Training per Adjacent Lumbermill +20% Adjacent Mine Yield
|
Persia Assyria Rome
|
|
Ashur Madruk Zeus
|
+2 Civics +1 Orders per Adjacent Wonder of the World
|
Assyria Babylonia Greece
|
|
Eshmun Isis Kamrusepa
|
+2 Growth per Adjacent Grove +6 HP Healing for Idle Units
|
Carthage Egypt Hatti
|
|
Arinnitti Tanit Vesta
|
+2 Culture +10 Money per Adjacent Resource
|
Hatti Carthage Rome
|
|
Halki Mithra Neith
|
+20% Adjacent Camp Yield +1 Level for New Ranged Units
|
Hatti Persia Egypt
|
|
Astarte Ishtar Venus
|
+2 Growth +20% Adjacent Pasture Yield
|
Carthage Babylonia Rome
|
|
Hvar Khshaita Ra Shamash
|
+0.5 Orders +20% Adjacent Farm Yield
|
Persia Egypt Assyria
|
|
Ereshkigal Hades Osiris
|
+2 Culture +50% Culture if Adjacent Mountain +100% Culture if Adjacent Volcano
|
Babylonia Greece Egypt
|
|
Anahita Melqart Poseidon
|
+20 Money +20% Adjacent Nets Yield
|
Persia Carthage Greece
|
|
Mars Ninurta Tarhun
|
+2 Training +10 XP for Idle Infantry Units
|
Rome Assyria Hatti
|
|
Athena Nabu
|
+1 Science +1 Civics per Adjacent Odeon
|
Greece 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
|
Christian Monastery Jewish Monastery Manichean Monastery Zoroastrian Monastery
|
Monk
|
+2 Disciple's Religion Opinion
|
+2 Science +60% Adjacent Grove Yield
|
2 Wood
|
60 Wood 1 Orders for 4 years
|
Monasticism technology
|
Christian Temple Jewish Temple Manichean Temple Zoroastrian Temple
|
Priest
|
+2 Disciple's Religion Opinion
|
+3 Culture +0.5 Orders
|
2 Stone
|
60 Stone 1 Orders for 5 years
|
Doctrine technology
|
Christian Cathedral Jewish Cathedral Manichean Cathedral Zoroastrian Cathedral
|
Bishop
|
+4 Disciple's Religion Opinion +6 Legitimacy
|
+40% Culture
|
4 Stone
|
100 Stone 1 Orders for 6 years
|
Vaulting technology Strong culture level Adjacent Temple of the same Religion Max 2 per Family
|
The Adur Burzen-Mihr The Cao'an The Church of the Holy Sepulchre The Temple of Solomon
|
None
|
+20 Disciple's Religion Opinion +2 Victory Points
|
+40% Culture Creates a Disciple of the same Religion every 20 years Cannot be replaced
|
None
|
200 Stone 200 Civics 1 Orders for 8 years
|
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 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
|
Farmer
|
Farm
|
150% Improvement Yield 1 Growth
|
40 Civics
|
Miner
|
Mine
|
150% Improvement Yield 1 Training
|
40 Civics
|
Stonecutter
|
Quarry
|
150% Improvement Yield 1 Civics
|
40 Civics
|
Woodcutter
|
Lumbermill
|
150% Improvement Yield 1 Science
|
40 Civics
|
Fisher
|
Nets
|
200% Improvement Yield
|
60 Civics 20 Food
|
Gardener
|
Grove
|
200% Improvement Yield
|
60 Civics 20 Food
|
Rancher
|
Pasture
|
200% Improvement Yield
|
60 Civics 20 Food
|
Trapper
|
Camp
|
200% Improvement Yield
|
60 Civics 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 Food and 40 Civics and produces a bonus of 2 Science each year.
- Upgrading to Master specialist costs 60 Food and 60 Civics and produces a bonus of 3 Science each year.
- Upgrading to Elder specialist costs 80 Food and 80 Civics and produces a bonus of 4 Science each year.
Specialist |
Improvement |
Apprentice yearly yield |
Master yearly yield |
Elder yearly yield
|
Acolyte
|
Shrine
|
1 Religion Opinion 2 Culture
|
2 Religion Opinion 3 Culture 0.5 Orders
|
3 Religion Opinion 4 Culture 1 Orders
|
Monk
|
Christian Monastery Jewish Monastery Manichean Monastery Zoroastrian Monastery
|
1 Religion Opinion 4 Culture
|
2 Religion Opinion 6 Culture 1 Civics per Culture Level
|
3 Religion Opinion 8 Culture 2 Civics per Culture Level
|
Priest
|
Christian Temple Jewish Temple Manichean Temple Zoroastrian Temple
|
1 Religion Opinion 1 Happiness
|
2 Religion Opinion 1.5 Happiness 0.5 Training per Citizen
|
3 Religion Opinion 2 Happiness 1 Training per Citizen
|
Bishop
|
Christian Cathedral Jewish Cathedral Manichean Cathedral Zoroastrian Cathedral
|
1 Religion Opinion 10 Money per Culture Level
|
2 Religion Opinion 15 Money per Culture Level 0.5 Orders
|
3 Religion Opinion 20 Money per Culture Level 1 Orders
|
Officer
|
Barracks Range
|
2 Training
|
3 Training 20 XP for New Units
|
4 Training 50 XP for New Units
|
Poet
|
Odeon
|
3 Culture
|
4 Culture 0.5 Civics per Citizen
|
5 Culture 1 Civics per Citizen
|
Doctor
|
Cold Baths
|
2 Growth
|
3 Growth 1 Science per Culture Level
|
4 Growth 2 Science per Culture Level
|
Philosopher
|
Library
|
2 Science
|
3 Science 1 Culture per Citizen
|
4 Science 2 Culture per Citizen
|
Scribe
|
Courthouse
|
2 Civics
|
3 Civics 1 Money per Citizen
|
4 Civics 2 Money per Citizen
|
Shopkeeper
|
Market
|
20 Money
|
30 Money 1 Growth per Culture Level
|
40 Money 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
|
The Hanging Gardens
|
+4 Culture per year +20% Growth [All Cities]
|
100 Civics 400 Stone 200 Wood 1 Orders for 10 years
|
Weak
|
River
|
The Oracle
|
+4 Culture per year +10 Money per year per Religion +1 Tech Hand Card Size Free Agent Network in all Holy Cities on completion
|
100 Civics 400 Stone 200 Food 1 Orders for 10 years
|
Weak
|
Hill
|
The Pyramids
|
+4 Culture per year +1 Orders per year per Religion -50% Start Law Cost
|
100 Civics 600 Stone 1 Orders for 10 years
|
Weak
|
Arid or Sand
|
The Ziggurat
|
+4 Culture per year +20 Civics per year -20% Improvement Costs [All Cities]
|
100 Civics 600 Stone 1 Orders for 10 years
|
Weak
|
Holy City (Any Religion)
|
The Apadana
|
+6 Culture per year +20 Civics per year -50% Maintenance [All Cities]
|
200 Civics 900 Stone 1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Ishtar Gate
|
+6 Culture per year +1 Growth per year per Culture Level 100 Culture in all Cities on completion
|
200 Civics 600 Stone 300 Iron 1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Lighthouse
|
+6 Culture per year +100% Nets Yield [All Cities] -10 Upgrade Years for Hamlet Improvements
|
200 Civics 600 Stone 300 Iron 1 Orders for 12 years
|
Developing
|
Adjacent City Center
|
The Necropolis
|
+2 Happiness per year per Temple
|
200 Civics 900 Stone 1 Orders for 12 years
|
Developing
|
Hill
|
The Acropolis
|
+8 Culture per year +2 Civics per year per Religion +0.5 Orders per year with Forum
|
300 Civics 1200 Stone 1 Orders for 14 years
|
Strong
|
Hill
|
The Colossus
|
+8 Culture per year +2 Civics per year with Road Connection +1 Level for New Units
|
300 Civics 400 Stone 800 Iron 1 Orders for 14 years
|
Strong
|
Coastal Water
|
The Mausoleum
|
+8 Culture per year +40% Culture [All Cities] New Units start with Guard I
|
300 Civics 1200 Stone 1 Orders for 14 years
|
Strong
|
Hill
|
The Musaeum
|
+8 Culture per year +50% Science New Units start with Guard I +1 Civics per year per Elder Specialist
|
300 Civics 800 Stone 400 Wood 1 Orders for 14 years
|
Strong
|
Adjacent City Center
|
The Circus Maximus
|
+10 Culture per year +40 Training per year +10 XP per year for Idle Mounted Units New Mounted Units start with Swift[All Cities]
|
400 Civics 1200 Stone 600 Food 1 Orders for 16 years
|
Legendary
|
Adjacent City Center
|
The Hagia Sophia
|
+10 Culture per year +40 Civics per year +2 Happiness per year [All Cities]
|
400 Civics 1800 Stone 1 Orders for 16 years
|
Legendary
|
Holy City (Any Religion)
|
The Pantheon
|
+10 Culture per year +40 Training per year +2 Civics per Culture Level [State Religion Cities]
|
400 Civics 1800 Stone 1 Orders for 16 years
|
Legendary
|
Holy City (Any Religion)
|
The Via Recta Souk
|
+10 Culture per year +2 Growth per year +1 Happiness per City Luxury [All Cities]
|
400 Civics 1200 Stone 600 Food 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
|
Yearly Yield |
On Completion |
Cost |
Yearly Yield |
On Completion |
Cost |
Yearly Yield |
On Completion |
Cost |
Yearly Yield |
On Completion |
Cost
|
Council
|
|
+40% (1 turn) +40% (1 turn) +40% (1 turn) |
1 Year
|
|
+60% (1 turn) +60% (1 turn) +60% (1 turn) |
1 Year
|
|
+80% (1 turn) +80% (1 turn) +80% (1 turn) |
1 Year
|
|
+100% (1 turn) +100% (1 turn) +100% (1 turn) |
1 Year
|
|
Festival
|
1 |
20 20 |
40
|
1 |
40 40 |
60
|
1 |
60 60 |
80
|
1 |
80 80 |
100
|
|
Treasury
|
10 |
100 |
40 20
|
20 |
200 |
60 40
|
30 |
300 |
80 60
|
40 1 |
400 |
100 80
|
Administration technology
|
Forum
|
1 |
20 |
40 20
|
2 |
40 |
60 40
|
3 |
60 |
80 60
|
4 1 |
80 |
100 80
|
Rhetoric technology
|
Archive
|
1 |
10 |
40 20
|
2 |
20 |
60 40
|
3 |
30 |
80 60
|
4 1 |
40 |
100 80
|
Metaphysics technology
|
Inquiry
|
1 |
40 |
80
|
1 |
80 |
120
|
1 |
120 |
160
|
1 |
160 |
200
|
Scholar governor
|
Convoy
|
1 |
100 40 |
40
|
1 |
200 60 |
60
|
1 |
300 80 |
80
|
1 |
400 100 |
100
|
Trade League law
|
Decree
|
|
3 |
40
|
|
6 |
60
|
|
9 |
80
|
|
10 |
100
|
Constitution law or Statesman family seat
|
Hunt
|
1 |
100 |
40
|
1 |
200 |
60
|
1 |
300 |
80
|
1 |
400 |
100
|
Hunters family seat
|
Olympiad
|
1 |
50 |
40
|
1 |
100 |
60
|
1 |
150 |
80
|
1 |
200 |
100
|
Greece nation
|
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
|
Walls
|
+10 City HP +1 Happiness per year if there is any Family Military Unit in City Territory
|
40 Stone 60 Civics
|
Moat
|
+10 City HP +1 Happiness per year if there is any Family Military Unit in City Territory +25% City Defense
|
60 Stone 80 Civics
|
Towers
|
+10 City HP +1 Happiness per year if there is any Family Military Unit in City Territory +25% City Defense +1 Unit Range
|
80 Stone 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 Training and 60 Discontent.