List of Improvements: Difference between revisions
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|Prod=+100% [[Region Materials]] {{Materials}} yield<br />is added to the city's [[Harvest Production]]. | |Prod=+100% [[Region Materials]] {{Materials}} yield<br />is added to the city's [[Harvest Production]]. | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br /><br />+1 City [[Build Production]] | |Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br /><br />+1 City [[Build Production]] | ||
|Other=Upgrades to [[Mine]]<br />and [[Industrial Mine]].<br /><br />Requires {{Itemil|BronzeWorking.png|Tech_Tree| Bronze Working}} | |Other=Upgrades to [[Mine]]<br />and [[Industrial Mine]].<br /><br />Requires {{Itemil|BronzeWorking.png|Tech_Tree| Bronze Working}} | ||
}} | }} | ||
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|Prod=+1 {{Wealth}} Wealth | |Prod=+1 {{Wealth}} Wealth | ||
|Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br /><br />+1 {{Wealth}} Wealth | |Experts={{Expert}}+150% [[Harvest Production]]<br />at this improvement.<br /><br />+1 {{Wealth}} Wealth | ||
|Other=Not the greatest of improvements unless you have a [[List_of_Resource_Nodes#HuntingCamp.png|Resource Node]] that needs it.<br /><br />Requires {{Itemil|Archery.png|Tech_Tree| Archery}}<br />or {{Itemil|BronzeWorking.png|Tech_Tree| Bronze Working}} | |Other=Not the greatest of improvements unless you have a [[List_of_Resource_Nodes#HuntingCamp.png|Resource Node]] that needs it.<br /><br />Requires {{Itemil|Archery.png|Tech_Tree| Archery}}<br />or {{Itemil|BronzeWorking.png|Tech_Tree| Bronze Working}} | ||
}} | }} | ||
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|Prod={{Itemil|CuredMeats.png|List_of_Goods|Cured Meats}}<br />{{Itemil|SaltedFish.png|List_of_Goods|Salted Fish}} | |Prod={{Itemil|CuredMeats.png|List_of_Goods|Cured Meats}}<br />{{Itemil|SaltedFish.png|List_of_Goods|Salted Fish}} | ||
|Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement.<br /><br />+25% [[Build Production]]<br />towards {{DomainIndustry}} Industry improvements in this region. | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement.<br /><br />+25% [[Build Production]]<br />towards {{DomainIndustry}} Industry improvements in this region. | ||
|Other=Requires {{Itemil|AnimalHusbandry.png|Tech_Tree| Animal Husbandry}} | |Other=Requires {{Itemil|AnimalHusbandry.png|Tech_Tree| Animal Husbandry}} | ||
}} | }} | ||
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|Prod=+2 Strength to [[Forces]] within this [[Region]].<br />+15 [[City Security]]. | |Prod=+2 Strength to [[Forces]] within this [[Region]].<br />+15 [[City Security]]. | ||
|Experts={{Expert}}+ 10 [[City Siege Defense]]<br />in this city. | |Experts={{Expert}}+ 10 [[City Siege Defense]]<br />in this city. | ||
|Other=Upgrades to [[Fortress]] and [[Citadel]].<br /><br />Requires {{Itemil|Archery.png|Tech_Tree| Archery}} | |Other=Upgrades to [[Fortress]] and [[Citadel]].<br /><br />Requires {{Itemil|Archery.png|Tech_Tree| Archery}} | ||
}} | }} | ||
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|Prod=+5 [[City Health]]<br />+50% of [[Region Food]] {{FoodSmall}} yield is applied towards [[Harvest Production]] at each [[Farm]] within this [[Region]].<br /><br />{{Itemil|GrainStore.png|List_of_Goods|Grain Store}} | |Prod=+5 [[City Health]]<br />+50% of [[Region Food]] {{FoodSmall}} yield is applied towards [[Harvest Production]] at each [[Farm]] within this [[Region]].<br /><br />{{Itemil|GrainStore.png|List_of_Goods|Grain Store}} | ||
|Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement. | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement. | ||
|Other=Requires a source of {{Itemil|Grain.png|List_of_Goods|Grain}}.<br /><br />Requires {{Itemil|GrainStorage.png|Tech_Tree| Grain Storage}}<br />or {{Itemil|Irrigation.png|Tech_Tree| Irrigation}} | |Other=Requires a source of {{Itemil|Grain.png|List_of_Goods|Grain}}.<br /><br />Requires {{Itemil|GrainStorage.png|Tech_Tree| Grain Storage}}<br />or {{Itemil|Irrigation.png|Tech_Tree| Irrigation}} | ||
}} | }} | ||
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|Prod=+5 [[City Health]]. +10 [[City Knowledge]]<br />+25% [[Craft Production]] to apothecaries<br />and their upgrades in this region.<br /><br />{{Itemil|HerbalMedicine.png|List_of_Goods|Herbal Medicine}} {{Itemil-lock|Candle.png|List_of_Goods|Candle}}<br />{{Itemil-lock|Perfume.png|List_of_Goods|Perfume}} {{Itemil-lock|Soap.png|List_of_Goods|Soap}} | |Prod=+5 [[City Health]]. +10 [[City Knowledge]]<br />+25% [[Craft Production]] to apothecaries<br />and their upgrades in this region.<br /><br />{{Itemil|HerbalMedicine.png|List_of_Goods|Herbal Medicine}} {{Itemil-lock|Candle.png|List_of_Goods|Candle}}<br />{{Itemil-lock|Perfume.png|List_of_Goods|Perfume}} {{Itemil-lock|Soap.png|List_of_Goods|Soap}} | ||
|Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement. | |Experts={{Expert}}+150% [[Craft Production]]<br />at this improvement. | ||
|Other=Upgrades to [[Chemist]]<br />and [[Pharmacy]].<br />Requires {{Itemil|Herbalism.png|Tech_Tree| Herbalism}} | |Other=Upgrades to [[Chemist]]<br />and [[Pharmacy]].<br />Requires {{Itemil|Herbalism.png|Tech_Tree| Herbalism}}<br />{{FadedOutGoods}} | ||
}} | }} | ||
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Revision as of 05:23, 24 October 2024
| This page is still under construction. It might not be complete or formatted properly. |
| These improvements serve different functions, depending on their domain type: | |||
| These improvements boost Prosperity and produce Wealth to fill your nation's treasury. | |||
| These Masterpiece generating improvements create great art, music, sculptures and more. | |||
| Establish and manage your nation's cities and the needs of the public, from administration to housing. | |||
| These "Harvesters" collect Resources you need to grow and fuel your nation. | |||
| These "Crafters" convert Resources into Goods that are used as Amenities/Supplies and for certain improvements. | |||
| These improvements provide for the public defence and allow your nation to produce and boost your armed Forces. | |||
| These improvements are used to found, spread and amplify the effects of Religion for your nation. | |||
| These improvements that generate Research, as well as improving your people's Health and Knowledge. | |||
| Got a 1080p monitor or bigger? Find and click this button in the bottom-right of your screen! You'll be able to fit 2 or more Ages side by side! Or even 4 Ages with a 4K monitor! |
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| - Act I - |
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Upgrades to Residence
and Skyscraper. Place these in your City Center, leave room for a Monument. And if it's your capital, leave room for the Palace. | |||||
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Upgrades to Crafting Guild
and Factory. Too many Goods for full names. Faded out Goods might not be available due to technology requirements. | |||||
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+100% of Region Food
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Not the greatest of improvements unless you have a Resource Node that needs it.
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Upgrades to Brewery and Distillery. Requires a source of
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+5 City Health
+50% of Region Food |
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+5 City Health. +10 City Knowledge
+25% Craft Production to apothecaries and their upgrades in this region. |
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+25% Craft Production to Ceramic Shops.
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| Bronze Age | |||||
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+25% Harvest Production towards
Animal Resource Nodes in this City. -5 City Health City Health |
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Offers great production
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+1 City Cap.
+50% Tax income per turn. +5 bonus to all Quality of Life stats if built in your city center. |
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+10 City Production
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+25% Craft Production to Weavers
and their upgrades in this Region. |
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| Iron Age | |||||
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+200% of Region Food
applied to Harvest Production. +3% City Growth. +5 bonus Region Harvest Production for each Farm in this region (including itself). |
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| Antiquities | |||||
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| - Act II - |
| Early Middle Ages | |||||
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| High Medieval Era | |||||
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| Renaissance | |||||
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| Enlightenment | |||||
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| - Act III - |
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| Atomic Age | |||||
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| Information Age | |||||
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| Singularity Age | |||||
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Images Temp
See Also
- List of Resources
- List of Goods (Includes Amenities/Supplies)
- List of Triumphs

