Last Update: Patch 1.0.61443 (july 22)
Pillage yields[edit]
Improvement
|
Pillage yield
|
Fort
|
20
|
Farm / Granary
|
20
|
Mine
|
20
|
Quarry
|
20
|
Lumbermill
|
20
|
Pasture / Camp / Grove / Nets
|
20
|
Harbor
|
30
|
Watermill / Windmill
|
20
|
Hamlet / Village / Town
|
10 / 20 / 40
|
Barracks
|
20
|
Range
|
20
|
Odeon / Theater / Amphitheater
|
20 / 30 / 40
|
Baths
|
20 / 30 / 40
|
Market / Grocer / Fair
|
20 / 40 / 60
|
Library / Academy / University
|
10 / 20 / 30
|
Courthouse / Ministry / Palace
|
10 / 20 / 30
|
Garrison / Stronghold / Citadel
|
40 / 50 / 50!?
|
Shrine
|
20
|
Monastery
|
20
|
Temple
|
2
|
Cathedral
|
20
|
Shrines[edit]
All Shrines cost 40
to build and take 4 turns. They are built in Urban, Lush, Temperate or Arid locations, and you may only have one of each for your nation per player.
Building a Shrine will add your nations Paganism religion to that city which gives +2
. All shrines will also improve the opinion of your Paganism religion by +2.
Nation
|
Shrine
|
Effects
|
Assyria
|
Shrine of Ashur
|
+2 , +1 per adjacent wonder
|
Assyria
|
Shrine of Ninurta
|
+2 , +10 xp for idle Infantry units
|
Assyria
|
Shrine of Nuska
|
+20% for adjacent mines, +1 per adjacent lumbermill
|
Assyria
|
Shrine of Shamash
|
+0.5 , +20% for adjacent farms
|
Babylonia
|
Shrine of Ereshkigal
|
+2 , +50/100% per adjacent mountain/volcano
|
Babylonia
|
Shrine of Ishtar
|
+20% for adjacent pastures, +2
|
Babylonia
|
Shrine of Marduk
|
+2 , +1 per adjacent wonder
|
Babylonia
|
Shrine of Nabu
|
+1 , +1 per adjacent odeon
|
Carthage
|
Shrine of Baal Hammon
|
+20% for adjacent pastures, +1
|
Carthage
|
Shrine of Eshmun
|
Heals +6 HP for idle units, +2 per adjacent grove
|
Carthage
|
Shrine of Melqart
|
+10 , +20% for adjacent nets
|
Carthage
|
Shrine of Tanit
|
+2 , +10 per adjacent resource
|
Egypt
|
Shrine of Isis
|
Heals +6 HP for idle units, +2 per adjacent grove
|
Egypt
|
Shrine of Neith
|
+1 level for new ranged units, +20% for adjacent camps
|
Egypt
|
Shrine of Osiris
|
+2 , +50/100% per adjacent mountain/volcano
|
Egypt
|
Shrine of Ra
|
+0.5 , +20% for adjacent farms
|
Greece
|
Shrine of Athena
|
+1 , +1 per adjacent courthouse
|
Greece
|
Shrine of Hades
|
+2 , +50/100% per adjacent mountain/volcano
|
Greece
|
Shrine of Poseidon
|
+20 , +20% for adjacent nets
|
Greece
|
Shrine of Zeus
|
+2 , +1 per adjacent wonder
|
Hatti
|
Shrine of Tarhun
|
+2 , +10 xp for idle Infantry units
|
Hatti
|
Shrine of Arinnitti
|
+2 , +10 per adjacent resource
|
Hatti
|
Shrine of Kamrusepa
|
Heals +6 HP for idle units, +2 per adjacent grove
|
Hatti
|
Shrine of Halki
|
+1 level for new ranged units, +20% for adjacent camps
|
Persia
|
Shrine of Anahita
|
+20 , +20% for adjacent nets
|
Persia
|
Shrine of Atar
|
+20% for adjacent mines, +1 per adjacent lumbermill
|
Persia
|
Shrine of Mithra
|
+1 level for new ranged units, +20% for adjacent camps
|
Persia
|
Shrine of Hvar Khshaita
|
+0.5 , +20% for adjacent farms
|
Rome
|
Shrine of Ceres
|
+2 , +10 per adjacent resource
|
Rome
|
Shrine of Bellona
|
+2 , +10 xp for idle Infantry units
|
Rome
|
Shrine of Feronia
|
+20% for adjacent pastures, +2
|
Rome
|
Shrine of Sol
|
+20% for adjacent mines, +1 per adjacent lumbermill
|
Religious Buildings[edit]
All religious buildings require either Urban, Lush, Temperate or Arid Terrain, and the city must follow the appropriate religion.
|
Build Cost
|
Yields
|
Building
|
Turns
|
|
|
|
|
|
|
Notes
|
Monastery
|
4
|
60
|
0
|
0
|
2
|
0
|
-2
|
+2 religion opinion
|
Temple
|
5
|
0
|
60
|
0
|
0
|
3
|
-2
|
+0.5 , +2 religion opinion
|
Cathedral
|
6
|
0
|
100
|
0
|
0
|
0
|
-4
|
+50% , +5 legitimacy, +4 religion opinion
|
Holy Site
|
8
|
0
|
200
|
200
|
0
|
0
|
-2
|
+10 Religion Opinion, +20% , 2 Victory points, creates disciple every 20 turns
|