Specialist: Difference between revisions
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'''Specialist''' | A '''Specialist''' is a population of a [[City]] that has been permanently assigned to increase the yields of an [[Improvements|Improvement]] by spending {{icon|Civics}} [[Resources#Civics|Civics]]. Cities can dedicate their Civics output to training a Specialist if there is an improvement with no specialist assigned within the city's borders and at least one [[Citizen]] in the city, or if there is an Improvement with an Apprentice or Master Specialist. Specialists still provide bonuses and penalties associated with population (e.g., +4 {{icon|Maintenance}} per population), but not those associated with Citizens (e.g., +0.1 {{icon|Orders}}/Turn). They are further divided into Rural and Urban Specialists. Rural Specialists provide a multiplier to the Improvement's yields as well as the tile's luxury, if any. Urban Specialists provide additional yields corresponding to the Improvement they are assigned to. All Specialists provide a small base amount of {{icon|Science}} [[Science]]—1 {{icon|science}}/Turn for Rural Specialists and 2/3/4 {{icon|science}}/Turn for Urban Apprentice/Master/Elder Specialists. | ||
In the list below, some specialists provide a bonus per citizen (/C) or per culture level of the city (/CL). CL is between 1 ( | In the list below, some specialists provide a bonus per citizen (/C) or per culture level of the city (/CL). CL is between 1 (Weak) and 4 (Legendary). Rural specialists are shown in green, while urban specialists are shown in yellow. | ||
Urban specialists have | Urban specialists have three levels: Apprentice, Master and Elder. The civics cost is the base cost - this is increased by 5% per rural/apprentice specialist, 10% per master specialist and 15% per elder specialist in the city. To train a Master or Elder Specialist, the city must either have an Improvement of corresponding level or a specialist of the previous level (e.g., a Master Poet requires either an Amphitheater or an Apprentice Specialist trained on an Odeon). If the corresponding Improvement does not have multiple levels (e.g., a Shrine), then a Specialist of lower level is required. | ||
=Table of Specialists= | |||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"| Farmer | |style="text-align:left;background: #b0ffb0"| Farmer | ||
|style="text-align:left;"|Farm | |style="text-align:left;"|[[Improvements#Farm|Farm]] | ||
|style="text-align:center;"|150% | |style="text-align:center;"|150% | ||
|style="text-align:center;"| 1 <!-- Growth --> | |style="text-align:center;"| 1 <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Woodcutter | |style="text-align:left;background: #b0ffb0"|Woodcutter | ||
|style="text-align:left;"|Lumbermill | |style="text-align:left;"|[[Improvements#Lumbermill|Lumbermill]] | ||
|style="text-align:center;"|150% | |style="text-align:center;"|150% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Stonecutter | |style="text-align:left;background: #b0ffb0"|Stonecutter | ||
|style="text-align:left;"|Quarry | |style="text-align:left;"|[[Improvements#Quarry|Quarry]] | ||
|style="text-align:center;"|150% | |style="text-align:center;"|150% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Miner | |style="text-align:left;background: #b0ffb0"|Miner | ||
|style="text-align:left;"|Mine | |style="text-align:left;"|[[Improvements#Mine|Mine]] | ||
|style="text-align:center;"|150% | |style="text-align:center;"|150% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Rancher | |style="text-align:left;background: #b0ffb0"|Rancher | ||
|style="text-align:left;"|Pasture | |style="text-align:left;"|[[Improvements#Pasture|Pasture]] | ||
|style="text-align:center;"|200% | |style="text-align:center;"|200% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Trapper | |style="text-align:left;background: #b0ffb0"|Trapper | ||
|style="text-align:left;"|Camp | |style="text-align:left;"|[[Improvements#Camp|Camp]] | ||
|style="text-align:center;"|200% | |style="text-align:center;"|200% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Gardener | |style="text-align:left;background: #b0ffb0"|Gardener | ||
|style="text-align:left;"|Grove | |style="text-align:left;"|[[Improvements#Grove|Grove]] | ||
|style="text-align:center;"|200% | |style="text-align:center;"|200% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #b0ffb0"|Fisher | |style="text-align:left;background: #b0ffb0"|Fisher | ||
|style="text-align:left;"|Nets | |style="text-align:left;"|[[Improvements#Nets|Nets]] | ||
|style="text-align:center;"|200% | |style="text-align:center;"|200% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Doctor | |style="text-align:left;background: #ffffb0"|A. Doctor | ||
|style="text-align:left;"|Bath | |style="text-align:left;"|[[Improvements#Bath|Cold Baths]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 2<!-- Growth --> | |style="text-align:center;"| 2<!-- Growth --> | ||
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|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|40 <!-- Food Cost --> | |style="text-align:center;"|40 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|40 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Doctor | |style="text-align:left;background: #ffffb0"|M. Doctor | ||
|style="text-align:left;"|Bath | |style="text-align:left;"|[[Improvements#Bath|Warm Baths]] or A. Doctor | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 3 <!-- Growth --> | |style="text-align:center;"| 3 <!-- Growth --> | ||
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|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|60 <!-- Food Cost --> | |style="text-align:center;"|60 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|60 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Doctor | |style="text-align:left;background: #ffffb0"|E. Doctor | ||
|style="text-align:left;"|Bath | |style="text-align:left;"|[[Improvements#Bath|Heated Baths]] or M. Doctor | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 4 <!-- Growth --> | |style="text-align:center;"| 4 <!-- Growth --> | ||
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|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|80 <!-- Food Cost --> | |style="text-align:center;"|80 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|80 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Acolyte | |style="text-align:left;background: #ffffb0"|A. Acolyte | ||
|style="text-align:left;"|Shrine | |style="text-align:left;"|[[Improvements#Shrines|Shrine]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Acolyte | |style="text-align:left;background: #ffffb0"|M. Acolyte | ||
|style="text-align:left;"| | |style="text-align:left;"|A. Acolyte | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Acolyte | |style="text-align:left;background: #ffffb0"|E. Acolyte | ||
|style="text-align:left;"| | |style="text-align:left;"|M. Acolyte | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Monk | |style="text-align:left;background: #ffffb0"|A. Monk | ||
|style="text-align:left;"| | |style="text-align:left;"|[[Improvements#Monastery|Monastery]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Monk | |style="text-align:left;background: #ffffb0"|M. Monk | ||
|style="text-align:left;"| | |style="text-align:left;"|A. Monk | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Monk | |style="text-align:left;background: #ffffb0"|E. Monk | ||
|style="text-align:left;"| | |style="text-align:left;"|M. Monk | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Priest | |style="text-align:left;background: #ffffb0"|A. Priest | ||
|style="text-align:left;"|Temple | |style="text-align:left;"|[[Improvements#Temple|Temple]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Priest | |style="text-align:left;background: #ffffb0"|M. Priest | ||
|style="text-align:left;"| | |style="text-align:left;"|A. Priest | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Priest | |style="text-align:left;background: #ffffb0"|E. Priest | ||
|style="text-align:left;"| | |style="text-align:left;"|M. Priest | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Bishop | |style="text-align:left;background: #ffffb0"|A. Bishop | ||
|style="text-align:left;"|Cathedral | |style="text-align:left;"|[[Improvements#Cathedral|Cathedral]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|style="text-align:center;"| 10/CL <!--Gold --> | |style="text-align:center;"| 10/CL <!--Gold --> | ||
|style="text-align:center;"|40 <!-- Food Cost --> | |style="text-align:center;"|40 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|40 <!-- Civics Cost --> | ||
|style="text-align:left;"| +1 Religion Opinion | |style="text-align:left;"| +1 Religion Opinion | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Bishop | |style="text-align:left;background: #ffffb0"|M. Bishop | ||
|style="text-align:left;"| | |style="text-align:left;"|A. Bishop | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|style="text-align:center;"| 15/CL <!--Gold --> | |style="text-align:center;"| 15/CL <!--Gold --> | ||
|style="text-align:center;"|60 <!-- Food Cost --> | |style="text-align:center;"|60 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|60 <!-- Civics Cost --> | ||
|style="text-align:left;"| +2 Religion Opinion | |style="text-align:left;"| +2 Religion Opinion | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Bishop | |style="text-align:left;background: #ffffb0"|E. Bishop | ||
|style="text-align:left;"| | |style="text-align:left;"|M. Bishop | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|style="text-align:center;"| 20/CL <!--Gold --> | |style="text-align:center;"| 20/CL <!--Gold --> | ||
|style="text-align:center;"|80 <!-- Food Cost --> | |style="text-align:center;"|80 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|80 <!-- Civics Cost --> | ||
|style="text-align:left;"| +3 Religion Opinion | |style="text-align:left;"| +3 Religion Opinion | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Poet | |style="text-align:left;background: #ffffb0"|A. Poet | ||
|style="text-align:left;"|Odeon | |style="text-align:left;"|[[Improvements#Odeon|Odeon]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|40 <!-- Food Cost --> | |style="text-align:center;"|40 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|40 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Poet | |style="text-align:left;background: #ffffb0"|M. Poet | ||
|style="text-align:left;"|Odeon | |style="text-align:left;"|[[Improvements#Odeon|Theater]] or A. Poet | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|60 <!-- Food Cost --> | |style="text-align:center;"|60 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|60 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Poet | |style="text-align:left;background: #ffffb0"|E. Poet | ||
|style="text-align:left;"|Odeon | |style="text-align:left;"|[[Improvements#Odeon|Ampitheater]] or M. Poet | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 382: | Line 384: | ||
|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|80 <!-- Food Cost --> | |style="text-align:center;"|80 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|80 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Shopkeeper | |style="text-align:left;background: #ffffb0"|A. Shopkeeper | ||
|style="text-align:left;"|Market | |style="text-align:left;"|[[Improvements#Market|Market]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 400: | Line 402: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Shopkeeper | |style="text-align:left;background: #ffffb0"|M. Shopkeeper | ||
|style="text-align:left;"|Market | |style="text-align:left;"|[[Improvements#Market|Grocer]] or A. Shopkeeper | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 1/CL <!-- Growth --> | |style="text-align:center;"| 1/CL <!-- Growth --> | ||
Line 414: | Line 416: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Shopkeeper | |style="text-align:left;background: #ffffb0"|E. Shopkeeper | ||
|style="text-align:left;"|Market | |style="text-align:left;"|[[Improvements#Market|Fair]] or M. Shopkeeper | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 2/CL <!-- Growth --> | |style="text-align:center;"| 2/CL <!-- Growth --> | ||
Line 428: | Line 430: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Philosopher | |style="text-align:left;background: #ffffb0"|A. Philosopher | ||
|style="text-align:left;"|Library | |style="text-align:left;"|[[Improvements#Library|Library]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 438: | Line 440: | ||
|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|40 <!-- Food Cost --> | |style="text-align:center;"|40 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|40 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Philosopher | |style="text-align:left;background: #ffffb0"|M. Philosopher | ||
|style="text-align:left;"|Library | |style="text-align:left;"|[[Improvements#Library|Academy]] or A. Philosopher | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 452: | Line 454: | ||
|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|60 <!-- Food Cost --> | |style="text-align:center;"|60 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|60 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Philosopher | |style="text-align:left;background: #ffffb0"|E. Philosopher | ||
|style="text-align:left;"|Library | |style="text-align:left;"|[[Improvements#Library|University]] or M. Philosopher | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 466: | Line 468: | ||
|style="text-align:center;"| <!--Gold --> | |style="text-align:center;"| <!--Gold --> | ||
|style="text-align:center;"|80 <!-- Food Cost --> | |style="text-align:center;"|80 <!-- Food Cost --> | ||
|style="text-align:center;"| | |style="text-align:center;"|80 <!-- Civics Cost --> | ||
|style="text-align:left;"| | |style="text-align:left;"| | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Scribe | |style="text-align:left;background: #ffffb0"|A. Scribe | ||
|style="text-align:left;"|Courthouse | |style="text-align:left;"|[[Improvements#Courthouse|Courthouse]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 484: | Line 486: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Scribe | |style="text-align:left;background: #ffffb0"|M. Scribe | ||
|style="text-align:left;"|Courthouse | |style="text-align:left;"|[[Improvements#Courthouse|Ministry]] or A. Scribe | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 498: | Line 500: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Scribe | |style="text-align:left;background: #ffffb0"|E. Scribe | ||
|style="text-align:left;"|Courthouse | |style="text-align:left;"|[[Improvements#Courthouse|Palace]] or M. Scribe | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 512: | Line 514: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Officer | |style="text-align:left;background: #ffffb0"|A. Officer | ||
|style="text-align:left;"|Barracks or Range | |style="text-align:left;"|[[Improvements#Barracks|Barracks]] or [[Improvements#Range|Range]] | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 526: | Line 528: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Officer | |style="text-align:left;background: #ffffb0"|M. Officer | ||
|style="text-align:left;"| | |style="text-align:left;"|A. Officer | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
Line 540: | Line 542: | ||
|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Officer | |style="text-align:left;background: #ffffb0"|E. Officer | ||
|style="text-align:left;"| | |style="text-align:left;"|M. Officer | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> |
Latest revision as of 22:17, 7 March 2025
A Specialist is a population of a City that has been permanently assigned to increase the yields of an Improvement by spending Civics. Cities can dedicate their Civics output to training a Specialist if there is an improvement with no specialist assigned within the city's borders and at least one Citizen in the city, or if there is an Improvement with an Apprentice or Master Specialist. Specialists still provide bonuses and penalties associated with population (e.g., +4
per population), but not those associated with Citizens (e.g., +0.1
/Turn). They are further divided into Rural and Urban Specialists. Rural Specialists provide a multiplier to the Improvement's yields as well as the tile's luxury, if any. Urban Specialists provide additional yields corresponding to the Improvement they are assigned to. All Specialists provide a small base amount of
Science—1
/Turn for Rural Specialists and 2/3/4
/Turn for Urban Apprentice/Master/Elder Specialists.
In the list below, some specialists provide a bonus per citizen (/C) or per culture level of the city (/CL). CL is between 1 (Weak) and 4 (Legendary). Rural specialists are shown in green, while urban specialists are shown in yellow.
Urban specialists have three levels: Apprentice, Master and Elder. The civics cost is the base cost - this is increased by 5% per rural/apprentice specialist, 10% per master specialist and 15% per elder specialist in the city. To train a Master or Elder Specialist, the city must either have an Improvement of corresponding level or a specialist of the previous level (e.g., a Master Poet requires either an Amphitheater or an Apprentice Specialist trained on an Odeon). If the corresponding Improvement does not have multiple levels (e.g., a Shrine), then a Specialist of lower level is required.
Table of Specialists[edit]
Name | Requires | Output multiplier | ![]() |
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Cost ![]() |
Cost ![]() |
Note |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Farmer | Farm | 150% | 1 | 1 | 40 | |||||||
Woodcutter | Lumbermill | 150% | 2 | 40 | ||||||||
Stonecutter | Quarry | 150% | 1 | 1 | 40 | |||||||
Miner | Mine | 150% | 1 | 1 | 40 | Adds luxury on Salt or Gems | ||||||
Rancher | Pasture | 200% | 1 | 20 | 60 | |||||||
Trapper | Camp | 200% | 1 | 20 | 60 | Adds luxury on Fur | ||||||
Gardener | Grove | 200% | 1 | 20 | 60 | Adds luxury on Honey, Incense, Lavender, Olives or Wine | ||||||
Fisher | Nets | 200% | 1 | 20 | 60 | Adds luxury on Dyes or Pearls | ||||||
A. Doctor | Cold Baths | 100% | 2 | 2 | 40 | 40 | ||||||
M. Doctor | Warm Baths or A. Doctor | 100% | 3 | 3 + 1/CL | 60 | 60 | ||||||
E. Doctor | Heated Baths or M. Doctor | 100% | 4 | 4 + 2/CL | 80 | 80 | ||||||
A. Acolyte | Shrine | 100% | 2 | 2 | 40 | 40 | +1 Religion Opinion | |||||
M. Acolyte | A. Acolyte | 100% | 3 | 3 | 0.5 | 60 | 60 | +2 Religion Opinion | ||||
E. Acolyte | M. Acolyte | 100% | 4 | 4 | 1 | 80 | 80 | +3 Religion Opinion | ||||
A. Monk | Monastery | 100% | 4 | 2 | 40 | 40 | ||||||
M. Monk | A. Monk | 100% | 1/CL | 6 | 3 | 60 | 60 | |||||
E. Monk | M. Monk | 100% | 2/CL | 8 | 4 | 80 | 80 | |||||
A. Priest | Temple | 100% | 2 | 40 | 40 | -1 Discontent, +1 Religion Opinion | ||||||
M. Priest | A. Priest | 100% | 0.5/C | 3 | 60 | 60 | -1.5 Discontent, +2 Religion Opinion | |||||
E. Priest | M. Priest | 100% | 1/C | 4 | 80 | 80 | -2 Discontent, +3 Religion Opinion | |||||
A. Bishop | Cathedral | 100% | 2 | 10/CL | 40 | 40 | +1 Religion Opinion | |||||
M. Bishop | A. Bishop | 100% | 3 | 0.5 | 15/CL | 60 | 60 | +2 Religion Opinion | ||||
E. Bishop | M. Bishop | 100% | 4 | 1 | 20/CL | 80 | 80 | +3 Religion Opinion | ||||
A. Poet | Odeon | 100% | 3 | 2 | 40 | 40 | ||||||
M. Poet | Theater or A. Poet | 100% | 0.5/C | 4 | 3 | 60 | 60 | |||||
E. Poet | Ampitheater or M. Poet | 100% | 1/C | 5 | 4 | 80 | 80 | |||||
A. Shopkeeper | Market | 100% | 2 | 20 | 40 | 40 | ||||||
M. Shopkeeper | Grocer or A. Shopkeeper | 100% | 1/CL | 3 | 30 | 60 | 60 | |||||
E. Shopkeeper | Fair or M. Shopkeeper | 100% | 2/CL | 4 | 40 | 80 | 80 | |||||
A. Philosopher | Library | 100% | 4 | 40 | 40 | |||||||
M. Philosopher | Academy or A. Philosopher | 100% | 1/C | 6 | 60 | 60 | ||||||
E. Philosopher | University or M. Philosopher | 100% | 2/C | 8 | 80 | 80 | ||||||
A. Scribe | Courthouse | 100% | 2 | 2 | 40 | 40 | ||||||
M. Scribe | Ministry or A. Scribe | 100% | 3 | 3 | 1/C | 60 | 60 | |||||
E. Scribe | Palace or M. Scribe | 100% | 4 | 4 | 2/C | 80 | 80 | |||||
A. Officer | Barracks or Range | 100% | 2 | 2 | 40 | 40 | ||||||
M. Officer | A. Officer | 100% | 3 | 3 | 60 | 60 | +20 XP for new Units | |||||
E. Officer | M. Officer | 100% | 4 | 4 | 80 | 80 | +50 XP for new Units |