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An '''Improvement''' can be built on a tile in the territory of a [[City]] and grants [[Yields]]. Most Improvements are built by [[Workers]], while [[Religion|Religious]] Improvements must be built by an [[Religion#Acolyte]] of the corresponding Religion. Each Improvement costs some quantity of [[Yields#Goods|Goods]] and takes some number of turns to build. Once completed, Improvements generate Yields every turn and allow the city they are in to train a [[Specialists|Specialist]] that can boost their Yields. Improvements | An '''Improvement''' can be built on a tile in the territory of a [[City]] and grants [[Yields]]. Most Improvements are built by [[Workers]], while [[Religion|Religious]] Improvements must be built by an [[Religion#Acolyte]] of the corresponding Religion. Each Improvement costs some quantity of [[Yields#Goods|Goods]] and takes some number of turns to build. Once completed, Improvements generate Yields every turn and allow the city they are in to train a [[Specialists|Specialist]] that can boost their Yields. Improvements can be divided into Rural and Urban Improvements. Rural Improvements, such as Farms or Mines, represent the resource-generating backbone of a nation and can be placed on most terrain, while Urban Improvements represent expansions of the nation's cities and are subject to additional placement restrictions. Each Improvement increases a City's {{icon|Maintenance}} [[Maintenance]] by 2. | ||
= Rural Improvements = | == Rural Improvements == | ||
For each type of [[Yields#Goods|Good]], there is a Rural Improvement intended to be the primary source of that Yield, in addition to some Improvements which exploit particular [[Resources]]. Each Rural Improvement can be built anywhere, any number of times, and most get bonuses for adjacent identical improvements. | |||
Improvements built on Resources have their Yields increased or changed—note that, in the table below, some resource bonuses are added (like a Farm on Sorghum getting +2 {{icon|growth}}, +5 {{icon|food}}), and some replace the original yield (like a Gold Mine giving +40 {{icon|money}} | Improvements built on Resources have their Yields increased or changed—note that, in the table below, some resource bonuses are added (like a Farm on Sorghum getting +2 {{icon|growth}}, +5 {{icon|food}}), and some replace the original yield (like a Gold Mine giving +40 {{icon|money}} but no {{icon|iron}}). Some Improvements, such as Pastures, have no base Yields and only get Yields from the Resource they are built on. Also note that some adjacency bonuses boost one of an Improvement's Yields in particular, while others boost the entire output—a farm on Sorghum on Lush terrain will only have its Food output boosted by the Lush terrain, but will have its Growth and Food increase for each adjacent Farm. | ||
{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
!style="text-align:center;"|Improvement | !style="text-align:center;"|Improvement | ||
!style="text-align:center;"| | !style="text-align:center;"|Enabled By | ||
!style="text-align:center;"|Build Cost | !style="text-align:center;"|Build Cost | ||
!style="text-align:center;"|Build Time | !style="text-align:center;"|Build Time | ||
Line 17: | Line 17: | ||
!style="text-align:center;"|Other Bonuses | !style="text-align:center;"|Other Bonuses | ||
!style="text-align:center;"|Specialist Enabled | !style="text-align:center;"|Specialist Enabled | ||
|- | |- | ||
|style="text-align:center;"|Farm | |style="text-align:center;"|Farm | ||
Line 48: | Line 47: | ||
* Landowners City: +5 {{icon|money}} | * Landowners City: +5 {{icon|money}} | ||
|style="text-align:center;"|[[Specialists#Farmer|Farmer]] | |style="text-align:center;"|[[Specialists#Farmer|Farmer]] | ||
|- | |- | ||
|style="text-align:center;"|Mine | |style="text-align:center;"|Mine | ||
Line 73: | Line 71: | ||
* Salt or Gems: 2 {{icon|culture}}, 20 {{icon|money}} | * Salt or Gems: 2 {{icon|culture}}, 20 {{icon|money}} | ||
* Gold or Silver: 40 {{icon|money}} | * Gold or Silver: 40 {{icon|money}} | ||
* | * City with [[Religion#Theologies#Redemption|Redemption]] Cathedral: +20% | ||
* [[Laws#Autarky|Autarky]]: +20% | * [[Laws#Autarky|Autarky]]: +20% | ||
|style="text-align:center;"|[[Specialists# | |style="text-align:center;"|[[Specialists#Miner|Miner]] | ||
|style="text-align:center;"|20 {{icon| | |- | ||
|style="text-align:center;"|Quarry | |||
|style="text-align:left;"| | |||
* With [[Stonecutting]]: | |||
** Lush | |||
** Temperate | |||
** Arid | |||
** Adjacent Volcano | |||
** Adjacent Mountain | |||
** Marble | |||
|style="text-align:center;"|20 {{icon|iron}} | |||
|style="text-align:center;"|3 Turns | |||
|style="text-align:center;"|5 {{icon|stone}} | |||
|style="text-align:left;"| | |||
* Arid: +20% {{icon|stone}} | |||
|style="text-align:left;"| | |||
* Quarry: +10% | |||
* Mountain: +40% {{icon|stone}} | |||
* Volcano: +40% {{icon|stone}} | |||
* Windmill or Watermill: +100% | |||
|style="text-align:left;"| | |||
* Marble: +2 {{icon|civics}}, +5 {{icon|stone}} | |||
* City with [[Religion#Theologies#Redemption|Redemption]] Cathedral: +20% | |||
* [[Laws#Autarky|Autarky]]: +20% | |||
|style="text-align:center;"|[[Specialists#Stonecutter|Stonecutter]] | |||
|- | |||
|style="text-align:center;"|Lumbermill | |||
|style="text-align:left;"| | |||
* With [[Forestry]]: | |||
** Trees | |||
|style="text-align:center;"|20 {{icon|iron}} | |||
|style="text-align:center;"|3 Turns | |||
|style="text-align:center;"|5 {{icon|wood}} | |||
|style="text-align:left;"| | |||
|style="text-align:left;"| | |||
* Lumbermill: +10% | |||
* Camp: +20% | |||
* River: +60% {{icon|wood}} | |||
* Windmill or Watermill: +100% | |||
|style="text-align:left;"| | |||
* City with [[Religion#Theologies#Redemption|Redemption]] Cathedral: +20% | |||
* [[Laws#Autarky|Autarky]]: +20% | |||
|style="text-align:center;"|[[Specialists#Woodcutter|Woodcutter]] | |||
|- | |||
|style="text-align:center;"|Pasture | |||
|style="text-align:left;"| | |||
* With [[Husbandry]]: | |||
** Horses | |||
** Cattle | |||
** Sheep | |||
** Pigs | |||
** Goats | |||
|style="text-align:center;"|20 {{icon|Wood}} | |||
|style="text-align:center;"|3 Turns | |||
|style="text-align:left;"| | |||
|style="text-align:left;"| | |||
|style="text-align:left;"| | |||
|style="text-align:left;"| | |||
* Horses: 0.5 {{icon|orders}} | |||
* Cattle, Sheep, Pigs, or Goats: 2 {{icon|growth}}, 10 {{icon|food}} | |||
* [[Nations#Persia|Persia]]: +0.5 {{icon|orders}} | |||
|style="text-align:center;"|[[Specialists#Rancher|Rancher]] | |||
|} | |} | ||
= Urban Improvements = | == Urban Improvements == | ||
Urban Improvements, except those with the "Build Anywhere" attribute, are subject to Urban placement restrictions, meaning that they can only built adjacent to two or more Urban tiles, on the coast adjacent to one or more Urban tiles, or on preexisting Urban terrain. In addition, most Urban Improvements have [[Culture#Culture Level|Culture Level]] restrictions, and either cannot be built if the Culture Level of the city is too low, or can only be built once per Culture Level. Those that require a particular Culture Level are all part of a particular class of Improvements, can only be built once per City, and also require the previous Improvements of that class to be built. For example, the Odeon, Theater, and Amphitheater are all part of the Odeon class. To build a Theater, a City must have a Culture Level of Developing and an Odeon. | Urban Improvements, except those with the "Build Anywhere" attribute, are subject to Urban placement restrictions, meaning that they can only built adjacent to two or more Urban tiles, on the coast adjacent to one or more Urban tiles, or on preexisting Urban terrain. In addition, most Urban Improvements have [[Culture#Culture Level|Culture Level]] restrictions, and either cannot be built if the Culture Level of the city is too low, or can only be built once per Culture Level. Those that require a particular Culture Level are all part of a particular class of Improvements, can only be built once per City, and also require the previous Improvements of that class to be built. For example, the Odeon, Theater, and Amphitheater are all part of the Odeon class. To build a Theater, a City must have a Culture Level of Developing and an Odeon. There are also benefits to Urban Improvements: they automatically add a [[Road]] to the tile they are built on, and they expand the [[Borders]] of the city they are built in to encompass all tiles surrounding the Improvement. | ||
= Shrines = | == Shrines == | ||
All Shrines cost 40 {{icon|stone}} and take 4 turns to build. They can be built on Urban, Lush, Temperate or Arid tiles, and only one of each may be be built per nation unless [[Laws#Polytheism|Polytheism]] is enacted. | All Shrines cost 40 {{icon|stone}} and take 4 turns to build. They can be built on Urban, Lush, Temperate or Arid tiles, and only one of each may be be built per nation unless [[Laws#Polytheism|Polytheism]] is enacted. | ||
Line 219: | Line 278: | ||
|} | |} | ||
= Religious Buildings = | == Religious Buildings == | ||
All religious buildings require either Urban, Lush, Temperate or Arid Terrain, and the city must follow the appropriate religion. | All religious buildings require either Urban, Lush, Temperate or Arid Terrain, and the city must follow the appropriate religion. | ||
Latest revision as of 05:33, 8 March 2025
An Improvement can be built on a tile in the territory of a City and grants Yields. Most Improvements are built by Workers, while Religious Improvements must be built by an Religion#Acolyte of the corresponding Religion. Each Improvement costs some quantity of Goods and takes some number of turns to build. Once completed, Improvements generate Yields every turn and allow the city they are in to train a Specialist that can boost their Yields. Improvements can be divided into Rural and Urban Improvements. Rural Improvements, such as Farms or Mines, represent the resource-generating backbone of a nation and can be placed on most terrain, while Urban Improvements represent expansions of the nation's cities and are subject to additional placement restrictions. Each Improvement increases a City's Maintenance by 2.
Rural Improvements[edit]
For each type of Good, there is a Rural Improvement intended to be the primary source of that Yield, in addition to some Improvements which exploit particular Resources. Each Rural Improvement can be built anywhere, any number of times, and most get bonuses for adjacent identical improvements.
Improvements built on Resources have their Yields increased or changed—note that, in the table below, some resource bonuses are added (like a Farm on Sorghum getting +2 , +5
), and some replace the original yield (like a Gold Mine giving +40
but no
). Some Improvements, such as Pastures, have no base Yields and only get Yields from the Resource they are built on. Also note that some adjacency bonuses boost one of an Improvement's Yields in particular, while others boost the entire output—a farm on Sorghum on Lush terrain will only have its Food output boosted by the Lush terrain, but will have its Growth and Food increase for each adjacent Farm.
Improvement | Enabled By | Build Cost | Build Time | Yields | Terrain Bonuses | Adjacency Bonuses | Other Bonuses | Specialist Enabled |
---|---|---|---|---|---|---|---|---|
Farm |
|
20 ![]() |
3 Turns | 5 ![]() |
Farmer | |||
Mine |
|
20 ![]() |
3 Turns | 5 ![]() |
|
|
Miner | |
Quarry |
|
20 ![]() |
3 Turns | 5 ![]() |
|
Stonecutter | ||
Lumbermill |
|
20 ![]() |
3 Turns | 5 ![]() |
|
Woodcutter | ||
Pasture |
|
20 ![]() |
3 Turns |
|
Rancher |
Urban Improvements[edit]
Urban Improvements, except those with the "Build Anywhere" attribute, are subject to Urban placement restrictions, meaning that they can only built adjacent to two or more Urban tiles, on the coast adjacent to one or more Urban tiles, or on preexisting Urban terrain. In addition, most Urban Improvements have Culture Level restrictions, and either cannot be built if the Culture Level of the city is too low, or can only be built once per Culture Level. Those that require a particular Culture Level are all part of a particular class of Improvements, can only be built once per City, and also require the previous Improvements of that class to be built. For example, the Odeon, Theater, and Amphitheater are all part of the Odeon class. To build a Theater, a City must have a Culture Level of Developing and an Odeon. There are also benefits to Urban Improvements: they automatically add a Road to the tile they are built on, and they expand the Borders of the city they are built in to encompass all tiles surrounding the Improvement.
Shrines[edit]
All Shrines cost 40 and take 4 turns to build. They can be built on Urban, Lush, Temperate or Arid tiles, and only one of each may be be built per nation unless Polytheism is enacted.
Building a Shrine in a city will add your nation's Pagan Religion to that city which gives +2 . Each shrine increases the opinion of your Pagan Religion by 2.
There are ten different shrines (plus an eleventh, exclusive to Ptolemy). Each nation can build a different set of four shrines, and each nation has its own name for each shrine, based on that nation's traditional deities.
Internal Name | Effect | Nation (Name) |
---|---|---|
Sun Shrine |
| |
War Shrine |
| |
Kingship Shrine |
|
|
Wisdom Shrine |
| |
Hunting Shrine |
|
|
Fire Shrine |
| |
Hearth Shrine |
|
|
Love Shrine |
| |
Underworld Shrine |
| |
Water Shrine |
| |
Healing Shrine |
|
|
Happiness Shrine |
|
Religious Buildings[edit]
All religious buildings require either Urban, Lush, Temperate or Arid Terrain, and the city must follow the appropriate religion.