Improvement: Difference between revisions

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== Rural Improvements ==
== Rural Improvements ==
The list of Rural Improvements roughly corresponds to the list of Goods, plus some Improvements built to exploit particular [[Resources]]. Each Rural Improvement can be built anywhere, any number of times, and most get bonuses for adjacent identical 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}} 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.
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.
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== 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 ==

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
  • Marsh: 2
  • Lush: +40%
  • Arid: -40%
  • Farm: +10%
  • Volcano: +40%
  • Fresh Water: +20%
  • Pasture: +40%
  • Granary: +60%
  • Sun Shrine: +20%
  • River, as Egypt: +40%
  • Sorghum, Wheat, or Barley: +2 , +5
  • Landowners City: +5
Farmer
Mine
  • Lush
  • Temperate
  • Arid
  • Hill
  • Ore
  • Salt
  • Gems
  • Gold
  • Silver
20 3 Turns 5
  • Hill: +60%
  • Mine: +10%
  • Windmill or Watermill: +100%
  • Ore: 2 , 5
  • Salt or Gems: 2 , 20
  • Gold or Silver: 40
  • City with Redemption Cathedral: +20%
  • Autarky: +20%
Miner
Quarry
  • With Stonecutting:
    • Lush
    • Temperate
    • Arid
    • Adjacent Volcano
    • Adjacent Mountain
    • Marble
20 3 Turns 5
  • Arid: +20%
  • Quarry: +10%
  • Mountain: +40%
  • Volcano: +40%
  • Windmill or Watermill: +100%
Stonecutter
Lumbermill 20 3 Turns 5
  • Lumbermill: +10%
  • Camp: +20%
  • River: +60%
  • Windmill or Watermill: +100%
Woodcutter
Pasture
  • With Husbandry:
    • Horses
    • Cattle
    • Sheep
    • Pigs
    • Goats
20 3 Turns
  • Horses: 0.5
  • Cattle, Sheep, Pigs, or Goats: 2 , 10
  • Persia: +0.5
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

  • +0.5
  • +20% yields for adjacent farms
  • Assyria (Shamash)
  • Egypt (Ra)
  • Persia (Hvar Khshaita)
  • Kush (Melul)

War Shrine

  • +2
  • +10 XP/Turn for idle Infantry on Shrine
  • Assyria (Ninutra)
  • Hatti (Tarhun)
  • Rome (Bellona)
  • Kush (Apedemek)

Kingship Shrine

  • Assyria (Ashur)
  • Babylonia (Marduk)
  • Greece (Zeus)
  • Kush (Amani)

Wisdom Shrine

  • +2
  • +1 per adjacent Odeon class improvement (Babylon) or Courthouse class improvement (Greece)
  • Babylon (Nabu)
  • Greece (Athena)

Hunting Shrine

  • New Ranged Units: +1 Level
  • +20% yields for adjacent Camps
  • Egypt (Neith)
  • Hatti (Halki)
  • Persia (Mithra)

Fire Shrine

  • +1 per adjacent Lumbermill
  • +20% yields for adjacent Mines
  • Assyria (Nuska)
  • Persia (Atar)
  • Rome (Sol)

Hearth Shrine

  • Carthage (Tanit)
  • Hatti (Arrinitti)
  • Rome (Ceres)

Love Shrine

  • +2
  • +20% yields for adjacent Pastures
  • Babylonia (Ishtar)
  • Carthage (Hammon)
  • Rome (Feronia)
  • Kush (Sabomakal)

Underworld Shrine

  • +2
  • +100% per adjacent Volcano
  • +50% per adjacent Mountain
  • Babylonia (Ereshkigal)
  • Egypt (Osiris)
  • Greece (Hades)

Water Shrine

  • +20
  • +2 per Water tile in city borders
  • +20% yields for adjacent Nets
  • Carthage (Melqart)
  • Greece (Poseidon)
  • Persia (Anahita)

Healing Shrine

  • New Units start with Healer
  • +2 per adjacent Grove
  • Carthage (Eshmun)
  • Egypt (Isis)
  • Hatti (Kamrusepa)

Happiness Shrine

  • +1
  • +1 per adjacent Odeon class improvement

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 -4A +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