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'''Specialist''' are population of [[City|Cities]] that have 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.
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 (Weak) and 4 (Legendary). Rural specialists are shown in green, while urban specialists are shown in yellow.  
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.  

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 Growth Training Civics Culture Science Orders Cost Food Cost Civics 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