|
|
Line 73: |
Line 73: |
|
| |
|
| = Shrines = | | = Shrines = |
| All Shrines cost 40 {{icon|stone}} 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. | | 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. |
|
| |
|
| Building a Shrine will add your nations Paganism religion to that city which gives +2 {{icon|culture}}. All shrines will also improve the opinion of your Paganism religion by +2. | | Building a Shrine in a city will add your nation's Paganism religion to that city which gives +2 {{icon|culture}}. Each shrine increases the opinion of your Paganism religion by 2. |
| | |
| | There are ten different shrines (plus an eleventh, exclusive to [[Dynasties#Ptolemy|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. |
|
| |
|
| {|class="wikitable" | | {|class="wikitable" |
| |- | | |- |
| !style="text-align:center;"|Nation | | !style="text-align:center;"|Internal Name |
| !style="text-align:center;"|Shrine | | !style="text-align:center;"|Effect |
| !style="text-align:left;"|Effects | | !style="text-align:center;"|Nation (Name) |
| |-
| |
| |style="text-align:left;"|Assyria
| |
| |style="text-align:left;"|Shrine of Ashur
| |
| |style="text-align:left;"|+2 {{icon|civics}}, +1 {{icon|orders}} per adjacent wonder
| |
| |-
| |
| |style="text-align:left;"|Assyria
| |
| |style="text-align:left;"|Shrine of Ninurta
| |
| |style="text-align:left;"|+2 {{icon|training}}, +10 xp for idle Infantry units
| |
| |-
| |
| |style="text-align:left;"|Assyria
| |
| |style="text-align:left;"|Shrine of Nuska
| |
| |style="text-align:left;"|+20% for adjacent mines, +1 {{icon|training}} per adjacent lumbermill
| |
| |-
| |
| |style="text-align:left;"|Assyria
| |
| |style="text-align:left;"|Shrine of Shamash
| |
| |style="text-align:left;"|+0.5 {{icon|orders}} , +20% for adjacent farms
| |
| |-
| |
| |style="text-align:left;"|Babylonia
| |
| |style="text-align:left;"|Shrine of Ereshkigal
| |
| |style="text-align:left;"| +2 {{icon|culture}}, +50/100% {{icon|culture}} per adjacent mountain/volcano
| |
| |-
| |
| |style="text-align:left;"|Babylonia
| |
| |style="text-align:left;"|Shrine of Ishtar
| |
| |style="text-align:left;"|+20% for adjacent pastures, +2 {{icon|growth}}
| |
| |-
| |
| |style="text-align:left;"|Babylonia
| |
| |style="text-align:left;"|Shrine of Marduk
| |
| |style="text-align:left;"|+2 {{icon|civics}}, +1 {{icon|orders}} per adjacent wonder
| |
| |-
| |
| |style="text-align:left;"|Babylonia
| |
| |style="text-align:left;"|Shrine of Nabu
| |
| |style="text-align:left;"|+1 {{icon|science}}, +1 {{icon|civics}} per adjacent odeon
| |
| |-
| |
| |style="text-align:left;"|Carthage
| |
| |style="text-align:left;"|Shrine of Baal Hammon
| |
| |style="text-align:left;"|+20% for adjacent pastures, +1 {{icon|growth}}
| |
| |-
| |
| |style="text-align:left;"|Carthage
| |
| |style="text-align:left;"|Shrine of Eshmun
| |
| |style="text-align:left;"|Heals +6 HP for idle units, +2 {{icon|growth}} per adjacent grove
| |
| |-
| |
| |style="text-align:left;"|Carthage
| |
| |style="text-align:left;"|Shrine of Melqart
| |
| |style="text-align:left;"|+10 {{icon|money}}, +20% for adjacent nets
| |
| |-
| |
| |style="text-align:left;"|Carthage
| |
| |style="text-align:left;"|Shrine of Tanit
| |
| |style="text-align:left;"|+2 {{icon|culture}}, +10 {{icon|money}} per adjacent resource
| |
| |-
| |
| |style="text-align:left;"|Egypt
| |
| |style="text-align:left;"|Shrine of Isis
| |
| |style="text-align:left;"|Heals +6 HP for idle units, +2 {{icon|growth}} per adjacent grove
| |
| |-
| |
| |style="text-align:left;"|Egypt
| |
| |style="text-align:left;"|Shrine of Neith
| |
| |style="text-align:left;"|+1 level for new ranged units, +20% for adjacent camps
| |
| |-
| |
| |style="text-align:left;"|Egypt
| |
| |style="text-align:left;"|Shrine of Osiris
| |
| |style="text-align:left;"| +2 {{icon|culture}}, +50/100% {{icon|culture}} per adjacent mountain/volcano
| |
| |-
| |
| |style="text-align:left;"|Egypt
| |
| |style="text-align:left;"|Shrine of Ra
| |
| |style="text-align:left;"|+0.5 {{icon|orders}} , +20% for adjacent farms
| |
| |-
| |
| |style="text-align:left;"|Greece
| |
| |style="text-align:left;"|Shrine of Athena
| |
| |style="text-align:left;"|+1 {{icon|science}} , +1 {{icon|civics}} per adjacent courthouse
| |
| |-
| |
| |style="text-align:left;"|Greece
| |
| |style="text-align:left;"|Shrine of Hades
| |
| |style="text-align:left;"| +2 {{icon|culture}}, +50/100% {{icon|culture}} per adjacent mountain/volcano
| |
| |-
| |
| |style="text-align:left;"|Greece
| |
| |style="text-align:left;"|Shrine of Poseidon
| |
| |style="text-align:left;"|+20 {{icon|money}}, +20% for adjacent nets
| |
| |-
| |
| |style="text-align:left;"|Greece
| |
| |style="text-align:left;"|Shrine of Zeus
| |
| |style="text-align:left;"|+2 {{icon|civics}}, +1 {{icon|orders}} per adjacent wonder
| |
| |- | | |- |
| |style="text-align:left;"|Hatti | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Tarhun | | Sun Shrine |
| |style="text-align:left;"|+2 {{icon|training}}, +10 xp for idle Infantry units | | |style="text-align:left;"| |
| | * +0.5 {{icon|orders}} |
| | * +20% yields for adjacent farms |
| | |style="text-align:left;"| |
| | * Assyria (Shamash) |
| | * Egypt (Ra) |
| | * Persia (Hvar Khshaita) |
| | * Kush (Melul) |
| |- | | |- |
| |style="text-align:left;"|Hatti | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Arinnitti | | War Shrine |
| |style="text-align:left;"|+2 {{icon|culture}}, +10 {{icon|money}} per adjacent resource | | |style="text-align:left;"| |
| | * +2 {{icon|training}} |
| | * +10 XP/Turn for idle Infantry on Shrine |
| | |style="text-align:left;"| |
| | * Assyria (Ninutra) |
| | * Hatti (Tarhun) |
| | * Rome (Bellona) |
| | * Kush (Apedemek) |
| |- | | |- |
| |style="text-align:left;"|Hatti | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Kamrusepa | | Kingship Shrine |
| |style="text-align:left;"|Heals +6 HP for idle units, +2 {{icon|growth}} per adjacent grove | | |style="text-align:left;"| |
| | * +2 {{icon|civics}} |
| | * +1 {{icon|orders}} per adjacent [[Wonders|Wonder]] |
| | |style="text-align:left;"| |
| | * Assyria (Ashur) |
| | * Babylonia (Marduk) |
| | * Greece (Zeus) |
| | * Kush (Amani) |
| |- | | |- |
| |style="text-align:left;"|Hatti | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Halki | | Wisdom Shrine |
| |style="text-align:left;"|+1 level for new ranged units, +20% for adjacent camps | | |style="text-align:left;"| |
| | * +2 {{icon|science}} |
| | * +1 {{icon|civics}} per adjacent Odeon class improvement (Babylon) or Courthouse class improvement (Greece) |
| | |style="text-align:left;"| |
| | * Babylon (Nabu) |
| | * Greece (Athena) |
| |- | | |- |
| |style="text-align:left;"|Persia | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Anahita | | Hunting Shrine |
| |style="text-align:left;"|+20 {{icon|money}}, +20% for adjacent nets | | |style="text-align:left;"| |
| | * New Ranged Units: +1 Level |
| | * +20% yields for adjacent Camps |
| | |style="text-align:left;"| |
| | * Egypt (Neith) |
| | * Hatti (Halki) |
| | * Persia (Mithra) |
| |- | | |- |
| |style="text-align:left;"|Persia | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Atar | | Fire Shrine |
| |style="text-align:left;"|+20% for adjacent mines, +1 {{icon|training}} per adjacent lumbermill | | |style="text-align:left;"| |
| | * +1 {{icon|training}} per adjacent Lumbermill |
| | * +20% yields for adjacent Mines |
| | |style="text-align:left;"| |
| | * Assyria (Nuska) |
| | * Persia (Atar) |
| | * Rome (Sol) |
| |- | | |- |
| |style="text-align:left;"|Persia | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Mithra | | Hearth Shrine |
| |style="text-align:left;"|+1 level for new ranged units, +20% for adjacent camps | | |style="text-align:left;"| |
| | * +2 {{icon|culture}} |
| | * +10 {{icon|money}} per adjacent [[Resources|Resource]] |
| | |style="text-align:left;"| |
| | * Carthage (Tanit) |
| | * Hatti (Arrinitti) |
| | * Rome (Ceres) |
| |- | | |- |
| |style="text-align:left;"|Persia | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Hvar Khshaita
| | Love Shrine |
| |style="text-align:left;"|+0.5 {{icon|orders}} , +20% for adjacent farms | | |style="text-align:left;"| |
| | * +2 {{icon|growth}} |
| | * +20% yields for adjacent Pastures |
| | |style="text-align:left;"| |
| | * Babylonia (Ishtar) |
| | * Carthage (Hammon) |
| | * Rome (Feronia) |
| | * Kush (Sabomakal) |
| |- | | |- |
| |style="text-align:left;"|Rome | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Ceres
| | Underworld Shrine |
| |style="text-align:left;"|+2 {{icon|culture}}, +10 {{icon|money}} per adjacent resource | | |style="text-align:left;"| |
| | * +2 {{icon|culture}} |
| | * +100% {{icon|culture}} per adjacent Volcano |
| | * +50% {{icon|culture}} per adjacent Mountain |
| | |style="text-align:left;"| |
| | * Babylonia (Ereshkigal) |
| | * Egypt (Osiris) |
| | * Greece (Hades) |
| |- | | |- |
| |style="text-align:left;"|Rome | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Bellona | | Water Shrine |
| |style="text-align:left;"|+2 {{icon|training}}, +10 xp for idle Infantry units | | |style="text-align:left;"| |
| | * +20 {{icon|money}} |
| | * +2 {{icon|money}} per Water tile in city borders |
| | * +20% yields for adjacent Nets |
| | |style="text-align:left;"| |
| | * Carthage (Melqart) |
| | * Greece (Poseidon) |
| | * Persia (Anahita) |
| |- | | |- |
| |style="text-align:left;"|Rome | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Feronia | | Healing Shrine |
| |style="text-align:left;"|+20% for adjacent pastures, +2 {{icon|growth}} | | |style="text-align:left;"| |
| | * New Units start with [[Promotions#Healer|Healer]] |
| | * +2 {{icon|growth}} per adjacent Grove |
| | |style="text-align:left;"| |
| | * Carthage (Eshmun) |
| | * Egypt (Isis) |
| | * Hatti (Kamrusepa) |
| |- | | |- |
| |style="text-align:left;"|Rome | | |style="text-align:left;"| |
| |style="text-align:left;"|Shrine of Sol | | Happiness Shrine |
| |style="text-align:left;"|+20% for adjacent mines, +1 {{icon|training}} per adjacent lumbermill | | |style="text-align:left;"| |
| | * +1 {{icon|happiness}} |
| | * +1 {{icon|civics}} per adjacent Odeon class improvement |
| | |style="text-align:left;"| |
| | * Greece (Serapis), with [[Dynasties#Ptolemy|Ptolemy]] |
| |} | | |} |
|
| |
|
Last Update: Patch 1.0.61443 (july 22)
Pillage yields
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
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 Paganism religion to that city which gives +2
. Each shrine increases the opinion of your Paganism 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
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
|