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= 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]]
|}
|}



Revision as of 20:03, 27 February 2025

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