Specialist: Difference between revisions
further clarification that specialists do not benefit from citizen bonuses (such as 0.1 order per turn, or the specialist bonuses that are per citizen) |
Updated intro and began work on updating table info |
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'''Specialist''' are | '''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. In addition, all Specialists provide a small amount of {{icon|Science}} [[Science]]—1 {{icon|science}}/Turn for Rural Specialists and 2 {{icon|science}}/Turn for Urban. | ||
In the list below, some specialists provide a bonus per citizen (/C) or per culture level of the city (/CL). CL is between 1 ( | 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 | 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. Higher level specialists require either a specialist of lower level, or an Improvement of corresponding level. | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Doctor | |style="text-align:left;background: #ffffb0"|A. Doctor | ||
|style="text-align:left;"| | |style="text-align:left;"|Cold Baths | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 2<!-- Growth --> | |style="text-align:center;"| 2<!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Doctor | |style="text-align:left;background: #ffffb0"|M. Doctor | ||
|style="text-align:left;"| | |style="text-align:left;"|Warm Baths or A. Doctor | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 3 <!-- Growth --> | |style="text-align:center;"| 3 <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Doctor | |style="text-align:left;background: #ffffb0"|E. Doctor | ||
|style="text-align:left;"| | |style="text-align:left;"|Heated Baths or M. Doctor | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| 4 <!-- Growth --> | |style="text-align:center;"| 4 <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|A. Monk | |style="text-align:left;background: #ffffb0"|A. Monk | ||
|style="text-align:left;"| | |style="text-align:left;"|Monastery | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|M. Monk | |style="text-align:left;background: #ffffb0"|M. Monk | ||
|style="text-align:left;"| | |style="text-align:left;"|Monastery | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> | ||
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|- | |- | ||
|style="text-align:left;background: #ffffb0"|E. Monk | |style="text-align:left;background: #ffffb0"|E. Monk | ||
|style="text-align:left;"| | |style="text-align:left;"|Monastery | ||
|style="text-align:center;"|100% | |style="text-align:center;"|100% | ||
|style="text-align:center;"| <!-- Growth --> | |style="text-align:center;"| <!-- Growth --> |
Revision as of 04:59, 28 February 2025
Specialist are population of Cities that have 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. In addition, all Specialists provide a small amount of
Science—1
/Turn for Rural Specialists and 2
/Turn for Urban.
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. Higher level specialists require either a specialist of lower level, or an Improvement of corresponding level.