Specialist: Difference between revisions

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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 certain profession which can be assigned in cities. They improve the yield of some goods and for each specialist a citizen is used. Note that the boni and penalties and food consumption of population are not lost, but bonuses for citizens do not apply to specialists. They are further divided into rural and urban.
'''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 (weak) and 4 (legendary). Rural specialists are shown in green, whereas 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.  


Urban specialists have 3 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.  
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;"|Bath
|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;"|Bath
|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;"|Bath
|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;"|Monastry
|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;"|Monastry
|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;"|Monastry
|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.

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 Shrine 100% 3 3 0.5 60 60 +2 Religion Opinion
E. Acolyte Shrine 100% 4 4 1 80 80 +3 Religion Opinion
A. Monk Monastery 100% 4 2 40 40
M. Monk Monastery 100% 1/CL 6 3 60 60
E. Monk Monastery 100% 2/CL 8 4 80 80
A. Priest Temple 100% 2 40 40 -1 Discontent, +1 Religion Opinion
M. Priest Temple 100% 0.5/C 3 60 60 -1.5 Discontent, +2 Religion Opinion
E. Priest Temple 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 Cathedral 100% 3 0.5 15/CL 60 60 +2 Religion Opinion
E. Bishop Cathedral 100% 4 1 20/CL 80 80 +3 Religion Opinion
A. Poet Odeon 100% 3 2 40 40
M. Poet Odeon 100% 0.5/C 4 3 60 60
E. Poet Odeon 100% 1/C 5 4 80 80
A. Shopkeeper Market 100% 2 20 40 40
M. Shopkeeper Market 100% 1/CL 3 30 60 60
E. Shopkeeper Market 100% 2/CL 4 40 80 80
A. Philosopher Library 100% 4 40 40
M. Philosopher Library 100% 1/C 6 60 60
E. Philosopher Library 100% 2/C 8 80 80
A. Scribe Courthouse 100% 2 2 40 40
M. Scribe Courthouse 100% 3 3 1/C 60 60
E. Scribe Courthouse 100% 4 4 2/C 80 80
A. Officer Barracks or Range 100% 2 2 40 40
M. Officer Barracks or Range 100% 3 3 60 60 +20 XP for new Units
E. Officer Barracks or Range 100% 4 4 80 80 +50 XP for new Units