Specialist: Difference between revisions

From Old World Wiki
Jump to navigation Jump to search
Updated intro and began work on updating table info
Added links, fixed requirements, added explanation of requirements
Line 1: Line 1:
'''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.
'''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.


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.  


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.
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==


{|class="wikitable sortable"
{|class="wikitable sortable"
Line 22: Line 24:
|-
|-
|style="text-align:left;background: #b0ffb0"| Farmer
|style="text-align:left;background: #b0ffb0"| Farmer
|style="text-align:left;"|Farm  
|style="text-align:left;"|[[Improvements#Farm|Farm]]
|style="text-align:center;"|150%
|style="text-align:center;"|150%
|style="text-align:center;"| 1 <!-- Growth -->  
|style="text-align:center;"| 1 <!-- Growth -->  
Line 36: Line 38:
|-
|-
|style="text-align:left;background: #b0ffb0"|Woodcutter
|style="text-align:left;background: #b0ffb0"|Woodcutter
|style="text-align:left;"|Lumbermill
|style="text-align:left;"|[[Improvements#Lumbermill|Lumbermill]]
|style="text-align:center;"|150%
|style="text-align:center;"|150%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 50: Line 52:
|-
|-
|style="text-align:left;background: #b0ffb0"|Stonecutter
|style="text-align:left;background: #b0ffb0"|Stonecutter
|style="text-align:left;"|Quarry
|style="text-align:left;"|[[Improvements#Quarry|Quarry]]
|style="text-align:center;"|150%
|style="text-align:center;"|150%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 64: Line 66:
|-
|-
|style="text-align:left;background: #b0ffb0"|Miner
|style="text-align:left;background: #b0ffb0"|Miner
|style="text-align:left;"|Mine
|style="text-align:left;"|[[Improvements#Mine|Mine]]
|style="text-align:center;"|150%
|style="text-align:center;"|150%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 78: Line 80:
|-
|-
|style="text-align:left;background: #b0ffb0"|Rancher
|style="text-align:left;background: #b0ffb0"|Rancher
|style="text-align:left;"|Pasture
|style="text-align:left;"|[[Improvements#Pasture|Pasture]]
|style="text-align:center;"|200%
|style="text-align:center;"|200%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 92: Line 94:
|-
|-
|style="text-align:left;background: #b0ffb0"|Trapper
|style="text-align:left;background: #b0ffb0"|Trapper
|style="text-align:left;"|Camp
|style="text-align:left;"|[[Improvements#Camp|Camp]]
|style="text-align:center;"|200%
|style="text-align:center;"|200%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 106: Line 108:
|-
|-
|style="text-align:left;background: #b0ffb0"|Gardener
|style="text-align:left;background: #b0ffb0"|Gardener
|style="text-align:left;"|Grove
|style="text-align:left;"|[[Improvements#Grove|Grove]]
|style="text-align:center;"|200%
|style="text-align:center;"|200%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 120: Line 122:
|-
|-
|style="text-align:left;background: #b0ffb0"|Fisher
|style="text-align:left;background: #b0ffb0"|Fisher
|style="text-align:left;"|Nets
|style="text-align:left;"|[[Improvements#Nets|Nets]]
|style="text-align:center;"|200%
|style="text-align:center;"|200%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 134: Line 136:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Doctor
|style="text-align:left;background: #ffffb0"|A. Doctor
|style="text-align:left;"|Cold Baths
|style="text-align:left;"|[[Improvements#Bath|Cold Baths]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| 2<!-- Growth -->  
|style="text-align:center;"| 2<!-- Growth -->  
Line 148: Line 150:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Doctor
|style="text-align:left;background: #ffffb0"|M. Doctor
|style="text-align:left;"|Warm Baths or A. Doctor
|style="text-align:left;"|[[Improvements#Bath|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 -->  
Line 162: Line 164:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Doctor
|style="text-align:left;background: #ffffb0"|E. Doctor
|style="text-align:left;"|Heated Baths or M. Doctor
|style="text-align:left;"|[[Improvements#Bath|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 -->  
Line 176: Line 178:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Acolyte
|style="text-align:left;background: #ffffb0"|A. Acolyte
|style="text-align:left;"|Shrine
|style="text-align:left;"|[[Improvements#Shrines|Shrine]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 190: Line 192:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Acolyte
|style="text-align:left;background: #ffffb0"|M. Acolyte
|style="text-align:left;"|Shrine
|style="text-align:left;"|A. Acolyte
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 204: Line 206:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Acolyte
|style="text-align:left;background: #ffffb0"|E. Acolyte
|style="text-align:left;"|Shrine
|style="text-align:left;"|M. Acolyte
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 218: Line 220:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Monk
|style="text-align:left;background: #ffffb0"|A. Monk
|style="text-align:left;"|Monastery
|style="text-align:left;"|[[Improvements#Monastery|Monastery]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 232: Line 234:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Monk
|style="text-align:left;background: #ffffb0"|M. Monk
|style="text-align:left;"|Monastery
|style="text-align:left;"|A. Monk
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 246: Line 248:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Monk
|style="text-align:left;background: #ffffb0"|E. Monk
|style="text-align:left;"|Monastery
|style="text-align:left;"|M. Monk
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 260: Line 262:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Priest
|style="text-align:left;background: #ffffb0"|A. Priest
|style="text-align:left;"|Temple
|style="text-align:left;"|[[Improvements#Temple|Temple]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 274: Line 276:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Priest
|style="text-align:left;background: #ffffb0"|M. Priest
|style="text-align:left;"|Temple
|style="text-align:left;"|A. Priest
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 288: Line 290:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Priest
|style="text-align:left;background: #ffffb0"|E. Priest
|style="text-align:left;"|Temple
|style="text-align:left;"|M. Priest
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 302: Line 304:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Bishop
|style="text-align:left;background: #ffffb0"|A. Bishop
|style="text-align:left;"|Cathedral
|style="text-align:left;"|[[Improvements#Cathedral|Cathedral]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 316: Line 318:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Bishop
|style="text-align:left;background: #ffffb0"|M. Bishop
|style="text-align:left;"|Cathedral
|style="text-align:left;"|A. Bishop
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 330: Line 332:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Bishop
|style="text-align:left;background: #ffffb0"|E. Bishop
|style="text-align:left;"|Cathedral
|style="text-align:left;"|M. Bishop
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 344: Line 346:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Poet
|style="text-align:left;background: #ffffb0"|A. Poet
|style="text-align:left;"|Odeon
|style="text-align:left;"|[[Improvements#Odeon|Odeon]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 358: Line 360:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Poet
|style="text-align:left;background: #ffffb0"|M. Poet
|style="text-align:left;"|Odeon
|style="text-align:left;"|[[Improvements#Odeon|Theater]] or A. Poet
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 372: Line 374:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Poet
|style="text-align:left;background: #ffffb0"|E. Poet
|style="text-align:left;"|Odeon
|style="text-align:left;"|[[Improvements#Odeon|Ampitheater]] or M. Poet
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 386: Line 388:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Shopkeeper
|style="text-align:left;background: #ffffb0"|A. Shopkeeper
|style="text-align:left;"|Market
|style="text-align:left;"|[[Improvements#Market|Market]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 400: Line 402:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Shopkeeper
|style="text-align:left;background: #ffffb0"|M. Shopkeeper
|style="text-align:left;"|Market
|style="text-align:left;"|[[Improvements#Market|Grocer]] or A. Shopkeeper
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| 1/CL <!-- Growth -->  
|style="text-align:center;"| 1/CL <!-- Growth -->  
Line 414: Line 416:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Shopkeeper
|style="text-align:left;background: #ffffb0"|E. Shopkeeper
|style="text-align:left;"|Market
|style="text-align:left;"|[[Improvements#Market|Fair]] or M. Shopkeeper
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| 2/CL <!-- Growth -->  
|style="text-align:center;"| 2/CL <!-- Growth -->  
Line 428: Line 430:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Philosopher
|style="text-align:left;background: #ffffb0"|A. Philosopher
|style="text-align:left;"|Library
|style="text-align:left;"|[[Improvements#Library|Library]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 442: Line 444:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Philosopher
|style="text-align:left;background: #ffffb0"|M. Philosopher
|style="text-align:left;"|Library
|style="text-align:left;"|[[Improvements#Library|Academy]] or A. Philosopher
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 456: Line 458:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Philosopher
|style="text-align:left;background: #ffffb0"|E. Philosopher
|style="text-align:left;"|Library
|style="text-align:left;"|[[Improvements#Library|University]] or M. Philosopher
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 470: Line 472:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Scribe
|style="text-align:left;background: #ffffb0"|A. Scribe
|style="text-align:left;"|Courthouse
|style="text-align:left;"|[[Improvements#Courthouse|Courthouse]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 484: Line 486:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Scribe
|style="text-align:left;background: #ffffb0"|M. Scribe
|style="text-align:left;"|Courthouse
|style="text-align:left;"|[[Improvements#Courthouse|Ministry]] or A. Scribe
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 498: Line 500:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Scribe
|style="text-align:left;background: #ffffb0"|E. Scribe
|style="text-align:left;"|Courthouse
|style="text-align:left;"|[[Improvements#Courthouse|Palace]] or M. Scribe
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 512: Line 514:
|-
|-
|style="text-align:left;background: #ffffb0"|A. Officer
|style="text-align:left;background: #ffffb0"|A. Officer
|style="text-align:left;"|Barracks or Range
|style="text-align:left;"|[[Improvements#Barracks|Barracks]] or [[Improvements#Range|Range]]
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 526: Line 528:
|-
|-
|style="text-align:left;background: #ffffb0"|M. Officer
|style="text-align:left;background: #ffffb0"|M. Officer
|style="text-align:left;"|Barracks or Range
|style="text-align:left;"|A. Officer
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  
Line 540: Line 542:
|-
|-
|style="text-align:left;background: #ffffb0"|E. Officer
|style="text-align:left;background: #ffffb0"|E. Officer
|style="text-align:left;"|Barracks or Range
|style="text-align:left;"|M. Officer
|style="text-align:center;"|100%
|style="text-align:center;"|100%
|style="text-align:center;"| <!-- Growth -->  
|style="text-align:center;"| <!-- Growth -->  

Revision as of 16:16, 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. 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

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