Improvement: Difference between revisions

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m Lord Emsworth moved page Improvements to Improvement: standardize- all pages should be singular unless good reason otherwise
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An '''Improvement''' can be built on a tile in the territory of a [[City]] and grants [[Yields]]. Most Improvements are built by [[Workers]], while [[Religion|Religious]] Improvements must be built by an [[Religion#Acolyte]] of the corresponding Religion. Each Improvement costs some quantity of [[Yields#Goods|Goods]] and takes some number of turns to build. Once completed, Improvements generate Yields every turn and allow the city they are in to train a [[Specialists|Specialist]] that can boost their Yields. Improvements are divided into Rural and Urban Improvements. Rural Improvements, such as Farms or Mines, represent the resource-generating backbone of a nation, while Urban Improvements represent expansions of the nation's cities, and are subject to additional placement restrictions.
An '''Improvement''' can be built on a tile in the territory of a [[City]] and grants [[Yields]]. Most Improvements are built by [[Workers]], while [[Religion|Religious]] Improvements must be built by an [[Religion#Acolyte]] of the corresponding Religion. Each Improvement costs some quantity of [[Yields#Goods|Goods]] and takes some number of turns to build. Once completed, Improvements generate Yields every turn and allow the city they are in to train a [[Specialists|Specialist]] that can boost their Yields. Improvements are divided into Rural and Urban Improvements. Rural Improvements, such as Farms or Mines, represent the resource-generating backbone of a nation, while Urban Improvements represent expansions of the nation's cities, and are subject to additional placement restrictions. Each Improvement increases a City's {{icon|Maintainance}} [[Maintainance]] by 2.


= Rural Improvements =
= Rural Improvements =
The list of Rural Improvements roughly corresponds to the list of Goods, plus some Improvements built to exploit particular [[Resources]]. Each Rural Improvement can be built anywhere, any number of times, and most get bonuses for adjacent identical improvements.
The list of Rural Improvements roughly corresponds to the list of Goods, plus some Improvements built to exploit particular [[Resources]]. Each Rural Improvement can be built anywhere, any number of times, and most get bonuses for adjacent identical improvements.
Improvements built on Resources have their Yields increased or changed—note that, in the table below, some resource bonuses are added (like a Farm on Sorghum getting +2 {{icon|growth}}, +5 {{icon|food}}), and some replace the original yield (like a Gold Mine giving +40 {{icon|money}} and no {{icon|iron}}). Also note that some adjacency bonuses boost one of an Improvement's Yields in particular, while others boost the entire output—a farm on Sorghum on Lush terrain will only have its Food output boosted by the Lush terrain, but will also have its Growth increased by adjacent Farms.


{|class="wikitable"
{|class="wikitable"
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* Barley
* Barley
* Sorghum
* Sorghum
* Marsh, with [[Laws#Centralization|Centralization]]
* With [[Laws#Centralization|Centralization]]:
** Marsh
|style="text-align:center;"|20 {{icon|wood}}
|style="text-align:center;"|20 {{icon|wood}}
|style="text-align:center;"|3 Turns
|style="text-align:center;"|3 Turns
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* Arid: -40% {{icon|food}}
* Arid: -40% {{icon|food}}
|style="text-align:left;"|
|style="text-align:left;"|
* Farm: +10%
* Volcano: +40% {{icon|food}}
* Volcano: +40% {{icon|food}}
* Fresh Water: +20% {{icon|food}}
* Fresh Water: +20% {{icon|food}}
* Farm: +10%
* Pasture: +40%
* Pasture: +40%
* Granary: +60%
* Granary: +60%
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* Sorghum, Wheat, or Barley: +2 {{icon|growth}}, +5 {{icon|food}}
* Sorghum, Wheat, or Barley: +2 {{icon|growth}}, +5 {{icon|food}}
* Landowners City: +5 {{icon|money}}
* Landowners City: +5 {{icon|money}}
|style="text-align:center;"|
|style="text-align:center;"|[[Specialists#Farmer|Farmer]]
[[Specialists#Farmer|Farmer]]
|style="text-align:center;"|20 {{icon|food}}
|style="text-align:center;"|
|-
20 {{icon|food}}
|style="text-align:center;"|Mine
|style="text-align:left;"|
* Lush
* Temperate
* Arid
* Hill
* Ore
* Salt
* Gems
* Gold
* Silver
|style="text-align:center;"|20 {{icon|wood}}
|style="text-align:center;"|3 Turns
|style="text-align:center;"|5 {{icon|iron}}
|style="text-align:left;"|
* Hill: +60% {{icon|iron}}
|style="text-align:left;"|
* Mine: +10%
* Windmill or Watermill: +100%
|style="text-align:left;"|
* Ore: 2 {{icon|training}}, 5 {{icon|iron}}
* Salt or Gems: 2 {{icon|culture}}, 20 {{icon|money}}
* Gold or Silver: 40 {{icon|money}}
* Each [[Religion#Theologies#Redemption|Redemption]] Cathedral: +20%
* [[Laws#Autarky|Autarky]]: +20%
|style="text-align:center;"|[[Specialists#Farmer|Farmer]]
|style="text-align:center;"|20 {{icon|metal}}
|}
|}



Revision as of 16:08, 3 March 2025

An Improvement can be built on a tile in the territory of a City and grants Yields. Most Improvements are built by Workers, while Religious Improvements must be built by an Religion#Acolyte of the corresponding Religion. Each Improvement costs some quantity of Goods and takes some number of turns to build. Once completed, Improvements generate Yields every turn and allow the city they are in to train a Specialist that can boost their Yields. Improvements are divided into Rural and Urban Improvements. Rural Improvements, such as Farms or Mines, represent the resource-generating backbone of a nation, while Urban Improvements represent expansions of the nation's cities, and are subject to additional placement restrictions. Each Improvement increases a City's No Icon Found Maintainance by 2.

Rural Improvements

The list of Rural Improvements roughly corresponds to the list of Goods, plus some Improvements built to exploit particular Resources. Each Rural Improvement can be built anywhere, any number of times, and most get bonuses for adjacent identical improvements.

Improvements built on Resources have their Yields increased or changed—note that, in the table below, some resource bonuses are added (like a Farm on Sorghum getting +2 , +5 ), and some replace the original yield (like a Gold Mine giving +40 and no ). Also note that some adjacency bonuses boost one of an Improvement's Yields in particular, while others boost the entire output—a farm on Sorghum on Lush terrain will only have its Food output boosted by the Lush terrain, but will also have its Growth increased by adjacent Farms.

Improvement Requirements Build Cost Build Time Yields Terrain Bonuses Adjacency Bonuses Other Bonuses Specialist Enabled Pillage Yield
Farm 20 3 Turns 5
  • Marsh: 2
  • Lush: +40%
  • Arid: -40%
  • Farm: +10%
  • Volcano: +40%
  • Fresh Water: +20%
  • Pasture: +40%
  • Granary: +60%
  • Sun Shrine: +20%
  • River, as Egypt: +40%
  • Sorghum, Wheat, or Barley: +2 , +5
  • Landowners City: +5
Farmer 20
Mine
  • Lush
  • Temperate
  • Arid
  • Hill
  • Ore
  • Salt
  • Gems
  • Gold
  • Silver
20 3 Turns 5
  • Hill: +60%
  • Mine: +10%
  • Windmill or Watermill: +100%
  • Ore: 2 , 5
  • Salt or Gems: 2 , 20
  • Gold or Silver: 40
  • Each Redemption Cathedral: +20%
  • Autarky: +20%
Farmer 20 No Icon Found

Urban Improvements

Urban Improvements, except those with the "Build Anywhere" attribute, are subject to Urban placement restrictions, meaning that they can only built adjacent to two or more Urban tiles, on the coast adjacent to one or more Urban tiles, or on preexisting Urban terrain. In addition, most Urban Improvements have Culture Level restrictions, and either cannot be built if the Culture Level of the city is too low, or can only be built once per Culture Level. Those that require a particular Culture Level are all part of a particular class of Improvements, can only be built once per City, and also require the previous Improvements of that class to be built. For example, the Odeon, Theater, and Amphitheater are all part of the Odeon class. To build a Theater, a City must have a Culture Level of Developing and an Odeon.

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 Pagan Religion to that city which gives +2 . Each shrine increases the opinion of your Pagan 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 -4A +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