Yields: Difference between revisions

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A '''yield''' is one of several resources (not to be confused with on-tile [[resources]]) that can be accumulated and spent. Yields are produced in [[city|cities]] and by [[characters]] and can be spent in a variety of ways. A distinction can be made between goods ({{icon|food}} Food, {{icon|stone}} Stone, {{icon|iron}}Iron, or {{icon|wood}} Wood) and other yields: goods can be bought or sold using {{icon|money}} [[Money]], while other yields cannot be bought or sold. Goods, {{icon|training}} [[Training]], and {{icon|civics}} [[Civics]] are added to global stockpiles each turn, while other Yields are applied to a particular purpose each turn, either globally or in the city that produces them (for example, {{icon|science}} [[Science]] production is used to research the currently selected [[Technology]], while {{icon|culture}} [[Culture]] accumulates in each city until that city reaches another [[Culture#Culture Levels|Culture Level]]). Notably, the {{icon|training}} Training, {{icon|civics}} Civics, or {{icon|growth}} [[Growth]] produced by a city will not be added to a stockpile (Training and Civics) or applied to city population growth (Growth) if that city is building something whose cost includes that yield—instead, the yield will be applied towards the cost of the thing being built each turn until it is completed.
'''Yields''' are resources (not to be confused with on-tile [[resources]]) that can be accumulated and spent. Yields are produced in [[city|cities]] and by [[characters]] and can be spent in a variety of ways. A distinction can be made between goods ({{icon|food}} Food, {{icon|stone}} Stone, {{icon|iron}}Iron, or {{icon|wood}} Wood) and other yields: goods can be bought or sold using {{icon|money}} [[Money]], while other yields cannot be bought or sold. Goods, {{icon|training}} [[Training]], and {{icon|civics}} [[Civics]] are added to global stockpiles each turn, while other Yields are applied to a particular purpose each turn, either globally or in the city that produces them (for example, {{icon|science}} [[Science]] production is used to research the currently selected [[Technology]], while {{icon|culture}} [[Culture]] accumulates in each city until that city reaches another [[Culture#Culture Levels|Culture Level]]). Notably, the {{icon|training}} Training, {{icon|civics}} Civics, or {{icon|growth}} [[Growth]] produced by a city will not be added to a stockpile (Training and Civics) or applied to city population growth (Growth) if that city is building something whose cost includes that yield—instead, the yield will be applied towards the cost of the thing being built each turn until it is completed.


The tables below list the available yields and provides a brief overview of their purpose.
The tables below list the available yields and provides a brief overview of their purpose.

Revision as of 21:45, 7 March 2025

Yields are resources (not to be confused with on-tile resources) that can be accumulated and spent. Yields are produced in cities and by characters and can be spent in a variety of ways. A distinction can be made between goods ( Food, Stone, Iron, or Wood) and other yields: goods can be bought or sold using Money, while other yields cannot be bought or sold. Goods, Training, and Civics are added to global stockpiles each turn, while other Yields are applied to a particular purpose each turn, either globally or in the city that produces them (for example, Science production is used to research the currently selected Technology, while Culture accumulates in each city until that city reaches another Culture Level). Notably, the Training, Civics, or Growth produced by a city will not be added to a stockpile (Training and Civics) or applied to city population growth (Growth) if that city is building something whose cost includes that yield—instead, the yield will be applied towards the cost of the thing being built each turn until it is completed.

The tables below list the available yields and provides a brief overview of their purpose.

Goods

Icon Name Description
Food Used to build settlers, train mounted units, and train urban specialists. Most units cost Food as part of their per-turn maintainence. Produced by Farms.
Stone Used for most urban improvements and wonders. Produced by Quarries.
Iron Used for most military units and for Quarries. Produced by Mines.
Wood Used for some military units and improvements, including Farms and Mines. Produced by Lumbermills.

Non-tradeable Yields

Icon Name Description
Orders Used to move units and execute missions. Any unused Orders are converted into Money at a rate of 1:10 at the end of the turn.
Money Used for buying and selling other resources. Production is added to global stockpile each turn.
Science Used to research technologies. Cannot be stockpiled.
Training Used to train military units in cities. Stockpiled Training can be spent to upgrade, promote, and add generals to units, or to buy Orders for 100 Training each. Can be stockpiled up to a maximum of 2,000. Training over 2,000 is automatically spent to buy Orders.
Civics Used to train Specialists or build Projects in cities. Stockpiled Civics can be spent to enact Laws, establish State Religions, assign Governors, or establish Theologies. Can be stockpiled up to a maximum of 2,000. Civics over 2,000 are converted into Science at a rate of 10:1 at the end of the turn.
Growth Used to train civilian units (notably, Settlers and Workers) in cities. When a city's Growth bar fills up (from Growth that was not used to build a unit), the city gains a Citizen. Each city's Growth is only used in that city.
Culture When a city's Culture bar fills up, the city's Culture Level increases. This triggers a typically positive event, increases the city's Victory Point value, and unlocks access to higher tier Urban Improvements and Wonders. Each city's Culture is only used in that city.
Discontent When a city's Discontent bar fills up, the city's Discontent Level increases, which reduces Science and Growth production by 5%, increases No Icon Found Maintainance by 5%, and negatively impacts family opinions.