Projects

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City Projects are produced directly by a city, using its civics output per year. Projects are located within the city center tile and affect the overall yields of the city (in contrast to Improvements, which are built by Worker units on the map). The effects of completing a project may vary depending on nation and Archetypes of the Leader & Governor of the city. Most projects have stronger variants for every cultural level. Some projects are freely repeatable, others are permanent and cannot be produced again in the same city until it reaches the next cultural level.

Permanent projects

Permanent projects can only be done once. When a city reaches the next cultural level, it may produce the stronger variant of the project, replacing the effects of the previous one (i.e., when completing Treasury II a city gains a net of +10 per year).

Treasury

Treasury projects are mainly used to increase the city's money output. If playing as Babylonia, every treasury project also provides +2 per year in the city. If adopted Professional Army law, every treasury project also provides +2 per year.

Name Requirements Construction cost Resources cost Effects
Treasury I Administration technology 40 civics 20 stone
  • +100 on completion
  • +10 per year
Treasury II Treasury I
Developing culture
60 civics 40 stone
  • +200 on completion
  • +20 per year
Treasury III Treasury II
Strong culture
80 civics 60 stone
  • +300 on completion
  • +40 per year
Treasury IV Treasury III
Legendary culture
100 civics 80 stone
  • +400 on completion
  • +80 per year
  • -1 per year

Forum

Forum projects are mainly used to increase the city's civics output. If built The Acropolis wonder, every forum project also provides +0.5 per year in the city. If adopted Philosophy law, every forum project also provides +1 per year.

Name Requirements Construction cost Resources cost Effects
Forum I Rhetoric technology 40 civics 20 stone
  • +20 on completion
  • +1 per year
Forum II Forum I
Developing culture
60 civics 40 stone
  • +40 on completion
  • +2 per year
Forum III Forum II
Strong culture
80 civics 60 stone
  • +60 on completion
  • +4 per year
Forum IV Forum III
Legendary culture
100 civics 80 stone
  • +80 on completion
  • +8 per year
  • -1 per year

Archive

Archive projects are mainly used to increase the city's science output. If the Leader is a Scholar, every Archive project also provides +2 per year in the city. If adopted Gnosticism Theology, every Archive project also provides +2 per year.

Name Requirements Construction cost Resources cost Effects
Archive I Metaphysics technology 40 civics 20 stone
  • +10 on completion
  • +1 per year
Archive II Archive I
Developing culture
60 civics 40 stone
  • +20 on completion
  • +2 per year
Archive III Archive II
Strong culture
80 civics 60 stone
  • +30 on completion
  • +4 per year
Archive IV Archive III
Legendary culture
100 civics 80 stone
  • +40 on completion
  • +8 per year
  • -1 per year

Infrastructure Projects

Infrastructure projects are mainly used to increase the city's defence. For every completed project, the city center gains +10 maximum HP and -1 per year, if a Military unit of the same family is inside the city's borders.

Name Requirements Construction cost Resources cost Effects
Walls Polis technology 60 civics 40 stone
Moat Portcullis technology
Walls
80 civics 60 stone
  • +25% City Defense
Towers Martial Code technology
Moat
100 civics 80 stone
  • +25% City Defense
  • +1 maximum Range for ranged units

Other Permanent Projects

There are unique projects that cannot be enabled through the technology tree, but rather through certain Events. These projects are automatically installed in the city, without investing time and resources.

Name Required Event Effects
Consular Tribune The Fighting Class
  • -1No Icon Found per turn
  • +10% per turn
  • -10% per turn
Merchant Town Merchant Town
  • +20% per turn
  • -10% per turn
Sword Cult Mysterious Sword +2 per turn
Sword Cult Tithe Mysterious Sword +10 per turn
Confucism ? ?
Child Labor ? ?

Repeatable Projects

Repeatable projects may be produced by the same city more than once before it reaches its next cultural level (enabling the stronger variant of the project). Permanent effects from the different tiers of these project (excluding Council & Decree) stack, in contrast to Permanent projects which replaces the effects of the previous tier. Repeatable projects cost no resources to produce.

Council

Council projects are different in that they always take 1 turn to build and their effects (increase in civics & money output) last only for one turn.

Name Requirements Construction cost Effects
Council I Cultural level: Weak
  • +40% for 1 turn
  • +40% for 1 turn
  • +40% for 1 turn
Council II Cultural level: Developing
  • +60% for 1 turn
  • +60% for 1 turn
  • +60% for 1 turn
Council III Cultural level: Strong
  • +80% for 1 turn
  • +80% for 1 turn
  • +80% for 1 turn
Council IV Cultural level: Legendary
  • +100% for 1 turn
  • +100% for 1 turn
  • +100% for 1 turn

Festival

Festival projects are used mainly to battle discontent and increase growth.

Name Requirements Construction cost Effects
Festival I Cultural level: Weak 40 civics
  • +20 and -20 on completion
  • +1 per turn
Festival II Cultural level: Developing 60 civics
  • +40 and -40 on completion
  • +1 per turn
Festival III Cultural level: Strong 80 civics
  • +60 and -60 on completion
  • +1 per turn
Festival IV Cultural level: Legendary 100 civics
  • +80 and -80 on completion
  • +1 per turn

Inquiry

Inquiry projects are available in cities with a governor of the Scholar Archetype. They are used mainly to increase the science output in a city.

Name Requirements Construction cost Effects
Inquiry I Cultural level: Weak 80 civics
  • +40 on completion
  • +1 per turn
Inquiry II Cultural level: Developing 120 civics
  • +80 on completion
  • +1 per turn
Inquiry III Cultural level: Strong 160 civics
  • +120 on completion
  • +1 per turn
Inquiry IV Cultural level: Legendary 200 civics
  • +160 on completion
  • +1 per turn

Hunt

Hunt projects are only available in the Family Seat of a Hunters type family and are used mainly to increase the food output in a city.

Name Requirements Construction cost Effects
Hunt I Cultural level: Weak 40 civics
  • +100 on completion
  • +1 per turn
Hunt II Cultural level: Developing 60 civics
  • +200 on completion
  • +1 per turn
Hunt III Cultural level: Strong 80 civics
  • +300 on completion
  • +1 per turn
Hunt IV Cultural level: Legendary 100 civics
  • +400 on completion
  • +1 per turn

Decree

Decree projects are only available in the Family Seat of a Statesmen type family or in the capital city, if adopted Constitution law. They are used to increase the orders output in a city for a single turn.

Name Requirements Construction cost Effects
Decree I Cultural level: Weak 40 civics +6 on completion
Decree II Cultural level: Developing 60 civics +8 on completion
Decree III Cultural level: Strong 80 civics +10 on completion
Decree IV Cultural level: Legendary 100 civics +12 on completion

Convoy

Convoy projects are only available if adopted Trade League law. They are used mainly to battle discontent and increase money output.

Name Requirements Construction cost Effects
Convoy I Cultural level: Weak 40 civics
  • +100 and -40 on completion
  • +1 per turn
Convoy II Cultural level: Developing 60 civics
  • +200 and -60 on completion
  • +1 per turn
Convoy III Cultural level: Strong 80 civics
  • +300 and -80 on completion
  • +1 per turn
Convoy IV Cultural level: Legendary 100 civics
  • +400 and -100 on completion
  • +1 per turn

Olympiad

Olympiad projects are only available for Greece. They are used to increase training output.

Name Requirements Construction cost Effects
Olympiad I Cultural level: Weak 40 civics
  • +50 on completion
  • +1 per turn
Olympiad II Cultural level: Developing 60 civics
  • +100 on completion
  • +1 per turn
Olympiad III Cultural level: Strong 80 civics
  • +150 on completion
  • +1 per turn
Olympiad IV Cultural level: Legendary 100 civics
  • +200 on completion
  • +1 per turn