Last Update: Patch 1.0.61443 (july 22)
Pillage yields
Improvement
|
Pillage yield
|
Fort
|
20
|
Farm / Granary
|
20
|
Mine
|
20
|
Quarry
|
20
|
Lumbermill
|
20
|
Pasture / Camp / Grove / Nets
|
20
|
Harbor
|
30
|
Watermill / Windmill
|
20
|
Hamlet / Village / Town
|
10 / 20 / 40
|
Barracks
|
20
|
Range
|
20
|
Odeon / Theater / Amphitheater
|
20 / 30 / 40
|
Baths
|
20 / 30 / 40
|
Market / Grocer / Fair
|
20 / 40 / 60
|
Library / Academy / University
|
10 / 20 / 30
|
Courthouse / Ministry / Palace
|
10 / 20 / 30
|
Garrison / Stronghold / Citadel
|
40 / 50 / 50
|
Shrine
|
20
|
Monastery
|
20
|
Temple
|
2
|
Cathedral
|
20
|
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 Paganism religion to that city which gives +2
. Each shrine increases the opinion of your Paganism 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
|
-4
|
+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
|