Improvement

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Revision as of 15:59, 28 February 2025 by Lord Emsworth (talk | contribs) (Added religion link)
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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 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 -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