Difference between revisions of "Projects"
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==Repeatable Projects== | ==Repeatable Projects== | ||
Repeatable projects may be produced by the same city more than once before it reaches its next [[Cities|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. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="200px" | Effects | |||
|- | |||
| Council I | |||
| Cultural level: Weak | |||
| | |||
| | |||
* +60%{{icon|civics}} for 1 turn | |||
* +60%{{icon|money}} for 1 turn | |||
|- | |||
| Council II | |||
| Cultural level: Developing | |||
| | |||
| | |||
* +70%{{icon|civics}} for 1 turn | |||
* +70%{{icon|money}} for 1 turn | |||
|- | |||
| Council III | |||
| Cultural level: Strong | |||
| | |||
| | |||
* +80%{{icon|civics}} for 1 turn | |||
* +80%{{icon|money}} for 1 turn | |||
|- | |||
| Council IV | |||
| Cultural level: Legendary | |||
| | |||
| | |||
* +90%{{icon|civics}} for 1 turn | |||
* +90%{{icon|money}} for 1 turn | |||
|} | |||
===Festival=== | |||
Festival projects are used mainly to battle discontent and increase growth. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="250px" | Effects | |||
|- | |||
| Festival I | |||
| Cultural level: Weak | |||
| 40{{icon|civics}} civics | |||
| | |||
* +20{{icon|growth}} and -20{{icon|unrest}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Festival II | |||
| Cultural level: Developing | |||
| 60{{icon|civics}} civics | |||
| | |||
* +40{{icon|growth}} and -40{{icon|unrest}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Festival III | |||
| Cultural level: Strong | |||
| 100{{icon|civics}} civics | |||
| | |||
* +60{{icon|growth}} and -60{{icon|unrest}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Festival IV | |||
| Cultural level: Legendary | |||
| 160{{icon|civics}} civics | |||
| | |||
* +80{{icon|growth}} and -80{{icon|unrest}} on completion | |||
* +1{{icon|culture}} per turn | |||
|} | |||
===Inquiry=== | |||
Inquiry projects are only available in the Family Seat of a ''Sages'' type family or in the capital city, if the leader is of the Scholar [[Character Traits (Archetypes)|Archetype]]. They are used mainly to increase the science output in a city. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="200px" | Effects | |||
|- | |||
| Inquiry I | |||
| Cultural level: Weak | |||
| 40{{icon|civics}} civics | |||
| | |||
* +40{{icon|science}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Inquiry II | |||
| Cultural level: Developing | |||
| 60{{icon|civics}} civics | |||
| | |||
* +80{{icon|science}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Inquiry III | |||
| Cultural level: Strong | |||
| 100{{icon|civics}} civics | |||
| | |||
* +120{{icon|science}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Inquiry IV | |||
| Cultural level: Legendary | |||
| 160{{icon|civics}} civics | |||
| | |||
* +160{{icon|science}} on completion | |||
* +1{{icon|culture}} 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. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="200px" | Effects | |||
|- | |||
| Hunt I | |||
| Cultural level: Weak | |||
| 40{{icon|civics}} civics | |||
| | |||
* +50{{icon|food}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Hunt II | |||
| Cultural level: Developing | |||
| 60{{icon|civics}} civics | |||
| | |||
* +100{{icon|food}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Hunt III | |||
| Cultural level: Strong | |||
| 100{{icon|civics}} civics | |||
| | |||
* +150{{icon|food}} on completion | |||
* +1{{icon|culture}} per turn | |||
|- | |||
| Hunt IV | |||
| Cultural level: Legendary | |||
| 160{{icon|civics}} civics | |||
| | |||
* +200{{icon|food}} on completion | |||
* +1{{icon|culture}} per turn | |||
|} | |||
===Decree=== | |||
Decree projects are only available in the Family Seat of a ''Statesmen'' type family or in the capital city, if adopted [[laws|Constitution]] law. They are used to increase the orders output in a city for a single turn. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="200px" | Effects | |||
|- | |||
| Decree I | |||
| Cultural level: Weak | |||
| 40{{icon|civics}} civics | |||
| +6{{icon|orders}} for 1 turn | |||
|- | |||
| Decree II | |||
| Cultural level: Developing | |||
| 60{{icon|civics}} civics | |||
| +8{{icon|orders}} for 1 turn | |||
|- | |||
| Decree III | |||
| Cultural level: Strong | |||
| 100{{icon|civics}} civics | |||
| +10{{icon|orders}} for 1 turn | |||
|- | |||
| Decree IV | |||
| Cultural level: Legendary | |||
| 160{{icon|civics}} civics | |||
| +12{{icon|orders}} for 1 turn | |||
|} | |||
===Convoy=== | |||
Convoy projects are only available if adopted [[laws|Trade League]] law. They are used mainly to battle discontent and increase money output. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="320px" | Effects | |||
|- | |||
| Convoy I | |||
| Cultural level: Weak | |||
| 40{{icon|civics}} civics | |||
| | |||
* +100{{icon|money}} and -40{{icon|unrest}} on completion | |||
* +1{{icon|growth}} per turn | |||
|- | |||
| Convoy II | |||
| Cultural level: Developing | |||
| 60{{icon|civics}} civics | |||
| | |||
* +200{{icon|money}} and -60{{icon|unrest}} on completion | |||
* +1{{icon|growth}} per turn | |||
|- | |||
| Convoy III | |||
| Cultural level: Strong | |||
| 100{{icon|civics}} civics | |||
| | |||
* +300{{icon|money}} and -80{{icon|unrest}} on completion | |||
* +1{{icon|growth}} per turn | |||
|- | |||
| Convoy IV | |||
| Cultural level: Legendary | |||
| 160{{icon|civics}} civics | |||
| | |||
* +400{{icon|money}} and -1 Discontent level on completion | |||
* +1{{icon|growth}} per turn | |||
|} | |||
===Olympiad=== | |||
Olympiad projects are only available for [[Greece]]. They are used to increase training output. | |||
{| class="wikitable sortable" | |||
! width="80px" | Name | |||
! width="160px" | Requirements | |||
! width="80px" | Construction cost | |||
! width="200px" | Effects | |||
|- | |||
| Olympiad I | |||
| Cultural level: Weak | |||
| 40{{icon|civics}} civics | |||
| | |||
* +40{{icon|training}} on completion | |||
* +1{{icon|training}} per turn | |||
|- | |||
| Olympiad II | |||
| Cultural level: Developing | |||
| 60{{icon|civics}} civics | |||
| | |||
* +80{{icon|training}} on completion | |||
* +1{{icon|training}} per turn | |||
|- | |||
| Olympiad III | |||
| Cultural level: Strong | |||
| 100{{icon|civics}} civics | |||
| | |||
* +120{{icon|training}} on completion | |||
* +1{{icon|training}} per turn | |||
|- | |||
| Olympiad IV | |||
| Cultural level: Legendary | |||
| 160{{icon|civics}} civics | |||
| | |||
* +160{{icon|training}} on completion | |||
* +1{{icon|training}} per turn | |||
|} | |||
[[Category:Cities]] | [[Category:Cities]] |
Revision as of 16:15, 6 July 2021
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 | |
Treasury II | Treasury I Developing culture |
60 civics | 40 stone | |
Treasury III | Treasury II Strong culture |
100 civics | 60 stone | |
Treasury IV | Treasury III Legendary culture |
160 civics | 80 stone |
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 | |
Forum II | Forum I Developing culture |
60 civics | 40 stone | |
Forum III | Forum II Strong culture |
100 civics | 60 stone | |
Forum IV | Forum III Legendary culture |
160 civics | 80 stone |
Archive
Archive projects are mainly used to increase the city's science output. If the city has a Scholar governor, every Archive project also provides -1 No Icon Found 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 | |
Archive II | Archive I Developing culture |
60 civics | 40 stone | |
Archive III | Archive II Strong culture |
100 civics | 60 stone | |
Archive IV | Archive III Legendary culture |
160 civics | 80 stone |
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 -1No Icon Found 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 | |
Towers | Martial Code technology Moat |
100 civics | 80 stone |
|
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.
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 | ||
Council II | Cultural level: Developing | ||
Council III | Cultural level: Strong | ||
Council IV | Cultural level: Legendary |
Festival
Festival projects are used mainly to battle discontent and increase growth.
Inquiry
Inquiry projects are only available in the Family Seat of a Sages type family or in the capital city, if the leader is of the Scholar Archetype. They are used mainly to increase the science output in a city.
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.
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.
Convoy
Convoy projects are only available if adopted Trade League law. They are used mainly to battle discontent and increase money output.
Olympiad
Olympiad projects are only available for Greece. They are used to increase training output.