Buildings
"The physician can bury his mistakes, but the architect can only advise his client to plant vines."
- Frank Lloyd Wright
Buildings can dramatically improve a city's wealth, population, defenses, or productivity. Certain buildings will improve the quality of some military units constructed there, while others will allow a coastal city to harvest food from the oceans.
It's important to construct buildings. If your civilization is heavily involved in combat, the temptation may be to focus all of your production on military units, but if you pursue this pathway for too long, your cities may become inferior to other civs' better-developed cities, putting you at a significant disadvantage as the game progresses.
It's important to construct buildings. If your civilization is heavily involved in combat, the temptation may be to focus all of your production on military units, but if you pursue this pathway for too long, your cities may become inferior to other civs' better-developed cities, putting you at a significant disadvantage as the game progresses.
Cathedral
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
💰 Gold: +2
🕊️ Faith: +2
Local Effects:
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 💰 Poverty
• +1 💰 to Farm
• +1 💰 to Quarry
• +1 💰 to Pasture
• When this City naturally expands: +10 💰, scaling with Era
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Cathedrals
Always Retained on Conquest
----------------
💰 Gold: +2
🕊️ Faith: +2
Local Effects:
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 💰 Poverty
• +1 💰 to Farm
• +1 💰 to Quarry
• +1 💰 to Pasture
• When this City naturally expands: +10 💰, scaling with Era
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Cathedrals
Strategy:
Can only be built in cities following a religion with the Cathedrals belief. Construct this building by purchasing it with 🕊️ Faith. Reduces Poverty and boosts the 💰 Gold yield of nearby farms and pastures. Gain 💰 Gold in the City when its borders expand.
Historical Info:
The Cathedral is a form of Christian church differentiated by the presence of the Bishop's throne. The Latin term "Cathedra" means "chair," in reference to the throne itself - the cathedral then being the building containing this throne. Most cathedrals feature a unique architectural style when compared to other surrounding structures, frequently becoming noted landmarks within the area. While primarily used as places of worship, cathedrals are also host to varying social functions within the community.
Church
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🎵 Culture: +2
🕊️ Faith: +4
Local Effects:
• +40% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🎵 Boredom
• +1 🕊️ to Great Works
• On Completion: +15 Turns of 😊 "We Love the King Day"
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Churches
Always Retained on Conquest
----------------
🎵 Culture: +2
🕊️ Faith: +4
Local Effects:
• +40% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🎵 Boredom
• +1 🕊️ to Great Works
• On Completion: +15 Turns of 😊 "We Love the King Day"
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Churches
Strategy:
Can only be built in cities following a religion with the Churches belief. Construct this building by purchasing it with 🕊️ Faith. Build the Church to gain Faith and a potent boost to passive religious pressure. Also begins a "We Love the King Day" in the City.
Historical Info:
A church building, often simply called a church, is a building used for religious activities, particularly worship services. The term in its architectural sense is most often used by Christians to refer to their religious buildings but can be used by other religions. In traditional Christian architecture, the church is often arranged in the shape of a Christian cross. When viewed from plan view the longest part of a cross is represented by the aisle and the junction of the cross is located at the altar area.
Gurdwara
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🌾 Food: +3
🕊️ Faith: +2
Local Effects:
• +10% 🌾 Food
• +10% ⚔️ City Strength from Buildings
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Gurdwaras
Always Retained on Conquest
----------------
🌾 Food: +3
🕊️ Faith: +2
Local Effects:
• +10% 🌾 Food
• +10% ⚔️ City Strength from Buildings
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Gurdwaras
Strategy:
Can only be built in cities following a religion with the Gurdwaras belief. Construct this building by purchasing it with 🕊️ Faith. The Gurdwara offers bonuses towards Growth and Defense.
Historical Info:
A Gurdwara -- which means "door to the guru" -- is the place of worship for Sikhs. All gurdwaras contain the holy Sikh scripture, the Guru Granth Sahib, placed on an elevated platform. From this platform, a Raagis recites, sings, and explains the scripture for the congregation. The other universal feature of all gurdwaras is a community kitchen called a Langar. Sikhs place great importance on serving free vegetarian meals, allowing all community members, regardless of ethnicity, caste, status or religion, to both eat and volunteer free of charge.
Mandir
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🌾 Food: +2
🕊️ Faith: +3
Local Effects:
• +15% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• City receives -10% Religious Pressure of non-Majority Religion from active and passive spread
• -1 Unhappiness from 💰 Poverty
• When a Citizen is born in this City: +5 🌾 +5 🔨 +5 💰 +5 ⚗️ +5 🎵 +5 🕊️, scaling with Era
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Mandirs
Always Retained on Conquest
----------------
🌾 Food: +2
🕊️ Faith: +3
Local Effects:
• +15% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• City receives -10% Religious Pressure of non-Majority Religion from active and passive spread
• -1 Unhappiness from 💰 Poverty
• When a Citizen is born in this City: +5 🌾 +5 🔨 +5 💰 +5 ⚗️ +5 🎵 +5 🕊️, scaling with Era
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Mandirs
Strategy:
Can only be built in cities following a religion with the Mandirs belief. Construct this building by purchasing it with 🕊️ Faith. Build the Mandir to gain Faith, and Food. Provides a small amount of all yields whenever the city grows.
Historical Info:
A Hindu temple is a house of god(s). It is a space and structure designed to bring human beings and gods together, infused with symbolism to express the ideas and beliefs of Hinduism.
Monastery
Game Info:
Cost: 200 🕊️
Destroyed on Conquest (can be negated by Policies)
----------------
🌾 Food: +3
⚗️ Science: +3
🕊️ Faith: +2
----------------
Require Opening Fealty
Destroyed on Conquest (can be negated by Policies)
----------------
🌾 Food: +3
⚗️ Science: +3
🕊️ Faith: +2
----------------
Require Opening Fealty
Strategy:
Monasteries increase 🕊️ Faith, 🌾 Food, and ⚗️ Science output. Can only be built if you have adopted the Fealty Policy Branch. Construct this building by purchasing it with 🕊️ Faith.
Historical Info:
A monastery is a building or complex of buildings housing monks or nuns - people who have renounced worldly things (wealth, possessions, sex) - and dedicated their lives to prayer and meditation. Generally monasteries are single-sex organizations, or if men and women are present, they're separated by imposing walls. Historically monasteries have been places of higher learning, especially during the Middle Ages where members of religious orders were often the only people outside of the ruling elite who knew how to read and write.
Mosque
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
⚗️ Science: +2
🕊️ Faith: +3
Local Effects:
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from ⚗️ Illiteracy
• +15% 🎵 during 🌟 Golden Age
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Mosques
Always Retained on Conquest
----------------
⚗️ Science: +2
🕊️ Faith: +3
Local Effects:
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from ⚗️ Illiteracy
• +15% 🎵 during 🌟 Golden Age
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Mosques
Strategy:
Can only be built in cities following a religion with the Mosques belief. Construct this building by purchasing it with 🕊️ Faith. Reduces Illiteracy and generates 🎵 Culture during 🌟 Golden Ages.
Historical Info:
The mosque serves as the traditional place of worship for the followers of Islam. The largest mosque in the world, the Madjid al-Haram was built in the city of Mecca, in Saudi Arabia, around 638 AD. Also known as the Grand Mosque, the Madjid al-Haram encompasses the holy site of the Kaaba, the most sacred of all locations in the Islamic religion.
Order
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
💰 Gold: +3
🕊️ Faith: +2
⚔️ City Strength: +3
Local Effects:
• +10% 🏹 City Strike Strength
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Morale Promotion for all existing and future eligible Units trained in this City
• When completing production of a Military Unit in this City: gain 🕊️ Faith equal to 10% of 🔨 Production cost
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Orders
Always Retained on Conquest
----------------
💰 Gold: +3
🕊️ Faith: +2
⚔️ City Strength: +3
Local Effects:
• +10% 🏹 City Strike Strength
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Morale Promotion for all existing and future eligible Units trained in this City
• When completing production of a Military Unit in this City: gain 🕊️ Faith equal to 10% of 🔨 Production cost
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Orders
Strategy:
Can only be built in cities following a religion with the Orders belief. Construct this building by purchasing it with 🕊️ Faith. Build the Order to gain Faith, Gold and the Morale promotion for all Military units trained in the city.
Historical Info:
A military order is any one of a variety of Christian societies of knights that were founded from the Middle Ages onwards for the purpose of crusading - propagating or defending the faith (originally Catholic, and after the Reformation sometimes Protestant), either in the Holy Land or against Islam (as, for example, during the Reconquista) or pagans (mainly in the Baltic region) in Europe. Many orders have, since the end of the Crusades and the Ottoman incursions, become secularized, and are usually represented by Roman Catholic ceremonial, missionary and charitable organizations in modern times.
Pagoda
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🕊️ Faith: +2
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• -2 Unhappiness from Religious Unrest
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Pagodas
----------------
List of possible boosts to this Building:
• Each Religion with at least one Follower in City: +1 🌾 +1 🔨 +1 💰 +1 ⚗️ +1 🎵 +1 🕊️
Always Retained on Conquest
----------------
🕊️ Faith: +2
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• -2 Unhappiness from Religious Unrest
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Pagodas
----------------
List of possible boosts to this Building:
• Each Religion with at least one Follower in City: +1 🌾 +1 🔨 +1 💰 +1 ⚗️ +1 🎵 +1 🕊️
Strategy:
Can only be built in cities following a religion with the Pagodas belief. Construct this building by purchasing it with 🕊️ Faith. Reduces Boredom and Religious Unrest, and generates yields based on the number of Religions present in the City.
Historical Info:
Commonly found throughout Asia, the Pagoda is an architectural style consisting of a multi-tiered tower typically featuring oversized eaves and a prominent finial at its peak. Most pagodas are associated with the Buddhist religion, as they were frequently constructed on or near Buddhist temple compounds in order to house sacred relics.
Stupa
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🕊️ Faith: +3
🗿 Tourism: +5
🌟 Golden Age Points: +3
😊 Happiness: 1
Local Effects:
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from ⚗️ Illiteracy
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Stupas
Always Retained on Conquest
----------------
🕊️ Faith: +3
🗿 Tourism: +5
🌟 Golden Age Points: +3
😊 Happiness: 1
Local Effects:
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from ⚗️ Illiteracy
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Stupas
Strategy:
Can only be built in cities following a religion with the Stupas belief. Construct this building by purchasing it with 🕊️ Faith. Build the Stupa to gain Faith, Golden Age Points and Tourism in the City.
Historical Info:
A stupa is a mound-like or hemispherical structure containing Buddhist relics, typically the ashes of Buddhist monks, used by Buddhists as a place of meditation.
Synagogue
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🔨 Production: +3
🕊️ Faith: +2
Local Effects:
• City receives -15% Religious Pressure of non-Majority Religion from active and passive spread
• -1 Unhappiness from 🌾 and 🔨 Distress
• +10% ⚗️ during 😊 "We Love the King Day"
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Synagogues
Always Retained on Conquest
----------------
🔨 Production: +3
🕊️ Faith: +2
Local Effects:
• City receives -15% Religious Pressure of non-Majority Religion from active and passive spread
• -1 Unhappiness from 🌾 and 🔨 Distress
• +10% ⚗️ during 😊 "We Love the King Day"
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Synagogues
Strategy:
Can only be built in cities following a religion with the Synagogues belief. Construct this building by purchasing it with 🕊️ Faith. Build the Synagogue to gain Faith, Production. The City generates more Science during "We Love the King Day."
Historical Info:
A synagogue, also spelled synagog, is a Jewish house of prayer. Synagogues have a large hall for prayer (the main sanctuary), and may also have smaller rooms for study and sometimes a social hall and offices. Some have a separate room for Torah study, called the beth midrash.
Teocalli
Game Info:
Cost: 200 🕊️
Always Retained on Conquest
----------------
🕊️ Faith: +2
Local Effects:
• +15 XP for Land Units
• +15 XP for Water Units
• +15 XP for Air Units
• +1 Military Supply
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🌾 and 🔨 Distress
• When an owned Unit defeats a Military Unit: +5 🕊️
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Teocallis
Always Retained on Conquest
----------------
🕊️ Faith: +2
Local Effects:
• +15 XP for Land Units
• +15 XP for Water Units
• +15 XP for Air Units
• +1 Military Supply
• +25% Religious Pressure towards other Cities if Belief unlocking this Building belongs to Majority Religion
• -1 Unhappiness from 🌾 and 🔨 Distress
• When an owned Unit defeats a Military Unit: +5 🕊️
----------------
Faith Purchase requires one of following Beliefs in Majority Religion: Teocallis
Strategy:
Can only be built in cities following a religion with the Teocallis belief. Construct this building by purchasing it with 🕊️ Faith. The Teocalli offers bonuses towards military training and faith generation.
Historical Info:
A Teocalli is a temple of the Aztec peoples. The Teocalli follow a structure that is typical for many Meso-American peoples, with a somewhat small enclosed space atop a massive stepped pyramid with a staircase on one side. The largest of these pyramids exceeded the Egyptian pyramid at Giza in total volume, though they weren't as tall. In a manner similar to Mesopotamian religions, the Aztecs considered their Teocalli as the literal residences of their gods, only permitting priests to climb them for rituals and special occasions. The most infamous of these rituals is the human sacrifices which occured monthly to appease the Aztec gods, where war captives had their beating hearts extracted from their chests and then beheaded. The skulls of the sacrifices were prepared and displayed on a nearby skull rack called a 'tzompantli', while the organs and flesh were offered to the gods.
(Siamese) Wat
Game Info:
Siamese Unique Building
----------------
Cost: 300 🕊️
----------------
⚗️ Science: +2
🎵 Culture: +1
🕊️ Faith: +3
⭐ Scientist Slots: 2
Local Effects:
• +10 Influence for Diplomatic Missions performed by Units originated from City
• -1 Unhappiness from Religious Unrest
• +3 ⚗️ to Shrine
• +3 ⚗️ to Temple
• On Completion: Add 1,000 Religious Pressure of your 🏛️ Capital's Majority Religion to City
----------------
Prerequisite Technologies: Theology
----------------
Cost: 300 🕊️
----------------
⚗️ Science: +2
🎵 Culture: +1
🕊️ Faith: +3
⭐ Scientist Slots: 2
Local Effects:
• +10 Influence for Diplomatic Missions performed by Units originated from City
• -1 Unhappiness from Religious Unrest
• +3 ⚗️ to Shrine
• +3 ⚗️ to Temple
• On Completion: Add 1,000 Religious Pressure of your 🏛️ Capital's Majority Religion to City
----------------
Prerequisite Technologies: Theology
Required Technology:
Civilization:
Strategy:
Unique Siamese religious building only purchasable with Faith, making it similar in theme to the Monastery, allowing you to convert Faith into permanent yields and bonuses. Wats should be purchased in every City as quickly as possible since it will spread your Capital's religion like a Missionary. Furthermore, it gives strong Science bonus to Shrines and Temples, so it should be your top priority to build. Increased Influence for Diplomatic Units created in the City is valuable throughout the game. The sooner you have these Buildings constructed, the sooner you can start really fighting for all the world's City States.
Historical Info:
A "Wat" is a Buddhist monastery temple found in Cambodia, Thailand, or Laos. The literal translation of "wat" is "school", and indeed the Siamese wats were both places of worship and of learning. A wat consists of a temple containing statues of the Buddha, a prayer room, a room containing religious texts, a pavilion for relaxation, a library, study hall, bell towers, and living quarters. It may be a single building or a collection of structures - a town in itself. Constructed in the 12th century, the Angkor Wat in Angkor, Cambodia, is one of the largest and best-preserved wats in Southeast Asia.
Barracks
Game Info:
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +1
Local Effects:
• +15 XP for Land Units
• +15 XP for Water Units
• +15 XP for Air Units
• +1 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Prerequisite Technologies: Military Strategy
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
• God of War: +1 🔨 +2 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +1
Local Effects:
• +15 XP for Land Units
• +15 XP for Water Units
• +15 XP for Air Units
• +1 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Prerequisite Technologies: Military Strategy
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
• God of War: +1 🔨 +2 🕊️
Leads to Buildings:
Required Technology:
Strategy:
Barracks provide experience for military units constructed in the city. This experience can be used to give the units Promotions, making them more effective in battle.
Historical Info:
Barracks are military buildings that house a country's professional soldiers. In addition to providing food and shelter for the soldiers, they provide training and medical facilities, as well as military jails, vehicle maintenance, and so forth.
Barracks are important to a civilization's happiness and well-being. They promote cohesion among the ranks, improving the soldiers' chances of success in combat, and they control direct contact between civilians and soldiers, limiting the friction that is almost universally caused when the two groups intermingle overmuch.
Barracks are important to a civilization's happiness and well-being. They promote cohesion among the ranks, improving the soldiers' chances of success in combat, and they control direct contact between civilians and soldiers, limiting the friction that is almost universally caused when the two groups intermingle overmuch.
Council
Game Info:
Cost: 65 🔨
----------------
⚗️ Science: +1
Local Effects:
• When a Citizen is born in this City: +5 ⚗️, scaling with Era
----------------
Prerequisite Technologies: The Wheel
----------------
List of possible boosts to this Building:
• Ancestor Worship: +1 🎵 +2 🕊️
----------------
⚗️ Science: +1
Local Effects:
• When a Citizen is born in this City: +5 ⚗️, scaling with Era
----------------
Prerequisite Technologies: The Wheel
----------------
List of possible boosts to this Building:
• Ancestor Worship: +1 🎵 +2 🕊️
Leads to Buildings:
Required Technology:
Strategy:
The Council generates Science every time a City grows, and is available very early. Build this building if you wish to have a technological advantage over your rivals, though the value of this advantage diminishes as the City becomes larger.
Historical Info:
A Council is a governing body in an organised community. It is most common in subsistence cultures, with council membership being the condition or quality of being a political leader of a community. Over time, as communities grew, the importance of councils diminished in favor of larger governing institutions.
Court Chapel
Game Info:
Destroyed on Conquest
----------------
🕊️ Faith: +3
⭐ Artist Slots: 1
Great Work of Art or Artifact slots: 1
----------------
🏛️ Capital Only
Max 1 per Player
----------------
🕊️ Faith: +3
⭐ Artist Slots: 1
Great Work of Art or Artifact slots: 1
----------------
🏛️ Capital Only
Max 1 per Player
Historical Info:
A chapel is a religious place of fellowship, prayer and worship that is attached to a larger, often nonreligious institution or that is considered an extension of a primary religious institution. It may be part of a larger structure or complex, such as a college, hospital, palace, prison, funeral home, church, synagogue or mosque, located on board a military or commercial ship, or it may be an entirely free-standing building, sometimes with its own grounds. Many military installations have chapels for the use of military personnel, normally under the leadership of a military chaplain.
Forge
Game Info:
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
⚗️ Science: +1
⭐ Engineer Slots: 1
Local Effects:
• +1 🔨 +1 💰 to Iron
• +2 💰 to Copper
• +1 🔨 to Mine
----------------
Prerequisite Technologies: Bronze Working
----------------
List of possible boosts to this Building:
• God of Fire: +2 🕊️
• Division of Labor: +3% 🔨 +3% 💰
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
⚗️ Science: +1
⭐ Engineer Slots: 1
Local Effects:
• +1 🔨 +1 💰 to Iron
• +2 💰 to Copper
• +1 🔨 to Mine
----------------
Prerequisite Technologies: Bronze Working
----------------
List of possible boosts to this Building:
• God of Fire: +2 🕊️
• Division of Labor: +3% 🔨 +3% 💰
Leads to Buildings:
Required Technology:
Strategy:
The Forge improves sources of Iron and Copper nearby, and boosts the 🔨 Production of Mines.
Historical Info:
A forge is a building containing a furnace capable of generating the temperatures necessary to melt and shape iron into anything from horseshoes to nails to arrowheads. This requires a significant amount of heat, and the blacksmith might have an apprentice or assistant who did nothing much but pump bellows to blow fresh air on the flames to keep them hot. A blacksmith might "work" iron by getting it red-hot and then beating it into shape on an anvil with various hammers. Or the smith might pour molten metal into forms of clay or sand or metal, removing the forms once the iron had cooled enough to hold its shape.
Granary
Game Info:
Cost: 65 🔨
Automatically built when Founding City if the game starts in Renaissance Era or later
💰 Maintenance: 1
----------------
🌾 Food: +1
Local Effects:
• +15% 🌾 Food is carried over when City grows
• +1 🌾 to Wheat
• +1 🌾 to Bananas
• +1 🌾 to Maize
• +1 🌾 to Rice
• On Completion: +25 🌾
• Allow 🌾 Food Internal Trade Routes from City
----------------
Prerequisite Technologies: Pottery
----------------
List of possible boosts to this Building:
• God of the Sun: +2 💰 +2 🕊️
Automatically built when Founding City if the game starts in Renaissance Era or later
💰 Maintenance: 1
----------------
🌾 Food: +1
Local Effects:
• +15% 🌾 Food is carried over when City grows
• +1 🌾 to Wheat
• +1 🌾 to Bananas
• +1 🌾 to Maize
• +1 🌾 to Rice
• On Completion: +25 🌾
• Allow 🌾 Food Internal Trade Routes from City
----------------
Prerequisite Technologies: Pottery
----------------
List of possible boosts to this Building:
• God of the Sun: +2 💰 +2 🕊️
Leads to Buildings:
Required Technology:
Strategy:
The Granary increases the 🌾 Food intake of a city, speeding up the city's growth. It's useful when you want to create a large city, fast.
Historical Info:
A granary is a building constructed to store grain for human or herd animal consumption (or both). The earliest granaries yet discovered were found in a pre-pottery Neolithic settlement in the Jordan Valley of the Middle East, and date back to approximately 9500 BC. These first granaries measured about 10-foot by 10-foot square. They featured raised floors which allowed air to circulate more freely and provided some protection for the grain from mice and other menaces.
Herbalist
Game Info:
Cost: 65 🔨
💰 Maintenance: 1
----------------
🌾 Food: +1
Local Effects:
• +1 🔨 to Marsh
• +1 🔨 to Plantation
----------------
Prerequisite Technologies: Calendar
----------------
List of possible boosts to this Building:
• Each worked Jungle: +0.5 🌾
• Each worked Forest: +0.5 🌾
• Goddess of Springtime: +1 ⚗️ +2 🕊️
💰 Maintenance: 1
----------------
🌾 Food: +1
Local Effects:
• +1 🔨 to Marsh
• +1 🔨 to Plantation
----------------
Prerequisite Technologies: Calendar
----------------
List of possible boosts to this Building:
• Each worked Jungle: +0.5 🌾
• Each worked Forest: +0.5 🌾
• Goddess of Springtime: +1 ⚗️ +2 🕊️
Required Technology:
Strategy:
The Herbalist increases City growth, and improves the yields on nearby Jungle, Forest, and Marsh tiles as well as Plantations. Build them early to maximize the bonus, and to take advantage of regions with a large number of features.
Historical Info:
Herbalism is use of plants for medicinal purposes, and the study of such use. Plants have been the basis for medical treatments through much of human history, and such traditional medicine is still widely practiced today. Modern medicine recognizes herbalism as a form of alternative medicine, as the practice of herbalism is not strictly based on evidence gathered using the scientific method. Modern medicine, does, however, make use of many plant-derived compounds as the basis for evidence-tested pharmaceutical drugs, and phytotherapy works to apply modern standards of effectiveness testing to herbs and medicines that are derived from natural sources.
Market
Game Info:
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
💰 Gold: +3
⭐ Merchant Slots: 1
Local Effects:
• +1 🌾 +1 🔨 to Cinnamon
• +1 🌾 +1 💰 to Sugar
• +1 💰 Gold to International Trade Routes targeting this City
• +1 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Prerequisite Technologies: Trade
----------------
List of possible boosts to this Building:
• Goddess of Renewal: +2 🌾 +2 ⚗️
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
💰 Gold: +3
⭐ Merchant Slots: 1
Local Effects:
• +1 🌾 +1 🔨 to Cinnamon
• +1 🌾 +1 💰 to Sugar
• +1 💰 Gold to International Trade Routes targeting this City
• +1 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Prerequisite Technologies: Trade
----------------
List of possible boosts to this Building:
• Goddess of Renewal: +2 🌾 +2 ⚗️
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Leads to Buildings:
Required Technology:
Strategy:
Markets increase the amount of 💰 Gold a City generates, and improves nearby Cinnamon and Sugar. Incoming Trade Routes generate +1 💰 Gold for the City, and +1 💰 Gold for Trade Route owner.
Historical Info:
A market is a location where farmers and tradesmen and merchants bring their wares to sell. While the earliest and most primitive markets may have operated under a barter system, a truly successful market requires a working trusted currency to allow for the free exchange of goods and services. For obvious reasons, markets are located where the customers are, in villages, towns and cities. Smithfield has been a meat-trading market in London for over a thousand years, which helps to explain some of the street names like, "Cow Cross Street."
Monument
Game Info:
Cost: 65 🔨
Automatically built when Founding City if the game starts in Medieval Era or later
----------------
🎵 Culture: +2
----------------
List of possible boosts to this Building:
• God of All Creation: +1 🕊️
Automatically built when Founding City if the game starts in Medieval Era or later
----------------
🎵 Culture: +2
----------------
List of possible boosts to this Building:
• God of All Creation: +1 🕊️
Leads to Buildings:
Historical Info:
A monument is a structure built to commemorate an important person, event, deity, or concept. The more important monuments are usually constructed near the center of the city, by the ruler's palace, or near the city's main gates. Monuments come in all shapes and sizes, from the Great Sphinx of Giza, Egypt, to the Statue of Liberty in New York City, USA, to Nelson's Column in London, England. The best of them imbue the city's inhabitants with a great feeling of civic and national pride.
Palace Gardens
Game Info:
Destroyed on Conquest
----------------
🌾 Food: +5
⭐ Writer Slots: 1
Great Work of Writing slots: 1
Local Effects:
• +25% ⭐ Great Person Rate
• +2 Specialists that do not produce Unhappiness from Urbanization
----------------
🏛️ Capital Only
Max 1 per Player
----------------
🌾 Food: +5
⭐ Writer Slots: 1
Great Work of Writing slots: 1
Local Effects:
• +25% ⭐ Great Person Rate
• +2 Specialists that do not produce Unhappiness from Urbanization
----------------
🏛️ Capital Only
Max 1 per Player
Historical Info:
A garden is a planned space, usually outdoors, set aside for the display, cultivation, and enjoyment of plants and other forms of nature. The garden can incorporate both natural and man-made materials. The most common form today is known as a residential garden, but the term garden has traditionally been a more general one. Zoos, which display wild animals in simulated natural habitats, were formerly called zoological gardens.[1][2] Western gardens are almost universally based on plants, with garden often signifying a shortened form of botanical garden.
Royal Astrologer
Game Info:
Destroyed on Conquest
----------------
⚗️ Science: +3
⭐ Scientist Slots: 1
Empire-Wide Effects:
• +1 ⚗️ to Council in all Cities
• +1 ⚗️ to Smokehouse in all Cities
• +1 ⚗️ to Herbalist in all Cities
----------------
🏛️ Capital Only
Max 1 per Player
----------------
⚗️ Science: +3
⭐ Scientist Slots: 1
Empire-Wide Effects:
• +1 ⚗️ to Council in all Cities
• +1 ⚗️ to Smokehouse in all Cities
• +1 ⚗️ to Herbalist in all Cities
----------------
🏛️ Capital Only
Max 1 per Player
Historical Info:
Astrology, in its broadest sense, is the search for meaning in the sky. Early evidence for humans making conscious attempts to measure, record, and predict seasonal changes by reference to astronomical cycles, appears as markings on bones and cave walls, which show that lunar cycles were being noted as early as 25,000 years ago. This was a first step towards recording the Moon's influence upon tides and rivers, and towards organising a communal calendar. Farmers addressed agricultural needs with increasing knowledge of the constellations that appear in the different seasons - and used the rising of particular star-groups to herald annual floods or seasonal activities. By the 3rd millennium BCE, civilisations had sophisticated awareness of celestial cycles, and may have oriented temples in alignment with heliacal risings of the stars.
Royal Guardhouse
Game Info:
Destroyed on Conquest
----------------
🔨 Production: +3
⚔️ City Strength: +2
⚔️ Hit Points: +50
⭐ Engineer Slots: 1
Local Effects:
• +20% Military Supply from Population
----------------
🏛️ Capital Only
Max 1 per Player
----------------
🔨 Production: +3
⚔️ City Strength: +2
⚔️ Hit Points: +50
⭐ Engineer Slots: 1
Local Effects:
• +20% Military Supply from Population
----------------
🏛️ Capital Only
Max 1 per Player
Historical Info:
A Royal Guard describes any group of military bodyguards, soldiers or armed retainers responsible for the protection of a royal person, such as Emperor/Empress, King/Queen, or Prince/Princess. They often are an elite unit of the regular armed forces, or are designated as such, and may maintain special rights or privileges.
Shrine
Game Info:
Cost: 65 🔨
Automatically built when Founding City if the game starts in Medieval Era or later
----------------
🕊️ Faith: +2
----------------
Prerequisite Technologies: Agriculture
----------------
List of possible boosts to this Building:
• Organized Religion: +2 🎵
• Goddess of the Home: +1 🌾 +1 🕊️
Automatically built when Founding City if the game starts in Medieval Era or later
----------------
🕊️ Faith: +2
----------------
Prerequisite Technologies: Agriculture
----------------
List of possible boosts to this Building:
• Organized Religion: +2 🎵
• Goddess of the Home: +1 🌾 +1 🕊️
Leads to Buildings:
Required Technology:
Strategy:
The Shrine is the earliest building that increases the 🕊️ Faith generated by a city, allowing you to found and spread religions.
Historical Info:
Shrines are sacred monuments typically built to memorialize revered cultural icons or religious figures. Represented in nearly every religious denomination found throughout the world, shrines play an important role in religious ceremonies in both public and private worship.
Smokehouse
Game Info:
Cost: 65 🔨
💰 Maintenance: 1
----------------
Border Growth Points: +2
Local Effects:
• +1 🌾 to Deer
• +1 🌾 to Bison
• +1 🔨 to Camp
• When this City naturally expands: +5 🌾, scaling with Era
----------------
Prerequisite Technologies: Trapping
----------------
List of possible boosts to this Building:
• Goddess of the Hunt: +2 🌾
💰 Maintenance: 1
----------------
Border Growth Points: +2
Local Effects:
• +1 🌾 to Deer
• +1 🌾 to Bison
• +1 🔨 to Camp
• When this City naturally expands: +5 🌾, scaling with Era
----------------
Prerequisite Technologies: Trapping
----------------
List of possible boosts to this Building:
• Goddess of the Hunt: +2 🌾
Required Technology:
Strategy:
The Smokehouse boosts production from Camps and camp resources, and provides food to your City whenever it claims new tiles. Build Smokehouses throughout your empire to boost local yields from camps.
Historical Info:
A smokehouse is a building where meat or fish is cured with smoke. The finished product might be stored in the building, sometimes for a year or more. Even when smoke is not used, such a building--typically a subsidiary building--is sometimes referred to as a "smokehouse". The meat is hung to keep it from the reach of vermin. Traditionally, a smokehouse is a small enclosed outbuilding often with a vent, a single entrance, no windows, and frequently has a gabled or pyramid-style roof. The use of slightly warmed, dry air from a very slow hardwood fire ensures the proper drying of meats.
State Treasury
Game Info:
Destroyed on Conquest
----------------
💰 Gold: +4
⭐ Merchant Slots: 1
Empire-Wide Effects:
• +2 🎵 to Garden in all Cities
• +2 🎵 to Monument in all Cities
• +2 🎵 to Bath in all Cities
----------------
🏛️ Capital Only
Max 1 per Player
----------------
💰 Gold: +4
⭐ Merchant Slots: 1
Empire-Wide Effects:
• +2 🎵 to Garden in all Cities
• +2 🎵 to Monument in all Cities
• +2 🎵 to Bath in all Cities
----------------
🏛️ Capital Only
Max 1 per Player
Historical Info:
The term treasury was first used in Classical times to describe the votive buildings erected to house gifts to the gods, such as the Siphnian Treasury in Delphi or many similar buildings erected in Olympia, Greece by competing city-states to impress others during the ancient Olympic Games. In Ancient Greece treasuries were almost always physically incorporated within religious buildings such as temples, thus making state funds sacrosanct and adding moral constraints to the penal ones to those who would have access to these funds.
Stone Works
Game Info:
Cost: 110 🔨
💰 Maintenance: 1
----------------
🔨 Production: +1
Local Effects:
• +2 🔨 to Stone
• +1 🔨 +1 💰 to Marble
• +2 💰 to Salt
• +1 🔨 +1 💰 to Jade
• Allow 🔨 Production Internal Trade Routes from City
----------------
Prerequisite Technologies: Construction
One of the following Resources must be connected to this City: Stone, Marble, Salt, Lapis Lazuli, Amber, Jade, Uranium
----------------
List of possible boosts to this Building:
• God of Craftsmen: +1 🎵 +2 🕊️
💰 Maintenance: 1
----------------
🔨 Production: +1
Local Effects:
• +2 🔨 to Stone
• +1 🔨 +1 💰 to Marble
• +2 💰 to Salt
• +1 🔨 +1 💰 to Jade
• Allow 🔨 Production Internal Trade Routes from City
----------------
Prerequisite Technologies: Construction
One of the following Resources must be connected to this City: Stone, Marble, Salt, Lapis Lazuli, Amber, Jade, Uranium
----------------
List of possible boosts to this Building:
• God of Craftsmen: +1 🎵 +2 🕊️
Required Technology:
Strategy:
Stone Works can only be constructed in a City near an improved Stone, Marble, Salt, Jade, Amber, Lapis Lazuli, or Uranium resource. Stone Works increase 🔨 Production and allow 🔨 Production to be moved from this City along trade routes inside your Civilization.
Historical Info:
The stone works serves as the workshop for stonemasons, who shape and process various types of stone to create both artistic and structural elements during the construction process. The art of stonemasonry is one of the world's oldest professions, encompassing everything from the extraction of stone from quarries, to the actual carving of geometric shapes and the fitment of these stones at the building site. Historically, stonemasons have worked with everything from Limestone, which was primarily used in building massive structures, to Granite and Marble which were more commonly found in statues and monuments.
Throne Room
Game Info:
Destroyed on Conquest
----------------
⭐ Musician Slots: 1
Great Work of Music slots: 1
Local Effects:
• +10% 🌾 Food
• +10% 🔨 Production
• +10% 💰 Gold
• +10% ⚗️ Science
• +10% 🎵 Culture
• +10% 🕊️ Faith
• +1 City Working Range
----------------
🏛️ Capital Only
Max 1 per Player
----------------
⭐ Musician Slots: 1
Great Work of Music slots: 1
Local Effects:
• +10% 🌾 Food
• +10% 🔨 Production
• +10% 💰 Gold
• +10% ⚗️ Science
• +10% 🎵 Culture
• +10% 🕊️ Faith
• +1 City Working Range
----------------
🏛️ Capital Only
Max 1 per Player
Historical Info:
A throne room is the room, often rather a hall, in the official residence of the crown, either a palace or a fortified castle, where the throne of a senior figure (usually a monarch) is set up with elaborate pomp - usually raised, often with steps, and under a canopy, both of which are part of the original notion of the Greek word thronos.
Walls
Game Info:
Cost: 110 🔨
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +6
⚔️ Hit Points: +100
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
• -5% Empire Size Modifier
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Goddess of Protection: +2 🎵 +2 🕊️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +6
⚔️ Hit Points: +100
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
• -5% Empire Size Modifier
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Goddess of Protection: +2 🎵 +2 🕊️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Leads to Buildings:
Required Technology:
Strategy:
Walls increase City Strength and Hit Points, making the City more difficult to capture. Increases Military Units supplied by this City's population by 10%, and increases the City's Ranged Strike range by 1. Also helps with managing the Empire Size Modifier in this City. Walls are quite useful for cities located along a frontier.
Historical Info:
Ever since people have gathered together in groups - towns, cities, whatever - other people have wanted to steal their stuff. From earliest history people have constructed defensive works of mud, wood or stone to keep their enemies away from their food, wealth, and women and children. By medieval times walled villages and cities dotted the European countryside, some accompanied by elaborate moats and ditches. Some of these elaborate works are still visible today. The city of York, England, has extensive walls which date back to Roman times.
Well
Game Info:
Cost: 65 🔨
💰 Maintenance: 1
----------------
🌾 Food: +1
🔨 Production: +2
----------------
City must not be on a River
City must not have the following Buildings: Water Mill
Prerequisite Technologies: Mining
----------------
List of possible boosts to this Building:
• Each Population in City: +0.2 🔨
💰 Maintenance: 1
----------------
🌾 Food: +1
🔨 Production: +2
----------------
City must not be on a River
City must not have the following Buildings: Water Mill
Prerequisite Technologies: Mining
----------------
List of possible boosts to this Building:
• Each Population in City: +0.2 🔨
Required Technology:
Strategy:
The Well can only be constructed in a City not on a river. The Well increases the City's Production based on the City's population, but less efficiently than the Water Mill.
Historical Info:
Wood-lined wells are known from the early Neolithic Linear Pottery culture, for example in Kückhoven (an outlying centre of Erkelenz), dated 5090 BC and Eythra, dated 5200 BC in Schletz (an outlying centre of Asparn an der Zaya) in Austria. Australian Aborigines relied on wells to survive the harsh Australian desert. They would dig down, scooping out sand and mud to reach clean water, then cover the source with spinifex to prevent spoilage. Non-Aborigines call these native wells, soaks or soakages. Stepwells are common in the west of India. In these wells, the water may be reached by descending a set of steps. They may be covered and are often of architectural significance. Many stepwells were also used for leisure, providing relief from the daytime heat. A qanat is an ancient water collection system made up of a series of wells and linked underground water channels that collects flowing water from a source usually a distance away, stores it, and then brings the water to the surface using gravity. Much of the population of Iran and other arid countries in Asia and North Africa historically depended upon the water from qanats; the areas of population corresponded closely to the areas where qanats are possible. In Egypt, shadoofs and sakiehs are used. When compared to each other however, the Sakkieh is much more efficient, as it can bring up water from a depth of 10 metres (versus the 3 metres of the shadoof). The Sakieh is the Egyptian version of the Noria. From the Iron Age onwards, wells are common archaeological features, both with wooden shafts and shaft linings made from wickerwork. The world's oldest known wells, located in Cyprus, date to 7500 BC. Two wells from the Neolithic period, around 6500 BC, have been discovered in Israel. One is in Atlit, on the northern coast of Israel, and the other is the Jezreel Valley.
(Arabian) Bazaar
Game Info:
Arabian Unique Market
----------------
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
💰 Gold: +3
⚗️ Science: +2
🕊️ Faith: +2
⭐ Merchant Slots: 1
Local Effects:
• +1 🌾 +1 🔨 to Cinnamon
• +1 🌾 +1 💰 to Sugar
• +50% Range for Land Trade Routes
• +1 💰 Gold to International Trade Routes targeting this City
• +1 💰 Gold to Origin City of International Trade Routes targeting this City
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 12)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 12)
----------------
Prerequisite Technologies: Trade
----------------
List of possible boosts to this Building:
• Goddess of Renewal: +2 🌾 +2 ⚗️
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
💰 Gold: +3
⚗️ Science: +2
🕊️ Faith: +2
⭐ Merchant Slots: 1
Local Effects:
• +1 🌾 +1 🔨 to Cinnamon
• +1 🌾 +1 💰 to Sugar
• +50% Range for Land Trade Routes
• +1 💰 Gold to International Trade Routes targeting this City
• +1 💰 Gold to Origin City of International Trade Routes targeting this City
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 12)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 12)
----------------
Prerequisite Technologies: Trade
----------------
List of possible boosts to this Building:
• Goddess of Renewal: +2 🌾 +2 ⚗️
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Arabian replacement for the Market. In addition to the Market's bonuses, Bazaar generates ⚗️ Science and 🕊️ Faith, boosts land trade route range, and enables or strengthens Historic Events on Trade Route completion.
Historical Info:
A bazaar is a public market district found in an Arabic or other Eastern Mediterranean town. The classic Arabian bazaar is a bustling warren of small shops and stalls, selling all manner of goods - from food, to spices, rugs and software. Some bazaars are open-air, while others have been roofed over to protect the merchandise and customers from the elements. Many still survive today, a cheerful and noisy alternative to the West's antiseptic shopping malls.
(Assyrian) Lamassu Gate
Game Info:
Assyrian Unique Walls
----------------
Cost: 110 🔨
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
🕊️ Faith: +1
⚔️ City Strength: +6
⚔️ Hit Points: +100
Local Effects:
• +10% Military Supply from Population
• +10% 🏹 City Strike Strength
• +1 City Strike Range
• -5% Empire Size Modifier
• When completing production of a Military Unit in this City: gain 🕊️ Faith equal to 15% of 🔨 Production cost
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Goddess of Protection: +2 🎵 +2 🕊️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
----------------
Cost: 110 🔨
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
🕊️ Faith: +1
⚔️ City Strength: +6
⚔️ Hit Points: +100
Local Effects:
• +10% Military Supply from Population
• +10% 🏹 City Strike Strength
• +1 City Strike Range
• -5% Empire Size Modifier
• When completing production of a Military Unit in this City: gain 🕊️ Faith equal to 15% of 🔨 Production cost
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Goddess of Protection: +2 🎵 +2 🕊️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Lamassu are Assyrian protective deities, often depicted as having a human head, the body of a bull or lion, and bird's wings. The Lamassu were household protective spirits of Babylonian and Assyrian commoners, and were later adopted as royal protectors. Depictions of Lamassu are found throughout Assyrian architecture, positioned as sentinels at the thresholds of buildings and as colossal statues on each side of the city and palace gates. Common folk, for their part, engraved Lamassi onto clay tablets and buried them under their doors' threshold.
(Babylonian) Walls of Babylon
Game Info:
Babylonian Unique Walls
----------------
Cost: 110 🔨
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +3
⚔️ City Strength: +8
⚔️ Hit Points: +125
⭐ Great Scientist Points: 3
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
• -5% Empire Size Modifier
Empire-Wide Effects:
• +5% ⚗️ Science from Discover Technology
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Goddess of Protection: +2 🎵 +2 🕊️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
----------------
Cost: 110 🔨
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +3
⚔️ City Strength: +8
⚔️ Hit Points: +125
⭐ Great Scientist Points: 3
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
• -5% Empire Size Modifier
Empire-Wide Effects:
• +5% ⚗️ Science from Discover Technology
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Goddess of Protection: +2 🎵 +2 🕊️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
The main bonus of the Walls of Babylon early game is the +3 Science, which is more than Library, so it is worth building Walls of Babylon quickly. You can aim to settle or conquer many Cities throughout the game to stack the bonus. In the late game the main benefit shifts to the 5% increase in Science generated by Great Scientists when used to research new Technologies. Expending Great Scienctists naturally becomes much more valuable than creating Academies in later stages of the game; and for Babylon, this happens sooner.
The significant boost to city defense is invaluable in frontier cities, which synergizes with the aggressive settling strategy as these vulnerable cities are easier to defend, especially with your Unique Units.
The significant boost to city defense is invaluable in frontier cities, which synergizes with the aggressive settling strategy as these vulnerable cities are easier to defend, especially with your Unique Units.
Historical Info:
Originally included on Antipater's list of the Seven Ancient Wonders of the World, the Walls of Babylon encapsulated the city and protected it from harm, circling the city on all sides and even spanning the Euphrates River (which ran through the center of the city). The outer walls ran 10 miles in length, measured 25 ft thick, and were said to tower 320 ft over the city. Smaller walls ringed the city behind this primary one, assuring an extra line of defense if the first ever fell. Some 250 towers dotted the length of the walls, providing excellent look-out points and combat stations for the skilled Babylonian archers. The walls were impenetrable by any technology available to sieges at the time, large metal gates were installed at the river's ends, (preventing any underwater intruders), and eight massive gates were constructed to contain any foot traffic (the most famous being the Ishtar Gate). These walls effectively protected the city for almost one hundred years.
It wasn't until 539 BC that a way around the wall's defenses was devised; Cyrus the Great unleashed a plan which diverted the Euphrates further upstream, lowering the water level so that anyone could walk through it. His army snuck under the river's metal gates under the cover of darkness and took the city from within. While capable of stopping any direct means of assault, the walls couldn't stop one man's determined ingenuity.
Much of the ancient walls still stand, a testament to their strength. In 1983, Saddam Hussein began a reconstruction project at the site of the ancient city, including restoration of the walls and a recreation of the Ishtar Gate. The project has since been put on hold, but Iraq hopes to continue further restoration of the walls and once again make Babylon a place of wonder.
It wasn't until 539 BC that a way around the wall's defenses was devised; Cyrus the Great unleashed a plan which diverted the Euphrates further upstream, lowering the water level so that anyone could walk through it. His army snuck under the river's metal gates under the cover of darkness and took the city from within. While capable of stopping any direct means of assault, the walls couldn't stop one man's determined ingenuity.
Much of the ancient walls still stand, a testament to their strength. In 1983, Saddam Hussein began a reconstruction project at the site of the ancient city, including restoration of the walls and a recreation of the Ishtar Gate. The project has since been put on hold, but Iraq hopes to continue further restoration of the walls and once again make Babylon a place of wonder.
(Ethiopian) Stele
Game Info:
Ethiopian Unique Monument
----------------
Cost: 65 🔨
Automatically built when Founding City if the game starts in Medieval Era or later
----------------
🎵 Culture: +2
🕊️ Faith: +2
Local Effects:
• +25% 🕊️ during 🌟 Golden Age
----------------
List of possible boosts to this Building:
• God of All Creation: +1 🕊️
----------------
Cost: 65 🔨
Automatically built when Founding City if the game starts in Medieval Era or later
----------------
🎵 Culture: +2
🕊️ Faith: +2
Local Effects:
• +25% 🕊️ during 🌟 Golden Age
----------------
List of possible boosts to this Building:
• God of All Creation: +1 🕊️
Leads to Buildings:
Civilization:
Strategy:
Unique Ethiopian replacement for the Monument. In addition to the Monument's bonuses, Stele generates 🕊️ Faith as well as a Shrine, and produces extra 🕊️ Faith during 🌟 Golden Ages.
Historical Info:
A Stele is a large, upright slab of stone or wood used as a monument to commemorate great leaders, victories in battle, or occasionally to mark territorial boundaries. Found throughout Ethiopia and the surrounding regions, the stelae were often intricately inscribed with the details of the person or event being memorialized. The Obelisk of Axum, one such stele, was constructed in the mid-4th century AD in the Ethiopian city of Axum, but was later broken down and shipped to Italy during the occupation of Ethiopia by Mussolini's forces. Standing over 75 feet tall and weighing 150 tons, the great stele was returned to Ethiopia and reassembled in 2008 as part of an effort by the United Nations Educational, Scientific, and Cultural Organization.
(Incan) Qullqa
Game Info:
Incan Unique Granary
----------------
Cost: 65 🔨
Automatically built when Founding City if the game starts in Renaissance Era or later
💰 Maintenance: 1
----------------
🌾 Food: +1
🔨 Production: +2
Local Effects:
• +15% 🌾 Food is carried over when City grows
• +1 🌾 to Wheat
• +1 🌾 to Bananas
• +1 🌾 to Maize
• +1 🌾 to Rice
• On Completion: +25 🌾
• Allow 🌾 Food Internal Trade Routes from City
• Total non-Specialist 🌾 Food consumption cannot exceed 🌾 Food production
Empire-Wide Effects:
• +5% 🔨 Production/💰 Gold from 🔗 City Connections and Industrial City Connections in all Cities
----------------
Prerequisite Technologies: Pottery
----------------
List of possible boosts to this Building:
• God of the Sun: +2 💰 +2 🕊️
----------------
Cost: 65 🔨
Automatically built when Founding City if the game starts in Renaissance Era or later
💰 Maintenance: 1
----------------
🌾 Food: +1
🔨 Production: +2
Local Effects:
• +15% 🌾 Food is carried over when City grows
• +1 🌾 to Wheat
• +1 🌾 to Bananas
• +1 🌾 to Maize
• +1 🌾 to Rice
• On Completion: +25 🌾
• Allow 🌾 Food Internal Trade Routes from City
• Total non-Specialist 🌾 Food consumption cannot exceed 🌾 Food production
Empire-Wide Effects:
• +5% 🔨 Production/💰 Gold from 🔗 City Connections and Industrial City Connections in all Cities
----------------
Prerequisite Technologies: Pottery
----------------
List of possible boosts to this Building:
• God of the Sun: +2 💰 +2 🕊️
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Qullqa were storage silos located along roadsides near cities and political centers across the Tawantinsuyu. The vast network of Qullqas stored food and supplies for the general populace and the military. This system acted as emergency reserves for the peasantry to protect against the frequent crop failures that took place in the precarious, high-altitude communities throughout the Inca's domains. The storehouses also relieved soldiers from the need to forage, but required constant maintenance from the local populace.
Maintaining and stocking the Qullqa system was the responsibility of local lords who resided in stations called Tambos, each located within a day's march of the next. Royal Qullqa stored the luxury and ceremonial goods of the Incan nobility, including feathers, precious stones, and Coca leaves. Coca production was jealously guarded as an imperial monopoly; cultivation and distribution of coca was strictly under the control of the nobles and a few favored classes. In fact, the entire economy of the Incan Empire functioned off a command economy, where access to and control of the goods stored in the Qullqa system ensured the wellbeing and continued expansion of the empire.
Maintaining and stocking the Qullqa system was the responsibility of local lords who resided in stations called Tambos, each located within a day's march of the next. Royal Qullqa stored the luxury and ceremonial goods of the Incan nobility, including feathers, precious stones, and Coca leaves. Coca production was jealously guarded as an imperial monopoly; cultivation and distribution of coca was strictly under the control of the nobles and a few favored classes. In fact, the entire economy of the Incan Empire functioned off a command economy, where access to and control of the goods stored in the Qullqa system ensured the wellbeing and continued expansion of the empire.
(Iroquois) Longhouse
Game Info:
Iroquois Unique Herbalist
----------------
Cost: 65 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
🌾 Food: +2
🎵 Culture: +1
Local Effects:
• +1 🌾 +1 🔨 to Jungle
• +1 🌾 +1 🔨 to Marsh
• +1 🌾 +1 🔨 to Forest
• +1 🌾 +1 🔨 to Plantation
----------------
Prerequisite Technologies: Calendar
----------------
List of possible boosts to this Building:
• Goddess of Springtime: +1 ⚗️ +2 🕊️
----------------
Cost: 65 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
🌾 Food: +2
🎵 Culture: +1
Local Effects:
• +1 🌾 +1 🔨 to Jungle
• +1 🌾 +1 🔨 to Marsh
• +1 🌾 +1 🔨 to Forest
• +1 🌾 +1 🔨 to Plantation
----------------
Prerequisite Technologies: Calendar
----------------
List of possible boosts to this Building:
• Goddess of Springtime: +1 ⚗️ +2 🕊️
Required Technology:
Civilization:
Strategy:
Unique Iroquois replacement for the Herbalist. Instead of providing only 🌾 Food, Longhouse adds both 🌾 Food and 🔨 Production to nearby Forests, Jungles, Marshes, and Plantations.
Historical Info:
For much of their history, many of the Iroquois people lived in villages containing one or more "Longhouses," communal buildings constructed of wood saplings sheathed in elm bark. In fact, the Iroquois call themselves "Hodenosaunee," which translates into "People of the Longhouse." The longhouses ranged from 40 to 400 feet in length and some 25 feet wide. They were divided into compartments by inner partitions, each connected by an open center aisle. Several compartments would share a cooking fire in the center aisle, with an opening in the roof above acting as a chimney.
Longhouses are efficient structures, cheaper to construct and heat than individual dwellings, thus requiring fewer natural resources than other types of homes. They are representative of the Iroquois' cultural desire to survive and thrive in harmony with the environment around them.
Longhouses are efficient structures, cheaper to construct and heat than individual dwellings, thus requiring fewer natural resources than other types of homes. They are representative of the Iroquois' cultural desire to survive and thrive in harmony with the environment around them.
(Mongolian) Ger
Game Info:
Mongolian Unique Smokehouse
----------------
Cost: 65 🔨
💰 Maintenance: 1
----------------
🕊️ Faith: +1
Border Growth Points: +2
Local Effects:
• +40% Border Growth Points
• -25% Tile Purchase Cost
• +1 🌾 to Deer
• +1 🌾 to Bison
• +1 🔨 to Pasture
• +1 🔨 to Camp
• When this City naturally expands: +5 🌾 +5 🔨, scaling with Era
----------------
Prerequisite Technologies: Trapping
----------------
List of possible boosts to this Building:
• Goddess of the Hunt: +2 🌾
----------------
Cost: 65 🔨
💰 Maintenance: 1
----------------
🕊️ Faith: +1
Border Growth Points: +2
Local Effects:
• +40% Border Growth Points
• -25% Tile Purchase Cost
• +1 🌾 to Deer
• +1 🌾 to Bison
• +1 🔨 to Pasture
• +1 🔨 to Camp
• When this City naturally expands: +5 🌾 +5 🔨, scaling with Era
----------------
Prerequisite Technologies: Trapping
----------------
List of possible boosts to this Building:
• Goddess of the Hunt: +2 🌾
Required Technology:
Civilization:
Strategy:
Unique Mongolian replacement for the Smokehouse. In addition to the Smokehouse's bonuses, Ger generates 🕊️ Faith; boosts pastures; provides 🔨 Production when borders expand; and makes borders expand faster.
Historical Info:
A yurt, called a 'Ger' by Mongolians, is a portable, bent dwelling structure traditionally used by nomads in the steppes of Central Asia as their home. The structure comprises a crown or compression wheel, usually steam bent, supported by roof ribs which are bent down at the end where they meet the lattice wall (again, steam bent). The top of the wall is prevented from spreading by means of a tension band which opposes the force of the roof ribs. The structure is usually covered by layers of fabric and sheep's wool felt for insulation and weatherproofing. The traditional decoration within a yurt is primarily pattern based. These patterns are generally not according to taste, but are derived from sacred ornaments with certain symbolism. Symbols representing strength are among the most common, including the khas (swastika) and four powerful beasts (lion, tiger, garuda and dragon), as well as stylized representations of the five elements (fire, water, earth, metal, and wood), considered to be the fundamental, unchanging elements of the cosmos. Such patterns are commonly used in the home with the belief that they will bring strength and offer protection.
(Ottoman) Siege Foundry
Game Info:
Ottoman Unique Forge
----------------
Cost: 110 🔨
💰 Maintenance: 1
----------------
🔨 Production: +3
⚗️ Science: +1
⭐ Engineer Slots: 1
Local Effects:
• +50% 🔨 Production for Siege Units
• +1 🔨 +1 💰 to Iron
• +2 💰 to Copper
• +1 🔨 to Mine
• Free Volley Promotion for all existing and future eligible Units trained in this City
• When completing production of a Military Unit in this City: gain ⚗️ Science equal to 20% of 🔨 Production cost
----------------
Prerequisite Technologies: Bronze Working
----------------
List of possible boosts to this Building:
• God of Fire: +2 🕊️
• Division of Labor: +3% 🔨 +3% 💰
----------------
Cost: 110 🔨
💰 Maintenance: 1
----------------
🔨 Production: +3
⚗️ Science: +1
⭐ Engineer Slots: 1
Local Effects:
• +50% 🔨 Production for Siege Units
• +1 🔨 +1 💰 to Iron
• +2 💰 to Copper
• +1 🔨 to Mine
• Free Volley Promotion for all existing and future eligible Units trained in this City
• When completing production of a Military Unit in this City: gain ⚗️ Science equal to 20% of 🔨 Production cost
----------------
Prerequisite Technologies: Bronze Working
----------------
List of possible boosts to this Building:
• God of Fire: +2 🕊️
• Division of Labor: +3% 🔨 +3% 💰
Required Technology:
Civilization:
Strategy:
Unique Ottoman replacement for the Forge. In addition to the Forge's bonuses, Siege Foundry generates ⚗️ Science from producing military units, produces Siege units more quickly, and grants them the Volley Promotion.
Use these abilities to build a massive force of artillery to take down enemies' walls and conquer their lands!
Use these abilities to build a massive force of artillery to take down enemies' walls and conquer their lands!
Historical Info:
A foundry is a factory that produces metal castings. Metals are cast into shapes by melting them into a liquid, pouring the metal in a mold, and removing the mold material or casting after the metal has solidified as it cools. The most common metals processed are aluminium and cast iron. However, other metals, such as bronze, brass, steel, magnesium, and zinc, are also used to produce castings in foundries. In this process, parts of desired shapes and sizes can be formed. In the context of war, foundries were essential to the production of cannonry and other essential siege equipment.
(Polynesian) Marae
Game Info:
Polynesian Unique Council
----------------
Cost: 65 🔨
----------------
⚗️ Science: +1
🎵 Culture: +1
Local Effects:
• When a Citizen is born in this City: +5 ⚗️, scaling with Era
• When completing a Building in this City: +3 🌾 +3 💰 +3 🎵, scaling with Era
----------------
Prerequisite Technologies: The Wheel
----------------
List of possible boosts to this Building:
• Ancestor Worship: +1 🎵 +2 🕊️
----------------
Cost: 65 🔨
----------------
⚗️ Science: +1
🎵 Culture: +1
Local Effects:
• When a Citizen is born in this City: +5 ⚗️, scaling with Era
• When completing a Building in this City: +3 🌾 +3 💰 +3 🎵, scaling with Era
----------------
Prerequisite Technologies: The Wheel
----------------
List of possible boosts to this Building:
• Ancestor Worship: +1 🎵 +2 🕊️
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
A Marae (or Malea) is a communal, sacred space in most Polynesian cultures. The Marae usually takes the form of a clearing, sometimes bordered with stones or posts, and sometimes with an accompanying shelter behind it. In most Polynesian cultures, the function of the Marae declined or disappeared with the arrival of Christianity, but it has retained its communal and cultural significance with the Maori of present-day New Zealand.
(Shoshone) Buffalo Pound
Game Info:
Shoshone Unique Well
----------------
Cost: 65 🔨
💰 Maintenance: 1
----------------
🌾 Food: +1
🔨 Production: +2
----------------
Prerequisite Technologies: Trapping
----------------
List of possible boosts to this Building:
• Each Population in City: +0.2 🔨
• Each Tile owned by City: +1/6 🌾 +1/6 🔨
----------------
Cost: 65 🔨
💰 Maintenance: 1
----------------
🌾 Food: +1
🔨 Production: +2
----------------
Prerequisite Technologies: Trapping
----------------
List of possible boosts to this Building:
• Each Population in City: +0.2 🔨
• Each Tile owned by City: +1/6 🌾 +1/6 🔨
Required Technology:
Civilization:
Historical Info:
Buffalo Pounds were large constructions built by many Plains Tribes for the entrapment and killing of Buffalo. Large herds of buffalo were corralled and funneled into the pound, a sturdy circular ring of hides and wood, where tribesmen could throw spears and other missile weapons from the safety of the walls.
Buffalo were a staple food source on the North American Plains, but hunting such large animals was difficult without horses or sturdy weapons. With the arrival of Europeans and the introduction of the horse and musket, Native American tribes could travel great distances and attack bison herds with impunity. The good times would not last, however, as Europeans encroached upon this way of life. Increasingly, the Great Plains were converted into farms and pastures for American homesteaders. The American buffalo was driven to the brink of extinction by a combination of habitat loss, industrial-scale hunting, and culls engineered to starve the indigenous population.
Today, American buffalo have recovered, but their range has been greatly limited to a few national parks. Commercial farming and sport hunting continues, but the buffalo are unlikely to ever return to their historical numbers.
Buffalo were a staple food source on the North American Plains, but hunting such large animals was difficult without horses or sturdy weapons. With the arrival of Europeans and the introduction of the horse and musket, Native American tribes could travel great distances and attack bison herds with impunity. The good times would not last, however, as Europeans encroached upon this way of life. Increasingly, the Great Plains were converted into farms and pastures for American homesteaders. The American buffalo was driven to the brink of extinction by a combination of habitat loss, industrial-scale hunting, and culls engineered to starve the indigenous population.
Today, American buffalo have recovered, but their range has been greatly limited to a few national parks. Commercial farming and sport hunting continues, but the buffalo are unlikely to ever return to their historical numbers.
(Songhai) Tabya
Game Info:
Songhai Unique Stone Works
----------------
Cost: 110 🔨
💰 Maintenance: 1
----------------
🔨 Production: +1
🎵 Culture: +1
Local Effects:
• +10% 🔨 Production for Non-Wonder Buildings
• +2 🔨 to Stone
• +1 🔨 +1 💰 to Marble
• +2 💰 to Salt
• +1 🔨 +1 💰 to Jade
• +1 🔨 to River Tiles
• Allow 🔨 Production Internal Trade Routes from City
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• God of Craftsmen: +1 🎵 +2 🕊️
----------------
Cost: 110 🔨
💰 Maintenance: 1
----------------
🔨 Production: +1
🎵 Culture: +1
Local Effects:
• +10% 🔨 Production for Non-Wonder Buildings
• +2 🔨 to Stone
• +1 🔨 +1 💰 to Marble
• +2 💰 to Salt
• +1 🔨 +1 💰 to Jade
• +1 🔨 to River Tiles
• Allow 🔨 Production Internal Trade Routes from City
----------------
Prerequisite Technologies: Construction
----------------
List of possible boosts to this Building:
• God of Craftsmen: +1 🎵 +2 🕊️
Required Technology:
Civilization:
Strategy:
Unique Songhai replacement for the Stone Works. In addition to the Stone Works' bonuses, Tabya generates a bit of 🎵 Culture, boosts all river tiles, and provides a 🔨 Production bonus on building construction. It does not require a nearby improved resource to be built, which makes sure 🔨 Production internal Trade Routes are always available early.
Historical Info:
Adobe, the Spanish word for mud brick, is a natural building material made from sand, clay, water and some kind of fibrous or organic material (sticks, straw or manure) and the bricks made with adobe material using molds and dried in the sun. The Great Mosque of Djenné, in central Mali, is largest mudbrick structure in the world. It, like much Sahelian architecture, is built with a mudbrick called Banco: a recipe of mud and grain husks, fermented, and either formed into bricks or applied on surfaces as a plaster like paste in broad strokes. This plaster must be reapplied annually. The facilities where these material were created were called Tabya (Cobworks), and played an essential role in West African architecture.
(Zulu) Ikanda
Game Info:
Zulu Unique Barracks
----------------
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +1
🎵 Culture: +1
Local Effects:
• +15 XP for Land Units
• +15 XP for Water Units
• +15 XP for Air Units
• +2 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Iklwa Promotion for all existing and future eligible Units trained in this City
----------------
Prerequisite Technologies: Bronze Working
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
• God of War: +1 🔨 +2 🕊️
----------------
Cost: 110 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +1
🎵 Culture: +1
Local Effects:
• +15 XP for Land Units
• +15 XP for Water Units
• +15 XP for Air Units
• +2 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Iklwa Promotion for all existing and future eligible Units trained in this City
----------------
Prerequisite Technologies: Bronze Working
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
• God of War: +1 🔨 +2 🕊️
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Zulu replacement for the Barracks. In addition to the Barracks' bonuses, the Ikanda provides more Military Supply and grants the Iklwa promotion to all melee and gunpowder units, which unlocks a unique promotion line that offers extra HP, extra 👣 movement, and a flank bonus. It is available with the discovery of Bronze Working instead of Military Strategy.
Historical Info:
Ikanda were a form of military kraal or corral for the Zulu cattle and livestock. An amabutho, or "age-regiment," was comprised of youths or men of the same age who trained, lived and fought together in a single formation, each of which was lodged at one of the royal corrals - making it an Ikanda. Each Ikanda had a herd of royal cattle assigned to it, from which the warriors were supplied with meat. The hides of the cattle were used to provide the shields, with distinctive skin coloring for each amabutho. Ikanda followed the general layout of the traditional kraal, consisting of two concentric palisades of thorn brush, with the living huts located inside the outer ring and the cattle herd protected by the inner ring.
Amphitheater
Game Info:
Cost: 200 🔨 / 300 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
🎵 Culture: +2
Great Work of Writing slots: 2
Local Effects:
• Up to +6 🎵 +4 🗿 when Themed
• +33% Great Writer Rate
• +1 💰 +1 🎵 to Dyes
• +1 💰 +1 🎵 to Silk
• +2 🎵 to Lapis Lazuli
• +1 💰 +1 🎵 to Brazilwood
----------------
Required Buildings: Monument
Prerequisite Technologies: Drama and Poetry
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
----------------
Possible Theming Bonuses:
• +4 🎵 and 🗿 for two Domestic .
• +4 🎵 and 🗿 for two Foreign .
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
🎵 Culture: +2
Great Work of Writing slots: 2
Local Effects:
• Up to +6 🎵 +4 🗿 when Themed
• +33% Great Writer Rate
• +1 💰 +1 🎵 to Dyes
• +1 💰 +1 🎵 to Silk
• +2 🎵 to Lapis Lazuli
• +1 💰 +1 🎵 to Brazilwood
----------------
Required Buildings: Monument
Prerequisite Technologies: Drama and Poetry
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
----------------
Possible Theming Bonuses:
• +4 🎵 and 🗿 for two Domestic .
• +4 🎵 and 🗿 for two Foreign .
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Amphitheater increases the 🎵 Culture of a city. Also boosts the City's Great Writer rate and the value of Writers' Guilds. Grants bonuses to all nearby Dye, Silk, Lapis Lazuli, and Brazilwood resources, speeding the growth of the territory of the city and the acquisition of Social Policies. Contains 2 slots for Great Works of Writing.
Historical Info:
An amphitheater is an outdoor arena designed for open-air theatrical performances, as well as sporting events and concerts. The ancient Romans in particular are known for the hundreds of amphitheatres they constructed, in which gladiatorial combat, exhibitions, and public executions were conducted.
Aqueduct
Game Info:
Cost: 200 🔨
💰 Maintenance: 1
----------------
🌾 Food: +1
Local Effects:
• +15% 🌾 Food is carried over when City grows
• -1 Unhappiness from 💰 Poverty
• +2 🌾 to Oasis
• +2 🌾 to Lake Tiles
• When a Citizen is born in this City: gain 🔨 Production equal to 25% of City output
----------------
Required Buildings: Granary
Prerequisite Technologies: Engineering
💰 Maintenance: 1
----------------
🌾 Food: +1
Local Effects:
• +15% 🌾 Food is carried over when City grows
• -1 Unhappiness from 💰 Poverty
• +2 🌾 to Oasis
• +2 🌾 to Lake Tiles
• When a Citizen is born in this City: gain 🔨 Production equal to 25% of City output
----------------
Required Buildings: Granary
Prerequisite Technologies: Engineering
Required Buildings:
Required Technology:
Strategy:
The Aqueduct decreases the amount of 🌾 Food a City needs to increase in size by 15%. Build Aqueducts in cities that you want to grow large over time. The City needs to have a Granary in order to construct the Aqueduct.
Historical Info:
An aqueduct is a system for moving water from a water supply at one location to another location, historically to irrigate crops away from natural water bodies. The word derives from the Latin for "water" and "to lead," and the aqueduct is most traditionally associated with the Romans. The most famous Roman aqueduct is the Pont du Gard in France. But the Romans were not the only civilization to build aqueducts! Magnificent and complicated aqueducts were built all over the world, including at Ninevah, capital of the Assyrians, and the Aztec capital of Tenochtitlan in North America.
The principles of aqueduct planning and construction are the same today as they were millennia ago, and humans continue to move water great distances to make our lives easier.
The principles of aqueduct planning and construction are the same today as they were millennia ago, and humans continue to move water great distances to make our lives easier.
Arena
Game Info:
Cost: 150 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
🎵 Culture: +1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +2 🔨 to Forge
• +2 🔨 to Barracks
• +2 🔨 to Armory
• +1 🌾 +1 💰 to Olives
• +1 💰 +1 🎵 to Perfume
----------------
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🗿
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
🎵 Culture: +1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +2 🔨 to Forge
• +2 🔨 to Barracks
• +2 🔨 to Armory
• +1 🌾 +1 💰 to Olives
• +1 💰 +1 🎵 to Perfume
----------------
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🗿
Leads to Buildings:
Required Technology:
Strategy:
The Arena provides additional Culture, and generates Tourism from City's population. Reduces Boredom in a City, and improves the output of nearby Perfume and Olives. Build these to combat Unhappiness from Boredom, to increase your Culture, and to improve the production of your military buildings.
Historical Info:
An arena is an enclosed area, often circular or oval-shaped, designed to showcase theater, musical performances, or sporting events. The word derives from Latin harena, a particularly fine/smooth sand used to absorb blood in ancient arenas such as the Colosseum in Rome. It is composed of a large open space surrounded on most or all sides by tiered seating for spectators. The key feature of an arena is that the event space is the lowest point, allowing for maximum visibility. Arenas are usually designed to accommodate a large number of spectators.
Bath
Game Info:
Cost: 200 🔨
💰 Maintenance: 1
----------------
🎵 Culture: +2
Local Effects:
• +1 💰 +1 🎵 to Garden
• +1 💰 +1 🎵 to Amphitheater
• +1 💰 +1 🎵 to Temple
• +10% 🎵 during 🌟 Golden Age
----------------
City must have access to Fresh Water
Prerequisite Technologies: Metal Casting
💰 Maintenance: 1
----------------
🎵 Culture: +2
Local Effects:
• +1 💰 +1 🎵 to Garden
• +1 💰 +1 🎵 to Amphitheater
• +1 💰 +1 🎵 to Temple
• +10% 🎵 during 🌟 Golden Age
----------------
City must have access to Fresh Water
Prerequisite Technologies: Metal Casting
Required Technology:
Strategy:
The Bath generates Culture, and boosts the Gold and Culture yield of Temples, Gardens, and Amphitheaters in the City. Also generates additional Culture during Golden Ages. Baths can be constructed only in cities next to fresh water.
Historical Info:
Throughout history, societies devised systems to enable water to be brought to population centres. Ancient Greece utilized small bathtubs, wash basins, and foot baths for personal cleanliness. The earliest findings of baths date from the mid-2nd millennium BC in the palace complex at Knossos, Crete, and the luxurious alabaster bathtubs excavated in Akrotiri, Santorini. The Greeks established public baths and showers within gymnasiums for relaxation and personal hygiene. In fact, the word gymnasium comes from the Greek word gymnos, meaning naked. Ancient Rome developed a network of aqueducts to supply water to all large towns and population centres and had indoor plumbing, with pipes that terminated in homes and at public wells and fountains. The Roman public baths were called thermae. With the fall of the Roman Empire the aqueduct network fell into disrepair and most of it ceased to be used. In the Middle Ages, bathing commonly took place in public bathhouses. However, public nudity was frowned upon by liturgical factions of the period. Public baths were also havens for prostitution, which created opposition to the public baths. Rich people bathed at home, most likely in their bedroom, as 'bath' rooms were not common. Bathing was done in large, wooden tubs with a linen cloth laid in it to protect the bather from splinters. Additionally, during the Renaissance and Protestant Reformation, the quality and condition of the clothing (as opposed to the actual cleanliness of the body itself) were thought to reflect the soul of an individual. Clean clothing also reflected one's social status; clothes made the man or woman. Additionally, from the late Middle Ages through to the end of the 18th century, etiquette and medical manuals advised people to only wash the parts of the body that were visible to the public; for example, the ears, hands, feet, and face and neck. This did away with the public baths and left the cleaning of oneself to the privacy of one's home.
Caravansary
Game Info:
Cost: 200 🔨
----------------
💰 Gold: +1
Local Effects:
• +1 🔨 +1 💰 to Furs
• +1 🔨 +1 🎵 to Cotton
• +2 💰 to Truffles
• +50% Range for Land Trade Routes
• +3 💰 Gold to Land International Trade Routes originated from this City
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 20)
----------------
Required Buildings: Market
Prerequisite Technologies: Currency
----------------
List of possible boosts to this Building:
• Each worked Desert: +0.5 🌾 +0.5 💰
• Each worked Tundra: +0.5 🌾 +0.5 💰
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
💰 Gold: +1
Local Effects:
• +1 🔨 +1 💰 to Furs
• +1 🔨 +1 🎵 to Cotton
• +2 💰 to Truffles
• +50% Range for Land Trade Routes
• +3 💰 Gold to Land International Trade Routes originated from this City
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 20)
----------------
Required Buildings: Market
Prerequisite Technologies: Currency
----------------
List of possible boosts to this Building:
• Each worked Desert: +0.5 🌾 +0.5 💰
• Each worked Tundra: +0.5 🌾 +0.5 💰
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Required Technology:
Strategy:
The Caravansary is a Classical-era building. It improves the range and 💰 Gold yield of land trade routes.
Historical Info:
As caravan routes expanded across the Middle East, Central Asia and North Africa, the need for places where pack-animal caravans could pause for rest, shelter and safety grew. Public caravansaries were complexes built outside the walls of towns and cities; private ones usually took the form of walled enclosures with storerooms and sleeping quarters, stables and kitchens, surrounding a central courtyard. The largest could accommodate hundreds of camels, mules or horses. Most caravansaries provided basic supplies - for a fee - such as water, fodder, food, clothing and other supplies for the journey. The oldest recorded caravansaries were found along the Persian Empire's Royal Road, stretching some 1600 miles from Sardis to Susa.
Courthouse
Game Info:
Cost: 200 🔨
💰 Maintenance: 3
Destroyed on Conquest
----------------
Local Effects:
• Remove Unhappiness from Occupation
----------------
Occupied City Only
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Police State: +3 😊 Happiness
💰 Maintenance: 3
Destroyed on Conquest
----------------
Local Effects:
• Remove Unhappiness from Occupation
----------------
Occupied City Only
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Police State: +3 😊 Happiness
Required Technology:
Strategy:
The Courthouse reduces the unhappiness caused by captured cities. Construct one in each occupied city as quickly as possible, especially if you're intent upon conquering a bunch of them.
Historical Info:
A Courthouse is a building in which the local authorities administer the law. Oftentimes the building also houses the local civil government as well, but this is by no means always the case. Generally the courthouse occupies a conspicuous place of importance in the central part of the city - either because the citizens view it with pride, or because the government wants to remind the citizens that it's got its eye on them.
Library
Game Info:
Cost: 150 🔨 / 300 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
⚗️ Science: +2
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Council
Prerequisite Technologies: Writing
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
⚗️ Science: +2
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Council
Prerequisite Technologies: Writing
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Library increases the ⚗️ Science output of the city, speeding up the civ's acquisition of new technology.
Historical Info:
A library is a building housing a collection of books, scrolls, and other written material. Historically, books have been fairly expensive, often beyond the reach of a civilization's poorer classes. The library allows the poor access to the same knowledge as the rich, greatly improving their chances of success and advancement.
Lighthouse
Game Info:
Cost: 150 🔨
Automatically built when Founding City if the game starts in Renaissance Era or later
💰 Maintenance: 1
----------------
Local Effects:
• +1 🌾 +1 💰 to Sea Tiles
• +4 🌾 to Internal Trade Routes from this City
• Allow 🔗 City Connection over Water
----------------
City must be Coastal
Prerequisite Technologies: Sailing
Automatically built when Founding City if the game starts in Renaissance Era or later
💰 Maintenance: 1
----------------
Local Effects:
• +1 🌾 +1 💰 to Sea Tiles
• +4 🌾 to Internal Trade Routes from this City
• Allow 🔗 City Connection over Water
----------------
City must be Coastal
Prerequisite Technologies: Sailing
Leads to Buildings:
Required Technology:
Strategy:
The Lighthouse can only be constructed in a City next to a Coast Tile. It increases the 🌾 Food and 💰 Gold output of water tiles. Also allows for City Connections over Water (see Concepts for more details).
Historical Info:
Since man has taken to the sea in ships, he has built beacons on the shore to guide returning vessels back to harbor and to warn their captains of perilous shoals and rocks. The earliest known lighthouse was the Pharos (Great Lighthouse) of Alexandria. Constructed on the small island of Pharos just off of the coast of Alexandria, it survived for over a thousand years, guiding countless thousands of vessels to Alexandria's safe harbor.
Scrivener's Office
Game Info:
Cost: 60 🔨
Destroyed on Conquest
----------------
🎵 Culture: +1
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +10% 🔨 Production for Diplomacy Units
• On Completion: Spawn 1 Emissary in or near City
Empire-Wide Effects:
• +1 Paper
----------------
Prerequisite Technologies: Writing
National Population Required: 12 (scaling with number of Cities)
Max 1 per Player
----------------
List of possible boosts to this Building:
• Each City-State Friend: +1 🌾 (NOTE: Allies are not Friends)
• Each City-State Ally: +1 🌾 +1 🕊️
Destroyed on Conquest
----------------
🎵 Culture: +1
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +10% 🔨 Production for Diplomacy Units
• On Completion: Spawn 1 Emissary in or near City
Empire-Wide Effects:
• +1 Paper
----------------
Prerequisite Technologies: Writing
National Population Required: 12 (scaling with number of Cities)
Max 1 per Player
----------------
List of possible boosts to this Building:
• Each City-State Friend: +1 🌾 (NOTE: Allies are not Friends)
• Each City-State Ally: +1 🌾 +1 🕊️
Required Technology:
Strategy:
This National Wonder gives a small production boost when building diplomatic units in the capital, and one Paper resource. Build this building if you want to secure a city-state ally or two during the first few eras of the game. The additional yields from City-State Friends and Allies increases the value of early positive City-State relations.
Historical Info:
The position of royal scrivener, and the office therein, is one of the oldest and most important positions within a civil service. Though the modern state has hundreds of civil servants that write, edit and issue government documentation, in the ancient world these tasks were usually given to one individual, the scrivener. Scrivener's wielded immense power, as they had control over the wording, translations and interpretations of the laws of the land. Because of this great power, a good, loyal scrivener was an invaluable resource.
Temple
Game Info:
Cost: 200 🔨
💰 Maintenance: 1
----------------
🕊️ Faith: +3
Great Work of Music slots: 1
Local Effects:
• +25% Religious Pressure towards other Cities
• -1 Unhappiness from Religious Unrest
• +1 💰 +1 🎵 to Wine
• +1 💰 +1 🎵 to Incense
• +1 💰 +1 🎵 to Amber
----------------
Required Buildings: Shrine
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Organized Religion: +2 🎵
💰 Maintenance: 1
----------------
🕊️ Faith: +3
Great Work of Music slots: 1
Local Effects:
• +25% Religious Pressure towards other Cities
• -1 Unhappiness from Religious Unrest
• +1 💰 +1 🎵 to Wine
• +1 💰 +1 🎵 to Incense
• +1 💰 +1 🎵 to Amber
----------------
Required Buildings: Shrine
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Organized Religion: +2 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Temple increases the 🕊️ Faith of a city, speeding up the rate at which you can found and spread religions. The city must contain a Shrine (or a Pyramid) before the Temple can be constructed.
Historical Info:
A temple is a religious building where the faithful can come together to worship. Such buildings show that a community is fairly wealthy as well as pious, since it can afford to construct a special structure and feed and clothe the priests, acolytes, vestal virgins, or monks within. In many early cultures each family would have a small shrine in their own dwelling; the oldest known separate temple dates from the 10th millennium BC and is located in southeastern Turkey.
Water Mill
Game Info:
Cost: 150 🔨
💰 Maintenance: 1
----------------
🌾 Food: +2
🔨 Production: +3
----------------
City must be on a River
City must not have the following Buildings: Well
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
💰 Maintenance: 1
----------------
🌾 Food: +2
🔨 Production: +3
----------------
City must be on a River
City must not have the following Buildings: Well
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
Required Technology:
Strategy:
The Water Mill can only be constructed in a City located next to a river. The Water Mill increases the City's 🔨 Production more efficiently (per Citizen in the City) than the Well.
Historical Info:
A water mill is a building which uses water power to turn grain into flour. In a mill, grain is poured between two stones, one of which is turning slowly. As it moves between the stones the grain is ground into tiny pieces (flour). Many early mills employed animal or human labor to turn the grinding stone, but in a water mill water provided that power, freeing human and animal labor which could be employed elsewhere to greater profit. Later on steam or electricity would power mills far more reliably and efficiently, but water mills were great labor-saving devices of their day.
Writers' Guild
Game Info:
Cost: 200 🔨
💰 Maintenance: 1
Destroyed on Conquest
----------------
⭐ Great Writer Points: 3
⭐ Writer Slots: 2
Local Effects:
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Prerequisite Technologies: Drama and Poetry
Max 3 per Player
----------------
List of possible boosts to this Building:
• Humanism: +1 😊 Happiness
💰 Maintenance: 1
Destroyed on Conquest
----------------
⭐ Great Writer Points: 3
⭐ Writer Slots: 2
Local Effects:
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Prerequisite Technologies: Drama and Poetry
Max 3 per Player
----------------
List of possible boosts to this Building:
• Humanism: +1 😊 Happiness
Required Technology:
Strategy:
The Writers' Guild is the only building that contains writer specialist slots, which are critical for generating Great Writers. If your goal is a cultural victory, this building is a must-have. The Writers' Guild provides 1 ⭐ Great Person Point, and each assigned specialist provides 3 ⭐ Great Person Points and 3 🎵 Culture.
Historical Info:
Although never as influential as contemporary artists' guilds, guild organizations for writers were created with the advent of the printing press in the Renaissance. Both formal and informal organizations seeking to insure that authors were fairly compensated by printers and booksellers sprang up in a number of European cities. In Shakespeare's London and elsewhere, playwrights banded together to protect their profits from plagiarism and unlicensed performances. Although more trade unions than guilds, today the tradition is carried on by hundreds of organizations around the world, such as the Scriptwriters Guild of Israel, Writers Guild of Great Britain, and the American Authors Guild.
(Aztec) Telpochcalli
Game Info:
Aztec Unique Library
----------------
Cost: 150 🔨 / 300 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
⚗️ Science: +2
⭐ Scientist Slots: 1
Local Effects:
• When starting a 🌟 Golden Age: +2 XP for all future Units trained in this City, capped at 20 XP
• -1 Unhappiness from ⚗️ Illiteracy
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Council
Prerequisite Technologies: Writing
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 ⚗️
• Divine Teachings: +2 ⚗️
• Adding 🌟 Golden Age Turns: +1 🌾 +1 🔨 (capped at +10 🌾 +10 🔨)
----------------
Cost: 150 🔨 / 300 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
⚗️ Science: +2
⭐ Scientist Slots: 1
Local Effects:
• When starting a 🌟 Golden Age: +2 XP for all future Units trained in this City, capped at 20 XP
• -1 Unhappiness from ⚗️ Illiteracy
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Council
Prerequisite Technologies: Writing
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 ⚗️
• Divine Teachings: +2 ⚗️
• Adding 🌟 Golden Age Turns: +1 🌾 +1 🔨 (capped at +10 🌾 +10 🔨)
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
The Telpochcalli, meaning "House of the Young Men" were centers of education for Aztec youth. While the children of nobles went to a separate institution called the Calmecac, the Telpochcalli were open to all Aztec boys starting at age 15, making them one of the earliest examples of public education in history. Education in Aztec society focused on civics, warfare, and religion. Accounts of the experience of growing up going to a Telpochcalli describe an austere and strict environment, where boys were expected to grow their own food on collective farms and were given responsibilities such as maintaining and repairing public facilities like temples.
(Byzantine) Tetraconch
Game Info:
Byzantine Unique Temple
----------------
Cost: 200 🔨
----------------
🎵 Culture: +2
🕊️ Faith: +3
Great Work of Music slots: 1
Local Effects:
• +25% Religious Pressure towards other Cities
• +100% Religious Pressure towards foreign Cities connected via Trade Routes
• -1 Unhappiness from Religious Unrest
• +1 💰 +1 🎵 to Wine
• +1 💰 +1 🎵 to Incense
• +1 💰 +1 🎵 to Amber
----------------
Required Buildings: Shrine
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Each Population in City: +0.34 🕊️
• Organized Religion: +2 🎵
----------------
Cost: 200 🔨
----------------
🎵 Culture: +2
🕊️ Faith: +3
Great Work of Music slots: 1
Local Effects:
• +25% Religious Pressure towards other Cities
• +100% Religious Pressure towards foreign Cities connected via Trade Routes
• -1 Unhappiness from Religious Unrest
• +1 💰 +1 🎵 to Wine
• +1 💰 +1 🎵 to Incense
• +1 💰 +1 🎵 to Amber
----------------
Required Buildings: Shrine
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Each Population in City: +0.34 🕊️
• Organized Religion: +2 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
The +1 🕊️ Faith for every 3 Citizens bonus is very strong, so having high Population is encouraged. It will significantly increase your total Faith generation, so consider your Beliefs and Policies knowing you will have a lot of Faith to spend. For example, Zealotry might be an atypical but very strong choice for Byzantium. With the +100% Religious Pressure added to Cities receiving a Trade Route, consider which owned or foreign Cities need more Religious Pressure when choosing Trade Route destinations. Due to having no gold maintenance, extra Culture, and the above bonuses, this Building should be a priority.
Historical Info:
Over many centuries, Byzantine architecture gradually drifted away from older Roman forms. Byzantine-style buildings are often noted for their high domes and intricate mosaic work, and far greater use of stone and brick construction. The tetraconch churches, meaning "four shells" in Greek, represent the highest achievement of Byzantine architecture. The floorplan of these buildings incorporates four domed apses, giving the building the shape of a cross, with the central space capped by a high dome. The form was widely used in mausoleums and baptisteries and informed later Ottoman and Renaissance architectural traditions that followed.
(Danish) Runestone
Game Info:
Danish Unique Lighthouse
----------------
Cost: 150 🔨
💰 Maintenance: 1
----------------
🎵 Culture: +2
Local Effects:
• +25% 🔨 Production for Melee Units
• +25% 🔨 Production for Gunpowder Units
• +25% 🔨 Production for Naval Melee Units
• +2 🌾 +1 💰 to Sea Tiles
• +4 🌾 to Internal Trade Routes from this City
• Allow 🔗 City Connection over Water
• When a Unit created by this City pillages an Improvement: +30 🎵, scaling with Era
----------------
Prerequisite Technologies: Sailing
----------------
Cost: 150 🔨
💰 Maintenance: 1
----------------
🎵 Culture: +2
Local Effects:
• +25% 🔨 Production for Melee Units
• +25% 🔨 Production for Gunpowder Units
• +25% 🔨 Production for Naval Melee Units
• +2 🌾 +1 💰 to Sea Tiles
• +4 🌾 to Internal Trade Routes from this City
• Allow 🔗 City Connection over Water
• When a Unit created by this City pillages an Improvement: +30 🎵, scaling with Era
----------------
Prerequisite Technologies: Sailing
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Danish replacement for the Lighthouse. In addition to the Lighthouse's bonuses, Runestone produces 🎵 Culture when units from this City pillage tiles (Roads and Railroads do not count), generates more 🌾 Food from ocean tiles, and increases 🔨 Production of melee land and naval units. Unlike the Lighthouse, the Runestone can be built in a non-coastal city.
Historical Info:
A runestone is typically a raised stone with a runic inscription, but the term can also be applied to inscriptions on boulders and on bedrock. The tradition began in the 4th century and lasted into the 12th century, but most of the runestones date from the late Viking Age. Most runestones are located in Scandinavia, but there are also scattered runestones in locations that were visited by Norsemen during the Viking Age. Runestones are often memorials to dead men. Runestones were usually brightly coloured when erected, though this is no longer evident as the colour has worn off.
(Egyptian) Nilometer
Game Info:
Egyptian Unique Water Mill
----------------
Cost: 150 🔨
💰 Maintenance: 1
----------------
🌾 Food: +3
🔨 Production: +3
🎵 Culture: +2
Local Effects:
• +10% 🌾 during 🌟 Golden Age
----------------
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.4 🔨
----------------
Cost: 150 🔨
💰 Maintenance: 1
----------------
🌾 Food: +3
🔨 Production: +3
🎵 Culture: +2
Local Effects:
• +10% 🌾 during 🌟 Golden Age
----------------
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.4 🔨
Required Technology:
Civilization:
Strategy:
Placeholder
Historical Info:
The Nilometer was an Egyptian measurement device designed to benchmark the water levels of the Nile River during the annual flood season. The Egyptians relied on the Nile to overrun the surrounding flood plains each year in order to deposit silt for fertilization, but too much water would destroy the harvesting infrastructure, while too little water could cause a widespread famine. The Egyptians used the Nilometer flood readings to determine the appropriate level of taxes to be levied against the farmers.
The Nilometer itself typically consisted of either a standing column or a descending flight of stairs leading into a well that was channeled from the river. Both configurations featured incremental markings to indicate the depth of the water, and the Egyptians kept detailed records for year-to-year comparison. One of the oldest surviving examples of the Nilometer stands today on the island of Roda in Cairo, believed to have been constructed in the 9th century AD by the Persian astronomer Alfraganus.
The Nilometer itself typically consisted of either a standing column or a descending flight of stairs leading into a well that was channeled from the river. Both configurations featured incremental markings to indicate the depth of the water, and the Egyptians kept detailed records for year-to-year comparison. One of the oldest surviving examples of the Nilometer stands today on the island of Roda in Cairo, believed to have been constructed in the 9th century AD by the Persian astronomer Alfraganus.
(Greek) Gymnasion
Game Info:
Greek Unique Amphitheater
----------------
Cost: 200 🔨 / 300 🕊️
----------------
⚗️ Science: +2
🎵 Culture: +3
Great Work of Writing slots: 2
Local Effects:
• Up to +8 🎵 +6 🗿 when Themed
• +33% Great Writer Rate
• +1 💰 +1 🎵 to Dyes
• +1 💰 +1 🎵 to Silk
• +2 🎵 to Lapis Lazuli
• +1 💰 +1 🎵 to Brazilwood
• When a Unit created by this City defeats a Military Unit: +25 🎵, scaling with Era
• When an owned Unit defeats a Military Unit: +5 , scaling with Era
----------------
Required Buildings: Monument
Prerequisite Technologies: Drama and Poetry
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
----------------
Possible Theming Bonuses:
• +4 🎵 and 🗿 for two Domestic .
• +6 🎵 and 🗿 for two Foreign .
----------------
Cost: 200 🔨 / 300 🕊️
----------------
⚗️ Science: +2
🎵 Culture: +3
Great Work of Writing slots: 2
Local Effects:
• Up to +8 🎵 +6 🗿 when Themed
• +33% Great Writer Rate
• +1 💰 +1 🎵 to Dyes
• +1 💰 +1 🎵 to Silk
• +2 🎵 to Lapis Lazuli
• +1 💰 +1 🎵 to Brazilwood
• When a Unit created by this City defeats a Military Unit: +25 🎵, scaling with Era
• When an owned Unit defeats a Military Unit: +5 , scaling with Era
----------------
Required Buildings: Monument
Prerequisite Technologies: Drama and Poetry
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
----------------
Possible Theming Bonuses:
• +4 🎵 and 🗿 for two Domestic .
• +6 🎵 and 🗿 for two Foreign .
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
The Gymnasion were training facilities used by adult Greek men to socialize and practice for public games. The name roughly translates to "naked training place", because all athletes practiced while naked, and usually while covered in olive oil. Gymnasia started as open fields outside city limits, but were later planned as enclosed spaces that were central to Greek public life. While the public games and festivals were important themselves, Gymnasia also became centers of arts and learning. The famous schools of philosophy in Athens - the Academic school founded by Plato, the Peripatetic School founded by Aristotle, and the Cynic school founded by Antisthenes - were all founded and named after the Gymnasia where they met.
(Greek) Parthenon
Game Info:
Greek Unique Scrivener's Office
----------------
Cost: 60 🔨
Destroyed on Conquest
----------------
💰 Gold: +2
🎵 Culture: +3
🕊️ Faith: +1
⚔️ City Strength: +3
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• On Completion: Spawn 2 Emissary in or near City
• Free Proxenos Promotion for all existing and future eligible Units trained in this City
Empire-Wide Effects:
• +25% 🔨 Production for Diplomacy Units in all Cities
• +3 🎵 to Market in all Cities
• +2 Paper
----------------
Prerequisite Technologies: Writing
Max 1 per Player
----------------
List of possible boosts to this Building:
• Each City-State Friend: +1 🌾 (NOTE: Allies are not Friends)
• Each City-State Ally: +1 🌾 +1 🕊️
• Diplomatic Mission by Proxenos Unit: +2 💰
----------------
Cost: 60 🔨
Destroyed on Conquest
----------------
💰 Gold: +2
🎵 Culture: +3
🕊️ Faith: +1
⚔️ City Strength: +3
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• On Completion: Spawn 2 Emissary in or near City
• Free Proxenos Promotion for all existing and future eligible Units trained in this City
Empire-Wide Effects:
• +25% 🔨 Production for Diplomacy Units in all Cities
• +3 🎵 to Market in all Cities
• +2 Paper
----------------
Prerequisite Technologies: Writing
Max 1 per Player
----------------
List of possible boosts to this Building:
• Each City-State Friend: +1 🌾 (NOTE: Allies are not Friends)
• Each City-State Ally: +1 🌾 +1 🕊️
• Diplomatic Mission by Proxenos Unit: +2 💰
Required Technology:
Civilization:
Historical Info:
Built upon the Acropolis, dedicated to the goddess Athena, the Parthenon is considered the culmination of Doric architecture. Construction of the temple began in 447 BC; the last decorations were put into place in 432 BC and are important surviving examples of classical sculpture. It housed the chryselephantine statute of Athena sculpted by Phidius, and the outer facade was ornamented with 92 metopes. Like most Greek temples, the Parthenon also served as treasury, both for Athens itself and for the Delian League. Through the 1700s, European tourists and scholars enjoyed greater access to the picturesque ruins and its fame spread. When Greece regained its independence in 1832, the government took control of the site. Undertaking a restoration of the Acropolis in 1975, Greece has made the Parthenon an enduring symbol of ancient Greece, Athenian democratic ideals, Western civilization and one of the world's greatest cultural treasures.
(Indian) Harappan Reservoir
Game Info:
Indian Unique Aqueduct
----------------
Cost: 200 🔨
💰 Maintenance: 1
----------------
🌾 Food: +3
🔨 Production: +3
Local Effects:
• +1% 🌾 Food per Follower of Majority Religion
• +20% 🌾 Food is carried over when City grows
• -1 Unhappiness from 💰 Poverty
• +2 🌾 to Oasis
• +1 🌾 +1 🔨 to Farm
• +2 🌾 to Lake Tiles
• When a Citizen is born in this City: gain 🔨 Production equal to 25% of City output
----------------
Required Buildings: Granary
Prerequisite Technologies: Engineering
----------------
Cost: 200 🔨
💰 Maintenance: 1
----------------
🌾 Food: +3
🔨 Production: +3
Local Effects:
• +1% 🌾 Food per Follower of Majority Religion
• +20% 🌾 Food is carried over when City grows
• -1 Unhappiness from 💰 Poverty
• +2 🌾 to Oasis
• +1 🌾 +1 🔨 to Farm
• +2 🌾 to Lake Tiles
• When a Citizen is born in this City: gain 🔨 Production equal to 25% of City output
----------------
Required Buildings: Granary
Prerequisite Technologies: Engineering
Required Buildings:
Required Technology:
Civilization:
Strategy:
Unique Indian replacement for the Aqueduct. In addition to the Aqueduct's bonuses, Harappan Reservoir keeps more 🌾 Food on population growth; boosts Farms; and increases the city's 🌾 Food generation depending on the number of followers of this city's majority religion.
Historical Info:
The ancient Harappan and Indus Valley Civilizations of Northwest South Asia, including Pakistan and parts of India, were prominent in hydraulic engineering, and had many water supply and sanitation devices that were the first of their kind. Among other things, they contained the world's earliest known system of flush toilets. These existed in many homes, and were connected to a common sewerage pipe. Most houses also had private wells. City walls functioned as a barrier against floods, and massive reservoirs were often constructed along these walls to collect this floodwater to save for droughts.
(Mayan) Pitz Court
Game Info:
Mayan Unique Arena
----------------
Cost: 150 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
🎵 Culture: +1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +2 🔨 to Forge
• +2 🔨 to Barracks
• +2 🔨 to Armory
• +1 🌾 +1 💰 to Olives
• +1 💰 +1 🎵 to Perfume
• At the end of a B'ak'tun: +10 ⚗️ +10 🕊️, scaling with Era
----------------
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🗿
• Mayan Long Count Prophet: +1 🕊️
• Mayan Long Count Writer: +1 🎵
• Mayan Long Count Artist: +2 🌟
• Mayan Long Count Engineer: +2 🔨
• Mayan Long Count Merchant: +1 🌾 +1 💰
• Mayan Long Count Scientist: +1 ⚗️
• Mayan Long Count Musician: +1 😊 Happiness
• Mayan Long Count General: +5 XP for Land Units
• Mayan Long Count Admiral: +5 XP for Water Units
• Mayan Long Count Diplomat: +5% 🔨 Production for Diplomacy Units
----------------
Cost: 150 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 1
----------------
🎵 Culture: +1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +2 🔨 to Forge
• +2 🔨 to Barracks
• +2 🔨 to Armory
• +1 🌾 +1 💰 to Olives
• +1 💰 +1 🎵 to Perfume
• At the end of a B'ak'tun: +10 ⚗️ +10 🕊️, scaling with Era
----------------
Prerequisite Technologies: Masonry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🗿
• Mayan Long Count Prophet: +1 🕊️
• Mayan Long Count Writer: +1 🎵
• Mayan Long Count Artist: +2 🌟
• Mayan Long Count Engineer: +2 🔨
• Mayan Long Count Merchant: +1 🌾 +1 💰
• Mayan Long Count Scientist: +1 ⚗️
• Mayan Long Count Musician: +1 😊 Happiness
• Mayan Long Count General: +5 XP for Land Units
• Mayan Long Count Admiral: +5 XP for Water Units
• Mayan Long Count Diplomat: +5% 🔨 Production for Diplomacy Units
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
The Mesoamerican Ball Game, or 'Pitz', is a game of ritual and cultural significance among the Mayan people. The object of the game is to keep the ball in play for as long as possible by striking back and forth within a sloped arena using the hips, though some variations allowed for elbows, shoulders and even rackets. The earliest archaeological evidence of the game come from a court estimated to be 3400 years old.
Over 1300 different ballcourts have been found within Mayan ruins, with relatively little variation in size or layout over thousands of years. Every court is shaped as a narrow alley with gently sloping walls on either side and enclosed endzones. This gave the court a roughly H-shaped layout. Later versions of the ballcourts would include hoops at the midpoint, suspended on the walls. Actually sending a ball through the ring must have been a rare occurrence, since the players could not use their hands or feet to guide the ball. Moreover, the rings were only slightly larger than the ball itself and were a long way from the playing alley.
The game was more than a mere sporting event to the Mayan people, serving as a substitute for war in the case of a dispute between cities. Later Classical Mayan art suggests a link between the ball game and ritual sacrifice, with winners being decapitated as an offering to the gods. The Maya Twin Myth of the Popol Vuh describes the game between the Hero Twins, Hunahpu and Xbalanque, and lords of the underworld, One Death and Seven Death. The game was played so the Hero Twins might recover Hunahpu's head, which was being used as a ball by the Lords (Hunahpu had been using a squash for his head until his real one could be recovered).
Over 1300 different ballcourts have been found within Mayan ruins, with relatively little variation in size or layout over thousands of years. Every court is shaped as a narrow alley with gently sloping walls on either side and enclosed endzones. This gave the court a roughly H-shaped layout. Later versions of the ballcourts would include hoops at the midpoint, suspended on the walls. Actually sending a ball through the ring must have been a rare occurrence, since the players could not use their hands or feet to guide the ball. Moreover, the rings were only slightly larger than the ball itself and were a long way from the playing alley.
The game was more than a mere sporting event to the Mayan people, serving as a substitute for war in the case of a dispute between cities. Later Classical Mayan art suggests a link between the ball game and ritual sacrifice, with winners being decapitated as an offering to the gods. The Maya Twin Myth of the Popol Vuh describes the game between the Hero Twins, Hunahpu and Xbalanque, and lords of the underworld, One Death and Seven Death. The game was played so the Hero Twins might recover Hunahpu's head, which was being used as a ball by the Lords (Hunahpu had been using a squash for his head until his real one could be recovered).
(Persian) Satrap's Court
Game Info:
Persian Unique Courthouse
----------------
Cost: 200 🔨
Destroyed on Conquest
----------------
💰 Gold: +1
😊 Happiness: 1
⭐ Merchant Slots: 1
Local Effects:
• +1 💰 to Scientists
• +1 💰 to Merchants
• +1 💰 to Engineers
• Remove Unhappiness from Occupation
----------------
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Each Population in City: +0.34 💰
• Police State: +3 😊 Happiness
----------------
Cost: 200 🔨
Destroyed on Conquest
----------------
💰 Gold: +1
😊 Happiness: 1
⭐ Merchant Slots: 1
Local Effects:
• +1 💰 to Scientists
• +1 💰 to Merchants
• +1 💰 to Engineers
• Remove Unhappiness from Occupation
----------------
Prerequisite Technologies: Philosophy
----------------
List of possible boosts to this Building:
• Each Population in City: +0.34 💰
• Police State: +3 😊 Happiness
Required Technology:
Civilization:
Strategy:
Unique Persian replacement for the Courthouse. In addition to the Courthouse's bonuses, the Satrap's Court generates 💰 Gold from population and specialists, and has a Merchant slot. It can be built in any city instead of only occupied ones, and does not cost 💰 Gold maintenance.
Historical Info:
A "satrap" is the title of a provisional governor in the Achaemenian Empire of Persia. The satraps were appointed by the king, and were usually members of the royal family. A powerful figure, the satrap collected taxes and was the supreme judicial figure in the province. He was responsible for raising and maintaining an army, and therefore had to be highly trusted by the monarch. As the central power of the Persian empire weakened during the 5th century BC, the Satraps grew more independent, and some were in fact more powerful than the king they allegedly answered to.
Alexander maintained the satrapal administration after he conquered Persia, sometimes replacing the Satraps with his generals and sometimes retaining the existing governors if they maintained the peace and kept paying their taxes.
Alexander maintained the satrapal administration after he conquered Persia, sometimes replacing the Satraps with his generals and sometimes retaining the existing governors if they maintained the peace and kept paying their taxes.
(Songhai) Gumey
Game Info:
Songhai Unique Caravansary
----------------
Cost: 200 🔨
----------------
🔨 Production: +2
💰 Gold: +2
🎵 Culture: +2
Local Effects:
• +1 🔨 +1 💰 to Furs
• +1 🔨 +1 🎵 to Cotton
• +2 💰 to Truffles
• +1 💰 to Luxury Resource Tiles
• +75% Range for Land Trade Routes
• +3 💰 Gold to Land International Trade Routes originated from this City
• +2 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 20)
----------------
Required Buildings: Market
Prerequisite Technologies: Currency
----------------
List of possible boosts to this Building:
• Each Trade Route passing through this City: +2 🔨 +2 💰 +2 🎵
• Each worked Desert: +0.5 🌾 +0.5 💰
• Each worked Tundra: +0.5 🌾 +0.5 💰
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
Cost: 200 🔨
----------------
🔨 Production: +2
💰 Gold: +2
🎵 Culture: +2
Local Effects:
• +1 🔨 +1 💰 to Furs
• +1 🔨 +1 🎵 to Cotton
• +2 💰 to Truffles
• +1 💰 to Luxury Resource Tiles
• +75% Range for Land Trade Routes
• +3 💰 Gold to Land International Trade Routes originated from this City
• +2 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 20)
----------------
Required Buildings: Market
Prerequisite Technologies: Currency
----------------
List of possible boosts to this Building:
• Each Trade Route passing through this City: +2 🔨 +2 💰 +2 🎵
• Each worked Desert: +0.5 🌾 +0.5 💰
• Each worked Tundra: +0.5 🌾 +0.5 💰
• Trader Sid's, Inc.: +3 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Required Technology:
Civilization:
Historical Info:
Gumeys were riverside entrepots used to conduct goods and soldiers back and forth along the Niger river before they were loaded onto camels for the arduous journey across the open desert. Even before gaining their independence from the Mali Empire, the Songhai had become fantastically wealthy off the trade of gold, salt, and slaves from the Trans-Saharan trade routes. The Songhai's seat of power lay at the edge of the vast Saharan desert, acting as a waystation between the Taghazan salt mines to the north, the gold mines in the southwest, and distant markets in Egypt and the Middle East.
(Swedish) Bastu
Game Info:
Swedish Unique Bath
----------------
Cost: 200 🔨
💰 Maintenance: 1
----------------
🌾 Food: +3
🎵 Culture: +3
Local Effects:
• +1 💰 +1 🎵 to Garden
• +1 💰 +1 🎵 to Amphitheater
• +1 💰 +1 🎵 to Temple
• +10% 🎵 during 🌟 Golden Age
Empire-Wide Effects:
• When expending a ⭐ Great Person: +8 🎵 in 🏛️ Capital, scaling with Era
----------------
Prerequisite Technologies: Metal Casting
----------------
List of possible boosts to this Building:
• Each worked Tundra: +0.5 ⚗️
----------------
Cost: 200 🔨
💰 Maintenance: 1
----------------
🌾 Food: +3
🎵 Culture: +3
Local Effects:
• +1 💰 +1 🎵 to Garden
• +1 💰 +1 🎵 to Amphitheater
• +1 💰 +1 🎵 to Temple
• +10% 🎵 during 🌟 Golden Age
Empire-Wide Effects:
• When expending a ⭐ Great Person: +8 🎵 in 🏛️ Capital, scaling with Era
----------------
Prerequisite Technologies: Metal Casting
----------------
List of possible boosts to this Building:
• Each worked Tundra: +0.5 ⚗️
Required Technology:
Civilization:
Strategy:
The Bastu's main unique bonuses are that it doesn't require Fresh Water, gets extra ⚗️ Science from working Tundra tiles, and generates 🎵 Culture when expending any ⭐ Great Person scaling with Era. The first two bonuses are primarily focused on where you settle Cities as it allows you to have less priority on settling Fresh Water locations and improves the yields of working Tundra tiles which aligns with Sweden's start bias. The third bonus is the most impactful as it generates a significant amount of 🎵 Culture that scales with Era and by the number of Cities that you've built a Bastu in. This means you generally want to focus on generating all types of ⭐ Great People to trigger this as often as you can and this synergizes well with Sweden's Unique Ability and Nobel Committee. You also want to try to expand aggressively using Sweden's military bonuses and be willing to settle Cities without Fresh Water and in Tundra that other civs might not prioritize so that you can build as many of the Bastu as possible.
Historical Info:
The Swedish Bad Stuga (bath cabin), or Bastu, is a small cabin designed as a bathing and dry heat spa. A stove or furnace heats the room to 200°F before patrons enter, where they will recline and sweat. Bastus are a social affair, places for discussion and relaxation with family and friends, but were also places for food curing and childbirth in earlier times.
It is not known where or when Scandinavian sweat baths were first created, but it was well before the Christianization of Scandinavia, as evidenced by their ubiquity throughout medieval Europe. By the time written accounts first described Scandinavian sweat baths, Nordic countries had already created varied and distinct cultures surrounding them.
The health benefits of heat baths are many and varied. Sessions have been shown to relieve cold symptoms and increase pain thresholds. They also help with rheumatic pain and fatigue, and may even reduce the risk of dementia. Prolonged use of a sauna has been linked to reduced male fertility, however, and heat baths should never be enjoyed while under the effects of alcohol.
It is not known where or when Scandinavian sweat baths were first created, but it was well before the Christianization of Scandinavia, as evidenced by their ubiquity throughout medieval Europe. By the time written accounts first described Scandinavian sweat baths, Nordic countries had already created varied and distinct cultures surrounding them.
The health benefits of heat baths are many and varied. Sessions have been shown to relieve cold symptoms and increase pain thresholds. They also help with rheumatic pain and fatigue, and may even reduce the risk of dementia. Prolonged use of a sauna has been linked to reduced male fertility, however, and heat baths should never be enjoyed while under the effects of alcohol.
(Zulu) Iziko
Game Info:
Zulu Unique Amphitheater
----------------
Cost: 200 🔨 / 300 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
🎵 Culture: +3
🕊️ Faith: +2
Great Work of Writing slots: 2
Local Effects:
• Up to +6 🎵 +4 🗿 when Themed
• +33% Great Writer Rate
• +1 💰 +1 🎵 to Dyes
• +1 💰 +1 🎵 to Silk
• +2 🎵 to Lapis Lazuli
• +1 💰 +1 🎵 to Brazilwood
• When an owned Unit is promoted: +1 🎵, scaling with Unit's original Level and Era
----------------
Required Buildings: Monument
Prerequisite Technologies: Drama and Poetry
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
----------------
Possible Theming Bonuses:
• +4 🎵 and 🗿 for two Foreign .
• +4 🎵 and 🗿 for two Domestic .
----------------
Cost: 200 🔨 / 300 🕊️
Automatically built when Founding City if the game starts in Industrial Era or later
----------------
🎵 Culture: +3
🕊️ Faith: +2
Great Work of Writing slots: 2
Local Effects:
• Up to +6 🎵 +4 🗿 when Themed
• +33% Great Writer Rate
• +1 💰 +1 🎵 to Dyes
• +1 💰 +1 🎵 to Silk
• +2 🎵 to Lapis Lazuli
• +1 💰 +1 🎵 to Brazilwood
• When an owned Unit is promoted: +1 🎵, scaling with Unit's original Level and Era
----------------
Required Buildings: Monument
Prerequisite Technologies: Drama and Poetry
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
----------------
Possible Theming Bonuses:
• +4 🎵 and 🗿 for two Foreign .
• +4 🎵 and 🗿 for two Domestic .
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
The Iziko's main unique bonus is that it provides culture when any of your units level up and scales with the number of cities you have it built in your empire. This synergizes well with the Zulu Unique Ability as less experience is needed for each unit level. To maximize the bonus, you should try to build instead of purchase military units so they start with full experience and have as many buildings and other bonuses that provide starting unit experience. You'll also generally want to play aggressively with Zulu so you can be actively gaining experience through combat to level up your existing units and expanding to have more cities to build the Iziko.
Historical Info:
An Iziko is a simple hearth used as a gathering place for Zulu communities. The fireplace was revered as a source for food, warmth, dreams, and ancestral ties. It is from these gatherings that a sense of community and identity was formed, and young Zulus could perform and bond.
The fireplace is used metaphorically for the "cooking of songs" in isicathamiya stage performances, a modern offshoot of traditional Zulu music. Dreams were an essential part of communicating with ancestors and formed part of a deeply rooted Zulu religion. Some isicathamiya musicians claim some of their songs were created in the spiritual realm or given to them by their ancestors.
"A person is a person because of other people"
- Zulu proverb
The fireplace is used metaphorically for the "cooking of songs" in isicathamiya stage performances, a modern offshoot of traditional Zulu music. Dreams were an essential part of communicating with ancestors and formed part of a deeply rooted Zulu religion. Some isicathamiya musicians claim some of their songs were created in the spiritual realm or given to them by their ancestors.
"A person is a person because of other people"
- Zulu proverb
Armory
Game Info:
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +2
Local Effects:
• +20 XP for Land Units
• +20 XP for Water Units
• +20 XP for Air Units
• +1 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Required Buildings: Barracks
Prerequisite Technologies: Steel
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Colonialism: +2 ⚗️ +1 🎵
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +2
Local Effects:
• +20 XP for Land Units
• +20 XP for Water Units
• +20 XP for Air Units
• +1 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Required Buildings: Barracks
Prerequisite Technologies: Steel
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Colonialism: +2 ⚗️ +1 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Armory provides experience for military units constructed in the city. The city must contain a Barracks before an Armory can be constructed.
Historical Info:
An armory is a military building which stores and maintains weapons during peacetime. Unless on duty, soldiers do not usually carry their weapons with them at all times (especially if their weapons are machine guns or rocket-propelled grenades).
Armories are generally heavily armored and guarded, and may resemble a full-fledged castle more than a warehouse. A military's weapons need to be protected from theft, be it minor pilferage or a rampaging mob bent upon insurrection.
Armories are generally heavily armored and guarded, and may resemble a full-fledged castle more than a warehouse. A military's weapons need to be protected from theft, be it minor pilferage or a rampaging mob bent upon insurrection.
Arsenale di Venezia
Game Info:
Venetian Exclusive Building
----------------
Cost: 140 🔨
Destroyed on Conquest
----------------
⚔️ City Strength: +3
⭐ Engineer Slots: 2
Local Effects:
• +15% 🔨 Production
• +5% ⚔️ City Strength from Buildings
• +5% Military Supply from Population
• +4 🔨 to Internal Trade Routes from this City
Empire-Wide Effects:
• +10% Military Supply from Population in all Cities
• Free Venetian Craftsmanship Promotion for all existing and future eligible Units
Team-Wide Effects:
• +10% ⚔️ City Strength from Buildings in all Cities of your Team
----------------
Required Buildings: National Monument
City must not have the following Buildings: Murano Glassworks, Rialto District
Prerequisite Technologies: Guilds
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
----------------
Cost: 140 🔨
Destroyed on Conquest
----------------
⚔️ City Strength: +3
⭐ Engineer Slots: 2
Local Effects:
• +15% 🔨 Production
• +5% ⚔️ City Strength from Buildings
• +5% Military Supply from Population
• +4 🔨 to Internal Trade Routes from this City
Empire-Wide Effects:
• +10% Military Supply from Population in all Cities
• Free Venetian Craftsmanship Promotion for all existing and future eligible Units
Team-Wide Effects:
• +10% ⚔️ City Strength from Buildings in all Cities of your Team
----------------
Required Buildings: National Monument
City must not have the following Buildings: Murano Glassworks, Rialto District
Prerequisite Technologies: Guilds
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Required Buildings:
Required Technology:
Strategy:
One of three mutually exclusive buildings that Venice can build in its capital after it has completed Piazza San Marco. This building boosts 🔨 Production and Internal Trade Routes; increases ⚔️ City Strength and Military Supply from population; and buffs the ⚔️ Combat Strength and 👣 Movement of all naval units.
Historical Info:
The Venetian Arsenal is a complex of former shipyards and armories clustered together in the city of Venice in northern Italy. Owned by the state, the Arsenal was responsible for the bulk of the Venetian republic's naval power during the middle part of the second millennium AD. It was one of the earliest large-scale industrial enterprises in history.
Artists' Guild
Game Info:
Cost: 350 🔨
💰 Maintenance: 2
Destroyed on Conquest
----------------
⭐ Great Artist Points: 4
⭐ Artist Slots: 2
Great Work of Art or Artifact slots: 1
Local Effects:
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Prerequisite Technologies: Guilds
Max 3 per Player
----------------
List of possible boosts to this Building:
• Humanism: +1 😊 Happiness
💰 Maintenance: 2
Destroyed on Conquest
----------------
⭐ Great Artist Points: 4
⭐ Artist Slots: 2
Great Work of Art or Artifact slots: 1
Local Effects:
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Prerequisite Technologies: Guilds
Max 3 per Player
----------------
List of possible boosts to this Building:
• Humanism: +1 😊 Happiness
Required Technology:
Strategy:
The Artists' Guild is the only building that contains artist specialist slots, which are critical for generating Great Artists. If your goal is a cultural victory, this building is a must-have. The Artists' Guild provides 2 ⭐ Great Person Points, and each assigned specialist provides 3 ⭐ Great Person Points and 3 🎵 Culture.
Historical Info:
The concept of guilds for artisans did not take hold until the late Middle Ages, when Europe began its long process of urbanization. In the 13th Century a number of artists' guilds sprang up in cities, modeled on the merchants' guilds of the time. The guilds sought to fix costs and set prices, and offered support and education to artists in a city, thus avoiding the problems of patronage by the wealthy and the nobility. Although unofficial guilds still exist for various types of artists, the Enlightenment Age brought about a decline in guild monopolies until all had been abolished by the mid-1800s.
Castle
Game Info:
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +8
⚔️ Damage Reduction: +2
Great Work of Art or Artifact slots: 1
Local Effects:
• +5% Military Supply from Population
• -5% Empire Size Modifier
• +1 🔨 to Quarry
----------------
Required Buildings: Walls
Prerequisite Technologies: Chivalry
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
• Neuschwanstein in any City: +1 😊 Happiness
• Nobility: +1 😊 Happiness
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +8
⚔️ Damage Reduction: +2
Great Work of Art or Artifact slots: 1
Local Effects:
• +5% Military Supply from Population
• -5% Empire Size Modifier
• +1 🔨 to Quarry
----------------
Required Buildings: Walls
Prerequisite Technologies: Chivalry
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
• Neuschwanstein in any City: +1 😊 Happiness
• Nobility: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Castle is a Medieval-era building which increases Defensive Strength and reduces all incoming damage by 2. Increases Military Units supplied by this City's population by 5%, and increases Production for all nearby Quarries by 1. Also helps with managing the Empire Size Modifier in this City. The City must already possess Walls before a Castle can be constructed.
Historical Info:
A castle is a building designed to protect a military force (and perhaps some civilians, too) from its enemies. Primarily constructed of stone (wood being unfortunately flammable), castles usually contain an outer wall and a separate fortified inner building, or "donjon." A castle should also contain an independent water source and storage for a lot of food.
A well-designed castle should provide its defenders with a way to kill the attackers during their approach, and while they're attempting to scale the walls or break through the gates. Arrow slits and crenellations (battlements with portions cut out at regular intervals) are required, while "murder holes" to shoot arrows or pour boiling oil on attackers' heads are a nice addition.
Castles were the largest and most expensive sign of a country's military and economic might until the advent of gunpowder artillery made them into elaborate and expensive deathtraps for those within.
A well-designed castle should provide its defenders with a way to kill the attackers during their approach, and while they're attempting to scale the walls or break through the gates. Arrow slits and crenellations (battlements with portions cut out at regular intervals) are required, while "murder holes" to shoot arrows or pour boiling oil on attackers' heads are a nice addition.
Castles were the largest and most expensive sign of a country's military and economic might until the advent of gunpowder artillery made them into elaborate and expensive deathtraps for those within.
Chancery
Game Info:
Cost: 300 🔨
💰 Maintenance: 3
----------------
⭐ Civil Servant Slots: 1
Local Effects:
• +10% 🔨 Production for Diplomacy Units
• Free Royal Signet Promotion for all existing and future eligible Units trained in this City
----------------
Prerequisite Technologies: Education
----------------
List of possible boosts to this Building:
• Each City-State Ally: +2 🔨
💰 Maintenance: 3
----------------
⭐ Civil Servant Slots: 1
Local Effects:
• +10% 🔨 Production for Diplomacy Units
• Free Royal Signet Promotion for all existing and future eligible Units trained in this City
----------------
Prerequisite Technologies: Education
----------------
List of possible boosts to this Building:
• Each City-State Ally: +2 🔨
Leads to Buildings:
Required Technology:
Strategy:
Increases Diplomatic Unit production speed and increases the amount of Influence received for Diplomatic Units built in the city. The Civil Servant specialist of this building offers a little 🎵 Culture, ⚗️ Science and 💰 Gold, in exchange for 🌾 Food. The additional yields from City-State Allies increases the value of positive City-State relations during the mid-game.
Historical Info:
During the early medieval period, chanceries emerged in Europe as a branch of many royal households. Tasked with issuing court documents, managing royal decrees, administering justice, and assessing a monarch's revenue, chanceries dabbled in every element of statecraft, including diplomacy. As kingdoms and states grew in size and scope throughout the early modern period, the power of chanceries continually expanded until, in the 17th and 18th centuries, most western countries legally separated chanceries into multiple, more specific bureaus. Thus, the chancery is the ancestor of the modern civil service.
Circus
Game Info:
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest
----------------
😊 Happiness: 1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +3 🎵 to Ivory
• On Completion: +100 🎵
• On Completion: +10 Turns of 😊 "We Love the King Day"
----------------
Required Buildings: Arena
Prerequisite Technologies: Physics
----------------
List of possible boosts to this Building:
• Morrigan, the Harbinger: +2
• Epona, the Great Mare: +5
• Nuada, the Silver-Handed: +5 💰
• Cernunnos, the Horned Stag: +2 🎵
• Lugh, the Skilled One: +3 🔨
• Rhiannon, the Sovereign: +5 🌟
• Manannan, Son of the Sea: +2
• Ogma, the Learned: +5 ⚗️
• Dagda, the All-Father: +5 🌾
• Cailleach, the Queen of Winter: +5 🗿
• Bran, the Sleeping Guardian: +2 😊 Happiness
💰 Maintenance: 2
Destroyed on Conquest
----------------
😊 Happiness: 1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +3 🎵 to Ivory
• On Completion: +100 🎵
• On Completion: +10 Turns of 😊 "We Love the King Day"
----------------
Required Buildings: Arena
Prerequisite Technologies: Physics
----------------
List of possible boosts to this Building:
• Morrigan, the Harbinger: +2
• Epona, the Great Mare: +5
• Nuada, the Silver-Handed: +5 💰
• Cernunnos, the Horned Stag: +2 🎵
• Lugh, the Skilled One: +3 🔨
• Rhiannon, the Sovereign: +5 🌟
• Manannan, Son of the Sea: +2
• Ogma, the Learned: +5 ⚗️
• Dagda, the All-Father: +5 🌾
• Cailleach, the Queen of Winter: +5 🗿
• Bran, the Sleeping Guardian: +2 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Circus reduces Boredom in a City and improves the Culture output of Ivory. It also starts 10 turns of "We Love the King Day" in the City. Build these to combat Unhappiness from Boredom, and gain quick bursts of Culture.
Historical Info:
A circus is a company of performers that often includes clowns, acrobats, jugglers, high-wire acts, trapeze artists, musicians, and animal trainers. Most circuses are traveling companies which move from city to city over the course of a season, while some remain in a single location year-round. In ancient Rome the circus was the name of a building where chariot racing, staged battles, jugglers, and other entertainments were held. The first Roman circus was the Circus Maximus, which at its largest could seat some 250,000 screaming citizens - roughly 25% of the city's population.
Customs House
Game Info:
Cost: 350 🔨
----------------
🎵 Culture: +2
⭐ Merchant Slots: 1
Local Effects:
• -1 Unhappiness from 💰 Poverty
• +2 💰 to Bananas
• +2 🔨 +1 💰 to Coffee
• +1 🔨 +2 💰 to Tea
• +3 💰 to Tobacco
• +2 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Required Buildings: Market
Prerequisite Technologies: Guilds
----------------
List of possible boosts to this Building:
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
🎵 Culture: +2
⭐ Merchant Slots: 1
Local Effects:
• -1 Unhappiness from 💰 Poverty
• +2 💰 to Bananas
• +2 🔨 +1 💰 to Coffee
• +1 🔨 +2 💰 to Tea
• +3 💰 to Tobacco
• +2 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Required Buildings: Market
Prerequisite Technologies: Guilds
----------------
List of possible boosts to this Building:
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Customs House boosts the Gold value of Trade Routes, and boosts the Tourism you generate from Trade Routes to foreign Civilizations. Build these buildings in all Cities if you wish to improve your Gold output as well as the cultural value of your Trade Routes.
Historical Info:
A custom house or customs house was a building housing the offices for the government officials who processed the paperwork for the import and export of goods into and out of a country. Customs officials also collected customs duty on imported goods. The custom house was typically located in a seaport or in a city on a major river with access to the ocean. These cities acted as a port of entry into a country. The government had officials at such locations to collect taxes and regulate commerce. Due to advances in electronic information systems, the increased volume of international trade and the introduction of air travel, the custom house is now often a historical anachronism. There are many examples of buildings around the world whose former use was as a custom house but that have since been converted for other use, such as museums or civic buildings.
Garden
Game Info:
Cost: 300 🔨
💰 Maintenance: 3
----------------
Local Effects:
• +25% ⭐ Great Person Rate
• +2 💰 to Oasis
• +1 🌾 +1 💰 to Citrus
• +1 🔨 +1 🎵 to Nutmeg
• +1 🎵 +1 🕊️ to Cloves
• +1 💰 +1 🕊️ to Pepper
• +1 🌾 +1 💰 to Cocoa
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Aqueduct
Prerequisite Technologies: Theology
💰 Maintenance: 3
----------------
Local Effects:
• +25% ⭐ Great Person Rate
• +2 💰 to Oasis
• +1 🌾 +1 💰 to Citrus
• +1 🔨 +1 🎵 to Nutmeg
• +1 🎵 +1 🕊️ to Cloves
• +1 💰 +1 🕊️ to Pepper
• +1 🌾 +1 💰 to Cocoa
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Aqueduct
Prerequisite Technologies: Theology
Required Buildings:
Required Technology:
Strategy:
The Garden increases the speed at which ⭐ Great People are generated in the City by 25%, and buffs the food output of Oases. Gardens require an Aqueduct in the City in order to be built.
Historical Info:
A garden is a place where plants are cultivated, either for food, shelter, or energy, or as locations for rest and recreation. The earliest known garden plan is Egyptian and dates back to 1400 BC, but virtually all cultures - ancient and modern - have created and celebrated their gardens. The Japanese have been creating subtle and beautiful gardens for most of their history. The Ryoan-ji Temple in Kyoto is famous for its Zen garden, which consists of some 15 rocks set on a bed of white gravel and surrounded by low walls. Although simple - austere, perhaps by some standards - the garden has inspired and moved people for centuries.
Harbor
Game Info:
Cost: 350 🔨
💰 Maintenance: 2
----------------
💰 Gold: +1
Local Effects:
• +1 Military Supply
• +15% 🔨 Production for Water Units
• +1 🌾 to Sea Tiles
• +1 🔨 to Resource Tiles in Water
• +50% Range for Sea Trade Routes
• +2 💰 Gold to Sea International Trade Routes originated from this City
Trigger or Enhance the following Historic Events:
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 20)
----------------
City must be Coastal
Required Buildings: Lighthouse
Prerequisite Technologies: Compass
----------------
List of possible boosts to this Building:
• Centaurus Extractors, Inc.: +2 🔨
💰 Maintenance: 2
----------------
💰 Gold: +1
Local Effects:
• +1 Military Supply
• +15% 🔨 Production for Water Units
• +1 🌾 to Sea Tiles
• +1 🔨 to Resource Tiles in Water
• +50% Range for Sea Trade Routes
• +2 💰 Gold to Sea International Trade Routes originated from this City
Trigger or Enhance the following Historic Events:
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 20)
----------------
City must be Coastal
Required Buildings: Lighthouse
Prerequisite Technologies: Compass
----------------
List of possible boosts to this Building:
• Centaurus Extractors, Inc.: +2 🔨
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Harbor is a Medieval-era building, requiring a Lighthouse. It improves the range and 💰 Gold yield of sea trade routes, and boosts the value of sea tiles and resources. The Harbor also increases the 🔨 Production of Naval units by 15%.
Historical Info:
A harbor is a sheltered body of water that provides protection from the elements for boats and ships at anchor within. Where there are some "natural" harbors, most have required some degree of dredging, the construction of breakwaters and windbreaks, and the like. In addition, harbors also possess docks and jetties for loading and unloading cargo as well as warehouses to store the goods passing through.
Murano Glassworks
Game Info:
Venetian Exclusive Building
----------------
Cost: 140 🔨
Destroyed on Conquest
----------------
⭐ Artist Slots: 2
Great Work of Art or Artifact slots: 2
Local Effects:
• Up to +5 ⚗️ +8 🎵 +8 🗿 when Themed
Empire-Wide Effects:
• +2 🌾 +2 🗿 to Village in all Cities
• +2 🌾 +2 🗿 to Academy in all Cities
• +2 🌾 +2 🗿 to Town in all Cities
• +2 🌾 +2 🗿 to Manufactory in all Cities
• +2 🌾 +2 🗿 to Citadel in all Cities
• +2 🌾 +2 🗿 to Holy Site in all Cities
• +2 🌾 +2 🗿 to Embassy in all Cities
• +2 🌾 +2 🗿 to Oppidum in all Cities
• +2 🌾 +2 🗿 to Ordo in all Cities
• +2 🌾 +2 🗿 to Tersane in all Cities
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 10)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 10)
----------------
Required Buildings: National Monument
City must not have the following Buildings: Arsenale di Venezia, Rialto District
Prerequisite Technologies: Guilds
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
----------------
Cost: 140 🔨
Destroyed on Conquest
----------------
⭐ Artist Slots: 2
Great Work of Art or Artifact slots: 2
Local Effects:
• Up to +5 ⚗️ +8 🎵 +8 🗿 when Themed
Empire-Wide Effects:
• +2 🌾 +2 🗿 to Village in all Cities
• +2 🌾 +2 🗿 to Academy in all Cities
• +2 🌾 +2 🗿 to Town in all Cities
• +2 🌾 +2 🗿 to Manufactory in all Cities
• +2 🌾 +2 🗿 to Citadel in all Cities
• +2 🌾 +2 🗿 to Holy Site in all Cities
• +2 🌾 +2 🗿 to Embassy in all Cities
• +2 🌾 +2 🗿 to Oppidum in all Cities
• +2 🌾 +2 🗿 to Ordo in all Cities
• +2 🌾 +2 🗿 to Tersane in all Cities
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 10)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 10)
----------------
Required Buildings: National Monument
City must not have the following Buildings: Arsenale di Venezia, Rialto District
Prerequisite Technologies: Guilds
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Required Buildings:
Required Technology:
Strategy:
One of three mutually exclusive buildings that Venice can build in its capital after it has completed Piazza San Marco. Boosts the value of Great Person tile improvements and villages for all cities, enables or strengthens Historic Events on Trade Route completion, and contains 2 slots for Great Works of Art or Artifacts.
Historical Info:
Murano's reputation as a center for glassmaking was born when the Venetian Republic, fearing fire and the destruction of the city's mostly wooden buildings, ordered glassmakers to move their foundries to Murano in 1291. Murano glass is still associated with Venetian glass. Murano's glassmakers were soon numbered among the island's most prominent citizens. By the fourteenth century, glassmakers were allowed to wear swords, enjoyed immunity from prosecution by the Venetian state and found their daughters married into Venice's most affluent families. While benefiting from certain statutory privileges, glassmakers were forbidden to leave the Republic. However, many of them took the risks associated with migration and established glass furnaces in surrounding cities and farther afield, even in England and the Netherlands.
Rialto District
Game Info:
Venetian Exclusive Building
----------------
Cost: 140 🔨
Destroyed on Conquest
----------------
⭐ Merchant Slots: 2
Local Effects:
• -5% 💰 Gold cost for Purchase or Investment
• +3 💰 Gold to International Trade Routes targeting this City
• +3 💰 Gold to Origin City of International Trade Routes targeting this City
Empire-Wide Effects:
• -10% 💰 Gold cost for Purchase or Investment in all Cities
• +1 Delegate in the World Congress for every 200 Gross 💰 Gold per turn, capped at 1/4 of the number of City-States originally in the World
• +1 Trade Route
----------------
Required Buildings: National Monument
City must not have the following Buildings: Arsenale di Venezia, Murano Glassworks
Prerequisite Technologies: Guilds
Max 1 per Player
----------------
List of possible boosts to this Building:
• Each Population in Empire: +0.34 💰
• Ceremony: +1 😊 Happiness
----------------
Cost: 140 🔨
Destroyed on Conquest
----------------
⭐ Merchant Slots: 2
Local Effects:
• -5% 💰 Gold cost for Purchase or Investment
• +3 💰 Gold to International Trade Routes targeting this City
• +3 💰 Gold to Origin City of International Trade Routes targeting this City
Empire-Wide Effects:
• -10% 💰 Gold cost for Purchase or Investment in all Cities
• +1 Delegate in the World Congress for every 200 Gross 💰 Gold per turn, capped at 1/4 of the number of City-States originally in the World
• +1 Trade Route
----------------
Required Buildings: National Monument
City must not have the following Buildings: Arsenale di Venezia, Murano Glassworks
Prerequisite Technologies: Guilds
Max 1 per Player
----------------
List of possible boosts to this Building:
• Each Population in Empire: +0.34 💰
• Ceremony: +1 😊 Happiness
Required Buildings:
Required Technology:
Strategy:
One of three mutually exclusive buildings that Venice can build in its capital after it has completed Piazza San Marco. This building provides an additional trade route slot; boosts the value of Trade Routes to and from the City; generates 💰 Gold based on your empire population; reduces the 💰 Gold cost of purchasing Units and Buildings in the empire, and provides additional World Congress Delegates based on your 💰 Gold income.
Historical Info:
The Rialto is and has been for many centuries the financial and commercial centre of Venice. It is an area of the San Polo sestiere of Venice, Italy, also known for its markets and for the Rialto Bridge across the Grand Canal. The area was settled by the ninth century, when a small area in the middle of the Realtine Islands on either side of the Rio Businiacus was known as the Rivoaltus, or "high bank". Eventually the Businiacus became known as the Grand Canal, and the district the Rialto, referring only to the area on the left bank.
Stable
Game Info:
Cost: 300 🔨
💰 Maintenance: 2
----------------
🔨 Production: +3
Local Effects:
• +1 Military Supply
• +33% 🔨 Production for Mounted Units
• +2 🔨 to Horses
• +2 🔨 to Cattle
• +2 🔨 to Sheep
• +2 🔨 to Internal Trade Routes from this City
----------------
Prerequisite Technologies: Chivalry
One of the following Resources must be connected to this City: Horses, Sheep, Cattle
💰 Maintenance: 2
----------------
🔨 Production: +3
Local Effects:
• +1 Military Supply
• +33% 🔨 Production for Mounted Units
• +2 🔨 to Horses
• +2 🔨 to Cattle
• +2 🔨 to Sheep
• +2 🔨 to Internal Trade Routes from this City
----------------
Prerequisite Technologies: Chivalry
One of the following Resources must be connected to this City: Horses, Sheep, Cattle
Required Technology:
Strategy:
The Stable can only be constructed in a city near to one or more improved horse, sheep or cattle resources. The Stable increases the speed of production of mounted units.
Historical Info:
In Civilization V a stable is a military barracks for cavalry units. Here the cavalry soldiers are housed, fed and trained, as are their equine counterparts. Throughout much of history the cavalry has been the arm favored by a society's wealthy sons, for the simple reason that only the richest young men had ever ridden a horse. Because of this the cavalry stables/barracks were often much more luxurious than the poor infantry's dwellings.
University
Game Info:
Cost: 300 🔨 / 400 🕊️
💰 Maintenance: 2
----------------
⚗️ Science: +3
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 ⚗️ to Snow
• +1 ⚗️ to Jungle
• When a Citizen is born in this City: gain ⚗️ Science equal to 25% of City output
----------------
Required Buildings: Library
Prerequisite Technologies: Education
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
• Firaxite Materials, Inc.: +3 ⚗️
• Enlightenment: +1 😊 Happiness
💰 Maintenance: 2
----------------
⚗️ Science: +3
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 ⚗️ to Snow
• +1 ⚗️ to Jungle
• When a Citizen is born in this City: gain ⚗️ Science equal to 25% of City output
----------------
Required Buildings: Library
Prerequisite Technologies: Education
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
• Firaxite Materials, Inc.: +3 ⚗️
• Enlightenment: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The University is a Medieval-era building. It increases the ⚗️ Science output of the City, and it's even more effective if the City is near to Jungle or Snow tiles. The City must already possess a Library before a University can be constructed.
Historical Info:
A university is an institute of research and higher education, serving children from the ages of 18 to about 24 (adults also attend universities, but the majority of the students are in the age range stated above). Formally, a university is a state-accredited institution which grants academic degrees in any number of subjects. The oldest continuously-operating university in the world is the University of Al-Karaouine, in Fes, Morocco, which was founded in 859 AD.
Workshop
Game Info:
Cost: 350 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 2
----------------
🔨 Production: +2
⭐ Engineer Slots: 1
Local Effects:
• +1 🔨 to Forest
• +4 🔨 to Internal Trade Routes from this City
• Allow 🔨 Production Internal Trade Routes from City
----------------
Required Buildings: Forge
Prerequisite Technologies: Civil Service
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
• Division of Labor: +3% 🔨 +3% 💰
• Entrepreneurship: +1 😊 Happiness
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 2
----------------
🔨 Production: +2
⭐ Engineer Slots: 1
Local Effects:
• +1 🔨 to Forest
• +4 🔨 to Internal Trade Routes from this City
• Allow 🔨 Production Internal Trade Routes from City
----------------
Required Buildings: Forge
Prerequisite Technologies: Civil Service
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
• Division of Labor: +3% 🔨 +3% 💰
• Entrepreneurship: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Workshop speeds a city's 🔨 Production.
Historical Info:
A workshop is a building dedicated to constructing stuff. It would contain raw materials, tools, and the skilled labor to build whatever was needed. A pottery workshop would create pottery (unsurprisingly), while a carpentry workshop might construct doors, cabinets, floors - anything wooden. In Renaissance Italy, many artists worked in workshops, where a great painter might take credit for a painting that was in fact painted by his employees and students who had learned to accurately mimic his style, a practice which gives art collectors and historians headaches even today.
(American) Homestead
Game Info:
American Unique Stable
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
🔨 Production: +3
Local Effects:
• +1 Military Supply
• +33% 🔨 Production for Mounted Units
• +25% 🔨 Production for Worker Units
• +25% 🔨 Production for Settler Units
• +2 🌾 +2 🔨 +2 💰 to Horses
• +2 🌾 +2 🔨 +2 💰 to Cattle
• +2 🌾 +2 🔨 +2 💰 to Sheep
• +2 🌾 +2 🔨 +2 💰 to Bison
• +2 🔨 to Internal Trade Routes from this City
• Allow production of Pioneer
• On Completion: Claim all Tiles with Bison, Cattle, Horses, Sheep within working range, triggering instant yields from Tile Purchase (if applicable)
----------------
Prerequisite Technologies: Chivalry
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
🔨 Production: +3
Local Effects:
• +1 Military Supply
• +33% 🔨 Production for Mounted Units
• +25% 🔨 Production for Worker Units
• +25% 🔨 Production for Settler Units
• +2 🌾 +2 🔨 +2 💰 to Horses
• +2 🌾 +2 🔨 +2 💰 to Cattle
• +2 🌾 +2 🔨 +2 💰 to Sheep
• +2 🌾 +2 🔨 +2 💰 to Bison
• +2 🔨 to Internal Trade Routes from this City
• Allow production of Pioneer
• On Completion: Claim all Tiles with Bison, Cattle, Horses, Sheep within working range, triggering instant yields from Tile Purchase (if applicable)
----------------
Prerequisite Technologies: Chivalry
Required Technology:
Civilization:
Historical Info:
A Homestead is a complex of buildings on a large landholding, typically a ranch, settled in accordance with the United States Homesteading Acts. The US Government implemented a policy of "free soil", allowing claimants, effectively squatters, ownership of land which they had converted into productive farms or ranches. Nearly 10% of the continental United States was settled in this way; 270 million acres of land claimed by approximately 1.6 million homesteaders between 1862 and 1930.
The colonization of vast swathes of the continental interior left an indelible mark on the American psyche. Legends of the frontier, the Old West, Cowboys and Indians still permeate American culture, informing their sense of independence, enterprising spirit and mastery over nature.
The colonization of vast swathes of the continental interior left an indelible mark on the American psyche. Legends of the frontier, the Old West, Cowboys and Indians still permeate American culture, informing their sense of independence, enterprising spirit and mastery over nature.
(Arabian) Bimaristan
Game Info:
Arabian Unique University
----------------
Cost: 300 🔨 / 400 🕊️
💰 Maintenance: 2
----------------
🌾 Food: +3
⚗️ Science: +3
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 🌾 to Writers
• +1 🌾 to Artists
• +1 🌾 to Musicians
• +1 🌾 to Scientists
• +1 🌾 to Merchants
• +1 🌾 to Engineers
• +1 🌾 to Civil Servants
• +1 ⚗️ to Snow
• +1 ⚗️ to Jungle
• When purchasing a Unit or Building with 🕊️ Faith in this City: gain 🌾 Food equal to 15% of 🕊️ Faith cost
• When a Citizen is born in this City: gain ⚗️ Science equal to 25% of City output
• When purchasing a Unit or Building with 🕊️ Faith in this City: gain ⚗️ Science equal to 15% of 🕊️ Faith cost
----------------
Required Buildings: Library
Prerequisite Technologies: Education
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
• Firaxite Materials, Inc.: +3 ⚗️
• Enlightenment: +1 😊 Happiness
----------------
Cost: 300 🔨 / 400 🕊️
💰 Maintenance: 2
----------------
🌾 Food: +3
⚗️ Science: +3
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 🌾 to Writers
• +1 🌾 to Artists
• +1 🌾 to Musicians
• +1 🌾 to Scientists
• +1 🌾 to Merchants
• +1 🌾 to Engineers
• +1 🌾 to Civil Servants
• +1 ⚗️ to Snow
• +1 ⚗️ to Jungle
• When purchasing a Unit or Building with 🕊️ Faith in this City: gain 🌾 Food equal to 15% of 🕊️ Faith cost
• When a Citizen is born in this City: gain ⚗️ Science equal to 25% of City output
• When purchasing a Unit or Building with 🕊️ Faith in this City: gain ⚗️ Science equal to 15% of 🕊️ Faith cost
----------------
Required Buildings: Library
Prerequisite Technologies: Education
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
• Firaxite Materials, Inc.: +3 ⚗️
• Enlightenment: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
The Bimaristan were centers for medical treatment, the precursor to the modern Hospital. The Arab world was notable for several medical practices which have become commonplace today including separating patients by their ailments into wards, the development of patient medical records, the secularization of medical care, and standards for medical practitioners, including examinations and licensing. Bimaristans were paid for by charitable endowments called Waqfs. This guaranteed that the operations and cost of treatment would be borne by the institution, regardless of the patient's race, religion, gender, or social standing.
(Celtic) Ceilidh Hall
Game Info:
Celtic Unique Circus
----------------
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest
----------------
🎵 Culture: +4
🕊️ Faith: +2
😊 Happiness: 1
⭐ Musician Slots: 1
Great Work of Music slots: 1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +3 🎵 to Ivory
• On Completion: +150 🎵
• On Completion: +15 Turns of 😊 "We Love the King Day"
----------------
Required Buildings: Arena
Prerequisite Technologies: Physics
----------------
List of possible boosts to this Building:
• Morrigan, the Harbinger: +2
• Epona, the Great Mare: +5
• Nuada, the Silver-Handed: +5 💰
• Cernunnos, the Horned Stag: +2 🎵
• Lugh, the Skilled One: +3 🔨
• Rhiannon, the Sovereign: +5 🌟
• Manannan, Son of the Sea: +2
• Ogma, the Learned: +5 ⚗️
• Dagda, the All-Father: +5 🌾
• Cailleach, the Queen of Winter: +5 🗿
• Bran, the Sleeping Guardian: +2 😊 Happiness
----------------
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest
----------------
🎵 Culture: +4
🕊️ Faith: +2
😊 Happiness: 1
⭐ Musician Slots: 1
Great Work of Music slots: 1
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +3 🎵 to Ivory
• On Completion: +150 🎵
• On Completion: +15 Turns of 😊 "We Love the King Day"
----------------
Required Buildings: Arena
Prerequisite Technologies: Physics
----------------
List of possible boosts to this Building:
• Morrigan, the Harbinger: +2
• Epona, the Great Mare: +5
• Nuada, the Silver-Handed: +5 💰
• Cernunnos, the Horned Stag: +2 🎵
• Lugh, the Skilled One: +3 🔨
• Rhiannon, the Sovereign: +5 🌟
• Manannan, Son of the Sea: +2
• Ogma, the Learned: +5 ⚗️
• Dagda, the All-Father: +5 🌾
• Cailleach, the Queen of Winter: +5 🗿
• Bran, the Sleeping Guardian: +2 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Celtic replacement for the Circus. In addition to the Circus' bonuses, Ceilidh Hall provides more 🎵 Culture and a longer "We Love the King Day", and generates 🎵 Culture and 🕊️ Faith. It also contains a Musician slot.
Each unique Celtic pantheon belief further boosts this building.
Each unique Celtic pantheon belief further boosts this building.
Historical Info:
Traditionally, a "Ceilidh" was a social gathering first associated with the early people of Ireland and Scotland. Held frequently throughout the year, ceilidhs were often accompanied by music and dance, and provided an important social diversion from the labors of everyday life. Ceilidhs were held in halls when available, but were also known to have taken place in private homes, schools, and local businesses.
(Chinese) Examination Hall
Game Info:
Chinese Unique Chancery
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
⭐ Civil Servant Slots: 1
Local Effects:
• +10% 🔨 Production for Diplomacy Units
• +2 💰 to Great Works
• Free Royal Signet Promotion for all existing and future eligible Units trained in this City
• When a Citizen is born in this City: +15 ⭐ Great Person Points towards the Great Person with the most Points, scaling with Era
----------------
Prerequisite Technologies: Education
----------------
List of possible boosts to this Building:
• Each City-State Ally: +2 🔨
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
⭐ Civil Servant Slots: 1
Local Effects:
• +10% 🔨 Production for Diplomacy Units
• +2 💰 to Great Works
• Free Royal Signet Promotion for all existing and future eligible Units trained in this City
• When a Citizen is born in this City: +15 ⭐ Great Person Points towards the Great Person with the most Points, scaling with Era
----------------
Prerequisite Technologies: Education
----------------
List of possible boosts to this Building:
• Each City-State Ally: +2 🔨
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Perhaps the greatest legacy of Chinese culture is the Imperial Examination system with which the Son of Heaven's empire was staffed with civil servants for over two millennia. The Imperial examinations represented an attempt to create an aristocracy of learning, a remarkable advance over the warrior and hereditary aristocracies that dominated the rest of the world. Amounting to tests of rote memorization, the examinations required direct quotations of Confucian philosophy and ethics from the Five Confucian Classics. A scholar who obtained the highest degree, the jinshi, would have his memory trained to a tremendous degree.
As Western universities began to move away from their own classical tradition to embrace economics, engineering and natural science, China's scholarly efforts languished in the ancient literary past. Under pressure to modernize, the examinations were abolished in 1890 by Dowager Empress Cixi, leaving behind a legacy as the first system of intellectual meritocracy the world had ever seen.
"We tried an experiment which is unique in the history of the world: We sought to rule this great country not by force, but by wisdom. And for centuries we succeeded."
- Anonymous Confucian Philosopher; excerpt from "On a Chinese Screen"
As Western universities began to move away from their own classical tradition to embrace economics, engineering and natural science, China's scholarly efforts languished in the ancient literary past. Under pressure to modernize, the examinations were abolished in 1890 by Dowager Empress Cixi, leaving behind a legacy as the first system of intellectual meritocracy the world had ever seen.
"We tried an experiment which is unique in the history of the world: We sought to rule this great country not by force, but by wisdom. And for centuries we succeeded."
- Anonymous Confucian Philosopher; excerpt from "On a Chinese Screen"
(German) Hanse
Game Info:
German Unique Customs House
----------------
Cost: 350 🔨
----------------
💰 Gold: +5
🎵 Culture: +3
⭐ Merchant Slots: 1
Local Effects:
• 10% of City 💰 Gold output (pre-Modifiers) is added to City ⚗️ Science output (post-Modifiers)
• +4% 🔨 Production from each Trade Route with City-States
• -1 Unhappiness from 💰 Poverty
• +2 💰 to Bananas
• +2 🔨 +1 💰 to Coffee
• +1 🔨 +2 💰 to Tea
• +3 💰 to Tobacco
• +3 💰 Gold to International Trade Routes targeting this City
• +3 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Required Buildings: Market
Prerequisite Technologies: Guilds
----------------
List of possible boosts to this Building:
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
Cost: 350 🔨
----------------
💰 Gold: +5
🎵 Culture: +3
⭐ Merchant Slots: 1
Local Effects:
• 10% of City 💰 Gold output (pre-Modifiers) is added to City ⚗️ Science output (post-Modifiers)
• +4% 🔨 Production from each Trade Route with City-States
• -1 Unhappiness from 💰 Poverty
• +2 💰 to Bananas
• +2 🔨 +1 💰 to Coffee
• +1 🔨 +2 💰 to Tea
• +3 💰 to Tobacco
• +3 💰 Gold to International Trade Routes targeting this City
• +3 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Required Buildings: Market
Prerequisite Technologies: Guilds
----------------
List of possible boosts to this Building:
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique German replacement for the Customs House. In addition to the Customs House's bonuses, Hanse produces more 💰 Gold and 🎵 Culture; boosts international Trade Routes even more; generates ⚗️ Science based on the city's 🎵 Gold yield; and provides a 🔨 Production bonus depending on the number of your Trade Routes connecting to City-States.
Historical Info:
From the Old French meaning "company of merchants," the Hanse was a voluntary confederation of merchants and traders organized in a town for the protection and facility of commerce and transport. In the mercantile ports of the Baltic and North Sea these trading guilds became extremely powerful and influential in the 13th Century, with their headquarters in complexes also known as the Hanse. The largest hanse not only housed the administrative offices of the guild, but also storerooms, meeting rooms, markets, banks and, if on the waterfront, docks. The first such appears to have been built in Lubeck c. 1159 AD to facilitate trade between Western Europe and the resource-rich areas of northern Russia. The hanse would give its name to the Hanseatic League, formed around 1250 AD by several German guilds for the pacification of the Baltic trade routes, standardization of promissory notes, and commercial development of their respective cities; the League would remain a political, military (among lesser conflicts, the Dutch-Hanseatic War 1438-1441 and Hanseatic-English War 1470-1474) and economic power in the region until the late 1600s.
(Indian) Mughal Fort
Game Info:
Indian Unique Castle
----------------
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
🎵 Culture: +2
⚔️ City Strength: +8
+2 ⚔️ City Strength for every National/World Wonder in City
⚔️ Damage Reduction: +4
Great Work of Art or Artifact slots: 1
Local Effects:
• +5% Military Supply from Population
• -5% Empire Size Modifier
• +1 🔨 to Quarry
----------------
Required Buildings: Walls
Prerequisite Technologies: Chivalry
----------------
List of possible boosts to this Building:
• Each point of ⚔️ City Strength: +0.2 🎵
• Nobility: +2 💰
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
• Neuschwanstein in any City: +1 😊 Happiness
• Nobility: +1 😊 Happiness
----------------
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
🎵 Culture: +2
⚔️ City Strength: +8
+2 ⚔️ City Strength for every National/World Wonder in City
⚔️ Damage Reduction: +4
Great Work of Art or Artifact slots: 1
Local Effects:
• +5% Military Supply from Population
• -5% Empire Size Modifier
• +1 🔨 to Quarry
----------------
Required Buildings: Walls
Prerequisite Technologies: Chivalry
----------------
List of possible boosts to this Building:
• Each point of ⚔️ City Strength: +0.2 🎵
• Nobility: +2 💰
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
• Neuschwanstein in any City: +1 😊 Happiness
• Nobility: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
The Mughal Fort is a Medieval-era building that increases the city's Defense Strength by 7, Hit Points by 25, and provides some 🎵 Culture every turn. It is the Indian unique building, replacing the Castle. After Flight is learned, it provides +2 🗿 Tourism as well. Building Walls is a prerequisite for building the Mughal Fort.
Historical Info:
The Mughals were an Islamic empire that invaded India in the 15th century, and ruled most of the subcontinent until the mid-19th. During their rule they constructed elaborate forts across the countryside which served as administrative centers and living quarters for the occupiers. These forts were beautiful structures, fitting palaces for the rulers of a vast empire. Several - including the magnificent "Lahore Fort" and Red Fort of Agra - survive today and remain as some of the largest tourist attractions to India, monuments to the Mughals' power and style.
(Indonesian) Candi
Game Info:
Indonesian Unique Garden
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
🎵 Culture: +3
🕊️ Faith: +2
Local Effects:
• +25% ⭐ Great Person Rate
• +2 💰 to Oasis
• +1 🌾 +1 💰 to Citrus
• +1 🔨 +1 🎵 to Nutmeg
• +1 🎵 +1 🕊️ to Cloves
• +1 💰 +1 🕊️ to Pepper
• +1 🌾 +1 💰 to Cocoa
• +15% 🎵 +15% 🕊️ during 😊 "We Love the King Day"
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Aqueduct
Prerequisite Technologies: Theology
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
🎵 Culture: +3
🕊️ Faith: +2
Local Effects:
• +25% ⭐ Great Person Rate
• +2 💰 to Oasis
• +1 🌾 +1 💰 to Citrus
• +1 🔨 +1 🎵 to Nutmeg
• +1 🎵 +1 🕊️ to Cloves
• +1 💰 +1 🕊️ to Pepper
• +1 🌾 +1 💰 to Cocoa
• +15% 🎵 +15% 🕊️ during 😊 "We Love the King Day"
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Required Buildings: Aqueduct
Prerequisite Technologies: Theology
Required Buildings:
Required Technology:
Civilization:
Strategy:
Unique Indonesian replacement for the Garden. In addition to the Garden's bonuses, the Candi spawns a random unique luxury; provides 🎵 Culture and 🕊️ Faith; and gains an additional boost to these yields during "We Love the King Day."
Historical Info:
Candi refers to an Indonesian stone structure based on the Hindu single shrine, with a pyramidal tower above it and an ornamented portico, built primarily between the 8th and 15th centuries. Incorporating mandala designs, the candi was designed to mimic Meru, the holy mountain that was the abode of the gods. The Javanese, notably the Khmer, developed a somewhat different architecture for their candi, making use of pillars around a central solid mass, but retaining the basic form. The largest, and most famous, candi is Borobadur, the 9th Century Buddhist temple with seven terraces.
(Japanese) Dojo
Game Info:
Japanese Unique Armory
----------------
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +5
🎵 Culture: +3
Local Effects:
• +25 XP for Land Units
• +25 XP for Water Units
• +25 XP for Air Units
• +2 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Eight Virtues of Bushido Promotion for all existing and future eligible Units trained in this City
• When a Unit created by this City gains Experience through combat: +1.4 ⚗️ +1.4 🎵 for each XP gained
----------------
Required Buildings: Barracks
Prerequisite Technologies: Steel
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Colonialism: +2 ⚗️ +1 🎵
----------------
Cost: 300 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +5
🎵 Culture: +3
Local Effects:
• +25 XP for Land Units
• +25 XP for Water Units
• +25 XP for Air Units
• +2 Military Supply
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Eight Virtues of Bushido Promotion for all existing and future eligible Units trained in this City
• When a Unit created by this City gains Experience through combat: +1.4 ⚗️ +1.4 🎵 for each XP gained
----------------
Required Buildings: Barracks
Prerequisite Technologies: Steel
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Colonialism: +2 ⚗️ +1 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Japanese replacement for the Armory. In addition to the Armory's bonuses, Dojo provides more training experience and more military supply; grants the Eight Virtues of Bushido promotion to all melee, gunpowder, mounted and armored units, which offers one of eight possible promotions to these unit types after their first combat and increases the unit's strength as it takes damage; and produces ⚗️ Science and 🎵 Culture when units gain experience in combat.
Historical Info:
A dojo is a Japanese term which literally means "place of the way". Initially, dojos were adjunct to temples. The term can refer to a formal training place for any of the Japanese do arts but typically it is considered the formal gathering place for students of any Japanese martial arts style such as karate, judo, or samurai, to conduct training, examinations and other related encounters. The concept of a dojo only referring to a training place specifically for Asian martial arts is a Western concept; in Japan, any physical training facility, including professional wrestling schools, may be called dojo because of its close martial arts roots.
(Korean) Seowon
Game Info:
Korean Unique University
----------------
Cost: 300 🔨 / 400 🕊️
💰 Maintenance: 2
----------------
⚗️ Science: +3
🎵 Culture: +2
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 ⚗️ to Snow
• +1 ⚗️ to Jungle
• +1 🔨 +1 ⚗️ to Academy
• +1 🔨 +1 ⚗️ to Town
• +1 🔨 +1 ⚗️ to Manufactory
• +1 🔨 +1 ⚗️ to Citadel
• +1 🔨 +1 ⚗️ to Holy Site
• +1 🔨 +1 ⚗️ to Embassy
• +1 🔨 +1 ⚗️ to Oppidum
• +1 🔨 +1 ⚗️ to Great Works
• When a Citizen is born in this City: gain ⚗️ Science equal to 50% of City output
----------------
Required Buildings: Library
Prerequisite Technologies: Education
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
• Firaxite Materials, Inc.: +3 ⚗️
• Enlightenment: +1 😊 Happiness
----------------
Cost: 300 🔨 / 400 🕊️
💰 Maintenance: 2
----------------
⚗️ Science: +3
🎵 Culture: +2
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• +1 ⚗️ to Snow
• +1 ⚗️ to Jungle
• +1 🔨 +1 ⚗️ to Academy
• +1 🔨 +1 ⚗️ to Town
• +1 🔨 +1 ⚗️ to Manufactory
• +1 🔨 +1 ⚗️ to Citadel
• +1 🔨 +1 ⚗️ to Holy Site
• +1 🔨 +1 ⚗️ to Embassy
• +1 🔨 +1 ⚗️ to Oppidum
• +1 🔨 +1 ⚗️ to Great Works
• When a Citizen is born in this City: gain ⚗️ Science equal to 50% of City output
----------------
Required Buildings: Library
Prerequisite Technologies: Education
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Divine Teachings: +2 ⚗️
• Firaxite Materials, Inc.: +3 ⚗️
• Enlightenment: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Korean replacement for the University. In addition to the University's bonuses, Seowon boosts Great Works and Great Person Tile Improvements, and provides a bigger ⚗️ Science boost on population growth.
Historical Info:
Seowon were the most common educational institution of Korea during the mid- to late-Joseon Dynasty. They were private institutions combining the functions of a Confucian shrine and a preparatory school. In educational terms, the seowon were primarily occupied with preparing students for the national civil service examinations. In most cases, seowon served only pupils of the aristocratic yangban class.
(Polish) Barbican
Game Info:
Polish Unique Armory
----------------
Cost: 450 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
🔨 Production: +1
💰 Gold: +1
⚗️ Science: +3
Local Effects:
• +20 XP for Land Units
• +20 XP for Water Units
• +20 XP for Air Units
• +2 Military Supply
• +10% 🏹 City Strike Strength
• +33% 🏹 Ranged Strength when attacking for Unit Garrison
• -1 Unhappiness from 🌾 and 🔨 Distress
• On Completion: Gain Free Castle
----------------
Required Buildings: Barracks
Prerequisite Technologies: Steel
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Colonialism: +2 ⚗️ +1 🎵
----------------
Cost: 450 🔨
💰 Maintenance: 2
Destroyed on Conquest (can be negated by Policies)
----------------
🔨 Production: +1
💰 Gold: +1
⚗️ Science: +3
Local Effects:
• +20 XP for Land Units
• +20 XP for Water Units
• +20 XP for Air Units
• +2 Military Supply
• +10% 🏹 City Strike Strength
• +33% 🏹 Ranged Strength when attacking for Unit Garrison
• -1 Unhappiness from 🌾 and 🔨 Distress
• On Completion: Gain Free Castle
----------------
Required Buildings: Barracks
Prerequisite Technologies: Steel
----------------
List of possible boosts to this Building:
• Nobility: +2 💰
• Colonialism: +2 ⚗️ +1 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
A Barbican is a fortified outpost or archery tower, forming part of a city's outer defense. The towers were often situated with a clear line of fire towards the city's gates, and connected to the city walls via a walled road called the 'neck'. The most famous barbican was built in Kraków in 1499 during the reign of Jan Olbracht. Its construction took inspiration from two other Barbicans in Torun (1429) and Chelm (1449), and was built in response to the danger posed by encroaching Ottoman and Wallachian forces.
Barbicans became obsolete in the 15th century due to improvements in siege tactics and artillery. The Warsaw barbican, erected in 1540, was an anachronism long before it was completed. The tower was used only once by the Swedish in 1656, while trying to prevent Poland from retaking the city. The Swedish had captured the city without a fight two years prior.
Barbicans became obsolete in the 15th century due to improvements in siege tactics and artillery. The Warsaw barbican, erected in 1540, was an anachronism long before it was completed. The tower was used only once by the Swedish in 1656, while trying to prevent Poland from retaking the city. The Swedish had captured the city without a fight two years prior.
(Polish) Ducal Stable
Game Info:
Polish Unique Stable
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
🔨 Production: +3
Local Effects:
• +15 XP for Mounted Units
• +1 Military Supply
• +50% 🔨 Production for Mounted Units
• +3 🔨 +3 💰 to Horses
• +3 🔨 +3 💰 to Cattle
• +3 🔨 +3 💰 to Sheep
• +2 🔨 to Internal Trade Routes from this City
Empire-Wide Effects:
• +1 Horses
----------------
Prerequisite Technologies: Chivalry
----------------
Cost: 300 🔨
💰 Maintenance: 2
----------------
🔨 Production: +3
Local Effects:
• +15 XP for Mounted Units
• +1 Military Supply
• +50% 🔨 Production for Mounted Units
• +3 🔨 +3 💰 to Horses
• +3 🔨 +3 💰 to Cattle
• +3 🔨 +3 💰 to Sheep
• +2 🔨 to Internal Trade Routes from this City
Empire-Wide Effects:
• +1 Horses
----------------
Prerequisite Technologies: Chivalry
Required Technology:
Civilization:
Strategy:
Unique Polish replacement for the Stable. In addition to the Stable's bonuses, the Ducal Stable provides a better 🔨 Production bonus and bonus XP for mounted melee units, and a greater boost on pasture resources. It also grants a free Horse instead of requiring a nearby improved pasture resource to be built.
Historical Info:
Casimir III, upon his ascension to the throne in 1333 AD, was forced to placate the restless Polish nobility by granting them extensive concessions, including the right to maintain stables the equivalent of those of the crown. Until the end of the Napoleonic Wars, these ducal stables were a source of both prestige and power, housing from fifty to several hundred horses in addition to the grooms, with rooms for tack, saddles and trappings. Some, like the ducal stable at Szczecin, were practical and functional; others were ostentatious, with pillars and statuary, as exemplified by the stable at Kraskow. Regardless of size and ornamentation, the ducal stables supplied the mounts for Poland's famed cavalry formations.
(Russian) Pogost
Game Info:
Russian Unique Customs House
----------------
Cost: 350 🔨
----------------
💰 Gold: +2
🎵 Culture: +2
⭐ Merchant Slots: 1
Local Effects:
• -1 Unhappiness from 💰 Poverty
• +2 💰 to Bananas
• +2 🔨 +1 💰 to Coffee
• +1 🔨 +2 💰 to Tea
• +3 💰 to Tobacco
• +1 🔨 +1 💰 to Village
• +1 🔨 +1 💰 to Town
• +4 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Required Buildings: Market
Prerequisite Technologies: Guilds
----------------
List of possible boosts to this Building:
• Banking: +2 ⚗️
• Economics: +2 🌾
• Industrialization: +1 🌾 +1 🔨 +1 💰 +1 ⚗️ +1 🎵 +1 🕊️
• Railroad: +2 🔨 +2 🕊️
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
Cost: 350 🔨
----------------
💰 Gold: +2
🎵 Culture: +2
⭐ Merchant Slots: 1
Local Effects:
• -1 Unhappiness from 💰 Poverty
• +2 💰 to Bananas
• +2 🔨 +1 💰 to Coffee
• +1 🔨 +2 💰 to Tea
• +3 💰 to Tobacco
• +1 🔨 +1 💰 to Village
• +1 🔨 +1 💰 to Town
• +4 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
Required Buildings: Market
Prerequisite Technologies: Guilds
----------------
List of possible boosts to this Building:
• Banking: +2 ⚗️
• Economics: +2 🌾
• Industrialization: +1 🌾 +1 🔨 +1 💰 +1 ⚗️ +1 🎵 +1 🕊️
• Railroad: +2 🔨 +2 🕊️
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
The Pogost as an institution of Russian rural life existed for nearly a millenium, and in that time it underwent multiple transformations. In many medieval Russian states, Pogosts began as inns and lodging for the nobility and priesthood, but may have doubled as community centers and trading hubs. By the end of the 10th century, however, Pogosts had evolved into administrative and legislative hubs throughout the Slavic states. By 1775 the last Pogost-led administrative district was abolished, and the buildings were repurposed as parishes of the Eastern Orthodox Church.
(Siamese) Elephant Camp
Game Info:
Siamese Unique Workshop
----------------
Cost: 350 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 2
----------------
🔨 Production: +3
🎵 Culture: +2
🕊️ Faith: +1
⭐ Engineer Slots: 1
Local Effects:
• +1 🔨 to Forest
• +1 🎵 to Lumber Mill
• +4 🔨 to Internal Trade Routes from this City
• Allow 🔨 Production Internal Trade Routes from City
----------------
Required Buildings: Forge
Prerequisite Technologies: Civil Service
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
• Each unit of Strategic Resources connected to allied City-States: +1/2 🔨 +1/2 💰
• Division of Labor: +3% 🔨 +3% 💰
• Entrepreneurship: +1 😊 Happiness
----------------
Cost: 350 🔨
Automatically built when Founding City if the game starts in Industrial Era or later
💰 Maintenance: 2
----------------
🔨 Production: +3
🎵 Culture: +2
🕊️ Faith: +1
⭐ Engineer Slots: 1
Local Effects:
• +1 🔨 to Forest
• +1 🎵 to Lumber Mill
• +4 🔨 to Internal Trade Routes from this City
• Allow 🔨 Production Internal Trade Routes from City
----------------
Required Buildings: Forge
Prerequisite Technologies: Civil Service
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
• Each unit of Strategic Resources connected to allied City-States: +1/2 🔨 +1/2 💰
• Division of Labor: +3% 🔨 +3% 💰
• Entrepreneurship: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
The Elephant Camp's main strength comes from adding +1 🎵 Culture to Lumber Mills. This adds a lot of value to these already strong improvments, so from the start of the game, strongly prioritize settling near Forests and Jungles and avoid chopping them down. Additionally, try to maintain many City-State Allies that have access to Strategic Resources to benefit from the +1 🔨 Production and 💰 Gold in every Elephant Camp for each. This Building will likely always be a priority to build as the base is already strong, so think about how you can research Technologies to unlock it as soon as possible.
Historical Info:
Often thought of as ceremonial and military implements first, perhaps the greatest contribution of elephants to human society has been as beasts of burden. Elephants are prized as a labour force even in modern times for their ability to haul the dense teak lumber found only in Burma and Thailand. The strength of a fully grown elephant is matched only by its grace, navigating difficult and uneven terrain while carrying heavy loads. With their delicate command of the forest trails, elephants also reduce the potential damage of logging roads to the surrounding forest.
The jobs of Southeast Asia's working elephants have come under threat within the past few decades with the mechanization of logging. Elephants and their mahouts have been forced to look for work in tourism and religious festivals, jobs which elephants find terribly stressful.
The jobs of Southeast Asia's working elephants have come under threat within the past few decades with the mechanization of logging. Elephants and their mahouts have been forced to look for work in tourism and religious festivals, jobs which elephants find terribly stressful.
Bank
Game Info:
Cost: 500 🔨
Automatically built when Founding City if the game starts in Information Era or later
----------------
💰 Gold: +2
⭐ Merchant Slots: 1
Local Effects:
• +3 💰 to Customs House
• +3 💰 to Caravansary
• +3 💰 to Gold
• +1 🔨 +1 💰 +1 🎵 to Silver
• +1 💰 +2 🎵 to Gems
• When purchasing/investing with 💰 Gold in this City: gain ⚗️ Science equal to 15% of 💰 Gold cost
Empire-Wide Effects:
• +3 🌾 +3 💰 to Rialto District in all Cities
• +2 🔨 +2 ⚗️ to Arsenale di Venezia in all Cities
• +2 🎵 +2 🗿 to Murano Glassworks in all Cities
----------------
Required Buildings: Market
Prerequisite Technologies: Banking
----------------
List of possible boosts to this Building:
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
Automatically built when Founding City if the game starts in Information Era or later
----------------
💰 Gold: +2
⭐ Merchant Slots: 1
Local Effects:
• +3 💰 to Customs House
• +3 💰 to Caravansary
• +3 💰 to Gold
• +1 🔨 +1 💰 +1 🎵 to Silver
• +1 💰 +2 🎵 to Gems
• When purchasing/investing with 💰 Gold in this City: gain ⚗️ Science equal to 15% of 💰 Gold cost
Empire-Wide Effects:
• +3 🌾 +3 💰 to Rialto District in all Cities
• +2 🔨 +2 ⚗️ to Arsenale di Venezia in all Cities
• +2 🎵 +2 🗿 to Murano Glassworks in all Cities
----------------
Required Buildings: Market
Prerequisite Technologies: Banking
----------------
List of possible boosts to this Building:
• Civilized Jewelers, Inc.: +4 🌟
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Bank is a Renaissance-era building which increases the City's output of 💰 Gold, boosts the value of investments in the City, and reduces Poverty. The City must already possess a Market before a Bank can be constructed.
Historical Info:
A bank is an institute where citizens can place their money to keep it safe. The banker collects the deposits and lends them out to other people, who pay back the money they've been loaned, plus an additional fee (or "interest"). The banker passes along some of the profits to the depositors, and reinvests the remainder. A successful banking system requires a working currency and laws ensuring that most borrowers will repay their loans if able.
Banks are remarkable engines for growth in a civilization. If a city needs something - a new granary, for instance - no individual citizen may be able to afford to construct it. However, since it contains the savings of many different citizens, the bank can afford to loan the builder the money. Once the granary is constructed the builder can use the profits to pay back the bank, and the city's citizens all benefit from the cool new granary (as well as from the interest they've earned on their deposits).
Banks in Europe and the United States have gotten something of a bad rap in recent years, but this is generally because many of them dabbled in risky investment schemes or because they made loans to clearly unsuitable people. A well-run bank is a godsend to a community, especially to a poorer one.
Banks are remarkable engines for growth in a civilization. If a city needs something - a new granary, for instance - no individual citizen may be able to afford to construct it. However, since it contains the savings of many different citizens, the bank can afford to loan the builder the money. Once the granary is constructed the builder can use the profits to pay back the bank, and the city's citizens all benefit from the cool new granary (as well as from the interest they've earned on their deposits).
Banks in Europe and the United States have gotten something of a bad rap in recent years, but this is generally because many of them dabbled in risky investment schemes or because they made loans to clearly unsuitable people. A well-run bank is a godsend to a community, especially to a poorer one.
Bastion Fort
Game Info:
Cost: 600 🔨
💰 Maintenance: 4
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +10
⚔️ Damage Reduction: +2
Local Effects:
• +10% Military Supply from Population
• City Strike can hit over obstacles
• +5 HP when Healing for Unit Garrison
• -5% Empire Size Modifier
----------------
Required Buildings: Castle
Prerequisite Technologies: Navigation
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
💰 Maintenance: 4
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +10
⚔️ Damage Reduction: +2
Local Effects:
• +10% Military Supply from Population
• City Strike can hit over obstacles
• +5 HP when Healing for Unit Garrison
• -5% Empire Size Modifier
----------------
Required Buildings: Castle
Prerequisite Technologies: Navigation
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Bastion Fort is a Renaissance-era military building that increases Defense Strength and reduces all incoming damage by 2, making the City more difficult to capture. It allows the City to Ranged Strike indirectly, ignoring Line of Sight. Garrisoned units receive an additional 5 Health when healing in this City. Increases Military Units supplied by this City's population by 10%. Also helps with managing the Empire Size Modifier in this City. The City must possess a Castle before a Bastion Fort can be constructed.
Historical Info:
As cannons came to dominate the battlefields, pressure was put on military engineers to design static fortifications that could withstand weapons that could tear through the outer walls of ealier stone castles. New emphasis was put on earthworks and sloped, or angled walls that would either absorb or deflect a hit from cannonballs. New styles of defenses sported polygonal shapes with numerous bastions and ravelins, triangular outcroppings that always presented an enemy with an angled surface. These forts denied the attacker a direct hit onto a flat curtain wall, where a cannon could do the most damage. Meanwhile, these bulwarks offered overlapping field of fire along the length of the nearby walls, creating 'dead zones' where attackers were exposed to multiple walls' gunfire.
These new Bastion Forts were made as a response to France's repeated invasions of Italy in the early 1500s. None other than Michaelangelo himself is credited with designing one of the first bastion forts to defend his home of Florence from the French, and designs spread from Italy to Europe, and to the rest of globe.
These new Bastion Forts were made as a response to France's repeated invasions of Italy in the early 1500s. None other than Michaelangelo himself is credited with designing one of the first bastion forts to defend his home of Florence from the French, and designs spread from Italy to Europe, and to the rest of globe.
Constabulary
Game Info:
Cost: 500 🔨
💰 Maintenance: 4
----------------
Local Effects:
• +20 City Security
• +1 City Security for every 0.5 Population in City
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Prerequisite Technologies: Banking
----------------
List of possible boosts to this Building:
• Shadow Networks: +3 ⚗️
• New World Order: +5 🔨 +3 🎵
💰 Maintenance: 4
----------------
Local Effects:
• +20 City Security
• +1 City Security for every 0.5 Population in City
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Prerequisite Technologies: Banking
----------------
List of possible boosts to this Building:
• Shadow Networks: +3 ⚗️
• New World Order: +5 🔨 +3 🎵
Leads to Buildings:
Required Technology:
Strategy:
Constabularies slow down the rate at which enemy spies can steal technologies from your city.
Historical Info:
One of the first known descriptions of the role of a constable comes from Bracton, a jurist in England writing between 1220 and 1250. "In whatever way they come and on whatever day, it is the duty of the constable to enroll everything in order, for he has record as to the things he sees; but he cannot judge, because there is no judgment at the Tower, since there the third element of a judicial proceeding is lacking, namely a judge and jurisdiction. He has record as to matters of fact, not matters of judgment and law."
Gallery
Game Info:
Cost: 600 🔨
Automatically built when Founding City if the game starts in Information Era or later
----------------
🎵 Culture: +2
Great Work of Art or Artifact slots: 1
Local Effects:
• +33% Great Artist Rate
• +1 🗿 to Great Works
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Architecture
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
Automatically built when Founding City if the game starts in Information Era or later
----------------
🎵 Culture: +2
Great Work of Art or Artifact slots: 1
Local Effects:
• +33% Great Artist Rate
• +1 🗿 to Great Works
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Architecture
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Gallery boosts the production of Great Artists, strengthens your Artist Guilds, and Great Works. Build Galleries in your Guild cities to boost the production of Artists and Great Works.
Historical Info:
An Art Gallery is a space dedicated to displaying visual art like paintings or sculptures. The original galleries were long covered hallways in the private palaces and churches, which were lined with private art collections as a display of status. Today, many Art Galleries are publicly owned and display art to the public for its historic, educational, and aesthetic value. Galleries continue to serve as places for networking and promotion of local artists, art collectors, and tastemakers in the world of fine art.
Grocer
Game Info:
Cost: 500 🔨
Automatically built when Founding City if the game starts in Information Era or later
💰 Maintenance: 4
----------------
😊 Happiness: 1
Local Effects:
• +15% 🌾 Food is carried over when City grows
• -1 Unhappiness from 💰 Poverty
• +1 🌾 +1 🔨 +1 💰 to Figs
----------------
Required Buildings: Aqueduct
Prerequisite Technologies: Chemistry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.2 🌾
• TwoKay Foods, Inc.: +3 🌾
Automatically built when Founding City if the game starts in Information Era or later
💰 Maintenance: 4
----------------
😊 Happiness: 1
Local Effects:
• +15% 🌾 Food is carried over when City grows
• -1 Unhappiness from 💰 Poverty
• +1 🌾 +1 🔨 +1 💰 to Figs
----------------
Required Buildings: Aqueduct
Prerequisite Technologies: Chemistry
----------------
List of possible boosts to this Building:
• Each Population in City: +0.2 🌾
• TwoKay Foods, Inc.: +3 🌾
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Grocer is a Renaissance-era building which can only be constructed if you have already built an Aqueduct in the City. The Grocer helps your City grow more quickly, combats Poverty, and improves the tile yield of Bananas.
Historical Info:
Beginning as early as the 14th century, a grocer (or "purveyor") was a dealer in comestible dry goods such as spices, peppers, sugar, and (later) cocoa, tea and coffee. These items were bought in bulk, hence the term grocer from the French "grossier" meaning wholesaler, this term derived from Medieval Latin "grossarius" from which we also derive the word gross (meaning a quantity of twelve dozen, or 144). As increasing numbers of staple foodstuffs became available in cans and other less-perishable packaging, the trade expanded its province. Today, grocers deal in a wide range of staple food-stuffs including such perishables as meats, produce and dairy products. Such goods are, hence, groceries.
Musicians' Guild
Game Info:
Cost: 600 🔨
💰 Maintenance: 4
Destroyed on Conquest
----------------
⭐ Great Musician Points: 5
⭐ Musician Slots: 2
Local Effects:
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Prerequisite Technologies: Acoustics
Max 3 per Player
----------------
List of possible boosts to this Building:
• Humanism: +1 😊 Happiness
💰 Maintenance: 4
Destroyed on Conquest
----------------
⭐ Great Musician Points: 5
⭐ Musician Slots: 2
Local Effects:
• +1 Specialist that does not produce Unhappiness from Urbanization
----------------
Prerequisite Technologies: Acoustics
Max 3 per Player
----------------
List of possible boosts to this Building:
• Humanism: +1 😊 Happiness
Required Technology:
Strategy:
The Musicians' Guild is the only building that contains musician specialist slots, which are critical for generating Great Musicians. If your goal is a cultural victory, this building is a must-have. The Musicians' Guild provides 3 ⭐ Great Person Points, and each assigned specialist provides 3 ⭐ Great Person Points and 3 🎵 Culture.
Historical Info:
The musicians' guilds that briefly flourished during the Renaissance had their roots in the bands of court musicians under the patronage and protection of the nobility and royalty. During the Renaissance, as music came to cater to the tastes of the growing merchant and middle classes, musicians without patrons joined together guarantee wages and work. Beginning with the rise of the modern orchestra in the 17th Century, towns and cities sponsored composers and conductors, allowing for ever more elaborate performances. This move towards "civic music" largely obviated the need for formal musicians' guilds. Not until the boom in popular music in the early 20th Century would musicians again formally organize, this time into unions.
Observatory
Game Info:
Cost: 500 🔨
💰 Maintenance: 4
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +6
⭐ Scientist Slots: 2
----------------
Prerequisite Technologies: Astronomy
Required Policy: Scientific Revolution
----------------
List of possible boosts to this Building:
• Each Mountain within 3 Tiles of City: +1 ⚗️
💰 Maintenance: 4
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +6
⭐ Scientist Slots: 2
----------------
Prerequisite Technologies: Astronomy
Required Policy: Scientific Revolution
----------------
List of possible boosts to this Building:
• Each Mountain within 3 Tiles of City: +1 ⚗️
Required Technology:
Strategy:
The Observatory increases ⚗️ Science output, especially for Cities near lots of Mountains. Requires Scientific Revolution Policy to unlock.
Historical Info:
An observatory is a building dedicated to the study of the sky. Early Man was convinced that the movement of the stars had mystical importance, and many of the first observatories were religious structures. As time passed men realized that they could chart the passage of the seasons with extreme accuracy by the rise and fall of the stars, eventually concluding that such information was critically useful when choosing the correct day to plant or harvest crops. Such revelations reinforced the observatories' religious and practical importance to the community. Modern observatories are computer-driven and equipped with advanced telescopes (or communicate with even more powerful space-based telescopes), providing the scientists with far more information than their primitive ancestors could ever have dreamed of. But the job remains the same: figuring out the how the universe works by studying the sky.
Opera House
Game Info:
Cost: 600 🔨 / 500 🕊️
----------------
🎵 Culture: +3
Great Work of Music slots: 1
Local Effects:
• +5% 🎵 Culture
• +33% Great Musician Rate
• +1 🗿 to Great Works
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Acoustics
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Giorgio Armeier, Inc.: +2 🎵
----------------
🎵 Culture: +3
Great Work of Music slots: 1
Local Effects:
• +5% 🎵 Culture
• +33% Great Musician Rate
• +1 🗿 to Great Works
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Acoustics
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Giorgio Armeier, Inc.: +2 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Opera House is a Renaissance-era building which increases the 🎵 Culture of a City. Also boosts the City's Great Musician rate and the value of Musicians' Guilds. Contains 1 slot for a Great Work of Music. Requires an Amphitheater in the City before it can be constructed.
Historical Info:
Opera is a theatrical drama in which the actors sing all their dialog rather than speaking it, differentiating it from other forms of musical dramas. The opera singers are usually accompanied by an orchestra. An opera house is a theatre designed with a stage for the singers, space to seat the orchestra, and acoustics which help project the music to the audience. The Teatro San Cassiano was the first public opera house, opened in Venice, Italy, in 1637. Since that time opera houses have opened across the world - they are almost de rigueur for any city with pretensions of being a center of culture and art.
Printing Press
Game Info:
Cost: 200 🔨
Destroyed on Conquest
----------------
🎵 Culture: +1
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +1 Paper
• Free Literacy Promotion for all existing and future eligible Units
----------------
Required Buildings: Chancery
Prerequisite Technologies: Printing Press
National Population Required: 25 (scaling with number of Cities)
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Destroyed on Conquest
----------------
🎵 Culture: +1
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +1 Paper
• Free Literacy Promotion for all existing and future eligible Units
----------------
Required Buildings: Chancery
Prerequisite Technologies: Printing Press
National Population Required: 25 (scaling with number of Cities)
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Required Buildings:
Required Technology:
Strategy:
This National Wonder cannot be built unless the city has a Chancery. Build it to receive a production speed increase for Diplomatic Units in the city where it is built, increased movement and influence for all your Diplomatic Units and the ability to allow your Diplomatic Units to ignore terrain penalties.
Historical Info:
From a single print shop in Mainz, Germany, printing had spread to no less than around 270 cities in Central, Western and Eastern Europe by the end of the 15th century. As early as 1480, it is assumed that "the printed book was in universal use in Europe". By 1500, the printing presses in operation throughout Western Europe had already produced more than twenty million copies. European printing presses of around 1600 were capable of producing 3,600 impressions per workday. By comparison, movable type printing in the Far East, which did not know presses and was solely done by manually rubbing the back of the paper to the page, did not exceed an output of forty pages per day. The rapidity of typographical text production, as well as the sharp fall in unit costs, led to the issuing of the first newspapers which opened up an entirely new field for conveying up-to-date information to the public.
Windmill
Game Info:
Cost: 600 🔨
💰 Maintenance: 4
----------------
🔨 Production: +3
⭐ Engineer Slots: 1
Local Effects:
• +15% 🔨 Production for Non-Wonder Buildings
• +1 🌾 to Granary
• +1 🌾 to Grocer
• +2 🔨 +2 💰 to Marsh
• +2 🔨 +2 💰 to Lake Tiles
----------------
Prerequisite Technologies: Economics
----------------
List of possible boosts to this Building:
• Division of Labor: +3% 🔨 +3% 💰
💰 Maintenance: 4
----------------
🔨 Production: +3
⭐ Engineer Slots: 1
Local Effects:
• +15% 🔨 Production for Non-Wonder Buildings
• +1 🌾 to Granary
• +1 🌾 to Grocer
• +2 🔨 +2 💰 to Marsh
• +2 🔨 +2 💰 to Lake Tiles
----------------
Prerequisite Technologies: Economics
----------------
List of possible boosts to this Building:
• Division of Labor: +3% 🔨 +3% 💰
Required Technology:
Strategy:
The Windmill is a Renaissance-era building which increases the 🔨 Production output of a City when constructing buildings.
Historical Info:
Windmills are buildings which use the energy from wind to perform a variety of tasks. Historically, they've been used to power mills for grinding grain, but they have also been employed to run sawmills and to pump water for wells. Wind-powered machines have been in existence for at least 2000 years. The earliest known is a wind organ, constructed by Heron of Alexandria in the first century, AD. Wind-powered mills for grinding grain were probably invented in Central Asia sometime around the eighth century AD.
(Austrian) Ballhausplatz
Game Info:
Austrian Unique Printing Press
----------------
Cost: 200 🔨
Destroyed on Conquest
----------------
💰 Gold: +5
🎵 Culture: +5
⭐ Great Diplomat Points: 3
⭐ Civil Servant Slots: 2
Local Effects:
• +15% ⭐ Great Person Rate per active 💍 Diplomatic Marriage
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +2 💰 +2 🎵 to Chancery in all Cities
• +1 Paper
• Free Literacy Promotion for all existing and future eligible Units
----------------
Required Buildings: Chancery
Prerequisite Technologies: Printing Press
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
----------------
Cost: 200 🔨
Destroyed on Conquest
----------------
💰 Gold: +5
🎵 Culture: +5
⭐ Great Diplomat Points: 3
⭐ Civil Servant Slots: 2
Local Effects:
• +15% ⭐ Great Person Rate per active 💍 Diplomatic Marriage
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +2 💰 +2 🎵 to Chancery in all Cities
• +1 Paper
• Free Literacy Promotion for all existing and future eligible Units
----------------
Required Buildings: Chancery
Prerequisite Technologies: Printing Press
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Required Buildings:
Required Technology:
Civilization:
Historical Info:
Ballhausplatz is a square in central Vienna containing the building (with the address Ballhausplatz 2) that for over two hundred years has been the official residence of the most senior Austrian Cabinet Minister, the State Chancellor, today the Chancellor of Austria (Prime Minister). As a result, Ballhausplatz is often used as shorthand for the Austrian Federal Chancellery. Until 1918 the Foreign Ministry of Austria-Hungary was also housed here. Similar to Downing Street or the Hotel Matignon, the word Ballhausplatz (or Ballplatz for short) is a synecdoche for the seat of power.
(Dutch) Doelen
Game Info:
Dutch Unique Constabulary
----------------
Cost: 500 🔨
💰 Maintenance: 4
----------------
🔨 Production: +3
⚔️ City Strength: +5
⭐ Artist Slots: 1
Great Work of Art or Artifact slots: 1
Local Effects:
• +25 City Security
• +1 City Security for every 0.5 Population in City
• -1 Unhappiness from 🌾 and 🔨 Distress
• When killing or identifying an enemy 🕵️ Spy: +50 🎵, scaling with Era
----------------
Prerequisite Technologies: Banking
----------------
List of possible boosts to this Building:
• Each Global Monopoly: +1 💰 +1 ⚗️ +1 🎵
• Shadow Networks: +3 ⚗️
• New World Order: +5 🔨 +3 🎵
----------------
Cost: 500 🔨
💰 Maintenance: 4
----------------
🔨 Production: +3
⚔️ City Strength: +5
⭐ Artist Slots: 1
Great Work of Art or Artifact slots: 1
Local Effects:
• +25 City Security
• +1 City Security for every 0.5 Population in City
• -1 Unhappiness from 🌾 and 🔨 Distress
• When killing or identifying an enemy 🕵️ Spy: +50 🎵, scaling with Era
----------------
Prerequisite Technologies: Banking
----------------
List of possible boosts to this Building:
• Each Global Monopoly: +1 💰 +1 ⚗️ +1 🎵
• Shadow Networks: +3 ⚗️
• New World Order: +5 🔨 +3 🎵
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Within the cities of the Low Countries, the institution of policing has its roots in the schutterij, a voluntary town watch and citizen militia. Membership in the town's schuttersgilde was often undertaken by wealthy burghers as a stepping stone for further public posts in the city. The Schutterij were responsible for military support during a siege or revolt, fire, and for closing and re-opening the city gates each day. Because of their secondary function as social clubs for wealthy and ambitious young men, the schutterij held undue influence over municipal politics, and often took upon themselves additional responsibilities such as hosting public banquets, religious functions, and philanthropic work. The officers regularly paid for group portraits of the members, some of which are still highly regarded as the finest paintings produced by the Dutch Golden Age.
The training grounds for schutters were called Doelen, meaning "target range". Doelen typically were placed near the city walls and consisted of an outdoor firing range with an adjoining hall for gymnastic exercise and meetings. Many Doelen throughout the Netherlands have been preserved, though often converted into school gymnasiums, libraries, or community halls.
The training grounds for schutters were called Doelen, meaning "target range". Doelen typically were placed near the city walls and consisted of an outdoor firing range with an adjoining hall for gymnastic exercise and meetings. Many Doelen throughout the Netherlands have been preserved, though often converted into school gymnasiums, libraries, or community halls.
(French) Salon
Game Info:
French Unique Gallery
----------------
Cost: 600 🔨
Automatically built when Founding City if the game starts in Information Era or later
----------------
⚗️ Science: +3
🎵 Culture: +5
🗿 Tourism: +3
Great Work of Art or Artifact slots: 2
Local Effects:
• Up to +13 🎵 +8 🗿 when Themed
• +10% ⭐ Great Person Rate per Theme in City
• +33% Great Artist Rate
• +1 🗿 to Great Works
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Architecture
----------------
List of possible boosts to this Building:
• Each themed Great Work set in City: +3 ⚗️
• Cultural Exchange: +2 🔨 +2 🎵
----------------
Possible Theming Bonuses:
• +2 🎵 and 🗿 for two Domestic .
• +4 🎵 and 🗿 for two Domestic from the same Era.
• +4 🎵 and 🗿 for two Foreign from the same Civilization.
• +8 🎵 and 🗿 for two Foreign from the same Civilization and the same Era.
----------------
Cost: 600 🔨
Automatically built when Founding City if the game starts in Information Era or later
----------------
⚗️ Science: +3
🎵 Culture: +5
🗿 Tourism: +3
Great Work of Art or Artifact slots: 2
Local Effects:
• Up to +13 🎵 +8 🗿 when Themed
• +10% ⭐ Great Person Rate per Theme in City
• +33% Great Artist Rate
• +1 🗿 to Great Works
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Architecture
----------------
List of possible boosts to this Building:
• Each themed Great Work set in City: +3 ⚗️
• Cultural Exchange: +2 🔨 +2 🎵
----------------
Possible Theming Bonuses:
• +2 🎵 and 🗿 for two Domestic .
• +4 🎵 and 🗿 for two Domestic from the same Era.
• +4 🎵 and 🗿 for two Foreign from the same Civilization.
• +8 🎵 and 🗿 for two Foreign from the same Civilization and the same Era.
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
A salon is a gathering of people under the roof of an inspiring host, held partly to amuse one another and partly to refine the taste and increase the knowledge of the participants through conversation. These gatherings often consciously followed Horace's definition of the aims of poetry, "either to please or to educate" ("aut delectare aut prodesse est"). Salons, commonly associated with French literary and philosophical movements of the 17th and 18th centuries, were carried on until quite recently in urban settings.
(German) Brewhouse
Game Info:
German Unique Windmill
----------------
Cost: 600 🔨
💰 Maintenance: 4
----------------
🔨 Production: +3
🎵 Culture: +3
⭐ Engineer Slots: 1
Local Effects:
• +15% 🔨 Production for Non-Wonder Buildings
• +1 🌾 +1 🎵 to Granary
• +1 🌾 +1 🎵 to Grocer
• +2 🔨 +2 💰 to Marsh
• +1 🌾 +1 🎵 to Wheat
• +1 🌾 +1 🎵 to Maize
• +1 🌾 +1 🎵 to Rice
• +2 🔨 +2 💰 to Lake Tiles
• When adopting a Policy: +10 💰, scaling with Era
• When a Unit is gifted to a City-State: +10 🎵, scaling with Era
Empire-Wide Effects:
• +1/9 😊 Happiness in 🏛️ Capital for every Policy adopted
----------------
Prerequisite Technologies: Economics
----------------
List of possible boosts to this Building:
• Division of Labor: +3% 🔨 +3% 💰
----------------
Cost: 600 🔨
💰 Maintenance: 4
----------------
🔨 Production: +3
🎵 Culture: +3
⭐ Engineer Slots: 1
Local Effects:
• +15% 🔨 Production for Non-Wonder Buildings
• +1 🌾 +1 🎵 to Granary
• +1 🌾 +1 🎵 to Grocer
• +2 🔨 +2 💰 to Marsh
• +1 🌾 +1 🎵 to Wheat
• +1 🌾 +1 🎵 to Maize
• +1 🌾 +1 🎵 to Rice
• +2 🔨 +2 💰 to Lake Tiles
• When adopting a Policy: +10 💰, scaling with Era
• When a Unit is gifted to a City-State: +10 🎵, scaling with Era
Empire-Wide Effects:
• +1/9 😊 Happiness in 🏛️ Capital for every Policy adopted
----------------
Prerequisite Technologies: Economics
----------------
List of possible boosts to this Building:
• Division of Labor: +3% 🔨 +3% 💰
Required Technology:
Civilization:
Historical Info:
Through and through, Germany is a beer culture, whose historic and cultural ties to the drink date back to antiquity. With the professionalization and commodification of brewing in the middle ages, beer moved from a private cottage industry into the inns and public houses, which took the form of Brewhouses (Bräuhauser) and Beer Halls (Bierhaller) in Germany. The greatest and most renowned Brewhouses are found in the Free State of Bavaria, where beer halls, beer gardens, and the annual Oktoberfest have become synonymous with Bavarian culture. Especially notable breweries are found throughout Munich, which are all historically subject to the Bavarian Beer Purity Law -- the Reinheitsegebot -- which dictated that the only ingredients that could be used in the production of beer were water, barley and hops. Adopted by the Bavarian state in 1516, the Reinheitsegebot is one of the oldest pieces of food safety legislation still in effect today. Even before the rise of German nationalism, the Reinheitsegebot had inspired similar regulation in nearby kingdoms and its universal adoption was a condition of Bavaria's unification with Germany in 1871.
As a place where light and food were freely available, the Brewhouses were a cornerstone of public life in southern Germany, acting as the birthplace for numerous revolutionary ideas and movements that gripped Germany in the 18th and 19th centuries. In the wake of the French Revolution, German liberals organized in the Beer Halls of Munich to demand reforms of the monarchy in a series of uprisings from 1848 to 1849. During the 1910s, Vladimir Lenin was a frequent patron of the Munich Hofbräuhaus, where he did much of his political agitations and initial founding of the Bolshevik party, which would go on to form the Soviet Union. Most famous, however, was Adolf Hitler, who announced the formation of his National Socialist (Nazi) Party at the Hofbräuhaus am Platzl in 1920, and was arrested for treason in 1923 after a failed coup d'état at the Bürgerbräukeller. This episode became known as the Beer Hall Putsch, and the resulting trial gave Hitler a national platform to spread his political ideology, leading to his widespread fame and the rise of German fascism.
As a place where light and food were freely available, the Brewhouses were a cornerstone of public life in southern Germany, acting as the birthplace for numerous revolutionary ideas and movements that gripped Germany in the 18th and 19th centuries. In the wake of the French Revolution, German liberals organized in the Beer Halls of Munich to demand reforms of the monarchy in a series of uprisings from 1848 to 1849. During the 1910s, Vladimir Lenin was a frequent patron of the Munich Hofbräuhaus, where he did much of his political agitations and initial founding of the Bolshevik party, which would go on to form the Soviet Union. Most famous, however, was Adolf Hitler, who announced the formation of his National Socialist (Nazi) Party at the Hofbräuhaus am Platzl in 1920, and was arrested for treason in 1923 after a failed coup d'état at the Bürgerbräukeller. This episode became known as the Beer Hall Putsch, and the resulting trial gave Hitler a national platform to spread his political ideology, leading to his widespread fame and the rise of German fascism.
(Japanese) Kabuki Theater
Game Info:
Japanese Unique Opera House
----------------
Cost: 600 🔨 / 500 🕊️
----------------
🎵 Culture: +5
Great Work of Music slots: 1
Local Effects:
• +5% 🎵 Culture
• +33% Great Musician Rate
• +1 🗿 to Great Works
• When a ⭐ Great Person is born in this City: gain 💰 Gold equal to 5% of the amount of 🎵 Culture from its Write Political Treatise Mission (if applicable)
• When a ⭐ Great Person is born in this City: gain ⚗️ Science equal to 2% of the amount of 🌟 Golden Age Points from its Start a Golden Age Mission (if applicable)
• When completing an Internal Trade Route from or to this City: +50 🎵, scaling with Era
• When a Great Musician is born in this City: gain 🕊️ Faith equal to 100% of your 🗿 Tourism output
Empire-Wide Effects:
• +1 💰 to Writers' Guild in all Cities
• +1 💰 to Artists' Guild in all Cities
• +1 💰 to Musicians' Guild in all Cities
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Acoustics
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Giorgio Armeier, Inc.: +2 🎵
----------------
Cost: 600 🔨 / 500 🕊️
----------------
🎵 Culture: +5
Great Work of Music slots: 1
Local Effects:
• +5% 🎵 Culture
• +33% Great Musician Rate
• +1 🗿 to Great Works
• When a ⭐ Great Person is born in this City: gain 💰 Gold equal to 5% of the amount of 🎵 Culture from its Write Political Treatise Mission (if applicable)
• When a ⭐ Great Person is born in this City: gain ⚗️ Science equal to 2% of the amount of 🌟 Golden Age Points from its Start a Golden Age Mission (if applicable)
• When completing an Internal Trade Route from or to this City: +50 🎵, scaling with Era
• When a Great Musician is born in this City: gain 🕊️ Faith equal to 100% of your 🗿 Tourism output
Empire-Wide Effects:
• +1 💰 to Writers' Guild in all Cities
• +1 💰 to Artists' Guild in all Cities
• +1 💰 to Musicians' Guild in all Cities
----------------
Required Buildings: Amphitheater
Prerequisite Technologies: Acoustics
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Cultural Exchange: +2 🔨 +2 🎵
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Giorgio Armeier, Inc.: +2 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Kabuki is a classical Japanese dance-drama known for the stylization of its drama and for the elaborate make-up worn by some of its performers. The art form was created in 1603 when Izumo no Okuni, a miko of Izumo-taisha, began performing a new style of dance drama in the dry riverbeds of Kyoto. Despite many the upheaval of Japans modernization, Kabuki remains the most popular of the traditional styles of Japanese drama, and has helped renew interest in other forms of traditional Japanese art.
(Russian) Ostrog
Game Info:
Russian Unique Bastion Fort
----------------
Cost: 600 🔨
💰 Maintenance: 4
Destroyed on Conquest (can be negated by Policies)
----------------
🔨 Production: +3
⚔️ City Strength: +12
⚔️ Damage Reduction: +4
Local Effects:
• +10% Military Supply from Population
• City Strike can hit over obstacles
• +5 HP when Healing for Unit Garrison
• -5% Empire Size Modifier
• +2 🔨 +2 💰 to Iron
• +2 🔨 +2 💰 to Horses
• +2 🔨 +2 💰 to Coal
• +2 🔨 +2 💰 to Oil
• +2 🔨 +2 💰 to Aluminum
• +2 🔨 +2 💰 to Uranium
• Non-friendly Land Units expend all 👣 Movement when entering this City's Land territory from unowned or foreign territory
----------------
Required Buildings: Castle
Prerequisite Technologies: Navigation
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
----------------
Cost: 600 🔨
💰 Maintenance: 4
Destroyed on Conquest (can be negated by Policies)
----------------
🔨 Production: +3
⚔️ City Strength: +12
⚔️ Damage Reduction: +4
Local Effects:
• +10% Military Supply from Population
• City Strike can hit over obstacles
• +5 HP when Healing for Unit Garrison
• -5% Empire Size Modifier
• +2 🔨 +2 💰 to Iron
• +2 🔨 +2 💰 to Horses
• +2 🔨 +2 💰 to Coal
• +2 🔨 +2 💰 to Oil
• +2 🔨 +2 💰 to Aluminum
• +2 🔨 +2 💰 to Uranium
• Non-friendly Land Units expend all 👣 Movement when entering this City's Land territory from unowned or foreign territory
----------------
Required Buildings: Castle
Prerequisite Technologies: Navigation
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Strategy:
Unique Russian replacement for the Bastion Fort. In addition to the Bastion Fort's bonuses, Ostrog provides more ⚔️ City Strength and makes enemies expend all 👣 movement when entering land tiles owned by the city, like a localized Great Wall. It also boosts camps, mines, lumber mills, and strategic resources.
Historical Info:
Ostrog is a Russian term for a small fort, typically wooden and often non-permanently manned. Ostrogs were widely used during the age of Russian imperial expansion, particularly during the 18th and early 19th centuries. Ostrogs were encircled by 6 metres high palisade walls made from sharpened trunks. The name derives from the Russian word strogat, "to shave the wood". Ostrogs were smaller and exclusively military forts, compared to larger kremlins that were the cores of Russian cities. Ostrogs were often built in remote areas or within the fortification lines, such as the Great Abatis Line.
Agribusiness
Game Info:
Cost: 1,250 🔨
----------------
🌾 Food: +5
Local Effects:
• 10% of City 🌾 Food output (pre-Modifiers) is added to City 💰 Gold output (post-Modifiers)
• +2 🔨 +2 💰 to Farm
• +2 🔨 +2 💰 to Pasture
----------------
Required Buildings: Grocer
Prerequisite Technologies: Fertilizer
Resources Required: 2 Horses
----------------
List of possible boosts to this Building:
• TwoKay Foods, Inc.: +3 🌾
----------------
🌾 Food: +5
Local Effects:
• 10% of City 🌾 Food output (pre-Modifiers) is added to City 💰 Gold output (post-Modifiers)
• +2 🔨 +2 💰 to Farm
• +2 🔨 +2 💰 to Pasture
----------------
Required Buildings: Grocer
Prerequisite Technologies: Fertilizer
Resources Required: 2 Horses
----------------
List of possible boosts to this Building:
• TwoKay Foods, Inc.: +3 🌾
Required Buildings:
Required Technology:
Strategy:
The Agribusiness is an Industrial-era building which can only be constructed if you have already built a Grocer in the City. An Agribusiness greatly improves the yields on your City's Farm and Pasture tiles, and boosts GPT significantly if your City has high Food yields. However, the use of Horses is a risky tradeoff during an era in which Cavalry is still quite powerful.
Historical Info:
Agribusiness is the business of agricultural production. The term was coined in 1957 by Goldberg and Davis. It includes agrichemicals, breeding, crop production (farming and contract farming), distribution, farm machinery, processing, and seed supply, as well as marketing and retail sales. All agents of the food and fiber value chain and those institutions that influence it are part of the agribusiness system. Within the agriculture industry, "agribusiness" is used simply as a portmanteau of agriculture and business, referring to the range of activities and disciplines encompassed by modern food production. There are academic degrees in and departments of agribusiness, agribusiness trade associations, agribusiness publications, and so forth, worldwide. Examples of agribusinesses include seed and agrichemical producers like Dow AgroSciences, DuPont, Monsanto, and Syngenta; AB Agri (part of Associated British Foods) animal feeds, biofuels, and micro-ingredients, ADM, grain transport and processing; John Deere, farm machinery producer; Ocean Spray, farmer's cooperative; and Purina Farms, agritourism farm.
Coaling Station
Game Info:
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
⭐ Engineer Slots: 1
Local Effects:
• +20% 🔨 Production
• +10% 💰 Gold
• +6 🌾 to Internal Trade Routes from this City
----------------
City must have Industrial City Connection with 🏛️ Capital
Prerequisite Technologies: Railroad
Resources Required: 1 Coal
----------------
List of possible boosts to this Building:
• Division of Labor: +3% 🔨 +3% 💰
💰 Maintenance: 5
----------------
⭐ Engineer Slots: 1
Local Effects:
• +20% 🔨 Production
• +10% 💰 Gold
• +6 🌾 to Internal Trade Routes from this City
----------------
City must have Industrial City Connection with 🏛️ Capital
Prerequisite Technologies: Railroad
Resources Required: 1 Coal
----------------
List of possible boosts to this Building:
• Division of Labor: +3% 🔨 +3% 💰
Required Technology:
Strategy:
Provides a massive boost to City Production and Gold, particularly in Cities where those base yields are high. Boosts internal Food trade routes, so it's best to build in Cities that already can send strongest internal trade routes.
Requires an Industrial City Connection (see Concepts for more details).
Additionally requires Coal, presenting a tradeoff with Factories if you don't have enough Coal for both in all your Cities. While Coaling Stations are usually stronger, the production of individual Factories increases by 2 for each built in your Empire. Therefore, Factories become stronger the more cities you own, surpassing Coaling Stations at a specific number of them, usually between 6 and 12.
Requires an Industrial City Connection (see Concepts for more details).
Additionally requires Coal, presenting a tradeoff with Factories if you don't have enough Coal for both in all your Cities. While Coaling Stations are usually stronger, the production of individual Factories increases by 2 for each built in your Empire. Therefore, Factories become stronger the more cities you own, surpassing Coaling Stations at a specific number of them, usually between 6 and 12.
Historical Info:
In the age of steam, people harnessed fossil fuels to transport goods and people in quantities that were impossible with earlier methods. So much commercial activity demanded the creation of fueling depots where coal for steam-powered ships and trains could be stored. These coaling stations were positioned strategically along major maritime and railway hubs, ensuring efficient transportation throughout the world.
Factory
Game Info:
Cost: 1,250 🔨
💰 Maintenance: 6
----------------
🔨 Production: +5
⭐ Engineer Slots: 1
Local Effects:
• +2 🔨 +2 ⚗️ to Coal
• +2 🔨 to Manufactory
• +1 Specialist that does not produce Unhappiness from Urbanization
Empire-Wide Effects:
• +2 🔨 to Factory in all Cities
----------------
Required Buildings: Workshop
Prerequisite Technologies: Industrialization
Resources Required: 1 Coal
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
• Firaxite Materials, Inc.: +3 ⚗️
• Division of Labor: +3% 🔨 +3% 💰
• Workers' Faculties: +10% ⚗️
• Cultural Revolution: +1 😊 Happiness
💰 Maintenance: 6
----------------
🔨 Production: +5
⭐ Engineer Slots: 1
Local Effects:
• +2 🔨 +2 ⚗️ to Coal
• +2 🔨 to Manufactory
• +1 Specialist that does not produce Unhappiness from Urbanization
Empire-Wide Effects:
• +2 🔨 to Factory in all Cities
----------------
Required Buildings: Workshop
Prerequisite Technologies: Industrialization
Resources Required: 1 Coal
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🔨
• Firaxite Materials, Inc.: +3 ⚗️
• Division of Labor: +3% 🔨 +3% 💰
• Workers' Faculties: +10% ⚗️
• Cultural Revolution: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Factory is an Industrial-era building which greatly increases a city's 🔨 Production. The city must already possess a Workshop (or Longhouse). 1 Coal is consumed when a Factory is created.
Historical Info:
A factory is a building which uses Industrial Age techniques to build stuff - cars, corsets, steel beams, fishing rods, or whatever. First appearing in a large scale in the 17th and 18th centuries, factories were more efficient than the small workshops or cottage industries they replaced, but perhaps less humane. Contrary to popular belief Henry Ford did not invent the assembly line; that was created in the 19th century in the mid-western US meat-packing industries. Beef carcasses were carried from station to station on an overhead trolley system at a steady pace; workers at each station would have a set amount of time to carve off their assigned chunk of meat before the carcass moved onto the next station. Working in a meat-packing plant was one of the dirtiest and most dangerous jobs in the history of American labor, and stories from this era can still horrify us today.
Hotel
Game Info:
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
Local Effects:
• 25% of 🎵 Culture from Terrain and World Wonders is added to 🗿 Tourism output
• +25% 🗿 Tourism from Great Works
----------------
Prerequisite Technologies: Railroad
----------------
List of possible boosts to this Building:
• Sacred Sites: +3 🗿
💰 Maintenance: 5
----------------
Local Effects:
• 25% of 🎵 Culture from Terrain and World Wonders is added to 🗿 Tourism output
• +25% 🗿 Tourism from Great Works
----------------
Prerequisite Technologies: Railroad
----------------
List of possible boosts to this Building:
• Sacred Sites: +3 🗿
Required Technology:
Strategy:
With its massive boost to 🗿 Tourism, the Hotel is an excellent choice for civilizations that are trying to achieve a Culture victory, or attempting to increase your ideological impact on other civilizations.
Historical Info:
Inns have existed for millennia, supplying shelter and safety to merchants and travelers. Marco Polo reported an extensive system of houses to provide lodging for travelers in 13th Century China. The modern hotel was largely a result of the coming of the railroad, for not only did travel increase but travelers needed lodging for shorter periods. The oldest hotel in continuous operation is the Nisiyama Onsen Keiunkan in Japan, opened in 707 AD and operated by the same family for 46 generations.
Military Academy
Game Info:
Cost: 1,250 🔨
💰 Maintenance: 6
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +1
Local Effects:
• +25 XP for Land Units
• +25 XP for Water Units
• +25 XP for Air Units
• +1 Military Supply
• +15% 🔨 Production for Land Units
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Required Buildings: Armory
Prerequisite Technologies: Military Science
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
💰 Maintenance: 6
Destroyed on Conquest (can be negated by Policies)
----------------
⚗️ Science: +1
Local Effects:
• +25 XP for Land Units
• +25 XP for Water Units
• +25 XP for Air Units
• +1 Military Supply
• +15% 🔨 Production for Land Units
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Required Buildings: Armory
Prerequisite Technologies: Military Science
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Military Academy is a mid-game building which increases the number of experience points of units constructed in the city. The city must already possess an Armory before the Military Academy can be constructed.
Historical Info:
A military academy is an institution of higher education dedicated to training a country's officer corps. Military academies offer the finest higher education available combined with rigorous physical training and courses in command, strategy, logistics and other military subjects. Generally the best and the brightest - or at least the best connected - of a nation's children attend its military academies.
Museum
Game Info:
Cost: 1,250 🔨 / 600 🕊️
💰 Maintenance: 6
----------------
Great Work of Art or Artifact slots: 2
Local Effects:
• Up to +10 🎵 +6 🗿 when Themed
• -1 Unhappiness from 🎵 Boredom
• +1 🗿 to Great Works
----------------
Required Buildings: Gallery
Prerequisite Technologies: Archaeology
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🎵 +0.25 🗿
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Giorgio Armeier, Inc.: +2 🎵
----------------
Possible Theming Bonuses:
• +6 🎵 and 🗿 for two Domestic or two Foreign from the same Era.
• +6 🎵 and 🗿 for two Domestic or two Foreign from the same Era.
• +5 🎵 and 🗿 for a pair of Domestic or Foreign and from the same Era.
• +5 🎵 and 🗿 for two Domestic or two Foreign .
• +5 🎵 and 🗿 for two Domestic or two Foreign .
💰 Maintenance: 6
----------------
Great Work of Art or Artifact slots: 2
Local Effects:
• Up to +10 🎵 +6 🗿 when Themed
• -1 Unhappiness from 🎵 Boredom
• +1 🗿 to Great Works
----------------
Required Buildings: Gallery
Prerequisite Technologies: Archaeology
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.25 🎵 +0.25 🗿
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Giorgio Armeier, Inc.: +2 🎵
----------------
Possible Theming Bonuses:
• +6 🎵 and 🗿 for two Domestic or two Foreign from the same Era.
• +6 🎵 and 🗿 for two Domestic or two Foreign from the same Era.
• +5 🎵 and 🗿 for a pair of Domestic or Foreign and from the same Era.
• +5 🎵 and 🗿 for two Domestic or two Foreign .
• +5 🎵 and 🗿 for two Domestic or two Foreign .
Required Buildings:
Required Technology:
Strategy:
The Museum is a mid-game building which increases 🎵 Culture and 🗿 Tourism output and reduces Boredom. Contains 2 slots for Great Works of Art. Requires a Gallery in the City before it can be constructed.
Historical Info:
A museum is a building or series of buildings designed to hold a civilization's most treasured possessions for public display. There are museums that contain collections of art, there are museums which contain fossils, items of historical interest, as well as museums holding costumes, jewels, ancient weapons, or virtually anything else which might be of value and interest. The Hermitage art museum in Saint Petersburg was founded in 1764 by Catherine the Great. Open to the public since 1852, it is one of the oldest and largest museums in the world.
Public School
Game Info:
Cost: 1,000 🔨 / 600 🕊️
💰 Maintenance: 5
----------------
⚗️ Science: +3
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
----------------
Required Buildings: University
Prerequisite Technologies: Scientific Theory
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 ⚗️
• People's Army: +5 🎵
• Divine Teachings: +2 ⚗️
• People's Army: +2 😊 Happiness
💰 Maintenance: 5
----------------
⚗️ Science: +3
⭐ Scientist Slots: 1
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
----------------
Required Buildings: University
Prerequisite Technologies: Scientific Theory
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 ⚗️
• People's Army: +5 🎵
• Divine Teachings: +2 ⚗️
• People's Army: +2 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Public School is a mid-game building which increase a City's output of ⚗️ based on the population of the City. The City must already possess a Univeristy before a Public School can be constructed.
Historical Info:
A public school provides free pre-university education to a civilization's children. This is a fairly advanced concept. First, the civilization must believe that education is important, and that educating the poor is not a threat to the ruling class. Second, the civilization must be wealthy enough so that the children of the poor do not need to work to fend off starvation. And finally, the civilization must be enlightened enough to be willing to expend some of its public revenue providing the education. Most countries in the world today provide some level of public education for their young. The first American public grade schools opened during the Colonial era. The first public high school was opened in Boston in 1821.
Seaport
Game Info:
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
Local Effects:
• +10% Military Supply from Population
• +15% 🔨 Production for Water Units
• +1 🔨 +1 💰 to Sea Tiles
• +2 🔨 +2 💰 to Resource Tiles in Water
• Allow Industrial City Connection over Water
----------------
City must be Coastal
Required Buildings: Harbor
Prerequisite Technologies: Steam Power
----------------
List of possible boosts to this Building:
• Centaurus Extractors, Inc.: +2 🔨
💰 Maintenance: 5
----------------
Local Effects:
• +10% Military Supply from Population
• +15% 🔨 Production for Water Units
• +1 🔨 +1 💰 to Sea Tiles
• +2 🔨 +2 💰 to Resource Tiles in Water
• Allow Industrial City Connection over Water
----------------
City must be Coastal
Required Buildings: Harbor
Prerequisite Technologies: Steam Power
----------------
List of possible boosts to this Building:
• Centaurus Extractors, Inc.: +2 🔨
Required Buildings:
Required Technology:
Strategy:
The Seaport is an Industrial-era building, requiring a Harbor. It increases the 🔨 Production and 💰 Gold output of water tiles and increases Military Units supplied by this City's population by 10%. Also allows for Industrial City Connections over Water (see Concepts for more details).
Historical Info:
A seaport is a modern super-harbor. It is a deep-water port which has facilities to handle the largest tankers and transports. Seaports usually contain a forest of cranes for the rapid unloading of cargo, which is then transported away via a bewildering maze of railroad tracks and roads. Modern seaports are controlled by harbor-masters in high-tech control rooms equipped with radar, satellite feeds, and sophisticated computers employing complex tracking software.
Zoo
Game Info:
Cost: 1,000 🔨
Automatically built when Founding City if the game starts in Information Era or later
💰 Maintenance: 5
Destroyed on Conquest
----------------
🎵 Culture: +2
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +1 🎵 +1 🗿 to Jungle
• +1 🎵 +1 🗿 to Forest
• On Completion: +500 ⚗️
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 10)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 10)
----------------
Required Buildings: Circus
Prerequisite Technologies: Scientific Theory
Automatically built when Founding City if the game starts in Information Era or later
💰 Maintenance: 5
Destroyed on Conquest
----------------
🎵 Culture: +2
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +1 🎵 +1 🗿 to Jungle
• +1 🎵 +1 🗿 to Forest
• On Completion: +500 ⚗️
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 10)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 10)
----------------
Required Buildings: Circus
Prerequisite Technologies: Scientific Theory
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Zoo reduces Boredom in a City, produces additional Culture, and boosts the Culture value of nearby Jungle and Forest tiles.
Historical Info:
The oldest known zoological menagerie (or "zoo") has been excavated at Hierakonpolis and dates to c. 3500 BC; the oldest existing zoo, the Tiergarten Schoenbrunn in Vienna, evolved from the exotic animal collection maintained by the Habsburg dynasty and was opened to the public in 1765 AD.
(Austrian) Schützenstand
Game Info:
Austrian Unique Military Academy
----------------
Cost: 1,250 🔨
💰 Maintenance: 6
Destroyed on Conquest (can be negated by Policies)
----------------
🔨 Production: +3
⚗️ Science: +2
🎵 Culture: +3
Local Effects:
• +15 XP for Gunpowder Units
• +25 XP for Land Units
• +25 XP for Water Units
• +25 XP for Air Units
• +1 Military Supply
• +30% 🔨 Production for Gunpowder Units
• +15% 🔨 Production for Land Units
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Schützenkönig Promotion for all existing and future eligible Units trained in this City
----------------
Required Buildings: Armory
Prerequisite Technologies: Military Science
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
----------------
Cost: 1,250 🔨
💰 Maintenance: 6
Destroyed on Conquest (can be negated by Policies)
----------------
🔨 Production: +3
⚗️ Science: +2
🎵 Culture: +3
Local Effects:
• +15 XP for Gunpowder Units
• +25 XP for Land Units
• +25 XP for Water Units
• +25 XP for Air Units
• +1 Military Supply
• +30% 🔨 Production for Gunpowder Units
• +15% 🔨 Production for Land Units
• -1 Unhappiness from 🌾 and 🔨 Distress
• Free Schützenkönig Promotion for all existing and future eligible Units trained in this City
----------------
Required Buildings: Armory
Prerequisite Technologies: Military Science
----------------
List of possible boosts to this Building:
• Colonialism: +2 ⚗️ +1 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
The Standschützen were originally rifle guilds and companies that had been formed in the 15th and 16th centuries within the Austrian county of Tyrol. A Standschütze was an enrolled member of a Schützenstand ("shooting club"), which automatically committed him to the voluntary military protection of the state of Tyrol and Vorarlberg. In effect this made Standschützen a Tyrolean local militia and home guard.
The Standschützen were periodically called upon to defend their homeland from rebellions and invasions, but their actions in World War I were particularly distinguished. Italy entered late into the war against Austria and opened a new front through the Alpine passes of Tyrol. The Austrians had already committed battalions of Tyrolean recruits elsewhere upon the war's initial outbreak, so the Standschützen consisting of young, elderly, and injured men were called upon to defend their province with little notice or material support. Despite this, the Standschützen fought valiantly in defense of their homes and repulsed the Italians for weeks until regular troops could arrive. It is without a doubt that the actions of the Standschützen saved Autria a devastating loss against a fresh invasion by an opportunistic foe.
The Standschützen were periodically called upon to defend their homeland from rebellions and invasions, but their actions in World War I were particularly distinguished. Italy entered late into the war against Austria and opened a new front through the Alpine passes of Tyrol. The Austrians had already committed battalions of Tyrolean recruits elsewhere upon the war's initial outbreak, so the Standschützen consisting of young, elderly, and injured men were called upon to defend their province with little notice or material support. Despite this, the Standschützen fought valiantly in defense of their homes and repulsed the Italians for weeks until regular troops could arrive. It is without a doubt that the actions of the Standschützen saved Autria a devastating loss against a fresh invasion by an opportunistic foe.
(Danish) Andelsbevægelse
Game Info:
Danish Unique Agribusiness
----------------
Cost: 1,250 🔨
----------------
🌾 Food: +5
🔨 Production: +3
💰 Gold: +3
Local Effects:
• 10% of City 🌾 Food output (pre-Modifiers) is added to City 💰 Gold output (post-Modifiers)
• +10% 🔨 Production for Non-Wonder Buildings
• +1 🌾 to Grassland
• +1 🌾 to Plains
• +2 🌾 +2 🔨 +2 💰 to Farm
• +2 🌾 +2 🔨 +2 💰 to Pasture
----------------
Required Buildings: Grocer
Prerequisite Technologies: Fertilizer
----------------
List of possible boosts to this Building:
• TwoKay Foods, Inc.: +3 🌾
----------------
Cost: 1,250 🔨
----------------
🌾 Food: +5
🔨 Production: +3
💰 Gold: +3
Local Effects:
• 10% of City 🌾 Food output (pre-Modifiers) is added to City 💰 Gold output (post-Modifiers)
• +10% 🔨 Production for Non-Wonder Buildings
• +1 🌾 to Grassland
• +1 🌾 to Plains
• +2 🌾 +2 🔨 +2 💰 to Farm
• +2 🌾 +2 🔨 +2 💰 to Pasture
----------------
Required Buildings: Grocer
Prerequisite Technologies: Fertilizer
----------------
List of possible boosts to this Building:
• TwoKay Foods, Inc.: +3 🌾
Required Buildings:
Required Technology:
Civilization:
Historical Info:
The Andelsbevægelse was a Danish Cooperative Movement, corporations where individual members each owned a share in the risks and profits of the collective. Co-ops, as they are commonly referred to, continue to be popular in the farming industry as a way of mitigating bad harvests on the part of a few members.
After the disastrous Second War of Schleswig where Denmark lost considerable territory, Denmark began to reclaim moors in central and western Jutland for farming. Shortly after, the rapidly industrializing United States began pouring exports of grain into Denmark's biggest customer, Great Britain, tanking the prices for Denmark's produce. With the livelihoods of many Danish farmers at risk, they formed a new strategy to switch from grain products to dairy and meat.
This shift in Danish agriculture was full of uncertainty, requiring that farmers form the Andelsbevægelse to share in the risks. By the time prices for grain had finally stabilized, Danish agriculture had completely changed. Dairies and slaughterhouses dotted the landscape; now they were IMPORTING grain from Russia to feed their livestock!
After the disastrous Second War of Schleswig where Denmark lost considerable territory, Denmark began to reclaim moors in central and western Jutland for farming. Shortly after, the rapidly industrializing United States began pouring exports of grain into Denmark's biggest customer, Great Britain, tanking the prices for Denmark's produce. With the livelihoods of many Danish farmers at risk, they formed a new strategy to switch from grain products to dairy and meat.
This shift in Danish agriculture was full of uncertainty, requiring that farmers form the Andelsbevægelse to share in the risks. By the time prices for grain had finally stabilized, Danish agriculture had completely changed. Dairies and slaughterhouses dotted the landscape; now they were IMPORTING grain from Russia to feed their livestock!
(English) Steam Mill
Game Info:
English Unique Factory
----------------
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
🔨 Production: +5
⭐ Engineer Slots: 2
Local Effects:
• +3 🔨 +3 ⚗️ to Coal
• +4 🔨 to Manufactory
• +2 Specialists that do not produce Unhappiness from Urbanization
• When completing a Building unlocked in Industrial Era or later in this City: gain Great Engineer Points equal to 10% of Building cost
Empire-Wide Effects:
• +2 🔨 to Factory in all Cities
----------------
Required Buildings: Workshop
Prerequisite Technologies: Steam Power
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 🔨
• Firaxite Materials, Inc.: +3 ⚗️
• Division of Labor: +3% 🔨 +3% 💰
• Workers' Faculties: +10% ⚗️
• Cultural Revolution: +1 😊 Happiness
----------------
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
🔨 Production: +5
⭐ Engineer Slots: 2
Local Effects:
• +3 🔨 +3 ⚗️ to Coal
• +4 🔨 to Manufactory
• +2 Specialists that do not produce Unhappiness from Urbanization
• When completing a Building unlocked in Industrial Era or later in this City: gain Great Engineer Points equal to 10% of Building cost
Empire-Wide Effects:
• +2 🔨 to Factory in all Cities
----------------
Required Buildings: Workshop
Prerequisite Technologies: Steam Power
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 🔨
• Firaxite Materials, Inc.: +3 ⚗️
• Division of Labor: +3% 🔨 +3% 💰
• Workers' Faculties: +10% ⚗️
• Cultural Revolution: +1 😊 Happiness
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Stationary steam engines are fixed steam engines used for pumping or driving mills and factories, and for power generation. They are distinct from locomotive engines used on railways, traction engines for heavy steam haulage on roads, steam cars (and other motor vehicles), agricultural engines used for ploughing or threshing, marine engines, and the steam turbines used as the mechanism of power generation for most nuclear power plants. They were introduced during the 18th century and widely made for the whole of the 19th century and most of the first half of the 20th century, only declining as electricity supply and the internal combustion engine became more widespread.
(Moroccan) Riad
Game Info:
Moroccan Unique Hotel
----------------
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
Local Effects:
• 33% of 🎵 Culture from Terrain and World Wonders is added to 🗿 Tourism output
• +25% 🗿 Tourism from Great Works
• When purchasing/investing with 💰 Gold in this City: gain 🗿 Tourism equal to 10% of 💰 Gold cost
----------------
Prerequisite Technologies: Railroad
----------------
List of possible boosts to this Building:
• Every new Era after Classical Era: +100 💰 +100 🎵
• Each completed Building in City: +1/8 💰 +1/8 🎵
• Sacred Sites: +3 🗿
----------------
Cost: 1,000 🔨
💰 Maintenance: 5
----------------
Local Effects:
• 33% of 🎵 Culture from Terrain and World Wonders is added to 🗿 Tourism output
• +25% 🗿 Tourism from Great Works
• When purchasing/investing with 💰 Gold in this City: gain 🗿 Tourism equal to 10% of 💰 Gold cost
----------------
Prerequisite Technologies: Railroad
----------------
List of possible boosts to this Building:
• Every new Era after Classical Era: +100 💰 +100 🎵
• Each completed Building in City: +1/8 💰 +1/8 🎵
• Sacred Sites: +3 🗿
Required Technology:
Civilization:
Historical Info:
A Riad is a traditional North African house built in a peristyle format, surrounding an interior garden or courtyard. These homes were often plain on the exterior, but lavishly decorated inside, projecting humility and austerity while preserving a family's comfort and privacy.
While architectural style has changed over the years, the riad's basic form is still used in modern design. Riads enjoyed something of a renaissance during French occupation of North Africa. As befitting Europe's fascination with preserving historic heritage sites, restoration efforts on old Riads were undertaken throughout Morocco's major cities, often converting old Riads into hotels or restaurants.
While architectural style has changed over the years, the riad's basic form is still used in modern design. Riads enjoyed something of a renaissance during French occupation of North Africa. As befitting Europe's fascination with preserving historic heritage sites, restoration efforts on old Riads were undertaken throughout Morocco's major cities, often converting old Riads into hotels or restaurants.
(Spanish) Bullring
Game Info:
Spanish Unique Zoo
----------------
Cost: 1,000 🔨
Automatically built when Founding City if the game starts in Information Era or later
💰 Maintenance: 5
Destroyed on Conquest
----------------
🎵 Culture: +4
🕊️ Faith: +4
🗿 Tourism: +4
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +2 🎵 +2 🗿 to Jungle
• +2 🎵 +2 🗿 to Forest
• +2 🎵 +2 🗿 to Pasture
• On Completion: +500 ⚗️
• When completing Public Works: +10 Turns of 😊 "We Love the King Day"
• When this City starts a 😊 "We Love the King Day": +100 💰 +100 🎵 +100 🕊️, scaling with Era
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 10)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 10)
----------------
Prerequisite Technologies: Scientific Theory
----------------
Cost: 1,000 🔨
Automatically built when Founding City if the game starts in Information Era or later
💰 Maintenance: 5
Destroyed on Conquest
----------------
🎵 Culture: +4
🕊️ Faith: +4
🗿 Tourism: +4
Local Effects:
• -1 Unhappiness from 🎵 Boredom
• +2 🎵 +2 🗿 to Jungle
• +2 🎵 +2 🗿 to Forest
• +2 🎵 +2 🗿 to Pasture
• On Completion: +500 ⚗️
• When completing Public Works: +10 Turns of 😊 "We Love the King Day"
• When this City starts a 😊 "We Love the King Day": +100 💰 +100 🎵 +100 🕊️, scaling with Era
Trigger or Enhance the following Historic Events:
• Complete a Land Trade Route from this City targeting another Civilization (Relative Strength: 10)
• Complete a Sea Trade Route from this City targeting another Civilization (Relative Strength: 10)
----------------
Prerequisite Technologies: Scientific Theory
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
An exceptionally old and irrepressible institution, Spanish bullfighting can trace its roots back to pre-Roman pagan bull cults. The modern incarnation of Spanish bullfighting traces its roots to the ceremonial and stylistic innovations of virtuoso bullfighters and the construction of the first dedicated Bullrings in the late 1700s. From there, Spain's bullfighting traditions have spread to all of her former colonies.
(Swedish) Nobel Committee
Game Info:
Swedish Unique Foreign Bureau
----------------
Cost: 500 🔨
Destroyed on Conquest
----------------
⚗️ Science: +5
🎵 Culture: +5
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +2 ⚗️ +3 🎵 to Public School in all Cities
• +3 🎵 to Academy in all Cities
• +2 ⚗️ to Great Works in all Cities
• +1 Paper
• Free Diplomatic Immunity Promotion for all existing and future eligible Units
• When expending a ⭐ Great Person: +10 Influence with all City-States
• When expending a ⭐ Great Person: +50 💰 in 🏛️ Capital, scaling with Era
----------------
Prerequisite Technologies: Dynamite
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
----------------
Cost: 500 🔨
Destroyed on Conquest
----------------
⚗️ Science: +5
🎵 Culture: +5
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +2 ⚗️ +3 🎵 to Public School in all Cities
• +3 🎵 to Academy in all Cities
• +2 ⚗️ to Great Works in all Cities
• +1 Paper
• Free Diplomatic Immunity Promotion for all existing and future eligible Units
• When expending a ⭐ Great Person: +10 Influence with all City-States
• When expending a ⭐ Great Person: +50 💰 in 🏛️ Capital, scaling with Era
----------------
Prerequisite Technologies: Dynamite
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Required Technology:
Civilization:
Strategy:
The Nobel Committee's main unique bonuses are that it's available two technology tiers earlier, extra ⚗️ Science to each Great Work, extra 🎵 Culture to each Academy, extra ⚗️ Science and 🎵 Culture to each Public School, and 💰 Gold scaling with Era plus Influence to all City-States that you've met when expending a ⭐ Great Person. To take advantage of all these bonuses, you primarily want to focus on building Public Schools in every City and focus on generating as many ⭐ Great People as possible. This synergizes well with Sweden's Unique Ability and the Bastu as they all provide bonuses based on expending ⭐ Great People. The bonus Influence to all City-States that you've met can be quite significant if you are generating ⭐ Great People frequently. This can allow Sweden to Ally many City-States to either shift towards a Diplomatic Victory or open additional fronts against your enemies to push towards a Domination Victory.
Historical Info:
The Nobel Prizes are awards administered by the Nobel Foundation and granted in accordance with the principle of "for the greatest benefit to humankind". The prizes were first awarded in 1901, marking the fifth anniversary of Alfred Nobel's death. Each laureate is required to give a public lecture on a subject related to the topic of their prize. The laureates are given a sum of money when they receive their prizes, depending upon how much money the Nobel Foundation can award each year. As of 2023, the monetary award per prize category is 11 million Swedish kronor (SEK), equivalent to approximately US$ 1.035 million. After the award ceremony in Sweden, a banquet is held in the Blue Hall at the Stockholm City Hall, which is attended by the Swedish Royal Family and around 1,300 guests. The Nobel Peace Prize banquet is held in Norway at the Oslo Grand Hotel after the award ceremony. The Nobel Prizes are widely regarded as the most prestigious awards available in their respective fields, and play a major role in the academic calendar and are widely reported on globally.
Arsenal
Game Info:
Cost: 1,800 🔨
💰 Maintenance: 7
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +12
⚔️ Hit Points: +300
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
• +5 HP when Healing for Unit Garrison
• -5% Empire Size Modifier
----------------
Required Buildings: Bastion Fort
Prerequisite Technologies: Combustion
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
💰 Maintenance: 7
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +12
⚔️ Hit Points: +300
Local Effects:
• +5% Military Supply from Population
• +1 City Strike Range
• +5 HP when Healing for Unit Garrison
• -5% Empire Size Modifier
----------------
Required Buildings: Bastion Fort
Prerequisite Technologies: Combustion
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Arsenal is a Modern-era military building that increases Defense Strength and Hit Points, making the City more difficult to capture. Increases the City's 🏹 Ranged Strike Range by 1. Garrisoned units receive an additional 5 Health when healing in this City. Increases Military Units supplied by this City's population by 5%. Also helps with managing the Empire Size Modifier in this City. The City must already possess a Bastion Fort before an Arsenal can be constructed.
Historical Info:
An arsenal is a larger and more extensive armory, containing an army's bigger and more dangerous weapons systems - tanks, artillery, high-explosive ammunition, and so forth. Arsenals are even more heavily-guarded than armories, since nobody wants anybody stealing a tank or an 88-mm explosive shell.
Broadcast Tower
Game Info:
Cost: 2,000 🔨 / 800 🕊️
💰 Maintenance: 7
----------------
Great Work of Music slots: 2
Local Effects:
• Up to +10 💰 +14 🎵 +14 🗿 when Themed
• -1 Unhappiness from 🎵 Boredom
• +2 🗿 to Great Works
----------------
Required Buildings: Opera House
Prerequisite Technologies: Radio
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 🎵 +0.5 🗿
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Media Culture: +25% 🗿
• Media Culture: +1 😊 Happiness
----------------
Possible Theming Bonuses:
• +14 🎵 and 🗿 for two .
💰 Maintenance: 7
----------------
Great Work of Music slots: 2
Local Effects:
• Up to +10 💰 +14 🎵 +14 🗿 when Themed
• -1 Unhappiness from 🎵 Boredom
• +2 🗿 to Great Works
----------------
Required Buildings: Opera House
Prerequisite Technologies: Radio
Faith Purchase requires one of following Beliefs in Majority Religion: Faith of the Masses
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 🎵 +0.5 🗿
• Creative Expression: +3 🎵 +3 🌟
• Faith of the Masses: +2 🎵
• Media Culture: +25% 🗿
• Media Culture: +1 😊 Happiness
----------------
Possible Theming Bonuses:
• +14 🎵 and 🗿 for two .
Required Buildings:
Required Technology:
Strategy:
A Broadcast Tower is a late-game building which increases 🎵 Culture and 🗿 Tourism output of the City, and reduces Boredom. Requires an Opera House in the City before it can be constructed.
Historical Info:
A broadcast tower "broadcasts" a communications signal - radio, television, so forth - into the air, allowing the signal to be picked up by receivers for miles around. The most important feature of a broadcast tower is its height - the higher the receiver, the farther the signal can be sent. The Empire State Building in Manhattan has been broadcasting signals since 1931. Following the fall of the World Trade Towers in 2001, it is once again the primary broadcasting site in New York City, transmitting signals for nearly all of the city's commercial broadcasting stations.
Foreign Bureau
Game Info:
Cost: 800 🔨
Destroyed on Conquest
----------------
🎵 Culture: +1
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +1 Paper
• Free Diplomatic Immunity Promotion for all existing and future eligible Units
----------------
Required Buildings: Wire Service
Prerequisite Technologies: Radio
National Population Required: 40 (scaling with number of Cities)
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Destroyed on Conquest
----------------
🎵 Culture: +1
⭐ Great Diplomat Points: 1
⭐ Civil Servant Slots: 1
Local Effects:
• +20% 🔨 Production for Diplomacy Units
Empire-Wide Effects:
• +1 Paper
• Free Diplomatic Immunity Promotion for all existing and future eligible Units
----------------
Required Buildings: Wire Service
Prerequisite Technologies: Radio
National Population Required: 40 (scaling with number of Cities)
Max 1 per Player
----------------
List of possible boosts to this Building:
• Ceremony: +1 😊 Happiness
Required Buildings:
Required Technology:
Strategy:
This National Wonder cannot be built unless the city has a Wire Service. Build it to receive a production speed increase for Diplomatic Units in the city where it is built, increased movement and influence for all your Diplomatic Units and the ability to send your Diplomatic Units through rival territory without an Open Borders agreement.
Historical Info:
The foreign office sits at the heart of the modern empire. Teeming with vast, unending legions of civil servants, diplomats and assistants, all news both critical and mundane passes through the halls of the Foreign Bureau.
Hospital
Game Info:
Cost: 1,800 🔨
💰 Maintenance: 7
----------------
Local Effects:
• On Turn End: Land Military Unit Garrison recovers 15 HP regardless of action
• -1 Unhappiness from 💰 Poverty
• +1 🌾 to Writers
• +1 🌾 to Artists
• +1 🌾 to Musicians
• +1 🌾 +2 ⚗️ to Scientists
• +1 🌾 +2 💰 to Merchants
• +1 🌾 +2 🔨 to Engineers
• +1 🌾 to Civil Servants
• +2 Specialists that do not produce Unhappiness from Urbanization
----------------
Required Buildings: Grocer
Prerequisite Technologies: Biology
----------------
List of possible boosts to this Building:
• TwoKay Foods, Inc.: +3 🌾
💰 Maintenance: 7
----------------
Local Effects:
• On Turn End: Land Military Unit Garrison recovers 15 HP regardless of action
• -1 Unhappiness from 💰 Poverty
• +1 🌾 to Writers
• +1 🌾 to Artists
• +1 🌾 to Musicians
• +1 🌾 +2 ⚗️ to Scientists
• +1 🌾 +2 💰 to Merchants
• +1 🌾 +2 🔨 to Engineers
• +1 🌾 to Civil Servants
• +2 Specialists that do not produce Unhappiness from Urbanization
----------------
Required Buildings: Grocer
Prerequisite Technologies: Biology
----------------
List of possible boosts to this Building:
• TwoKay Foods, Inc.: +3 🌾
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Hospital is an Industrial-era building. It's useful when you want to create a large city, fast.
Historical Info:
A hospital is an institution for diagnosing and treating the sick or injured, and for housing them during their recovery. Many hospitals are also teaching institutions, where student doctors and nurses learn their trade. The earliest hospitals were temples to certain gods associated with health and healing. Religious hospitals were established in Sri Lanka by 430 BC, and King Asoka of India created a chain of hospitals across Hindustan around 230 BC.
Mine Field
Game Info:
Cost: 1,600 🔨
💰 Maintenance: 7
Destroyed on Conquest (can be negated by Policies)
----------------
Local Effects:
• Enemy Naval or Embarked Units take 5 Damage when ending their Turn on Ocean Tiles belonging to this City
• Non-friendly Naval or Embarked Units expend all 👣 Movement when entering this City's Water territory from unowned or foreign territory
----------------
City must be Coastal
Prerequisite Technologies: Ballistics
Resources Required: 1 Iron
----------------
List of possible boosts to this Building:
• Defender of the Faith: +2 🎵 +1 🕊️
💰 Maintenance: 7
Destroyed on Conquest (can be negated by Policies)
----------------
Local Effects:
• Enemy Naval or Embarked Units take 5 Damage when ending their Turn on Ocean Tiles belonging to this City
• Non-friendly Naval or Embarked Units expend all 👣 Movement when entering this City's Water territory from unowned or foreign territory
----------------
City must be Coastal
Prerequisite Technologies: Ballistics
Resources Required: 1 Iron
----------------
List of possible boosts to this Building:
• Defender of the Faith: +2 🎵 +1 🕊️
Required Technology:
Strategy:
The Minefield is a Modern-era building which can only be constructed if you have enough Iron and you have already built a Harbor in the City. With the Minefield in place, enemy ships are stopped immediately after entering the City's territory and are no longer safe to sit back on local ocean tiles outside of range from retaliation from land. Due to their resource requirement, Minefields are best limited to locations particularly vulnerable to naval sieges. Use Minefields to blunt a naval invasion, and then outmaneuver it with your own navy.
Historical Info:
A naval mine is a self-contained explosive device placed in water to damage or destroy surface ships or submarines. Unlike depth charges, mines are deposited and left to wait until they are triggered by the approach of, or contact with, an enemy vessel. Naval mines can be used offensively - to hamper enemy shipping movements or lock vessels into a harbour; or defensively - to protect friendly vessels and create "safe" zones.
Refinery
Game Info:
Cost: 2,000 🔨
💰 Maintenance: 7
Destroyed on Conquest
----------------
🔨 Production: +3
Empire-Wide Effects:
• +1 Iron
• +1 Coal
• +1 Oil
----------------
Prerequisite Technologies: Plastics
Max 5 per Player
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
💰 Maintenance: 7
Destroyed on Conquest
----------------
🔨 Production: +3
Empire-Wide Effects:
• +1 Iron
• +1 Coal
• +1 Oil
----------------
Prerequisite Technologies: Plastics
Max 5 per Player
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
Required Technology:
Strategy:
The Refinery is a Modern-era building which can only be constructed in 5 Cities total. The Refinery helps your Production and produces 1 Iron, Coal and Oil resource each, however it has a high maintenance cost. Only construct if you find yourself without these vital late-game strategic resources.
Historical Info:
Refined coal is the product of the application of a coal upgrading technology that removes moisture and certain pollutants from lower-rank coals such as sub-bituminous and lignite (brown) coals and raising their calorific values. Coal refining or upgrading technologies are typically pre-combustion treatments and/or processes that alter the characteristics of a coal before it is burned. The goals of pre-combustion coal upgrading technologies are to increase efficiency and reduce emissions when coal is burned. Depending on the situation, pre-combustion technology can be used in place of or as a supplement to post-combustion technologies to control emissions from coal-fueled boilers. A primary benefit of refined coal is the capacity to reduce the net volume of carbon emissions that is currently emitted from power generators and would reduce the amount of emissions that is proposed to be managed via emerging carbon sequestration methodologies. Refined coal technologies have primarily been developed in the United States, several similar technologies have been researched, developed and tested in Victoria, Australia, including the Densified coal technology (Coldry Process) developed to alter the chemical bonds of brown coal to create a product that is cleaner, stable (not prone to spontaneous combustion), exportable and of sufficiently high calorific value to be a black coal equivalent.
Research Lab
Game Info:
Cost: 2,000 🔨 / 800 🕊️
💰 Maintenance: 7
----------------
⚗️ Science: +4
⭐ Scientist Slots: 1
Local Effects:
• +33% Great Scientist Rate
• -1 Unhappiness from ⚗️ Illiteracy
• +4 ⚗️ to Hospital
• +4 ⚗️ to Medical Lab
• +4 ⚗️ to Factory
• +4 ⚗️ to Oil
• +4 ⚗️ to Aluminum
• +4 ⚗️ to Uranium
• +4 ⚗️ to Academy
----------------
Required Buildings: Public School
Prerequisite Technologies: Plastics
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Academy of Sciences: +2 ⚗️
• Divine Teachings: +2 ⚗️
• Space Procurements: +20% ⚗️
💰 Maintenance: 7
----------------
⚗️ Science: +4
⭐ Scientist Slots: 1
Local Effects:
• +33% Great Scientist Rate
• -1 Unhappiness from ⚗️ Illiteracy
• +4 ⚗️ to Hospital
• +4 ⚗️ to Medical Lab
• +4 ⚗️ to Factory
• +4 ⚗️ to Oil
• +4 ⚗️ to Aluminum
• +4 ⚗️ to Uranium
• +4 ⚗️ to Academy
----------------
Required Buildings: Public School
Prerequisite Technologies: Plastics
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Academy of Sciences: +2 ⚗️
• Divine Teachings: +2 ⚗️
• Space Procurements: +20% ⚗️
Required Buildings:
Required Technology:
Strategy:
The Research Lab is a late-game building which greatly increases the ⚗️ Science output of a City. The City must already possess a Public School before Research Lab can be constructed.
Historical Info:
A research lab is an institute devoted to the advanced study of a subject, which might be medicine, physics, chemistry, robotics, clean energy, or any other area of interest. Such labs may be publicly funded or funded by wealthy persons or corporations. Research labs may be attached to universities or they may be independent.
It is pretty clear that such labs are the future of research. As man's understanding of the world around him has advanced, the days of the dedicated scientist working alone in his or her basement and shouting "Eureka!" are all but passed. Research labs filled with dozens of talented people are now making the great breakthroughs.
It is pretty clear that such labs are the future of research. As man's understanding of the world around him has advanced, the days of the dedicated scientist working alone in his or her basement and shouting "Eureka!" are all but passed. Research labs filled with dozens of talented people are now making the great breakthroughs.
Stock Exchange
Game Info:
Cost: 1,800 🔨
----------------
💰 Gold: +3
⭐ Merchant Slots: 1
Local Effects:
• -20% 💰 Gold cost for Purchase or Investment
• +2 💰 to Village
• +2 💰 to Town
----------------
Required Buildings: Bank
Prerequisite Technologies: Electricity
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 💰
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
💰 Gold: +3
⭐ Merchant Slots: 1
Local Effects:
• -20% 💰 Gold cost for Purchase or Investment
• +2 💰 to Village
• +2 💰 to Town
----------------
Required Buildings: Bank
Prerequisite Technologies: Electricity
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
The Stock Exchange is a mid-game building which increases the city's output of 💰 Gold. The city must possess a Bank (or Satrap's Court) before the Stock Exchange can be constructed.
Historical Info:
A stock exchange is an organization which allows people to buy and sell "stocks" - shares of ownership of businesses. In some cases, the stocks include voting rights, giving the owners some say in the management of the business. Some stocks also provide "dividends" in which a portion of the company's profits are annually paid to the stockholders. The primary (or at least the original) purpose of stock exchanges is to allow the owners of companies to raise money by selling a portion of their company to investors. As the value of the company rises, so does the value of the stock. And of course there's risk involved as well - if the value of the stock falls, so does the value of the investment. A modern stock exchange may also sell other powerful financial "instruments" such as bonds, securities, options, swaps and derivatives. When properly run, a stock exchange can turbo-charge an economy. When poorly managed, it can cause financial chaos and ruin.
Wire Service
Game Info:
Cost: 1,800 🔨
💰 Maintenance: 7
----------------
⭐ Civil Servant Slots: 2
Local Effects:
• +20% 🔨 Production for Diplomacy Units
• Free Wire Service Promotion for all existing and future eligible Units trained in this City
----------------
Required Buildings: Chancery
Prerequisite Technologies: Replaceable Parts
----------------
List of possible boosts to this Building:
• Each City-State Friend: +1 🎵 (NOTE: Allies are not Friends)
• Each City-State Ally: +1 ⚗️ +1 🎵
💰 Maintenance: 7
----------------
⭐ Civil Servant Slots: 2
Local Effects:
• +20% 🔨 Production for Diplomacy Units
• Free Wire Service Promotion for all existing and future eligible Units trained in this City
----------------
Required Buildings: Chancery
Prerequisite Technologies: Replaceable Parts
----------------
List of possible boosts to this Building:
• Each City-State Friend: +1 🎵 (NOTE: Allies are not Friends)
• Each City-State Ally: +1 ⚗️ +1 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
Increases Diplomatic Unit production speed and increases the amount of Influence received for Diplomatic Units built in the city. The Civil Servant specialist of this building offers a little 🎵 Culture, ⚗️ Science and 💰 Gold, in exchange for 🌾 Food. The additional yields from City-State Friends and Allies increases the value of positive City-State relations during the late-game.
Historical Info:
Though taken for granted today, the establishment of regional, national and eventually international news agencies (or wire services) was a major boon to the economic, political and cultural interconnectivity of the world. By standardizing the speed, quality and stability of communication on a global scale, modern news agencies are not only useful for spreading popular and intellectual knowledge, but also the acceleration of discourse between governments. Eventually, most countries would create national wire services that focused on foreign affairs and diplomacy. Many of these organizations were under the control of a nation's foreign bureau.
(Brazilian) Embrapa
Game Info:
Brazilian Unique Research Lab
----------------
Cost: 2,000 🔨 / 800 🕊️
💰 Maintenance: 7
----------------
💰 Gold: +2
⚗️ Science: +4
🗿 Tourism: +2
⭐ Scientist Slots: 1
Local Effects:
• 5% of City 🌾 Food output (pre-Modifiers) is added to City 🗿 Tourism output (post-Modifiers)
• +33% Great Scientist Rate
• -1 Unhappiness from ⚗️ Illiteracy
• +4 ⚗️ to Hospital
• +4 ⚗️ to Medical Lab
• +4 ⚗️ to Factory
• +1 ⚗️ +1 🗿 to Jungle
• +1 ⚗️ +1 🗿 to Forest
• +4 ⚗️ to Oil
• +4 ⚗️ to Aluminum
• +4 ⚗️ to Uranium
• +2 💰 +2 ⚗️ +2 🎵 to Wheat
• +2 💰 +2 ⚗️ +2 🎵 to Bananas
• +2 💰 +2 ⚗️ +2 🎵 to Maize
• +2 💰 +2 ⚗️ +2 🎵 to Rice
• +2 💰 +2 ⚗️ +2 🎵 to Pasture
• +4 ⚗️ to Academy
• +2 💰 +2 ⚗️ +2 🎵 to Brazilwood Camp
----------------
Required Buildings: Public School
Prerequisite Technologies: Plastics
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Academy of Sciences: +2 ⚗️
• Divine Teachings: +2 ⚗️
• Space Procurements: +20% ⚗️
----------------
Cost: 2,000 🔨 / 800 🕊️
💰 Maintenance: 7
----------------
💰 Gold: +2
⚗️ Science: +4
🗿 Tourism: +2
⭐ Scientist Slots: 1
Local Effects:
• 5% of City 🌾 Food output (pre-Modifiers) is added to City 🗿 Tourism output (post-Modifiers)
• +33% Great Scientist Rate
• -1 Unhappiness from ⚗️ Illiteracy
• +4 ⚗️ to Hospital
• +4 ⚗️ to Medical Lab
• +4 ⚗️ to Factory
• +1 ⚗️ +1 🗿 to Jungle
• +1 ⚗️ +1 🗿 to Forest
• +4 ⚗️ to Oil
• +4 ⚗️ to Aluminum
• +4 ⚗️ to Uranium
• +2 💰 +2 ⚗️ +2 🎵 to Wheat
• +2 💰 +2 ⚗️ +2 🎵 to Bananas
• +2 💰 +2 ⚗️ +2 🎵 to Maize
• +2 💰 +2 ⚗️ +2 🎵 to Rice
• +2 💰 +2 ⚗️ +2 🎵 to Pasture
• +4 ⚗️ to Academy
• +2 💰 +2 ⚗️ +2 🎵 to Brazilwood Camp
----------------
Required Buildings: Public School
Prerequisite Technologies: Plastics
Faith Purchase requires one of following Beliefs in Majority Religion: Divine Teachings
Faith Purchase requires owning the Holy City of Majority Religion or having that be your Primary Religion
----------------
List of possible boosts to this Building:
• Academy of Sciences: +2 ⚗️
• Divine Teachings: +2 ⚗️
• Space Procurements: +20% ⚗️
Required Buildings:
Required Technology:
Civilization:
Strategy:
When aiming for Cultural Victory, Embrapa is a must due to the extra 🗿 Tourism from the City's 🌾 Food output. 🗿 Tourism is a yield that is hard to come by, so focusing more on 🌾 Food generation might be beneficial to take full advantage of this. Research Plastics to unlock this building as soon as possible.
When not aiming for Cultural or Science Victories, building Embrapa is still worth due to the strong bonuses to ⚗️ Science which are always valuable, especially in Cities with many Forest or Jungle tiles and Farm resources, as these gain significant yields. In Cities without these tiles, Embrapa loses significance, so you may wish to delay its construction. In any case, working all the tiles strengthened by Embrapa is highly recommended.
When not aiming for Cultural or Science Victories, building Embrapa is still worth due to the strong bonuses to ⚗️ Science which are always valuable, especially in Cities with many Forest or Jungle tiles and Farm resources, as these gain significant yields. In Cities without these tiles, Embrapa loses significance, so you may wish to delay its construction. In any case, working all the tiles strengthened by Embrapa is highly recommended.
Historical Info:
Embrapa is a state-owned research corporation affiliated with the Brazilian Ministry of Agriculture. Since its inception on April 26, 1973, it has been devoted to developing technologies, knowledge and technical-scientific information aimed at Brazilian agriculture, including livestock. Embrapa's organizational structure is composed of 46 centers that can be divided into Research Units or Service Units, and of 17 Central Units that comprise the corporation's headquarters. Such research centers are distributed throughout the country in nearly all Brazilian states.
(Korean) Chaebol
Game Info:
Korean Unique Stock Exchange
----------------
Cost: 1,800 🔨
----------------
🔨 Production: +4
💰 Gold: +5
⭐ Merchant Slots: 1
Local Effects:
• -25% 💰 Gold cost for Purchase or Investment
• +4 🔨 to Factory
• +2 💰 to Village
• +2 💰 to Town
Empire-Wide Effects:
• +2 💰 +2 ⚗️ +2 🎵 to Stock Exchange in all Cities
----------------
Required Buildings: Bank
Prerequisite Technologies: Electricity
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 💰
• Mercantilism: +3% ⚗️ +3% 🎵
----------------
Cost: 1,800 🔨
----------------
🔨 Production: +4
💰 Gold: +5
⭐ Merchant Slots: 1
Local Effects:
• -25% 💰 Gold cost for Purchase or Investment
• +4 🔨 to Factory
• +2 💰 to Village
• +2 💰 to Town
Empire-Wide Effects:
• +2 💰 +2 ⚗️ +2 🎵 to Stock Exchange in all Cities
----------------
Required Buildings: Bank
Prerequisite Technologies: Electricity
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 💰
• Mercantilism: +3% ⚗️ +3% 🎵
Required Buildings:
Leads to Buildings:
Required Technology:
Civilization:
Historical Info:
Chaebol are powerful multi-national corporations originating in South Korea. Beginning as family businesses, generous government investment allowed the Chaebols to quickly industrialize South Korea's agricultural society, in what was called the Miracle on the Han River. The Chaebol became central to the South Korean economy and came to represent the invincibility of South Korea's industrial might until the financial crashes the late 20th century, which saw several important Chaebol declare bankruptcy.
Chaebol continue to dominate the South Korean economy and social fabric, and some like Samsung and Hyundai have become household names worldwide. Today, Chaebol account for over 80% of South Korea's exports, and the largest single Chaebol accounts for 17% of the entire nation's GDP.
Chaebol continue to dominate the South Korean economy and social fabric, and some like Samsung and Hyundai have become household names worldwide. Today, Chaebol account for over 80% of South Korea's exports, and the largest single Chaebol accounts for 17% of the entire nation's GDP.
Airport
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
Destroyed on Conquest (can be negated by Policies)
----------------
City Air Strike Defense: +10
Local Effects:
• +4 Air Unit Slots
• Allow Airlift
----------------
Prerequisite Technologies: Rocketry
💰 Maintenance: 8
Destroyed on Conquest (can be negated by Policies)
----------------
City Air Strike Defense: +10
Local Effects:
• +4 Air Unit Slots
• Allow Airlift
----------------
Prerequisite Technologies: Rocketry
Required Technology:
Strategy:
The versatile Airport is an excellent choice for both civilizations that are trying to improve their 🗿 Tourism output or and those that need to use airlift capabilites to shuttle units to distant cities.
Historical Info:
Technically, an "airport" is any sort of location where airplanes, helicopters, blimps or other aircraft can take off and land. However, in current, common usage an airport is a complex for commercial passenger aircraft, consisting of runways, control towers, hangers, terminals, emergency facilities and even parking structures. Prior to 1930, most airports were small airfields or aerodromes, with runways of less than 2000 feet. In 1939 La Guardia in New York City handled nearly a quarter million passengers a month; the most recent statistics for airport passenger traffic list Hartsfield-Jackson in Atlanta as the world's busiest, with over 92 million passing through it in 2011.
Medical Lab
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
Destroyed on Conquest
----------------
Local Effects:
• +15% 🌾 Food is carried over when City grows
• On Completion: +50 ⚗️ for every Population in City
• On Completion: +2 Population
• When a Citizen is born in this City: +50 ⚗️
----------------
Required Buildings: Hospital
Prerequisite Technologies: Penicillin
💰 Maintenance: 8
Destroyed on Conquest
----------------
Local Effects:
• +15% 🌾 Food is carried over when City grows
• On Completion: +50 ⚗️ for every Population in City
• On Completion: +2 Population
• When a Citizen is born in this City: +50 ⚗️
----------------
Required Buildings: Hospital
Prerequisite Technologies: Penicillin
Required Buildings:
Required Technology:
Strategy:
The Medical Lab is a late-game building which decreases the amount of 🌾 Food a City needs to increase in size by 15%, immediately increases the City's size, and generates instant ⚗️ Science for every Citizen born in the City (applying retroactively). The City needs to have a Hospital in order to construct the Medical Lab.
Historical Info:
A medical laboratory is an institution that studies disease and human anatomy using a wide variety of extremely sophisticated and powerful instruments - from ultrasound to cameras the size of an ant to electron microscopes. Most - if not all - of the remarkable advances in medicine in the past 25 years have been made in medical labs. These include the sequencing of human DNA, retro-viruses to battle HIV-AIDS, gene therapy, nano-technology, and more. Much of the increasing cost of healthcare can be attributed to the simple fact that medical laboratories have been remarkably successful at battling illness and prolonging and improving the quality of human life - and these improvements cost huge amounts of money.
Military Base
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +24
⚔️ Hit Points: +200
City Air Strike Defense: +15
Local Effects:
• +5% Military Supply from Population
• +10% 🏹 City Strike Strength
• +20 HP when Healing for Unit Garrison
• +25% 🔨 Production for Air Units
• -5% Empire Size Modifier
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Required Buildings: Arsenal
Prerequisite Technologies: Radar
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
💰 Maintenance: 8
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +24
⚔️ Hit Points: +200
City Air Strike Defense: +15
Local Effects:
• +5% Military Supply from Population
• +10% 🏹 City Strike Strength
• +20 HP when Healing for Unit Garrison
• +25% 🔨 Production for Air Units
• -5% Empire Size Modifier
• -1 Unhappiness from 🌾 and 🔨 Distress
----------------
Required Buildings: Arsenal
Prerequisite Technologies: Radar
----------------
List of possible boosts to this Building:
• Military-Industrial Complex: +3 ⚗️
• Defender of the Faith: +2 🎵 +1 🕊️
• Japanese Empire: +1 🎵 +1 🕊️
Required Buildings:
Required Technology:
Strategy:
The Military Base is a late-game building which increases Defensive Strength and Hit Points, and improves defense against air units. Garrisoned units receive an additional 20 Health when healing in this City. Increases Military Units supplied by this City's population by 5%. Also helps with managing the Empire Size Modifier in this City. The City must already possess an Arsenal before a Military Base can be constructed.
Historical Info:
A military base is a series of structures and parade grounds holding one or more major military units - a legion, division, corps, fleet, or other, depending upon the military organization in question. A military base will contain everything needed to keep the military unit in fighting trim, including training grounds, officers' quarters and enlisted barracks, prisons, armories, hospitals, supply depots, transport equipment, and so forth. These bases are usually heavily protected and sited on defensible terrain. Barring treachery from within, it would take an enemy army to capture or destroy a military base.
Police Station
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
----------------
Local Effects:
• +10 City Security
• +1 City Security for every 0.5 Population in City
• -1 Unhappiness from 🌾 and 🔨 Distress
• -1 Unhappiness from 💰 Poverty
• -1 Unhappiness from ⚗️ Illiteracy
• -1 Unhappiness from 🎵 Boredom
----------------
Required Buildings: Constabulary
Prerequisite Technologies: Electronics
----------------
List of possible boosts to this Building:
• Shadow Networks: +3 ⚗️
• New World Order: +5 🔨 +3 🎵
• Police State: +10 City Security
💰 Maintenance: 8
----------------
Local Effects:
• +10 City Security
• +1 City Security for every 0.5 Population in City
• -1 Unhappiness from 🌾 and 🔨 Distress
• -1 Unhappiness from 💰 Poverty
• -1 Unhappiness from ⚗️ Illiteracy
• -1 Unhappiness from 🎵 Boredom
----------------
Required Buildings: Constabulary
Prerequisite Technologies: Electronics
----------------
List of possible boosts to this Building:
• Shadow Networks: +3 ⚗️
• New World Order: +5 🔨 +3 🎵
• Police State: +10 City Security
Required Buildings:
Leads to Buildings:
Required Technology:
Strategy:
Police stations slow down the rate at which enemy spies can steal technologies from your city. The city must possess an Constabulary in order to construct the Police Station.
Historical Info:
A police station provides the base of operations for local police and detectives, typically housing office space, in addition to a small jail, interrogation rooms, and evidence storage areas. In some regions, a larger central office may contribute many of these facilities while smaller sub-stations serve as the primary post for local police departments.
Recycling Center
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
Destroyed on Conquest
----------------
Empire-Wide Effects:
• +2 Aluminum
----------------
Prerequisite Technologies: Electronics
Max 5 per Player
💰 Maintenance: 8
Destroyed on Conquest
----------------
Empire-Wide Effects:
• +2 Aluminum
----------------
Prerequisite Technologies: Electronics
Max 5 per Player
Required Technology:
Strategy:
Each Recycling Center provides 2 Aluminum. Maximum of 5 of these buildings in your empire.
Historical Info:
A recycling center is a collection point for commonly found recyclable materials used in homes and businesses. In many communities, recyclables are collected alongside trash, and dropped off at the recycling center for sorting. In most cases, the materials are broken down or shredded, then baled and shipped to other sites for further processing into a variety of new products.
Stadium
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
Destroyed on Conquest
----------------
Local Effects:
• +50% 🗿 Tourism from Great Works
On Completion: +20 Influence with all City-States
----------------
Required Buildings: Zoo
Prerequisite Technologies: Atomic Theory
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 🌟
• Media Culture: +20% 🎵
💰 Maintenance: 8
Destroyed on Conquest
----------------
Local Effects:
• +50% 🗿 Tourism from Great Works
On Completion: +20 Influence with all City-States
----------------
Required Buildings: Zoo
Prerequisite Technologies: Atomic Theory
----------------
List of possible boosts to this Building:
• Each Population in City: +0.5 🌟
• Media Culture: +20% 🎵
Required Buildings:
Required Technology:
Strategy:
Build the Stadium if you are going for a Culture Victory. Increases your influence with all City-States by 20 when completed. Coordinate the construction of Stadiums across your empire for a global boost in diplomatic relations.
Historical Info:
A stadium is a modern version of a colosseum, probably with a better selection of snacks. Modern stadiums hold upwards of 100,000 screaming fans watching a sports event, concert, or perhaps a political rally. Modern sports enthusiasts are not noticeably more sedate than their Classical Age ancestors, and today's stadiums come equipped with fences, guard rails, and loads of security guards for rampaging fans.
Strategic Defense System
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 8
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +5
City Air Strike Defense: +10
Local Effects:
• -75% Damage on Unit Garrison and Population Loss when Nuked
• +50% Chance to Intercept Nukes, lowering their Damage Level
----------------
Prerequisite Technologies: Nuclear Fission
----------------
List of possible boosts to this Building:
• Defender of the Faith: +2 🎵 +1 🕊️
💰 Maintenance: 8
Destroyed on Conquest (can be negated by Policies)
----------------
⚔️ City Strength: +5
City Air Strike Defense: +10
Local Effects:
• -75% Damage on Unit Garrison and Population Loss when Nuked
• +50% Chance to Intercept Nukes, lowering their Damage Level
----------------
Prerequisite Technologies: Nuclear Fission
----------------
List of possible boosts to this Building:
• Defender of the Faith: +2 🎵 +1 🕊️
Required Technology:
Strategy:
Strategic Defense Systems have a 50% chance to detonate nuclear weapons early, which destroys Atomic Bombs outright and makes Nuclear Missiles only as effective as Atomic Bombs. They also reduce population loss from a nuclear attack on this City by 75% if a missile does strike, and deal 10 Damage to Air Units which strike this City. Duck and Cover!
Historical Info:
The Strategic Defense Initiative (SDI) was a proposed missile defense system intended to protect the United States from attack by ballistic strategic nuclear weapons (intercontinental ballistic missiles and submarine-launched ballistic missiles). The concept was first announced publicly by President Ronald Reagan on 23 March 1983. Reagan was a vocal critic of the doctrine of mutual assured destruction (MAD), which he described as a 'suicide pact,' and he called upon the scientists and engineers of the United States to develop a system that would render nuclear weapons obsolete.
Hydroelectric Power Plant
Game Info:
Cost: 2,500 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +3 🌾 +3 🔨 +3 ⚗️ to River Tiles
• +3 🌾 +3 🔨 +3 ⚗️ to Lake Tiles
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must have access to Fresh Water
City must not have the following Buildings: Solar Power Plant, Nuclear Power Plant, Tidal Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +3 🌾 +3 🔨 +3 ⚗️ to River Tiles
• +3 🌾 +3 🔨 +3 ⚗️ to Lake Tiles
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must have access to Fresh Water
City must not have the following Buildings: Solar Power Plant, Nuclear Power Plant, Tidal Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
Required Technology:
Strategy:
Hydroelectric Power is a power system that greatly improves the yield output of freshwater tiles. Construct this building in cities with lots of rivers and lakes.
Historical Info:
A hydro plant is a building that converts energy from falling water into electrical power. The larger the volume of water and the greater the distance it falls, the more power the plant generates. The Three Gorges Dam in China is the largest hydro power plant ever constructed. When completed it will generate some 22,500 mega-watts, ten times more than the American Hoover Dam.
Hydro plants are generally considered "green" sources of energy, though their impact on local fish can be great. Hydro plants that capture the energy from rising tides have been constructed in coastal areas.
Hydro plants are generally considered "green" sources of energy, though their impact on local fish can be great. Hydro plants that capture the energy from rising tides have been constructed in coastal areas.
Interpretive Center
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 10
----------------
😊 Happiness: 2
Local Effects:
• 50% of 🎵 Culture from Terrain and World Wonders is added to 🗿 Tourism output
Empire-Wide Effects:
• +1 🎵 +1 🗿 to Landmark in all Cities
----------------
Prerequisite Technologies: Telecommunications
💰 Maintenance: 10
----------------
😊 Happiness: 2
Local Effects:
• 50% of 🎵 Culture from Terrain and World Wonders is added to 🗿 Tourism output
Empire-Wide Effects:
• +1 🎵 +1 🗿 to Landmark in all Cities
----------------
Prerequisite Technologies: Telecommunications
Required Technology:
Strategy:
The Interpretive Center greatly increases the power of Landmark improvements, and converts Culture from tiles into Tourism, greatly aiding a Cultural Victory.
Historical Info:
An interpretive center is an institution for public education about a nearby cultural, historic, or natural sites. Unlike museums, interpretive centers rarely contain artifacts or collections, but mainly exist to give visitors background information for understanding the history or relevance of something on the landscape. Because preservation and protection is not part of an interpretive center's job, they can often be more interactive and make better use of modern media than traditional museums.
Nuclear Power Plant
Game Info:
Cost: 2,500 🔨
💰 Maintenance: 10
----------------
🔨 Production: +20
Local Effects:
• +33% 🔨 Production
• +25% ⭐ Great Person Rate
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Writers
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Artists
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Musicians
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Scientists
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Merchants
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Engineers
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Civil Servants
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must not have the following Buildings: Hydroelectric Power Plant, Solar Power Plant, Tidal Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Uranium
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
💰 Maintenance: 10
----------------
🔨 Production: +20
Local Effects:
• +33% 🔨 Production
• +25% ⭐ Great Person Rate
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Writers
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Artists
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Musicians
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Scientists
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Merchants
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Engineers
• +1 🔨 +1 💰 +1 ⚗️ +1 🎵 to Civil Servants
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must not have the following Buildings: Hydroelectric Power Plant, Solar Power Plant, Tidal Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Uranium
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
Required Technology:
Strategy:
The Nuclear Plant significantly increases a city's productivity. A Nuclear Plant requires one Uranium resource to be constructed. The city must possess a Factory before it can be constructed.
Historical Info:
A nuclear plant is a building where controlled nuclear energy is converted into power. Energy from nuclear fission is used to heat water into steam. The steam is pumped through turbines which generate electricity. On a day-to-day basis, nuclear power is far cleaner than oil or gas or coal, producing far less pollution to foul the air and water and people nearby. The plant does however produce chunks of nuclear waste, a remarkably lethal by-product which must be stored for centuries before it loses its toxicity. In addition, a major accident at a nuclear plant would have far nastier and longer-lasting effects than at another kind of power generating plant. Finding enough energy to keep the planet in business is a difficult and dangerous problem that humanity will be facing for some time to come, until and unless a plentiful, clean and safe new energy source is discovered.
Solar Power Plant
Game Info:
Cost: 2,250 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +1 🔨 +1 ⚗️ to Grassland
• +1 🔨 +1 ⚗️ to Plains
• +3 🔨 +3 ⚗️ to Desert
• +1 🔨 +1 ⚗️ to Tundra
• +1 🔨 +1 ⚗️ to Snow
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must be on or adjacent to Desert
City must not have the following Buildings: Hydroelectric Power Plant, Nuclear Power Plant, Tidal Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +1 🔨 +1 ⚗️ to Grassland
• +1 🔨 +1 ⚗️ to Plains
• +3 🔨 +3 ⚗️ to Desert
• +1 🔨 +1 ⚗️ to Tundra
• +1 🔨 +1 ⚗️ to Snow
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must be on or adjacent to Desert
City must not have the following Buildings: Hydroelectric Power Plant, Nuclear Power Plant, Tidal Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
Required Technology:
Strategy:
Solar Power is an Atomic-era electrical system which can only be constructed in a City near a Desert. The Solar Power Plant increases the 🔨 Production and ⚗️ Science output of every land tile the City works, but provides triple yields on Desert tiles. The Solar Power Plant also increases the efficiency of working processes.
Historical Info:
A solar plant collects the energy from the sun and turns it into electrical power. The most efficient solar plants are, naturally, in locations that get a lot of direct sunlight and not much cloud cover. At present solar-generated energy is somewhat expensive when compared with energy generated from fossil fuels (petroleum or coal), but solar technology is getting cheaper, and fossil fuels are getting more expensive - particularly when the environmental cost of the pollutants they emit is taken into consideration. Once the technology is perfected it will do much to satisfy the world's energy needs - it's estimated that the earth receives some 200,000 times more solar energy than humanity's total present electric-generating capacity.
Spaceship Factory
Game Info:
Cost: 2,750 🔨
💰 Maintenance: 10
----------------
🔨 Production: +3
Local Effects:
• +25% ⚗️ Science
• +50% 🔨 Production for Spaceship Parts
----------------
Required Buildings: Factory
Prerequisite Technologies: Robotics
Resources Required: 1 Aluminum
💰 Maintenance: 10
----------------
🔨 Production: +3
Local Effects:
• +25% ⚗️ Science
• +50% 🔨 Production for Spaceship Parts
----------------
Required Buildings: Factory
Prerequisite Technologies: Robotics
Resources Required: 1 Aluminum
Required Buildings:
Required Technology:
Strategy:
The Spaceship Factory increases the speed at which a City constructs spaceship parts, and greatly boosts Science in the City. The Spaceship Factory requires one Aluminum resource, and the City must already possess a Factory before it can be constructed.
Historical Info:
Spaceships are the most complicated things that humanity has ever produced. They're huge, requiring large amounts of material manufactured to the highest level of quality and constructed with a degree of precision unmatched in any other field. The Alpha Centauri spaceship factories employ the most talented workers in modern industry. Many of the workers have been chosen to go on the colonizing mission, which helps ensure their dedication and attention to detail. These vehicles must be flawless - a single careless weld or the tiniest dent in the wrong surface might leave several hundred colonists locked in a damaged vehicle some several million miles from home.
Tidal Power Plant
Game Info:
Cost: 2,500 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +2 🌾 +2 🔨 +2 💰 +2 ⚗️ to Sea Tiles
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must be Coastal
City must not have the following Buildings: Hydroelectric Power Plant, Solar Power Plant, Nuclear Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +2 🌾 +2 🔨 +2 💰 +2 ⚗️ to Sea Tiles
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must be Coastal
City must not have the following Buildings: Hydroelectric Power Plant, Solar Power Plant, Nuclear Power Plant, Wind Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
Required Technology:
Strategy:
The Tidal Power is an Atomic-era building which can only be constructed in a coastal City. The Tidal Plant increases the 🔨 Production, ⚗️ Science, 🌾 Food, and 💰 Gold output of every Ocean tile the City works and increases the efficiency of working processes.
Historical Info:
A Tidal Power Plant is renewable energy source which harnesses the energy of tides to produce usable electric energy. Tidal energy can take many forms, including stationary or tethered turbines similar to undersea wind turbines, or tidal barrages that mimic traditional hydroelectric stations. Tidal energy solutions are especially attractive in comparison to wind and solar because of their consistency and predictability.
Of the various renewable energy solutions available, tidal energy is the youngest and still the most problematic. Corrosion and wear are costly hurdles to wide deployment of tidal power, as well as the limited number of potential sites with high flow velocities. Today, tidal power contributes less than 1% of total global power generation, with facilities in France, the UK, South Korea, and Canada.
Of the various renewable energy solutions available, tidal energy is the youngest and still the most problematic. Corrosion and wear are costly hurdles to wide deployment of tidal power, as well as the limited number of potential sites with high flow velocities. Today, tidal power contributes less than 1% of total global power generation, with facilities in France, the UK, South Korea, and Canada.
Wind Power Plant
Game Info:
Cost: 2,500 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +1 🔨 +1 ⚗️ +1 🎵 to Grassland
• +1 🔨 +1 ⚗️ +1 🎵 to Plains
• +1 🔨 +1 ⚗️ +1 🎵 to Desert
• +1 🔨 +1 ⚗️ +1 🎵 to Tundra
• +1 🔨 +1 ⚗️ +1 🎵 to Snow
• +1 🔨 +1 ⚗️ +1 🎵 to Lake Tiles
• +1 🔨 +1 ⚗️ +1 🎵 to Sea Tiles
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must not have the following Buildings: Hydroelectric Power Plant, Solar Power Plant, Nuclear Power Plant, Tidal Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
💰 Maintenance: 10
----------------
🔨 Production: +10
Local Effects:
• +15% 🔨 Production
• +1 🔨 +1 ⚗️ +1 🎵 to Grassland
• +1 🔨 +1 ⚗️ +1 🎵 to Plains
• +1 🔨 +1 ⚗️ +1 🎵 to Desert
• +1 🔨 +1 ⚗️ +1 🎵 to Tundra
• +1 🔨 +1 ⚗️ +1 🎵 to Snow
• +1 🔨 +1 ⚗️ +1 🎵 to Lake Tiles
• +1 🔨 +1 ⚗️ +1 🎵 to Sea Tiles
• +10% conversion rate and -10% 🌾/🔨 Basic Needs Median Modifier from Farming Process
• +10% conversion rate and -10% 💰 Gold Median Modifier from 💰 Gold Process
• +10% conversion rate and -10% ⚗️ Science Median Modifier from ⚗️ Science Process
• +10% conversion rate and -10% 🎵 Culture Median Modifier from 🎵 Culture Process
• +10% conversion rate from Propaganda Process
----------------
City must not have the following Buildings: Hydroelectric Power Plant, Solar Power Plant, Nuclear Power Plant, Tidal Power Plant
Prerequisite Technologies: Alternative Energy
Resources Required: 1 Aluminum
----------------
List of possible boosts to this Building:
• Hexxon Refinery, Inc.: +3 🔨
Required Technology:
Strategy:
The Wind Power Plant increases the Production, Culture and Science output of all workable tiles near the City and increases the efficiency of working processes.
Historical Info:
Wind power is the conversion of wind energy into a useful form of energy, such as using wind turbines to produce electrical power, windmills for mechanical power, windpumps for water pumping or drainage, or sails to propel ships. Large wind farms consist of hundreds of individual wind turbines which are connected to the electric power transmission network. For new constructions, onshore wind is an inexpensive source of electricity, competitive with or in many places cheaper than fossil fuel plants. Small onshore wind farms provide electricity to isolated locations. Utility companies increasingly buy surplus electricity produced by small domestic wind turbines. Offshore wind is steadier and stronger than on land, and offshore farms have less visual impact, but construction and maintenance costs are considerably higher. Wind power, as an alternative to fossil fuels, is plentiful, renewable, widely distributed, clean, produces no greenhouse gas emissions during operation and uses little land. The effects on the environment are generally less problematic than those from other power sources. As of 2011, Denmark is generating more than a quarter of its electricity from wind and 83 countries around the world are using wind power to supply the electricity grid. In 2010 wind energy production was over 2.5% of total worldwide electricity usage, and growing rapidly at more than 25% per annum. Wind power is very consistent from year to year but has significant variation over shorter time scales. As the proportion of windpower in a region increases, a need to upgrade the grid, and a lowered ability to supplant conventional production can occur. Power management techniques such as having excess capacity storage, geographically distributed turbines, dispatchable backing sources, storage such as pumped-storage hydroelectricity, exporting and importing power to neighboring areas or reducing demand when wind production is low, can greatly mitigate these problems.
Centaurus Extractors Franchise
Game Info:
Franchise of Centaurus Extractors, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🔨 to Horses
• +1 🔨 to Whales
• +1 🔨 to Ivory
• +1 🔨 to Crab
• +1 🔨 to Coral
----------------
Trade Routes from Cities with a Centaurus Extractors Office to Cities with a Centaurus Extractors Franchise grant +10% ⚗️ Science to the origin City.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🔨 to Horses
• +1 🔨 to Whales
• +1 🔨 to Ivory
• +1 🔨 to Crab
• +1 🔨 to Coral
----------------
Trade Routes from Cities with a Centaurus Extractors Office to Cities with a Centaurus Extractors Franchise grant +10% ⚗️ Science to the origin City.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of Centaurus Extractors. To construct this building in a foreign City, send a Trade Route from an owned City with a Centaurus Extractors Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Centaurus Extractors Office
Game Info:
Office of Centaurus Extractors, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% ⚗️ per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +1 🔨 to Sea Tiles
----------------
List of possible boosts to this Building:
• Each Established Franchise: +3 🔨
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% ⚗️ per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +1 🔨 to Sea Tiles
----------------
List of possible boosts to this Building:
• Each Established Franchise: +3 🔨
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a Centaurus Extractors Franchise is constructed in the foreign City.
Centaurus Extractors cannot be sold or destroyed by the player, and increases the 🔨 Production output of all Centaurus Extractors Offices by +3.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Centaurus Extractors cannot be sold or destroyed by the player, and increases the 🔨 Production output of all Centaurus Extractors Offices by +3.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Civilized Jewelers Franchise
Game Info:
Franchise of Civilized Jewelers, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🌟 to Pearls
• +1 🌟 to Gold
• +1 🌟 to Silver
• +1 🌟 to Gems
• +1 🌟 to Jewelry
• +1 🌟 to Amber
----------------
Trade Routes from Cities with a Civilized Jewelers Office to a City with a Civilized Jewelers Franchise grant +10% 💰 Gold to the origin City.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🌟 to Pearls
• +1 🌟 to Gold
• +1 🌟 to Silver
• +1 🌟 to Gems
• +1 🌟 to Jewelry
• +1 🌟 to Amber
----------------
Trade Routes from Cities with a Civilized Jewelers Office to a City with a Civilized Jewelers Franchise grant +10% 💰 Gold to the origin City.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of Civilized Jewelers. To construct this building in a foreign City, send a Trade Route from an owned City with a Civilized Jewelers Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Civilized Jewelers Office
Game Info:
Office of Civilized Jewelers, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% ⭐ Great Person Rate per Established Franchise
• +10% 💰 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +15% ⭐ Great Person Rate
Empire-Wide Effects:
• +3% 🌟 Golden Age duration
----------------
List of possible boosts to this Building:
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% ⭐ Great Person Rate per Established Franchise
• +10% 💰 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +15% ⭐ Great Person Rate
Empire-Wide Effects:
• +3% 🌟 Golden Age duration
----------------
List of possible boosts to this Building:
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a Civilized Jewelers Franchise is constructed in the foreign City.
Civilized Jewelers cannot be sold or destroyed by the player, and increases the ⭐ Great Person rate of all Civilized Jewelers's Offices by +5%.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Civilized Jewelers cannot be sold or destroyed by the player, and increases the ⭐ Great Person rate of all Civilized Jewelers's Offices by +5%.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Firaxite Materials Franchise
Game Info:
Franchise of Firaxite Materials, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 ⚗️ to Iron
• +1 ⚗️ to Aluminum
• +1 ⚗️ to Marble
• +1 ⚗️ to Porcelain
• +1 ⚗️ to Copper
• +1 ⚗️ to Jade
----------------
Trade Routes from Cities with a Firaxite Materials Office to Cities with a Firaxite Materials Franchise produce +50% additional ⚗️ Science.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 ⚗️ to Iron
• +1 ⚗️ to Aluminum
• +1 ⚗️ to Marble
• +1 ⚗️ to Porcelain
• +1 ⚗️ to Copper
• +1 ⚗️ to Jade
----------------
Trade Routes from Cities with a Firaxite Materials Office to Cities with a Firaxite Materials Franchise produce +50% additional ⚗️ Science.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of Firaxite Materials. To construct this building in a foreign City, send a Trade Route from an owned City with a Firaxite Materials Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Firaxite Materials Office
Game Info:
Office of Firaxite Materials, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +50% ⚗️ to Trade Routes targeting Cities with Established Franchise of this Corporation
Local Effects:
• +20% 🔨 Production for Non-Wonder Buildings
----------------
List of possible boosts to this Building:
• Each Established Franchise: +2 ⚗️
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +50% ⚗️ to Trade Routes targeting Cities with Established Franchise of this Corporation
Local Effects:
• +20% 🔨 Production for Non-Wonder Buildings
----------------
List of possible boosts to this Building:
• Each Established Franchise: +2 ⚗️
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a Firaxite Materials Franchise is constructed in the foreign City.
Firaxite Materials cannot be sold or destroyed by the player, and increases the ⚗️ Science output of all Firaxite Materials Offices by +2.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Firaxite Materials cannot be sold or destroyed by the player, and increases the ⚗️ Science output of all Firaxite Materials Offices by +2.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Giorgio Armeier Franchise
Game Info:
Franchise of Giorgio Armeier, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🎵 to Furs
• +1 🎵 to Dyes
• +1 🎵 to Silk
• +1 🎵 to Cotton
• +1 🎵 to Lapis Lazuli
----------------
Trade Routes from Cities with a Giorgio Armeier Office to a City with a Giorgio Armeier Franchise grant +10% 🎵 Culture to the origin City.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🎵 to Furs
• +1 🎵 to Dyes
• +1 🎵 to Silk
• +1 🎵 to Cotton
• +1 🎵 to Lapis Lazuli
----------------
Trade Routes from Cities with a Giorgio Armeier Office to a City with a Giorgio Armeier Franchise grant +10% 🎵 Culture to the origin City.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of Giorgio Armeier . To construct this building in a foreign City, send a Trade Route from an owned City with a Giorgio Armeier Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Giorgio Armeier Office
Game Info:
Office of Giorgio Armeier, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% 🎵 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• -1 Unhappiness from 🎵 Boredom
----------------
List of possible boosts to this Building:
• Each Established Franchise: +2 🎵
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% 🎵 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• -1 Unhappiness from ⚗️ Illiteracy
• -1 Unhappiness from 🎵 Boredom
----------------
List of possible boosts to this Building:
• Each Established Franchise: +2 🎵
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a Giorgio Armeier Franchise is constructed in the foreign City.
Giorgio Armeier cannot be sold or destroyed by the player, and increases the 🎵 Culture output of all Giorgio Armeier Offices by +2.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Giorgio Armeier cannot be sold or destroyed by the player, and increases the 🎵 Culture output of all Giorgio Armeier Offices by +2.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Hexxon Refineries Franchise
Game Info:
Franchise of Hexxon Refinery, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🔨 to Coal
• +1 🔨 to Oil
• +1 🔨 to Uranium
• +1 🔨 to Incense
• +1 🔨 to Perfume
• +1 🔨 to Glass
• +1 🔨 to Brazilwood
----------------
Trade Routes from Cities with a Hexxon Refinery Office to Cities with a Hexxon Refinery Franchise grant +10% 🔨 Production to the origin City.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🔨 to Coal
• +1 🔨 to Oil
• +1 🔨 to Uranium
• +1 🔨 to Incense
• +1 🔨 to Perfume
• +1 🔨 to Glass
• +1 🔨 to Brazilwood
----------------
Trade Routes from Cities with a Hexxon Refinery Office to Cities with a Hexxon Refinery Franchise grant +10% 🔨 Production to the origin City.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of Hexxon Refineries. To construct this building in a foreign City, send a Trade Route from an owned City with a Hexxon Refineries Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Hexxon Refineries Office
Game Info:
Office of Hexxon Refinery, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% 🔨 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +15% 🔨 Production for Military Units
Empire-Wide Effects:
• +1 Coal for every 3 Established Franchises
• +1 Oil for every 3 Established Franchises
----------------
List of possible boosts to this Building:
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% 🔨 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +15% 🔨 Production for Military Units
Empire-Wide Effects:
• +1 Coal for every 3 Established Franchises
• +1 Oil for every 3 Established Franchises
----------------
List of possible boosts to this Building:
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a Hexxon Refineries Franchise is constructed in the foreign City.
Hexxon Refineries cannot be sold or destroyed by the player, and grants +1 Oil and +1 Coal for everythree Hexxon Refineries Franchises.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Hexxon Refineries cannot be sold or destroyed by the player, and grants +1 Oil and +1 Coal for everythree Hexxon Refineries Franchises.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Trader Sid's Franchise
Game Info:
Franchise of Trader Sid's, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 💰 to Cinnamon
• +1 💰 to Sugar
• +1 💰 to Salt
• +1 💰 to Nutmeg
• +1 💰 to Cloves
• +1 💰 to Pepper
• +1 💰 to Cocoa
• +1 💰 to Tobacco
----------------
Trade Routes from Cities with a Trader Sid's Office to Cities with a Trader Sid's Franchise produce +25% additional 💰 Gold.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 💰 to Cinnamon
• +1 💰 to Sugar
• +1 💰 to Salt
• +1 💰 to Nutmeg
• +1 💰 to Cloves
• +1 💰 to Pepper
• +1 💰 to Cocoa
• +1 💰 to Tobacco
----------------
Trade Routes from Cities with a Trader Sid's Office to Cities with a Trader Sid's Franchise produce +25% additional 💰 Gold.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of Trader Sid's. To construct this building in a foreign City, send a Trade Route from an owned City with a Trader Sid's Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
Trader Sid's Office
Game Info:
Office of Trader Sid's, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +25% 💰 to Trade Routes targeting Cities with Established Franchise of this Corporation
Local Effects:
• +2 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
List of possible boosts to this Building:
• Each Established Franchise: +4 💰
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +25% 💰 to Trade Routes targeting Cities with Established Franchise of this Corporation
Local Effects:
• +2 💰 Gold to International Trade Routes targeting this City
• +2 💰 Gold to Origin City of International Trade Routes targeting this City
----------------
List of possible boosts to this Building:
• Each Established Franchise: +4 💰
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a Trader Sid's Franchise is constructed in the foreign City.
Trader Sid's cannot be sold or destroyed by the player, and increases the 💰 Gold output of all Trader Sid's Offices by +4.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Trader Sid's cannot be sold or destroyed by the player, and increases the 💰 Gold output of all Trader Sid's Offices by +4.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
TwoKay Foods Franchise
Game Info:
Franchise of TwoKay Foods, Inc.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🌾 to Wine
• +1 🌾 to Truffles
• +1 🌾 to Citrus
• +1 🌾 to Coffee
• +1 🌾 to Tea
• +1 🌾 to Olives
----------------
Trade Routes from Cities with a TwoKay Foods Office to Cities with a TwoKay Foods Franchise grant +10% 🌾 Food to the origin City.
----------------
💰 Maintenance: 1
Destroyed on Conquest
----------------
Local Effects:
• +1 🌾 to Wine
• +1 🌾 to Truffles
• +1 🌾 to Citrus
• +1 🌾 to Coffee
• +1 🌾 to Tea
• +1 🌾 to Olives
----------------
Trade Routes from Cities with a TwoKay Foods Office to Cities with a TwoKay Foods Franchise grant +10% 🌾 Food to the origin City.
Strategy:
This building can only be constructed in foreign Cities if you were the founder of TwoKay Foods. To construct this building in a foreign City, send a Trade Route from an owned City with a TwoKay Foods Office in it to a foreign City. When the Trade Route is complete, the building will automatically be constructed. There is also a 5% chance each turn that a franchise will appear on its own in a random foreign City.
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.
TwoKay Foods Office
Game Info:
Office of TwoKay Foods, Inc.
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% 🌾 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +10% 🌾 Food
Empire-Wide Effects:
• -5% Empire Size Modifier in all Cities
• -1 Unhappiness from 🌾 and 🔨 Distress in all Cities
• -1 Unhappiness from 💰 Poverty in all Cities
• -1 Unhappiness from ⚗️ Illiteracy in all Cities
• -1 Unhappiness from 🎵 Boredom in all Cities
• -1 Unhappiness from Religious Unrest in all Cities
----------------
List of possible boosts to this Building:
• Each Established Franchise: +3 🌾
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
----------------
Cost: 900 🔨
💰 Maintenance: 6
Destroyed on Conquest
----------------
Corporation Benefits:
• +10% 🌾 per Trade Route targeting Cities with Established Franchise of this Corporation
Local Effects:
• +10% 🌾 Food
Empire-Wide Effects:
• -5% Empire Size Modifier in all Cities
• -1 Unhappiness from 🌾 and 🔨 Distress in all Cities
• -1 Unhappiness from 💰 Poverty in all Cities
• -1 Unhappiness from ⚗️ Illiteracy in all Cities
• -1 Unhappiness from 🎵 Boredom in all Cities
• -1 Unhappiness from Religious Unrest in all Cities
----------------
List of possible boosts to this Building:
• Each Established Franchise: +3 🌾
• Transnationalism: +2 🎵
• Nationalization: +2 ⚗️
• Syndicalism: +2 🔨
Strategy:
When a Trade Route between a foreign City and this City completes, a TwoKay Foods Franchise is constructed in the foreign City.
TwoKay Foods cannot be sold or destroyed by the player, and increases the 🌾 Food output of all TwoKay Foods Offices by +3.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
TwoKay Foods cannot be sold or destroyed by the player, and increases the 🌾 Food output of all TwoKay Foods Offices by +3.
You cannot have more Franchises than your Franchise Limit (see the Corporation and Monopolies Overview for more on this).
Historical Info:
A corporation is a company or group of people authorized to act as a single entity (legally a person) and recognized as such in law. Early incorporated entities were established by charter (i.e. by an ad hoc act granted by a monarch or passed by a parliament or legislature). Most jurisdictions now allow the creation of new corporations through registration. Corporations come in many different types but are usually divided by the law of the jurisdiction where they are chartered into two kinds: by whether or not they can issue stock, or by whether or not they are for profit.