502 KiB
502 KiB
type
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| Data |
A Province Improvement can be one of several types. They all have a base effect.
Each Province Improvement decreases stability by -5.
Schema
String
- Name (required): The name of the province improvement. Taken from the Land/Water/Lava improvement column; we use only the single name (ignoring Water/Lava flavour variants).
- Category: The base type/category of the improvement (Conduit, Farm, Forester, Mine, Quarry, Research Post, Teleporter, Monument, etc.).
- Effects: A text description of the main effects. This can include resource bonuses (+X Mana, +X Gold, etc.), adjacent bonuses, terrain effects, and other special mechanics.
- Requirements: A text description of any build requirements (terrain, resource nodes, Town Hall tier, etc.).
- Source: The source/culture/tome that grants this improvement (General, Barbarian, Feudal, High, etc.).
Int
- CostProduction: Production cost to build (from Cost column).
- CostGold: Gold cost to build (from Cost column).
Notes
- Base stability penalty: all improvements have -5 Stability
- See Raw Data sections below for all the improvements by category
Raw Data - Basic Province Improvements
| Name | Category | Effects | Requirements | Cost (Prod/Gold) |
|---|---|---|---|---|
| Conduit | Conduit | +5 Mana | Mana node, pearl reef, or magic material | 0/0 |
| Farm | Farm | +5 Food | Grassland or coast terrain, fungus fields (underground) | 0/0 |
| Forester | Forester | +2 Food, +3 Production | Forest or mangrove forest terrain, mushroom forest (underground) | 0/0 |
| Hut | Hut | +2 Food | Ashlands, sand or snow terrain | 0/0 |
| Mine | Mine | +5 Gold | Gold vein, iron deposit, or pearl reef resource node | 0/0 |
| Quarry | Quarry | +5 Production | Cliff, rocky, or sunken ruins terrain; or iron deposit resource node | 0/0 |
| Research Post | Research Post | +5 Knowledge | Mana node, magic material or sunken ruins terrain | 0/0 |
Raw Data for General province improvements
| Name | Category | Effects | Requirements | Cost (Prod/Gold) | Source |
|---|---|---|---|---|---|
| Spell Jammer | Conduit | Enemies cannot target World Map Spells in this Domain. Enemy Spells cost +100% Combat Casting Points in Combat in Domain. -10 Mana. | Must be built on an acquired province. Requires Town Hall III | 250/100 | General |
| Teleporter | Teleporter | Enables an Army to teleport from one teleporter to another. -10 Mana. | None | 250/100 | General empire skill |
Raw Data for Cultural province improvements
| Name | Category | Effects | Requirements | Cost | Boost | Source | |
|---|---|---|---|---|---|---|---|
| Forest of Stakes | +7 +7 +7 Enemy Units in this Domain get Demoralized. |
Must be built on an acquired province. Requires Town Hall II: Communal Tent |
130 |
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| Masoleum | +10 +3 |
Must be built on an acquired province. Requires Town Hall II: Dread Spire |
130 1 Embalmed Sacrifice |
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| Dark Forge | +10 +5 |
Must be built on an acquired province. Requires Town Hall II: Dread Spire |
130 |
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| Farmstead | +15 +5 |
Must be built on an acquired province. Requires Town Hall II: Castle |
130 |
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| Sunshrine | +10 +3 Friendly Units in this Domain are Encouraged. |
Must be built on an acquired province. Requires Town Hall II: Atrium of Light |
130 |
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| Builder's Quarters | +15 +5 |
Must be built on an acquired province. Requires Town Hall II: Bulwark |
130 |
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| Mystic Abbey | +10 +3 |
Must be built on an acquired province. Requires Town Hall II: Mage's Plaza |
130 |
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| Spell Arcanist Library | +10 +3 |
Must be built on an acquired Province. Requires City Tier 2. Requires Town Hall II: Mage's Plaza |
130 |
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| Astral Manalith | +10 +5 |
Must be built on an acquired Province. Requires City Tier 2. Requires Town Hall II: Mage's Plaza |
130 |
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| Reaver Manufactorum | +10 +5 |
Must be built on an acquired province. Requires Town Hall II: Steel Hall |
130 |
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| Ash Megalith | +6 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| Dune Megalith | +4 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| Glacial Megalith | +6 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| Mire Megalith | +6 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| Storm Megalith | +4 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| Sylvan Megalith | +6 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| Tunneling Megalith | +4 |
Must be built on an acquired province. Requires Town Hall II: Clan Lodge |
250 |
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| School of Contemplation | +7 +7 +3 |
Must be built on an acquired Province. Requires Town Hall II: Oath Square |
250 |
||||
| School of Discipline | +7 +7 +5 |
Must be built on an acquired Province. Requires Town Hall II: Oath Square |
250 |
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| School of Mastery | +7 +7 Units produced in this city start with +1 |
Must be built on an acquired Province. Requires Town Hall II: Oath Square |
250 |
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| Monument | Effects depend on Monument Tier. | Must be built on an acquired Province. Requires Town Hall II: Great Ziggurat |
Cost depends on Monument Tier. | ||||
| File:Building forester warcamp.png | Warcamp | +15 Pillaging adjacent provinces takes -1 Friendly units in this and adjacent provinces gain +15 |
Must be built on an annexed Province. Requires Town Hall II: Council Deck |
130 |
Nomad - Conquerors | ||
| File:Building mine scavenging camp.png | Scavenging Camp | +10 +10 |
Must be built on an annexed Province. Requires Town Hall II: Council Deck |
130 |
Nomad - Scavengers |
Raw Data for Tomes
| Name | Category | Effects | Requirements | Cost | Boost | Source | |
|---|---|---|---|---|---|---|---|
| Altar of Marching Gloom | +10 Start altering terrain to Gloom at 1 Province per
|
Must be built on an acquired Province. | 130 |
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| Channeling Tower | +10 +3 |
Must be built on an acquired province. | 250 |
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| Chrono Gate | Per adjacent |
Must be built on an acquired province. | 450 |
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| Resonance Fields | +5 +5 +5 |
Must be built on an acquired province. | 250 |
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| Summoning Well | +10 Per adjacent |
Must be built on an acquired province. | 250 |
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| Carnival of Flesh | +7 +7 Per adjacent |
Must be built on an acquired province. | 250 |
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| Clay Forge | +5 +5 Allows the drafting of the Clay Arbalest, Clay Charger, and Clay Defender units. |
Must be built on an acquired Underground province. | 250 |
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| Demon Gate | Unit deployment location. Unlocks the production of various Infernal Fiend Units: |
Must be built on an acquired province. | 450 |
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| Dungeoneering Conclave | +5 Gain +2 Every
|
Must be built on an acquired Underground Province. | 250 |
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| Mob Camp | +7 +7 Unit deployment location. Tier 1 Units are cheaper by 20%. |
Must be built on an acquired province. | 130 |
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| Ritual Pyre | +10 +3 |
Must be built on an acquired province. | 130 |
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| Bazaar of Wonders | +10 +5 |
Must be built on an acquired province. | 450 |
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| Central Quarry | +15 +5 |
Must be built on an acquired province. | 130 |
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| Excavated Ley Line | +5 +5 +5 +4 |
Must be built on an acquired Province. | 250 |
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| Golem Mine | +10 +5 Spawns an Iron Golem on the owner's side for Combat in this Domain. |
Must be built on an acquired province. | 250 |
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| Great Foundry | +10 Allows for the drafting of . Per adjacent |
Must be built on an acquired province. | 450 |
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| Silent Barracks | +1 +3 A Clay Arbalest, Clay Charger, or a Clay Defender joins combat on your side when fighting in this city's domain (does not function in water or lava). |
Must be built on an acquired Underground province. | 250 |
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| Runecarver's Camp | +15 +3 Unit deployment location. |
Must be built on an acquired province. | 130 |
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| Transmutation Circle | Once built, can replicate the effects and income of a Magic Material. | Must be built on an acquired province. Requires City Tier 2. |
250 |
||||
| Bountiful Fields | +10 Per adjacent Province with Grasslands or Fungal Fields: |
Must be built on an acquired province. | 250 |
||||
| Garden of Bliss | +15 +7 Convert 10% of |
Must be built on an acquired province. | 450 |
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| Herbalist | Grants Herbalist in Domain to every Owned Unit inside this Domain. +5 +5 Friendly Armies in this City's Domain regenerate an additional +5 Per adjacent Province with Forest or Swamp: |
130 |
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| Sacred Meadow | +10 +5 Grants Encouraged at start of next Combat to friendly Units on this hex, 5 |
Must be built on an acquired province. | 250 |
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| Wildlife Sanctuary | +10 +5 Unlocks the production of various Animal Units: |
Must be built on an acquired province. | 250 |
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| Abbey | +10 +3 Grants Status Protection at the start of the next Combat to all friendly Units on this hex. 3 |
Must be built on an acquired province. | 130 |
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| Circle of Zealotry | +10 +2 Unit deployment location. |
Must be built on an acquired province. | 130 |
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| Ruler's Statue | +6 Can only be built once in your Throne City. Allied Empires and Ruler respawns 1 Spells can be cast even if the Ruler is in the void. |
Must be built on an acquired province. | 450 |
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| Sanctuary | +15 Pillaging Province Improvements in this domain takes +2 |
Must be built on an acquired province. | 450 |
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| Tithe Collector | +10 +2 |
Must be built on an acquired province. | 250 |
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| Doomdepth Trench | -5 +10 +10 +3 |
Must be built on an acquired province. | 250 |
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| Underground Vault | +10 +3 +1 |
Must be built on an acquired Underground province. | 250 |
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| Frostspire | +10 +3 Visiting units gain Icetouch until the end of the next battle, giving their physical attacks a base 30% chance of inflicting Frozen. |
Must be built on an acquired province. | 450 |
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| School of Cryomancy | +10 +3 |
Must be built on an acquired province. | 250 |
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| Soulwell | +5 +3 |
Must be built on an acquired province. | 250 |
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| Alchemist's Lab | +10 +3 |
Must be built on an acquired province. | 250 |
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| War Foundry | +20 +5 Construct Units produced in the owner city gain +2 |
Must be built on an acquired province. | 450 |
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| Worker Construct Nexus | +10 +3 +3 +3 +3 +3 |
Must be built on an acquired province. | 250 |
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| Wyvern Eyrie | +10 +5 Unlocks the production of various Wyvern Units (Alignment influences which Wyverns can be drafted): |
Must be built on an acquired province. | 450 |
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| Feywater Pond | Grants Misty to every Unit inside this Domain +3 Provinces in this city's domain become Misty. |
Must be built on an acquired province. | 250 |
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| Pyreshrine | +15 +5 Units produced in this city gain . |
Must be built on an acquired Province. | 250 |
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| Accursed Shrine | When placed, alter terrain into Desolate. Per adjacent Ruin province gain: Allows the drafting of: |
Must be built on an acquired Province. | 750 |
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| Monastery | +10 +10 Per adjacent |
Must be built on an acquired Province. | 130 |
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| Shrine of Prosperity | 10% of Per adjacent Allows the drafting of: |
Must be built on an acquired Province. | 750 |
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| Temple of the Prophet | +15 +5 |
Must be built on an acquired Province. | 750 |
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| Archon Gate | +20 Unit deployment location. Allows the drafting of Titans. |
Must be built on an acquired Province. | 750 |
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| Necropolis | +8 +2 Allows the drafting of Skeletons, Corrupt Souls, and Undead Titans. |
Must be built on an acquired Province. | 750 |
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| Blood Altar | +15 +5 When victorious in battle gain 10 |
Must be built on an annexed Province. | 130 |
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| Basilica of Lamentation | +10 +10 +10 +3 +2 |
Must be built on an annexed Province. | 250 |
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| File:Building mine grand bazaar.png | Grand Bazaar | +7 Per adjacent Province with Sand: |
Must be built on an annexed Province. | 250 |
Tome of the Sand Stalkers Sand Stalkers | ||
| File:Building mine war forge.png | War Forge | +20 Per available Ore type Magic Material available to your empire gain: |
Must be built on an annexed Province. | 250 |
Tome of the Warlord Warlord |