Works with September 2019 Patch.
Building Upgrades to:
- Vanilla buildings (including UBs) - all except ones enabled by beliefs (the game doesn't allow to build more than 1 in a Holy City).
- DLCs (if active): Tlachtli, Sukiennice, Basilikoi Paides, Prasat.
- Rise & Fall: Food Market, Shopping Mall, Ferris Wheel, Aquarium, Aquatics Center, Ordu, Tsikhe.
- Gathering Storm: Coal, Oil and Nuclear Power Plants, Hydroelectric Dam, Marae, Thermal Bath, Grand Bazaar.
How does it work?
- Each Building can be upgraded and since there are (usually) 3 levels of base buildings, there are also 3 levels of Upgrades. Their characteristics and parameters depend on their level (see below).
- Each Building Upgrade has the same icon as base building with a distinctive plus sign added.
- A Building Upgrade becomes available usually after researching a tech/civic that follows a tech/civic that grants the base building. This represents the idea that a building has to be constructed and used for some time before any upgrades can be applied.
- All unique Buildings also have Upgrades.
- The Upgrades are quite powerful but very expensive in terms of maintenance costs. It's by design, they are supposed to rather exclusive buildings, not seen all-around.
Upgrades to Level 1 Buildings
- provide 50% of base building yields,
- some upgrades of early buildings also have unique properties or yields from improvements or resources,
- cost approx. 45% of base building, Maintenance Cost = 1,
- Hangar is here and you can also upgrade Palace!
Upgrades to Level 2 Buildings
- provide 50% of base building yields,
- provide a unique effect or have unique properties,
- cost approx. 60% of base building, Maintenance Cost = 2.
- Sewer and Airport are here.
Upgrades to Level 3 Buildings
- provide 50% of base building yields
- provide a unique effect or have unique properties,
- cost approx. 75% of base building, Maintenance Cost = 3.
Unique Rise & Fall change Yields from population have been decreased to 0.3 for Science and 0.2 for Culture (from default 0.5 and 0.3 respectively). To compensate, some upgrades have a unique effect that increases those params in the city where they are build. This allows for a true city specialization.
Note: whenever a yield is added to an improvement or a resource, it is always to those within borders of the city with the specific building upgrade.
Upgrades to standard buildings
City Center
- Palace +2 Gold, +1 Prod, +1 Science, +1 Loyalty (R&F)
- Monument +1 Culture, +2 CS against Barbarians for all units trained in this city
- Granary +1 Food, +1 Housing, Bananas and Wine +2 Food
- Water Mill +1 Prod, Sheep, Cotton and Furs +2 Prod
- Sewer +1 Housing
- Walls (all) +1 Housing, +50 HP, +1 strength
Theater Square
- Amphitheater +1 Amenity, +1 Culture [R&F: additionaly +0.2 Culture per Citizen in the city]
- Museums +2 Gold for each GWA/Artifact in the city, +1 GAP
- Broadcast Center +1 Amenity with Range=6, +1 GMP, +1 slot for GWoM in the Broadcast Center
Harbor
- Lighthouse +1 Housing, +1 Food from Fishing Boats and Fisheries
- Shipyard +1 Housing, +1 Prod and +1 Prod per Era, +1 GAP, +3 CS for all naval units trained here
- Seaport +2 Gold, +Prod equal to Gold Adjacency, +1 TR, +1 Gold from Fishing Boats and Fisheries, +3 Prod from Oil Rigs
Campus
- Library +1 Amenity, +1 Science [R&F: additionaly +0.2 Science per citizen in the city]
- University +2 Science, +2 Culture, +1 GSP, +1 GWP [R&F: additionaly +0.2 Science per citizen in the city]
- Research Lab +2 Science with Range=9, Oil +2 Science, Aluminum and Copper +3 Science, Uranium +4 Science
Commercial Hub
- Market +2 Gold, Citrus, Cocoa, Olives, Spices, Sugar, Tea +3 Gold
- Bank +2 Gold, +1 GMP, +2 Gold to outgoing domestic TRs, +4 Gold to outgoing international TRs, Diamonds, Gold, Silver +3 Gold
- Stock Exchange +2 Gold with Range=9, +2 Gold for each specialty district in the city
Holy Site
- Shrine +1 Faith, +1 GPP
- Temple +2 Fath, +1 Food, adds +1 Relic slot to the Temple, Dyes, Incense, Tobacco +3 Faith
Entertainment Complex
- Arena +2 Culture, Coffee, Jade, Marble, Silk +2 Culture
- Zoo +4 Tourism
- Stadium +1 Amenity with Range=9, +10% to All Tourism in the empire
Aerodrome
- Hangar +2 Prod, +1 Air Slot, +2 Tourism, +3 CS to all air units trained here
- Airport +2 Housing, +3 Prod, +1 Air Slot, +5% to All Tourism in the empire
Encampment
- Barracks +1 Prod, Camps +2 Prod
- Stable +1 Prod, Pastures +2 Prod
- Armory +2 Prod, +1 GGP, +3 CS to all land units trained here
- Military Academy +1 Housing, +3 Prod, Flanking Bonus doubled for all units trained in the city
Industrial Zone
- Workshop +1 Housing, +1 Prod, Quarries and Mines over resources +1 Prod
- Factory +1 Housing and +1 Prod with Range=6, +2 Prod per Era, +1 GEP
- Power Plant +2 Prod with Range=9, +2 Prod for each specialty district in the city, Oil Wells +3 Prod
Water Entertainment Complex (Rise & Fall only)
- Ferris Wheel +1 Tourism, +1 Appeal to city tiles
- Aquarium +1 Amenity with Range=9, +1 GSP
- Aquatics Center +1 Amenity with Range=9, +5% to All Tourism in the empire
Neighborhood (Rise & Fall only)
- Food Market Plantations and Pastures +2 Food
- Shopping Mall +2 Tourism, Luxury resources +2 Gold
Upgrades to Unique Buildings
The below list shows only extra features in addition to the standard upgrade
- Stave Church Lumber Mills +3 Faith
- Madrasa [R&F: extra +0.1 per citizen]
- Electronics Factory +1 Housing and +1 Prod with bigger Range +3, extra +1 Prod per Era
- Film Studio +1 Amenity with bigger Range +3, +1 GMP, +1 slot for GWoM
- Tlachtli (dlc) +1 Amenity, +1 Faith
- Sukiennice (dlc) +1 GMP
- Basilikoi Paides (dlc) +1 GSP
- Prasat (dlc) +3 Tourism
- Ordu (rf) +1 GGP
- Tsikhe (rf) +1 Amenity, +1 Faith, +100 HP
Important notes
- Buildings that provide Gold have Maintenance = 0 but Gold is lowered to account for this.
- Upgrades to belief-enabled buildings have been removed - the game doesn't allow to have more than 1 in a Holy Site.
- None of the upgrades provide additional Citizen Slots.
- All Wall-type upgrades have Maintenance Cost = 1.
Building Upgrades to:
- Vanilla buildings (including UBs) - all except ones enabled by beliefs (the game doesn't allow to build more than 1 in a Holy City).
- DLCs (if active): Tlachtli, Sukiennice, Basilikoi Paides, Prasat.
- Rise & Fall: Food Market, Shopping Mall, Ferris Wheel, Aquarium, Aquatics Center, Ordu, Tsikhe.
- Gathering Storm: Coal, Oil and Nuclear Power Plants, Hydroelectric Dam, Marae, Thermal Bath, Grand Bazaar.
How does it work?
- Each Building can be upgraded and since there are (usually) 3 levels of base buildings, there are also 3 levels of Upgrades. Their characteristics and parameters depend on their level (see below).
- Each Building Upgrade has the same icon as base building with a distinctive plus sign added.
- A Building Upgrade becomes available usually after researching a tech/civic that follows a tech/civic that grants the base building. This represents the idea that a building has to be constructed and used for some time before any upgrades can be applied.
- All unique Buildings also have Upgrades.
- The Upgrades are quite powerful but very expensive in terms of maintenance costs. It's by design, they are supposed to rather exclusive buildings, not seen all-around.
Upgrades to Level 1 Buildings
- provide 50% of base building yields,
- some upgrades of early buildings also have unique properties or yields from improvements or resources,
- cost approx. 45% of base building, Maintenance Cost = 1,
- Hangar is here and you can also upgrade Palace!
Upgrades to Level 2 Buildings
- provide 50% of base building yields,
- provide a unique effect or have unique properties,
- cost approx. 60% of base building, Maintenance Cost = 2.
- Sewer and Airport are here.
Upgrades to Level 3 Buildings
- provide 50% of base building yields
- provide a unique effect or have unique properties,
- cost approx. 75% of base building, Maintenance Cost = 3.
Unique Rise & Fall change Yields from population have been decreased to 0.3 for Science and 0.2 for Culture (from default 0.5 and 0.3 respectively). To compensate, some upgrades have a unique effect that increases those params in the city where they are build. This allows for a true city specialization.
Note: whenever a yield is added to an improvement or a resource, it is always to those within borders of the city with the specific building upgrade.
Upgrades to standard buildings
City Center
- Palace +2 Gold, +1 Prod, +1 Science, +1 Loyalty (R&F)
- Monument +1 Culture, +2 CS against Barbarians for all units trained in this city
- Granary +1 Food, +1 Housing, Bananas and Wine +2 Food
- Water Mill +1 Prod, Sheep, Cotton and Furs +2 Prod
- Sewer +1 Housing
- Walls (all) +1 Housing, +50 HP, +1 strength
Theater Square
- Amphitheater +1 Amenity, +1 Culture [R&F: additionaly +0.2 Culture per Citizen in the city]
- Museums +2 Gold for each GWA/Artifact in the city, +1 GAP
- Broadcast Center +1 Amenity with Range=6, +1 GMP, +1 slot for GWoM in the Broadcast Center
Harbor
- Lighthouse +1 Housing, +1 Food from Fishing Boats and Fisheries
- Shipyard +1 Housing, +1 Prod and +1 Prod per Era, +1 GAP, +3 CS for all naval units trained here
- Seaport +2 Gold, +Prod equal to Gold Adjacency, +1 TR, +1 Gold from Fishing Boats and Fisheries, +3 Prod from Oil Rigs
Campus
- Library +1 Amenity, +1 Science [R&F: additionaly +0.2 Science per citizen in the city]
- University +2 Science, +2 Culture, +1 GSP, +1 GWP [R&F: additionaly +0.2 Science per citizen in the city]
- Research Lab +2 Science with Range=9, Oil +2 Science, Aluminum and Copper +3 Science, Uranium +4 Science
Commercial Hub
- Market +2 Gold, Citrus, Cocoa, Olives, Spices, Sugar, Tea +3 Gold
- Bank +2 Gold, +1 GMP, +2 Gold to outgoing domestic TRs, +4 Gold to outgoing international TRs, Diamonds, Gold, Silver +3 Gold
- Stock Exchange +2 Gold with Range=9, +2 Gold for each specialty district in the city
Holy Site
- Shrine +1 Faith, +1 GPP
- Temple +2 Fath, +1 Food, adds +1 Relic slot to the Temple, Dyes, Incense, Tobacco +3 Faith
Entertainment Complex
- Arena +2 Culture, Coffee, Jade, Marble, Silk +2 Culture
- Zoo +4 Tourism
- Stadium +1 Amenity with Range=9, +10% to All Tourism in the empire
Aerodrome
- Hangar +2 Prod, +1 Air Slot, +2 Tourism, +3 CS to all air units trained here
- Airport +2 Housing, +3 Prod, +1 Air Slot, +5% to All Tourism in the empire
Encampment
- Barracks +1 Prod, Camps +2 Prod
- Stable +1 Prod, Pastures +2 Prod
- Armory +2 Prod, +1 GGP, +3 CS to all land units trained here
- Military Academy +1 Housing, +3 Prod, Flanking Bonus doubled for all units trained in the city
Industrial Zone
- Workshop +1 Housing, +1 Prod, Quarries and Mines over resources +1 Prod
- Factory +1 Housing and +1 Prod with Range=6, +2 Prod per Era, +1 GEP
- Power Plant +2 Prod with Range=9, +2 Prod for each specialty district in the city, Oil Wells +3 Prod
Water Entertainment Complex (Rise & Fall only)
- Ferris Wheel +1 Tourism, +1 Appeal to city tiles
- Aquarium +1 Amenity with Range=9, +1 GSP
- Aquatics Center +1 Amenity with Range=9, +5% to All Tourism in the empire
Neighborhood (Rise & Fall only)
- Food Market Plantations and Pastures +2 Food
- Shopping Mall +2 Tourism, Luxury resources +2 Gold
Upgrades to Unique Buildings
The below list shows only extra features in addition to the standard upgrade
- Stave Church Lumber Mills +3 Faith
- Madrasa [R&F: extra +0.1 per citizen]
- Electronics Factory +1 Housing and +1 Prod with bigger Range +3, extra +1 Prod per Era
- Film Studio +1 Amenity with bigger Range +3, +1 GMP, +1 slot for GWoM
- Tlachtli (dlc) +1 Amenity, +1 Faith
- Sukiennice (dlc) +1 GMP
- Basilikoi Paides (dlc) +1 GSP
- Prasat (dlc) +3 Tourism
- Ordu (rf) +1 GGP
- Tsikhe (rf) +1 Amenity, +1 Faith, +100 HP
Important notes
- Buildings that provide Gold have Maintenance = 0 but Gold is lowered to account for this.
- Upgrades to belief-enabled buildings have been removed - the game doesn't allow to have more than 1 in a Holy Site.
- None of the upgrades provide additional Citizen Slots.
- All Wall-type upgrades have Maintenance Cost = 1.