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A Guide to City Improvements and Wonders

Discussion in 'Civ4 Strategy Articles' started by Stuporstar, Nov 4, 2005.

  1. Stuporstar

    Stuporstar Warlord

    Joined:
    Jun 7, 2004
    Messages:
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    Location:
    Canada
    A Guide to City Improvements and Wonders

    Though all this information is in the Civilopedia, I thought it would be better to organize the information 1. in relation to the tech tree, and 2. into functional groups. I've listed each improvement/wonder in categories and then organized the lists according to where they sit on the tech tree. I've placed these into what I feel are the most useful aspects of the particular building, because I always look at what a particular city's need is before deciding what to build. However, some of these are on fine lines between one aspect and another, so in some cases they are listed more than once. Because many of these buildings generate high culture, but have other specific uses, rather than listing them under culture, I've compiled a seperate list of culture ratings for each building that generates it.

    1. Science
    2. Commerce
    3. Growth/Health
    4. Culture/Happiness
    5. Production
    6. Military
    7. Religion
    8. Great Leaders/Government/Other (Special Use Wonders)
    9. Projects
    10. Culture Ratings


    1. Science:

    Academy, +4 culture +50% science
    requires Scientific GL +1H

    Library, +2 culture, +25% science
    can turn 2 citizens into Scientist
    required to build University, National Epic, The Great Library
    tech required: Writing
    90H

    University, +3 culture, +25% science
    required to build Oxford University
    requires Library
    tech required: Education
    200H

    Observatory, +25% science
    can turn 1 citizen into Scientist
    required to build Laboratory
    tech required: Astronomy
    150H

    Laboratory, +1 unhealth, +25% science
    +50% spaceship production
    can turn 1 citizen into Scientist
    requires Observatory
    tech required: Computers
    250H

    Wonders:

    The Oracle, +8 culture, +2GL (prophet)
    World Wonder (1 allowed)
    1 free technology
    tech required: Priesthood
    150H (double production speed with marble)

    The Great Library, +8 culture, +2GL (scientist)
    World Wonder (1 allowed)
    +2 free Scientist
    requires Library
    tech required: Literature
    350H (double production speed with marble)
    obsolete with Scientific Method

    Oxford University, +4 culture, +100% science, + 1GL (scientist)
    National Wonder (1 allowed)
    can turn 3 citizens into Scientist
    requires University (4 total)
    tech required: Education
    400H (double production speed with stone)


    2. Commerce:

    Courthouse
    -50% maintenance
    required to build Forbidden Palace
    tech required: Code of Laws
    120H

    Harbor
    +50% trade route yeild
    +1 health from Clam, Crab, Fish
    tech required: Compass
    80H

    Market, +25% gold
    can turn 2 citizens into Merchant
    +1 happy from Fur, Ivory, Silk, Whale
    tech required: Currency
    150H

    Grocer, +25% gold
    can turn 2 citizens into Merchant
    +1 health from Banana, Spices, Sugar, Wine
    required to build Supermarket
    tech required: Guilds
    150H

    Bank, +50% gold
    required to build Wall Street
    tech required: Banking
    200H

    Airport, +1 unhealth
    can airlift 1 land unit per turn
    +1 trade routes
    tech required: Flight
    250H


    Wonders:

    Palace, +1 happy, +8 commerce, +2 culture
    National Wonder (1 allowed)
    makes this city the capital
    reduces maintenance in nearby cities
    requires at least 4 cities
    160H

    The Great Lighthouse, +6 culture, +2GL (merchant)
    World Wonder (1 allowed)
    +2 trade routes in all coastal cities
    requires Lighthouse
    tech required: Masonry
    200H
    obsolete with Corporation

    The Colossus, +6 culture, +2GL (merchant)
    World Wonder (1 allowed)
    all cities' water tiles +1 commerce
    requires Forge
    tech required: Metal Casting
    250H (double production speed with Copper)
    obsolete with Astronomy

    Forbidden Palace, +4 culture, +1GL (merchant)
    National Wonder (1 allowed)
    reduces maintenance in nearby cities
    requires Courthouse (4 total)
    requires at least 8 cities
    200H

    Versailles, +10 culture, +2GL (merchant)
    World Wonder (1 allowed)
    reduces maintenance in nearby cities
    tech required: Divine Right
    800H (double production speed with marble)

    Wall Street, +100% gold, +1 GL (merchant)
    National Wonder (1 allowed)
    can turn 3 citizens into Merchant
    requires Bank
    tech required: Corporation
    600H


    3. Growth/Health:

    Granary
    stores 50% of food after growth
    +1 health from Corn, Rice, Wheat
    tech required: Pottery
    60H

    Aqueduct, +2 health
    required to build the Hanging Gardens
    tech required: Mathematics, Masonry
    100H

    Lighthouse
    water tiles +1 food
    required to build The Great Lighthouse
    tech required: Sailing
    60H

    Harbor
    +50% trade route yeild
    +1 health from Clam, Crab, Fish
    tech required: Compass
    80H

    Grocer, +25% gold
    can turn 2 citizens into Merchant
    +1 health from Banana, Spices, Sugar, Wine
    required to build Supermarket
    tech required: Guilds
    150H

    Hospital, +3 health
    heals units extra 10% damage/turn
    required to build Red Cross
    tech required: Medicine
    200H

    Supermarket
    +1 health from Cow, Deer, Sheep, Pig
    requires Grocer
    tech required: Refrigeration
    150H

    Recycling Plant
    no unhealth from buildings
    tech required: Ecology
    300H

    Wonders:

    The Hanging Gardens, +6 culture, +2GL (engineer)
    World Wonder (1 allowed)
    +1 health in all cities
    +1 population in all cities
    requires Aqueduct
    tech required: Mathematics
    300H (double production speed with stone)

    National Epic, +4 culture, +1GL (artist)
    National Wonder (1 allowed)
    +100% birth rate
    requires Library
    tech required: Literature
    250H (double production speed with marble)


    4. Culture/Happiness:

    Obelisk, +1 culture
    tech required: Mysticism
    30H
    obsolete with Calendar

    Colosseum, +1 happy
    +1 happy per 20% culture rate
    tech required: Construction
    120H

    Market, +25% commerce
    can turn 2 citizens into Merchant
    +1 happy from Fur, Ivory, Silk, Whale
    tech required: Currency
    150H

    Theatre, +3 culture
    +1 happy per 10% culture rate
    can turn 2 citizens into Artist
    +1 happy from dye
    required to build Globe Theatre
    tech required: Drama
    50H

    Jail
    -25% war unhappiness
    tech required: Consitution
    120H

    Broadcast Tower, +50% culture
    +1 happy per 10% culture rate
    Can turn 2 citizens into Artist
    +1 happy from Hit Musicals, Hit singles, Hit movies
    tech required: Mass Media
    175H

    Wonders:

    Stonehenge, +8 culture, +2GL (prophet)
    World Wonder (1 allowed)
    free Obelisk in every city
    centers world map
    tech required: Mysticism
    120H (double production speed with stone)
    obsolete with Calendar

    Globe Theatre, +6 culture, +1GL (artist)
    National Wonder (1 allowed)
    no unhappiness in this city
    can turn 3 citizens into Artist
    requires Theatre
    tech required: Drama
    300H

    Notre Dame, +10 culture, +2GL (artist)
    World Wonder (1 allowed)
    +1 happy in all cities on the continent
    tech required: Music
    650H (double production speed with stone)

    The Sistine Chapel, +10 culture, +2GL (artist)
    World Wonder (1 allowed)
    +2 culture per specialist in all cities
    tech required: Theology
    600H (double production speed with marble)

    Hermitage, +100% culture, +1GL (artist)
    National Wonder (1 allowed)
    tech required: Nationalism
    300H (double production speed with marble)

    Broadway, +50% culture, +2GL (artist)
    World Wonder (1 allowed)
    provides 1 Hit Musicals, +1 happy
    tech required: Electricity
    800H

    Mt. Rushmore, +4 culture, +1GL (artist)
    National Wonder (1 allowed)
    -25% war unhappiness in all cities
    tech required: Fascism
    500H (double production speed with stone)

    Rock N Roll, +50% culture, +2GL (artist)
    World Wonder (1 allowed)
    provides 1 Hit Single, +1 happy
    tech required: Radio
    800H

    The Eiffel Tower, +6 culture, +2GL (merchant)
    World Wonder (1 allowed)
    free Broadcast Tower in every city
    requires Forge
    tech required: Radio
    1250H (double production speed with iron)

    Hollywood, +50% culture, +2GL (artist)
    World Wonder (1 allowed)
    provides 1 Hit Movies, +1 happy
    tech required: Mass Media
    1000H


    5. Production:

    Forge, +1 unhealth, +25% hammers
    can turn 1 citizen into Engineer
    +1 happy from Gems, Gold, Silver
    required to build Ironworks, The Colossus, The Eiffel Tower, The Statue of Liberty
    tech required: Metal Casting
    120H

    Drydock, +1 unhealth
    new water units recieve +4exp
    builds water units 50% faster
    tech required: Steel
    120H

    Factory, +1 unhealth, +25% hammers
    +50% hammers with power
    can turn 2 citizens into Engineer
    required to build Coal Plant, Hydro Plant, Nuclear Plant
    tech required: Assembly Line
    250H

    Coal Plant
    provides power with Coal (+2 unhealthy)
    requires Factory
    tech required: Assembly Line
    150H

    Nuclear Plant
    small chance of Nuclear Meltdown
    provides power with Uranium
    requires Factory
    tech required: Fission
    250H

    Hydro Plant
    provides power
    requires Factory
    tech required: Plastics
    200H

    Wonders:

    The Hagia Sophia, +8 culture, +2 GL (engineer)
    World Wonder (1 allowed)
    workers build improvements +50% faster
    tech required: Engineering
    500H (double production speed with marble)
    obsolete with Steam Power

    Ironworks, +2 unhealth, +1GL (engineer)
    National Wonder (1 allowed)
    +50% hammers with Coal
    +50% hammers with Iron
    can turn 3 citizens into Engineer
    requires Forge
    tech required: Steel
    700H

    The Kremlin, +2GL (artist)
    World Wonder (1 allowed)
    -50% hurry production cost
    tech required: Communism
    1000H (double production speed with stone)
    obsolete with Fiber Optics

    The Three Gorges Dam, +2GL (engineer)
    World Wonder (1 allowed)
    provides power for all cities on the continent
    tech required: Plastics
    1750H

    The Space Elevator, +2GL (engineer)
    World Wonder (1 allowed)
    +50% spaceship production in all cities
    tech required: Robotics
    2000H (double production speed with aluminum)


    6. Military:

    Barracks
    new land units recieve +4exp
    required to build Heroic Epic
    60H

    Walls
    50% defense (except vs. gunpowder-based units)
    required to build Castle
    tech required: Masonry
    50H (double production speed with stone)

    Castle, +1 culture
    50% Defense (except vs. gunpowder-based units)
    requires Walls
    tech required: Engineering
    100H (double production speed with stone)

    Jail
    -25% war unhappiness
    tech required: Consitution
    120H

    Bunker
    -75% damage from Air Units
    tech required: Electricity
    100H

    Bomb Shelters
    -75% Damage from Nukes
    requires Manhattan Project
    tech required: Electricity
    100H

    Airport, +1 unhealth
    can airlift 1 land unit per turn
    +1 trade routes
    tech required: Flight
    250H

    Wonders:

    Chichen Itza, +6 culture, +2GL (prophet)
    World Wonder (1 allowed)
    25% defense in all cities
    tech required: Code of Laws
    500H (double production speed with stone)

    Heroic Epic, +4 culture, +1GL (artist)
    National Wonder (1 allowed)
    +100% military unit production
    requires Barracks
    requires a unit of level 4exp
    tech required: Literature
    200H (double production speed with marble)

    West Point, +1 GL (engineer)
    National Wonder (1 allowed)
    new units recieve +4exp
    requires a unit of level 5 exp
    tech required: Military Tradition
    800H (double production speed with stone)

    The Pentagon, +2GL (engineer)
    World Wonder (1 allowed)
    new units recieve 2exp in all cities
    tech required: Assembly Line
    1250H

    Mt. Rushmore, +4 culture, +1GL (artist)
    National Wonder (1 allowed)
    -25% war unhappiness in all cities
    tech required: Fascism
    500H (double production speed with stone)

    Red Cross, +2 culture, +1GL (scientist)
    National Wonder (1 allowed)
    free Medic I promotion for units built in this city
    requires Hospital (4 total)
    tech required: Medicine
    600H


    7. Religion:

    Temples
    +1 happiness, +1 culture

    can turn 1 citizen into priest
    tech required: Priesthood
    80H

    Monasteries
    +2 culture, +10% science

    required to train Missionary
    tech required: Meditation
    60H
    obsolete with Scientific Method

    Cathedrals +50% culture
    +2 happy if state religion is same as building
    can turn 2 citizens into Priest
    +1 happy from Incense
    requires Temple (3 total)
    tech required: Music
    300H + double production speed with:
    Stone - Jewish Synagogue, Christian Cathedral
    Marble - Hindu Mandir, Islamic Mosque
    Copper - Buddhist Stupa, Confucian Academy, Taoist Pagoda


    Wonders:

    The Mahabohi, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Buddhism
    spreads Buddhism
    can turn 3 citizens into Priest
    requires Buddhist Holy City
    1H + 1 Great Prophet

    The Kashi Vishwanath, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Hinduism
    spreads Hinduism
    can turn 3 citizens into Priest
    requires Hindu Holy City
    1H + 1 Great Prophet

    The Temple of Solomon, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Judaeism
    spreads Judaeism
    can turn 3 citizens into Priest
    requires Jewish Holy City
    1H + 1 Great Prophet

    The Church of the Nativity, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Christianity
    spreads Christianity
    can turn 3 citizens into Priest
    requires Christian Holy City
    1H + 1 Great Prophet

    The Dai Miao, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Taoism
    spreads Taoism
    can turn 3 citizens into Priest
    requires Taoist Holy City
    1H + 1 Great Prophet

    Angkor Wat, +8 culture, +2GL (prophet)
    World Wonder (1 allowed)
    +1H from Priest in all cities
    can turn 3 citizens into Priest
    tech required: Philosopy
    500H (double production speed with stone)
    obsolete with Compass

    The Kong Miao, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Confucianism
    spreads Confucianism
    can turn 3 citizens into Priest
    requires Confucian Holy City
    1H + 1 Great Prophet

    The Masjid al-Haram, +4 culture, +1GL (prophet)
    World Wonder (1 allowed)
    +1 gold per city with Islam
    spreads Islam
    can turn 3 citizens into Priest
    requires Islamic Holy City
    1H + 1 Great Prophet

    The Spiral Minaret, +8 culture, +2GL (prophet)
    World Wonder (1 allowed)
    +1 gold from all state religion buildings
    tech required: Divine Right
    500H (double production speed with stone)
    obsolete with Computers


    8. Great Leaders/Government/Other:

    The Parthenon, +10 culture, +2GL (artist)
    World Wonder (1 allowed)
    +50% GL birth rate in all cities
    tech required: Polytheism
    400H (double production speed with marble)
    obsolete with Chemistry

    The Pyramids, +6 culture, +2GL (engineer)
    World Wonder (1 allowed)
    enables all government civics
    tech required: Masonry
    450H (double production speed with stone)

    The Statue of Liberty, +6 culture, +2GL (merchant)
    World Wonder (1 allowed)
    1 free specialist in all cities on the continent
    requires Forge
    tech required: Democracy
    1500H (double production speed with copper)

    The Taj Mahal, +10 culture, +2GL (artist)
    World Wonder (1 allowed)
    starts a golden age
    tech required: Nationalism
    700H (double production speed with marble)

    Scotland Yard, +1GL (scientist)
    National Wonder (1 allowed)
    required to train Spy
    tech required: Communism
    500H

    The United Nations, +2GL (merchant)
    World Wonder (1 allowed)
    triggers global elections
    guarantees eligibility for diplomatic votes
    tech required: Mass Media
    1000H

    Note: when it comes to generating Great Leaders, nearly all National Wonders generate 1 and World Wonders generate 2.

    9. Projects

    Considered World Wonders in previous games, these are not included in the Civilopedia under Buildings, but are now listed as Projects.

    The Manhattan Project
    World Project (1 allowed)
    enables Nukes (for all players)
    enables Bomb Shelter (for all player)
    tech required: Fission
    1500H (double production speed with uranium)

    SDI
    Team Project (1 allowed)
    +75% chance of intercepting Nukes
    tech required: Satellites
    500H (double production speed with aluminum)

    The Internet
    World Project (1 allowed)
    grants all technologies aquired by any 2 known civilizations
    tech required: Fiber Optics
    2000H (double production speed with copper)

    The Apollo Prgram
    Team Project (1 allowed)
    required to build Space Ship parts
    tech required: Rocketry
    1000H (double production speed with aluminum)

    SS Casing
    Team Project (5 allowed)
    required for Space Race victory (5 total)
    requires Apollo Program
    tech required: Rocketry
    400H (double production speed with aluminum)

    SS Thrusters
    Team Project (3 allowed)
    required for Space Race victory (3 total)
    requires Apollo Program
    tech required: Satellites
    600H (double production speed with aluminum)

    SS Cockpit
    Team Project (1 allowed)
    required for Space Race victory (1 total)
    requires Apollo Program
    tech required: Fiber Optics
    800H (double production speed with aluminum)

    SS Docking Bay
    Team Project (1 allowed)
    required for Space Race victory (1 total)
    requires Apollo Program
    tech required: Robotics
    1200H (double production speed with aluminum)

    SS Life Support
    Team Project (1 allowed)
    required for Space Race victory (1 total)
    requires Apollo Program
    tech required: Ecology
    600H (double production speed with aluminum)

    SS Stasis Chamber
    Team Project (1 allowed)
    required for Space Race victory (1 total)
    requires Apollo Program
    tech required: Genetics
    1000H

    SS Engine
    Team Project (1 allowed)
    required for Space Race victory (1 total)
    requires Apollo Program
    tech required: Fusion
    1000H


    10. Culture Ratings:

    +1 Obelisk
    +1 Temples
    +1 Castle

    +2 Palace NW (national wonder)
    +2 Monasteries
    +2 Library
    +2 Red Cross

    +3 University
    +3 Theatre

    +4 Academy
    +4 National Epic NW
    +4 Heroic Epic NW
    +4 Holy City Shrines, The Mahabohi, The Kashi Vishwanath, The Temple of Solomon, The Church of the Nativity, The Dai Miao, The Kong Miao, The Masjid al-Haram
    +4 Forbidden Palace NW
    +4 Oxford University NW
    +4 Mt. Rushmore NW

    +6 The Pyramids WW (world wonder)
    +6 The Great Lighthouse WW
    +6 The Colossus WW
    +6 The Hanging Gardens WW
    +6 Chichen Itza WW
    +6 Globe Theatre WW
    +6 The Statue of Liberty WW
    +6 The Eiffel Tower WW

    +8 Stonehenge WW
    +8 The Oracle WW
    +8 The Great Library WW
    +8 The Hagia Sophia WW
    +8 Angkor Wat WW
    +8 The Spiral Minaret WW

    +10 The Parthenon WW
    +10 Notre Dame WW
    +10 The Sistine Chapel WW
    +10 Versailles WW
    +10 The Taj Mahal WW

    +50% Cathedrals
    +50% Broadway WW
    +50% Rock N Roll WW
    +50% Hollywood WW

    +100% Hermitage NW

    I will add/correct any information as it comes along. This is currently a work in progress, so please feel free to comment/correct any of the info here, and thanks in advance to anyone who does.
     
  2. Pfeffersack

    Pfeffersack Deity

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    1. You get an additional trade route in that city.
    2. If the percentage is 50%, all your trade routes in the city increase their output by 50%.A trade route which had 4 has now 6.Not sure about if fractions are rounded up or down, though.
    3. Really promotion or rather production? If you build a military unit, your base production is increased by a certain percentage, which means the unit is completed significantly faster.I don't anything about increasing military promotions in %.
    4. Yes, only if you use the cultural slider.
     
  3. Stuporstar

    Stuporstar Warlord

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    Thanks Pfeffersack,

    1. I guess I'm still unclear on what an additional trade route does and...
    2. I'd probably know better what the additional trade route does if I knew what that increased trade route output modified. Does it increase commerce or resource benefits or something?
    3. Yes it is production, I just completely misread the Civilopedia there.
    4. Thanks, I was pretty sure that's what it meant but just wanted to be sure. :)
     
  4. Muki

    Muki Chieftain

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    2 very nice and very useful threads from you..good job! But 1 question- i didnt find The internet in ur text..or did i miss something?
     
  5. Stuporstar

    Stuporstar Warlord

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    Actually, I didn't even think about that until you pointed it out. It's missing in the building part of the Civilopedia because it's not listed as a city improvement at all. It's listed under projects along with the Manhattan Project and The Apollo Program. All those things are missing from my guide. I should probably include them anyway.
     
  6. WoundedKnight

    WoundedKnight Warlord

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    All fractions are rounded down in trade, production, etc. I.e. if you have 7 hammers/turn and have a forge (+25%), you get only one extra hammer (1.75 is rounded down to 1).
     
  7. Pfeffersack

    Pfeffersack Deity

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    Trade routes represent trade between cities in Civ4 - in a very abstract form.If the city has atrade route to another city, it gets a fixed amount of additional base commerce per turn, which is further modified by banks, libraries etc. afterwards.
    They can exist between cities in one empire or between cities of different empires.The later ones are more lucrative.Trade routes are displayed in the left upper corner in the city screen.Each city can support only a restricted amount of such routes, which can be increased through various factors (airports, the free market civic, the currency tech,...).So additional just means upping the limit by one and the CPU calculates another route for the city.

    The increase of trade route output simply adds a certain percentage to the value of each trade route in a city, so it is an increase in commerce.It hasn't anything to do with ressources.

    Hope this helps :)


    @ WoundedKnight

    Thanks for bringing light in here.
     
  8. Stuporstar

    Stuporstar Warlord

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    Thanks again Pfeffersack! That clears things up a lot for me. :goodjob:
     
  9. MSTK

    MSTK Deity

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    So if you gain an extra trade route, where does that route lead to? Or is it just an abstract concept?

    For example, when you connect your city to another city, you get one trade route. And another city = another trade route. If you gain another route through an improvement, where does that route lead? Or am I just looking at this from the wrong way?
     
  10. Pfeffersack

    Pfeffersack Deity

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    Hmm, difficult to say.It is important to destinct between two cities are connected(this status refers to they are able to exchange ressources) and to have two cities sharing a trade route.It might be a rule that a city can only have a trade route to another city, if they are connected via river, road or sea, but it is not the way that all connected cities share trade routes with each other.This is just impossible because the number of trade rotes would increase geometrical with every new city.
    I think it works the way that the programm determines the most valuale trade routes for all cities cities every turn, which leads to big, rich cities trading with other big, rich cities.
     
  11. Khaim

    Khaim Prince

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    As Pfeffer said, there are two concepts here. Cities are connected by roads, rivers, and so on, but that doesn't automatically set up a trade route. Each city can only have so many trade routes, and each one generates some amount of commerce. You start only having one route per city, and you get more with Currency, Corporation, Free Market, the Great Lighthouse, Airports, and probably some more I don't remember. This is also why the AI likes open borders so much: you can only have trade routes to another civ if you have open borders, and such routes are worth significantly more (around double, although I haven't done extensive testing).
     
  12. petey

    petey Prince

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    Does this rounding occur for each item that gives a %age improvement, or are they all added up and then rounded at the end?

    For example, say you have a city with 7 hammers of production with a forge (+25%) and Organized Religion (+25%), which each give a 1.75 shield boost, would the rounding occur:

    Per Item:

    7 + 1 (rounded down from 1.75 for forge) + 1 (rounded down from 1.75 for OR) = 9 hammers

    or at the end:

    7 + 1.75 (forge) + 1.75 (OR) = 10 hammers (rounded down from 10.5)

    If it's the latter, grouping all the percentage improvements together would be even a bigger bonus, since the extra percentages could lead to a few more every turn.
     
  13. abj9562

    abj9562 Warlord

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    Good thread!
     
  14. Grunthex

    Grunthex Prince

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    366
    Location:
    Calgary, Canada
    This is the correct math. It actually calculates it as 7 hammers * (1+0.25(forge)+0.25(OrgRel)) = 7 * 1.5 = 10.5 rounded down to 10.
     
  15. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
    Messages:
    12,316
    Do Marketplaces, Banks, Grocers, etc. increase gold or commerce (something that is VERY unclear because they use the same icon)
     
  16. Conditional Zenith

    Conditional Zenith Chieftain

    Joined:
    Mar 21, 2001
    Messages:
    69
    Location:
    Australia
    Gold. So they provide no benefit if you have 100% Science
     
  17. snepp

    snepp King

    Joined:
    Oct 27, 2005
    Messages:
    667
    Location:
    Sioux Falls, SD
    In most cases yes, but they will provide benefits for income that does not go towards research/culture, such as income from religion and specialists.
     
  18. Conditional Zenith

    Conditional Zenith Chieftain

    Joined:
    Mar 21, 2001
    Messages:
    69
    Location:
    Australia
    True. I overlooked that.
     
  19. siff

    siff Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    32
    Brilliand work Stuporstar! Thanks...

    Siff
     
  20. LoneWolf5050

    LoneWolf5050 Warlord

    Joined:
    Oct 24, 2001
    Messages:
    214
    Location:
    Toronto, Ontario, Canada
    RE: religious buildings...you may want to mention in the culture modifiers section that it's +50% for Cathedrals and +50% for the holy city shrine. (ie: it's not all "religious buildings" that give you +50%). The other religious buildings give you different bonues. Also, you need 3 temples to build a cathedral on a standard map I believe, not sure if this is mentioned.

    The requirement of a certain number of other buildings is necessary for a few of the wonders too, and I don't think this is mentioned. (Globe Theatre, Forbidden Palace...)

    Anyway, terrific collection of info, thanks!!

    --Julian
     

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