Duke van Frost
Lunatic Killer Robot
First, the list for Buildings:
Academy:
+4 Culture
+50% Research
Great Scientist action
Alchemist Laboratory:
cost 150
Tech Alchemy
requires Library
+25% Research
can turn 1 Citizen into Scientist
Aqueduct:
cost 100
Tech Mathematics, Masonry
+2 Health
required to build "The Floating Gardens of Lost Xholankha"
Bank:
cost 200
Tech Banking
+50% commerce
required to build "Wallstreet"
Barracks:
cost 60
new Land Units + 4 Exp.
can turn 2 citizens into Soldiers
required to build "Heroic Epic", "Military Academy"
Blood Bowl Stadium:
cost 120
Tech Construction
+1 Happiness
+1 Happiness per 20% Culture Rate
Castle:
cost 100
Tech Engineering
requires Walls
+1 Culture
50% Defense Bonus (except vs. Gunpowder-based Units)
can turn 1 Citizen into Soldier
Double Production Speed with Stone
Courthouse:
cost 120
Tech Code of Laws
-50% Maintenance
required to build "DragonThrone"
Drydock:
cost 120
Tech Steel
+1 Unhealthiness
Water Units + 4 Exp.
builds Water Units 50% faster
Forge:
cost 120
Tech Metal Casting
+25% Production
+1 Unhealthiness
+1 Happiness from Gems, Gold, Silver
can turn 1 Citizen into Engineer
required to build "Magic Forge", "The Colossus", "Ironworks"
Granary:
cost 60
Tech Pottery
+1 Health from Corn, Rice, Wheat
stores 50% of Food after Citygrowth
Grocer:
cost 150
Tech Guilds, Currency
+25% Commerce
+1 Health from Banana, Spices, Sugar Grapes
can turn 2 Citizens into Merchant
required to build "Slaughterhouse"
Harbor:
cost 80
Tech Compass
+50% from Traderoutes
+1 Health from Clam, Crab, Fish
Hospital:
cost 200
Tech Alchemy
+3 Health
heals Units extra 10% Damage per Turn
Jail:
cost 120
Tech Constitution
-25% War Weariness
Library:
cost 90
Tech Writing
+2 Culture
+25% Research
can turn 2 Citizens into Scientist
required to build "Alchemist Laboratory", "University", "The Great Library", "National Epic"
Lighthouse:
cost 60
Tech Sailing
+1 Food from Water Tiles
required to build "The Great Lighthouse"
Magic Forge:
cost 120
Tech Magic Forging
requires Forge
+25% Production
+1 Unhealthiness
+1 Happiness from Gromril, Ithilmar
can turn 1 Citizen into Engineer
Market:
cost 150
Tech Currency
+25% Commerce
+1 Happiness from Fur, Ivory, Silk, Whale
can turn 2 Citizens into Merchant
Military Academy:
Great General Action
requires Barracks
New Units +3 Exp.
+25% Military Production
Observatory:
cost 150
Tech Astronomy
+25% Research
can turn 1 Citizen into Scientist
Siegeweapons Workshop:
cost 100
Tech Construction
New Siege Weapons +4 Exp.
Slaughterhouse:
cost 150
Tech Animal Husbandry
requires Grocer
+1 Health from Cow, Deer, Pig, Sheep
Tavern:
cost 100
Tech Brewing
+10% Commerce
+1 Happiness from Barley, Grapes
can turn 1 Citizen into Merchant
Theatre:
cost 50
Tech drama
+3 Culture
+1 Happiness from Dye
+1 Happiness per 10% Culture Rate
can turn 2 Citizens into Artists
required to build "Globe Theatre"
University:
cost 200
Tech Education
requires Library
+3 Culture
+25% Research
required to build "Oxford University"
Walls:
cost 50
Tech Masonry
50% Defense Bonus (except vs. Gunpowder-based Units)
double Production Speed with Stone
required to build "Castle"
Watchstone:
cost 30
Tech Mysticism
+1 Culture
required to buil "Isle of the Dead"
Religious Buildings:
Shrines:
cost 80
requires Religion in the City
+1 Culture
+1 Happiness
can turn 1 Citizen into Priest
required to build "Temples"
required to train various Religious Units
Temples:
cost 150
Tech Construction
requires Shrine
requires Religion in the City
+2 Culture
can turn 1 Citizen into Priest
required to train various Religious Units
Cathedrals:
cost 300
requires Religion in the City
requires total of 2 Temples of same Religion in Civ
+50% Culture
+2 Happiness if State Religion
+1 Happiness from Incense
can turn 2 Citizens into Priests
required to buil various Religious Units
Academy:
+4 Culture
+50% Research
Great Scientist action
Alchemist Laboratory:
cost 150
Tech Alchemy
requires Library
+25% Research
can turn 1 Citizen into Scientist
Aqueduct:
cost 100
Tech Mathematics, Masonry
+2 Health
required to build "The Floating Gardens of Lost Xholankha"
Bank:
cost 200
Tech Banking
+50% commerce
required to build "Wallstreet"
Barracks:
cost 60
new Land Units + 4 Exp.
can turn 2 citizens into Soldiers
required to build "Heroic Epic", "Military Academy"
Blood Bowl Stadium:
cost 120
Tech Construction
+1 Happiness
+1 Happiness per 20% Culture Rate
Castle:
cost 100
Tech Engineering
requires Walls
+1 Culture
50% Defense Bonus (except vs. Gunpowder-based Units)
can turn 1 Citizen into Soldier
Double Production Speed with Stone
Courthouse:
cost 120
Tech Code of Laws
-50% Maintenance
required to build "DragonThrone"
Drydock:
cost 120
Tech Steel
+1 Unhealthiness
Water Units + 4 Exp.
builds Water Units 50% faster
Forge:
cost 120
Tech Metal Casting
+25% Production
+1 Unhealthiness
+1 Happiness from Gems, Gold, Silver
can turn 1 Citizen into Engineer
required to build "Magic Forge", "The Colossus", "Ironworks"
Granary:
cost 60
Tech Pottery
+1 Health from Corn, Rice, Wheat
stores 50% of Food after Citygrowth
Grocer:
cost 150
Tech Guilds, Currency
+25% Commerce
+1 Health from Banana, Spices, Sugar Grapes
can turn 2 Citizens into Merchant
required to build "Slaughterhouse"
Harbor:
cost 80
Tech Compass
+50% from Traderoutes
+1 Health from Clam, Crab, Fish
Hospital:
cost 200
Tech Alchemy
+3 Health
heals Units extra 10% Damage per Turn
Jail:
cost 120
Tech Constitution
-25% War Weariness
Library:
cost 90
Tech Writing
+2 Culture
+25% Research
can turn 2 Citizens into Scientist
required to build "Alchemist Laboratory", "University", "The Great Library", "National Epic"
Lighthouse:
cost 60
Tech Sailing
+1 Food from Water Tiles
required to build "The Great Lighthouse"
Magic Forge:
cost 120
Tech Magic Forging
requires Forge
+25% Production
+1 Unhealthiness
+1 Happiness from Gromril, Ithilmar
can turn 1 Citizen into Engineer
Market:
cost 150
Tech Currency
+25% Commerce
+1 Happiness from Fur, Ivory, Silk, Whale
can turn 2 Citizens into Merchant
Military Academy:
Great General Action
requires Barracks
New Units +3 Exp.
+25% Military Production
Observatory:
cost 150
Tech Astronomy
+25% Research
can turn 1 Citizen into Scientist
Siegeweapons Workshop:
cost 100
Tech Construction
New Siege Weapons +4 Exp.
Slaughterhouse:
cost 150
Tech Animal Husbandry
requires Grocer
+1 Health from Cow, Deer, Pig, Sheep
Tavern:
cost 100
Tech Brewing
+10% Commerce
+1 Happiness from Barley, Grapes
can turn 1 Citizen into Merchant
Theatre:
cost 50
Tech drama
+3 Culture
+1 Happiness from Dye
+1 Happiness per 10% Culture Rate
can turn 2 Citizens into Artists
required to build "Globe Theatre"
University:
cost 200
Tech Education
requires Library
+3 Culture
+25% Research
required to build "Oxford University"
Walls:
cost 50
Tech Masonry
50% Defense Bonus (except vs. Gunpowder-based Units)
double Production Speed with Stone
required to build "Castle"
Watchstone:
cost 30
Tech Mysticism
+1 Culture
required to buil "Isle of the Dead"
Religious Buildings:
Shrines:
cost 80
requires Religion in the City
+1 Culture
+1 Happiness
can turn 1 Citizen into Priest
required to build "Temples"
required to train various Religious Units
Temples:
cost 150
Tech Construction
requires Shrine
requires Religion in the City
+2 Culture
can turn 1 Citizen into Priest
required to train various Religious Units
Cathedrals:
cost 300
requires Religion in the City
requires total of 2 Temples of same Religion in Civ
+50% Culture
+2 Happiness if State Religion
+1 Happiness from Incense
can turn 2 Citizens into Priests
required to buil various Religious Units