caglejsc
Chieftain
- Joined
- Jul 29, 2010
- Messages
- 88
Went to Gamestop today and got my strategy guide. So I'm going to tackle buildings.
Ancient Era
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Barracks (80) | Maintenance - 1 | Yield - N/A | + 15% XP for all Units trained in this city. | PreReq - Bronze Working
Floating Gardens (120) | Maintenance - 1 | Yield - N/A | + 2 Food and overall + 15% Food increase. Each worked Lake tile is also +2 Food. City must be built next to a River or Lake. | PreReq - The Wheel | Aztec UB replaces Water Mill.
Granary (100) | Maintenance - 1 | Yield - N/A | + 2 Food. | PreReq - Potery.
Krepost (80) | Maintenance - 1 | Yield - N/A | + 15 XP for all Land Units trained in this city. Culture cost of acquiring new tiles reduced by 50% in this city | PreReq - Bronze Working | Russia UB replaces Barracks.
Library (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this City. | PreReq - Writing | Specialist: Scientist
Monument (60) | Maintenance - 1 | Yield - + 2 culture | Improved Cultural Growth. | PreReq - N/A
Paper Maker (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this city. +4 Gold. | PreReq - Writing | China UB replaces ??. Specialist: Scientist
Walls (100) | Maintenance - 1 | Yield - N/A | + 7 Combat Strength for the city itself. | PreReq - Masonry
Water Mill (120) | Maintenance - 1 | Yield - N/A | + 2 Food. City must be built next to a river. | PreReq - The Wheel
Classical Era
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Armory (130) | Maintenance - 3 | Yield - N/A | + 15% XP for all Land Units trained in this city. City must have a Barracks. | PreReq - Iron Working/Krepost/Barracks
Burial Tomb (120) | Maintenance - 0 | Yield - 2 Culture | + 2 Happiness empire wide. Requires no Gold Maintenance. Should this city be captured, the amount of Gold plundered by the enemy is doubled. | PreReq - Philosophy | Egypts UB replaces Temple.
Circus (150) | Maintenance - 4 | Yield - N/A | + 3 Happiness empire wide. City mus have an improved source of horses or Ivory nearby. | PreReq - Horseback Riding.
Coliseum (150) | Maintenance - 5 | Yield - N/A | + 4 Happiness empire wide. | PreReq - Construction
Courthouse (150) | Maintenance - 5 | Yield - N/A | Eliminates extra Unhappiness from an Occupied City. | PreReq - Mathematics
Lighthouse (80) | Maintenance - 1 | Yield - N/A | + 1 Food from Water Tiles. City must be built on the coast. | PreReq - Optics
Mud Pyramid Mosque (120) | Maintenance - 0 | Yield - 5 Culture | Requires no Gold Maintenance. | PreReq - Philosophy | Specialist: Artist
Stable (100) | Maintenance - 1 | Yield - N/A | + 25% Production when building Mounted Units. City must have a nearby source of horses with a pasture. | PreReq - Rorseback Riding | Requires: Horses
Temple (120) | Maintenance - 1 | Yield - 3 Culture | Produces Culture. | PreReq - Philosophy |Required Building: Monument. Specialist: Artist.
Medieval Era
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Bazaar (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. Provides 1 extra copy of each improved luxury resource near this City. | PreReq - Currency | Unique UB for Arabia replaces Market. Specialist: Merchant
Castle (180) | Maintenance - 2 | Yield - N/A | + 9 Combat strength for the city itself. City must have walls. | PreReq - Chivalry/Walls
Forge (150) | Maintenance - 3 | Yield - N/A | + 15% Production when building Land Units. | PreReq - Metal Casting/Iron
Garden (120) | Maintenance - 2 | Yield - N/A | + 25% Great People generation in this city. City must be built next to a River or Lake. | PreReq - Theology | Specialist: Artist
Harbor (80) | Maintenance - 4 | Yield - N/A | Forms a trade route with the capital over water (if they're not already connected by land). +25% Production when building Naval Units. City Must be built on the coast. | PreReq - Compass
Longhouse (80) | Maintenance - 1 | Yield - N/A | +1 Production from each worked Forest tile. | PreReq - Metal Casting | UB for Iroquois. Specialist: Engineer
Market (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. | PreReq - Currency. Specialist Merchant
Mint (120) | Maintenance - 0 | Yield - N/A | Each source of Gold and Silver worked by this city produces +3 Gold | PreReq - Currency
Monastery (120) | Maintenance - 2 | Yield - +3 culture | + 2 Culture per turn from incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. | PreReq - Theology
Mughal Fort (180) | Maintenance - 4 | Yield - +2 culture | + 9 combat strength for this city. Provides gold after flight researched. city must have walls. | PreReq - Chilvary/Walls | UB?? replaces Castle
University (200) | Maintenance - 4 | Yield - N/A | + 50% Science. +2from jungle tiles worked by this city. City must have library | PreReq - Education/Library Specialist: Scientist
Wat (200) | Maintenance - 4 | Yield - +3 Culture | + 50% Science | PreReq - Education | UB for Siamese replaces University. Specialist Scientist
Workshop (100) | Maintenance - 1 | Yield - N/A | + 20% production when constructing buildings. | PreReq - Metal Casting. Specialist: Engineer
Renaissance Era
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Bank (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a market | PreReq Banking/Bazaar/or Market. Specialist: Merchant
Military Academy (350) | Maintenance - 4 | Yield - N/A | + 15 XP for all Land Units trained in the city. City must have a barracks. | PreReq Military Science/Barracks/or Krepost
Museum (350) | Maintenance - 7 | Yield - +5 Culture | The museum is a renaissance-rera building which increases the citys culture output. The city must possess an Opera House in order to construct the museum. | PreReq archeology/Opera House. Specialist: Artist
Observatory (180) | Maintenance - 3 | Yield - N/A | + 50% Science. City must be built next to a Mountain. | PreReq - Astronomy.
Opera House (220) | Maintenance - 4 | Yield - +5 Culture | The Opera House is a renaissance-era building which increases a citys culture. The city needs to have a Temple or Mud Pyramid Mosque in order to construct the Opera House | PreReq Acoustics/Mud Pyramid/or temple/Burial Tomb
Public School (260) | Maintenance - 6 | Yield - N/A | +50% Science. City must have a University | PreReq Scientific Theory/Wat/or University. Specialist: Scientist
Satraps Court (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. +2 Happiness empire wide. City must have a market. | PreReq Banking/Bazaar/or Market. | UB or Persia replaces Bank. Specialist: Merchant
Seaport (180) | Maintenance - 4 | Yield - N/A | + 2 production for sea resources worked by this city. City must have at least one sea resource with fishing boats nearby. | PreReq - Navigation
Theatre (300) | Maintenance - 8 | Yield - +3 culture | + 4 Happiness empire wide. City must have a Coliseum. | PreReq Printing Press/Coliseum
Windmill (180) | Maintenance - 4 | Yield - N/A | + 15% Production. City must not be built on hills. | PreReq Economics. Specialist: Engineer
Industrial Era
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Arsenal (350) | Maintenance - 4 | Yield - N/A | + 20% Production when building land units. City must have a Military Academy. | PreReq - Railroad/Military Academy
Broadcast Tower (600) | Maintenance - 10 | Yield - N/A | Doubles culture per turn in this city. City must have a museum. | PreReq Radio/Museum
Factory (300) | Maintenance - 8 | Yield - N/A | + 25% Production. Requires 1 Coal. City must have a Workshop. | PreReq Steam Power/Coal/Longhoust/or Workshop.
Hospital (400) | Maintenance - 6 | Yield - N/A | + 50% of food is carried over after a new citizen is born. | PreReq - Biology
Military Base (450) | Maintenance - 10 | Yield - N/A | + 12 Combat strength for the city itself. City must have a castle. | PreReq Telegraph/Mughal Fort/or Castle
Stock Exchange (600) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a bank. | PreReq Electricity/Satraps Court/or Bank. Specialist: Merchant
Modern Era
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Hydro Plant (600) | Maintenance - 10 | Yield - N/A | + 1 Production in every tile next to a River. Requires 1 Aluminum. City Must be built next to a River. | PreReq - Aluminum
Medical lab (500) | Maintenance - 10 | Yield - N/A | 25% of food is carried over after a new citizen is born (effects stacks with Hospital) | PreReq - Penicillin
Nuclear Plant (600) | Maintenance - 10 | Yield - N/A | +25% Production. Requires 1 Uranium | PreReq - Uranium
Research lab (600) | Maintenance - 10 | Yield - N/A | + 100% Science. City must have a public school. | PreReq Plastics/Public School. Specialist: Scientist.
Solar Plant (600) | Maintenance - 10 | Yield - N/A | + 25% Production. City must be built on or next to Desert. | PreReq Ecology
Spaceship Factory (450) | Maintenance - 10 | Yield - N/A | + 50% Production when building spaceship parts. Requires 1 Aluminum. City must have factory. | PreReq Robotics/Factory
Stadium (450) | Maintenance - 10 | Yield - N/A | + 4 Happiness empire wide. City must have a theatre. | PreReq Mass Media/Theatre
I believe that is everything!
Enjoy.
Ancient Era
________________
Barracks (80) | Maintenance - 1 | Yield - N/A | + 15% XP for all Units trained in this city. | PreReq - Bronze Working
Floating Gardens (120) | Maintenance - 1 | Yield - N/A | + 2 Food and overall + 15% Food increase. Each worked Lake tile is also +2 Food. City must be built next to a River or Lake. | PreReq - The Wheel | Aztec UB replaces Water Mill.
Granary (100) | Maintenance - 1 | Yield - N/A | + 2 Food. | PreReq - Potery.
Krepost (80) | Maintenance - 1 | Yield - N/A | + 15 XP for all Land Units trained in this city. Culture cost of acquiring new tiles reduced by 50% in this city | PreReq - Bronze Working | Russia UB replaces Barracks.
Library (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this City. | PreReq - Writing | Specialist: Scientist
Monument (60) | Maintenance - 1 | Yield - + 2 culture | Improved Cultural Growth. | PreReq - N/A
Paper Maker (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this city. +4 Gold. | PreReq - Writing | China UB replaces ??. Specialist: Scientist
Walls (100) | Maintenance - 1 | Yield - N/A | + 7 Combat Strength for the city itself. | PreReq - Masonry
Water Mill (120) | Maintenance - 1 | Yield - N/A | + 2 Food. City must be built next to a river. | PreReq - The Wheel
Classical Era
________________
Armory (130) | Maintenance - 3 | Yield - N/A | + 15% XP for all Land Units trained in this city. City must have a Barracks. | PreReq - Iron Working/Krepost/Barracks
Burial Tomb (120) | Maintenance - 0 | Yield - 2 Culture | + 2 Happiness empire wide. Requires no Gold Maintenance. Should this city be captured, the amount of Gold plundered by the enemy is doubled. | PreReq - Philosophy | Egypts UB replaces Temple.
Circus (150) | Maintenance - 4 | Yield - N/A | + 3 Happiness empire wide. City mus have an improved source of horses or Ivory nearby. | PreReq - Horseback Riding.
Coliseum (150) | Maintenance - 5 | Yield - N/A | + 4 Happiness empire wide. | PreReq - Construction
Courthouse (150) | Maintenance - 5 | Yield - N/A | Eliminates extra Unhappiness from an Occupied City. | PreReq - Mathematics
Lighthouse (80) | Maintenance - 1 | Yield - N/A | + 1 Food from Water Tiles. City must be built on the coast. | PreReq - Optics
Mud Pyramid Mosque (120) | Maintenance - 0 | Yield - 5 Culture | Requires no Gold Maintenance. | PreReq - Philosophy | Specialist: Artist
Stable (100) | Maintenance - 1 | Yield - N/A | + 25% Production when building Mounted Units. City must have a nearby source of horses with a pasture. | PreReq - Rorseback Riding | Requires: Horses
Temple (120) | Maintenance - 1 | Yield - 3 Culture | Produces Culture. | PreReq - Philosophy |Required Building: Monument. Specialist: Artist.
Medieval Era
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Bazaar (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. Provides 1 extra copy of each improved luxury resource near this City. | PreReq - Currency | Unique UB for Arabia replaces Market. Specialist: Merchant
Castle (180) | Maintenance - 2 | Yield - N/A | + 9 Combat strength for the city itself. City must have walls. | PreReq - Chivalry/Walls
Forge (150) | Maintenance - 3 | Yield - N/A | + 15% Production when building Land Units. | PreReq - Metal Casting/Iron
Garden (120) | Maintenance - 2 | Yield - N/A | + 25% Great People generation in this city. City must be built next to a River or Lake. | PreReq - Theology | Specialist: Artist
Harbor (80) | Maintenance - 4 | Yield - N/A | Forms a trade route with the capital over water (if they're not already connected by land). +25% Production when building Naval Units. City Must be built on the coast. | PreReq - Compass
Longhouse (80) | Maintenance - 1 | Yield - N/A | +1 Production from each worked Forest tile. | PreReq - Metal Casting | UB for Iroquois. Specialist: Engineer
Market (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. | PreReq - Currency. Specialist Merchant
Mint (120) | Maintenance - 0 | Yield - N/A | Each source of Gold and Silver worked by this city produces +3 Gold | PreReq - Currency
Monastery (120) | Maintenance - 2 | Yield - +3 culture | + 2 Culture per turn from incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. | PreReq - Theology
Mughal Fort (180) | Maintenance - 4 | Yield - +2 culture | + 9 combat strength for this city. Provides gold after flight researched. city must have walls. | PreReq - Chilvary/Walls | UB?? replaces Castle
University (200) | Maintenance - 4 | Yield - N/A | + 50% Science. +2from jungle tiles worked by this city. City must have library | PreReq - Education/Library Specialist: Scientist
Wat (200) | Maintenance - 4 | Yield - +3 Culture | + 50% Science | PreReq - Education | UB for Siamese replaces University. Specialist Scientist
Workshop (100) | Maintenance - 1 | Yield - N/A | + 20% production when constructing buildings. | PreReq - Metal Casting. Specialist: Engineer
Renaissance Era
________________
Bank (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a market | PreReq Banking/Bazaar/or Market. Specialist: Merchant
Military Academy (350) | Maintenance - 4 | Yield - N/A | + 15 XP for all Land Units trained in the city. City must have a barracks. | PreReq Military Science/Barracks/or Krepost
Museum (350) | Maintenance - 7 | Yield - +5 Culture | The museum is a renaissance-rera building which increases the citys culture output. The city must possess an Opera House in order to construct the museum. | PreReq archeology/Opera House. Specialist: Artist
Observatory (180) | Maintenance - 3 | Yield - N/A | + 50% Science. City must be built next to a Mountain. | PreReq - Astronomy.
Opera House (220) | Maintenance - 4 | Yield - +5 Culture | The Opera House is a renaissance-era building which increases a citys culture. The city needs to have a Temple or Mud Pyramid Mosque in order to construct the Opera House | PreReq Acoustics/Mud Pyramid/or temple/Burial Tomb
Public School (260) | Maintenance - 6 | Yield - N/A | +50% Science. City must have a University | PreReq Scientific Theory/Wat/or University. Specialist: Scientist
Satraps Court (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. +2 Happiness empire wide. City must have a market. | PreReq Banking/Bazaar/or Market. | UB or Persia replaces Bank. Specialist: Merchant
Seaport (180) | Maintenance - 4 | Yield - N/A | + 2 production for sea resources worked by this city. City must have at least one sea resource with fishing boats nearby. | PreReq - Navigation
Theatre (300) | Maintenance - 8 | Yield - +3 culture | + 4 Happiness empire wide. City must have a Coliseum. | PreReq Printing Press/Coliseum
Windmill (180) | Maintenance - 4 | Yield - N/A | + 15% Production. City must not be built on hills. | PreReq Economics. Specialist: Engineer
Industrial Era
________________
Arsenal (350) | Maintenance - 4 | Yield - N/A | + 20% Production when building land units. City must have a Military Academy. | PreReq - Railroad/Military Academy
Broadcast Tower (600) | Maintenance - 10 | Yield - N/A | Doubles culture per turn in this city. City must have a museum. | PreReq Radio/Museum
Factory (300) | Maintenance - 8 | Yield - N/A | + 25% Production. Requires 1 Coal. City must have a Workshop. | PreReq Steam Power/Coal/Longhoust/or Workshop.
Hospital (400) | Maintenance - 6 | Yield - N/A | + 50% of food is carried over after a new citizen is born. | PreReq - Biology
Military Base (450) | Maintenance - 10 | Yield - N/A | + 12 Combat strength for the city itself. City must have a castle. | PreReq Telegraph/Mughal Fort/or Castle
Stock Exchange (600) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a bank. | PreReq Electricity/Satraps Court/or Bank. Specialist: Merchant
Modern Era
________________
Hydro Plant (600) | Maintenance - 10 | Yield - N/A | + 1 Production in every tile next to a River. Requires 1 Aluminum. City Must be built next to a River. | PreReq - Aluminum
Medical lab (500) | Maintenance - 10 | Yield - N/A | 25% of food is carried over after a new citizen is born (effects stacks with Hospital) | PreReq - Penicillin
Nuclear Plant (600) | Maintenance - 10 | Yield - N/A | +25% Production. Requires 1 Uranium | PreReq - Uranium
Research lab (600) | Maintenance - 10 | Yield - N/A | + 100% Science. City must have a public school. | PreReq Plastics/Public School. Specialist: Scientist.
Solar Plant (600) | Maintenance - 10 | Yield - N/A | + 25% Production. City must be built on or next to Desert. | PreReq Ecology
Spaceship Factory (450) | Maintenance - 10 | Yield - N/A | + 50% Production when building spaceship parts. Requires 1 Aluminum. City must have factory. | PreReq Robotics/Factory
Stadium (450) | Maintenance - 10 | Yield - N/A | + 4 Happiness empire wide. City must have a theatre. | PreReq Mass Media/Theatre
I believe that is everything!
Enjoy.