Simplified List of Buildings arranged by category

gamemaster3000

Warlord
Joined
Dec 6, 2005
Messages
169
Warehouses:
Note that once you change ages all the warehouse bonuses go away and then they just give a flat +2 food or production or whatever. (At least that's what appears to be happening on turn 1 of the Exploration age in my game.) You have to build the new era's warehouses to get the bonuses.

Food:
Farms, pastures, plantations: Granary (Ancient), Gristmill (Exploration)

Fishing boats: Fishing Quay (Ancient). The Exploration Era wharf is NOT a warehouse...looks like there isn't one in the Exploration Age???


Production:
Mines and Quarries: Brickyard (Ancient), Stonecutter (Exploration) Note the brickyard also gives clay pits +1 hammers in the ancient age

Quarters: Blacksmith (Ancient), no exploration age building??? A Quarter is a tile with two buildings

Woodcutters and Camps: Saw Pit (Ancient), Saw Mill (Exploration)


Non Warehouses:

Food:
Bath & Garden (Ancient), Wharf (Exploration)

Gold:
Market & Lighthouse (Ancient), Bank, Bazaar, & Guild Hall (Exploration)

Production:
Dungeon (Exploration)

Happiness:
Altar, Arena & Villa (Ancient), Menagerie, Temple (Exploration)

Science:
Library & Academy (Ancient), Observatory and University (Exploration)

Culture:
Monument & Ampitheater (Ancient), Pavilion (Exploration)

Military Land:
Barracks (Ancient), Armorer (Exploration)

Military Sea:
Shipyard (Exploration)
 
Warehouses should be ageless and retain bonuses, are you sure you information is correct? Also a quarter is a district with 2 non obsolete buildings. If one of the buildings can be built over its not considered a quarter.

I also believe you should check your bonuses as the reason their is say 2 production warehouses is because they do separate tiles.
 
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