Summary of adjacency bonuses in the ancient era

gamemaster3000

Warlord
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Dec 6, 2005
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I was getting overwhelmed by all these adjacency bonuses on each building but it's not that bad once you learn the categories.
If a building gives food, the adjacency bonuses also give food, if a building gives production, the adjacency bonuses also give production.

Summary: Build food and gold buildings next to navigable rivers and coasts, production and science buildings next to resources, and happiness and culture buildings next to mountains

Basic ones:
Granary +3 food, +1 food on farms, pastures, plantations
Fishing Quay: +1 food, +1 food on fishing boats

Brickyard +1 prod, +1 prod on clay pits, mines, quarries
Saw Pit +1 prod, +1 prod on camps and woodcutters



Advanced ones (all bonuses are for adjacent tiles)
Food:
Garden: +3 food, +1 for (adjacent) coast, +1 for (adjacent) river, +1 for (adjacent) food wonders
Bath: +4 food, same bonuses

Production:
Barracks: +2 prod, +1 for resource, +1 for military wonders
Blacksmith: +3 prod, +1 for resource, +1 for production wonders, +1 for quarters? (tooltip in game is messed up)

Gold:
Market: +2 gold, +1 for coast, river, any wonder
Lighthouse: +3 gold, +1 for coast, river, any wonder

Science:
Library: +2 science, +1 for resources, any wonder
Academy: +4 science, +1 for resources, any wonder

Culture:
Monument: +2 culture and +1 influence, +1 culture per mountain, natural wonder, cultural wonder
Ampitheater: +4 culture, +1 culture per mountain, natural wonder, cultural wonder

Happiness:
Villa: +3 Happiness and +2 influence, +1 (happiness) for mountain, natural wonder, happiness wonder
Arena: +4 Happiness, +1 (happiness) for mountain, natural wonder, happiness wonder
 
These are consistent Age to Age:

Warehouse buildings always give a +1 to associated improvement types. Warehouse buildings are always Ageless, which means they will give the same bonus for the rest of the game. They can only be built during a specific Age, but they cannot be overbuilt by later buildings.

For non-unique buildings:
Adjacency effects only last for one Age. These buildings can be overbuilt by buildings from later Ages.

Food and Gold adjacencies are always for water (navigable rivers, coasts, and lakes)

Production and Science adjacencies are always for Resources

Culture and Happiness adjacencies are always for Mountains and Natural Wonders

All adjacencies include constructed Wonders
 
As simple as the system is, with everything else going on throughout a play through a map tack system would go a long way in alleviating the analysis paralysis of adjacency bonuses and building. Even something as simple as being able to figure out where the best place for my Villa and Arena is and being able to mark that as my 'Happiness Tile' throughout the ages would save me having to do that every time.
 
These are consistent Age to Age:

Warehouse buildings are always Ageless, which means they will give the same bonus for the rest of the game.

I don't think this is true, my blacksmith building in the exploration age is not giving quarters +1 production. It's just giving a flat +2 prod and that's it.

Also I can't tell if my fishing quay is or not, I can't figure out the base yield because the river has flooded so many times. But the wharf isn't a warehouse building, and it seems the exploration age doesn't have a warehouse building for fishing boats???
 
Ok interesting, it says it gives +1 production on quarters but doesn't list that in the yields. And like banks also give +1 gold on quarters but don't list that in the yield.

So...does +blank on quarters give it to every quarter in the city, or just the one it's built in?

Also I can't explain some of the stuff I'm seeing in my first game, for example my Turn 1 age of exploration capitol...if I go in to building details in my capital city, pastures, camps, and quarries are showing a +1 at the bottom of the list, but farms aren't. But granaries are listed as ageless so I dunno why.

And another question, what is with these tile yields? Here's two flat tundra tiles next to each other, one gives three food and 2 happiness the other 2 food. Maybe the +1 food is coming from being next to a river, but where's the 2 happiness coming from?
 

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Ok interesting, it says it gives +1 production on quarters but doesn't list that in the yields. And like banks also give +1 gold on quarters but don't list that in the yield.

So...does +blank on quarters give it to every quarter in the city, or just the one it's built in?

Also I can't explain some of the stuff I'm seeing in my first game, for example my Turn 1 age of exploration capitol...if I go in to building details in my capital city, pastures, camps, and quarries are showing a +1 at the bottom of the list, but farms aren't. But granaries are listed as ageless so I dunno why.

And another question, what is with these tile yields? Here's two flat tundra tiles next to each other, one gives three food and 2 happiness the other 2 food. Maybe the +1 food is coming from being next to a river, but where's the 2 happiness coming from?

Keep in mind a quarter is a current district with 2 buildings in it. Meaning if one of the buildings is outdated, it doesn't count as a quarter.
 
Oh dang thanks for that, I might have never figured that one out.
I'm not sure that's accurate. I thought a quarter was an urban tile with ageless buildings. Maybe I'm wrong. I tested this out with the town specialization that gives science and culture to quarters.
 
I'm not sure that's accurate. I thought a quarter was an urban tile with ageless buildings. Maybe I'm wrong. I tested this out with the town specialization that gives science and culture to quarters.
I've Roma still Capital City in the Exploration age, with Wonders that give +2 Culture and +2 Happiness to all Quarters (Colosseum, Pyramid of the Sun), and the Tradition that gives +1 Production on Urban Districts.
* Only the tile with 2 Antiquity Warehouse Buildings and the one with the Roman Unique Quarter give the +2C +2H, and the City Center once I've filled it with an Exploration Warehouse Building.
* However, all tiles with at least one Building, even from the Antiquity age, do give the +1 Production.
* When I got to 2 Exploration age Buildings (say, a Temple and a Bazaar) on the same tile, then the +2C +2H is added.
* Antiquity Wonders only have their own yields.

So:
Urban District = at least one Building, whatever the age
Quarter = 2 Buildings Ageless or of the current age
Wonders are none of those 2.
 
I've Roma still Capital City in the Exploration age, with Wonders that give +2 Culture and +2 Happiness to all Quarters (Colosseum, Pyramid of the Sun), and the Tradition that gives +1 Production on Urban Districts.
* Only the tile with 2 Antiquity Warehouse Buildings and the one with the Roman Unique Quarter give the +2C +2H, and the City Center once I've filled it with an Exploration Warehouse Building.
* However, all tiles with at least one Building, even from the Antiquity age, do give the +1 Production.
* When I got to 2 Exploration age Buildings (say, a Temple and a Bazaar) on the same tile, then the +2C +2H is added.
* Antiquity Wonders only have their own yields.

So:
Urban District = at least one Building, whatever the age
Quarter = 2 Buildings Ageless or of the current age
Wonders are none of those 2.
Ok good to know. So even more incentive not to hold on to buildings from previous ages. Thanks for the correction.
 
I've Roma still Capital City in the Exploration age, with Wonders that give +2 Culture and +2 Happiness to all Quarters (Colosseum, Pyramid of the Sun), and the Tradition that gives +1 Production on Urban Districts.
* Only the tile with 2 Antiquity Warehouse Buildings and the one with the Roman Unique Quarter give the +2C +2H, and the City Center once I've filled it with an Exploration Warehouse Building.
* However, all tiles with at least one Building, even from the Antiquity age, do give the +1 Production.
* When I got to 2 Exploration age Buildings (say, a Temple and a Bazaar) on the same tile, then the +2C +2H is added.
* Antiquity Wonders only have their own yields.

So:
Urban District = at least one Building, whatever the age
Quarter = 2 Buildings Ageless or of the current age
Wonders are none of those 2.

Yeah, if you have an obsolete building, then it's not counting as a quarter. So especially if you have the Colosseum or other bonuses to quarters explicitly, it's always good to make sure you're overbuilding as much as possible.
 
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