TIMELINE: A Civilization concept by Lord Lakely

List of Resources

Four categories:

Food Resources, which increase City Health through Food Variety
Luxury Resources, which increase City Happiness through Luxury
Materials, which interact with Workshops
Stratagems, which increase Military Unit Recruitment

Full List (basegame): Bamboo, Banana, Barley, Bauxite, Cactus, Camel, Cider, Citrus, Clay, Coal, Cocoa, Coconut, Coffee, Copper, Coral, Cotton, Dates, Dyes, Figs, Flax, Game, Gems, Granite, Hardwood, Hemp, Horses, Incence, Iron, Ivory, Jade, Lapis Lazuli, Limestone, Livestock, Maize, Marble, Olives, Papyrus, Perfume, Petroleum, Pitch, Pomegranate, Potato, Quartz, Rice, Rubber, Salt, Saltpeter, Seashells, Shellfish, Silk, Silver, Spices, Sugar, Tea, Tin, Truffles, Whales, Wheat, Wine and Uranium.

Added in DLC: Almonds, Beans, Cedar, Cobalt, Lead, Lotus, Manioc, Obsidian, Opium, Persimmon, Pomegranate, Rattan, Squash, Tobacco, Vanilla, Vitellia

Planned (incomplete): Agave, Amber, Apples, Beaver, Bees, Bison, Brazilwood, Cattle, Caviar, Cedar, Chili, Cinnamon, Cochineal, Eels, Geese, Guava, Gum, Gypsum, Indigo, Kaolin, Lavender, Lobster, Mahogany, Maple, Mercury, Nacre, Nickle, Ochre, Oyster, Peppercorn, Pigs, Pine, Pineapple, Quinine, Quinoa, Salmon, Sandalwood, Scallops, Seals, Seaweed, Snails, Soybean, Teak, Tomato, Tuna, Turtles, Ylang-Ylang, Zinc.

Some resources belong to more than one category. Each resource has tags that determine interactions with structures, tenets, industries and other mechanics. This is all set-up for the second expansion which will add (small) production chains and a fifth category: Trade Goods, which are player-made Resources, created by combining map resources together. Trade Goods will be crafted in your Workshops and their upgrades.

EDIT: Marble and Saltpeter have been added.
EDIT2: Citrus has been added.
 
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Wanted to say that in the plant list you accidentally named apples as a resource

Do you have any plans for Citrus
 
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Food Resources & their Tags:

BANANA
Tags
: Plant, Tree, Fruit
Improvement: Plantation (Farm)
Biome: Tropical // Vegetation
Bonus Yield: +2 Food

BARLEY
Tags
: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Plains
Bonus Yield: +1 Production

CACTUS
Tags
: Plant, Herb, Fruit
Improvement: Field (Farm)
biome: Desert // Open or Rough
Bonus Yield: +1 Culture

CIDER
Tags
: Plant, Tree, Fruit
Improvement: Plantation (Farm)
biome: Grasslands
Bonus Yield: +1 Food

nb: this resources is sometimes named Apples in my documents. This is because after Expansion 2 'Apples' will be name of the Resource; as Cider becomes a craftable Trade Good, created by combining Apples with another Fruit resource).

note for ryan: plant exhibits that are discoverable via Apples are also discoverable via Cider in the base game.

CITRUS
Tags
: Plant, Tree, Fruit, Oil
Improvement: Plantation (Farm)
biome: Tropical or Plains // Vegetation
Bonus Yield: +1 Food

COCONUT
Tags
: Plant, Tree, Fruit, Oil.
Improvement: Plantation (Farm)
biome: Desert or Tropical // Vegetation or Wet // Coastal
Bonus Yield: +1 Production

DATES
Tags
: Plant, Tree, Fruit
Improvement: Plantation (Farm)
biome: Desert // Wet or Vegetation
Bonus Yield: +1 Food

FIGS
Tags
: Plant,Tree, Fruit
Improvement: Plantation(Farm)
biome: Plains // Wet or Vegetation
Bonus Yield: +1 Knowledge

FISH
Tags
: Animal, Seafood, Meat
Improvement: Fishery (Fishery)
biome: Any Marine tile // Open
Bonus Yield: +1 Food

nb: this resource will be split up in different types of Fish after the second Expansion.

GAME
Tags
: Animal, Wildlife, Meat
Improvement: Hunting Camp (Camp)
biome: Grasslands or Plains // Vegetation
Bonus Yield: +1 Prestige

nb: this resource will be renamed to 'Deer' after the second expansion. More types of 'Game'-like Resources will be added to the game at this point, which will spawn in different biomes.

LIVESTOCK
Tags
: Animal, Livestock, Meat
Improvement: Field (Farm)
biome: Grassland or Plains // Open
Bonus Yield: +1 Production

nb: this resource will be renamed to 'Cattle' after the second expansion. More types of 'Livestock'-like Resources will be added to the game at this point, which will spawn in different biomes.

MAIZE
Tags
: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands or Plains // Open
Bonus Yield: +1 Coin

OLIVES
Tags
: Plant, Tree, Fruit, Oil,
Improvement: Plantation (Farm)
biome: Grasslands or Plains // Vegetation or Rough
Bonus Yield: +1 Culture

POMEGRANATE
Tags
: Plant, Tree, Fruit, Candy
Improvement: Plantation (Farm)
biome: Desert or Plains // Vegetation or Rough
Bonus Yield: +1 Culture

POTATO
Tags
: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands or Plains // Open
Bonus Yield: +1 Food

RICE
Tags
: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands or Tropical // Wet
Bonus Yield: +1 Food

SALT
Tags
: Mineral, Crystal, Spice
Improvement: Pit (Mine)
biome: Desert or Plains// Open or Rough
Bonus Yield: +2 Coin

SHELLFISH
Tags
: Animal, Seafood, Delicacy
Improvement: Fishery (Fishery)
biome: Coast or Open Sea // Reef or Open
Bonus Yield: +1 Coin

nb: this resource will be split up in different types of Shellfish after the second Expansion.

SUGAR
Tags
: Plant, Crop, Candy
Improvement: Plantation (Farm)
biome: Tropical // Wet
Bonus Yield: +2 Coin

nb: this resource will be renamed to 'Sugarcane' after the second expansion. More types of 'Sugar'-like Resources will be added to the game at this point, which will spawn in different biomes.

WHALES
Tags
: Animal, Seafood, Meat, Oil
Improvement: Fishery (Fishery)
biome: Open Sea // Open or Ice
Bonus Yield: +1 Food and +1 Production

WHEAT
Tags
: Plant, Crop, Cereal
Improvement: Field (Farm)
biome: Grasslands // Fresh Water
Bonus Yield: +1 Food

Luxury Resources & their Tags

CITRUS
Tags
: Plant, Tree, Fruit, Oil
Improvement: Plantation (Farm)
biome: Tropical or Plains // Vegetation
Bonus Yield: +1 Food

COCOA
Tags
: Plant, Crop, Candy
Improvement: Plantation (Farm)
biome: Tropical // Vegetation
Bonus Yield: +1 Faith

COFFEE
Tags
: Plant, Crop, Drink
Improvement: Plantation (Farm)
biome: Tropical // Vegetation
Bonus Yield: +1 Faith

CORAL
Tags
: Animal, Stone, Precious
Improvement: Fishery (Fishery)
biome: Coast // Reef
Bonus Yield: +1 Culture

COTTON
Tags
: Plant, Crop, Fiber
Improvement: Field (Farm)
biome: Plains or Tropical // Fresh Water
Bonus Yield: +2 Coin

DYES
Tags
: Plant, Crop, Pigment
Improvement: Plantation (Farm)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Culture

nb: this resource will be renamed to 'Indigo' after the second expansion. More types of 'Dyes'-like Resources will be added to the game at this point, which will spawn in different biomes.

FIGS
Tags
: Animal, Livestock, Meat
Improvement: Field (Farm)
biome: Grassland or Plains // Open
Bonus Yield: +1 Knowledge

FURS
Tags
: Animal, Wildlife, Fiber
Improvement: Hunting Camp (Camp)
biome: Grasslands or Tundra // Wet
Bonus Yield: +2 Coin

nb: this resource will be renamed to 'Beaver' after the second expansion. More types of 'Furs'-like Resources will be added to the game at this point, which will spawn in different biomes.

GAME
Tags
: Animal, Wildlife, Meat
Improvement: Hunting Camp (Camp)
biome: Grasslands or Plains // Vegetation
Bonus Yield: +1 Prestige

nb: this resource will be renamed to 'Deer' after the second expansion. More types of 'Game'-like Resources will be added to the game at this point, which will spawn in different biomes.

GEMS
Tags
: Mineral, Crystal, Precious
Improvement: Shaft (Mine)
biome: Desert, Tundra // Rough + Mountain
Bonus Yield: +1 Prestige

nb: this resource will be renamed to 'Diamond' after the second expansion. More types of 'Gems'-like Resources will be added to the game at this point, which will spawn in different biomes.

GOLD
Tags
: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Desert, Plains, Tundra // Rough
Bonus Yield: +1 Prestige

nb: this resource will be renamed to 'Gold Ore' after the second expansion.

INCENCE
Tags
: Plant, Crop, Resin
Improvement: Plantation (Farm)
biome: Desert // Wet or Vegetation
Bonus Yield: +1 Faith

nb: this resource will be renamed to 'Frankincence' after the second expansion. More types of 'Incence' will be added to the game by that point, which can spawn in other biomes.

IVORY
Tags
: Animal, Wildlife, Precious
Improvement: Hunting Camp (Camp)
biome: Desert, Plains, Tropical // Vegetation
Bonus Yield: +1 Production

nb: this resource will be renamed to 'Elephants' after the second expansion. More types of 'Ivory' will be added to the game by that point, which can spawn in other biomes.

JADE
Tags
: Mineral, Stone, Precious
Improvement: Quarry (Mine)
biome: Tropical // Rough
Bonus Yield: +1 Culture

LAPIS LAZULI
Tags
: Mineral, Stone, Precious
Improvement: Quarry (Mine)
biome: Desert // Rough
Bonus Yield: +1 Prestige

OLIVES
Tags
: Plant, Tree, Fruit, Oil,
Improvement: Plantation (Farm)
biome: Grasslands or Plains // Vegetation or Rough
Bonus Yield: +1 Culture

PAPYRUS
Tags
: Plant, Crop, Fiber,
Improvement: Plantation (Farm)
biome: Desert // Flood Plains or Navigable River
Bonus Yield: +1 Knowledge

PERFUME
Tags
: Plant, Crop, Oil,
Improvement: Plantation (Farm)
biome: Desert, Plains, Tropical // Open or Vegetation
Bonus Yield: +1 Culture

nb: this resource will become a Trade Good after the second expansion, at which point it'll be removed from the Resource pool. Perfume will instead be craftable by combining a Herb Resource with an Oil Resource.

ROSES
Tags
: Plant, Flower, Oil
Improvement: Plantation (Farm)
biome: Desert, Plains, Tropical // Open or Vegetation
Bonus Yield: +1 Culture

SEASHELLS
Tags
: Animal, Seafood, Precious
Improvement: Plantation (Farm)
biome: Desert, Plains, Tropical // Open or Vegetation
Bonus Yield: +1 Coin

nb: this resource will be split up in different types of Seashells after the second Expansion. It currently represents inedible molluscs.

SHELLFISH
Tags
: Animal, Seafood, Delicacy
Improvement: Fishery (Fishery)
biome: Coast or Open Sea // Reef or Open
Bonus Yield: +1 Coin

nb: this resource will be split up in different types of Shellfish after the second Expansion. it currently represents edible crustaceans and bivalves.

SILK
Tags
: Plant, Tree, Fiber
Improvement: Plantation (Farm)
biome: Grassland, Tropical // Fresh Water
Bonus Yield: +1 Prestige

nb: this resource will be renamed to 'Mulberry' after the second expansion, which is when 'Silk' will become a craftable Trade Good, created by combining Mulberry with a Pigment resource.

SILVER
Tags
: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Plains or Tropical // Rough
Bonus Yield: +2 Coin

nb: this resource will be renamed to 'Silver Ore' after the second expansion.

SPICES
Tags
: Plant, Herb, Spice
Improvement: Plantation (Farm)
biome: Tropical or Plains // Vegetation
Bonus Yield: +2 Coin

nb: this resource will be split up in different types of Spices after the second Expansion.

SUGAR
Tags
: Plant, Crop, Candy
Improvement: Plantation (Farm)
biome: Tropical // Wet
Bonus Yield: +2 Coin

nb: this resource will be renamed to 'Sugarcane' after the second expansion. More types of 'Sugar'-like Resources will be added to the game at this point, which will spawn in different biome

TEA
Tags
: Plant, Herb, Drink
Improvement: Plantation (Farm)
biome: Tropical // Wet
Bonus Yield: +1 Knowledge

nb: this resource will be renamed to 'Tea Plant' after the second expansion, which is when 'Tea' will become a craftable Trade Good, created by combining Tea Plant with either a Candy, Herb or Fruit resource.

TRUFFLES
Tags
: Plant, Herb, Delicacy
Improvement: Plantation (Farm)
biome: Grasslands // Vegetation
Bonus Yield: +1 Prestige

nb: after Expansion 2, Truffles will be removed from the Spawnable resources pool. It will instead become a byproduct of connection Pigs.

WHALES
Tags
: Animal, Seafood, Meat, Oil
Improvement: Fishery (Fishery)
biome: Open Sea // Open or Ice
Bonus Yield: +1 Food and +1 Production


WINE
Tags
: Plant, Herb, Fruit
Improvement: Plantation (Farm)
biome: Grasslands or Plains // Rough
Bonus Yield: +1 Faith

nb: this resource will be renamed to 'Grapes' after the second expansion, which is when 'Wine' will become a craftable Trade Good, with Grapes as one of its potential ingredients.

Materials & their Tags:

BAMBOO
Tags
: Plant, Tree, Fiber
Improvement: Sawmill (Camp)
biome: Grasslands or Tropical // Vegetated
Bonus Yield: +1 Production

CLAY
Tags
: Mineral
Improvement: Pit (Mine)
biome: Any land // Flood plains or Coastal
Bonus Yield: +1 Production

COAL
Tags
: Mineral, Fuel
Improvement: Shaft (Mine)
biome: Grasslands, Plains, Tropical // Rough or Vegetated
Bonus Yield: +1 Production

COPPER
Tags
: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Coin

nb: this resource will be renamed to 'Copper Ore' after the second expansion.

COTTON
Tags
: Plant, Crop, Fiber
Improvement: Field (Farm)
biome: Plains or Tropical // Fresh Water
Bonus Yield: +2 Coin

DYES
Tags
: Plant, Crop, Pigment
Improvement: Plantation (Farm)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Culture

nb: this resource will be renamed to 'Indigo' after the second expansion. More types of 'Dyes'-like Resources will be added to the game at this point, which will spawn in different biomes.

FLAX
Tags
: Plant, Crop, Fiber
Improvement: Plantation (Farm)
biome: Plains or Tropical // Rough
Bonus Yield: +1 Production

GOLD
Tags
: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Desert, Plains, Tundra // Rough
Bonus Yield: +1 Prestige

nb: this resource will be renamed to 'Gold Ore' after the second expansion.

GRANITE
Tags
: Mineral, Stone
Improvement: Quarry (Mine)
biome: Grasslands // Rough
Bonus Yield: +1 Production and +1 Knowledge

HARDWOOD
Tags
: Plant, Tree, Decor.
Improvement: Sawmill (Camp)
biome: Plains or Tropical // Vegetated
Bonus Yield: +1 Production and +1 Culture

nb: this resource will be renamed to 'Mahogany' after the second expansion. More types of 'Hardwood'-like Resources will be added to the game at this point, which will spawn in different biomes

HEMP
Tags
: Plant, Herb, Fiber
Improvement: Plantation (Farm)
biome: Grasslands // Open or Wet
Bonus Yield: +1 Production

IRON
Tags:
Metal, Ore
Improvement: Plantation (Farm)
biome: Grasslands or Tundra // Rough
Bonus Yield: +1 Production and +1 Knowledge

nb: this resource will be renamed to 'Iron Ore' after the second expansion.

LIMESTONE
Tags
: Mineral, Stone, Pigment
Improvement: Plantation (Farm)
biome: Desert // Rough
Bonus Yield: +1 Production and +1 Faith

MARBLE
Tags
: Mineral, Stone, Decor
Improvement: Quarry (Mine)
biome: Plains // Rough
Bonus Yield: +1 Production and +1 Prestige

PAPYRUS
Tags
: Plant, Crop, Fiber,
Improvement: Plantation (Farm)
biome: Desert // Flood Plains or Navigable River
Bonus Yield: +1 Knowledge

PITCH
Tags
: Plant, Resin
Improvement: Pit (Mine)
biome: Grasslands or Tundra // Wet
Bonus Yield: +1 Production

QUARTZ
Tags
: Mineral, Crystal.
Improvement: Quarry (Mine)
biome: Any // Rough + Mountain
Bonus Yield: +1 Knowledge

TIN
Tags
: Metal, Ore, Alloy
Improvement: Shaft (Mine)
biome: Tundra // Rough
Bonus Yield: +1 Production

nb: this resource will be renamed to 'Tin Ore' after the second expansion.

WOOL
Tags
: Animal, Livestock, Fiber
Improvement: Pasture (Farm)
biome: Plains or Grasslands// Rough
Bonus Yield: +1 Production

nb: this resource will be renamed to 'Sheep' after the second expansion. More types of 'Wool'-like Resources will be added to the game at this point, which will spawn in different biomes.


Stratagems & their Tags:

BAUXITE
Tags
: Mineral, Fuel
Improvement: Shaft (Mine)
biome: Grasslands, Plains, Tropical // Rough or Vegetated
affected units: late-game aircraft, boats and armor units.
Bonus Yield: +1 Knowledge

nb: this is another name for 'Aluminium'. Aluminium will be craftable after Expansion 2 by combining Bauxite with an Alloy Resource.

CAMEL
Tags
: Animal, Livestock
Improvement: Pasture
biome: Desert // Open or Rough
affected units: camel units.
Bonus Yield: +2 Coin

nb: Camels will gain the 'Material' category after Expansion 2. (which is when Workshops will be added that can interact with Livestock)

COAL
Tags
: Mineral, Fuel
Improvement: Shaft (Mine)
biome: Grasslands, Plains, Tropical // Rough or Vegetated
affected units: industrial era naval units, landships, early aircraft.
Bonus Yield: +1 Production

nb: after Expansion 2, Coal will become craftable by combining two copies of a Tree resource in a Furnace Worshop. Coal will also remain available as Resource you can connect directly.

COPPER
Tags
: Mineral, Ore, Precious
Improvement: Shaft (Mine)
biome: Plains or Tropical // Rough
affected units: early game infantry and late game missiles.
Bonus Yield: +1 Coin

nb: this resource will be renamed to 'Copper Ore' after the second expansion.

HORSES
Tags
: Animal, Livestock
Improvement: Pasture (Farm)
biome: Plains, Grasslands, Tundra, Desert // Open
affected units: all Cavalry units that don't require Camels or Elephants.
Bonus Yield: +1 Production

nb: Horses will gain the 'Material' category after Expansion 2. (which is when Workshops will be added that can interact with Livestock)


IRON
Tags:
Metal, Ore
Improvement: Plantation (Farm)
biome: Grasslands or Tundra // Rough
affected units: pre-gunpower infantry units.
Bonus Yield: +1 Production and +1 Knowledge

nb: this resource will be renamed to 'Iron Ore' after the second expansion.

IVORY
Tags
: Animal, Wildlife, Precious
Improvement: Hunting Camp (Camp)
biome: Desert, Plains, Tropical // Vegetation
affected units: Elephant units.
Bonus Yield: +1 Production

nb: this resource will be renamed to 'Elephants' after the second expansion. More types of 'Ivory' will be added to the game by that point, which can spawn in other biomes. Those types of Ivory WON'T affect Elephant units.


PETROLEUM
Tags
: Mineral, Resin, Fuel
Improvement: Oil Well (Mine)
biome: Desert, Plains, Tropical // Vegetation
affected units: all end-game units except for infantry.
Bonus Yield: +1 Production and +1 Knowledge

nb: the name 'Petroleum' is chosen over 'Oil' to avoid confusion with Oil Resources, which deal with essential and fragrant oils.

RUBBER
Tags
: Plant, Crop, Fiber, Resin
Improvement: Plantation (Farm)
biome: Tropical // Vegetation or Wet
affected units: modern infantry.
Bonus Yield: +1 Production and +2 Coin

nb: Rubber will gain the 'Material' category after Expansion 2. (which is when production chains will allow you to produce Trade Goods that may use Rubber as a direct ingredient)

SALTPETER
Tags
: Mineral, Explosive
Improvement: Shaft (Mine)
biome: Desert, Plains, Grasslands // Rough
affected units: Gunpowder infantry, Artillery
Bonus Yield: +1 Production and +1 Culture

URANIUM
Tags
: Mineral, Ore, Radioactive
Improvement: Shaft (Mine)
biome: Grasslands, Tundra // Open or Vegetation
affected units: nuclear missiles
Bonus Yield: +2 Production

Dual type resources:
  • Citrus (Food, Luxury)
  • Coal (Material, Stratagem)
  • Copper (Material, Stratagem)
  • Cotton (Luxury, Material)
  • Dyes (Luxury/Material)
  • Figs (Food, Luxury)
  • Game (Food, Luxury)
  • Gold (Luxury, Strategem)
  • Iron (Material, Stratagem)
  • Ivory (Luxury, Stratagem)
  • Olives (Food, Luxury)
  • Papyrus (Luxury, Material)
  • Pomegranate (Food, Luxury)
  • Shellfish (Food, Luxury)
  • Sugar (Food, Luxury)
  • Whales (Food, Luxury)
  • Wine (Food, Luxury)

upgrade to dual-types at later stages: Camels (Material/Stratagem), Horses (Material/Stratagem), Rubber (Material/Stratagem) and Cider (renamed to Apples - Food/Material)

Overarching Tags:
  • Animal => Wildlife, Seafood or Livestock
  • Plant => Tree, Crop or Herb (in this context a 'herb' is a plant that doesn't contain usable wood, nor is a cash crop)
  • Mineral => Ore, Stone or Crystal
(sometimes there's crosspollination, as there is with Coal and Petroleum which are plant-based but behave like Minerals)

Utilitarian Tags:
  • Alloy: used to enhance metallurgy
  • Candy: used as a flavour enhancer in sweet foods
  • Cereal: Starchy plant that can be processed into flour.
  • Decor: Beautifully ornamental.
  • Delicacy: a highly valuable, if contentious food item.
  • Drink: this resource is typically used to make beverages.
  • Explosive: may go 'boom' unexpectedly.
  • Fiber: used to create textiles.
  • Fuel: can be used to power buildings or advanced vehicles.
  • Meat: Edible muscles of an animal
  • Oil: essential and/or fragrant oil, used in cosmetics
  • Pigment: used as a dye
  • Precious: it's pretty, and used as jewellery
  • Radioactive: handle with extreme care, or don't handle it at all.
  • Resin: sticky substances used a glue
  • Spice: used a a flavour enhancer in savoury foods
more of these tags will be added when the situation calls for it (such as conductor/insulator, and the like.)

Edit: also forgot to add Marble and Saltpeter in my initial post. This has now been corrected :)
EDIT: also forgot to add Citrus. This has now also been correct.
 
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I'll go back and revise a bit tomorrow, if needed, but it does look readable atm. the superfluous posts have been deleted.
 
Make sure you don’t forget anything else (did you forget Crab)

Also is Lapis a stone or not

And one more thing, will the resources have unique effects or have you not gone to that yet
 
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Crab = Shellfish

There will not be unique effects. Resources will be distinct in terms of yields (which I suppose I can add later today :3 ), biomes they spawn in and eventually which goods you can craft with them. No overarching unique effects.
 
Crab = Shellfish

There will not be unique effects. Resources will be distinct in terms of yields (which I suppose I can add later today :3 ), biomes they spawn in and eventually which goods you can craft with them. No overarching unique effects.
I think that’s what I meant but I used the wrong term
 
Classical Wonders & abilities:

A small update listing the projected abilities for the basegame's Wonders you unlock in the Classical Era:

As a reminder, Architectural Wonders are built inside of a city's district, and count as Buildings. They take up a four tile diamond and count as a Tier 4 building.
Landmark Wonders are built with workers on top of tiles and count as Improvements. They can span multiple tiles. Landmark Wonders can only be placed on Cores.

The Tech tree isn't ready yet, so the included Tech requirements are an estimate to how deep I'd like them to show up (there are 20 levels of technology planned currently - 3 for each Era, + then two rounds of 'Future Techs' to compliment Scientific Victory.), and are prone to change.

Architectural Classical Wonders:

Bayit Rishon, Solomon's Temple
Tier 4 :c5faith:Worship Building
1765059882806.png


Yields: +4 :c5faith: Faith, +2 :7prod:Production
GPP
: +2 :c5greatperson: Great Prophet
Effects
:
  • Upon completion, instantly receive a :c5greatperson: Great Prophet. All existing :c5greatperson: Great Prophet Points go towards the next Great Prophet.
  • 2 Slots for :greatwork: Relics (Theming: any age, must be of your Founded :c5faith: Religion)
  • Whenever you convert a :c5citizen: Population to your Founded :c5faith: Religion, this City receives a burst of +3 :7prod: Production and +2 :7food:Food. These values are doubled if the City that builds this is also the :c5faith: Holy City for your founded Religion.
  • Counts as a Temple of your founded Religion (or as a Pagan Temple as long as you haven't founded a Religion)
Requirements:
  • Technology: Monotheism, Engineering 4
  • Placement: Can only be built inside Desert Cities with a Pantheon or Religion.
Gameplay: This Wonder is designed to allow for players to instantly found a Religion if they don't have any. If you already have a founded Religion, build the Bayit Rishon in your Holy City for a steady trickle of Production and Food.

Flavian Amphitheatre, The Colosseum
Tier 4 :7culture: Recreation Building
1765059938742.png

Yields: +4 :7culture: Culture, +2 :7prod: Prestige
GPP
: +2 :c5greatperson: Great Commander
Effects
:
  • Provides :c5happy: Entertainment Amenities for every :c5citizen: Population in this City.
  • :c5happy: Entertainment Amenities from other Structures in this City yield +1 :7food: Food for this City.
  • Whenever you complete a :c5goldenage: Festival, receive a burst of :7culture:Culture in this city (scaling with game speed). If the City that has this Wonder also follows the 'God of Festivals' as their patron deity, they will receive :7food:Food as well.
  • Counts as an Arena and as a Stadium building after Professional Sports (Society 15)
Requirements:
  • Technology: Society 5, Engineering 5
  • Placement: Inside a District with at least one other Recreation building.
Gameplay: The Flavian Amphitheatre pairs best with Factions that have increased Population limit in their Tier 1 and Tier 2 Cities, allowing those Cities to comfortably grow to their cap without inciting Civil Unrest.

Iyanuwo, the Edo Earthworks
Tier 4 :c5strength: Fortification Building
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Yields: +1 :7prod: Production and +3 :c5strength: Fortification per segment
GPP: +2 :c5greatperson: Great Engineer
Effects
:
  • Production costs of Fortification Buildings (such as Walls) are halved in all cities and quartered in this city
  • All Walls upgrade automatically and for free.
  • Tiles with Walls give +2 :c5influence: Prestige to their City. All other owned tiles with a Fortification (that isn't a Fortress) give +1 :c5influence: Prestige to the nearest City.
  • Counts as a Fortification and a Wall.
Requirements:
  • Technology: Engineering 5
  • Placement: inside a Walled District.
Gameplay: Iyanuwo rewards urban sprawl, allowing you to defend your Cities more easily while increasing their Prestige by a small amount. If you feel like War is in the cards, build this to increase your defensive layers.

Museion, the Great Library
Tier 4 :7science:Education building
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Yields: +4:7science: Knowledge, +3 :7gold: Coin
GPP
: +2 :c5greatperson: Great Scientist
Effects
:
  • Foreign powers receive +2 :7science: Knowledge and +2 :7culture: Culture per Trade Route sent to the City with the Museion.
  • The City with the Museion receives +2 :7science:Knowledge per foreign Trade Route sent to its City.
  • Whenever a foreign power completes a Trade Route to the City with the Museion, receive one of their Great Works of Literature, if they have one. The previous owner receives a special Copy belonging to your Civilization, which grants additional :7money: Coin when Displayed.
  • 4 slots for :c5greatperson:Great Works
    • Two possible Theming bonuses:
      • 4 Great Works of Literature from the same Era, but from four different Civilizations
      • 2 Great Works of the same type and Era, but from different Civilizations, twice. (can be 2 Literature and 2 Relics, for instance)
  • All :greatwork: Great Works Displayed inside this Wonder generate :7science: Knowledge instead of other yields. Great Works that already yield Knowledge yield +1 additional :7science: Knowledge when Displayed.
  • Counts as a Library, and as a Museum after Archaeology (Society 13).
Requirements:
  • Technology: Economics 4, Science 6
  • Placement: Can only be built by Coastal or River cities.

Gameplay: Build the Museion in your main Trade Port to have it become a hotbed of scientific research as well. The Assyrians particularly treasure this Wonder, as it allows them to acquire Great Works of other Civs.

Statue of Zeus
Tier 4 :c5war: Military Building
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Yields: +3 :c5faith: Faith, +2 :7culture:Culture, +1 :c5influence: Prestige
GPP
: 2 :c5greatperson: Great Commander
Effects
:
  • Increase your empire's :c5war: Force Limit by a set amount (scaling with map size).
  • All owned Military Units receive +1 additional :c5goldenage: Experience from Combat. This is doubled if the City with this Wonder follows the 'God of War' as its Patron Deity.
  • Counts as a Monument building.
Requirements:
  • Technology: Doctrine 4, Society 3
  • Placement: Must be placed inside a District that has both a Worship Building and a Workshop.
Gameplay: The Statue of Zeus allows you to field a larger standing army early on, which can make the difference in early Wars. Your troops will also receive more experience from combat, making it a treasured Wonder for the Spartans and the Persians.

Landmark Classical Wonders


Colossus of Rhodes
Landmark and Statue Improvement.
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Yields: +5 :7money: Coin, +2 :7culture:Culture
GPP
: 2 :c5greatperson: Great Merchant
Effects
:
  • This City supports +2 additional :trade: Trade Routes.
  • +2 :7money: Coin on Marine tiles in this City. +1 :7money: Coin in other coastal Cities :c5trade: connected to the City with the Colossus.
Requirements:
  • Technology: Economics 5, Science 3
  • Placement: Needs to be placed on a Coastal and featureless tile adjacent to a District. Takes up one full tile and takes 35 Worker Turns to build.

Gameplay: The Colossus provides a steady trickle of Coin in your Coastal Cities, which makes it an important Wonder for maritime-oriented factions such as Carthage and Athens.


Mesa Verde
Landmark and Hamlet improvement
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Yields: +2 :7food: Food and +2 :7culture: Culture per tile
GPP: 2 :c5greatperson: Great Statesman
Effects
:
  • +4 :c5citizen: Population Capacity in this City.
  • +1:c5goldenage: Appeal on unimproved tiles in this City.
  • +1 :7science: Knowledge and +2 :7prod: Production on unimproved tiles with Breathtaking appeal in this city.
  • +1 :7prod: Production on unimproved tiles with Charming Appeal in this City.
Requirements:
  • Technology: Administration 6
  • Placement: Needs to be build on top of a Mountain chain. Mesa Verde is two tiles wide, and each segment takes 25 Worker Turns to complete.

Gameplay: Mesa Verde enables the city that builds it to instantly leverage the surrounding appeal for productive ends. This is an important Wonder for the Lakota who tend to develop their land later than other Civs. If you have this Wonder, consider building National Parks around it in the endgame.

Petra
Landmark and Trading Post Improvement
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Yields: +5 :7culture: Culture
GPP
: 2 :c5greatperson: Great Merchant
Effects
:
  • +1 :7food:Food and +1 :7prod: Production on Desert tiles in this Settlement. This improves +2 after Steam Power.
  • After Flight, receive :tourism: Tourism equal to the 50% of the :7food: Food and :7prod: Production generated by this Wonder.
  • If the City that builds this also follows the 'God of the Desert' Pantheon, also receive +1 :7money: Coin on Desert tiles in this City.
Requirements:
  • Technology: Biology 5, Economics 4
  • Placement: Must be placed on a Desert Mountain tile. Petra is one tile wide, and takes 40 Worker Turns to complete.
Gameplay: Petra is a great Wonder to build in a city with a lot of Desert tiles, which will allow it to grow large quickly. This wonder is particularly valuable to the Abbasids who can already improve Deserts with their Noria, but any Civ within a Desert biome can benefit from Petra.


Pharos, The Great Lighthouse
Landmark Improvement
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Yields: +5 :7money: Coin, +2 :7science:Knowledge
GPP
: 2 :c5greatperson: Great Commander
Effects
:
  • This City supports +1 :trade: Trade Route
  • Your Naval and Embarked units have +1 :c5rangedstrength: Sight and +1 :c5moves: MP
  • Friendly Naval and Embarked units within a set range of tiles of the Pharos are immune to environmental Attrition. (the range scales with map Size)
  • +1 :7science:Knowledge on Reefs and Cliffs in the City that has this.
Requirements:
  • Technology: Economics 5
  • Placement: Must be placed on a Desert Mountain tile. Petra is one tile wide, and takes 40 Worker Turns to complete.
Gameplay: Pharos is an important Wonder for players that desire a strong navy, as it instantly boosts the movement speed of their fleet. This is an important Wonder to England and Ptolemy, but any naval focused Civ should try to build this.

Tomb of Tin Hinan
Landmark & Cemetary improvement
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Yields: +2 Faith, +1 :c5influence: Prestige per tile.
GPP: :c5greatperson: Great Commander
Effects:
  • Your Military Units earn a set amount of :c5faith: Faith from :c5war:Combat, based on the Morale Damage they inflict.
  • Military units receive +1 :strength: STR for every 3 :c5faith: Tenets present in your State Religion.
  • Friendly Military units within a set range of the Tomb are immune to environmental Attrition (the range scales with Map Size).
Requirements:
  • Technology: Doctrine 4, Ethics 6
  • Placement: Must be placed on a Desert tile. This Wonder is two tiles wide, and each tile requires 23 Worker Turns to complete.
Gameplay: The Tomb of Tin Hinan is a sound wonder if you're on the lookout for another way to generate more Faith. If you're going religious, you'll want this Wonder, as it'll boost the base STR of all your military units based on how many active Tenets you have. This Wonder is the most useful in the hands of the Kievan Rus'.
 
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