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Adjacency
(0/14)
Coast
Culture
Desert
Happiness
Improvement
Lake
Mountain
Natural Wonder
Navigable River
Quarter
Resource
Unique Quarter
Vegetation
Wonder
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Age
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Antiquity
Multiplier
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Building
(0/13)
Ageless
Culture
Diplomacy
Food
Fortification
Gold
Happiness
Military
Production
Science
Town
Unique
Warehouse
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City
(0/2)
Growth
Resource Capacity
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Codex
(0/1)
Science
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District
(0/3)
Defense
Health
Quarter
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Improvement
(0/10)
Bridge
Camp
Clay Pit
Farm
Fishing Boat
Mine
Pasture
Plantation
Road
Woodcutter
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Quarter
(0/1)
Unique
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Terrain
(0/5)
Coast
Lake
Navigable River
Rough
Vegetation
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Unit (Land)
(0/1)
Production
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Wonder
(0/1)
Production
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Yield
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Culture
Food
Gold
Happiness
Influence
Production
Science
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Building (31)
Building (31)
Academy
+4
Science.
+1
Science per adjacent
Resource &
Wonder.
Has 3 Codex slots.
Altar
+2
Happiness.
+1
Culture per Hawilt (Aksumite only).
+1
Happiness per ajdacent Coast, Lake, Mountain, Navigable River,
Resource, unique
Quarter,
Natural Wonder &
Wonder.
+1
Science per Vegetation.
Receives additional benefits from pantheons.
Can be placed in
Towns.
Amphitheater
+4
Culture.
+1
Culture per ajdacent Mountain,
Natural Wonder &
Wonder.
+10%
Production towards Wonders.
Ancient Bridge
+4
Gold.
Allows land units to move over a Navigable River without having to embark.
Must be placed on Navigable River tile.
Cheaper to build where a Road has already formed a ferry across the river.
Can be purchased in
Towns.
Ancient Walls
+100
HP to the District.
+15
Combat Strength to units defending the tile.
Must be conquered to capture the
Settlement.
Must be placed on Town centre or adjacent to another Fortified District.
Arena
+4
Happiness.
+1
Happiness on
Quarters.
+1
Happiness per ajdacent Mountain,
Natural Wonder &
Wonder.
Barracks
+2
Production.
+1
Production per adjdacent
Resource &
Wonder.
+10%
Production towards land units.
Basilica
+3
Gold.
+1
Influence per ajdacent Culture building &
Wonder.
Bath
+4
Food.
+1
Production per adjdacent Coast, Navigable River &
Wonder.
+10% growth rate.
Blacksmith
+3
Production.
+1
Production on
Quarters.
+1
Production per ajdacent
Resource &
Wonder.
Brickyard
+1
Production.
+1
Production on Clay Pits, Mines & Quarries.
City Hall
+3
Food per Age.
+3
Happiness per Age.
+3
Food per Age.
Dharamshala
+3
Happiness.
+1
Science per ajdacent
Quarter &
Wonder.
Fishing Quay
+1
Food.
+1
Food on Fishing Boats.
Must be placed on Coast, Lake or Navigable River.
Garden
+3
Food.
+1
Food per ajdacent Coast, Navigable River &
Wonder.
Granary
+1
Food.
+1
Food on Farms, Pastures & Plantations.
Jalaw
+3
Happiness.
+1
Culture per ajdacent
Quarter &
Wonder.
K'uh Nah
+3
Science.
+2
Science per ajdacent Vegetation.
+1
Science per ajdacent
Wonder.
Library
+2
Science.
+1
Science per ajdacent
Wonder.
Has 2 Codex slots.
Lighthouse
+3
Gold.
+1
Gold per ajdacent Coast, Navigable River &
Wonder.
+2 Resource Capacity for the Settlement.
Must be placed on Coast.
Market
+2
Gold.
+1
Gold per ajdacent Coast, Navigable River &
Wonder.
+1 Resource Capacity for the Settlement.
Mastaba
+3
Culture.
+1
Gold per ajdacent Desert &
Wonder.
Monument
+2
Culture.
+1
Culture per ajdacent Hawilt (Aksumite only), Mountain,
Natural Wonder &
Wonder.
+1
Influence.
Mortuary Temple
+4
Gold.
+1
Happiness per ajdacent Navigable River &
Wonder.
Odeon
+3
Happiness.
+1
Culture per ajdacent
Quarter &
Wonder.
Palace
+3
Food per Age.
+3
Happiness per Age.
+3
Food per Age.
Parthenon
+4
Culture.
+1
Culture per ajdacent
Wonder.
+2
Culture if built on Rough terrain.
Saw Pit
+1
Production.
+1
Production on camps, & Woodcutters.
Temple of Jupiter
+3
Happiness.
+1
Culture per ajdacent Happiness building &
Wonder.
Vihara
+3
Happiness.
+1
Science per ajdacent Mountain &
Wonder.
Villa
+3
Happiness.
+1
Culture per ajdacent Mountain,
Natural Wonder &
Wonder.
+2
Influence.
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