City Improvements

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City Improvements are various additions to your city that are unlocked by research, completing quests, or receiving Blessings. After being built, City Improvements can boost production of resources (FoodSmall.pngFood, IndustrySmall.pngIndustry, ScienceSmall.pngScience, DustSmall.pngDust and InfluenceIcon.pngInfluence, also known as FidsSmall.pngFIDSI), improve your ApprovalSmall.pngapproval rating within your city, or a number of other things. Generally, City Improvements must be built within a city for their benefits to be applied, though some - such as the City Hall or Palace - are built automatically upon founding the city.

Unlike Expansions, City Improvements do not occupy any space in the world and are "contained" within the city. A city's built City Improvements can be seen from the City Management Screen by selecting "Browse", and can be destroyed from here if necessary.

City Improvements[edit]

Available From Start[edit]

City Hall
Faction FactionIconSmall.png All
Obtained Starting Improvement
Type Improvement.png City Improvement
Costs:

10 DustSmall.png per TurnSmall.png

CityHall.png For your empire to grow and flourish your cities must be well-organized. This imposing administrative center ensures that finances, defense, and commercial affairs run smoothly.
Effects:

+4 FoodSmall.png per PopulationSmall.png on city
+4 IndustrySmall.png per PopulationSmall.png on city
+4 DustSmall.png per PopulationSmall.png on city
+4 ScienceSmall.png per PopulationSmall.png on city
+2 InfluenceIcon.png per PopulationSmall.png on city
+1 Vision SightIcon.png on City Center
+100 Fortification FortificationSmall.png on city
Can be used as resource extractor

Founder's Memorial
Faction: FactionIconSmall.png All
Obtained: Starting Improvement
Type: Improvement.png City Improvement
Costs:

60 IndustrySmall.png

Founder's Memorial.png This one-time construction creates a memorial to your leadership and the founding of your empire. commerce, patriotism, and politics will ensure it grows quickly.

Effects:

+2 FoodSmall.png on city
+2 IndustrySmall.png on city
+2 DustSmall.png on city
+2 ScienceSmall.png on city
+1 InfluenceIcon.png on city
Can only be built once in your empire

Palace
Faction: FactionIconSmall.png All
Obtained: Starting Improvement
Type: Improvement.png City Improvement
Costs:


Palace.png It is from this building that you rule your empire. Information, decisions, and money flow to here; it is the nerve center of the management of your lands. It is also, of course, a primary target for enemies.

Effects:

+22 DustSmall.png on city
+50 Fortification FortificationSmall.png on city
x0 Expansion disapproval generation on city
+1 Max unit slots on militia
+1 Trade routes max on city


Era I[edit]

Center for Minerology
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era I
Type: UniqueBuildingSmall.png Unique Building
Focus: ScienceSmall.png Science
Costs:

150 IndustrySmall.png
4 DustSmall.png per TurnSmall.png

Center for Minerology.png This building, beautifully decorated with marble and crystals, encourages the alchemists of the empire to study and experiment upon the many minerals of Auriga.

Effects:

+5 ScienceSmall.png per PopulationSmall.png on city
Can only be built once in your empire

Dust Dredger
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

75 IndustrySmall.png

Dust Dredger.png Sifting with sophisticated nets in wells, rivers and floodplains helps isolate this precious magical resource, increasing city Dust production.

Effects:

Need an exploited river tile to be built
+2 DustSmall.png on terrain with river during Summer

Dust Filtration
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

75 IndustrySmall.png

Dust Filtration.png When ice melts and rivers and seas grow warmer in the summer season, a combination of magnetics and very fine filters can be used to harvest Dust directly from the waters.

Effects:

Need an exploited lake or sea tile to be built
+3 DustSmall.png on terrain with sea or lake during summer

Empire Mint
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

75 IndustrySmall.png

Empire Mint.png A public building dedicated to collecting Dust and minting currency increases the Dust produced.

Effects:

+5 DustSmall.png on city
+15% DustSmall.png on city

Geomic Labs
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

75 IndustrySmall.png
1 DustSmall.png per TurnSmall.png

Geomic Labs.png This new science, based on the study of the natural rock formations of Auriga, brings a wealth of new knowledge to the city.

Effects:

+2 ScienceSmall.png on terrain with science

Husbandry Center
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era I
Type: UniqueBuildingSmall.png Unique Building
Focus: FoodSmall.png Food
Costs:

150 IndustrySmall.png
4 DustSmall.png per TurnSmall.png

Husbandry Center.png From bees to bison, this center for the study of native animal species accelerates their domestication and greatly improves Food production.

Effects:

+5 FoodSmall.png per PopulationSmall.png on city
Can only be built once in your empire

Infantry Cantina
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

75 IndustrySmall.png

Infantry Cantina.png A watering hole only for enlisted soldiers not only cuts down on drunken brawls between uniform and city, but also promotes the exchanges of battle tactics, weapon handling, and other information, making more experienced fighters.

Effects:

+1 max unit slots on militia

Mill Foundry
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

75 IndustrySmall.png
1 DustSmall.png per TurnSmall.png

Mill Foundry.png Improved quality of critical parts for mills increases the amount of Industry produced.

Effects:

+6 IndustrySmall.png on city
+15% IndustrySmall.png on city

Public Library
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

75 IndustrySmall.png
1 DustSmall.png per TurnSmall.png

Public Library.png The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced.

Effects:

+10 ScienceSmall.png on city
+10% ScienceSmall.png on city

Seed Storage
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

75 IndustrySmall.png
1 DustSmall.png per TurnSmall.png

Seed Storage.png Seeds of domesticated plants are stored for sowing, making crops more reliable and increasing the amount of Food produced.

Effects:

+10 FoodSmall.png on city during summer
+15% FoodSmall.png on city

Sewer System
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
Costs:

75 IndustrySmall.png
1 DustSmall.png per TurnSmall.png

Sewer System.png The drop on nauseating odours and infectious diseases, thanks to the new public sanitation system, instantly gives an Approval bonus to your City.

Effects:

+20 ApprovalSmall.png on city
+1 InfluenceIcon.png on approval (happy)

Stronghold Architecture
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era I
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

75 IndustrySmall.png

Stronghold Architecture.png Basic architectural advances like moats, crenellations, sally ports, etc. greatly improve city defences.

Effects:

+2 Fortification recovery FortificationSmall.png per turn on city
+100 Fortification FortificationSmall.png on city
+1 XP per turn on army


Faction-Specific[edit]

High Towers
Faction: RovingClansIcon.png Roving Clans
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

400 IndustrySmall.png
-2 DustSmall.png per TurnSmall.png

High Towers.png Expertise obtained from the Wild Walkers in matters of architecture and construction materials boosts Science, and the towers themselves increase Vision range.

Effects:

+2 vision SightIcon.png on city tiles
+5 ScienceSmall.png on city
Limited to one copy in your empire
Wild Walkers hero with Roads of Dust item equipped must be city governor


Era II[edit]

Alchemy Workshop
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

250 IndustrySmall.png
5 Titanium Color 256x256.PNG
2 DustSmall.png per TurnSmall.png

Alchemy Workshop.png Solid buildings are constructed where the curious can mix, match, and ignite various materials. Science advances, in spite of a noticeable increase in minor burns, temporary deafness, and smoky streets.

Effects:

+15 ScienceSmall.png on city
+20% ScienceSmall.png on city

Apprenticeship Registry
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

250 IndustrySmall.png
5 Titanium Color 256x256.PNG
2 DustSmall.png per TurnSmall.png

Apprenticeship Registry.png By formalizing the process of apprenticeship, young workers can more rapidly learn valuable trade skills, which increases overall Industry within a city.

Effects:

+1 IndustrySmall.png on exploitation

Canal Locks
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: UniqueBuildingSmall.png Unique Building
Focus: IndustrySmall.png Industry
Costs:

600 IndustrySmall.png
5 Titanium Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Canal Locks.png Though the engineering and construction is difficult, the creation of a series of locks for shipping improves transfer of goods via the canals, even if they must go uphill.

Effects:

+5 IndustrySmall.png per PopulationSmall.png on city
Can only be built once in your empire

Canal System
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

250 IndustrySmall.png
2 DustSmall.png per TurnSmall.png

Canal System.png The creation of a network for rapidly transporting goods gives an immediate Industry bonus to your City.

Effects:

+1 IndustrySmall.png on terrain with industry during summer

Central Market
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
Costs:

250 IndustrySmall.png
2 Glassteel Color 256x256.png
2 DustSmall.png per TurnSmall.png

Central Market.png This great national market brings in goods from across Auriga. New jobs and experiences are created as the population finds new ways to indulge itself.

Effects:

+25 ApprovalSmall.png on city
+10% FoodSmall.png on approval (fervent)
+10% DustSmall.png on approval (fervent)

Conscription Center
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

250 IndustrySmall.png
2 DustSmall.png per TurnSmall.png

Conscription Center.png A formal process to find, enlist, and train raw recruits results in a noticeable improvement in troop quality.

Effects:

+40 XP when recruiting a unit on units

Defensive Wards
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: UniqueBuildingSmall.png Unique Building
Focus: MilitaryIcon.png Military
Costs:

600 IndustrySmall.png
5 Glassteel Color 256x256.png
4 DustSmall.png per TurnSmall.png

Defensive Wards.png By dividing the city into a series of wards, with the citizens of each ward responsible for the upkeep and patrolling of the walls, city defense is greatly improved.

Effects:

+30 Fortification FortificationSmall.png per PopulationSmall.png on city
Can only be built once in your empire

Fish Farm
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

250 IndustrySmall.png
5 Glassteel Color 256x256.png
2 DustSmall.png per TurnSmall.png

Fish Farm.png Nets and cages by the shores of lakes and along reefs increase fish yields, raising Food production.

Effects:

Need an exploited lake or sea tile to be built
+3 FoodSmall.png on terrain with sea or lake during summer

Glory of Empire
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: InfluenceIcon.png Influence
Costs:

250 IndustrySmall.png
3 DustSmall.png per TurnSmall.png

Glory of Empire.png This magnificent public building includes statues, libraries, and frescoes that ell of the founding and growth of your civilization. A source of awe and pride, it increases Influence Points produced by each unit of Population.

Effects:

+5 InfluenceIcon.png on city
+1 InfluenceIcon.png per PopulationSmall.png on city

Irrigation Networks
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

250 IndustrySmall.png
5 Glassteel Color 256x256.png
2 DustSmall.png per TurnSmall.png

Irrigation Networks.png Modern materials and machines allow the creation of vast networks of irrigation, making arable land more productive and rendering dry land arable.

Effects:

Need an exploited river tile to be built
+3 FoodSmall.png on terrain with river during summer

Lumber Mill
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

250 IndustrySmall.png
5 Titanium Color 256x256.PNG
2 DustSmall.png per TurnSmall.png

Lumber Mill.png Better machines for transforming bucked and limbed logs into cants and flitches increase the amount of Industry produced on forest tiles.

Effects:

Need an exploited forest tile to be built
+1 IndustrySmall.png on terrain with forest

Public Granary
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

250 IndustrySmall.png
5 Glassteel Color 256x256.png
2 DustSmall.png per TurnSmall.png

Public Granary.png As large quantities of grains can now be stored safely for long periods of time, your city receives an immediate Food bonus.

Effects:

+15 FoodSmall.png on city
+2 FoodSmall.png per PopulationSmall.png on city

Right of Way
Faction: FactionIconSmall.png All except Morgawr
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: TradeRoutesSmall.png Roads
Costs:

250 IndustrySmall.png
3 DustSmall.png per TurnSmall.png

Right of Way.png Previously paths across private land full of rust and mud, roadbeds are now being constructed for heavy use on lands purchased form their owners.

Effects:

Roads are automatically created between cities in adjacent regions (regardless of diplomatic status), one of which having this improvement built
Improves the roads into paved roads

  • Used by Trade Routes
  • Grant movement SpeedIcon.png bonus


Faction-Specific[edit]

Deep Generator
Faction: VaultersIcon.png Vaulters
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: VaultersIcon.png Holy Resource
Costs:

250 IndustrySmall.png
20 VaultersIcon.png

Deep Generator.png Harnessing the mighty power of the timeless fires of the deep, Vaulter backup generators provide sustainable and reliable energy that is missing on the surface. All resources are boosted.

Effects:

+10% FoodSmall.png on city
+10% IndustrySmall.png on city
+10% DustSmall.png on city
+10% ScienceSmall.png on city
The VaultersIcon.png cost indicates that the Holy Resource has to be chosen.

Main Maritime Academy
Faction: MorgawrSmall.png Morgawr
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

200 IndustrySmall.png
5 Titanium Color 256x256.PNG
5 Glassteel Color 256x256.png
2 DustSmall.png per TurnSmall.png

Main Maritime Academy.png Casting far and wide for particularly talented Morgawr, this collective turns out armies that are particularly skilled and capable in executing maritime actions.

Effects:

+80 XP when recruiting a unit on naval unit
Need an exploited sea tile to be built

Oologic Nursery
Faction: DrakkenIcon.png Drakken
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

400 IndustrySmall.png
10 Titanium Color 256x256.PNG
20 Glassteel Color 256x256.png
2 DustSmall.png per TurnSmall.png

Oologic Nursery.png Gifted with strong social instincts and great knowledge of Endless technology, the Drakken build sophisticated centers for the incubation of their young.

Effects:

Requires an income of 20 FoodSmall.png from the city tiles
+10 FoodSmall.png on city
+25 XP when recruiting a unit on units

Tower of the Consecrate
Faction: ForgottenIcon.png Forgotten
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: Exploitation.png Exploitation
Costs:

600 IndustrySmall.png
2 DustSmall.png per TurnSmall.png

Tower of the Consecrate.png Though the Consecration Order is primarily concerned with the spiritual well-being of the Forgotten, as moral authority they also control and improve the distribution of key, scarce resources from this building.

Effects:

Requires at least 1 PopulationSmall.png from pacified villages VillageIcon.png
+1 resource on strategic resource extractor
+1 resource on luxury resource extractor

Verda's Temple
Faction: ArdentMagesIcon.png Ardent Mages
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

400 IndustrySmall.png
-2 DustSmall.png per TurnSmall.png

Verda's Temple.png The subtleties of Dust are numerous and easy to overlook. Only through its methodical study will its secrets be discovered. This temple, replete with terrifying contraptions, will aid that endeavor.

Effects:

+2 ScienceSmall.png on terrain with science
Limited to one copy in your empire

Winter Shelters
Faction: VaultersIcon.png Vaulters
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

250 IndustrySmall.png
20 VaultersIcon.png
-1 DustSmall.png per TurnSmall.png

Winter Shelters.png By resurrecting the dormant, though not forgotten, arts of subterranean architecture and horticulture, the Vaulters can construct shelters to negate the worst effects of winter.

Effects:

Winter food reduction immunity
Winter approval reduction immunity
The VaultersIcon.png cost indicates that the holy resource has to be chosen.


Era III[edit]

Advanced Alchemy Lab
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

600 IndustrySmall.png
10 Titanium Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Advanced Alchemy Lab.png Wise (and brave) researchers study the many strange properties of different matter. Their knowledge increases the amount of Science produced by each unit of Population.

Effects:

+3 ScienceSmall.png on city center
+3 ScienceSmall.png on district
+3 ScienceSmall.png per PopulationSmall.png on city

Bells and Whistles
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: FortificationSmall.png Fortification
Costs:

600 IndustrySmall.png
5 Palladian Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Bells and Whistles.png Simple alarm systems added to industrial and financial structures - and rewards for those who report them - help to alerting the authorities when something nefarious is going on.

Effects:

+30 Fortification FortificationSmall.png on Regional Building
+4 Fortification Recovery FortificationSmall.png on Regional Building

Caravanserai
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: TradeRoutesSmall.png Trade Routes
Costs:

600 IndustrySmall.png
2 DustSmall.png per TurnSmall.png

Caravanserai.png A network of walled inns with wells, shops, fodder, and stables greatly increases the security and survivability of caravans.

Effects:

+1 Trade routes max on city
+50% DustSmall.png on city trade routes

Cryometric Monitors
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

1200 IndustrySmall.png
15 Titanium Color 256x256.PNG
8 DustSmall.png per TurnSmall.png

Cryometric Monitors.png Recent scientific improvements allow careful and accurate measurement of temperature fluctuations. Studying this data leads to improved ability to predict the arrival of the next Dark Season.

Effects:

-40% Margin of error for season predictability on empire
+15 ScienceSmall.png on terrain with anomaly
Limited to one copy in your empire

Dust Depository
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

600 IndustrySmall.png
5 Glassteel Color 256x256.png

Dust Depository.png A center where inert Dust is traded for currency increase the amount of Dust produced by each unit of Population.

Effects:

+4 DustSmall.png per PopulationSmall.png on city

Dust Refinery
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era II
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

600 IndustrySmall.png
10 Glassteel Color 256x256.png

Dust Refinery.png Artificers work on inert Dust, imbuing it with unusual powers and increasing the value of Dust produced.

Effects:

+20 DustSmall.png on city
+30% DustSmall.png on city

Dust Transmuter
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: UniqueBuildingSmall.png Unique Building
Focus: DustSmall.png Dust
Costs:

1200 IndustrySmall.png
10 Glassteel Color 256x256.png

Dust Transmuter.png A marvel of magic and alchemy, this glowing edifice is magically linked to pylons throughout the city. By exciting existing Dust in the ground, baser elements can, over time, transmute into Dust.

Effects:

+10 DustSmall.png on terrain with Dust
Can only be built once in your empire

Hydromatic Laboratory
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

400 IndustrySmall.png
10 Titanium Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Hydromatic Laboratory.png New laboratories can be built that take advantage of a river's current. These provide power for experiments as well as a wealth of information about the river itself.

Effects:

+3 ScienceSmall.png on terrain with river

Imperial Kennels
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

600 IndustrySmall.png
5 Titanium Color 256x256.PNG
1 DustSmall.png per TurnSmall.png

Imperial Kennels.png Packs of hunting dogs trained to pick up the scent of intruders are useful for finding scouts, saboteurs, and patrols. Their mortality rate is high, but they are necessary to help defend your cities.

Effects:

+200 Fortification FortificationSmall.png on city
+2 XP per turn on army

Inquisitors' Divinity
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: SecuritySmall.png Security
Costs:

600 IndustrySmall.png
5 Adamantian Color 256x256.PNG
-6 DustSmall.png per TurnSmall.png

Inquisitors' Divinity.png By founding a new Divinity expressly dedicated to unmasking the worms in the pulp of Forgotten society, the ability to find enemy spies is greatly improved.

Effects:

+20 security SecuritySmall.png on city

Large-Scale Aquatic Center
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

600 IndustrySmall.png
10 Titanium Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Large-Scale Aquatic Center.png A dedicated facility investigating all things aquatic from lake fish to seabed flora confers an immediate Science bonus for every non-river water tile.

Effects:

+3 ScienceSmall.png on terrain with sea or lake
+2 ScienceSmall.png per PopulationSmall.png on city

Lava Works
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

600 IndustrySmall.png
5 Titanium Color 256x256.PNG
5 Glassteel Color 256x256.png
4 DustSmall.png per TurnSmall.png

Lava Works.png Inspired by ancient watermills, Lava Works harness the natural power of lava flows, and give unique benefits.

Effects:

Needs an exploited lava flow tile to be built
+8 ScienceSmall.png on lava flow terrain
+8 IndustrySmall.png on lava flow terrain

Materials Hoard
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

600 IndustrySmall.png
5 Titanium Color 256x256.PNG
1 DustSmall.png per TurnSmall.png

Materials Hoard.png By pre-locating stores of mortar, bricks, lumber, and tools at various points around a city, reconstruction and recovery can be rapidly and easily organized on a local scale.

Effects:

+10 Fortification Recovery FortificationSmall.png per turn on city
+100 Fortification FortificationSmall.png on City

Medical Center
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

600 IndustrySmall.png
5 Palladian Color 256x256.PNG
2 DustSmall.png per TurnSmall.png

Medical Center.png Pulling together the work of herbalists, barbers, and doctors, centers are built for the care of the wounded and the study of improved treatments.

Effects:

+10% Health Regen on city
+10% Ally Health Regen on city

National Arena
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: UniqueBuildingSmall.png Unique Building
Focus: InfluenceIcon.png Influence
Costs:

1200 IndustrySmall.png
10 Titanium Color 256x256.PNG
8 DustSmall.png per TurnSmall.png

National Arena.png This enormous center of sport, spectacle, and entertainment spreads tales of your civilization's culture and prowess far and wide.

Effects:

+50% InfluenceIcon.png on city
Can only be built once in your empire

National Museum
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: InfluenceIcon.png Influence
Costs:

600 IndustrySmall.png
5 Adamantian Color 256x256.PNG
5 Palladian Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

National Museum.png The empire holds a great store of loot (though we prefer the term "acquired objects"). This museum puts them on display, provides facilities to study them, and reminds others of the reach and power of your empire.

Effects:

+2 InfluenceIcon.png on city center
+2 InfluenceIcon.png on district
+2 InfluenceIcon.png per PopulationSmall.png on city

Plow Factory
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

600 IndustrySmall.png
10 Glassteel Color 256x256.png
5 Palladian Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Plow Factory.png A revolutionary improvement, curved iron plows, increases the amount of food produced.

Effects:

+3 FoodSmall.png on exploitation


Faction-Specific[edit]

Endless Recycling
Faction: VaultersIcon.png Vaulters
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

400 IndustrySmall.png
20 VaultersIcon.png
-4 DustSmall.png per TurnSmall.png

Endless Recycling.png Clever engineers and nimble fingers combine to get maximum use out of any sort of artifact or scrap coming from the ruins that litter Auriga.

Effects:

+14 ScienceSmall.png on city center level 2
+14 ScienceSmall.png on district level 2
The VaultersIcon.png cost indicates that the holy resource has to be chosen.

Fungal Laboratory
Faction: NecrophagesIcon.png Necrophages
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

400 IndustrySmall.png
5 DustSmall.png per TurnSmall.png

Fungal Laboratory.png Using technology discovered in the ancient ruins of Auriga, Necrophage workers improve the management of air, moisture, and fertilizer to greatly increase the output of their fungal 'farms'.

Effects:

Limited to one copy in your empire
Ka-Riss hero must be city governor
+5 FoodSmall.png per PopulationSmall.png on city

Koni School of Elite Riders
Faction: KapakuIcon.png Kapaku
Obtained: QuestIcon.png Faction Quest
Type: UniqueBuildingSmall.png Unique Building
Focus: MilitaryIcon.png Military
Costs:

800 IndustrySmall.png
20 Palladian Color 256x256.PNG
6 DustSmall.png per TurnSmall.png

Koni School of Elite Riders.png Named after an infamous rider,this massive fortress houses an elite institution for training the Kapaku's most promising operatives. Soldiers trained in this brutal proving ground are infused with combat experience beyond their seeming fresh recruit status.

Effects:

+100 Fortification FortificationSmall.png on city
+10 Fortification recovery FortificationSmall.png per turn on city
+100 XP when recruiting a unit on units
Can only be built once in your empire

Shrine of Whispers
Faction: CultistsIcon.png Cultists
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

800 IndustrySmall.png
30 Hyperium Color 256x256.PNG
-4 DustSmall.png per TurnSmall.png

Shrine of Whispers.png Within each newly converted village a specialized shrine is constructed; it sifts prayers, thoughts, and conversations to obtain scientific information from tales and superstition.

Effects:

+2% ScienceSmall.png per converted village on cities

Strength of the Vault
Faction: VaultersIcon.png Vaulters
Obtained: ResearchIcon.png Era III
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

250 IndustrySmall.png
10 VaultersIcon.png
-1 DustSmall.png per TurnSmall.png

Strength of the Vault.png The coming together of the Vaulter clans has led to unprecedented cooperation. Bringing together all their knowledge of defensive hexes, spells, tactics, and weapons, city defenses greatly improve.

Effects:

+100 fortification FortificationSmall.png on city
+5 fortification recovery FortificationSmall.png per turn on city
The VaultersIcon.png cost indicates that the Holy Resource has to be chosen.


Era IV[edit]

Army Manual
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era IV
Type: Improvement.png Improvement
Focus: MilitaryIcon.png Military
Costs:

1200 IndustrySmall.png
5 Hyperium Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Army Manual.png Although it doesn't look pretty, being printed and bound on cheap paper, the distribution of this training guide to all new recruits raises troop quality.

Effects:

+100 XP when recruiting a unit on units

Automated Production
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

1200 IndustrySmall.png
5 Titanium Color 256x256.PNG
15 Adamantian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Automated Production.png Centralized stocks of raw materials, distribution centers, and co-located factories increase Industrial output.

Effects:

+3 IndustrySmall.png on terrain with Industry

Fertilizer Plant
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era IV
Type: Improvement.png Improvement
Focus: FoodSmall.png Food
Costs:

1200 IndustrySmall.png
15 Glassteel Color 256x256.png
10 Palladian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Fertilizer Plant.png Chemical and biological fertilizers, applied in industrial quantities to the soil, greatly increase Food production.

Effects:

+3 FoodSmall.png on terrain with Food

Imperial Funding
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

1200 IndustrySmall.png
25 Titanium Color 256x256.PNG
5 Hyperium Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Imperial Funding.png By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences.

Effects:

+5 ScienceSmall.png on terrain with Science

Hothouses
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era IV
Type: Improvement.png Improvement
Focus: FoodSmall.png Food
Costs:

1200 IndustrySmall.png
15 Glassteel Color 256x256.png
10 Palladian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Hothouses.png By building glass roofing over certain fields, crops can be raised in a warm, protected environment that increases agricultural yields.

Effects:

+3 FoodSmall.png on exploitation

Mining Rights
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

1200 IndustrySmall.png
10 Titanium Color 256x256.PNG
15 Adamantian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Mining Rights.png With landholders and private enterprises given the right to buy mining licenses at strategic resource deposit sites, Industry output per site increases.

Effects:

+1 Resource on strategic resource extractor

National Craftworks
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era IV
Type: UniqueBuildingSmall.png Unique Building
Focus: CategoryLuxurySmall.png Resources
Costs:

2500 IndustrySmall.png
15 Adamantian Color 256x256.PNG
15 DustSmall.png per TurnSmall.png

National Craftworks.png To improve and promote luxury goods, the transformation of raw materials into finished products is now handled in this enormous center where technicians, designers, and artisans share ideas.

Effects:

Doubles effects of luxury resource boosters on city
Can only be built once in your empire

National Military College
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era IV
Type: UniqueBuildingSmall.png Unique Building
Focus: MilitaryIcon.png Military
Costs:

2500 IndustrySmall.png
15 Palladian Color 256x256.PNG
15 DustSmall.png per TurnSmall.png

National Military College.png This great center of training, storage, and accommodation is linked to the main boulevards and waterways of the city. Integrated into the city's daily life, it vastly improves troop efficiency.

Effects:

+100% Attack AttackIcon.png on units in city
Can only be built once in your empire

Production Line
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

1200 IndustrySmall.png
10 Titanium Color 256x256.PNG
10 Adamantian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Production Line.png Techniques of mass production increase the amount of Industry produced by each unit of Population.

Effects:

+3 IndustrySmall.png per PopulationSmall.png on city

Refrigeration Plant
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

1200 IndustrySmall.png
15 Glassteel Color 256x256.png
5 Palladian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Refrigeration Plant.png Food can now be preserved for long periods, increasing the amount of Food produced by each unit of population.

Effects:

+3 FoodSmall.png per PopulationSmall.png on city

Subterranean Gardens
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

1200 IndustrySmall.png
5 Glassteel Color 256x256.png
15 Palladian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Subterranean Gardens.png Flora and fauna of the planet are adapted to survive in subterranean bioshperes. This is a great advantage in times of winter, drought, or war, and increases the Food that can be produced.

Effects:

+10 FoodSmall.png on district during winter
-100% life loss during siege on city

Wyrm Farm
Faction: FactionIconSmall.png All except Broken Lords
Obtained: ResearchIcon.png Era IV
Type: Improvement.png City Improvement
Focus: FoodSmall.png Food
Costs:

1200 IndustrySmall.png
5 Adamantian Color 256x256.PNG
5 Palladian Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Wyrm Farm.png Drawn from unknown depths, volcanic terrain attracts giant, rugged worms that can be farmed for sustenance.

Effects:

Needs an exploited volcanic tile to be built
+15 FoodSmall.png on city
+2 FoodSmall.png per PopulationSmall.png on city


Faction-Specific[edit]

Altar of Channeling
Faction: BrokenLordsIcon.png Broken Lords
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

1500 IndustrySmall.png

Altar of Channeling.png Based on designs and concepts of the Endless - and therefore incomprehensible - these structures, when built, create a chain of holy sites that sense, absorb, and renew Dust.

Effects:

+5 DustSmall.png per PopulationSmall.png on city
+5 DustSmall.png on city

Altar of Transcendence
Faction: ArdentMagesIcon.png Ardent Mages
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: InfluenceIcon.png Influence
Costs:

1000 IndustrySmall.png
30 Adamantian Color 256x256.PNG/Palladian Color 256x256.PNG
30 Mithrite Color 256x256.PNG/Hyperium Color 256x256.PNG
-7 DustSmall.png per TurnSmall.png

Altar of Transcendence.png When constructed, this dense slab of some of Auriga's rarest materials hums with Dust energy. Mages strong and brave enough to climb into its recessed contours will transcend or die. Either way they will experience unimaginable pain.

Effects:

+5 InfluenceIcon.png per PopulationSmall.png on city
+10 InfluenceIcon.png on city
+30 ApprovalSmall.png on city
Limited to one copy in your empire

Auriga Institute
Faction: DrakkenIcon.png Drakken
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
Costs:

800 IndustrySmall.png
5 Mithrite Color 256x256.PNG
4 DustSmall.png per TurnSmall.png

Auriga Institute.png This academic center brings together thinkers and researchers from across the planet. Sages of all nations come together to study the history, trends, and possible futures of Auriga.

Effects:

Require an income of 20 InfluenceIcon.png from the city
+20 ApprovalSmall.png on city
+10 InfluenceIcon.png on approval (fervent)

Givers of Remembrance
Faction: NecrophagesIcon.png Necrophages
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

1200 IndustrySmall.png
10 Hyperium Color 256x256.PNG
-5 DustSmall.png per TurnSmall.png

Givers of Remembrance.png A reduced breed of Givers of Remembrance, Lesser Givers only collect and share battlefield lessons between armies rather than all the histories of the hive.

Effects:

+100 XP when recruiting a unit on units

Resource Magnetron
Faction: VaultersIcon.png Vaulters
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: VaultersIcon.png Holy Resource
Costs:

1200 IndustrySmall.png
60 VaultersIcon.png
-4 DustSmall.png per TurnSmall.png

Resource Magnetron.png This discovery uses alchemical principles of attraction between different nodes of identical resources. It can be used to leech any resource from the air and ground, given the right materials and enough energy.

Effects:

+10 Holy Resource on city
Limited to one copy in your empire
The VaultersIcon.png cost indicates that the Holy Resource has to be chosen.

The Ogmakwan
Faction: WildWalkersIcon.png Wild Walkers
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
Costs:

5000 IndustrySmall.png
-10 DustSmall.png per TurnSmall.png

The Ogmakwan.png Strong as the structures of the Endless, with roots that reach deep into Auriga's crust and towers of impossible height, Zaltana's Ogmakwan is many things. Built from an enormous range of materials and assembled using physical principles no one else comprehends, Zaltana's great edifice will forever change the way structures are raised. It will also, with luck, help the Wild Walkers to survive the great Last Winter.

Effects:

+80 ApprovalSmall.png approval on city
Limited to one copy in your empire

Well of Dust
Faction: RovingClansIcon.png Roving Clans
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: TradeRoutesSmall.png Trade Routes
Costs:

1000 IndustrySmall.png
-2 DustSmall.png per TurnSmall.png

Well of Dust.png Part magical and part mercantile, this partially submerged treasury accumulates Dust from whatever source is available. Ruins, ancient mechanisms, markets, caravans, and even the air all contribute something to this storehouse of wealth and magic.

Effects:

Requires Right of Way built in the city
Requires an income of 100 DustSmall.png from the city
+2 Trade Routes max on city


Era V[edit]

Advanced Extraction
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

2000 IndustrySmall.png
40 Glassteel Color 256x256.png
7 DustSmall.png per TurnSmall.png

Advanced Extraction.png General improvements in alchemy, metallurgy, and conservation lead to far greater efficiencies in the extraction of Luxury Resources.

Effects:

+4 Resource on Luxury Resource Extractor

Advanced Quarry
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

3000 IndustrySmall.png
10 Titanium Color 256x256.PNG
20 Adamantian Color 256x256.PNG
10 DustSmall.png per TurnSmall.png

Advanced Quarry.png Better methods for mining, cutting and forging metals and minerals result in greater productivity and less waste, increasing the productivity of Strategic Resource sites.

Effects:

+50 IndustrySmall.png on terrain with strategic resource
Limited to one copy in your empire

Arena of Champions
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: InfluenceIcon.png Influence
Costs:

3000 IndustrySmall.png
10 Adamantian Color 256x256.PNG
10 Palladian Color 256x256.PNG
20 DustSmall.png per TurnSmall.png

Arena of Champions.png Construction of a massive sporting complex in your city draws praise, spectators, and money from far across Auriga. Your empire's Influence increases noticably.

Effects:

+100% InfluenceIcon.png on city
Limited to one copy in your empire

Arts Council
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
Costs:

2000 IndustrySmall.png
10 Glassteel Color 256x256.png
5 Mithrite Color 256x256.PNG
10 DustSmall.png per TurnSmall.png

Arts Council.png The central funding of a dedicated arts committee leads to a flourishing of cultural enterprises. Sculptures, open-air performances, and jamborees throng the city, increasing the population's well-being.

Effects:

+30 ApprovalSmall.png on city
+10% ScienceSmall.png on approval (fervent)
+10% InfluenceIcon.png on approval (fervent)

Aura of Empire
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: InfluenceIcon.png Influence
Costs:

2000 IndustrySmall.png
10 Adamantian Color 256x256.PNG
10 Palladian Color 256x256.PNG
10 DustSmall.png per TurnSmall.png

Aura of Empire.png As each district grows it gains impressive public buildings and parks. All of this increases the fame and reputation of the city and the empire, growing civic pride and generating awe in the minds of visitors.

Effects:

+15 InfluenceIcon.png on district level 2
+4 InfluenceIcon.png per PopulationSmall.png on city

Climatology Guild
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

3000 IndustrySmall.png
30 Titanium Color 256x256.PNG
10 Hyperium Color 256x256.PNG
20 DustSmall.png per TurnSmall.png

Climatology Guild.png The intensity of the Dark Season weather has driven engineers, scientists, and alchemists to pool their skills in a common center where they study the origins and effects of the Auriga winter.

Effects:

-40% margin of error for season predictability on empire
+15 ScienceSmall.png on district level 2
Limited to one copy in your empire

Customs Ministry
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: UniqueBuildingSmall.png Unique Building
Focus: TradeRoutesSmall.png Trade Routes
Costs:

4000 IndustrySmall.png
20 Hyperium Color 256x256.PNG
40 DustSmall.png per TurnSmall.png

Customs Ministry.png In a grand building that replaces run-down offices and shanties, taxes and administrative details for trade and transport are rapidly and efficiently dealt with. Trade capacity takes an enormous jump.

Effects:

+7 Trade routes max on city
Can only be built once in your empire

Dust Revitalizer
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

2000 IndustrySmall.png
30 Glassteel Color 256x256.png
5 Mithrite Color 256x256.PNG

Dust Revitalizer.png New methods and alchemies for extracting Dust are particularly useful where it has already been found, as Dust that is supposedly dormant can be infused with power.

Effects:

+5 DustSmall.png on terrain with Dust

Imperial News Network
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: ApprovalSmall.png Approval
Costs:

2000 IndustrySmall.png
5 Glassteel Color 256x256.png
10 Mithrite Color 256x256.PNG
10 DustSmall.png per TurnSmall.png

Imperial News Network.png Rather than rely on rumor and graffiti to convey news, a national service is created to ensure the population has all the information they need to be happy.

Effects:

+20 ApprovalSmall.png on city
+2 FoodSmall.png per PopulationSmall.png on approval (happy)
+2 IndustrySmall.png per PopulationSmall.png on approval (happy)
+2 DustSmall.png per PopulationSmall.png on approval (happy)
+2 ScienceSmall.png per PopulationSmall.png on approval (happy)
+1 InfluenceIcon.png per PopulationSmall.png on approval (happy)

Inoculation Station
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

2000 IndustrySmall.png
15 Palladian Color 256x256.PNG
5 Hyperium Color 256x256.PNG
5 DustSmall.png per TurnSmall.png

Inoculation Station.png Injections to bolster the bodies natural defenses means that recovery times for nasty injuries or diseases are greatly reduced, whether they happen on the battlefield, in the latrine, or in a house of ill repute.

Effects:

+15% Health regen on city
+10% ally health regen on city
+120 XP when recruiting a unit on units

Living Lab Tools
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

3000 IndustrySmall.png
25 Titanium Color 256x256.PNG
10 Hyperium Color 256x256.PNG
20 DustSmall.png per TurnSmall.png

Living Lab Tools.png These animated assistants don't complain about hours, wages, or dangerous chemicals; their relentless progress increases the amount of Science generated.

Effects:

+100% ScienceSmall.png on city
Limited to one copy in your empire

Military Reserves
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

2000 IndustrySmall.png
10 Titanium Color 256x256.PNG
5 Adamantian Color 256x256.PNG
2 DustSmall.png per TurnSmall.png

Military Reserves.png Training a fraction of the local civilian population in the basic skills of combat not only means a significant boost for paint balling outfits, but also increase the empire's defensive capabilities.

Effects:

+4 Fortification recovery FortificationSmall.png per turn on city
+400 Fortification FortificationSmall.png on city
+1 max unit slots on militia

Razor Palisades
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: FortificationSmall.png Fortification
Costs:

2000 IndustrySmall.png
10 Titanium Color 256x256.PNG
5 Mithrite Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Razor Palisades.png Walls and windows are not usually viewed as lethal offensive weapons. However, the use of needles, spikes, traps, and blades can turn even the most innocuous entry into a lethal gauntlet.

Effects:

+60 Fortification FortificationSmall.png on Regional Building
+4 Fortification Recovery FortificationSmall.png on Regional Building

Scientific Envoy
Faction: FactionIconSmall.png All except Forgotten
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: TradeRoutesSmall.png Trade Routes
Costs:

2000 IndustrySmall.png
20 Titanium Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Scientific Envoy.png Diplomats versed in science and technology travle your empire's trade routes, learning new disciplines from foreign lands. Scientific knowledge grows more rapidly.

Effects:

+1 Trade Routes max on city
+50% ScienceSmall.png on city trade routes

The Octagon
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: UniqueBuildingSmall.png Unique Building
Focus: MilitaryIcon.png Military
Costs:

4000 IndustrySmall.png
20 Mithrite Color 256x256.PNG
40 DustSmall.png per TurnSmall.png

The Octagon.png This vast structure houses - and streamlines - the operations of your growing government staff. Better flow, storage, and processing of information means better decisions and faster growth.

Effects:

+20 XP per turn on governor
Can only be built once in your empire

Town Criers
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: DustSmall.png Dust
Costs:

2000 IndustrySmall.png
25 Glassteel Color 256x256.png
10 Mithrite Color 256x256.PNG

Town Criers.png Charismatic individuals are hired by the state and trained in advanced persuasive techniques, paving the way for armies of cheap labor to help accelerate the completion of large projects at reduced cost.

Effects:

+50 DustSmall.png on city
+40% DustSmall.png on city

Traitor's Lottery
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: SecuritySmall.png Security
Costs:

2000 IndustrySmall.png
10 Glassteel Color 256x256.png
5 Hyperium Color 256x256.PNG
-8 DustSmall.png per TurnSmall.png

Traitor's Lottery.png By inaugurating a lottery system that covertly rewards those who achieve the most denouncements of suspicious friends and kin, the chances of uncovering enemy operatives is better than ever.

Effects:

+30 security SecuritySmall.png on city

Volcanic Leecher
Faction: FactionIconSmall.png All
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: CategoryLuxurySmall.png Resources
Costs:

2000 IndustrySmall.png
10 Titanium Color 256x256.PNG
10 Glassteel Color 256x256.png
10 Adamantian Color 256x256.PNG
10 Palladian Color 256x256.PNG
10 DustSmall.png per TurnSmall.png

Volcanic Leecher.png Powered by the violent magma beneath, this machine enhances mineral yields on volcanic terrain.

Effects:

Needs an exploited volcanic tile to be built
+5 Resource on strategic resource extractor


Faction-Specific[edit]

Aurigan Archive
Faction: KapakuIcon.png Kapaku
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: ScienceSmall.png Science
Costs:

1200 IndustrySmall.png
15 Mithrite Color 256x256.PNG
15 Hyperium Color 256x256.PNG
8 DustSmall.png per TurnSmall.png

Aurigan Archive.png No longer lost to the coming ice, all the Endless' ventures on Auriga will be catalogued an maintained for time immemorial. An oasis of knowledge for historians - and scientists.

Effects:

+8 ScienceSmall.png on terrain with ruins
Limited to one copy in your empire

Surreptitious Research
Faction: ForgottenIcon.png Forgotten
Obtained: ResearchIcon.png Era V
Type: Improvement.png City Improvement
Focus: TradeRoutesSmall.png Trade Routes
Costs:

2000 IndustrySmall.png
20 Titanium Color 256x256.PNG
7 DustSmall.png per TurnSmall.png

Surreptitious Research.png By stealthily listening in on conversations, gaining access to draft versions of contracts, and otherwise tipping the odds in their favor, Forgotten Trade Routes do miraculously well.

Effects:

+1 trade routes max on city
+50% DustSmall.png on city trade routes


Era VI[edit]

Temple of the Earth's Core
Faction: FactionIconSmall.png All
Obtained: QuestIcon.png Faction Quest
Type: Improvement.png City Improvement
Focus: VictorySmall.png Victory
Costs:

36000 IndustrySmall.png
40 Mithrite Color 256x256.PNG
40 Hyperium Color 256x256.PNG

Temple of the Earth's Core.png It is a building and an energy source and a processing center; a fusion of Dust and matter that transcends any existing knowledge. By reactivating this long-dorment temple of the Concrete Endless, a faction can secure the future of their planet - and at the same time be humbled by the vast gulf of ignorance that separates them from the long-lost masters who first built this marvel.

Effects:

Triggers the Wonder Victory once built
Limited to one copy in your empire


1st Winter[edit]

Nyctalopian Lenses
Faction: FactionIconSmall.png All
Obtained: Winter.png 1st Winter
Type: Improvement.png City Improvement
Focus: SightIcon.png Vision
Costs:

200 IndustrySmall.png
10 Pearls.png

Nyctalopian Lenses.png A simple modification to windows in public buildings (simple if you master Pearls and Dust magics, that is) allows those within to see movement at night as well as they can in daytime.

Effects:

Provides immunity to Winter vision penalty on City and Regional Buildings
+10% ScienceSmall.png on City


2nd Winter[edit]

Chapel of Auriga
Faction: FactionIconSmall.png All
Obtained: Winter.png 2nd Winter
Type: Improvement.png City Improvement
Focus: MinorFactionSmall.png Minor Village
Costs:

400 IndustrySmall.png
10 Pearls.png

Chapel of Auriga.png A humble yet striking chapel, decorated with images of Auriga, becomes a place of reverence and draws lesser peoples to live and work in your city.

Effects:

+1 PopulationSmall.png on City per Pacified Village VillageIcon.png
Does not apply to destroyed or converted Villages

Ice Works
Faction: FactionIconSmall.png All
Obtained: Winter.png 2nd Winter
Type: Improvement.png City Improvement
Focus: IndustrySmall.png Industry
Costs:

300 IndustrySmall.png
10 Pearls.png

Ice Works.png Far from being wastelands, frozen lakes and rivers provide fish, furs, ice, and other useful products during winter.

Effects:

Need an exploited River, Lake or Sea Tile to be built
+10 IndustrySmall.png on terrain with River during Winter
+10 IndustrySmall.png on terrain with Sea or Lake during Winter season with ice shelf


3rd Winter[edit]

Ward of Auriga
Faction: FactionIconSmall.png All
Obtained: Winter.png 3rd Winter
Type: Improvement.png City Improvement
Focus: MilitaryIcon.png Military
Costs:

600 IndustrySmall.png
30 Pearls.png

Ward of Auriga.png Any enemy troops daring to enter your city are struck by the holy wrath of Auriga; she does not wish to have her believers defiled!

Effects:

+0.5 Retaliation Damage Retaliation.png per Fortification FortificationSmall.png on City
Damage is spread across all units of unfriendly army at the start of the turn

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