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 (Food, Industry, Science, Dust and Influence, also known as FIDSI), improve your approval 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
Available From Start
City Hall
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Costs:
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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 per on city |
Founder's Memorial
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Costs:
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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 on city |
Palace
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Costs:
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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 on city |
Era I
Center for Minerology
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Costs:
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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:
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Dust Dredger
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Costs:
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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 |
Dust Filtration
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Costs:
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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 |
Empire Mint
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Costs:
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A public building dedicated to collecting Dust and minting currency increases the Dust produced. | |||||||||
Effects:
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Geomic Labs
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Costs:
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This new science, based on the study of the natural rock formations of Auriga, brings a wealth of new knowledge to the city. | |||||||||
Effects:
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Husbandry Center
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Costs:
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From bees to bison, this center for the study of native animal species accelerates their domestication and greatly improves Food production. | |||||||||
Effects:
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Infantry Cantina
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Costs:
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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
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Costs:
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Improved quality of critical parts for mills increases the amount of Industry produced. | |||||||||
Effects:
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Public Library
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Costs:
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The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced. | |||||||||
Effects:
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Seed Storage
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Costs:
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Seeds of domesticated plants are stored for sowing, making crops more reliable and increasing the amount of Food produced. | |||||||||
Effects:
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Sewer System
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Costs:
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The drop on nauseating odours and infectious diseases, thanks to the new public sanitation system, instantly gives an Approval bonus to your City. | |||||||||
Effects:
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Stronghold Architecture
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Costs:
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Basic architectural advances like moats, crenellations, sally ports, etc. greatly improve city defences. | |||||||||
Effects:
+2 (+6 with ELCP) Fortification recovery per turn on city |
Faction-Specific
High Towers
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Costs:
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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 on city tiles |
Era II
Alchemy Workshop
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Costs:
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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:
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Apprenticeship Registry
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Costs:
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By formalizing the process of apprenticeship, young workers can more rapidly learn valuable trade skills, which increases overall Industry within a city. | |||||||||
Effects:
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Canal Locks
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Costs:
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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:
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Canal System
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Costs:
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The creation of a network for rapidly transporting goods gives an immediate Industry bonus to your City. | |||||||||
Effects:
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Central Market
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Costs:
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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 on city |
Conscription Center
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Costs:
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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
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Costs:
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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 per on city |
Fish Farm
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Costs:
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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 |
Glory of Empire
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Costs:
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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:
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Irrigation Networks
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Costs:
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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 |
Lumber Mill
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Costs:
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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 |
Negotiation Tactics
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Costs:
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You reign supreme in both diplomatic and commercial negotiations. As your Trade Routes rumble with caravans and your embassies murmur with deals, the wealth of your empire grows. | |||||||||
Effects:
+50% Trade Route Bonus on City Trade Routes |
Public Granary
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Costs:
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As large quantities of grains can now be stored safely for long periods of time, your city receives an immediate Food bonus. | |||||||||
Effects:
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Right of Way
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Costs:
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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 |
Faction-Specific
Deep Generator
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Costs:
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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% on city |
Main Maritime Academy
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Costs:
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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 |
Oologic Nursery
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Costs:
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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 from the city tiles |
Tower of the Consecrate
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Costs:
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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 from pacified villages |
Verda's Temple
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Costs:
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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 on terrain with science |
Winter Shelters
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Costs:
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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 |
Era III
Advanced Alchemy Lab
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Costs:
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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:
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Bells and Whistles
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Costs:
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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 on Regional Building |
Caravanserai
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Costs:
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A network of walled inns with wells, shops, fodder, and stables greatly increases the security and survivability of caravans. | |||||||||
Effects:
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Cryometric Monitors
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Costs:
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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 |
Dust Depository
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Costs:
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A center where inert Dust is traded for currency increase the amount of Dust produced by each unit of Population. | |||||||||
Effects:
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Dust Refinery
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Costs:
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Artificers work on inert Dust, imbuing it with unusual powers and increasing the value of Dust produced. | |||||||||
Effects:
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Dust Transmuter
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Costs:
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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 on terrain with Dust |
Hydromatic Laboratory
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Costs:
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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:
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Imperial Kennels
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Costs:
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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:
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Inquisitors' Divinity
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Costs:
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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:
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Large-Scale Aquatic Center
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Costs:
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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:
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Lava Works
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Costs:
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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 |
Materials Hoard
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Costs:
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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 (+20 with ELCP) Fortification Recovery per turn on city |
Medical Center
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Costs:
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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 |
National Arena
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Costs:
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This enormous center of sport, spectacle, and entertainment spreads tales of your civilization's culture and prowess far and wide. | |||||||||
Effects:
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National Museum
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Costs:
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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:
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Plow Factory
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Costs:
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A revolutionary improvement, curved iron plows, increases the amount of food produced. | |||||||||
Effects:
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Faction-Specific
Endless Recycling
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Costs:
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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 on city center level 2 |
Fungal Laboratory
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Costs:
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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 |
Koni School of Elite Riders
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Costs:
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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 on city |
Shrine of Whispers
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Costs:
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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:
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Strength of the Vault
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Costs:
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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 on city |
Era IV
Army Manual
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Costs:
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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
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Costs:
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Centralized stocks of raw materials, distribution centers, and co-located factories increase Industrial output. | |||||||||
Effects:
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Benevolent Emperor
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Costs:
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Showing as much interest in your people's health and well-being as in their productivity, your concern pays for itself many times over as they eagerly seek new sources of Dust for you. | |||||||||
Effects:
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Fertilizer Plant
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Costs:
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Chemical and biological fertilizers, applied in industrial quantities to the soil, greatly increase Food production. | |||||||||
Effects:
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Imperial Funding
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Costs:
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By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences. | |||||||||
Effects:
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Hothouses
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Costs:
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By building glass roofing over certain fields, crops can be raised in a warm, protected environment that increases agricultural yields. | |||||||||
Effects:
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Mining Rights
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Costs:
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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
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Costs:
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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 |
National Military College
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Costs:
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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 on units in city |
Production Line
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Costs:
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Techniques of mass production increase the amount of Industry produced by each unit of Population. | |||||||||
Effects:
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Refrigeration Plant
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Costs:
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Food can now be preserved for long periods, increasing the amount of Food produced by each unit of population. | |||||||||
Effects:
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Subterranean Gardens
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Costs:
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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 on district during winter |
Wyrm Farm
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Costs:
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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 |
Faction-Specific
Altar of Channeling
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Costs:
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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:
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Altar of Transcendence
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Costs:
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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 per on city |
Auriga Institute
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Costs:
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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 from the city |
Givers of Remembrance
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Costs:
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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
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Costs:
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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 |
The Ogmakwan
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Costs:
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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:
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Well of Dust
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Costs:
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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 |
Era V
Advanced Extraction
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Costs:
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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
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Costs:
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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 on terrain with strategic resource |
Arena of Champions
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Costs:
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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:
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Arts Council
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Costs:
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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 on city |
Aura of Empire
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Costs:
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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:
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Climatology Guild
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Costs:
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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 |
Customs Ministry
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Costs:
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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 |
Dust Revitalizer
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Costs:
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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:
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Imperial News Network
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Costs:
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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 on city |
Inoculation Station
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Costs:
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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 |
Living Lab Tools
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Costs:
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These animated assistants don't complain about hours, wages, or dangerous chemicals; their relentless progress increases the amount of Science generated. | |||||||||
Effects:
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Military Reserves
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Costs:
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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 (+40 with ELCP) Fortification recovery per turn on city |
Razor Palisades
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Costs:
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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 on Regional Building |
Scientific Envoy
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Costs:
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Diplomats versed in science and technology travle your empire's trade routes, learning new disciplines from foreign lands. Scientific knowledge grows more rapidly. | |||||||||
Effects:
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The Octagon
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Costs:
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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 |
Town Criers
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Costs:
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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:
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Traitor's Lottery
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Costs:
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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:
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Volcanic Leecher
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Costs:
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Powered by the violent magma beneath, this machine enhances mineral yields on volcanic terrain. | |||||||||
Effects:
Needs an exploited volcanic tile to be built |
Faction-Specific
Aurigan Archive
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Costs:
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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:
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Surreptitious Research
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Costs:
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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:
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Era VI
Temple of the Earth's Core
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Costs:
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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 |
1st Winter
Nyctalopian Lenses
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Costs:
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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 |
2nd Winter
Chapel of Auriga
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Costs:
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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 on City per Pacified Village |
Ice Works
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Costs:
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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 |
3rd Winter
Ward of Auriga
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Costs:
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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 per Fortification on City |