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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 (FoodSmallFood, IndustrySmallIndustry, ScienceSmallScience, DustSmallDust and InfluenceIconInfluence, also known as FidsSmallFIDSI), improve your ApprovalSmallapproval 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
Faction: FactionIconSmall All
Obtained: Starting Improvement
Type: Improvement City Improvement
Costs:

10 DustSmall per TurnSmall

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

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

60 IndustrySmall

Founder's Memorial 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 on city
+2 IndustrySmall on city
+2 DustSmall on city
+2 ScienceSmall on city
+1 InfluenceIcon on city
Can only be built once in your empire

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


Palace 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 on city
+50 Fortification FortificationSmall on city
x0 Expansion disapproval generation on city
+1 Max unit slots on militia
+1 Trade routes max on city

Era I

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

150 IndustrySmall
4 DustSmall per TurnSmall

Center for Minerology 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 per population on city
Can only be built once in your empire

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

75 IndustrySmall

Dust Dredger 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 on terrain with river during Summer

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

75 IndustrySmall

Dust Filtration 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 on terrain with sea or lake during summer

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

75 IndustrySmall

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

Effects:

+5 DustSmall on city
+15% DustSmall on city

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

75 IndustrySmall
1 DustSmall per TurnSmall

Geomic Labs 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 on terrain with science

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

150 IndustrySmall
4 DustSmall per TurnSmall

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

Effects:

+5 FoodSmall per population on city
Can only be built once in your empire

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

75 IndustrySmall

Infantry Cantina 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 All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

75 IndustrySmall
1 DustSmall per TurnSmall

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

Effects:

+6 IndustrySmall on city
+15% IndustrySmall on city

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

75 IndustrySmall
1 DustSmall per TurnSmall

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

Effects:

+10 ScienceSmall on city
+10% ScienceSmall on city

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

75 IndustrySmall
1 DustSmall per TurnSmall

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

Effects:

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

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

75 IndustrySmall
1 DustSmall per TurnSmall

Sewer System 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 on city
+1 InfluenceIcon on approval (happy)

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

75 IndustrySmall

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

Effects:

+2 (+6 with ELCP) Fortification recovery FortificationSmall per turn on city
+100 Fortification FortificationSmall on city
+1 XP per turn on army

Faction-Specific

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

400 IndustrySmall
-2 DustSmall per TurnSmall

High Towers 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 on city tiles
+5 ScienceSmall on city
Limited to one copy in your empire
Wild Walkers hero with Roads of Dust item equipped must be city governor

Era II

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

250 IndustrySmall
5 Titanium Color 256x256
2 DustSmall per TurnSmall

Alchemy Workshop 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 on city
+20% ScienceSmall on city

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

250 IndustrySmall
5 Titanium Color 256x256
2 DustSmall per TurnSmall

Apprenticeship Registry 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 on exploitation

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

600 IndustrySmall
5 Titanium Color 256x256
4 DustSmall per TurnSmall

Canal Locks 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 per population on city
Can only be built once in your empire

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

250 IndustrySmall
2 DustSmall per TurnSmall

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

Effects:

+1 IndustrySmall on terrain with industry during summer

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

250 IndustrySmall
2 Glassteel Color 256x256
2 DustSmall per TurnSmall

Central Market 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 on city
+10% FoodSmall on approval (fervent)
+10% DustSmall on approval (fervent)

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

250 IndustrySmall
2 DustSmall per TurnSmall

Conscription Center 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 All
Obtained: ResearchIcon Era II
Type: UniqueBuildingSmall Unique Building
Focus: MilitaryIcon Military
Costs:

600 IndustrySmall
5 Glassteel Color 256x256
4 DustSmall per TurnSmall

Defensive Wards 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 per population on city
Can only be built once in your empire

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

250 IndustrySmall
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Fish Farm 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 on terrain with sea or lake during summer

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

250 IndustrySmall
3 DustSmall per TurnSmall

Glory of Empire 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 on city
+1 InfluenceIcon per population on city

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

250 IndustrySmall
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Irrigation Networks 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 on terrain with river during summer

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

250 IndustrySmall
5 Titanium Color 256x256
2 DustSmall per TurnSmall

Lumber Mill 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 on terrain with forest

Negotiation Tactics
Faction: FactionIconSmall All
Obtained: DeedIcon Legendary Deed
Type: Improvement City Improvement
Focus: TradeRoutesSmall Roads
Costs:

200 IndustrySmall

Negotiation Tactics 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
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

250 IndustrySmall
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Public Granary 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 on city
+2 FoodSmall per population on city

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

250 IndustrySmall
3 DustSmall per TurnSmall

Right of Way 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 bonus

Faction-Specific

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

250 IndustrySmall
20 VaultersIcon

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

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

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

Main Maritime Academy 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 Drakken
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

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

Oologic Nursery 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 from the city tiles
+10 FoodSmall on city
+25 XP when recruiting a unit on units

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

600 IndustrySmall
2 DustSmall per TurnSmall

Tower of the Consecrate 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 population from pacified villages VillageIcon
+1 resource on strategic resource extractor
+1 resource on luxury resource extractor

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

400 IndustrySmall
-2 DustSmall per TurnSmall

Verda's Temple 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 on terrain with science
Limited to one copy in your empire

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

250 IndustrySmall
20 VaultersIcon
-1 DustSmall per TurnSmall

Winter Shelters 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 cost indicates that the holy resource has to be chosen.

Era III

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

600 IndustrySmall
10 Titanium Color 256x256
4 DustSmall per TurnSmall

Advanced Alchemy Lab 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 on city center
+3 ScienceSmall on district
+3 ScienceSmall per population on city

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

600 IndustrySmall
5 Palladian Color 256x256
4 DustSmall per TurnSmall

Bells and Whistles 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 on Regional Building
+4 Fortification Recovery FortificationSmall on Regional Building

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

600 IndustrySmall
2 DustSmall per TurnSmall

Caravanserai 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 on city trade routes

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

1200 IndustrySmall
15 Titanium Color 256x256
8 DustSmall per TurnSmall

Cryometric Monitors 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 on terrain with anomaly
Limited to one copy in your empire

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

600 IndustrySmall
5 Glassteel Color 256x256

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

Effects:

+4 DustSmall per population on city

Dust Refinery
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

600 IndustrySmall
10 Glassteel Color 256x256

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

Effects:

+20 DustSmall on city
+30% DustSmall on city

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

1200 IndustrySmall
10 Glassteel Color 256x256

Dust Transmuter 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 on terrain with Dust
Can only be built once in your empire

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

400 IndustrySmall
10 Titanium Color 256x256
4 DustSmall per TurnSmall

Hydromatic Laboratory 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 on terrain with river

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

600 IndustrySmall
5 Titanium Color 256x256
1 DustSmall per TurnSmall

Imperial Kennels 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 on city
+2 XP per turn on army

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

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

Inquisitors' Divinity 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 on city

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

600 IndustrySmall
10 Titanium Color 256x256
4 DustSmall per TurnSmall

Large-Scale Aquatic Center 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 on terrain with sea or lake
+2 ScienceSmall per population on city

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

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

Lava Works 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 on lava flow terrain
+8 IndustrySmall on lava flow terrain

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

600 IndustrySmall
5 Titanium Color 256x256
1 DustSmall per TurnSmall

Materials Hoard 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 FortificationSmall per turn on city
+100 Fortification FortificationSmall on City

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

600 IndustrySmall
5 Palladian Color 256x256
2 DustSmall per TurnSmall

Medical Center 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 All
Obtained: ResearchIcon Era III
Type: UniqueBuildingSmall Unique Building
Focus: InfluenceIcon Influence
Costs:

1200 IndustrySmall
10 Titanium Color 256x256
8 DustSmall per TurnSmall

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

Effects:

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

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

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

National Museum 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 on city center
+2 InfluenceIcon on district
+2 InfluenceIcon per population on city

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

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

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

Effects:

+3 FoodSmall on exploitation

Faction-Specific

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

400 IndustrySmall
20 VaultersIcon
-4 DustSmall per TurnSmall

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

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

400 IndustrySmall
5 DustSmall per TurnSmall

Fungal Laboratory 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 per population on city

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

800 IndustrySmall
20 Palladian Color 256x256
6 DustSmall per TurnSmall

Koni School of Elite Riders 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 on city
+10 (+20 with ELCP) Fortification recovery FortificationSmall 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 Cultists
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

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

Shrine of Whispers 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 per converted village on cities

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

250 IndustrySmall
10 VaultersIcon
-1 DustSmall per TurnSmall

Strength of the Vault 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 on city
+5 (+15 with ELCP) fortification recovery FortificationSmall per turn on city
The VaultersIcon cost indicates that the Holy Resource has to be chosen.

Era IV

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

1200 IndustrySmall
5 Hyperium Color 256x256
7 DustSmall per TurnSmall

Army Manual 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 All
Obtained: ResearchIcon Era IV
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

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

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

Effects:

+3 IndustrySmall on terrain with Industry

Benevolent Emperor
Faction: FactionIconSmall All
Obtained: DeedIcon Legendary Deed
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

1200 IndustrySmall

Benevolent Emperor 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:

+100% DustSmall on Approval (Happy)

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

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

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

Effects:

+3 FoodSmall on terrain with Food

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

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

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

Effects:

+5 ScienceSmall on terrain with Science

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

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

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

Effects:

+3 FoodSmall on exploitation

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

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

Mining Rights 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 All
Obtained: ResearchIcon Era IV
Type: UniqueBuildingSmall Unique Building
Focus: CategoryLuxurySmall Resources
Costs:

2500 IndustrySmall
15 Adamantian Color 256x256
15 DustSmall per TurnSmall

National Craftworks 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 All
Obtained: ResearchIcon Era IV
Type: UniqueBuildingSmall Unique Building
Focus: MilitaryIcon Military
Costs:

2500 IndustrySmall
15 Palladian Color 256x256
15 DustSmall per TurnSmall

National Military College 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 on units in city
Can only be built once in your empire

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

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

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

Effects:

+3 IndustrySmall per population on city

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

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

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

Effects:

+3 FoodSmall per population on city
+25% FoodSmall on city

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

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

Subterranean Gardens 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 on district during winter
-100% life loss during siege on city

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

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

Wyrm Farm 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 on city
+2 FoodSmall per population on city

Faction-Specific

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

1500 IndustrySmall

Altar of Channeling 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 per population on city
+5 DustSmall on city

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

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

Altar of Transcendence 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 per population on city
+10 InfluenceIcon on city
+30 ApprovalSmall on city
Limited to one copy in your empire

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

800 IndustrySmall
5 Mithrite Color 256x256
4 DustSmall per TurnSmall

Auriga Institute 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 from the city
+20 ApprovalSmall on city
+10 InfluenceIcon on approval (fervent)

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

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

Givers of Remembrance 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 Vaulters
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: VaultersIcon Holy Resource
Costs:

1200 IndustrySmall
60 VaultersIcon
-4 DustSmall per TurnSmall

Resource Magnetron 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 cost indicates that the Holy Resource has to be chosen.

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

5000 IndustrySmall
-10 DustSmall per TurnSmall

The Ogmakwan 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 approval on city
Limited to one copy in your empire

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

1000 IndustrySmall
-2 DustSmall per TurnSmall

Well of Dust 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 from the city
+2 Trade Routes max on city

Era V

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

2000 IndustrySmall
40 Glassteel Color 256x256
7 DustSmall per TurnSmall

Advanced Extraction 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 All
Obtained: ResearchIcon Era V
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

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

Advanced Quarry 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 on terrain with strategic resource
Limited to one copy in your empire

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

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

Arena of Champions 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 on city
Limited to one copy in your empire

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

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

Arts Council 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 on city
+10% ScienceSmall on approval (fervent)
+10% InfluenceIcon on approval (fervent)

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

2000 IndustrySmall
10 Adamantian Color 256x256
10 Palladian Color 256x256
10 DustSmall per TurnSmall

Aura of Empire 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 on district level 2
+4 InfluenceIcon per population on city

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

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

Climatology Guild 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 on district level 2
Limited to one copy in your empire

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

4000 IndustrySmall
20 Hyperium Color 256x256
40 DustSmall per TurnSmall

Customs Ministry 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 All
Obtained: ResearchIcon Era V
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

2000 IndustrySmall
30 Glassteel Color 256x256
5 Mithrite Color 256x256

Dust Revitalizer 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 on terrain with Dust

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

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

Imperial News Network 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 on city
+2 FoodSmall per population on approval (happy)
+2 IndustrySmall per population on approval (happy)
+2 DustSmall per population on approval (happy)
+2 ScienceSmall per population on approval (happy)
+1 InfluenceIcon per population on approval (happy)

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

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

Inoculation Station 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 All except Forgotten
Obtained: ResearchIcon Era V
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

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

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

Effects:

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

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

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

Military Reserves 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 FortificationSmall per turn on city
+400 Fortification FortificationSmall on city
+1 max unit slots on militia

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

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

Razor Palisades 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 on Regional Building
+4 Fortification Recovery FortificationSmall on Regional Building

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

2000 IndustrySmall
20 Titanium Color 256x256
7 DustSmall per TurnSmall

Scientific Envoy 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 on city trade routes

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

4000 IndustrySmall
20 Mithrite Color 256x256
40 DustSmall per TurnSmall

The Octagon 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 All
Obtained: ResearchIcon Era V
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

2000 IndustrySmall
25 Glassteel Color 256x256
10 Mithrite Color 256x256

Town Criers 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 on city
+40% DustSmall on city

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

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

Traitor's Lottery 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 on city

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

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

Volcanic Leecher 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

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

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

Aurigan Archive 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 on terrain with ruins
Limited to one copy in your empire

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

2000 IndustrySmall
20 Titanium Color 256x256
7 DustSmall per TurnSmall

Surreptitious Research 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 on city trade routes

Era VI

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

36000 IndustrySmall
40 Mithrite Color 256x256
40 Hyperium Color 256x256

Temple of the Earth's Core 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

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

200 IndustrySmall
10 Pearls

Nyctalopian Lenses 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 on City

2nd Winter

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

400 IndustrySmall
10 Pearls

Chapel of Auriga 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 population on City per Pacified Village VillageIcon
Does not apply to destroyed or converted Villages

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

300 IndustrySmall
10 Pearls

Ice Works 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 on terrain with River during Winter
+10 IndustrySmall on terrain with Sea or Lake during Winter season with ice shelf

3rd Winter

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

600 IndustrySmall
30 Pearls

Ward of Auriga 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 per Fortification FortificationSmall on City
Damage is spread across all units of unfriendly army at the start of the turn

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