Age of Piracy Civilopedia
             
 
City Improvements
   
 Amusement Park
  The first electrically powered rides provided an unprecedented thrill to visitors.
+1 happiness.

Requires: Alternating Current
To build: 160 shields
To maintain: 2 gold per turn
Culture: 0 points per turn
 

 Artisan's Guild
  An organization that nurtures and protects artists working in all mediums.

Requires: Art
To build: 50 shields
To maintain: 1 gold per turn
Culture: 2 points per turn
 

 Bank
  Increases tax revenue produced in its city by 50%, in addition to any marketplace benefit. You must have a Marketplace to build a Bank. Less expensive for commercial civilizations.

Requires: Banking
To build: 140 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

 Barracks
  Produces veteran ground units instead of regulars and heals ground units completely in one turn. A city with a Barracks can be used to upgrade ground units. Less expensive for militaristic civilizations.

Requires: none
To build: 30 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

 Capitol
      The Capitol marks the seat of government for your empire. It eliminates corruption/waste within the city, and decreases it in nearby cities. Each civilization can have only one Capitol at a time. But each civilization can also build the Colonial Capitol. Has no maintenance cost.

Requires: none
To build: 70 shields
To maintain: 0 gold per turn
Culture: 1 point per turn
 

     Cathedral
      Produces three content faces, making three unhappy citizens content. Less expensive for religious civilizations.

Requires: Theology
To build: 140 shields
To maintain: 2 gold per turn
Culture: 1 point per turn
 

     Coastal Defense Works
      Protects city from naval attack using mines and large underwater obstacles. Twice as powerful as a coastal fortress. Causes damage to any ship passing through two squares adjacent to the city. Less expensive for militaristic civilizations.

Requires: Naval Superstructures
To build: 150 shields
To maintain: 2 gold per turn
Culture: 0 points per turn
 

     Coastal Fortress
      Protects city from naval attack. Causes damage to any ship passing through two squares adjacent to the city. Has no maintenance cost. Less expensive for militaristic civilizations.

Requires: Ductile Casting (plus Iron and Saltpeter)
To build: 50 shields
To maintain: 0 gold per turn
Culture: 0 points per turn
 

     Courthouse
      Decreases corruption in its city and makes the city more resistant to propaganda. Less expensive for militaristic, expansionist, and religious civilizations.

Requires: none
To build: 50 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Cruiseship Tours
      Increases culture by facilitating international sea travel.

Requires: Frame Construction
To build: 210 shields
To maintain: 2 gold per turn
Culture: 4 points per turn
 

     Gas Lighting
      Provides lighting to make streets safer. Facilitates work after sunset. +1 production. Reduces corruption. Less expensive for industrious civilizations.

Requires: Chemistry
To build: 100 shields
To maintain: 3 gold per turn
Culture: 0 points per turn
 

     Gold Mine
      Produces a unit of gold treasure every 25 turns. Treasure units represent the wealth of the world. Once seized by any land or sea unit, they can be escorted back to your capital city. Upon arrival, they add 200 gold to your treasury. Increases by 50% the happiness created by luxuries (within the city). This effect is only seen when you direct some tax revenue into luxuries. Less expensive for industrious and commercial civilizations.

Requires: Mining (plus Gold)
To build: 120 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Granary
      Effectively doubles the rate of a city's growth by causing only half of a city's food store to be depleted when the city grows. Less expensive for expansionist and agricultural civilizations.

Requires: none
To build: 40 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Harbor
      Coastal, sea, and ocean squares produce one extra food. Less expensive for expansionist and seafaring civilizations.

Requires: none
To build: 40 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Hospital
      A city with a Hospital can grow beyond population 12. You must have a population of 7 or higher to build a hospital. Less expensive for scientific civilizations.

Requires: Medicine
To build: 140 shields
To maintain: 2 gold per turn
Culture: 0 points per turn
 

     Incandescent Lighting
      Dramatically improves worker productivity in darkened spaces and after sunset.
+2 production. Requires Gas Lighting. Less expensive for industrious civilizations.

Requires: Alternating Current
To build: 220 shields
To maintain: 4 gold per turn
Culture: 0 points per turn
 

     International Market
      Serves as a domestic distribution point for overseas goods. Requires a Trading Port. Increases by 50% the happiness created by luxuries (within the city). This effect is only seen when you direct some tax revenue into luxuries. Less expensive for commercial civilizations.

Requires: International Trade
To build: 260 shields
To maintain: 2 gold per turn
Culture: 1 point per turn
 

     Ironworks
      A factory that produces iron tools and equipment. An Ironworks increases shield production in its city by +3. Less expensive for industrious civilizations.

Requires: Metallurgy
To build: 160 shields
To maintain: 2 gold per turn
Culture: 0 points per turn
 

     Library
      A city with a Library produces 50% more scientific research than it would without one. Less expensive for scientific civilizations.

Requires: Printing
To build: 150 shields
To maintain: 1 gold per turn
Culture: 1 point per turn
 

     Marketplace
      Increases tax revenue allocated to the treasury by 50%. It also increases the number of happy faces produced by luxuries as per the following list:
1 luxury = 1 happy face
2 luxuries = 2 happy faces
3 luxuries = 4 happy faces
4 luxuries = 6 happy faces
5 luxuries = 9 happy faces
6 luxuries = 12 happy faces
7 luxuries = 16 happy faces
8 luxuries = 20 happy faces

Less expensive for commercial civilizations.

Requires: none
To build: 60 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Museum
      Serves to preserve the heritage of a civilization. Less expensive for scientific civilizations.

Requires: Education
To build: 120 shields
To maintain: 1 gold per turn
Culture: 2 points per turn
 

     Opera House
      Promotes culture through music and song.

Requires: Music
To build: 50 shields
To maintain: 1 gold per turn
Culture: 2 points per turn
 

     Playhouse
      Promotes culture through the performance of plays.

Requires: Drama
To build: 50 shields
To maintain: 1 gold per turn
Culture: 2 points per turn
 

     Printing Press
      A cost-effective and vitally important method of spreading culture through the written word.

Requires: Printing
To build: 20 shields
To maintain: 1 gold per turn
Culture: 2 points per turn
 

     Prison
      Reduces corruption by incarcerating the criminal element. Reduces war weariness by keeping the streets safer while soldiers are away fighting.

Requires: Rehabilitation
To build: 90 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Public Gardens
      A place of beauty for the public to enjoy. The predecessor to modern parks.
+2 happiness. Less expensive for agricultural civilizations.

Requires: Engineering
To build: 70 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Radio Station
      Broadcasts music, news, and radio plays to the masses.
+1 happiness. Less expensive for scientific civilizations.

Requires: Radio
To build: 230 shields
To maintain: 2 gold per turn
Culture: 3 points per turn
 

     Rail Station
      Encourages travel along railroads, increasing production and regional cultural exchange. +1 production.

Requires: Railroads
To build: 120 shields
To maintain: 2 gold per turn
Culture: 1 point per turn
 

     Red Light District
      An area of town designated for prostitution and other marginalized recreational activities. A Red Light District produces one content face, making one unhappy citizen content. Has no maintenance cost.

Requires: none
To build: 10 shields
To maintain: 0 gold per turn
Culture: 0 points per turn
 

     River Mill
      Utilizes a paddlewheel to draw power from a flowing river. Mills can be used for sawing wood, grinding wheat, and other useful tasks. +2 production. A city must have a river within its radius to build a River Mill. Less expensive for industrious and agricultural civilizations.

Requires: Engineering
To build: 120 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Salon
      A place to enjoy stimulating intellectual and artistic discourse. (Not a place to get your hair cut!) Has no maintenance cost.

Requires: Fine Arts
To build: 20 shields
To maintain: 0 gold per turn
Culture: 1 points per turn
 

     Sewer System
      A large-scale system for managing a city's human waste. +1 happiness. Eliminates pollution caused by population. Less expensive for industrious civilizations.

Requires: Engineering
To build: 100 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Shipyard
      A large-scale facility for the building and maintenance of naval vessels. Produces veteran sea units. Repairs damaged ships in one turn. Less expensive for militaristic and seafaring civilizations.

Requires: Naval Architecture
To build: 70 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Slave Market
      Promotes the unpleasant but historical practice of slavery. +3 production. Reduces war weariness by providing manual labor on the home front. -1 happiness. Warning: periods of civil disorder can produce violent slave rebellions.

Requires: none
To build: 50 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Steam Printing Press
      A steam-powered printing press capable of distributing the written word to the masses. Requires a Printing Press.

Requires: Steam Power
To build: 100 shields
To maintain: 3 gold per turn
Culture: 3 points per turn
 

     Steam Traction Plant
      A factory that produces steam-powered equipment and vehicles used in agriculture, mining, and construction. +2 production. +1 happiness (less manual labor now required). Less expensive for industrious and agricultural civilizations.

Requires: Mechanized Agriculture
To build: 150 shields
To maintain: 2 gold per turn
Culture: 0 points per turn
 

     Steelworks
      A factory that produces steel tools and equipment. A Steelworks increases shield production in its city by +4. Requires an Ironworks. Less expensive for industrious civilizations.

Requires: Steel
To build: 350 shields
To maintain: 5 gold per turn
Culture: 0 points per turn
 

     Trading Port
      A Trading Port is a link in the trade network, allowing luxuries and strategic resources to be traded to other Trading Ports. Boosts revenue by increasing trade in water. Less expensive for seafaring, expansionist, and commercial civilizations.

Requires: Navigation
To build: 80 shields
To maintain: 1 gold per turn
Culture: 1 point per turn
 

     University
      The University increases the scientific research in its city by 50%. This is in addition to any Library benefits already in place. You must have a Library in the city in order to build an University. Less expensive for scientific civilizations.

Requires: Education
To build: 160 shields
To maintain: 2 gold per turn
Culture: 2 points per turn
 

     Walls
      Walls provide a 50% defensive bonus to land units within (when attacked by other non-ranged land units). Has no maintenance cost. Less expensive for militaristic civilizations.

Requires: none
To build: 20 shields
To maintain: 0 gold per turn
Culture: 0 points per turn
 

     Waterworks
      A city with a Waterworks can grow beyond a population of 6. Less expensive for industrious and agricultural civilizations.

Requires: Engineering
To build: 70 shields
To maintain: 1 gold per turn
Culture: 0 points per turn
 

     Wealth
      Wealth causes eight shields to be converted into one gold. When your civilization learns Economics the ratio is four shields to one gold.

Requires: Banking
To build: 0 shields
To maintain: 0 gold per turn
Culture: 0 points per turn
 

     Whale Oil Factory
      Processes whale oil (a predecessor to crude oil) gathered by whaling ships.
+2 production. Can only be built in coastal cities. Less expensive for seafaring and industrious civilizations.

Requires: Commercial Whaling
To build: 150 shields
To maintain: 2 gold per turn
Culture: 0 points per turn
 

     

 

home

privacy

terms

about us

Copyright ©2005-2006.

CivMods.com                      

All Rights Reserved.