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===Unique Districts=== |
===Unique Districts=== |
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− | Aside from the Borough Streets and Garth of the Allayi districts, there are a number of districts that can only be built once per city. They usually have specific requirements to be built, such as being placed on a specific kind of tile, and most are unlocked from [[Blessings]].{{AbbeyofAnomaliesImp}}{{CargoDocksImp}}{{LuxuryIntensifierImp}}{{StrategicIntensifierImp}}{{WinterBoroughImp}} |
+ | Aside from the Borough Streets and Garth of the Allayi districts, there are a number of districts that can only be built once per city, or once per Empire in the case of the [[Altar of Auriga]]. They usually have specific requirements to be built, such as being placed on a specific kind of tile, and most are unlocked from [[Blessings]].{{AbbeyofAnomaliesImp}}{{AltarofAurigaImp}}{{CargoDocksImp}}{{LuxuryIntensifierImp}}{{StrategicIntensifierImp}}{{WinterBoroughImp}} |
− | Additionally, the [[Altar of Auriga]], which must be built to unlock blessings, is a unique district that can only be built once in your empire.{{AltarofAurigaImp}} |
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===Legendary Buildings=== |
===Legendary Buildings=== |
Revision as of 02:03, 5 October 2018
Expansions are buildings that need to be placed in the physical space of the game world to be build, rather than City Improvements, which are simply housed in the City Center.
Different types of expansions provide different benefits to the city their built in, such as improved FIDSI output, Strategic and Luxury resources, or Vision over an area, and each type of expansion has certain rules on where they can be placed.
Districts
Districts are the most common type of Expansion, making up the physical form of a City. All cities start with only a single district - the City Center - and grow out from there by placing districts adjacent to the City Center or other districts. Districts can only be placed on tiles within the same region as the City Center, and cannot be placed on Ruins, Minor Faction villages, Ridges, or - except for the Cargo Docks - Sea/Lake tiles. Once a district is built, the tiles surrounding it that are not occupied by other districts and in the same region as the City Center will be added to the city's area of exploitation. Additionally, a district built over a watchtower foundation, strategic resource deposit, or luxury resource deposit will automatically act as a watchtower or resource extractor, respectively, so long as the appropriate technology is unlocked.
All districts can be leveled up by surrounding them by 4 other districts of the same level or higher, and provide additional FIDSI (and sometimes Approval) output at higher levels. While most factions can only upgrade districts to level 2, the Cultists can upgrade districts to level 3 due to their "High Seat of the Queen" trait.
The most common type of district is the Borough Streets, which become available for construction by increasing a city's population; every 2 population for most factions, every 1 population for the Necrophages due to their "Cellulose Mutation" trait. The Allayi instead use the Garth of the Allayi, which is available every 1 population. Both have Industry costs that increase for every additional Borough/Garth built.
Borough Streets
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Costs:
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In order for a city to grow in a controlled manner, new fields must be added in a way that permits regulated and sanitary growth. By building streets, gutters, and sewage systems, cities can expand without the attendant problems of disease and congestion. | |||||||||
Effects:
-10 on city tile |
Garth of the Allayi
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Costs:
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This garth, or sacred garden, is a center of work, study, and devotion, as well as a focal point for the power of the Pearls and the magics of Auriga | |||||||||
Effects:
-5 on city tile |
Unique Districts
Aside from the Borough Streets and Garth of the Allayi districts, there are a number of districts that can only be built once per city, or once per Empire in the case of the Altar of Auriga. They usually have specific requirements to be built, such as being placed on a specific kind of tile, and most are unlocked from Blessings.
Abbey of Anomalies
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Costs:
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It is a place rich in the powers of Dust and Auriga's Pearls, and sanctified by prayer. Diligent study and work at the Abbey enhance the ability to draw riches from Anomalies in the city. | |||||||||
Effects:
x2 on City Tile |
Altar of Auriga
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Costs:
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The Altar of Auriga is a sacred building to those who live upon her. It is a center of ancient power from the times even before the Endless. By bringing her Pearls here and unlocking the Altar's Blessings, powerful magical effects can be applied to a city, region, or empire. | |||||||||
Effects:
+5 per level on Altar of Auriga |
Cargo Docks
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Costs:
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A centrally-organized port helps safeguard empire supply lines, and allows longer-term planning. Sea shanties still permitted. | |||||||||
Effects:
Limited to one copy in your city |
Luxury Intensifier
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Costs:
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Luxuries of Auriga, those elements of both magic and wondrous beauty, can be made to yield more of their power when their exploitations are augmented by Auriga's Pearls. | |||||||||
Effects:
x2 Resource on Resource Extractor |
Strategic Intensifier
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Costs:
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Tapping the great veins of power and magic in the Dust-filled crust of Auriga, these buildings improved by Pearls increase the quantities of riches that can be harvested from the planet. | |||||||||
Effects:
x2 Resource on Resource Extractor |
Winter Borough
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Costs:
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Those who save in summer, profit in winter. Wise words, and in this case put to the test by preparing buildings, supplies, streets, and citizens for the worst of times. | |||||||||
Effects:
+2 per level on City Tiles during Winter |
Legendary Buildings
Finally, there are the Legendary Buildings. Constructing one of these districts is considered a Legendary Deed, and as such, each one can only be built once in the world. There is one legendary building for Eras I through V, and as with other Legendary Deeds, are available for any empire to build as soon as the building's era has been reached by any empire in the world.
Museum of Auriga
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Costs:
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This vast building hosts displays and explanations of Auriga's natural wonders. From resources and anomalies to peoples and fauna, the marvels of Auriga can be studied here. | |||||||||
Effects:
+20 per level on Museum of Auriga |
Industrial Megapole
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Costs:
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Towns blossom with buildings and fortifications as the city plans you laid long ago come to fruition. In fact, your cities have been designed as enormous, efficient centers of industrial activity. | |||||||||
Effects:
+25 per level on Industrial Megapole |
Alchemic Institute
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Costs:
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Built of the most modern materials to the most rigorous standards, this unequaled center of study and science permits researchers to delve into the nature of Auriga's magical resources. | |||||||||
Effects:
+20% Research Cost reduction in past Eras |
Throne of Emperors
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Costs:
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In this lofty building the greatest lords, merchants, and ambassadors meet to discuss the gravest matters. There are many chairs, but only one throne - and all Aurigans bow when you sit upon it. | |||||||||
Effects:
Reduces the cost of diplomatic treaties by 30% (no with ELCP) |
Reliquary of Auriga
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Costs:
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Larger than a palace, this grand edifice displays the innumerable treasures and artifacts that tell the story of your military victories. To visit it is to absorb awe, pride, and undying courage. | |||||||||
Effects:
+100 per level on Reliquary of Auriga |
Resource Extractors
Resource extractors are buildings that need to be built over resource deposits in the same region as the City Center. Upon completing a resource extractor, it will produce 1 unit of the associated resource per turn. Placing a resource extractor on a tile will not prevent a district from being placed there.
For each resource extractor, the appropriate technology must be unlocked before it can be built.
Strategic Resource Extractors
Titanium Extractor
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Costs:
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At the heart of the titanium extraction method is a vast furnace used to spelt the metal out of its mineralized form. | |||||||||
Effects:
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Glassteel Extractor
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Costs:
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After chemical preparation, using huge machines, molten glassteel is forced into delicate strands ready for industrial use. | |||||||||
Effects:
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Adamantian Extractor
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Costs:
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Incredible temperatures are reached inside these towers, allowing adamantian to be freed from its captive ore. | |||||||||
Effects:
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Palladian Extractor
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Costs:
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A miasma of thick, alkaline vapors drifts though these works, and stinging sweat pours from the workers. Such is the price of palladian extraction. | |||||||||
Effects:
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Mithrite Extractor
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Costs:
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Built above seams of mithrite, a precious green mineral, this structure houses a collection of lines, machines, and furnaces used to produce its valuable refined form. | |||||||||
Effects:
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Hyperium Extractor
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Costs:
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The ear-splitting screech of steam and iron ring loud in the smoggy confines of the plant, but the noise is worth it to liberate the valuable Hyperium. | |||||||||
Effects:
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Luxury Resource Extractors
Dye Extractor
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Costs:
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A region building allowing the extraction of the Dye Luxury. | |||||||||
Effects:
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Emerald Extractor
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Costs:
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A region building allowing the extraction of the Emerald Luxury. | |||||||||
Effects:
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Gold Extractor
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Costs:
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A region building allowing the extraction of the Gold Luxury. | |||||||||
Effects:
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Spice Extractor
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Costs:
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A region building allowing the extraction of the Spice Luxury. | |||||||||
Effects:
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Wine Extractor
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Costs:
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A region building allowing the extraction of the Wine Luxury. | |||||||||
Effects:
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Blood Crystal Extractor
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Costs:
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A region building allowing the extraction of the Blood Crystal Luxury. | |||||||||
Effects:
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Grassilk Extractor
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Costs:
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A region building allowing the extraction of the Grassilk Luxury. | |||||||||
Effects:
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Moonleaf Extractor
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Costs:
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A region building allowing the extraction of the Moonleaf Luxury. | |||||||||
Effects:
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Quicksilver Extractor
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Costs:
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A region building allowing the extraction of the Quicksilver Luxury. | |||||||||
Effects:
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Titan Bones Extractor
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Costs:
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A region building allowing the extraction of the Titan Bones Luxury. | |||||||||
Effects:
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Dust Orchid Extractor
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Costs:
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A region building allowing the extraction of the Dust Orchid Luxury. | |||||||||
Effects:
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Dustwater Extractor
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Costs:
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A region building allowing the extraction of the Dustwater Luxury. | |||||||||
Effects:
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Hydromiel Extractor
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Costs:
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A region building allowing the extraction of the Hydromiel Luxury. | |||||||||
Effects:
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Pixie Blood Extractor
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Costs:
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A region building allowing the extraction of the Pixie Blood Luxury. | |||||||||
Effects:
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Redsang Extractor
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Costs:
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A region building allowing the extraction of the Redsang Luxury. | |||||||||
Effects:
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Towers
Towers are built on foundations, which are revealed upon reaching Era II. Both types of towers provide an area of Vision starting from the tower, but Watchtowers and Defensive Towers provide other distinct benefits. Additionally, Watchtowers are unlocked through technology, while Defensive Towers are unlocked through blessings.
Placing a tower on a tile will not prevent a district from being placed there.
Watchtowers
Aside from the vision provided by Watchtowers, they also provide bonus health regeneration to friendly units on the tower and its adjacent tiles, as well as Detection within their vision range. There are three versions of the watchtower - each better than the last - which are unlocked by three different technologies; upon unlocking the technology for the next tier watchtower, any previously-constructed watchtowers will be automatically upgraded.
Watchtower
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Costs:
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The long-range views from the top of the Watchtower let you to see what is happening near your frontiers. | |||||||||
Effects:
+15% Health regen on Watchtower |
Lookout Towers
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Costs:
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A network of towers that are crewed day and night give both a defensive bonus to the city and an increase in vision range. | |||||||||
Effects:
+5 Vision on Watchtower |
Remotuscope Factory
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Costs:
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The development of the theory of optics and increase in the precision of glasswork has led to this dazzling invention that allows a man to see a thousand paces. Hostile armies will not stay hidden so easily. | |||||||||
Effects:
+25% health regen on Watchtower |
Defensive Towers
Defensive Towers do not provide as large a vision range as normal watchtowers, and do not provide health regeneration or detection. However, they do inflict Retaliation Damage to hostile units in their vision range. There are two tiers of defensive towers, and - as with watchtowers - any previously-built defensive towers of the first tier will automatically be upgraded to the second tier once the appropriate blessing has been unlocked.
Tower of Truth
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Costs:
150 |
This tower acts as a defensive shield for your city, striking those who would come and do ill to your empire. | |||||||||
Effects:
+2 Vision on Defensive Tower |
Tower of Fidelity
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Costs:
200 |
Only the faithful and the true-hearted escape the wrath of this tower; those who come to destroy will be struck by its anger. | |||||||||
Effects:
+3 Vision on Defensive Tower |