Districts
Commerce
Tier 1
Marketplace
T1
Money Income
+300
Trade Slots
+2
Route Capacity
+6
Upgrades
Professional Peddlers
— requires
Professional Peddlers
Trade Slots
+1
Synergies
Mounts
(node active)
Route Capacity
+4
Mint
T1
Synergies
Iron
(node active)
Wharf
T1
Trade Speed
+1per 2 Water Tile
Trade Slots
+1per Naval Unit
Upgrades
Iron Harbors
— requires
Iron Harbors
Route Capacity
+8
Synergies
Wood
(node active)
Tier 2
Bank
T2
Requires:
Tier 1 Commerce
Money Income
+100per 750 Gold
Money Capacity
+2000
Synergies
Iron
(node active)
Money Capacity
+2000
Caravansary
T2
Requires:
Tier 1 Commerce
Trade Speed
+6
Trade Slots
+1
Synergies
Mounts
(node active)
Trade Speed
+4
Tier 3
Emporium
T3
Requires:
Tier 2 Commerce
,
Hourglass
Trade Speed
+8
Administration
+1
Synergies
Mounts
(node active)
Trade Speed
+4
Education
Tier 1
Observatory
T1
Resource Production (Research)
+1
Upgrades
Telescope
— requires
Telescope
Unit Buff (Conditional) (Naval, Speed)
+1
Synergies
Research
(node active)
Refuge
T1
Ignore Elderly Stat Penalty (Ruling Characters)
+1
Elderly Age (Ruling Characters)
+1
Upgrades
Legitimacy
— requires
Legitimacy
Attribute Bonus While Elderly (Rulership) (Ruling Characters)
+2
Attribute Bonus While Elderly (Cunning) (Ruling Characters)
+2
Synergies
Food, Mounts
(node active)
Death Chance (Ruling Characters)
-10%
School
T1
Resource Production (Research)
+1
Synergies
Research
(node active)
Tier 2
Academy
T2
Requires:
Tier 1 Education
Stat Gain Chance (Ruling Characters)
+50%
Immortal Stat Gain Chance (Ruling Characters)
-40%
Upgrades
Royal Crusade
— requires
Crusade
Synergies
Research, Stone
(node active)
Stat Gain Chance (Ruling Characters)
+15%
Immortal Stat Gain Chance (Ruling Characters)
-15%
Library
T2
Requires:
Tier 1 Education
Resource Production (Research)
+1
District Duration Scaling
+1
Synergies
Research, Wood
(node active)
Tier 3
University
T3
Requires:
Tier 2 Education
,
Advanced Numerals
Attribute Cap Bonus for Strengths (Ruling Characters)
+1
Administration
+1
Synergies
Research
(node active)
Attribute Cap Bonus for Weaknesses (Ruling Characters)
+1
Food
Tier 1
Dock
T1
Resource Production (Food)
+2
Shallow Water Production Multiplier (Food)
×2
Deep Water Production Multiplier (Food)
×2
Upgrades
Iron Harbors
— requires
Iron Harbors
Money Income
+150
Synergies
Food, Stone
(node active)
Money Income
+100
Farm
T1
Resource Production (Food)
+4
Plains Production Multiplier (Food)
×2
River Production Multiplier (Food)
×2
Upgrades
Crop_rotation
— requires
Crop Rotation
Resource Production (Food)
+2
Synergies
Food, Wood
(node active)
Stability Gain Chance
+25%
Pasture
T1
Resource Production (Food)
+1
Desert → Extra Food
1 / 3 tiles
Tundra → Extra Food
1 / 3 tiles
Upgrades
Agricultural Estate
— requires
Agricultural Estate
Synergies
Food, Mounts
(node active)
Resource Production (Food)
+2
Tier 2
Fishery
T2
Requires:
Tier 1 Food
Job Resource Production (Fisherman, Food)
+1
Job Resource Production (Fisherman, Money)
+50
Resource Production (Food)
+1per 2 Naval Unit
Synergies
Food
(node active)
Money Income
+350
Granary
T2
Requires:
Tier 1 Food
Job Resource Production (Farmer, Food)
+1
Resource Storage Capacity (Food)
+10
Resource Production (Food)
+1per 3 Land Unit
Synergies
Food
(node active)
Resource Storage Capacity (Food)
+5
Tier 3
Mills
T3
Requires:
Tier 2 Food
,
Windmills
Resource Production (Food)
+1per 5 Food
Synergies
Food
(node active)
Resource Storage Capacity (Food)
+5
Government
Tier 1
Archive
T1
Administration
+1
Progress Slots (Tier 0)
+1
Synergies
Wood
(node active)
Attribute (Rulership) (Ruling Characters)
+1
Center
T1
Effective Territory
+10
Administration
+1
Upgrades
Mortar Masonry
— requires
Mortar Masonry
Synergies
Stone
(node active)
Effective Territory
+4
Outpost
T1
Upgrades
Standing Army
— requires
Standing Army
Synergies
Iron, Stone
(node active)
Tier 2
Courthouse
T2
Requires:
Tier 1 Government
Technology Cost Modifier (Category) (Culture)
-1
Technology Cost Modifier (Category) (Infrastructure)
-1
Administration
+1per Government District
Upgrades
Common Law
— requires
Common Law
Stability Gain Chance
+5%per Administration
Synergies
Wood, Stone
(node active)
Stability Gain Chance
+15%
Monument
T2
Requires:
Tier 1 Government
Karma
+2
Synergies
Stone
(node active)
Karma
+2
Tier 3
Palace
T3
Requires:
Tier 2 Government
,
Central Heating
Stability Loss Chance on Leader Death
-25%
Synergies
Stone
(node active)
Magic
Tier 1
Artifactory
T1
Artifact Slots (Ruling Characters)
+20
Job Resource Upkeep (Artificer, Iron)
-1
Synergies
Magic, Stone
(node active)
Magic Site
T1
Progress Slots (Tier 0)
+1
Resource Production (Magic)
+1
Upgrades
Schools of Magic
— requires
Schools of Magic
Stability Gain Chance
+5%
Synergies
Magic
(node active)
Spire
T1
Resource Production (Magic)
+1
Upgrades
Maleficium
— requires
Maleficium
Resource Production (Magic)
+1
Synergies
Stone, Magic
(node active)
Tier 2
Barrow
T2
Requires:
Tier 1 Magic
Synergies
Magic
(node active)
Rift
T2
Requires:
Tier 1 Magic
Unit Buff (Conditional) (HP)
+2
Upgrades
Maleficium
— requires
Maleficium
Synergies
Stone, Magic
(node active)
Tier 3
Empyrean
T3
Requires:
Tier 2 Magic
,
Mage College
Job Resource Production (Mystic, Magic)
+1
Synergies
Magic
(node active)
Production
Tier 1
Quarry
T1
Job Resource Production (Miner, Stone)
+1
Mountain Production Multiplier (Stone)
×2
Hill Production Multiplier (Stone)
×2
Plains → Extra Stone
1 / 4 tiles
Synergies
Stone
(node active)
Ranch
T1
Resource Production (Mounts)
+4
Desert Production Multiplier (Mounts)
×2
Tundra Production Multiplier (Mounts)
×2
Plains → Extra Mounts
1 / 4 tiles
Upgrades
Niter Grinding
— requires
Niter Grinding
Resource Production (Gunpowder)
+1
Synergies
Mounts
(node active)
Sawmill
T1
Job Resource Production (Harvester, Wood)
+1
Forest Production Multiplier (Wood)
×2
Dense Forest Production Multiplier (Wood)
×2
Marsh → Extra Wood
1 / 4 tiles
Synergies
Wood
(node active)
Tier 2
Cache
T2
Requires:
Tier 1 Production
Resource Storage Capacity (Wood)
+10
Resource Storage Capacity (Stone)
+10
Resource Storage Capacity (Mounts)
+10
Resource Storage Capacity (Iron)
+10
Upgrades
Archaic Inspirations
— requires
Archaic Inspirations
Artifact Slots (Ruling Characters)
+6
Synergies
Stone
(node active)
Foundry
T2
Requires:
Tier 1 Production
Resource Production (Iron)
+2
Job Resource Production (Metallurgist, Iron)
+1
Job Resource Upkeep (Metallurgist, Stone)
+1
Upgrades
Cold Struck Coinage
— requires
Cold-Struck Coinage
Money Income
+50per Iron Produced
Synergies
Iron
(node active)
Tier 3
Nexus
T3
Requires:
Tier 2 Production
,
Standard Measurements
Synergies
Food
(node active)
Resource Storage Capacity (Wood)
+5
Resource Storage Capacity (Stone)
+5
Resource Storage Capacity (Mounts)
+5
Resource Storage Capacity (Iron)
+5
Society
Tier 1
Church
T1
Upgrades
Pilgrim Caravans
— requires
Pilgrim Caravans
Synergies
Stone
(node active)
Home
T1
Upgrades
Internal Development
— requires
Internal Development
Synergies
Wood
(node active)
Hub
T1
Money Income
+35per Culture/Religion
Stability Gain Chance
+15%
Upgrades
Mortar Masonry
Money Income
+15per Minority Culture/Religion
Synergies
Mounts
(node active)
Stability Gain Chance
+15%
Tier 2
Brewery
T2
Requires:
Tier 1 Society
Stability Gain Chance Cap
+35%
Upgrades
Bread and Circus
— requires
Bread and Circus
Unit Buff (Conditional) (All Units, Morale)
+1
Synergies
Food
(node active)
Stability Gain Chance Cap
+15%
Hospital
T2
Requires:
Tier 1 Society
Elderly Age (Ruling Characters)
+1
Synergies
Food
(node active)
Tier 3
Guardhouse
T3
Requires:
Tier 2 Society
,
National Force
Stability Loss Chance
-35%
Administration
+1
Defensive Visibility
-1
Synergies
Iron, Food
(node active)
Stability Loss Chance
-15%
Warfare
Tier 1
Forge
T1
District Duration Scaling
+1
Unit Buff (Conditional) (Land (All), Defense) (if Per X District Sessions >= 5)
+1
Unit Buff (Conditional) (Land (All), Armor) (if Per X District Sessions >= 10)
+1
Artifact Slots (Ruling Characters)
+6
Artifact Slots (Ruling Characters)
+3per Production District
Synergies
Iron
(node active)
Unit Buff (Conditional) (Land (All), Defense)
+1
Shipyard
T1
Trade Slots
+1
Trade Slots
+1per Commerce District
Upgrades
Telescope
— requires
Telescope
Synergies
Wood
(node active)
Workshop
T1
District Duration Scaling
+1
Unit Buff (Conditional) (Land (All), Attack) (if Per X District Sessions >= 5)
+1
Unit Buff (Conditional) (Land (All), Damage) (if Per X District Sessions >= 10)
+1
Stability Gain Chance
+15%
Stability Gain Chance
+10%per Government District
Synergies
Iron
(node active)
Unit Buff (Conditional) (Land (All), Attack)
+1
Tier 2
Barracks
T2
Requires:
Tier 1 Warfare
Unit Buff (Conditional) (Infantry, Armor)
+1
Unit Buff (Conditional) (Infantry, Morale)
+1
Resource Consumption (Stone)
-1per Land Unit
Upgrades
Standing Army
— requires
Standing Army
Stability Gain Chance
+10%per Land Unit
Synergies
Iron, Stone
(node active)
Range
T2
Requires:
Tier 1 Warfare
Unit Buff (Conditional) (Archer, Range)
+1
Unit Buff (Conditional) (Archer, HP)
+1
Resource Consumption (Wood)
-1per Land Unit
Upgrades
Siegeworks
— requires
Siegeworks
Stability Gain Chance
+10%per Land Unit
Synergies
Iron, Wood
(node active)
Stables
T2
Requires:
Tier 1 Warfare
Unit Buff (Conditional) (Cavalry, Speed)
+1
Unit Buff (Conditional) (Cavalry, Damage)
+1
Resource Consumption (Mounts)
-1per Land Unit
Upgrades
Chivalry
— requires
Chivalry
Stability Gain Chance
+10%per Land Unit
Synergies
Iron, Mounts
(node active)
Tier 3
Bastion
T3
Requires:
Tier 2 Warfare
,
Strongholds
Administration
+1
Synergies
Iron
(node active)