Districts

Commerce

Tier 1

Marketplace

T1
Marketplace
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
Mint
Synergies
Iron (node active)

Wharf

T1
Wharf
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
Bank
Requires: Tier 1 Commerce
Money Income +100per 750 Gold
Money Capacity +2000
Synergies
Iron (node active)
Money Capacity +2000

Caravansary

T2
Caravansary
Requires: Tier 1 Commerce
Trade Speed +6
Trade Slots +1
Synergies
Mounts (node active)
Trade Speed +4

Tier 3

Emporium

T3
Emporium
Requires: Tier 2 Commerce , Hourglass
Trade Speed +8
Administration +1
Synergies
Mounts (node active)
Trade Speed +4

Education

Tier 1

Observatory

T1
Observatory
Resource Production (Research) +1
Upgrades
Telescope — requires Telescope
Unit Buff (Conditional) (Naval, Speed) +1
Synergies
Research (node active)

Refuge

T1
Refuge
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
School
Resource Production (Research) +1
Synergies
Research (node active)

Tier 2

Academy

T2
Academy
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
Library
Requires: Tier 1 Education
Resource Production (Research) +1
District Duration Scaling +1
Synergies
Research, Wood (node active)

Tier 3

University

T3
University
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
Dock
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
Farm
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
Pasture
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
Fishery
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
Granary
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
Mills
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
Archive
Administration +1
Progress Slots (Tier 0) +1
Synergies
Wood (node active)
Attribute (Rulership) (Ruling Characters) +1

Center

T1
Center
Effective Territory +10
Administration +1
Upgrades
Mortar Masonry — requires Mortar Masonry
Synergies
Stone (node active)
Effective Territory +4

Outpost

T1
Outpost
Upgrades
Standing Army — requires Standing Army
Synergies
Iron, Stone (node active)

Tier 2

Courthouse

T2
Courthouse
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
Monument
Requires: Tier 1 Government
Karma +2
Synergies
Stone (node active)
Karma +2

Tier 3

Palace

T3
Palace
Requires: Tier 2 Government , Central Heating
Stability Loss Chance on Leader Death -25%
Synergies
Stone (node active)

Magic

Tier 1

Artifactory

T1
Artifactory
Artifact Slots (Ruling Characters) +20
Job Resource Upkeep (Artificer, Iron) -1
Synergies
Magic, Stone (node active)

Magic Site

T1
Magic Site
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
Spire
Resource Production (Magic) +1
Upgrades
Maleficium — requires Maleficium
Resource Production (Magic) +1
Synergies
Stone, Magic (node active)

Tier 2

Barrow

T2
Barrow
Requires: Tier 1 Magic
Synergies
Magic (node active)

Rift

T2
Rift
Requires: Tier 1 Magic
Unit Buff (Conditional) (HP) +2
Upgrades
Maleficium — requires Maleficium
Synergies
Stone, Magic (node active)

Tier 3

Empyrean

T3
Empyrean
Requires: Tier 2 Magic , Mage College
Job Resource Production (Mystic, Magic) +1
Synergies
Magic (node active)

Production

Tier 1

Quarry

T1
Quarry
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
Ranch
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
Sawmill
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
Cache
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
Foundry
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
Nexus
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
Church
Upgrades
Pilgrim Caravans — requires Pilgrim Caravans
Synergies
Stone (node active)

Home

T1
Home
Upgrades
Internal Development — requires Internal Development
Synergies
Wood (node active)

Hub

T1
Hub
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
Brewery
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
Hospital
Requires: Tier 1 Society
Elderly Age (Ruling Characters) +1
Synergies
Food (node active)

Tier 3

Guardhouse

T3
Guardhouse
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
Forge
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
Shipyard
Trade Slots +1
Trade Slots +1per Commerce District
Upgrades
Telescope — requires Telescope
Synergies
Wood (node active)

Workshop

T1
Workshop
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
Barracks
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
Range
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
Stables
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
Bastion
Requires: Tier 2 Warfare , Strongholds
Administration +1
Synergies
Iron (node active)