Districts
Commerce
Tier 1
Marketplace
T1
Money Income
+300
Trade Slots
+2
Road Capacity
+6
Upgrades
Cold Struck Coinage
Trade Slots
+1
Synergies
Stone
(node active)
Trade Slots
+1
Mint
T1
Synergies
Iron
(node active)
Wharf
T1
Trade Distance
+1per 2 Water Tile
Trade Slots
+1per Naval Unit
Upgrades
Iron Harbors
Road 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 Distance
+5
Synergies
Mounts
(node active)
Trade Distance
+3
Tier 3
Emporium
T3
Requires:
Tier 2 Commerce
Trade Distance
+8
Administration
+1
Synergies
Mounts
(node active)
Trade Distance
+4
Education
Tier 1
Observatory
T1
Resource Production (Research)
+1
Upgrades
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
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%
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)
+1per 5 Library Turn
Synergies
Research, Wood
(node active)
Tier 3
University
T3
Requires:
Tier 2 Education
Attribute Cap Bonus for Strengths (Ruling Characters)
+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
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
Resource Production (Food)
+2
Synergies
Food, Wood
(node active)
Stability Gain Chance
+25%
Pasture
T1
Desert → Extra Food
1 / 3 tiles
Tundra → Extra Food
1 / 3 tiles
Synergies
Food, Mounts
(node active)
Tier 2
Fishery
T2
Requires:
Tier 1 Food
Job Resource Production (Fisherman, Food)
+1
Resource Production (Food)
+2
Resource Production (Food)
+1per 2 Naval Unit
Synergies
Food
(node active)
Money Income
+250
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
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
Synergies
Stone
(node active)
Effective Territory
+4
Outpost
T1
Upgrades
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
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
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
(node active)
Magic Site
T1
Progress Slots (Tier 0)
+1
Resource Production (Magic)
+1
Upgrades
Chivalry
Stability Gain Chance
+5%
Synergies
Magic
(node active)
Spire
T1
Resource Production (Magic)
+1
Upgrades
Maleficium
Resource Production (Magic)
+1
Synergies
Magic
(node active)
Tier 2
Barrow
T2
Requires:
Tier 1 Magic
Synergies
Magic
(node active)
Rift
T2
Requires:
Tier 1 Magic
Upgrades
Maleficium
Synergies
Stone, Magic
(node active)
Tier 3
Empyrean
T3
Requires:
Tier 2 Magic
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)
+2
Desert Production Multiplier (Mounts)
×2
Tundra Production Multiplier (Mounts)
×2
Plains → Extra Mounts
1 / 4 tiles
Upgrades
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)
+5
Resource Storage Capacity (Stone)
+5
Resource Storage Capacity (Mounts)
+5
Resource Storage Capacity (Iron)
+5
Upgrades
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
Upgrades
Cold Struck Coinage
Money Income
+50per Iron Produced
Synergies
Iron
(node active)
Tier 3
Nexus
T3
Requires:
Tier 2 Production
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
Synergies
Stone
(node active)
Home
T1
Upgrades
Internal Development
Synergies
Wood
(node active)
Hub
T1
Money Income
+35
Upgrades
Mortar Masonry
Money Income
+15
Synergies
Mounts
(node active)
Tier 2
Brewery
T2
Requires:
Tier 1 Society
Stability Gain Chance
+35%
Synergies
Food
(node active)
Stability Gain Chance
+15%
Hospital
T2
Requires:
Tier 1 Society
Elderly Age (Ruling Characters)
+1
Synergies
Food
(node active)
Tier 3
Guardhouse
T3
Requires:
Tier 2 Society
Stability Loss Chance
-35%
Synergies
Iron, Food
(node active)
Stability Loss Chance
-15%
Warfare
Tier 1
Forge
T1
Artifact Slots (Ruling Characters)
+6
Artifact Slots (Ruling Characters)
+2per Production District
Synergies
Iron
(node active)
Shipyard
T1
Trade Slots
+1
Trade Slots
+1per Commerce District
Upgrades
Telescope
Synergies
Wood
(node active)
Workshop
T1
Stability Gain Chance
+15%
Stability Gain Chance
+1000%per Government District
Synergies
Iron
(node active)
Tier 2
Barracks
T2
Requires:
Tier 1 Warfare
Unit Buff (Conditional) (Infantry)
+1
Upgrades
Standing Army
Stability Gain Chance
+10%
Synergies
Iron, Stone
(node active)
Range
T2
Requires:
Tier 1 Warfare
Unit Buff (Conditional) (Archer)
+1
Upgrades
Placeholder
Stability Gain Chance
+10%
Synergies
Iron, Wood
(node active)
Stables
T2
Requires:
Tier 1 Warfare
Unit Buff (Conditional) (Cavalry, Speed)
+1
Unit Buff (Conditional) (Cavalry, HP)
+1
Upgrades
Chivalry
Stability Gain Chance
+10%
Synergies
Iron, Mounts
(node active)
Tier 3
Bastion
T3
Requires:
Tier 2 Warfare
Administration
+1
Synergies
Iron
(node active)