03 ClassicalAge

Contains Technology :

* 03\_01\_Strategy
* 03\_02\_Polytheism
* 03\_03\_Sailing
* 03\_04\_Mining
* 03\_05\_Siege
* 03\_06\_Writing
* 03\_07\_Optics
* 03\_08\_Masonry
* 03\_09\_Tactics
* 03\_10\_Mathematics
* 03\_11a\_Alchemy | 03\_11b\_Philosophy
* 03\_12\_Aesthetics
* 03\_13\_Cartography
* 03\_14\_Bronze Working
* 03\_15\_Iron Working
* 03\_16\_Currency
* 03\_17a\_Magic | 03\_17b\_Logic
* 03\_18\_Drama

03\_01\_Strategy
Strategy

Code
03\_01

Reference
03\_01\_Strategy

Need
02\_07

Description
Strategy is the art of planning, training and arranging troops, and deception in order to achieve a specific advantage over the enemy.

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Garrison

Code
03\_01\_01

Reference
03\_01\_01\_Garrison

Type
Structure

Description
Whether you need a good offense or a solid defense, it will be based on a considerable amount of ***Infantry***. This is the place to train classical infantry, such as ***Legionnaire***, ***Praetorian***, and eventually ***Centurion***.

Link
Garrison

Residence

Code
03\_01\_02

Reference
03\_01\_02\_Residence

Type
Structure

Description
This is the main building of your town from where you can ***oversee*** what is going on. This building is ***required*** by almost all vital buildings so it's sage bet to build or upgrade it when you have spare resources. It also protects your town from being ***captured*** by an enemy army. Classical main building allows you to build more houses than stone one.

Link
Residence

Felling

Code
03\_01\_03

Reference
03\_01\_03\_Felling

Type
Structure

Description
Felling allows you to pick which trees to chop, selecting only fine quality wood. This increases ***Lumber*** output and resource production in this town.

Link

Legionary

Code
03\_01\_04

Reference
03\_01\_04\_Legionary

Type
Unit

Description
This is a highly skilled and disciplined professional soldier trained mainly for ***offensive*** purposes due to their ***speed***. It is a good all-round unit and especially ***good against Praetorians***, but ***weak against Horsemen***.

Link

03\_02\_Polytheism
Polytheism

Code
03\_02

Reference
03\_02\_Polytheism

Need
02\_08

Description
Polytheism is a belief in multiple deities who form a pantheon of gods and goddesses and with their own mythologies and rituals.

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Temple

Code
03\_02\_01

Reference
03\_02\_01\_Temple

Type
Structure

Description
When your ***Hero*** is getting more and more experienced, he/she will require this structure to reach higher ***Levels***. You can also ***Resurrect*** him/her here.

Link

Crops Field

Code
03\_02\_02

Reference
03\_02\_02\_Crops Field

Type
Structure

Description
As your agricultural skills increase, your people learn how to produce more ***Food*** by seeding fields and growing crops. This structure provides more ***Food*** income than Gardens.

Link

House

Code
03\_02\_03

Reference
03\_02\_03\_House

Type
Structure

Description
The Classical Age version of a basic dwelling for ***Workers***. Build more of these to have your structures constructed faster. More effective than its Stone Age counterpart.

Link

03\_03\_Sailing
Sailing

Code
03\_03

Reference
03\_03\_Sailing

Need
02\_11

Description
Sailing is the process of vehicle movement utilizing wind through large foils called sails. It gives access to a huge part of the world which is covered with water.

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Harbor

Code
03\_03\_01

Reference
03\_03\_01\_Harbor

Type
Structure

Description
Harbor gives access to the sea. ***Sea trade*** is faster and more effective than land trade, because Trade Ships sail faster and carry more load, but you can only trade with ***waterside towns***.

Link
Harbor

Trade Ship

Code
03\_03\_02

Reference
03\_03\_02\_Trade Ship

Type
Unit

Description
Trade Ship gives you access to a whole new type of trade - ***sea trade***. Sea trade allows you to trade ***only with waterside*** towns. While only a limited number of towns are located near water and can take part in sea trade, the ability to transfer ***bigger amounts*** of resources ***faster*** fully compensates that drawback.

Link

Fish

Code
03\_03\_03

Reference
03\_03\_03\_Fish

Type
Strategic Resource

Description
Increases ***speed*** of trade vessels by ***25%***

Link

03\_04\_Mining
Mining

Code
03\_04

Reference
03\_04\_Mining

Need
02\_11

Description
Mining is the extraction of valuable minerals like Iron ore from the earth which involves digging, drilling, and soil removal.

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Iron

Code
03\_04\_01

Reference
03\_04\_01\_Iron

Type
Basic Resource

Description
Iron is an important resource for training your army. Usually it is a bad idea to start a war when you run out of Iron.

Link

Iron Camp

Code
03\_04\_02

Reference
03\_04\_02\_Iron Camp

Type
Structure

Description
This building provides a steady flow of ***Iron*** to your town. ***Iron*** is an important resource for training your army. Usually it is a bad idea to start war when you have run out of ***Iron***.

Link

Ore Pantry

Code
03\_04\_03

Reference
03\_04\_03\_Ore Pantry

Type
Structure

Description
Mined ***Iron*** ore requires a special stockyard for storage. This building will allow you to ***store Iron*** separately from other basic resources.

Link
Ore\_Pantry

03\_05\_Siege
Siege

Code
03\_05

Reference
03\_05\_Siege

Need
03\_01

Description
Siege is a military blockade of a town with the intent of conquering it or destroying it altogether using special units.

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Siege Workshop

Code
03\_05\_01

Reference
03\_05\_01\_Siege Workshop

Type
Structure

Description
Advanced ***siege*** units allow you not only to overcome the defenses in rival towns, but also ***destroy*** any other structure there and eventually wipe it out completely from the World Map!

Link
Siege\_Workshop

Battering Ram

Code
03\_05\_02

Reference
03\_05\_02\_Battering Ram

Type
Unit

Description
When enemy ***defenses*** become tougher, eventually you will need better ***counters***. Battering Ram is a Classical Age ***siege weapon*** designed to ***blast*** through enemy ***defenses*** and have a slightly ***higher speed*** than its prehistoric counterpart.

Link

Classical Age Siege Armor Upgrade

Code
03\_05\_03

Reference
03\_05\_03\_Classical Age Siege Armor Upgrade

Type
Unit Upgrade

Description
Siege units will receive improvements to increase their defense.

Link

03\_06\_Writing
Writing

Code
03\_06

Reference
03\_06\_Writing

Need
02\_14

Description
Writing is the process that developed as an answer to the need of transmitting and permanently storing information and gained knowledge.

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Library

Code
03\_06\_01

Reference
03\_06\_01\_Library

Type
Structure

Description
After knowledge is acquired, it must be preserved for future generations for maximum effect. This building improves your research endeavors by allowing you to transfer more of the generated resources into ***Science***.

Link
Library

Crop Pantry

Code
03\_06\_02

Reference
03\_06\_02\_Crop Pantry

Type
Structure

Description
Increased population requires more ***Food***, increased production and increased ***storage*** space as well. This building provides a lot more ***Food storage*** space than its Stone Age counterpart.

Link
Crop\_Pantry

Classical Trader

Code
03\_06\_03

Reference
03\_06\_03\_Classical Trader

Type
Unit

Description
Classical Age Traders have a better rig which allows them to ***carry more load*** by harnessing several mules instead of one. Traders can ***transfer*** resources between your towns, ***deliver*** them to distant places, ***trade*** with other countries and so on.

Link

Republic

Code
03\_06\_04

Reference
03\_06\_04\_Republic

Type
Politics

Description
***Republic*** is compact politics where the power is shared with elected individuals. This allows to utilize the most out of your capital town. Unfortunately secondary towns would suffer from this. Good for tech-oriented players of players who don't want to spread their attention on too many towns. Pros and Cons: + Capital town resource income increased up to 200% + Your towns defense increased up to 400$ - Secondary towns resource income decreased down to 50% - Your troops offensive power is only 30% - You need 25% more culture than usual in order to grow your domain

Link

03\_07\_Optics
Optics

Code
03\_07

Reference
03\_07\_Optics

Need
03\_03

Description
Optics begins with the development of lenses using polished crystals followed by theories of light and vision. The practical application of optics improved sailing skills and survivability on the open sea.

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Shipyard

Code
03\_07\_01

Reference
03\_07\_01\_Shipyard

Type
Structure

Description
This building is your key to early ***sea domination***. It will allow you to ***explore*** seas and distant shores, ***transport*** land units over water to drop them on rival towns, ***attack*** enemy harbors and more!

Link
Shipyard

Boat

Code
03\_07\_02

Reference
03\_07\_02\_Boat

Type
Unit

Description
This is your basic ***naval*** unit. While it is quite ***weak*** in combat, it can ***explore*** seas and uncover sea cells on the World Map from the fog of war.

Link

Intermediary Awareness

Code
03\_07\_03

Reference
03\_07\_03\_Intermediary Awareness

Type
Ability

Description
Allows you to detect enemy troops marching to attack your country even before they reach enter your domain. Increases detection zone by 3 cell(s) around your domain. Stacks with other awareness abilities.

Link

03\_08\_Masonry
Masonry

Code
03\_08

Reference
03\_08\_Masonry

Need
03\_04

Description
Masonry is the building of structures from individual units laid in and bound together by mortar, resulting in stronger and more durable structures.

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Wall

Code
03\_08\_01

Reference
03\_08\_01\_Wall

Type
Structure

Description
As your town becomes more advanced, more and more villains will be tempted to lay their hands on your riches. Building better ***defensive*** structures will allow you to garrison fewer troops in your town for ***defensive*** purposes and put the rest of the resources to better use.

Link
Wall

Quarry

Code
03\_08\_02

Reference
03\_08\_02\_Quarry

Type
Structure

Description
When you develop into a more evolved civilization, ***Stone*** becomes more and more useful, and is required to build advanced structures. This building is the answer to increased ***Stone*** demand.

Link

03\_09\_Tactics
Tactics

Code
03\_09

Reference
03\_09\_Tactics

Need
03\_05

Description
Tactics is the art of organizing military force through the use of weapons and positioning for optimal engagement and defeating the enemy in combat.

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Trophy Hall

Code
03\_09\_01

Reference
03\_09\_01\_Trophy Hall

Type
Structure

Description
When you decide to take the path of ***war*** and conquest, you will have a lot of ***trophies*** eventually. This structure will allow you to store you ***war trophies*** and view them for your amusement.

Link
Trophy\_Hall

Catapult

Code
03\_09\_02

Reference
03\_09\_02\_Catapult

Type
Unit

Description
Catapult is a ***destructive weapon*** that can break ***any non-defensive structure*** in enemy towns. Combine it with siege weapons and you can ***wipe out*** enemy ***towns*** from the World Map completely.

Link

Guerrilla

Code
03\_09\_03

Reference
03\_09\_03\_Guerrilla

Type
Ability

Description
Ambush enraged enemy anonymously without flags

Link

Classical Age Siege Weapon Upgrade

Code
03\_09\_04

Reference
03\_09\_04\_Classical Age Siege Weapon Upgrade

Type
Unit Upgrade

Description
Siege units will receive improvements to increase their damage.

Link

03\_10\_Mathematics
Mathematics

Code
03\_10

Reference
03\_10\_Mathematics

Need
03\_06

Description
Mathematics is the study of quantity, structure, space, and change.

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Stables

Code
03\_10\_01

Reference
03\_10\_01\_Stables

Type
Structure

Description
If you have ***Horses*** in your domain, you should definitely build this structure to have access to ***mounted*** units. They are not just the toughest, but the fastest units as well. ***Mounted*** infantry will allow you to make effective raids on nearby towns.

Link

Horseman

Code
03\_10\_02

Reference
03\_10\_02\_Horseman

Type
Unit

Description
This is the mounted fighter of the Classical Age army. Just like Nomads, they are very ***effective against*** most of the ***infantry*** and good in ***plundering*** raids due to their fast speed. Beware of the ***anti-cavalry*** units like Praetorians and Chariots though.

Link

Ivory

Code
03\_10\_03

Reference
03\_10\_03\_Ivory

Type
Strategic Resource

Description
Increases ***Stone*** production by ***50%***

Link

Classical Age Cavalry Armor Upgrade

Code
03\_10\_04

Reference
03\_10\_04\_Classical Age Cavalry Armor Upgrade

Type
Unit Upgrade

Description
Cavalry units will receive better armor to increase their defense.

Link

03\_11a\_Alchemy
Alchemy

Code
03\_11a

Reference
03\_11a\_Alchemy

Need
03\_06

Description
Alchemy is a protoscience that combines laboratory techniques, theories, and experimental processes with supernatural practices related to mythology, religion, and spirituality.

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Obelisk

Code
03\_11a\_01

Reference
03\_11a\_01\_Obelisk

Type
Structure

Description
Obelisk is an architectural way of expressing things such as valor, dignity, sense of purpose. Your people are delighted to see it, going about their daily business and the ***Culture*** of your town is boosted a bit.

Link
Obelisk

Greek Fire

Code
03\_11a\_02

Reference
03\_11a\_02\_Greek Fire

Type
Unit

Description
This construction ***throws fire*** at unwary enemies. Usually it's easy to see and doge, unless you target slow and heavy constructions like ***siege and destructive weapons***.

Link

03\_11b\_Philosophy
Philosophy

Code
03\_11b

Reference
03\_11b\_Philosophy

Need
03\_06

Description
Philosophy is the metascience which studies fundamental problems such as those related to life, existence, knowledge, mind, reason, and reality.

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Ballista

Code
03\_11b\_01

Reference
03\_11b\_01\_Ballista

Type
Unit

Description
This is very ***powerful ranged*** combat unit, unfortunately it is quite ***slow*** and ***weak without backup***. Cover your Ballista with solid defense like Praetorians and they can do wonders in both ***defense and offense***.

Link

Silk

Code
03\_11b\_02

Reference
03\_11b\_02\_Silk

Type
Strategic Resource

Description
Increases ***culture*** by ***25%***

Link

03\_12\_Aesthetics
Aesthetics

Code
03\_12

Reference
03\_12\_Aesthetics

Need
03\_06

Description
Aesthetics is the study of beauty, art, and taste. Aesthetics is related to creation and appreciation of beauty and its nature.

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Consulate

Code
03\_12\_01

Reference
03\_12\_01\_Consulate

Type
Structure

Description
This building is for serious leaders who need more members in their ***Alliance***. It also allows you to declare ***Non-Attack Pact***, ***Union*** and ***War***. If you are a peaceful member without ambitions to make a career within your ***Alliance*** or start one yourself.

Link
Consulate

Classical Settler

Code
03\_12\_02

Reference
03\_12\_02\_Classical Settler

Type
Unit

Description
Once you are ready to expand and ***found*** another ***town***, you can do it with Settlers. Higher number of Settlers ***reduces the requirement*** of your domain size when you are about to found your next town. Classical Age settlers are more effective than the original ones and less of them are required to settle a new town.

Link

Union

Code
03\_12\_03

Reference
03\_12\_03\_Union

Type
Diplomacy

Description
Disables any kind of aggression. Union alliance can attack enemies of his allies, but enemy can't attack them unless he declares war.

Link

Peace Pact

Code
03\_12\_04

Reference
03\_12\_04\_Peace Pact

Type
Diplomacy

Description
Available: spying, reinforcing. Disabled: plundering, onslaught. Alliances cannot declare War on each other within 7 days after breaking the Peace Pact.

Link

03\_13\_Cartography
Cartography

Code
03\_13

Reference
03\_13\_Cartography

Need
03\_07

Description
Cartography is the study and practice of making maps, using science and technology. Cartography significantly simplifies naval transportation and warfare.

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Raft

Code
03\_13\_01

Reference
03\_13\_01\_Raft

Type
Unit

Description
Raft allows you to ***transport*** land units via water, this allowing you to ***attack*** enemy towns or reinforce friendly towns from the ***other side*** of the water.

Link

Gallery

Code
03\_13\_02

Reference
03\_13\_02\_Gallery

Type
Unit

Description
Gallery is the ***capital vessel*** of the Classical Age. In big number they absolutely ***dominate seas*** and waterside towns until later ages when more advanced vessels come into play.

Link

Whalebone

Code
03\_13\_03

Reference
03\_13\_03\_Whalebone

Type
Strategic Resource

Description
Increases ***load*** of trade vessels by ***25%***

Link

Wine

Code
03\_13\_04

Reference
03\_13\_04\_Wine

Type
Strategic Resource

Description
Allows to build ***additional infantry*** structure.

Link

03\_14\_Bronze Working
Bronze Working

Code
03\_14

Reference
03\_14\_Bronze Working

Need
03\_08

Description
Bronze Working is the process of combining Iron with other metals such as Cooper to create alloys and eventually to make useful items from it, such as better equipment and tools.

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Building Pantry

Code
03\_14\_01

Reference
03\_14\_01\_Building Pantry

Type
Structure

Description
Since both ***Lumber*** and ***Stone*** are mainly used in construction. It is a good idea to ***store*** both of these resources in the same place, this using space more effectively and optimizing resource delivery to the construction site.

Link
Building\_Pantry

Archery Tower

Code
03\_14\_02

Reference
03\_14\_02Archery Tower

Type
Structure

Description
***Archers*** alone are weak without support, but once you put them in a ***protected*** building and elevate it to ***increase their arrow range***, they will turn into a formidable weapon and that's what this tower is all about. Please note that you don't need archers to put into this tower. They will be trained and placed automatically when you build it.

Link
Archery\_Tower

Centurion

Code
03\_14\_03

Reference
03\_14\_03\_Centurion

Type
Unit

Description
Centurions are army officers and skilled fighters. They are ***not as tough*** as Legionaries or Praetorians as they are not meant to engage in direct combat due to their command-oriented role, but their high armor makes them ***effective against low-damage units*** like Stone Age ones. However low health makes them ***less effective*** against units with ***higher damage*** like Classical Age Ones.

Link

Copper

Code
03\_14\_04

Reference
03\_14\_04\_Copper

Type
Strategic Resource

Description
Increases ***Iron*** production by ***25%***

Link

03\_15\_Iron Working
Iron Working

Code
03\_15

Reference
03\_15\_Iron Working

Need
03\_04

Description
Iron Working is the process of making iron artifacts such as weapons and armor out of Iron Ore. It improves the equipment of your army significantly.

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Blacksmith

Code
03\_15\_01

Reference
03\_15\_01\_Blacksmith

Type
Structure

Description
It is important to have not just a big army, but a ***properly equipped*** army too for the best performance on the battlefield. This structure allows you to ***construct improvements*** for antique land units.

Link
Blacksmith

Praetorian

Code
03\_15\_02

Reference
03\_15\_02\_Praetorian

Type
Unit

Description
These units serve as elite ***guards*** of the country rulers and generals. Their low cost, but slow speed make them good ***defense*** units. Their skills ***against cavalry*** make them even more effective in defense, but ***weakness against Legionaries*** is an important trait that should not be disregarded.

Link

Classical Age Infantry Weapon Upgrade

Code
03\_15\_03

Reference
03\_15\_03\_Classical Age Infantry Weapon Upgrade

Type
Unit Upgrade

Description
Infantry units will receive better weapons to increase their damage.

Link

Classical age Infantry Armor Upgrade

Code
03\_15\_04

Reference
03\_15\_04\_Classical age Infantry Armor Upgrade

Type
Unit Upgrade

Description
Infantry units will receive better armor to increase their defense.

Link

03\_16\_Currency
Currency

Code
03\_16

Reference
03\_16\_Currency

Need
03\_10

Description
Currency is a generally accepted medium of exchange which simplifies ownership and trade of goods, and improves liquidity and circulation.

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Chamber of Commerce

Code
03\_16\_01

Reference
03\_16\_01\_Chamber of Commerce

Type
Structure

Description
When you feel that the Marketplace in your town is not enough to satisfy your ***trade need***, it's a good idea to build this structure which allow your ***traders*** to carry ***more load***, this increasing their effectiveness.

Link
Chamber\_of\_Commerce

Tavern

Code
03\_16\_02

Reference
03\_16\_02\_Tavern

Type
Structure

Description
Before marching to the distant lands your troops will gather here to eat and drink. Having a feast before long journeys allows them to gain energy and reach destination faster.

Link
Tavern

Wonder of the World

Code
03\_16\_03

Reference
03\_16\_03\_Wonder of the World

Type
Structure

Description
If you are a smart sovereign and prefer to achieve your goals not with sword but with coin, you might want to chose the part of ***Wealth Victory***. You can win the game by building this ***wonder up to level 100*** and impress the whole world by your enormous economy and trade skills. Be aware though that this structure requires enormous amounts of resources, justifying the word 'wonder'.

Link
Wonder\_of\_the\_World

Sugar

Code
03\_16\_04

Reference
03\_16\_04\_Sugar

Type
Strategic Resource

Description
Increases ***Lumber*** production by ***50%***

Link

03\_17a\_Magic
Magic

Code
03\_17a

Reference
03\_17a\_Magic

Need
03\_11

Description
Magic is the art of manipulating reality or natural forces by supernatural means. Unlike religious worship, it is more focused on achieving results and usually practiced in secrecy.

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Enchanted Tower

Code
03\_17a\_01

Reference
03\_17a\_01\_Enchanted Tower

Type
Structure

Description
This mysterious tower not just scares enemies, it can mysteriously hit them with ***lighting*** too! Rumors say there is an old man living here, who possesses ***sacred powers***.

Link
Enchanted\_Tower

Sage

Code
03\_17a\_02

Reference
03\_17a\_02\_Sage

Type
Unit

Description
Sage is a mysterious person with ***supernatural*** powers. He can literally ***throw fireballs*** and invoke lighting out of nowhere. Very powerful ***light combat*** unit, but hard to obtain in significant numbers.

Link

03\_17a\_Magic
Logic

Code
03\_17b

Reference
03\_17b\_Logic

Need
03\_11

Description
Logic is a branch of Philosophy which systematically studies the principles of valid inference and reasoning.

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Chariot

Code
03\_17b\_01

Reference
03\_17b\_01\_Chariot

Type
Unit

Description
Only ***the best horses and the best riders*** are selected to form the elite Chariots. Though a bit ***slower*** than Horsemen, they are significantly ***tougher*** and can carry more load. The extra toughness allows them to be ***effective against other mounted*** units

Link

03\_18\_Drama
Drama

Code
03\_18

Reference
03\_18\_Drama

Need
03\_12

Description
Drama is the specific mode of fiction represented in the performance of actors on a stage before an audience. It is usually combined with music and dance for greater effect.

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Colosseum

Code
03\_18\_01

Reference
03\_18\_01\_Colosseum

Type
Structure

Description
While this building is made for shows, it requires a lot of training for mounted performers to entertain the audience. While they train, ***horses*** become stronger and ***move faster***

Link
Colosseum

Incense

Code
03\_18\_02

Reference
03\_18\_02\_Incense

Type
Strategic Resource

Description
Reduces ***building time*** by ***50%*** percentage points

Link

War

Code
03\_18\_03

Reference
03\_18\_03\_War

Type
Diplomacy

Description
Available: any kind of aggression. Disabled: reinforcement

Link

Classical Age Cavalry Weapon Upgrade

Code
03\_18\_04

Reference
03\_18\_04\_Classical Age Cavalry Weapon Upgrade

Type
Unit Upgrade

Description
Cavalry units will receive better weapons to increase their damage.

Link

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