Expansions

Expansions are buildings that need to be placed in the physical space of the game world to be built, rather than City Improvements, which are simply housed in the City Center.

Different types of expansions provide different benefits to the city they're 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.

  Focus:  |  District

150

  **Effects:**
-10  on city tile-1  on city tile+1  on city tile+1  on city tile+1  on city tile+2  per extra level on city tile+2  per extra level on city tile+2  per extra level on city tile+20 fortification  per extra level on city+15  per extra level on city tileCan be used as a resource extractorAvailable every 2  from city population

  Focus:  |  District

15010

  **Effects:**
-5  on city tile+2  on city tile+2  on city tile+2  on city tile+2  on city tile+2  on city tile+4  per extra level on city tile+4  per extra level on city tile+4  per extra level on city tile+20 fortification  per extra level on city+15  per extra level on city tileCan be used as resource extractorAvailable every  from city population

### 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.

  Focus:  |  District

400 10

  **Effects:**
x2  on City Tilex2  on City Tilex2  on City Tilex2  on City Tilex2  on City Tilex2  on City Tile+5  per level on City Tile+3  on terrain with AnomalyLimited to one copy in your CityTo be built on Anomaly

  Focus:  |  District

150 10

  **Effects:**
+5  per level on Altar of Auriga+3  per level on Altar of Auriga+2  per level on Altar of AurigaLimited to one copy in your empireUnlocks functionalities of the Altar of Auriga screen

  Focus:  |  District

600

  **Effects:**
Limited to one copy in your cityCan only be built on coastal waters or ocean with exploitationCreates ocean roads (used by trade routes)+5  on city tile+1  on city tile+1  on city tile+5  on terrain with sea or lake+10  on city+2  per extra level on city tile+2  per extra level on city tile+10  per extra level on city tileDecreases the embark/disembark cost.

  Focus:  |  District

400 10

  **Effects:**
x2 Resource on Resource Extractor+10  per level on City Tile+10  on terrain with Luxury ResourceLimited to one copy in your CityTo be built on Luxury Resource Deposit

  Focus:  |  District

400 10

  **Effects:**
x2 Resource on Resource Extractor+10  per level on City Tile+10  on terrain with Strategic ResourceLimited to one copy in your CityTo be built on Strategic Resource Deposit

  Focus:  |  District

600 20

  **Effects:**
+2  per level on City Tiles during Winter+2  per level on City Tiles during Winter+1  per level on City Tiles during WinterLimited to one copy in your CityTo be built 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.

  Focus:  |  Legendary Building

500 5 5

  **Effects:**
+20  per level on Museum of Auriga+20%  on Empire Approval (Happy)+20%  on Empire Approval (Happy)+20% Cost reduction on Empire Approval (Happy)Can only be built once in the world

  Focus:  |  Legendary Building

1000 15 15

  **Effects:**
+25  per level on Industrial Megapole-20% District cost on empireCan only be built once in the world

  Focus:  |  Legendary Building

1500 25 25

  **Effects:**
+20% Research Cost reduction in past Eras+25  per level on Alchemic InstituteCan only be built once in the world

  Focus:  |  Legendary Building

3000 35 35

  **Effects:**
Reduces the cost of diplomatic treaties by 30% (no with ELCP)*With ELCP: -30% Influence  cost of Empire Plan on empire.*+50  per level on Throne of EmperorsCan only be built once in the world

  Focus:  |  Legendary Building

5000 45 45

  **Effects:**
+100  per level on Reliquary of Auriga-50%  on military upkeepCan only be built once in the world

## 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

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

300

  **Effects:**
+1  on city

  Focus:  |  Exploitation

300

  **Effects:**
+1  on city

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

### Luxury Resource Extractors

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

60

  **Effects:**
+1  on city

  Focus:  |  Exploitation

300

  **Effects:**
+1  on City

  Focus:  |  Exploitation

300

  **Effects:**
+1  on City

  Focus:  |  Exploitation

300

  **Effects:**
+1  on City

  Focus:  |  Exploitation

300

  **Effects:**
+1  on City

  Focus:  |  Exploitation

300

  **Effects:**
+1  on City

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

  Focus:  |  Exploitation

600 10

  **Effects:**
+1  on City

## 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.

  Focus:  |  Vision

250

  **Effects:**
+15% Health regen on Watchtower+3 Vision  on Watchtower+3 Detection range on Watchtower+20 Fortification  on WatchtowerWatchtowers' health regen effects are applied to their adjacent tiles.

  Focus:  |  Vision

350

  **Effects:**
+5 Vision  on Watchtower+20% Health Regen on Watchtower+20% Ally Health Regen on Watchtower+5 Detection Range on Watchtower+30 Fortification  on WatchtowerWatchtowers' Health Regen effects are applied to their adjacent tiles

  Focus:  |  Vision

450

  **Effects:**
+25% health regen on Watchtower+25% allly health regen on Watchtower+7 vision  on watchtower+7 Detection range on watchtower+50 fortification  on watchtowerWatchtowers' health regen effects are applied to their adjacent tiles

### 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.

  Focus:  |  Vision

150 10  (5  with ELCP)

  **Effects:**
+2 Vision  on Defensive Tower+10 Fortification  on Defensive Tower+0.3 Retaliation Damage  per Fortification  on Defensive TowerDamage is spread across all units of unfriendly army at the start of the turnTo be built on Watchtower Foundations revealed at Era II

  Focus:  |  Vision

200 20  (10  with ELCP)

  **Effects:**
+3 Vision  on Defensive Tower+20 Fortification  on Defensive Tower+0.5 Retaliation Damage  per Fortification  on Defensive TowerDamage is spread across all units of unfriendly army at the start of the turnTo be built on Watchtower Foundations revealed at Era II

## Fungal Blooms

The Mykara are able to create Fungal Blooms due to their "Creeping Presence" Affinity. Unlike other types of Expansions, these Blooms can be built in any region that is either neutral or under the control of the Mykara, and instead of using Industry  to be built consume some Food  from the main city for a number of turns. These Fungal Bloom Expansions often replace other types of expansions, such with resource extractors. Fungal Blooms don't get bonuses from any city improvements, like Plow Factory or Apprenticeship Registry.

### Resource Extractors

  Focus:  |  Exploitation

6

  **Effects:**
+1 Vision  from Fungal Bloom+1 [Strategic Resource] on Main City+Tile Output on Main City

  Focus:  |  Exploitation

6

  **Effects:**
+1 Vision  from Fungal Bloom+1 [Luxury Resource] on Main City+Tile Output on Main City

### Towers

  Focus:  |  Vision

8

  **Effects:**
+15% Health Regen on Fungal Bloom+3 Vision  on Fungal BloomWatchtowers' Health Regen effects are applied to their adjacent Tiles+Tile Output on Main City

  Focus:  |  Vision

10

  **Effects:**
+20% Health Regen on Fungal Bloom+20% Ally Health Regen on Fungal Bloom+5 Vision  on Fungal BloomWatchtowers' Health Regen effects are applied to their adjacent Tiles+Tile Output on Main City

  Focus:  |  Vision

12

  **Effects:**
+25% Health Regen on Fungal Bloom+25% Ally Health Regen on Fungal Bloom+7 Vision  on Fungal BloomWatchtowers' Health Regen effects are applied to their adjacent Tiles+Tile Output on Main City+1 Exploitation Area

  Focus:  |  Vision

10 8

  **Effects:**
+15% Health Regen on Fungal Bloom+2 Vision  on Fungal Bloom+60 Retaliation Damage  on Expansion+Tile Output on Main City

  Focus:  |  Vision

10 10

  **Effects:**
+20% Health Regen on Fungal Bloom+20% Ally Health Regen on Fungal Bloom+3 Vision  on Fungal Bloom+60 Retaliation Damage  on Expansion+Tile Output on Main City+1 Exploitation Area

### Miscellaneous

  Focus:  |  Minor Village

8

  **Effects:**
+2 Vision  from Fungal Bloom+Tile Output on Main City

  Focus:  |  Exploitation

8

  **Effects:**
+2 Vision  from Fungal BloomTunnel Gateway+Tile Output on Main City