City Improvements

City Improvements are various additions to your city that are unlocked by research, completing quests, or receiving Blessings. After being built, City Improvements can boost production of resources (Food, Industry, Science, Dust and Influence, also known as FIDSI), improve your approval rating within your city, or a number of other things. Generally, City Improvements must be built within a city for their benefits to be applied, though some - such as the City Hall or Palace - are built automatically upon founding the city.

Unlike Expansions, City Improvements do not occupy any space in the world and are "contained" within the city. A city's built City Improvements can be seen from the City Management Screen by selecting "Browse", and can be destroyed from here if necessary.

## City Improvements

### Available From Start

  Type:  |  City Improvement

10  per

  **Effects:**
+4  per  on city+4  per  on city+4  per  on city+4  per  on city+2  per  on city+1 Vision  on City Center+100 Fortification  on cityCan be used as resource extractor

  Type:  |  City Improvement

60

  **Effects:**
+2  on city+2  on city+2  on city+2  on city+1  on cityCan only be built once in your empire

  Type:  |  City Improvement

  **Effects:**
+22  on city+50 Fortification  on cityx0 Expansion disapproval generation on city+1 Max unit slots on militia+1 Trade routes max on city

### Era I

  Focus:  |  Science

150 4  per

  **Effects:**
+5  per  on cityCan only be built once in your empire

  Focus:  |  Dust

75

  **Effects:**
Need an exploited river tile to be built+2  on terrain with river during Summer

  Focus:  |  Dust

75

  **Effects:**
Need an exploited lake or sea tile to be built+3  on terrain with sea or lake during summer

  Focus:  |  Dust

75

  **Effects:**
+5  on city+15%  on city

  Focus:  |  Science

75 1  per

  **Effects:**
+2  on terrain with science

  Focus:  |  Food

150 4  per

  **Effects:**
+5  per  on cityCan only be built once in your empire

  Focus:  |  Military

75

  **Effects:**
+1 max unit slots on militia

  Focus:  |  Industry

75 1  per

  **Effects:**
+6  on city+15%  on city

  Focus:  |  Science

75 1  per

  **Effects:**
+10  on city+10%  on city

  Focus:  |  Food

75 1  per

  **Effects:**
+10  on city during summer+15%  on city

  Focus:  |  Approval

75 1  per

  **Effects:**
+20  on city+1  on approval (happy)

  Focus:  |  Military

75

  **Effects:**
+2 (+6 with ELCP) Fortification recovery  per turn on city+100 Fortification  on city+1 XP per turn on army

#### Faction-Specific

  Focus:  |  Science

400 -2  per

  **Effects:**
+2 vision  on city tiles+5  on cityLimited to one copy in your empireWild Walkers hero with Roads of Dust item equipped must be city governor

### Era II

  Focus:  |  Science

250 5 2  per

  **Effects:**
+15  on city+20%  on city

  Focus:  |  Industry

250 5 2  per

  **Effects:**
+1  on exploitation

  Focus:  |  Industry

600 5 4  per

  **Effects:**
+5  per  on cityCan only be built once in your empire

  Focus:  |  Industry

250 2  per

  **Effects:**
+1  on terrain with industry during summer

  Focus:  |  Approval

250 2 2  per

  **Effects:**
+25  on city+10%  on approval (fervent)+10%  on approval (fervent)

  Focus:  |  Military

250 2  per

  **Effects:**
+40 XP when recruiting a unit on units

  Focus:  |  Military

600 5 4  per

  **Effects:**
+30 Fortification  per  on cityCan only be built once in your empire

  Focus:  |  Food

250 5 2  per

  **Effects:**
Need an exploited lake or sea tile to be built+3  on terrain with sea or lake during summer

  Focus:  |  Influence

250 3  per

  **Effects:**
+5  on city+1  per  on city

  Focus:  |  Food

250 5 2  per

  **Effects:**
Need an exploited river tile to be built+3  on terrain with river during summer

  Focus:  |  Industry

250 5 2  per

  **Effects:**
Need an exploited forest tile to be built+1  on terrain with forest

  Focus:  |  Roads

200

  **Effects:**
+50% Trade Route Bonus on City Trade Routes

  Focus:  |  Food

250 5 2  per

  **Effects:**
+15  on city+2  per  on city

  Focus:  |  Roads

250 3  per

  **Effects:**
Roads are automatically created between cities in adjacent regions (regardless of diplomatic status), one of which having this improvement builtImproves the roads into paved roads
* Used by Trade Routes
* Grant movement  bonus

#### Faction-Specific

  Focus:  |  Holy Resource

250 20

  **Effects:**
+10%  on city+10%  on city+10%  on city+10%  on cityThe  cost indicates that the Holy Resource has to be chosen.

  Focus:  |  Military

200 5 5 2  per

  **Effects:**
+80 XP when recruiting a unit on naval unitNeed an exploited sea tile to be built

  Focus:  |  Food

400 10 20 2  per

  **Effects:**
Requires an income of 20  from the city tiles+10  on city+25 XP when recruiting a unit on units

  Focus:  |  Exploitation

600 2  per

  **Effects:**
Requires at least 1  from pacified villages +1 resource on strategic resource extractor+1 resource on luxury resource extractor

  Focus:  |  Science

400 -2  per

  **Effects:**
+2  on terrain with scienceLimited to one copy in your empire

  Focus:  |  Food

250 20 -1  per

  **Effects:**
Winter food reduction immunityWinter approval reduction immunityThe  cost indicates that the holy resource has to be chosen.

### Era III

  Focus:  |  Science

600 10 4  per

  **Effects:**
+3  on city center+3  on district+3  per  on city

  Focus:  |  Fortification

600 5 4  per

  **Effects:**
+30 Fortification  on Regional Building+4 Fortification Recovery  on Regional Building

  Focus:  |  Trade Routes

600 2  per

  **Effects:**
+1 Trade routes max on city+50%  on city trade routes

  Focus:  |  Science

1200 15 8  per

  **Effects:**
-40% Margin of error for season predictability on empire+15  on terrain with anomalyLimited to one copy in your empire

  Focus:  |  Dust

600 5

  **Effects:**
+4  per  on city

  Focus:  |  Dust

600 10

  **Effects:**
+20  on city+30%  on city

  Focus:  |  Dust

1200 10

  **Effects:**
+10  on terrain with DustCan only be built once in your empire

  Focus:  |  Science

400 10 4  per

  **Effects:**
+3  on terrain with river

  Focus:  |  Military

600 5 1  per

  **Effects:**
+200 Fortification  on city+2 XP per turn on army

  Focus:  |  Security

600 5 -6  per

  **Effects:**
+20 security  on city

  Focus:  |  Science

600 10 4  per

  **Effects:**
+3  on terrain with sea or lake+2  per  on city

  Focus:  |  Science

600 5 5 4  per

  **Effects:**
Needs an exploited lava flow tile to be built+8  on lava flow terrain+8  on lava flow terrain

  Focus:  |  Military

600 5 1  per

  **Effects:**
+10 (+20 with ELCP) Fortification Recovery  per turn on city+100 Fortification  on City

  Focus:  |  Military

600 5 2  per

  **Effects:**
+10% Health Regen on city+10% Ally Health Regen on city

  Focus:  |  Influence

1200 10 8  per

  **Effects:**
+50%  on cityCan only be built once in your empire

  Focus:  |  Influence

600 5 5 4  per

  **Effects:**
+2  on city center+2  on district+2  per  on city

  Focus:  |  Food

600 10 5 4  per

  **Effects:**
+3  on exploitation

#### Faction-Specific

  Focus:  |  Science

400 20 -4  per

  **Effects:**
+14  on city center level 2+14  on district level 2The  cost indicates that the holy resource has to be chosen.

  Focus:  |  Food

400 5  per

  **Effects:**
Limited to one copy in your empireKa-Riss hero must be city governor+5  per  on city

  Focus:  |  Science

800 20 -6  per

  **Effects:**
+10  per number of Cities on City+10  per number of Cities on City+10  per number of Cities on CityCan only be built once in your Empire

  Focus:  |  Military

800 20 6  per

  **Effects:**
+100 Fortification  on city+10 (+20 with ELCP) Fortification recovery  per turn on city+100 XP when recruiting a unit on unitsCan only be built once in your empire

  Focus:  |  Science

800 30 -4  per

  **Effects:**
+2%  per converted village on cities

  Focus:  |  Military

250 10 -1  per

  **Effects:**
+100 fortification  on city+5 (+15 with ELCP) fortification recovery  per turn on cityThe  cost indicates that the Holy Resource has to be chosen.

### Era IV

  Focus:  |  Military

1200 5 7  per

  **Effects:**
+100 XP when recruiting a unit on units

  Focus:  |  Industry

1200 5 15 7  per

  **Effects:**
+3  on terrain with Industry

  Focus:  |  Dust

1200

  **Effects:**
+100%  on Approval (Happy)

  Focus:  |  Food

1200 15 10 7  per

  **Effects:**
+3  on terrain with Food

  Focus:  |  Science

1200 25 5 7  per

  **Effects:**
+5  on terrain with Science

  Focus:  |  Food

1200 15 10 7  per

  **Effects:**
+3  on exploitation

  Focus:  |  Industry

1200 10 15 7  per

  **Effects:**
+1 Resource on strategic resource extractor

  Focus:  |  Resources

2500 15 15  per

  **Effects:**
Doubles effects of luxury resource boosters on cityCan only be built once in your empire

  Focus:  |  Military

2500 15 15  per

  **Effects:**
+100% Attack  on units in cityCan only be built once in your empire

  Focus:  |  Industry

1200 10 10 7  per

  **Effects:**
+3  per  on city

  Focus:  |  Food

1200 15 5 7  per

  **Effects:**
+3  per  on city+25%  on city

  Focus:  |  Food

1200 5 15 7  per

  **Effects:**
+10  on district during winter-100% life loss during siege on city

  Focus:  |  Food

1200 5 5 7  per

  **Effects:**
Needs an exploited volcanic tile to be built+15  on city+2  per  on city

#### Faction-Specific

  Focus:  |  Dust

1500

  **Effects:**
+5  per  on city+5  on city

  Focus:  |  Influence

1000 30 /30 /-7  per

  **Effects:**
+5  per  on city+10  on city+30  on cityLimited to one copy in your empire

  Focus:  |  Approval

800 5 4  per

  **Effects:**
Require an income of 20  from the city+20  on city+10  on approval (fervent)

  Focus:  |  Military

1200 10 -5  per

  **Effects:**
+100 XP when recruiting a unit on units

  Focus:  |  Holy Resource

1200 60 -4  per

  **Effects:**
+10 Holy Resource on cityLimited to one copy in your empireThe  cost indicates that the Holy Resource has to be chosen.

  Focus:  |  Approval

5000 -10  per

  **Effects:**
+80  approval on cityLimited to one copy in your empire

  Focus:  |  Trade Routes

1000 -2  per

  **Effects:**
Requires Right of Way built in the cityRequires an income of 100  from the city+2 Trade Routes max on city

### Era V

  Focus:  |  Industry

2000 40 7  per

  **Effects:**
+4 Resource on Luxury Resource Extractor

  Focus:  |  Industry

3000 10 20 10  per

  **Effects:**
+50  on terrain with strategic resourceLimited to one copy in your empire

  Focus:  |  Influence

3000 10 10 20  per

  **Effects:**
+100%  on cityLimited to one copy in your empire

  Focus:  |  Approval

2000 10 5 10  per

  **Effects:**
+30  on city+10%  on approval (fervent)+10%  on approval (fervent)

  Focus:  |  Influence

2000 10 10 10  per

  **Effects:**
+15  on district level 2+4  per  on city

  Focus:  |  Science

3000 30 10 20  per

  **Effects:**
-40% margin of error for season predictability on empire+15  on district level 2Limited to one copy in your empire

  Focus:  |  Trade Routes

4000 20 40  per

  **Effects:**
+7 Trade routes max on cityCan only be built once in your empire

  Focus:  |  Dust

2000 30 5

  **Effects:**
+5  on terrain with Dust

  Focus:  |  Approval

2000 5 10 10  per

  **Effects:**
+20  on city+2  per  on approval (happy)+2  per  on approval (happy)+2  per  on approval (happy)+2  per  on approval (happy)+1  per  on approval (happy)

  Focus:  |  Military

2000 15 5 5  per

  **Effects:**
+15% Health regen on city+10% ally health regen on city+120 XP when recruiting a unit on units

  Focus:  |  Science

3000 25 10 20  per

  **Effects:**
+100%  on cityLimited to one copy in your empire

  Focus:  |  Military

2000 10 5 2  per

  **Effects:**
+4 (+40 with ELCP) Fortification recovery  per turn on city+400 Fortification  on city+1 max unit slots on militia

  Focus:  |  Fortification

2000 10 5 7  per

  **Effects:**
+60 Fortification  on Regional Building+4 Fortification Recovery  on Regional Building

  Focus:  |  Trade Routes

2000 20 7  per

  **Effects:**
+1 Trade Routes max on city+50%  on city trade routes

  Focus:  |  Military

4000 20 40  per

  **Effects:**
+20 XP per turn on governorCan only be built once in your empire

  Focus:  |  Dust

2000 25 10

  **Effects:**
+50  on city+40%  on city

  Focus:  |  Security

2000 10 5 -8  per

  **Effects:**
+30 security  on city

  Focus:  |  Resources

2000 10 10 10 10 10  per

  **Effects:**
Needs an exploited volcanic tile to be built+5 Resource on strategic resource extractor

#### Faction-Specific

  Focus:  |  Science

1200 15 15 8  per

  **Effects:**
+8  on terrain with ruinsLimited to one copy in your empire

  Focus:  |  Trade Routes

2000 20 7  per

  **Effects:**
+1 trade routes max on city+50%  on city trade routes

### Era VI

  Focus:  |  Victory

36000 40 40

  **Effects:**
Triggers the Wonder Victory once builtLimited to one copy in your empire

### 1st Winter

  Focus:  |  Vision

200 10

  **Effects:**
Provides immunity to Winter vision penalty on City and Regional Buildings+10%  on City

### 2nd Winter

  Focus:  |  Minor Village

400 10

  **Effects:**
+1  on City per Pacified Village Does not apply to destroyed or converted Villages

  Focus:  |  Industry

300 10

  **Effects:**
Need an exploited River, Lake or Sea Tile to be built+10  on terrain with River during Winter+10  on terrain with Sea or Lake during Winter season with ice shelf

### 3rd Winter

  Focus:  |  Military

600 30

  **Effects:**
+0.5 Retaliation Damage  per Fortification  on CityDamage is spread across all units of unfriendly army at the start of the turn