Projects

From Old World Wiki
Jump to: navigation, search

City Projects are produced directly by a city, using its Civics.pngcivics output per year. Projects are located within the city center tile and affect the overall yields of the city (in contrast to Improvements, which are built by Worker units on the map). The effects of completing a project may vary depending on nation and Archetypes of the Leader & Governor of the city. Most projects have stronger variants for every cultural level. Some projects are freely repeatable, others are permanent and cannot be produced again in the same city until it reaches the next cultural level.

Permanent projects[edit]

Permanent projects can only be done once. When a city reaches the next cultural level, it may produce the stronger variant of the project, replacing the effects of the previous one (i.e., when completing Treasury II a city gains a net of +10 Money.png per year).

Treasury[edit]

Treasury projects are mainly used to increase the city's Money.pngmoney output. If playing as Babylonia, every treasury project also provides +2 Culture.png per year in the city. If adopted Professional Army law, every treasury project also provides +2 Training.png per year.

Name Requirements Construction cost Resources cost Effects
Treasury I Administration technology 40 Civics.pngcivics 20 Stone.pngstone
  • +100 Money.png on completion
  • +10 Money.png per year
Treasury II Treasury I
Developing culture
60 Civics.pngcivics 40 Stone.pngstone
  • +150 Money.png on completion
  • +20 Money.png per year
Treasury III Treasury II
Strong culture
100 Civics.pngcivics 60 Stone.pngstone
  • +250 Money.png on completion
  • +40 Money.png per year
Treasury IV Treasury III
Legendary culture
160 Civics.pngcivics 80 Stone.pngstone
  • +400 Money.png on completion
  • +80 Money.png per year
  • -1 Discontent.png per year

Forum[edit]

Forum projects are mainly used to increase the city's Civics.pngcivics output. If built The Acropolis wonder, every forum project also provides +0.5 Orders.png per year in the city. If adopted Philosophy law, every forum project also provides +1 Science.png per year.

Name Requirements Construction cost Resources cost Effects
Forum I Rhetoric technology 40 Civics.pngcivics 20 Stone.pngstone
  • +20 Civics.png on completion
  • +1 Civics.png per year
Forum II Forum I
Developing culture
60 Civics.pngcivics 40 Stone.pngstone
  • +30 Civics.png on completion
  • +2 Civics.png per year
Forum III Forum II
Strong culture
100 Civics.pngcivics 60 Stone.pngstone
  • +50 Civics.png on completion
  • +4 Civics.png per year
Forum IV Forum III
Legendary culture
160 Civics.pngcivics 80 Stone.pngstone
  • +80 Civics.png on completion
  • +8 Civics.png per year
  • -1 Discontent.png per year

Archive[edit]

Archive projects are mainly used to increase the city's Science.pngscience output. If the city has a Scholar governor, every Archive project also provides -1 Discontent.png per year in the city. If adopted Gnosticism Theology, every Archive project also provides +2 Civics.png per year.

Name Requirements Construction cost Resources cost Effects
Archive I Metaphysics technology 40 Civics.pngcivics 20 Stone.pngstone
  • +10 Science.png on completion
  • +1 Science.png per year
Archive II Archive I
Developing culture
60 Civics.pngcivics 40 Stone.pngstone
  • +15 Science.png on completion
  • +2 Science.png per year
Archive III Archive II
Strong culture
100 Civics.pngcivics 60 Stone.pngstone
  • +25 Science.png on completion
  • +4 Science.png per year
Archive IV Archive III
Legendary culture
160 Civics.pngcivics 80 Stone.pngstone
  • +40 Science.png on completion
  • +8 Science.png per year
  • -1 Discontent.png per year

Infrastructure Projects[edit]

Infrastructure projects are mainly used to increase the city's defence. For every completed project, the city center gains +10 maximum HP and -1Discontent.png per year, if a Military unit of the same family is inside the city's borders.

Name Requirements Construction cost Resources cost Effects
Walls Polis technology 60 Civics.pngcivics 40 Stone.pngstone
Moat Portcullis technology
Walls
80 Civics.pngcivics 60 Stone.pngstone
Towers Martial Code technology
Moat
100 Civics.pngcivics 80 Stone.pngstone
  • +25% City Defense
  • +1 maximum Range for ranged units

Other Permanent Projects[edit]

There are unique projects that cannot be enabled through the technology tree, but rather through certain Events. These projects are automatically installed in the city, without investing time and resources.

Name Required Event Effects
Consular Tribune The Fighting Class
  • -1Discontent.png per turn
  • +10%Maintenance.png per turn
  • -10%Civics.png per turn
Merchant Town Merchant Town
  • +20%Money.png per turn
  • -10%Civics.png per turn
Sword Cult Mysterious Sword +2Culture.png per turn
Sword Cult Tithe Mysterious Sword +10Money.png per turn
Confucism ? ?
Child Labor ? ?

Repeatable Projects[edit]

Repeatable projects may be produced by the same city more than once before it reaches its next cultural level (enabling the stronger variant of the project). Permanent effects from the different tiers of these project (excluding Council & Decree) stack, in contrast to Permanent projects which replaces the effects of the previous tier. Repeatable projects cost no resources to produce.

Council[edit]

Council projects are different in that they always take 1 turn to build and their effects (increase in civics & money output) last only for one turn.

Name Requirements Construction cost Effects
Council I Cultural level: Weak
  • +60%Civics.png for 1 turn
  • +60%Money.png for 1 turn
Council II Cultural level: Developing
  • +70%Civics.png for 1 turn
  • +70%Money.png for 1 turn
Council III Cultural level: Strong
  • +80%Civics.png for 1 turn
  • +80%Money.png for 1 turn
Council IV Cultural level: Legendary
  • +90%Civics.png for 1 turn
  • +90%Money.png for 1 turn

Festival[edit]

Festival projects are used mainly to battle discontent and increase growth.

Name Requirements Construction cost Effects
Festival I Cultural level: Weak 40Civics.png civics
  • +20Growth.png and -20Discontent.png on completion
  • +1Culture.png per turn
Festival II Cultural level: Developing 60Civics.png civics
  • +40Growth.png and -40Discontent.png on completion
  • +1Culture.png per turn
Festival III Cultural level: Strong 100Civics.png civics
  • +60Growth.png and -60Discontent.png on completion
  • +1Culture.png per turn
Festival IV Cultural level: Legendary 160Civics.png civics
  • +80Growth.png and -80Discontent.png on completion
  • +1Culture.png per turn

Inquiry[edit]

Inquiry projects are only available in the Family Seat of a Sages type family or in the capital city, if the leader is of the Scholar Archetype. They are used mainly to increase the science output in a city.

Name Requirements Construction cost Effects
Inquiry I Cultural level: Weak 40Civics.png civics
  • +40Science.png on completion
  • +1Culture.png per turn
Inquiry II Cultural level: Developing 60Civics.png civics
  • +80Science.png on completion
  • +1Culture.png per turn
Inquiry III Cultural level: Strong 100Civics.png civics
  • +120Science.png on completion
  • +1Culture.png per turn
Inquiry IV Cultural level: Legendary 160Civics.png civics
  • +160Science.png on completion
  • +1Culture.png per turn

Hunt[edit]

Hunt projects are only available in the Family Seat of a Hunters type family and are used mainly to increase the food output in a city.

Name Requirements Construction cost Effects
Hunt I Cultural level: Weak 40Civics.png civics
  • +50Food.png on completion
  • +1Culture.png per turn
Hunt II Cultural level: Developing 60Civics.png civics
  • +100Food.png on completion
  • +1Culture.png per turn
Hunt III Cultural level: Strong 100Civics.png civics
  • +150Food.png on completion
  • +1Culture.png per turn
Hunt IV Cultural level: Legendary 160Civics.png civics
  • +200Food.png on completion
  • +1Culture.png per turn

Decree[edit]

Decree projects are only available in the Family Seat of a Statesmen type family or in the capital city, if adopted Constitution law. They are used to increase the orders output in a city for a single turn.

Name Requirements Construction cost Effects
Decree I Cultural level: Weak 40Civics.png civics +6Orders.png for 1 turn
Decree II Cultural level: Developing 60Civics.png civics +8Orders.png for 1 turn
Decree III Cultural level: Strong 100Civics.png civics +10Orders.png for 1 turn
Decree IV Cultural level: Legendary 160Civics.png civics +12Orders.png for 1 turn

Convoy[edit]

Convoy projects are only available if adopted Trade League law. They are used mainly to battle discontent and increase money output.

Name Requirements Construction cost Effects
Convoy I Cultural level: Weak 40Civics.png civics
  • +100Money.png and -40Discontent.png on completion
  • +1Growth.png per turn
Convoy II Cultural level: Developing 60Civics.png civics
  • +200Money.png and -60Discontent.png on completion
  • +1Growth.png per turn
Convoy III Cultural level: Strong 100Civics.png civics
  • +300Money.png and -80Discontent.png on completion
  • +1Growth.png per turn
Convoy IV Cultural level: Legendary 160Civics.png civics
  • +400Money.png and -1 Discontent level on completion
  • +1Growth.png per turn

Olympiad[edit]

Olympiad projects are only available for Greece. They are used to increase training output.

Name Requirements Construction cost Effects
Olympiad I Cultural level: Weak 40Civics.png civics
  • +40Training.png on completion
  • +1Training.png per turn
Olympiad II Cultural level: Developing 60Civics.png civics
  • +80Training.png on completion
  • +1Training.png per turn
Olympiad III Cultural level: Strong 100Civics.png civics
  • +120Training.png on completion
  • +1Training.png per turn
Olympiad IV Cultural level: Legendary 160Civics.png civics
  • +160Training.png on completion
  • +1Training.png per turn