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Build Effect

Name Type Era Build Cost # Value Effect Type Worker Effect
Limit Limit
BASIC SPECIAL PLACES
Diplomat Place 0 Special Establish and improve Diplomatic relations as much as desired
Head Official Place 0 Special +1C & Take Start Player Marker
Head Official Mkt I Special Take Start Player Marker
Head Official Mkt II Special Take Start Player Marker
Head Official Mkt III Special Take Start Player Marker
Head Official Mkt IV Special Take Start Player Marker
Chief Officer Place IV Special +1T +1$ & Take Start Player Marker & Swap any two empty places. Replaces Head Official (Era 0).
Chief Officer Mkt IV Special Take Start Player Marker & Swap any two empty places.

IMPROVEMENTS
Librarian Place 0 Special +1$ & Draw 2 Improvement cards
Librarian Mkt I Special Draw 1 Improvement card. If you have a Library: Draw 3 Improvement cards and keep 1.
Developer Place 0 Special +2T & Play an Improvement from hand (required). Thus, the Altruist Ambassador cannot gain an advantage here.
Builder: Library Place 0 1X 1T 1W 1P 4$ Build Special Building Max 1 At the Librarian: draw 4 cards, keep 2 of them. You may exceed the hand size limit temporarily.
Builder: Institute Place II 1X 3T 2P 2B 6$ Build Special Building 2 Farmers Max 1 Improvements cost 1 less Tool. Whenever you play an Improvement, may immediately aferward play one additional Improvement.
Training ∞ I 2W 1P 2$ Special (Card) Draw 1 Extra card when drawing Improvement cards. If you have a Library: keep 1 Extra card.
Diplomat: Scholar Embassy (Level I) Place I 1T 3W 2C 2$ Embassy In each Production Phase: draw 2 Improvements and keep 1 of them. Also, assumes the function of the Library.
Diplomat: Scholar Embassy (Level II) Place II 1T 1P 1B 4$ Embassy In addition to previous level: Immediately after drawing cards AT A PLACE may play 1 Improvement (or 2 with an active Institute).
Diplomat: Scholar Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy In addition to previous levels: May jump to Developer.
Diplomat: Scholar Embassy (Level IV) Place IV 2T 2P 2C 1I 14$ Embassy In addition to previous levels: Improvements do not cost any Tools.

FEES & FEE REDUCTION


Era I Fee: 1T / 1F & 1 Bldg Resource
Era II Fee: 1T / 1F & 2 Bldg Resources
Era III Fee: 1T / 1F / 1R & 3 Bldg Resources
Era IV Fee: 1T / 1F /1R & 4 Bldg Resources
Builder: Customs Office Place III 1X 2T 1O 2B 2P
4$ Build Special Building Citizen Max 1 Removes the fee. Provides 1$ 1T whenever you move to a Place occupied by opponents.
Contract: Customs Office ! III 1X 2T 2B 2P
Automobile ∞ I 1T 2F 1$ Special (Card) Do not pay Tools or Sustenance Goods when paying the fee
Pass ∞ I 1T 1W 1C 1$ Special (Card) Do not pay Building Resources when paying the fee

IMPROVING GOODS
Dolly ∞ II 3P 2$ Special (Card) Once per turn, may pay up to 3 Goods from buffers
Delivery Contract ∞ IV 3T 3W 2$ Special (Card) You may pay wood from buffers
Delivery Contract ∞ IV 3T 3C 2$ Special (Card) You may pay clay from buffers
Delivery Contract ∞ IV 3T 3O 2$ Special (Card) You may pay ore from buffers
Diplomat: Alchemist Embassy (Level I) Place I 1T 3W 2C 2$ Embassy Exchange Goods for other goods when you get them (no back & forth or generated goods): W -> C or C-> W.
Diplomat: Alchemist Embassy (Level II) Place II 1T 1P 1B 4$ Embassy Exchange Goods for other goods when you get them (choices in addition to previous level): P -> B or B -> P. Introduce Ambassador.
Diplomat: Alchemist Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy Exchange Goods for other goods when you get them (choices in addition to previous levels): F -> O or R -> Coal.
Diplomat: Alchemist Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy Exchange Goods for other goods when you get them (choices in addition to previous levels): Alt. Market: 3Goods of any type -> 1T.
Alchemist Ambassador: Once per Half Year, move start or end of a turn. If ends with another's Steward, may take Place's action.
Diplomat: Trader Embassy (Level I) Place I 1T 3W 2C 2$ Embassy New Market action: Trade W, C, F with each other 1:1 or for P, B 2:1
Diplomat: Trader Embassy (Level II) Place II 1T 1P 1B 4$ Embassy In addition to previous level: Trade P, B with each other 1:1 or for O, Coal, R 2:1
Diplomat: Trader Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy In addition to previous levels: Trade O, Coal, R with each other 1:1 or for I, T 2:1
Diplomat: Trader Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy In addition to previous levels: Trade I, T with each other 1:1

IMPROVING BUILDING
Deed Registration ∞ I 2T 4W 1$ Special (Card) When buying a Farmer building (inc. Factory) at a Builder, may also build Farms for 1T & 1W each. Build farms before or after the building.
Realtor's License ∞ III 2T 4P 3$ Special (Card) When buying a Citizen building (inc. Factory) at a Builder, may also build Flats for 1T & 1P each. These are not remodeled Farms.
Assembly Hall ∞ III 3W 3C 2$ Special (Card) May build on 2 Borderland spots (without a Community Hall)
Construction Site ∞ III 2P 2B 2$ Special (Card) 1 Extra building spot (no storage facilities)
Construction Site ∞ IV 2P 2B 2$ Special (Card) 1 Extra building spot (no storage facilities)
Diplomat: Laborer Embassy (Level I) Place I 1T 3W 2C 2$ Embassy Citizens can be employed in Farmer Buildings if there are no unemployed Farmers. These Citizens must be sustained immediately.
Diplomat: Laborer Embassy (Level II) Place II 1T 1P 1B 4$ Embassy Maximum 1 Farmer can be employed in a Citizen Building. May remodel Estates -> Apartments.
Diplomat :Laborer Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy Merchants can be employed in Citizen Buildings if there are no unemployed Citizens. These Merchants must be sustained immediately.
Diplomat: Laborer Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy Maximum 2 Citizens can be employed in Merchant Buildings.
Laborer Ambassador: Move end of 3rd turn. Get one of each good (except Tools) that other players spend at that place on their turns.
Build Effect
Name Type Era Build Cost # Value Effect Type Worker Effect
Limit Limit
IMPROVING PRODUCTION & SUSTENANCE
Builder: Factory Place I 3T 3W 3C
4$ Build Special Building F / C / M Increases the output of all Production and Sustenance buildings with the same type of worker by 1.
Builder: Factory Mkt II 1X 3T 3W 3C
Steam Engine ∞ III 2T 3C 2P 3O 3$ Special (Card) Exactly 1 Factory may be operated by both 1 Farmer and 1 Citizen.
Diplomat: Altruist Embassy (Level I) Place I 1T 3W 2C 2$ Embassy At the start of each year take goods of one type: 2W or 1C. Also, +1 Warehouse lot.
Diplomat: Altruist Embassy (Level II) Place II 1T 1P 1B 4$ Embassy At the start of each year take goods of one type (choices in addition to previous level): 1P or 1B. Introduce Ambassador.
Diplomat: Altruist Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy At the start of each year take goods of one type (choices in addition to previous levels): 1O or 1Coal.
Diplomat: Altruist Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy At the start of each year take goods of one type (choices in addition to previous levels): 1I or 2P or 2B.
Atruist Ambassador: Once/Half Year, move start of turn. On place giving Goods unconditionally gives equal discount/1 Turn.
Altruist Embassy: Is a Sustenance Building on Level II,III,IV and also a Production Building on Level IV (see below).
Diplomat: Industrialist Embassy (Level I) Place I 1T 3W 2C 2$ Embassy F / C / M Production Phase, may make these exchanges: 2 W -> 1P (1X). Also, +1 Warehouse lot.
Diplomat: Industrialist Embassy (Level II) Place II 1T 1P 1B 4$ Embassy F / C / M Production Phase, may make these exchanges: 2 W -> 1P (2X), 1W 2C -> 1B (1X). (ERRATA For Overview)
Diplomat: Industrialist Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy F / C / M Production Phase, may make these exchanges: 2 W -> 1P (2X), 1W 1C -> 1B (2X), 3W -> 1Coal (1X) Also, +1 Warehouse lot.
Diplomat: Industrialist Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy F / C / M Production Phase, may make these exchanges: 1 W -> 1P (3X), 1W 1C -> 2B (2X), 3W or 5W -> 1Coal or 2Coal (1X), 2O (6W/1Coal) -> 1I
Industrialist Embassy: When occupied by a F / C / M increases the output of all Prod. Buildings with the same type of worker by 1Good.
IMPROVING MOVEMENT
Builder: Boardinghouse Place III 2X 2T 1I 1B 1P
6$ Build Special Building Merchant Max 2 Provides 1 additional Steward.
Contract: Boardinghouse ! III 1X 2T 1I 1B
Builder: Stables Place III 1X 3T 2I 2B 2W
10$ Build Special Building Merchant Max 1 Increases your range by 1.
Contract: Stables ! III 1X 3T 2I 3P
Chief Officer Place IV Special +1T +1$ & Take Start Player Marker & Swap any two empty places. Replaces Head Official (Era 0).
Council Chamber ∞ II 1T 1B 2$ Special (Card) Market Alt: Swap two adjacent empty places
Apprentice 3 II 1T 1P 1B Limited Special (Card) +2$ and +Steward. At the end of each Year remove 1Good. Starts with 3 Goods used to buy it. Discard when empty (and return Steward).
Horse 3 III 1T 1P 1O Limited Special (Card) +2$ and 1X/turn spend 1Good from Horse to increase range by one for that turn. Starts with 3 Goods used to buy it. Discard when empty.
Ticket 3 I 3W Limited Special (Card) Spend 2W +1W from Ticket to move a Steward or Ambassador anywhere. Starts with 3W used to buy it. Discard when empty.
Ticket 3 II 3C Limited Special (Card) Spend 2C +1C from Ticket to move a Steward or Ambassador anywhere. Starts with 3C used to buy it. Discard when empty.
Ticket 3 III 3P Limited Special (Card) Spend 2P +1P from Ticket to move a Steward or Ambassador anywhere. Starts with 3P used to buy it. Discard when empty.
Ticket 3 IV 3B Limited Special (Card) Spend 2B +1B from Ticket to move a Steward or Ambassador anywhere. Starts with 3B used to buy it. Discard when empty.
Diplomat: Envoy Embassy (Level I) Place I 1T 3W 2C 2$ Embassy +1 Steward.
Diplomat: Envoy Embassy (Level II) Place II 1T 1P 1B 4$ Embassy In addition to previous level: May jump to Diplomat & Once per Half-Year may pay fee for +1 Range for the entire Half-Year.
Diplomat: Envoy Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy In addition to previous levels: +1 range (Once per Half-Year may pay fee for +1 Range for the entire Half-Year for +2 range).
Diplomat: Envoy Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy In addition to previous levels: +1T at the Diplomat & May take Market Action at Diplomat.
Diplomat: Lord Embassy (Level I) Place I 1T 3W 2C 2$ Embassy instead of Place's action (except Markets): Take 1W or 1C.
Diplomat: Lord Embassy (Level II) Place II 1T 1P 1B 4$ Embassy Choices in addition to previous level: Take 1F,1 P or 1C Fee waived for all purposes.
Diplomat: Lord Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy Choices in addition to previous levels: Take 1R, 1O or 1Coal Once / Half -Year at start or end of turn: May swap 2 adj. empty places.
Diplomat: Lord Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy Choices in addition to previous levels: Take 1I Also, take a Tool in addition to the Good when you replace the action.

SPECIAL GAME END SCORING


Social Services ∞ II 1T 3W 3C ?$ Special (Card) Game End: +1$/Unemployed Farmer (Max. 5)
Employment Office ∞ IV 2T 3P 3B ?$ Special (Card) Game End: +2$/Unemployed Citizen (Max. 8)
Build Effect
Name Type Era Build Cost # Value Effect Type Worker Effect
Limit Limit
RESIDENCES
Builder: Farm Place 0 1T 1W
Builder: Farm Mkt I 1X 1T 1W 1$ Build Residence Building Building that comes with 1 Farmer.
Contract: Farm ! I 2X 1W
Builder: Farm -> Estate Place I 1T 3W 1B
Contract: Farm -> Estate ! I 1X 1T 2W 1B 4$ Upgrade Residence Building Upgraded building that comes with 2 more Farmers. Current Farmer does not need to be home.
Builder: Farm -> Estate Mkt II 1X 1T 3W 1B
Holiday Cabin ∞ I 1T 1W 2 1$ Residence Building (Card) Building that comes with 1 Farmer.
Cottage ∞ II 1T 4W 1B 2 2$ Residence Building (Card) Building that comes with 2 Farmers.
Builder: Farm -> Flat Place I 1T 1P
Contract: Farm -> Flat ! I 1X 1T 2W 3$ Upgrade Residence Building Upgraded building that replaces 1 unemployed Farmer with 1 Citizen that comes with this Flat.
Builder: Farm -> Flat Mkt II 1X 1T 1P
Builder: Flat -> Apartment Place II 1T 2C 2P
Contract: Flat -> Apartment ! II 1X 1T 2C 1P 6$ Upgrade Residence Building Upgraded building that comes with 2 more Citizens. Current Citizen does not need to be home.
Builder: Flat -> Apartment Mkt III 1X 1T 2P 2C
Holiday Flat ∞ I 1T 1W 1P 2 2$ Residence Building (Card) Building that comes with 1 Citizen.
Hostel ∞ II 2T 2C 3P 2 3$ Residence Building (Card) Building that comes with 2 Citizens.
Builder: Flat -> House Place III 2T 2C 1P 1B
Contract: Flat -> House ! III 1X 2T 1P 1B 8$ Upgrade Residence Building Upgraded building that replaces 1 unemployed Citizen with 1 Merchant that comes with this House.
Builder: Flat -> House Mkt IV 1X 2T 2C 1P 1B
Builder: House -> Community Hall Place III 1X 3T 3P 3B 3I 22$ Upgrade Residence Building Max 1 Upgraded building that comes with 1 more Merchant. Current Merchant does not need to be home. Allows building in Borderland spots.
Holiday House ∞ III 3T 3P 2B 2 4$ Residence Building (Card) Building that comes with 1 Merchant.

STORAGE FACILITIES
Builder: Storage Shed Place 0 3X 1T 2W
Builder: Storage Shed Mkt I 1X 1T 2W 2$ Build Storage Building Farmer Max 3 2 Storage spaces. Requires an employed Farmer to store goods in them.
Contract: Storage Shed ! I 2X 1T 1W
Builder: Storage Shed -> Storage House Place II 3X 2T 1P 1B
Contract: Storage Shed -> Storage House ! II 1X 2T 1W 1B 5$ Upgrade Storage Building Citizen Max 3 5 Storage spaces. Farmer becomes unemployed. Immediately employ a Citizen here (paying sustenance) or lose stored goods.
Builder: Storage Shed -> Storage House Mkt III 1X 2T 1P 1B
Builder: Storage House -> Storage Hall Place IV 3X 3T 3B 1I
13$ Upgrade Storage Building Merchant Max 3 9 Storage spaces. Citizen becomes unemployed. Immediately employ a Merchant here (paying sustenance) or lose stored goods.
Contract: Storage House -> Storage Hall ! IV 1X 3T 1B 1I
Storage Room ∞ III 2T 1P 1B 2 2$ Storage Building (Card) 2 Extra Storage spaces.
Storage Cellar ∞ IV 2T 2P 2B 2 3$ Storage Building (Card) 3 Extra Storage spaces.
Diplomat: Storekeeper Embassy (Level I) Place I 1T 3W 2C 2$ Embassy Storage Sheds are 3 spaces. Warehouse is extended by 3 lots.
Diplomat: Storekeeper Embassy (Level II) Place II 1T 1P 1B 4$ Embassy Basic storage is extended to 6 spaces. Pay Fee: Replace Storage Shed with Farmer building for no additional cost or action (unlimited).
Diplomat: Storekeeper Embassy (Level III) Place III 2T 3W 3C 3O 8$ Embassy Storage Houses are 7 spaces. Pay Fee: Replace Storage House with Citizen building for no additional cost or action (unlimited).
Diplomat: Storekeeper Embassy (Level IV) Place IV 2T 2P 2B 1I 14$ Embassy Storage Halls are 13 spaces. Warehouse becomes storage.

WAREHOUSE FACILITIES
Storehouse ∞ I 1T 1P 2$ Warehouse Building (Card) 1 Extra Warehouse lot.
Storehouse ∞ II 1T 1P 2$ Warehouse Building (Card) 1 Extra Warehouse lot.
Depot ∞ III 2T 1P 1B 2$ Warehouse Building (Card) 2 Extra Warehouse lots.
Depot ∞ IV 2T 1P 1B 2$ Warehouse Building (Card) 2 Extra Warehouse lots.
Wood Warehouse ∞ II 1T 3W 2$ Warehouse Building (Card) 3 Extra Warehouse lots for Wood only.
Clay Warehouse ∞ II 1T 2C 2$ Warehouse Building (Card) 2 Extra Warehouse lots for Clay only.
Ore Warehouse ∞ II 1T 2O 2$ Warehouse Building (Card) 2 Extra Warehouse lots for Ore only.
Food Warehouse ∞ II 1T 3F 2$ Warehouse Building (Card) 3 Extra Warehouse lots for Food only.
Robe Warehouse ∞ IV 1T 2R 2$ Warehouse Building (Card) 2 Extra Warehouse lots for Robes only.
Build Effect
Name Type Era Build Cost # Value Effect Type Worker Effect
Limit Limit
WOOD
Builder: Forester's House Place 0 2T 3W
Builder: Forester's House Mkt I 1X 2T 3W 2$ Build Production Building Farmer 2W Yearly
Contract: Forester's House ∞ I 1X 2T 2W
Beaver's Lodge ∞ I 1T 2W 1$ Production Building (Card) 1W Yearly
Pad Saw ∞ III 3T 4W 3$ Production Building (Card) 2W Yearly
Iron Axes ∞ IV 2W 1I 2 5$ Production (Card) Forester's Houses: +1W Yearly
Axe ∞ I 3W 1$ Resource (Card) +1W when getting Wood from a Place
Riverbank Grove Place 0 2 Resource +2W
Riverbank Forest Place II Resource +3W Replaces a Riverbank Grove (Era 0)
Riverbank Forest Place III Resource +3W Replaces a Riverbank Grove (Era 0)
Grove Place I 2 Resource +2W
Forest Place IV Resource +4W Replaces Grove (Era I)
*** Day Laborer Place 0 Resource +1W & +1$ Only used in Introductory Game in place of the Diplomat. Day Laborer also produces Money
Stone Axe ! I 2 Resource +4W
Guestroom ! I 2 Resource +2W & +2C Guestroom also produces Clay

CLAY
Builder: Hollow Place I 2T 3C
Contract: Hollow ! I 1X 2T 2C 2$ Build Production Building Farmer 1C Yearly
Builder: Hollow Mkt II 1X 2T 3C
Loam Hollow ∞ I 2T 2C 2$ Production Building(Card) 1C Yearly
Clay Hollow ∞ III 3T 4C 3$ Production Building (Card) 2C Yearly
Iron Shovels ∞ IV 2C 1I 2 5$ Production (Card) Hollows: +1C Yearly
Spade ∞ I 3C 1$ Resource (Card) +1C when getting Clay from a Place
Clay Delve Place I 2 Resource +2C
Clay Pocket Place II Resource +2C
Clay Pit Place III Resource +3C
Clay Pit Place IV Resource +3C Replaces Clay Delve (Era I)
Wooden Shovel ! I 2 Resource +3C
Guestroom ! I 2 Resource +2W & +2C Guestroom also produces Wood

PLANKS
Panel Saw ∞ II 2T 2P 2$ Production Refiner (Card) 1X 2W -> 1P Refines during Production Phase
Wood Saw ! I 2 Resource +2P
Wood Saw ! II 2 Resource +2P
Wood Saw ! III Resource +2P
Wood Saw ! IV Resource +2P
Joiner Place 0 Refiner 2W -> 1P
Joiner Place I Refiner 2W -> 1P
Joiner Mkt I Refiner 1X 2W -> 1P
Joiner Place II Refiner 2W -> 1P
Joiner Mkt II Refiner 2X 2W -> 1P
Joiner Mkt III Refiner 1X 3W -> 2P
Joiner Mkt IV Refiner 3X 2W -> 1P
Carpenter Place IV Refiner 1W -> 1P Replaces Joiner (Eras 0, I, II)
Handsaw ! I Refiner 2W -> 1P and/or 3W -> 2P
Ripsaw ! II Refiner 4X 1W -> 1P
Saw ! III Refiner 1W -> 1P
Saw ! IV Refiner 1W -> 1P

BRICKS
Kiln ∞ II 2T 2B 2$ Production Refiner (Card) 1X 2C -> 1B Refines during Production Phase
Ruin ! I 2 Resource +1B
Ruin ! II 2 Resource +1B
Ruin ! III Resource +1B
Ruin ! IV Resource +1B
Clayburner Place I Refiner 1W 2C -> 1B
Clayburner Mkt II Refiner 1X 1W 2C -> 1B
Clayburner Mkt III Refiner 1X 2C -> 1B
Clayburner Mkt IV Refiner 2X 2C -> 1B
Loamburner Place II Refiner 1W 1C -> 1B
Brickburner Place IV Refiner 1W 1C -> 2B Replaces Clayburner (Era I)
Clay Oven ! I Refiner 2X 1W 1C -> 1B
Stone Oven ! II Refiner 3X 1C -> 1B
Oven ! III Refiner 1C -> 1B
Oven ! IV Refiner 1C -> 1B
Build Effect
Name Type Era Build Cost # Value Effect Type Worker Effect
Limit Limit
ORE
Builder: Iron Mine Place II 2T 2P 3B
Contract: Iron Mine ! II 1X 2T 2P 2B 5$ Build Production Building Citizen 2O Yearly
Builder: Iron Mine Mkt III 1X 2T 2P 3B
Ore Tunnel ∞ II 2T 1P 2B 1O 3$ Production Building (Card) 1O Yearly
Iron Ore Mine ∞ IV 3T 2P 2B 4O 6$ Production Building (Card) 2O Yearly
Iron Pickaxe ∞ II 2O 2$ Resource (Card) +1O when getting Ore from a Place
Ore Pit Place II Resource +1O
Ore Pit Place IV Resource +1O
Ore Mine Place IV Resource +2O
Stone Pickaxe ! III Resource +2O
Stone Pickaxe ! IV Resource +2O

COAL
Charcoal Furnace ∞ III 2T 2Coal 3$ Production Refiner (Card) 1X 3W -> 1Coal Refines during Production Phase
Grill ! III Resource +1Coal
Grill ! IV 2 Resource +1Coal
Coalburner Place III Refiner 3W -> 1Coal
Coalburner Mkt III Refiner 1X 3W -> 1Coal
Coalburner Mkt IV Refiner 2X 3W -> 1Coal
Charburner Place IV Refiner 5W -> 2Coal
Charcoal Pile ! III Refiner 3W -> 1Coal
Charcoal Kiln ! IV Refiner 3X 2W -> 1Coal

IRON
Iron Smelter Place III Refiner 2O (6W/1Coal) -> 1I
Small Ironsmelter ! III Refiner 2X 1O 1Coal -> 1I
Large Ironsmelter ! III Refiner 2O (3W/1Coal) -> 1I
Ironsmelter ! IV Refiner 1O 1Coal -> 1I

TOOLS
Workshop ∞ II 2T 3C 2P 3$ Production Building (Card) 1T Yearly
Butchery ∞ III 3T 2P 2B 4$ Prod. & Sust. Building (Card) +1T & +1F Yearly Butchery also produces a Food
Market Stand ∞ IV 2T 1P 1B 2$ Alt. Market: Refiner (Card) Alt Market: 4Goods of any type -> 1T
Anvil ! I Resource & Refiner 1X +1T & 1W 1C -> 1T Refining is optional
Anvil ! II 2 Resource & Refiner 1X +1T & 1W 1C -> 1T Refining is optional
Blacksmith's Anvil ! III Resource +2T
Blacksmith's Anvil ! IV Resource +2T
Blacksmith Place II Refiner 1W 1O -> 2T
Ironsmith Place IV Refiner 1I (6W/1Coal) -> 6T Replaces Blacksmith (Era II)
Toolmaker ! II Refiner 2P -> 1T
Tool Trader ! III Refiner 1B -> 1T
Tool Trader ! IV Refiner 1Coal -> 1T
Altruist Embassy (Level IV) IV 14$ Prod. & Sust. Building (Emb.) 1F & 1F/1R & 1T Yearly Altruist Embassy (Level IV) also produces Food and/or Robes
Build Effect
Name Type Era Build Cost # Value Effect Type Worker Effect
Limit Limit
FOOD
Builder: Hunting Lodge Place 0 3T 2W 1C
Builder: Hunting Lodge Mkt I 1X 3T 2W 1C 3$ Build Sustenance Building Farmer 1F Yearly
Contract: Hunting Lodge ! I 1X 2T 2W 1C
Builder: Hunting Lodge -> Hunting Grounds Place III 3T 4W 2C
7$ Upgrade Sust. Building Citizen 3F Yearly. Farmer becomes unemployed. Immediately employ Citizen (pay sustenance) or lose buffer goods.
Contract: Hunting Lodge -> Hunting Grounds ! III 1X 3T 3W 1C
Butchery ∞ III 3T 2P 2B 4$ Prod. & Sust. Building (Card) +1T & +1F Yearly Butchery also produces a Tool
Vegetable Garden ∞ I 2T 1C 1P 2$ Sustenance Building (Card) 1F Yearly
Fruit Farm ∞ II 2T 1P 1B 2$ Sustenance Building (Card) 2F Yearly
Greenhouse ∞ IV 2T 1I 5$ Sustenance Building (Card) 4F Yearly
Slaughtering Blocks ∞ II 2T 2P 2B 3$ Sustenance (Card) Hunting Lodges: +1F Yearly
Baker Place I Sustainer 2F -> 1$ or +2F
Grand Baker Place II Sustainer 2F -> 1$ or +3F
Fireplace ! II Sustainer +2F
Cooking Hearth ! III Sustainer +4F
Altruist Embassy (Level II) II 4$ Sustenance Building (Emb.) 1F Yearly
Altruist Embassy (Level III) III 8$ Sustenance Building (Emb.) 1F & 1F/1R Yearly
Altruist Embassy (Level IV) IV 14$ Prod. & Sust. Building (Emb.) 1F & 1F/1R & 1T Yearly Altruist Embassy (Level IV) also produces a Tool

ROBES
Builder: Tailor Shop Place III 3T 2C 2B
Contract: Tailor Shop ! III 1X 3T 1C 2B 5$ Build Sustenance Building Citizen 1R Yearly
Builder: Tailor Shop Mkt IV 1X 3T 2C 2B
Builder: Tailor Shop -> Textile Mill Place IV 3T 3W 3P 1I
13$ Upgrade Sust. Building Merchant 3R Yearly. Citizen becomes unemployed. Immediately employ Merchant (pay sustenance) or lose buffer goods.
Contract: Tailor Shop -> Textile Mill ! IV 1X 3T 2W 2P 1I
Weaving Loom ∞ III 3T 1C 3P 1R 3$ Sustenance Building (Card) 1R Yearly
Weaving Machine ∞ IV 3T 4W 1I 6$ Sustenance Building (Card) 2R Yearly
Sewing Machines ∞ IV 2T 3P 2B 1I 8$ Sustenance (Card) Tailor Shops: +1R Yearly
Weaving Mill ∞ IV 2T 2C 3P 3$ Sustenance (Card) 1 Tailor Shop: +2R Yearly
Weaver Place III Sustainer 2R -> 1$ or +2R
Tailor Place IV Sustainer 2R -> 1$ or +3R
Needle and Thread ! III Sustainer +2R
Embroidery Machine ! IV Sustainer +4R

MONEY
Builder: Pub Place I 1T 1C 1B 1P 4$ Build Money Building Farmer 1$ Yearly
Builder: Theater Place II 2T 2C 2B 2P 6$ Build Money Building Citizen 2$ Yearly
Builder: Casino Place IV 3T 3C 2B 2I 10$ Build Money Building Merchant 3$ Yearly
Village Chapel ∞ II 1T 2P 2$ Money Building (Card) 1$ Yearly
Village Church ∞ IV 2T 2P 1B 3$ Money Building (Card) 2$ Yearly

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