| Age of Piracy Civilopedia | ||||||||||||
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| City Improvements | ||||||||||||
| Amusement Park | ||||||||||||
| The first electrically powered rides provided
an unprecedented thrill to visitors. +1 happiness. Requires:
Alternating Current |
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| Artisan's Guild | ||||||||||||
| An organization that nurtures and protects
artists working in all mediums. Requires:
Art |
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| Bank | ||||||||||||
| Increases tax revenue produced in its city by
50%, in addition to any marketplace benefit. You must have a Marketplace to
build a Bank. Less expensive for commercial civilizations.
Requires:
Banking |
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| Barracks | ||||||||||||
| Produces veteran ground units instead of
regulars and heals ground units completely in one turn. A city with a
Barracks can be used to upgrade ground units. Less expensive for
militaristic civilizations. Requires:
none |
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| Capitol | ||||||||||||
| The Capitol marks the seat of government for
your empire. It eliminates corruption/waste within the city, and decreases
it in nearby cities. Each civilization can have only one Capitol at a time.
But each civilization can also build the Colonial Capitol. Has no
maintenance cost. Requires:
none |
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| Cathedral | ||||||||||||
| Produces three content faces, making three
unhappy citizens content. Less expensive for religious civilizations.
Requires:
Theology |
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| Coastal Defense Works | ||||||||||||
| Protects city from naval attack using mines
and large underwater obstacles. Twice as powerful as a coastal fortress.
Causes damage to any ship passing through two squares adjacent to the city.
Less expensive for militaristic civilizations. Requires:
Naval Superstructures |
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| Coastal Fortress | ||||||||||||
| Protects city from naval attack. Causes
damage to any ship passing through two squares adjacent to the city. Has no
maintenance cost. Less expensive for militaristic civilizations.
Requires:
Ductile Casting (plus Iron and
Saltpeter) |
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| Courthouse | ||||||||||||
| Decreases corruption in its city and makes
the city more resistant to propaganda. Less expensive for militaristic,
expansionist, and religious civilizations. Requires:
none |
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| Cruiseship Tours | ||||||||||||
| Increases culture by facilitating
international sea travel. Requires:
Frame Construction |
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| Gas Lighting | ||||||||||||
| Provides lighting to make streets safer.
Facilitates work after sunset. +1 production. Reduces corruption. Less
expensive for industrious civilizations. Requires:
Chemistry |
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| Gold Mine | ||||||||||||
| Produces a unit of gold treasure every 25
turns. Treasure units represent the wealth of the world. Once seized by any
land or sea unit, they can be escorted back to your capital city. Upon
arrival, they add 200 gold to your treasury. Increases by 50% the happiness
created by luxuries (within the city). This effect is only seen when you
direct some tax revenue into luxuries. Less expensive for industrious and
commercial civilizations. Requires:
Mining (plus Gold) |
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| Granary | ||||||||||||
| Effectively doubles the rate of a city's
growth by causing only half of a city's food store to be depleted when the
city grows. Less expensive for expansionist and agricultural civilizations.
Requires:
none |
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| Harbor | ||||||||||||
| Coastal, sea, and ocean squares produce one
extra food. Less expensive for expansionist and seafaring civilizations.
Requires:
none |
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| Hospital | ||||||||||||
| A city with a Hospital can grow beyond
population 12. You must have a population of 7 or higher to build a
hospital. Less expensive for scientific civilizations.
Requires:
Medicine |
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| Incandescent Lighting | ||||||||||||
| Dramatically improves worker productivity in
darkened spaces and after sunset. +2 production. Requires Gas Lighting. Less expensive for industrious civilizations. Requires:
Alternating Current |
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| International Market | ||||||||||||
| Serves as a domestic distribution point for
overseas goods. Requires a Trading Port. Increases by 50% the happiness
created by luxuries (within the city). This effect is only seen when you
direct some tax revenue into luxuries. Less expensive for commercial
civilizations. Requires:
International Trade |
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| Ironworks | ||||||||||||
| A factory that produces iron tools and
equipment. An Ironworks increases shield production in its city by +3. Less
expensive for industrious civilizations. Requires:
Metallurgy |
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| Library | ||||||||||||
| A city with a Library produces 50% more
scientific research than it would without one. Less expensive for scientific
civilizations. Requires:
Printing |
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| Marketplace | ||||||||||||
| Increases tax revenue allocated to the
treasury by 50%. It also increases the number of happy faces produced by
luxuries as per the following list: 1 luxury = 1 happy face 2 luxuries = 2 happy faces 3 luxuries = 4 happy faces 4 luxuries = 6 happy faces 5 luxuries = 9 happy faces 6 luxuries = 12 happy faces 7 luxuries = 16 happy faces 8 luxuries = 20 happy faces Less expensive for commercial civilizations. Requires:
none |
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| Museum | ||||||||||||
| Serves to preserve the heritage of a
civilization. Less expensive for scientific civilizations.
Requires:
Education |
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| Opera House | ||||||||||||
| Promotes culture through music and song.
Requires:
Music |
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| Playhouse | ||||||||||||
| Promotes culture through the performance of
plays. Requires:
Drama |
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| Printing Press | ||||||||||||
| A cost-effective and vitally important method
of spreading culture through the written word. Requires:
Printing |
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| Prison | ||||||||||||
| Reduces corruption by incarcerating the
criminal element. Reduces war weariness by keeping the streets safer while
soldiers are away fighting. Requires:
Rehabilitation |
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| Public Gardens | ||||||||||||
| A place of beauty for the public to enjoy.
The predecessor to modern parks. +2 happiness. Less expensive for agricultural civilizations.
Requires:
Engineering |
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| Radio Station | ||||||||||||
| Broadcasts music, news, and radio plays to
the masses. +1 happiness. Less expensive for scientific civilizations.
Requires:
Radio |
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| Rail Station | ||||||||||||
| Encourages travel along railroads, increasing
production and regional cultural exchange. +1 production.
Requires:
Railroads |
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| Red Light District | ||||||||||||
| An area of town designated for prostitution
and other marginalized recreational activities. A Red Light District
produces one content face, making one unhappy citizen content. Has no
maintenance cost. Requires:
none |
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| River Mill | ||||||||||||
| Utilizes a paddlewheel to draw power from a
flowing river. Mills can be used for sawing wood, grinding wheat, and other
useful tasks. +2 production. A city must have a river within its radius to
build a River Mill. Less expensive for industrious and agricultural
civilizations. Requires:
Engineering |
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| Salon | ||||||||||||
| A place to enjoy stimulating intellectual and
artistic discourse. (Not a place to get your hair cut!) Has no maintenance
cost. Requires:
Fine Arts |
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| Sewer System | ||||||||||||
| A large-scale system for managing a city's
human waste. +1 happiness. Eliminates pollution caused by population. Less
expensive for industrious civilizations. Requires:
Engineering |
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| Shipyard | ||||||||||||
| A large-scale facility for the building and
maintenance of naval vessels. Produces veteran sea units. Repairs damaged
ships in one turn. Less expensive for militaristic and seafaring
civilizations. Requires:
Naval Architecture |
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| Slave Market | ||||||||||||
| Promotes the unpleasant but historical
practice of slavery. +3 production. Reduces war weariness by providing
manual labor on the home front. -1 happiness. Warning: periods of civil
disorder can produce violent slave rebellions. Requires:
none |
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| Steam Printing Press | ||||||||||||
| A steam-powered printing press capable of
distributing the written word to the masses. Requires a Printing Press.
Requires:
Steam Power |
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| Steam Traction Plant | ||||||||||||
| A factory that produces steam-powered
equipment and vehicles used in agriculture, mining, and construction. +2
production. +1 happiness (less manual labor now required). Less expensive
for industrious and agricultural civilizations. Requires:
Mechanized Agriculture |
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| Steelworks | ||||||||||||
| A factory that produces steel tools and
equipment. A Steelworks increases shield production in its city by +4.
Requires an Ironworks. Less expensive for industrious civilizations.
Requires:
Steel |
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| Trading Port | ||||||||||||
| A Trading Port is a link in the trade
network, allowing luxuries and strategic resources to be traded to other
Trading Ports. Boosts revenue by increasing trade in water. Less expensive
for seafaring, expansionist, and commercial civilizations.
Requires:
Navigation |
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| University | ||||||||||||
| The University increases the scientific
research in its city by 50%. This is in addition to any Library benefits
already in place. You must have a Library in the city in order to build an
University. Less expensive for scientific civilizations.
Requires:
Education |
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| Walls | ||||||||||||
| Walls provide a 50% defensive bonus to land
units within (when attacked by other non-ranged land units). Has no
maintenance cost. Less expensive for militaristic civilizations.
Requires:
none |
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| Waterworks | ||||||||||||
| A city with a Waterworks can grow beyond a
population of 6. Less expensive for industrious and agricultural
civilizations. Requires:
Engineering |
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| Wealth | ||||||||||||
| Wealth causes eight shields to be converted
into one gold. When your civilization learns Economics the ratio is four
shields to one gold. Requires:
Banking |
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| Whale Oil Factory | ||||||||||||
| Processes whale oil (a predecessor to crude
oil) gathered by whaling ships. +2 production. Can only be built in coastal cities. Less expensive for seafaring and industrious civilizations. Requires:
Commercial Whaling |
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