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Gran
The Granary increases the Food Food production of all Farms in the city it is built in. It must be built within a city's economic radius and has two technology lines available for research:
  • Agronomics increases the effect of all Granaries and the Food Food production of Fishermen.
  • Healthcare decreases unit production time, increases unit vision range and increases the healing rate of units when garrisoned inside a building.

Without upgrades, a Granary increases the Food Food production of each Farm in the same city by 20% or 2 Food Food per 30 seconds. With the maximum of five Farms, the increase would be 10 Food Food. The Granary has no effect on the Food Food production of the city center itself or on rare resources within the economic radius.

Nation powers Edit

  • The Chinese Power of Culture: Get Healthcare technologies for free as soon as they are available.
  • The Egyptian Power of the Nile: Start with a free Granary and may build additional Granaries without fulfilling the technology requirements. They also get agronomics technologies for free, as soon as they are available. In addition to this, Egyptians may also build seven Farms instead of the usual five, thereby increasing the maximum effect of Granaries and the production rate of Food Food.
  • The German Power of Industry: Agronomic technologies are available earlier and at half cost. They also can build Granaries from the beginning of the game.
  • The Indian Power of Majesty: Granaries do not rise in cost.
  • The Lakota Power of the Plains: Cannot build Granaries and the ones captured are immediately destroyed. Because they cannot build granaries, they also do not benefit from its technologies.
  • The Maya Power of Architecture: Granaries have +25% hit points, are built 20% faster and costs 25% less Timber Timber.

See also Edit

  • Lumber Mill, increases Timber Timber production and researches Woodworking/Construction technologies
  • Smelter, increases Metal Metal production and researches Metallurgy/Supply technologies