Building Overview | Technologies | Game Strategies | CBP Version | History |
Agronomics[]
Technology | Cost | Requires | Effects |
---|---|---|---|
Agriculture |
150 150 |
Science 3 (Chemistry) | Granaries increase Food output of Farms by 50% Fishermen gather +50% Food |
Crop Rotation |
250 250 |
Science 4 (Laws of Nature) Agriculture |
Granaries increase Food output of Farms by 100% Fishermen gather +100% Food |
Food Industry |
450 450 |
Science 6 (Electronics) Crop Rotation |
Granaries increase Food output of Farms by 200% Fishermen gather +200% Food |
Healthcare[]
Healthcare technologies affects foot and mounted units by decreasing their production time and increasing their line of sight. Furthermore, the healing rate of units garrisoned inside a building is increased (this doesn't affect healing received from Supply Wagons or any self-healing rates).
Technology | Cost | Requires | Effects |
---|---|---|---|
Herbal Lore |
80 80 |
Classical Age Science 2 (Mathematics) |
Foot and mounted units' production time -10% and line of sight +2 Garrisoned units heal 1 hit points per second |
Medicine |
180 180 |
Gunpowder Age Science 3 (Chemistry) Herbal Lore |
Foot and mounted units' production time -20% and line of sight +4 Garrisoned units heal 1.5 hit points per second |
Pharmaceuticals |
350 350 |
Industrial Age Science 5 (Electricity) Medicine |
Foot and mounted units' production time -30% and line of sight +6 Garrisoned units heal 3 hit points per second |