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This article is about the Economy line of research
Description[]
By completing researches with the research adviser you can unlock new buildings, units, ships and special effects. To complete a research topic you need research points, which you can produce in the Academy.
The research topics are divided up into the five categories: Seafaring , Economy , Science , Military and Mythology
Researches[]
Conservation[]
We have learned how to store our resources well protected and in the long term. Also a part of our resources is safe from pirates and other villains who want to steal from us. | |
Cost: | 12 |
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Effect: | Allows: Construction of Warehouse's. |
Requirement(s): | None |
Pulley[]
A brilliant idea: A rope that is pulled over a roll gives a simple man the strength of Hercules. So now our workers can lift up huge blocks of stone on their own and construct our buildings even faster! | |
Cost: | 24 |
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Effect: | Allows: Reduction in building costs by - 2%.
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Requirement(s): | Conservation ( Economy ) |
Wealth[]
The earth is full of valuable treasures! We have learned how to mine sulphur and crystal glass and how to chisel marble off rocks. We are also growing wonderful vines on the fertile land on our hills which produce delicious wine! A new era of prosperity will dawn on us when we start using these treasures. We can then sell goods at a Trading post and buy what we need from foreign traders. | |
Cost: | 112 |
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Effect: | Allows:
Allows: Expansion ( Seafaring ) |
Requirement(s): | Pulley ( Economy ) |
Wine Culture[]
A happy population needs festivals in which they can spend hours reveling and drinking our fantastic free-flowing wine. Dionysos loves seeing us enjoying what he has given us! | |
Cost: | 336 |
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Effect: | Allows: Construction of Tavern's. |
Requirement(s): | Wealth ( Economy ) Well Construction / Well Digging ( Science ) |
Improved Resource Gathering[]
Some time has passed since we learned how to use the treasures of our island for our needs. We should now educate our workers and let every forest, quarry or vineyard, every sulphur pit or crystal mine administer by men who are not only strong but also skillful. This way we will gather even more income and our civilization will get richer than ever! | |
Cost: | 1,204 |
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Effect: | Allows: Construction of Resource Production Building's:
Allows: Market ( Seafaring ) |
Requirement(s): | Wine Culture ( Economy ) Expansion ( Seafaring ) |
Geometry[]
Right angles, triangles, circles – a few bright minds can calculate how we can construct our buildings even better and more beautiful. And soon our towns will serve as examples for the whole world! | |
Cost: | 2,236 |
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Effect: | Allows: Reduction in building costs by - 4%.
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Requirement(s): | Improved Resource Gathering ( Economy ) |
Architecture[]
A good house can withstand the harshest elements. It can withstand them even better when a bright mind takes care of it with many drawings and a little mathematics before hand, so that all walls are straight and the roof is tight. Thanks to angle and compass our buildings will be much more stable and well protected from the rain. An Architect's Office would spare us much marble, just think about the savings constructing a new building! | |
Cost: | 3,672 |
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Effect: | Allows: Construction of Architect's Office's to decrease consumption. |
Requirement(s): | Geometry ( Economy ) Polytheism ( Science ) |
Holiday / Relaxation Holiday[]
A worker who has had a good rest is much more eager to work than an exhausted one. That's why every citizen should have one day off per week. This will make all our citizens happier! | |||||||||||||||||||||||||||||
Cost: | 7,200 | ||||||||||||||||||||||||||||
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Effect: | Allows:
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Requirement(s): | Architecture ( Economy ) | ||||||||||||||||||||||||||||
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Law / Legislation[]
We think it's a good idea to define the rules of living together on paper. This means that every island inhabitant can look up what's allowed and what isn't - meaning they'll be no more room for excuses! | |
Cost: | 8,242 |
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Effect: | Allows: Nomocracy form of Government. |
Requirement(s): | Holiday / Relaxation Holiday ( Economy ) Ink ( Science ) |
Culinary Specialities / Culinary Specialties[]
Our culture is truly rich in delicious treats! If we have cooks joining our soldiers in battle it won't take more than the smell, that reminds them of their home kitchens, to strengthen their fighting spirit. And it shouldn't be forgotten, that a hearty meal has always brought a man back onto his feet. And of course a cook has a sharp knife he can jump in to the fight with. | |
Cost: | 10,764 |
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Effect: | Allows: Training of Cook's in the Barracks. |
Requirement(s): | Law / Legislation ( Economy ) Market ( Seafaring ) |
Helping Hands[]
If our citizens help out a little underground instead of tanning themselves on the beach, we'll get more raw materials and they'll get less sunburn. There's always a need for help down the mines (crystal mine, sulphur pit and quarry), saw mills and vineyards. | |
Cost: | 19,908 |
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Effect: | |
Requirement(s): | Culinary Specialties ( Economy )
Cultural Exchange ( Science ) |
Spirit Level[]
Water is always even. We should use this knowledge so that our buildings become even, too! Our town will become even more beautiful and we will use less stone and wood for constructing our buildings! | |
Cost: | 25,632 |
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Effect: | Reduces building costs by - 8%.
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Requirement(s): | Helping Hands ( Economy ) |
Wine Cellars / Wine Press House[]
What an event those annual wine feasts are! The whole town is up on its feet when the best grapes are stomped into wine and when the liquid gold splashes around, the kids have their most fun! With a Wine Press though, handled by an experienced wine maker, we would lose much less. The winemaker could also care for a proper storage that allows us to let the wine age and mature well! | |
Cost: | 48,000 |
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Effect: | Allows: Construction of Wine Press'es. |
Requirement(s): | Spirit Level ( Economy ) |
Depot / Waste Dump []
As our Warehouses cannot handle the increasing amount of goods, we will need alternatives in the long run. Advanced methods of sealed tarpaulins and covers should enable us to store large amounts of goods in the open air. | |
Cost: | 48,000 |
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Effect: | Allows: Construction of Dump's. |
Requirement(s): | Wine Cellars / Wine Press House ( Economy ) |
Soldier Exchange[]
Our battle-tested warriors in their shiny armour, and our progressive war machines have become legendary. Now it's time to make a profit from them. Other leaders will be eager to purchase these troops. | |
Cost: | 56,000 |
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Effect: | Allows: Construction of Black Market's. |
Requirement(s): | Depot / Waste Dump ( Economy ) |
Bureaucracy[]
Now our Palace has even more shelves, boxes and drawers, even more piles of records and forms and clerks who can understand it all. Finally we can afford to build and administer another building in our towns! | ||||||
Cost: | 106,560 | |||||
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Effect: |
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Requirement(s): | Soldier Exchange ( Economy ) |
Utopia[]
Our citizens are living in wealth and prosperity. They are happy and healthy and have very little to worry about. Yes, one could say we are living in one of those places that you can only find in the scriptures from one of the great philosophers. | |||||||||||||||||||||||||||||
Cost: | 241,200 | ||||||||||||||||||||||||||||
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Effect: | Allows:
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Requirement(s): | Bureaucracy ( Economy ) Massive Ram ( Seafaring ) Letter Chute ( Science ) Gunpowder ( Military ) | ||||||||||||||||||||||||||||
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Economic Future's[]
Our citizens live in wealth and the marketplace is spilling over with delicacies from all over the world! The streets are clean and developed, this way the building material reaches the building site quicker. | |||||||||||||||||||||||||||||
Cost: | 532,800 x level | ||||||||||||||||||||||||||||
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Effect: | Allows:
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Requirement(s): | Offshore Base ( Seafaring )
Utopia ( Economy ) The Archimedic Principle / The Archimedean Principle ( Science ) Canon Casting / Cannon Casting ( Military ) | ||||||||||||||||||||||||||||
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Levels 1 through 25[]
Level | Cost | Effect | Requirement |
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1 | 532,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 285 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 320 |
Offshore Base ( Seafaring )
Utopia ( Economy ) The Archimedic Principle / The Archimedean Principle ( Science ) Canon Casting / Cannon Casting ( Military ) |
2 | 1,065,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 295 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 340 |
1st Level ( Economy ) |
3 | 1,598,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 305 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 360 |
2nd Level ( Economy ) |
4 | 2,131,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 315 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 380 |
3rd Level ( Economy ) |
5 | 2,664,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 325 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 400 |
4th Level ( Economy ) |
6 | 3,196,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 335 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 420 |
5th Level ( Economy ) |
7 | 3,729,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 345 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 440 |
6th Level ( Economy ) |
8 | 4,262,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 355 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 460 |
7th Level ( Economy ) |
9 | 4,795,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 365 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 480 |
8th Level ( Economy ) |
10 | 5,328,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 375 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 500 |
9th Level ( Economy ) |
11 | 5,860,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 385 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 520 |
10th Level ( Economy ) |
12 | 6,393,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 395 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 540 |
11th Level ( Economy ) |
13 | 6,926,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 405 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 560 |
12th Level ( Economy ) |
14 | 7,459,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 415 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 580 |
13th Level ( Economy ) |
15 | 7,992,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 425 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 600 |
14th Level ( Economy ) |
16 | 8,524,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 435 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 620 |
15th Level ( Economy ) |
17 | 9,057,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 445 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 640 |
16th Level ( Economy ) |
18 | 9,590,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 455 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 660 |
17th Level ( Economy ) |
19 | 10,123,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 465 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 680 |
18th Level ( Economy ) |
20 | 10,656,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 475 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 700 |
19th Level ( Economy ) |
21 | 11,188,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 485 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 720 |
20th Level ( Economy ) |
22 | 11,721,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 495 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 740 |
21st Level ( Economy ) |
23 | 12,254,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 505 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 760 |
22nd Level ( Economy ) |
24 | 12,787,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 515 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 780 |
23rd Level ( Economy ) |
25 | 13,320,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 525 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 800 |
24th Level ( Economy ) |
Level | Cost | Effect | Requirement |
Possible FUTURE Levels 26 through 43[]
Level | Cost | Effect | Requirement |
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Possible Future Levels | |||
26 | 13,852,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 535 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 820 |
25th Level ( Economy ) |
27 | 14,385,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 545 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 840 |
26th Level ( Economy ) |
28 | 14,918,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 555 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 860 |
27th Level ( Economy ) |
29 | 15,451,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 565 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 880 |
28th Level ( Economy ) |
30 | 15,984,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 575 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 900 |
29th Level ( Economy ) |
31 | 16,516,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 585 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 920 |
30th Level ( Economy ) |
32 | 17,049,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 595 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 940 |
31st Level ( Economy ) |
33 | 17,582,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 605 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 960 |
32nd Level ( Economy ) |
34 | 18,115,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 615 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 980 |
33rd Level ( Economy ) |
35 | 18,648,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 625 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,000 |
34th Level ( Economy ) |
36 | 19,180,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 635 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,020 |
35th Level ( Economy ) |
37 | 19,713,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 645 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,040 |
36th Level ( Economy ) |
38 | 20,246,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 655 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,060 |
37th Level ( Economy ) |
39 | 20,779,200 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 665 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,080 |
38th Level ( Economy ) |
40 | 21,312,000 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 675 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,100 |
39th Level ( Economy ) |
41 | 21,844,800 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 685 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,120 |
40th Level ( Economy ) |
42 | 22,377,600 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 695 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,140 |
41st Level ( Economy ) |
43 | 22,910,400 | Increases happiness by + 10 in every town Capital: Museum bonus + Tavern bonus + 705 Increases housing spaces by + 20 in every town Capital: Town hall capacity + 1,160 |
42nd Level ( Economy ) |
Level | Cost | Effect | Requirement |
Other Economy researches
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