Ikariam
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/>'''Capital:''' [[Building:Town hall|Town hall capacity]] +'''320'''<br
 
/>'''Capital:''' [[Building:Town hall|Town hall capacity]] +'''320'''<br
 
/>'''Colony:''' [[Building:Town hall|Town hall capacity]] +'''70'''
 
/>'''Colony:''' [[Building:Town hall|Town hall capacity]] +'''70'''
| [[Research:Utopia|Utopia]] ({{Eco}})
+
| [[Utopia]] ({{Eco}})
---- [[Research:Canon Casting|Canon Casting<br />(Cannon Casting)]] ({{Mil}})
+
---- [[Canon Casting]] ({{Mil}})
---- [[Research:The Archimedic Principle|The&nbsp;Archimedic&nbsp;Principle<br />(The&nbsp;Archimedean&nbsp;Principle)]] ({{Sci}})
+
---- [[The Archimedic Principle]] ({{Sci}})
---- [[Research:Mortar Attachment|Mortar Attachment]] ({{Sea}})
+
---- [[Offshore Base]] ({{Sea}})
 
|-
 
|-
 
| class=title3 | [[Research:Economic Future (Level 2)|2]] || {{RP|{{#expr:(532800*2)}}}}
 
| class=title3 | [[Research:Economic Future (Level 2)|2]] || {{RP|{{#expr:(532800*2)}}}}

Revision as of 03:26, 29 October 2012


Economy

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 four categories:

 Economy ,  Military ,  Science  and  Seafaring 

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 12 Research Point(s)
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 24 Research Point(s)
Effect:
Allows: Reduction in building costs by - 2%.
Cumulative with Reduction Building's - (0 – 32)%.
  • Producing an approximated minimum reduction of - (2 – 34)%.
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: 112 112 Research Point(s)
Effect:
Allows:
  1. Construction of Trading post's.
  2. Production of Luxury Good's.
  • Gives: 130 130 wine 130 130 marble 130 130 crystal glass 130 130 sulphur/sulfur
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: 336 336 Research Point(s)
Effect: Allows: Construction of Tavern's.
Requirement(s): Wealth ( Economy )
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 1,204 Research Point(s)
Effects: Allows: Construction of Resource Production Building's:
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 2,236 Research Point(s)
Effect:
Allows: Reduction in building costs by - 4%.
Cumulative with Pulley - 2%.
Cumulative with Reduction Building's - (0 – 32)%.
  • Producing an approximated minimum reduction of - (6 – 38)%.
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 3,672 Research Point(s)
Effect: Allows: Construction of Architect's Office's to decrease Marble consumption.
Requirement(s): Geometry ( Economy )
Invention ( Science )

Holiday (Relaxation Holiday)

Research:Holiday/Description
Cost: 7,200 7,200 Research Point(s)
Effect: Research:Holiday/Effects
Requirement(s): Architecture ( Economy )
Notes about various Governmental effects:
Government How it affects your cities
Anarchy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Anarchy + Xenocracy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Aristocracy Reduces happiness by 3% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.97
Aristocracy + Xenocracy Reduces happiness by 1.5% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.985
Democracy Increases happiness by 75 in all cities
(Total happiness + research bonus) +75
Democracy + Xenocracy Increases happiness by 37.5 in all cities
(Total happiness + research bonus) +37.5
Dictatorship Reduces happiness by 75 in all cities
(Total happiness + research bonus) -75
Dictatorship + Xenocracy Reduces happiness by 37.5 in all cities
(Total happiness + research bonus) -37.5
Oligarchy Reduces happiness by 3% due to corruption in all cities
(Total happiness + research bonus) x 0.97
Oligarchy + Xenocracy Reduces happiness by 1.5% due to corruption in all cities
(Total happiness + research bonus) x 0.985
Theocracy Increases happiness by your Island conversion rate x 2 (+150 max)
(Total happiness + research bonus) + (Island conversion rate x 2)
Reduces happiness by 20 in each city without a Temple
(Total happiness + research bonus) -20
Theocracy + Xenocracy Increases happiness by your Island conversion rate (+75 max)
(Total happiness + research bonus) + Island conversion rate
Reduces happiness by 10 in each city without a Temple
(Total happiness + research bonus) -10
- Xenocracy occurs when your Capital is occupied and it:
  1. Reduces all advantages by ½
  2. Reduces all disadvantages by ½
  3. Does not affect Anarchy's corruption

- Governmental corruption:
  1. Is removable if you increase your Palace/Governor's Residence up 1 level above what is normally required
  2. Is a fixed amount unlike normal corruption which varies depending your Governor's Residence levels
  3. Adds to normal corruption (100% max)
  4. Can appear in your Capital and Colonies unlike normal corruption, which only appears in colonies

Legislation (Law)

Research:Legislation/Description
Cost: 8,242 8,242 Research Point(s)
Effect: Research:Legislation/Effects
Requirement(s): Holiday (Relaxation Holiday) ( Economy )

Culinary Specialties (Culinary Specialities)

Research:Culinary Specialties/Description
Cost: 10,764 10,764 Research Point(s)
Effect: Research:Culinary Specialties/Effects
Requirement(s): Legislation (Law) ( 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 19,908 Research Point(s)
Effect:
Allows: Overloading of resources.
  • You can assign up to 50% extra manpower to work, but each worker, being unskilled, is only 25% (0.25) as effective. (i.e. You can boost resource production by 12.5% [0.125]).
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 25,632 Research Point(s)
Effect:
Reduces building costs by - 8%.
Cumulative with Pulley's - 2%.
Cumulative with Geometry's - 4%.
Cumulative with Reduction Building's - (0 – 32)%.
  • Producing an approximated reduction of - (14 – 46)%.
Requirement(s): Helping Hands ( Economy )

Wine Cellars (Wine Press House)

Research:Wine Cellars/Description
Cost: 48,000 48,000 Research Point(s)
Effect: Research:Wine Cellars/Effects
Requirement(s): Spirit Level ( Economy )

Waste Dump (Depot)

Research:Waste Dump/Description
Cost: 48,000 48,000 Research Point(s)
Effect: Research:Waste Dump/Effects
Requirement(s): Wine Cellars (Wine Press House) ( Economy )

Bureaucracy


Economy
Economy
Economy research
Research Points:
Requires: 106,560 106,560 Research Point(s)
Accumulated: ( 337,516 337,516 Research Point(s))
Requires:
 Economy : Soldier Exchange (Research)
Allows:
 Economy : Utopia (Research)


Additional building ground in all towns
Scores:
Scientists (Accumulated)
2,131 (6,750)
Levels of research:
4

Description

Economy/Description

Effects

Economy/Effects

Total score & Scientists

All researches give you 0.02 Scientists points for every 1 Research Point(s) spent on any of them.  This is added to your Total score points.

  • This means that you will earn 1 Scientists & Total score point for every 50 50 Research Point(s) you spend.

Levels of research

You will earn 4 Levels of research points for every research you complete, no matter how many  Research Point(s) are required to complete it or which group it belongs to.

Other Economy researches



Cost: 106,560 106,560 Research Point(s)
Effect: Allows: Usage of the additional building space in all towns
Requirement(s): Waste Dump (Depot) ( Economy )

Utopia

Warning: Display title "Utopia" overrides earlier display title "Bureaucracy".
Economy
Economy
Economy research
Research Points:
Requires: 241,200 241,200 Research Point(s)
Accumulated: ( 578,716 578,716 Research Point(s))
Requires:
 Seafaring : Massive Ram (Research)
 Economy : Bureaucracy (Research)
 Science : Letter Chute (Research)
 Military : Gunpowder (Research)
Allows:
 Seafaring : Seafaring Future(s) (Research)
 Economy : Economic Future(s) (Research)


+200 happiness in the Capital
+200 housing spaces in the Capital
 Science : Scientific Future(s) (Research)
 Military : Militaristic Future(s) (Research)
Scores:
Scientists (Accumulated)
4,824 (11,574)
Levels of research:
4

Description

Economy/Description

Effects

Economy/Effects

Total score & Scientists

All researches give you 0.02 Scientists points for every 1 Research Point(s) spent on any of them.  This is added to your Total score points.

  • This means that you will earn 1 Scientists & Total score point for every 50 50 Research Point(s) you spend.

Levels of research

You will earn 4 Levels of research points for every research you complete, no matter how many  Research Point(s) are required to complete it or which group it belongs to.

Other Economy researches



Cost: 241,200 241,200 Research Point(s)
Effect: Increases happiness in the Capital by 200
Capital: Museum bonus + Tavern bonus +275
Colony: Museum bonus + Tavern bonus +25
Increases housing capacity in the Capital by 200
Capital: Town hall capacity +300
Colony: Town hall capacity +50
Requirement(s): Bureaucracy ( Economy )
Gunpowder ( Military )
Letter Chute ( Science )
Diplomacy ( Seafaring )
Notes about various Governmental effects:
Government How it affects your cities
Anarchy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Anarchy + Xenocracy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Aristocracy Reduces happiness by 3% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.97
Aristocracy + Xenocracy Reduces happiness by 1.5% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.985
Democracy Increases happiness by 75 in all cities
(Total happiness + research bonus) +75
Democracy + Xenocracy Increases happiness by 37.5 in all cities
(Total happiness + research bonus) +37.5
Dictatorship Reduces happiness by 75 in all cities
(Total happiness + research bonus) -75
Dictatorship + Xenocracy Reduces happiness by 37.5 in all cities
(Total happiness + research bonus) -37.5
Oligarchy Reduces happiness by 3% due to corruption in all cities
(Total happiness + research bonus) x 0.97
Oligarchy + Xenocracy Reduces happiness by 1.5% due to corruption in all cities
(Total happiness + research bonus) x 0.985
Theocracy Increases happiness by your Island conversion rate x 2 (+150 max)
(Total happiness + research bonus) + (Island conversion rate x 2)
Reduces happiness by 20 in each city without a Temple
(Total happiness + research bonus) -20
Theocracy + Xenocracy Increases happiness by your Island conversion rate (+75 max)
(Total happiness + research bonus) + Island conversion rate
Reduces happiness by 10 in each city without a Temple
(Total happiness + research bonus) -10
- Xenocracy occurs when your Capital is occupied and it:
  1. Reduces all advantages by ½
  2. Reduces all disadvantages by ½
  3. Does not affect Anarchy's corruption

- Governmental corruption:
  1. Is removable if you increase your Palace/Governor's Residence up 1 level above what is normally required
  2. Is a fixed amount unlike normal corruption which varies depending your Governor's Residence levels
  3. Adds to normal corruption (100% max)
  4. Can appear in your Capital and Colonies unlike normal corruption, which only appears in colonies

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: 532,800 532,800 Research Point(s) x Level
Effect: Increases happiness by 10 in every town per level
Capital: Museum bonus + Tavern bonus +285 up to +525
Colony: Museum bonus + Tavern bonus +35 up to +275
Increases housing spaces by 20 in every town per level
Capital: Town hall level +320 up to +800
Colony: Town hall level +70 up to +550
Notes about various Governmental effects:
Government How it affects your cities
Anarchy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Anarchy + Xenocracy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Aristocracy Reduces happiness by 3% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.97
Aristocracy + Xenocracy Reduces happiness by 1.5% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.985
Democracy Increases happiness by 75 in all cities
(Total happiness + research bonus) +75
Democracy + Xenocracy Increases happiness by 37.5 in all cities
(Total happiness + research bonus) +37.5
Dictatorship Reduces happiness by 75 in all cities
(Total happiness + research bonus) -75
Dictatorship + Xenocracy Reduces happiness by 37.5 in all cities
(Total happiness + research bonus) -37.5
Oligarchy Reduces happiness by 3% due to corruption in all cities
(Total happiness + research bonus) x 0.97
Oligarchy + Xenocracy Reduces happiness by 1.5% due to corruption in all cities
(Total happiness + research bonus) x 0.985
Theocracy Increases happiness by your Island conversion rate x 2 (+150 max)
(Total happiness + research bonus) + (Island conversion rate x 2)
Reduces happiness by 20 in each city without a Temple
(Total happiness + research bonus) -20
Theocracy + Xenocracy Increases happiness by your Island conversion rate (+75 max)
(Total happiness + research bonus) + Island conversion rate
Reduces happiness by 10 in each city without a Temple
(Total happiness + research bonus) -10
- Xenocracy occurs when your Capital is occupied and it:
  1. Reduces all advantages by ½
  2. Reduces all disadvantages by ½
  3. Does not affect Anarchy's corruption

- Governmental corruption:
  1. Is removable if you increase your Palace/Governor's Residence up 1 level above what is normally required
  2. Is a fixed amount unlike normal corruption which varies depending your Governor's Residence levels
  3. Adds to normal corruption (100% max)
  4. Can appear in your Capital and Colonies unlike normal corruption, which only appears in colonies

1 - 5

Level Cost Effect Requirement
1 532,800 532,800 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +285
Colony: Museum bonus + Tavern bonus +35
Increases housing spaces by 20 in every town
Capital: Town hall capacity +320
Colony: Town hall capacity +70
Utopia ( Economy )
Canon Casting ( Military )
The Archimedic Principle ( Science )
Offshore Base ( Seafaring )
2 1,065,600 1,065,600 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +295
Colony: Museum bonus + Tavern bonus +45
Increases housing spaces by 20 in every town
Capital: Town hall capacity +340
Colony: Town hall capacity +90
Level 1 ( Economy )
3 1,598,400 1,598,400 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +305
Colony: Museum bonus + Tavern bonus +55
Increases housing spaces by 20 in every town
Capital: Town hall capacity +360
Colony: Town hall capacity +110
Level 2 ( Economy )
4 2,131,200 2,131,200 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +315
Colony: Museum bonus + Tavern bonus +65
Increases housing spaces by 20 in every town
Capital: Town hall capacity +380
Colony: Town hall capacity +130
Level 3 ( Economy )
5 2,664,000 2,664,000 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +325
Colony: Museum bonus + Tavern bonus +75
Increases housing spaces by 20 in every town
Capital: Town hall capacity +400
Colony: Town hall capacity +150
Level 4 ( Economy )
Level Cost Effect Requirement

6 - 10

Level Cost Effect Requirement
6 3,196,800 3,196,800 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +335
Colony: Museum bonus + Tavern bonus +85
Increases housing spaces by 20 in every town
Capital: Town hall capacity +420
Colony: Town hall capacity +170
Level 5 ( Economy )
7 3,729,600 3,729,600 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +345
Colony: Museum bonus + Tavern bonus +95
Increases housing spaces by 20 in every town
Capital: Town hall capacity +440
Colony: Town hall capacity +190
Level 6 ( Economy )
8 4,262,400 4,262,400 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +355
Colony: Museum bonus + Tavern bonus +105
Increases housing spaces by 20 in every town
Capital: Town hall capacity +460
Colony: Town hall capacity +210
Level 7 ( Economy )
9 4,795,200 4,795,200 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +365
Colony: Museum bonus + Tavern bonus +115
Increases housing spaces by 20 in every town
Capital: Town hall capacity +480
Colony: Town hall capacity +230
Level 8 ( Economy )
10 5,328,000 5,328,000 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +375
Colony: Museum bonus + Tavern bonus +125
Increases housing spaces by 20 in every town
Capital: Town hall capacity +500
Colony: Town hall capacity +250
Level 9 ( Economy )
Level Cost Effect Requirement

11 - 15

Level Cost Effect Requirement
11 5,860,800 5,860,800 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +385
Colony: Museum bonus + Tavern bonus +135
Increases housing spaces by 20 in every town
Capital: Town hall capacity +520
Colony: Town hall capacity +270
Level 10 ( Economy )
12 6,393,600 6,393,600 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +395
Colony: Museum bonus + Tavern bonus +145
Increases housing spaces by 20 in every town
Capital: Town hall capacity +540
Colony: Town hall capacity +290
Level 11 ( Economy )
13 6,926,400 6,926,400 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +405
Colony: Museum bonus + Tavern bonus +155
Increases housing spaces by 20 in every town
Capital: Town hall capacity +560
Colony: Town hall capacity +310
Level 12 ( Economy )
14 7,459,200 7,459,200 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +415
Colony: Museum bonus + Tavern bonus +165
Increases housing spaces by 20 in every town
Capital: Town hall capacity +580
Colony: Town hall capacity +330
Level 13 ( Economy )
15 7,992,000 7,992,000 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +425
Colony: Museum bonus + Tavern bonus +175
Increases housing spaces by 20 in every town
Capital: Town hall capacity +600
Colony: Town hall capacity +350
Level 14 ( Economy )
Level Cost Effect Requirement

16 - 20

Level Cost Effect Requirement
16 8,524,800 8,524,800 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +435
Colony: Museum bonus + Tavern bonus +185
Increases housing spaces by 20 in every town
Capital: Town hall capacity +620
Colony: Town hall capacity +370
Level 15 ( Economy )
17 9,057,600 9,057,600 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +445
Colony: Museum bonus + Tavern bonus +195
Increases housing spaces by 20 in every town
Capital: Town hall capacity +640
Colony: Town hall capacity +390
Level 16 ( Economy )
18 9,590,400 9,590,400 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +455
Colony: Museum bonus + Tavern bonus +205
Increases housing spaces by 20 in every town
Capital: Town hall capacity +660
Colony: Town hall capacity +410
Level 17 ( Economy )
19 10,123,200 10,123,200 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +465
Colony: Museum bonus + Tavern bonus +215
Increases housing spaces by 20 in every town
Capital: Town hall capacity +680
Colony: Town hall capacity +430
Level 18 ( Economy )
20 10,656,000 10,656,000 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +475
Colony: Museum bonus + Tavern bonus +225
Increases housing spaces by 20 in every town
Capital: Town hall capacity +700
Colony: Town hall capacity +450
Level 19 ( Economy )
Level Cost Effect Requirement

21 - 25

Level Cost Effect Requirement
21 11,188,800 11,188,800 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +485
Colony: Museum bonus + Tavern bonus +235
Increases housing spaces by 20 in every town
Capital: Town hall capacity +720
Colony: Town hall capacity +470
Level 20 ( Economy )
22 11,721,600 11,721,600 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +495
Colony: Museum bonus + Tavern bonus +245
Increases housing spaces by 20 in every town
Capital: Town hall capacity +740
Colony: Town hall capacity +490
Level 21 ( Economy )
23 12,254,400 12,254,400 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +505
Colony: Museum bonus + Tavern bonus +255
Increases housing spaces by 20 in every town
Capital: Town hall capacity +760
Colony: Town hall capacity +510
Level 22 ( Economy )
24 12,787,200 12,787,200 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +515
Colony: Museum bonus + Tavern bonus +265
Increases housing spaces by 20 in every town
Capital: Town hall capacity +780
Colony: Town hall capacity +530
Level 23 ( Economy )
25 13,320,000 13,320,000 Research Point(s) Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +525
Colony: Museum bonus + Tavern bonus +275
Increases housing spaces by 20 in every town
Capital: Town hall capacity +800
Colony: Town hall capacity +550
Level 24 ( Economy )
Level Cost Effect Requirement
No further levels, in this line of research, are possible at this time!

Other Economy researches