Ikariam
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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 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 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

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: 336 336 Research Point(s)
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 1,204 Research Point(s)
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 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 )
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 7,200 Research Point(s)
Effect:
Allows:
  1. + 25 happiness in all towns.
    Cumulative with Well Digging's + 50 (Capital only)
    Cumulative with Museum level's + various.
    Cumulative with Tavern level's + various.
    Cumulative with Corruption from having a low level Palace / Governor's Residence's, in that city
        - (0 – 92)% or (0.00 – 0.08) if active.
    Cumulative with Governmental advantages/disadvantages: (if active)
    Advantages:
    Democracy's happiness in all cities + 75.
    Theocracy's happiness in that city + 0 – 150.
    Disadvanteges:
    Aristocracy's corruption, in all cities -3 %. (0.97)
    Dictatorship's happiness, in all cities - 75.
    Nomocracys corruption, in all cities - 5%. (0.95)
    Oligarchy's corruption, in all cities - 3%. (0.97)
    Theocracy's happiness for not having a Temple, in that city - 20.
  2. + 50 housing space in all towns.
    Cumulative with Well Digging's + 50 (Capital only)
    Cumulative with Town hall level's capacity + various.
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

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 8,242 Research Point(s)
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 10,764 Research Point(s)
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 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[]

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 48,000 Research Point(s)
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 48,000 Research Point(s)
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 56,000 Research Point(s)
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: 106,560 106,560 Research Point(s)
Effect:
Allows: An additional building ground in every town.
Bureaucracy building ground
Disallows: The smuggler contingent.
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: 241,200 241,200 Research Point(s)
Effect:
Allows:
  1. + 200 happiness in your Capital only.
    Cumulative with Well Digging's + 50 (Capital only).
    Cumulative with Holiday's + 25.
    Cumulative with Museum level's + various.
    Cumulative with Tavern level's + various.
    Cumulative with Corruption from low level Palace / Governor's Residence's, in that city - (0 – 92)%. (0  —  .08) (if active)
    Cumulative with Governmental advantages/disadvantages: (if active)
    Advantages:
    Democracy's happiness in all cities + 75.
    Theocracy's happiness in that city 0 – + 150.
    Disadvanteges:
    Aristocracy's corruption, in all cities - 3%. (.97)
    Dictatorship's happiness, in all cities - 75.
    Nomocracys corruption, in all cities - 5%. (.95)
    Oligarchy's corruption, in all cities - 3%. (.97)
    Theocracy's happiness for not having a Temple, in that city - 20.
  2. + 200 housing space in your Capital only.
    Cumulative with Well Digging's + 50 (Capital only).
    Cumulative with Holiday's + 50.
    Cumulative with Town hall level's capacity + various.
Requirement(s): Bureaucracy ( Economy )
Massive Ram ( Seafaring )
Letter Chute ( Science )
Gunpowder ( Military )
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 x level  532,800 x level Research Point(s)
Effect:
Allows:
  1. + 10 happiness in all towns per level.
    Cumulative with Well Digging's + 50 (Capital only).
    Cumulative with Holiday's + 25.
    Cumulative with Utopia's + 200 (Capital only).
    Cumulative with Museum's level + various.
    Cumulative with Tavern's level + various.
    Cumulative with Corruption from low level Palace / Governor's Residence's, in that city - (0 – 92)%. (if active)
    Cumulative with Governmental advantages/disadvantages: (if active)
    Advantages:
    Democracy's happiness in all cities + 75.
    Theocracy's happiness in that city + (0 – 150).
    Disadvantages:
    Aristocracy's corruption, in all cities - 3%.
    Dictatorship's happiness, in all cities - 75.
    Nomocracys corruption, in all cities - 5%.
    Oligarchy's corruption, in all cities - 3%.
    Theocracy's happiness for not having a Temple, in that city - 20.
  2. + 20 housing space in all towns per level.
    Cumulative with Well Digging's + 50 (Capital only).
    Cumulative with Holiday's + 50.
    Cumulative with Utopia's + 200 (Capital only).
    Cumulative with Town hall level's capacity + various.
    • Capital: Producing an approximated minimal Town hall capacity + (320 – 800).
    • Colony: Producing an approximated minimal Town hall capacity + (70 – 550).
Requirement(s): Offshore Base ( Seafaring )
Utopia ( Economy )
The Archimedic Principle / The Archimedean Principle ( Science )
Canon Casting / Cannon Casting ( Military )
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

Levels 1 through 25[]

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

Offshore Base ( Seafaring )
Utopia ( Economy )
The Archimedic Principle / The Archimedean Principle ( Science )
Canon Casting / Cannon Casting ( Military )
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

1st Level
( 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

2nd Level
( 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

3rd Level
( 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

4th Level
( Economy )
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

5th Level
( 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

6th Level
( 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

7th Level
( 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

8th Level
( 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

9th Level
( Economy )
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

10th Level
( 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

11th Level
( 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

12th Level
( 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

13th Level
( 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

14th Level
( Economy )
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

15th Level
( 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

16th Level
( 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

17th Level
( 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

18th Level
( 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

19th Level
( Economy )
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

20th Level
( 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

21st Level
( 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

22nd Level
( 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

23rd Level
( 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

24th Level
( Economy )
Level Cost Effect Requirement

Possible FUTURE Levels 26 through 43[]

Level Cost Effect Requirement
Possible Future Levels
26 13,852,800 13,852,800 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 535
Colony: Museum bonus + Tavern bonus + 285


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 820
Colony: Town hall capacity + 570

25th Level
( Economy )
27 14,385,600 14,385,600 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 545
Colony: Museum bonus + Tavern bonus + 295


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 840
Colony: Town hall capacity + 590

26th Level
( Economy )
28 14,918,400 14,918,400 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 555
Colony: Museum bonus + Tavern bonus + 305


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 860
Colony: Town hall capacity + 610

27th Level
( Economy )
29 15,451,200 15,451,200 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 565
Colony: Museum bonus + Tavern bonus + 315


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 880
Colony: Town hall capacity + 630

28th Level
( Economy )
30 15,984,000 15,984,000 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 575
Colony: Museum bonus + Tavern bonus + 325


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 900
Colony: Town hall capacity + 650

29th Level
( Economy )
31 16,516,800 16,516,800 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 585
Colony: Museum bonus + Tavern bonus + 335


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 920
Colony: Town hall capacity + 670

30th Level
( Economy )
32 17,049,600 17,049,600 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 595
Colony: Museum bonus + Tavern bonus + 345


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 940
Colony: Town hall capacity + 690

31st Level
( Economy )
33 17,582,400 17,582,400 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 605
Colony: Museum bonus + Tavern bonus + 355


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 960
Colony: Town hall capacity + 710

32nd Level
( Economy )
34 18,115,200 18,115,200 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 615
Colony: Museum bonus + Tavern bonus + 365


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 980
Colony: Town hall capacity + 730

33rd Level
( Economy )
35 18,648,000 18,648,000 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 625
Colony: Museum bonus + Tavern bonus + 375


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,000
Colony: Town hall capacity + 750

34th Level
( Economy )
36 19,180,800 19,180,800 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 635
Colony: Museum bonus + Tavern bonus + 385


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,020
Colony: Town hall capacity + 770

35th Level
( Economy )
37 19,713,600 19,713,600 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 645
Colony: Museum bonus + Tavern bonus + 395


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,040
Colony: Town hall capacity + 790

36th Level
( Economy )
38 20,246,400 20,246,400 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 655
Colony: Museum bonus + Tavern bonus + 405


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,060
Colony: Town hall capacity + 810

37th Level
( Economy )
39 20,779,200 20,779,200 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 665
Colony: Museum bonus + Tavern bonus + 415


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,080
Colony: Town hall capacity + 830

38th Level
( Economy )
40 21,312,000 21,312,000 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 675
Colony: Museum bonus + Tavern bonus + 425


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,100
Colony: Town hall capacity + 850

39th Level
( Economy )
41 21,844,800 21,844,800 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 685
Colony: Museum bonus + Tavern bonus + 435


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,120
Colony: Town hall capacity + 870

40th Level
( Economy )
42 22,377,600 22,377,600 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 695
Colony: Museum bonus + Tavern bonus + 445


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,140
Colony: Town hall capacity + 890

41st Level
( Economy )
43 22,910,400 22,910,400 Research Point(s) Increases happiness by + 10 in every town

Capital: Museum bonus + Tavern bonus + 705
Colony: Museum bonus + Tavern bonus + 455


Increases housing spaces by + 20 in every town

Capital: Town hall capacity + 1,160
Colony: Town hall capacity + 910

42nd Level
( Economy )
Level Cost Effect Requirement

Other Economy researches



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