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INFRASTRUCTURES

A Bustling City

Within a City's borders all manner of trades, entertainments, houses of learning, military institutions, and more can spring up. Unlike Districts that determine the geographical extent of your Cities, Infrastructures will not change the physical size of your Cities, yet they can play a vital role in your Cities' productivity and defense.

Infrastructures
Ancient Era
Classical Era
Medieval Era
Early Modern Era
Industrial Era
Contemporary Era
Era
Name
Category
Effects
Costs
I
Animal Barns
  • +5 Food per
  • +1 Food on Farmers Quarters per adjacent Farmers Quarter
  • +1 Food on Farmers Quarter
200
I
Barracks
N/A
285
I
Fishery
  • +3 Food on Harbor
240
I
Fishmonger
  • +3 Money on Harbor
285
I
Flood Irrigation
  • +2 Food on River
240
I
Food Market
  • +1 Money on Market Quarters per adjacent Market Quarter
  • +2 Money on Market Quarter
285
I
Forge
  • +5 Industry per
  • +1 Industry on Makers Quarters per adjacent Makers Quarter
  • +1 Industry on Makers Quarter
240
I
Granary
  • +2 Food per Farmers
  • +1 Farmers Slot
200
I
House of Scribes
  • +1 Science per Researchers
  • +2 Researchers Slot
285
I
Lumber Yard
  • +1 Industry on Forest
  • +1 Industry on Woodland
200
I
Palisades
  • +15 Fortification
200
I
Pottery Workshop
  • +4 Influence on Main Plaza
50
I
Public Fountain
  • +15 Stability
240
I
Stoneworks
  • +1 Industry on Mountain
  • +1 Industry on Stone Field
  • +1 Industry on Rocky Field
240
I
Watchtower
  • +2 Vision Range on Garrison
  • +2 Vision Range on Main Plaza
200
II
Aqueduct
  • +20 Stability
400
II
Artificial Reservoirs
  • +2 Food on River
400
II
Artisan Workshop
  • +1 Industry per Workers
  • +2 Workers Slot
480
II
Charcoal Kiln
  • +1 Industry on Makers Quarters per adjacent Makers Quarter
  • +1 Industry on Makers Quarter
480
II
City Watch
  • +5 Stability on Garrison
400
II
Customs Farm
  • +1 Money generated from on-going Trade
400
II
Levy Administration
  • +3 Money on Main Plaza
570
II
Library
  • +1 Science per Population
480
II
School
  • +1 Science on Research Quarters per adjacent Research Quarter
  • +2 Science on Research Quarter
400
II
Stone Walls
  • +20 Fortification
400
II
Theater
  • +4 Influence on Main Plaza
480
II
Watermill
  • +2 Industry on River
400
III
Alchemist's Workshop
  • +10% Science
1135
III
Apothecary
  • +1 Stability per Researchers
1135
III
Armory
  • +25 Experience on creating Unit per
  • +1 Veterancy Level for Militia Units
1135
III
Commodity Market
  • +2 Money per Traders
1135
III
Fort
  • On Garrison:
  • +1 Combat Strength in combat for Units in or adjacent to the District
  • +1 Vision Range
955
III
Great Fishmarket
  • +5 Money per Naval Trade Route
  • +4 Money on Harbor
955
III
High Furnace
  • +1 Industry on Makers Quarters per adjacent Makers Quarter
  • +1 Industry on Makers Quarter
1135
III
Manuscript Atelier
  • +1 Science per Researchers
  • +2 Researchers Slot
800
III
Tourney Fields
N/A
955
IV
Academy of Arts
  • +1 Influence on Research Quarter
1600
IV
Artist's Studio
  • +1 Influence on Commons Quarter
1600
IV
Bank
  • +10% Money
1905
IV
Bastions
  • +20 Fortification
2265
IV
Cabinet of Curiosities
  • +1 Science per Population
1600
IV
Grain Silos
  • +2 Food per Farmers
  • +1 Farmers Slot
1905
IV
Inventor's Workshop
  • +2% Science per
  • +10% Science
1905
IV
Manufactory
  • +1 Industry per Workers
  • +2 Workers Slot
2265
IV
Playhouse
  • +4 Influence on Main Plaza
1905
IV
Printing House
  • +2 Science per Researchers
  • +3 Researchers Slot
1905
IV
Stock Exchange
  • +2 Money per Traders
1905
IV
Taxation Office
  • +5 Money on Main Plaza
  • +3 Money on Luxury Resource Deposit
1600
IV
University
  • +1 Science on Research Quarters per adjacent Research Quarter
  • +3 Science on Research Quarter
1905
V
Academy
  • +2 Science on Research Quarters per adjacent Research Quarter
  • +4 Science on Research Quarter
6400
V
Coal Plant
  • +10 Industry per
  • +1 Industry on Makers Quarters per adjacent Makers Quarter
  • On Makers Quarter:
  • +2 Industry
  • +1 Pollution
3810
V
Conscription Center
  • +1 Veterancy Level for Militia Units
3810
V
Customs Agency
  • +10% Money generated from on-going Trade
3810
V
Factory
  • +2 Industry per Workers
  • +3 Workers Slot
  • +1 Pollution on Makers Quarter
3810
V
Fertilizer Plant
  • +10% Food
3810
V
Hospital
  • +2 Stability per Researchers
4530
V
Industrial Silos
  • +2 Food per Farmers
  • +1 Farmers Slot
  • +1 Pollution on Farmers Quarter
3810
V
Military School
N/A
3200
V
Police Force
  • +10 Stability on Garrison
3810
V
Sawmill
  • +2 Industry on Tile producing Industry
  • +1 Pollution on Makers Quarter
3810
V
Seafood Wholesalers
  • +5 Money per Naval Trade Route
  • +5 Money on Harbor
3810
V
Whale Fishing
  • +1 Food on Coastal Water
  • +1 Food on Lake
3810
VI
Anti-Air Surveillance
  • +30 Combat Strength against Air Units on Garrison
  • +1 Pollution on Makers Quarter
6400
VI
Automated Factory
  • +1 Industry per Workers
  • +3 Workers Slot
  • +2 Pollution on Makers Quarter
9055
VI
Bomb Shelters
  • +25 Fortification
7615
VI
Bunker
  • -25% Damage from Bombardment on District
6400
VI
Cinema
  • +6 Influence on Main Plaza
7615
VI
Command Compound
  • On Garrison:
  • +1 Combat Strength in combat for Units in or adjacent to the District
  • +1 Vision Range
  • +2 Pollution on Makers Quarter
9055
VI
Drone-assisted Fertilizer Plant
  • +10% Food
9055