Kingdoms Reborn

Kingdoms Reborn

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Kingdoms Reborn - Curl's Ultimate Card Guide
By Curl
Card Info - list of buildings, military, actions, town-slot and building-slot, costs, upkeep, and more!

[WIP] As of 0.235 release 23/May/2024
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Intro
AT LAST! After weeks of work...

Welcome to Curl's Ultimate Card Guide for Kingdoms Reborn! A work in progress, as the game continues to be refined and updated. Please comment with anything missing or outdated, or with an area that could be added to this guide. Find this guide helpful? Rate up 👍 and leave some ⭐⭐⭐⭐⭐!

If you prefer discovering things for yourself, this guide is probably not for you. Spoilers ahead!



Use key combination CTRL-F or ⌘-F to search this guide using a keyword.

Table of Contents:
  • Card Basics
  • Card Inventory
  • Build Menu
  • Build Menu Cards
  • Buying, Selling, and Gifting Cards
  • Actions
  • Crop Seeds
  • Buildings in General
  • Buildings
  • Wonders
  • Town-Slot
  • Building-Slots in General
  • Building-Slot
  • Military

Also, check out: Kingdoms Reborn - Curl's Essential Game Guide.
Card Basics
This is a game of cards.

Use cards to build, take actions, buff specific buildings and cities as a whole, and access seeds and special perks. While each civilization has same building cards that vary only by visual style, each also has unique cards. Play with friends to gift or trade with each other to access unique cards from other civilizations during game play.


Obtaining First Cards - Starting Cards
Once the player has selected and purchased their first province, they receive a Town Hall building card. Once placed, they are then prompted to choose from an offering of three starting cards. Each faction offers different starting card choices.

Norsemen
Duchy
Shogunate
Emirates
Tlatoa
Future Faction?
?

Thereafter cards are initially purchased from the card hand stack at the bottom right of the screen. Click the stack to view the five cards available for purchase. Presented cards change after each purchase.

**Biome and era bonuses present as cards, though cannot be changed once selected, therefore are not considered cards for the purpose of this guide. Check out Kingdoms Reborn - Curl's Essential Game Guide for those details and more. Biome bonuses are dependent on the majority tile type the player Town Hall is built on (e.g. desert tiles, etc.). Placement of Town Hall is key, as most provinces have a mix of tile types.








Select one or more cards to buy, or click a card a second time to unselect it. Each round another set of cards is available for purchase. One round is 150 seconds or two seasons. A stack of five (25 cards total or 5 in each set) is the maximum number of cards available for purchase at a given time. After the card stack reaches 5 and at the end of that current round countdown, the entire stack is converted into one Wild Card and the stack resets. Be warned that the most recent set of cards will still present as the first available set to buy. Use Pass to skip the presented round of cards, or select Submit without choosing any cards to buy, to show the next set available to purchase. Players have 1-5 free Passes/empty Submits dependent on number of stacks accumulated (up to 5). The cost of using Pass increases by 10 coin each use after all free skips are used.


Card Shape Types
Cards of different shapes indicate different uses and make identification easier.

Type
Shape
Regular Rectangle = building, seed unlock,
action, or military unit
Curved Corner = town-slot only
Angled Corner = building-slot only
Card Inventory
Bought cards are shown at the bottom left of the screen in the player card hand. Players can initially have a total hand of 7 unique cards. Same cards can stack. As the player advances their civilization, research and unlock Card Inventory I and Card Inventory II upgrades to expand the card inventory storage. Players can have up to a max of 21 unique cards. Any cards can be stored. Having additional town halls through colonization does not increase card storage, though any cards the player has can be used in their colonies.

Collapsed Card Inventory Storage (with just 3 of 7 cards in hand)

Card Inventory I (14 cards slots total including 7 available card slots in hand)

Fully Expanded Card Inventory II Storage (21 cards slots total including 7 cards in hand)
Build Menu
In the lower left of the screen the shadowed house with + becomes available when the player places their first duplicate building. This copy building button allows the player to duplicate and purchase any of their buildings already built (except Town Hall) by using a Wild Card.

The crossed pick and axe opens the citizen gather commands. The single house opens the build menu.

All players have the initial build options at left. Additional build menu cards are obtained by purchasing a province with a river or sea water, or through tech and upgrade tree research. Build cards cannot be traded, gifted or sold. All build menu cards are available to all factions.
Build Menu Cards
Build Card
Details
Obtained Via
Dirt Road

Size (Tiles): 1 x Length (max click and drag at a time is ~155)
A crude road. Plus 20% citizen movement speed. Can only be built inside player owned provinces.
Unlocked with initial province purchase.
Cost: Free

House

Size (Tiles): 7 x 6 = Building 6 x 6 + Path 6
Protects citizens from cold and homelessness. Extra houses boost population growth. Construction of first house unlocks science point generation for research and Tech Tree. Improve house levels (1-8) with luxury goods to generate more science points and expand number of citizens per house. Initial tenants 4 per house, max 7.
Unlocked with initial province purchase.
Cost: No coin
10 Wood per house OR 20 Clay (Emirates)
Storage Yard

Size (Tiles): 1 Yard 2 x 2
Basic resource storage, one block is 1 storage slot (1 slot can hold 120 units of 1 type of resource). Max storage area is 16 yards or 64 tiles. Cannot be longer or wider than 8 tiles. Player can set what can be stored, defaults to everything.
Unlocked with initial province purchase.
Cost: No coin
2 Wood per storage area OR 2 Clay (Emirates)
Demolish
Demolishes any player owned structures and roads. Returns building cards and construction resources to player (but not resources used for any upgrades), EXCEPT for Forts, Naval Control blockades, and Colonies.
Unlocked with initial province purchase.
Cost: Free
Farm
Grow food/raw materials. Harvest in Autumn. Min build area 16 tiles (8x8 optimum). Max build area 500 (25x20). 1 worker for 64 tiles, max 8 workers for 500 tiles. Cannot be longer or wider than 50 tiles.
Unlocked when first seed card is obtained.
Cost: No coin
0.5 Wood X build area tiles
Bridge

Size (Tiles): 1 x Length (~100 max)
Allows citizens to cross over water. Must be built within player owned provinces. Cannot cross deep oceans or ferry paths.
Buy one province with a river to unlock.
Cost: 300 coin per bridge
No resource cost
Ferry

Size (Tiles): 6 x 3 =
Ferry Building 5 x 3 + Path 3
Ferry Path 1 x Length (max ~100)
Allows citizens to cross water within player owned provinces. Must be placed appropriately on a river or at the sea side.
Buy one province with salt water separating accessible land to unlock.
Cost: 80 coin per ferry
30 Wood
Shrubbery

Size (Tiles): 1
Increases surrounding appeal by 5 within 5 tile radius.
Research Shrubbery upgrade (Middle Age - 501 science points)
Cost: 100 coin
Warehouse

Size (Tiles): 4 x 7 =
Building 4 x 6 + Path 4
Advanced resource storage with 30 slots (1 slot can hold 120 units each of a resource, or 3,600 max). By default stores any resource, can toggle allowed resources.
Research Warehouse tech (Middle Age - 1,073 science points)
Cost: 360 coin
50 Brick
50 Wood OR 50 Clay (Emirates)
Intercity Road & Intercity Bridge
An intercity dirt road built in non-player owned provinces, connects player's city to AI or other player's cities. Required to establish a land trade route. An intercity bridge connects player's city to AI or other player's cities across water in non-player owned provinces.
Research Trade Route tech (Middle Age - 1,073 science points)
Cost: 20 coin per road tile. 1,000 coin per bridge.
No resource cost
Irrigation Ditch

Size (Tiles): 1 x Length (? max)
Distributes fresh water from an irrigation pump building to increase soil fertility in a 5 tile radius to at least 95. Can be built across or along roads, though water in ditches will not cross into same player owned colony provinces that share borders.
Research Irrigation Pump tech to unlock (Middle Age - 1,073 science points - Duchy) OR (Enlightenment Age - 3,925 science points - Shogunate, Norsemen) OR (Dark Age - 129 science points - Emirates).
Cost: 80 coin per ditch tile
No resource cost
Stone Road

Size (Tiles): 1 x Length (max click and drag at a time is ~155)
A sturdy road. +30% citizen movement speed. Can only be built inside player owned provinces.
Research Stone Road tech (Enlightenment Age - 2,178 science points)
Cost: No coin
2 Stone per road tile
Colony & Port Colony
Build a new land or port city colony town hall using 10 citizens from player's capital city. Must be within 500 blocks of capital city.
Research Colonization tech (Enlightenment Age - 8,974 science points)
Cost: 15,000 coin per land colony. 20,000 coin per port colony.
10 citizens per colony from player's capital city
Tunnel

Size (Tiles): 1 x Length (~100 max)
Allows citizens to walk through mountains. Must start in player owned province, to be built through mountain to unowned or non-player owned provinces.
Research Machinery tech (Enlightenment Age - 18,217 science points)
Cost: 3,000 coin per tunnel
No resource cost
Flower Bed

Size (Tiles): 1
Increases surrounding appeal by 5 within 5 tile radius.
Research Flower Bed upgrade (Industrial Age - 30,772 science points)
Cost: 100 coin
Garden Cypress

Size (Tiles): 1
Increases surrounding appeal by 8 within 5 tile radius.
Research Garden Cypress upgrade (Industrial Age - 30,772 science points)
Cost: 200 coin
Garden

Size (Tiles): 4 x 4
Increases surrounding appeal by 20 within 12 tile radius.
Research Garden upgrade (Industrial Age - 86,161 science points)
Cost: 500 coin
Base upkeep 5 coin
Large Warehouse

Size (Tiles): 7 x 8 = Building 6 x 8 + Path 8
Large advanced resource storage with 300 slots (1 slot can hold 240 units of a resource, or 72,000 max). By default stores any resource, can toggle allowed resources.
Build four regular Warehouses to unlock.
Cost: 2,640 coin
500 Brick
50 Wood OR 50 Clay (Emirates)

Buying, Selling, Gifting, and Trading Cards
Nearly all cards have value and can be sold, gifted or traded. Cards cannot be retrieved once sold, gifted or traded. Player cost or purchase price is almost always more than card value or sell price.

Buying: Cards are initially purchased from the card hand stack at the bottom right of the screen, with more choices becoming available after research. As the player advances their civilization, cards can also be purchased from the Card Shop and Town Hall.

Selling: Cards can only be sold from the player's card hand and not directly from card inventory storage. Click the red X at the top right of a card in the player hand to sell it. Player will be prompted to confirm sale.

Gifting: Must have researched and unlocked Foreign Relation technology (Middle Age) to access Gift option. Select the Gift button above any AI or player civilization town hall and then add a card to gift. Helps build diplomacy with AI players. Cannot gift cards to minor cities (only coin).

Trading: Must have researched and unlocked Foreign Relation technology (Middle Age) to access Trade option. Select the Trade button above any AI or player civilization town hall and then add one or more cards to trade. AI players will only accept trades of equal or greater value to what they are trading. Cannot trade cards to minor cities (can only set up trade routes).

Other Ways to Obtain Cards:
  • Research and unlock technologies and upgrades to gain various seed, military and building cards.
  • Complete quests by reaching a certain population or item unit amount to gain town-slot cards.
  • Purchase provinces with crates, shrines, tribes (before they become a minor city), coal, ore, rich soil, or gems to gain building-slot and building cards.
  • Once in the Middle Age, build four of the same type of certain buildings to unlock the Advanced version of that building.
  • Once a Zoo (Enlightenment Age) is researched and built, click on animals to capture them and create a building-slot card. Cost of animal capture varies. Animals in the Zoo buff City Attractiveness by 5% each and a full set of Deer, Bears, or Boar gives additional bonuses.
  • Once a Museum (Enlightenment Age) is researched and built, click on ruins (one found in each biome type, with variable artifacts in each) to excavate artifacts and create a building-slot card. Cost of artifact excavation increases with each level at a ruin. Artifacts in the Museum buff City Attractiveness by 5% each and a full set of an artifact collection gives additional bonuses.
  • Once a Scholars Office (Enlightenment Age) is researched and built, the player can craft select building-slot and action cards from paper.
  • Once a Spy Center (Enlightenment Age) is obtained upon Town Hall upgrade to Level 4, players can opt to craft select action cards.
  • Once the Card Combiner (Industrial Age) is researched and built, the player can combine select cards to create an improved + building-slot card.
Actions
Action cards allow the player to build at will without using the card draw, make resource purchases, gain immigrants, and commit actions towards AI and other player cities. Available to all factions.
  • Wild Card
  • Buy Wood
  • Steal
  • Kidnap
  • Immigrants
  • Replenish Mine
  • Card Removal
  • Raid
  • Terrorism
Cards listed by earliest obtainable age.
Dark Age Cards
Details
Obtained Via
Wild Card
Ability to build any player unlocked buildings for typical building cost
After the card hand stack (aka card draw) reaches 5 and at the end of that current round countdown, the entire stack is converted into one Wild Card OR unlocks when player advances to Middle Age OR can be produced by Scholars Office (Enlightenment Age)
Cost: 15 coin
Value: 15 coin

Buy Wood
Ability to buy 1 wood with half of player's treasury for 6 coin each, max 500 wood or 3,000 coin
Available to purchase from rotating card stack
Cost: 50 coin
Value: 50 coin
Steal
Steal coim from target major AI or player city. Steals coin equivalent to target city's population X 10. Use by selecting card then clicking on Town Hall. Effectiveness diminished when city has military units
Available to purchase from rotating card stack OR can be produced by Spy Center (Enlightenment Age-Town Hall Level 4) every 125 seconds for free
Cost: 100 coin OR None
Value: 100 coin
Raid
Attack unfortified AI or player owned provinces for money. Toggle the Province overlay to see unfortified provinces
Available to purchase from Town Hall once first military unit is researched
Cost: 300 coin
Value: 300 coin

Middle Age Cards
Details
Obtained Via
Kidnap
Kidnap up to 3 citizens from target major AI or player city. Use by selecting card then clicking on Town Hall. Effectiveness diminished when city has military units
Available to purchase from rotating card stack OR can be produced by Spy Center (Enlightenment Age-Town Hall Level 4) every 437 seconds for free
Cost: 350 coin OR None
Value: 350 coin
Immigrants
Four immigrants join player city upon use
Available to purchase from rotating card stack
Cost: 400 coin
Value: 400 coin
Card Removal
Removes a card from the draw deck. Cannot be undone
Available to purchase from rotating card stack OR can be produced by Scholars Office (Enlightenment Age)
Cost: 30 coin
Value: 30 coin

Enlightenment Age Cards
Details
Obtained Via
Replenish Mine
Replenishes variable ore amount in target province, including gems, coal and oil
Available to purchase from Card Shop (Enlightenment Age-Town Hall Level 4), visible with NO filters selected
Cost: 12,000 coin
Value: 3,000 coin
Terrorism
Kill 5 citizens at target Town, opponent loses 1000 coin
Can be produced by Spy Center (Enlightenment Age-Town Hall Level 4) every 375 seconds for free
Cost: None
Value: 300 coin

Crop Seeds
Seed cards allow the player to unlock farming of certain crops. Seed availability varies by faction. Select seeds can be traded, gifted or sold.

Dark Age Cards
Faction Availability
Details
Obtained Via
Medicinal Seeds
Duchy - YES
Emirates - YES
Norsemen - YES
Shogunate - YES
Tlatoa - YES
Unlocks Medicinal Herb for farming. Medicinal herb can be used raw to heal sick citizens and processed into potent Medicine in a Medicine Maker (Middle Age).
Crop Yield: 94%
Fertility Dependence: 90%
Research Basic Medicine tech (Dark Age - 64 science points)
Value: 500 coin
Wheat Seeds
Duchy - YES
Emirates - YES
Norsemen - YES
Shogunate - NO
Tlatoa - YES
Unlocks Wheat for farming. Wheat can be eaten, baked into Bread/Pita Bread/Tortilla, and brewed into Beer (Tier 1 Luxury).
Crop Yield: 72%
Fertility Dependence: 90%
Free with initial Duchy starting card offer OR Research Wheat Seeds upgrade (Dark Age - 64 science points)
Value: 300 coin
Cabbage Seeds
Duchy - YES
Emirates - YES
Norsemen - YES
Shogunate - YES
Tlatoa - YES
Unlocks Cabbage for farming. Cabbage can be eaten.
Crop Yield: 65%
Fertility Dependence: 70%
Research Cabbage Seeds upgrade (Dark Age - 64 science points)
Value: 350 coin

Middle Age Cards
Faction Availability
Details
Obtained Via

Potato Seeds
Duchy - YES
Emirates - NO
Norsemen - NO
Shogunate - NO
Tlatoa - NO
Unlocks Potato for farming. Potato can be eaten and brewed into Vodka (Tier 2 Luxury).
Crop Yield: 56%
Fertility Dependence: 50%
Research Potato Seeds upgrade (Middle Age - 261? science points)
Value: 300 coin
Agave Seeds
Duchy - NO
Emirates - NO
Norsemen - NO
Shogunate - NO
Tlatoa - YES
Unlocks Agave for farming. Agave can be brewed into Tequila (Tier 2 Luxury).
Crop Yield: 73%
Fertility Dependence: 50%
Research Agave Seeds tech (Middle Age - 261 science points)
Value: 350? coin
Cactus Fruit Seeds
Duchy - NO
Emirates - YES
Norsemen - NO
Shogunate - NO
Tlatoa - NO
Unlocks Cactus Fruit for farming. Cactus Fruit can be eaten.
Crop Yield: 41%
Fertility Dependence: 10%
Research Cactus Fruit Seeds tech (Middle Age - 261 science points)
Value: 350? coin

Enlightenment Age Cards
Faction Availability
Details
Obtained Via
Pumpkin Seeds
Duchy - YES
Emirates - YES
Norsemen - YES
Shogunate - YES
Tlatoa - YES
Unlocks Pumpkin for farming. Pumpkin can be eaten and brewed into Beer (Tier 1 Luxury).
Crop Yield: 60%
Fertility Dependence: 50%
Available to purchase from Card Shop (Enlightenment Age - Town Hall Level 4).
Cost: 1,200 coin
Value: 300 coin
Blueberry Seeds
Duchy - YES
Emirates - YES
Norsemen - YES
Shogunate - YES
Tlatoa - YES
Unlocks Blueberries for farming. Blueberries can be eaten.
Crop Yield: 69%
Fertility Dependence: 70%
Available to purchase from Card Shop (Enlightenment Age - Town Hall Level 4).
Cost: 1,200 coin
Value: 300 coin

Spices Seeds
Duchy - NO
Emirates - YES
Norsemen - NO
Shogunate - NO
Tlatoa - NO
Unlocks Spices (Tier 2 Luxury) for farming.
Crop Yield: 100%
Fertility Dependence: 100%
Research Spices Seeds tech (Enlightenment Age - 4,421 science points)
Value: 350? coin

Industrial Age Cards
Faction Availability
Details
Obtained Via
Melon Seeds
Duchy - YES
Emirates - YES
Norsemen - YES
Shogunate - YES
Tlatoa - YES
Unlocks Melon for farming. Melon can be eaten. +5 gold coin each melon unit when consumed.
Crop Yield: 97%
Fertility Dependence: 120%
Available to purchase from Card Shop (Industrial Age - Town Hall Level 5).
Cost: 1,200 coin
Value: 300 coin
Buildings in General
Building cards, once purchased and with adequate resources, allow the player to place buildings in owned provinces to be constructed. Can be traded, gifted or sold. Upkeep cost is per round. Some building do not accept building-slot cards, and some do not have building upgrade options. Card visual varies by faction. Some buildings have placement restrictions or considerations as follows:
  • No Desert/Tundra - card cannot be built on desert and/or tundra tiles
  • Water - card must be placed appropriately near or on a river, lake, or at the seaside
  • Area of Affect - card produces a certain affect that does not stack OR requires a certain amount of a resource within its area without overlap to function effectively (e.g. trees, water, fewer buildings)
  • Provincial - only one type of provincial card can be placed in a province at a time (though area of affect can go beyond province borders). Naturally occurring Shrines count as a provincial building, but can be built over.
  • Foreign Soil - card can only be built in an AI or other player province
Note: All values shown are base values without era/biome bonuses beyond the listed age, building upgrades, town-slot and building-slot cards, researched buffs, or changes to taxes, budget or work hours. Productivity = Efficiency of building.


Base work hours defaults to 3 of 5 clocks.
Increasing works hours raises building efficiency (productivity), but leads to lower job Happiness.


Base budget (i.e. upkeep) defaults to 3 of 5 coins, though actual cost varies by building. Increasing budget raises building efficiency (productivity) and job Happiness, but also increases upkeep.
Buildings A-D - Agriculture
Breeders do not accept building-slot cards.

Buildings A-D Specifics - Pre-Construction
Agriculture Card
Faction
Details
Required Resources
Obtained Via

Bakery
Duchy, Norsemen
Bakes bread with Wheat Flour and heat. Accepts building-slot cards. Instead of Coal, use Wood as fuel to increase productivity by 30%.
25 Stone
50 Brick
Research Baking tech (Middle Age - 529 science points)
Cost: 400 coin

Beekeeper
Duchy, Norsemen, Shogunate
Produces Beeswax and Honey. Accepts building-slot cards. Area of Affect: Efficiency increases when surrounded by more trees.
40 Wood
40 Stone
Research Beekeeper tech (Norsemen-Middle Age - 261 science points, Shogunate-Middle Age - 529 science points)
Cost: 320 coin

Cannabis Breeder
All
Provincial. Area of Affect: allows Cannabis farming on farms within area of affect, when at least 50% of the farm area is within radius.
Crop Yield: 84%
Fertility Dependence: 70%
Pro Tip: Gain the High On Supply achievement by storing 5,000 Cannabis
100 Wood OR 100 Clay (Emirates)
Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Cattle Ranch
All
Rear up to 15 dairy cows for Milk and Beef. Cows naturally breed, but player can purchase on demand for 401 gold coin each. Accepts building-slot cards. No Desert. Player can set when animals are slaughtered: Full Capacity, Half Capacity, or All.
80 Wood OR 80 Clay (Emirates)
80 Stone
80 Iron Bar OR 30 Iron Bar (Emirates)
Research Cattle Ranch tech (Norsemen/Shogunate-Enlightenment Age - 4,421 science points, Emirates-Enlightenment - 8,974 science points)
Cost: 760 coin

Cocoa Breeder
All
Provincial. Area of Affect: allows Raw Cocoa farming on farms within area of affect, when at least 50% of the farm area is within radius. An ingredient for Chocolate.
Crop Yield: 94%
Fertility Dependence: 90%
100 Wood OR 100 Clay (Emirates)
Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Coffee Breeder
All
Provincial. Area of Affect: allows Raw Coffee farming on farms within area of affect, when at least 50% of the farm area is within radius. Roasted to make Coffee.
Crop Yield: 94%
Fertility Dependence: 90%
100 Wood OR 100 Clay (Emirates)
Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Corn Breeder
Tlatoa
Provincial. Area of Affect: allows Corn farming on farms within area of affect, when at least 50% of the farm area is within radius. Used to make Tortilla.
Crop Yield: 65%
Fertility Dependence: 70%
100 Wood
Initial starting card offer OR Research Corn Breeder (Middle Age - 261 science points)
Cost: 240 coin
Value: 240 coin

Cotton Breeder
All
Provincial. Area of Affect: allows Cotton farming on farms within area of affect, when at least 50% of the farm area is within radius. Used to make Clothes, Cotton Fabric and Dyed Cotton Fabric.
Crop Yield: 84%
Fertility Dependence: 70%
100 Wood OR 100 Clay (Emirates)
Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Deepsea Fishing Port
All
Catch Deepsea Tuna from the deep sea. Accepts building-slot cards. Water: seaside with access to Deepsea Tuna Resource(s). Also considered an Industry building.
25 Wood OR 20 Clay (Emirates)
25 Stone
25 Iron Bar
Research Deepsea Fishing tech (Middle Age - 1,073 science points)
Cost: 360 coin

Dye Breeder
All
Provincial. Area of Affect: allows Dye farming on farms within area of affect, when at least 50% of the farm area is within radius. Used in producing Dyed Cotton Fabric, Books, and Carpet.
Crop Yield: 84%
Fertility Dependence: 70%
100 Wood OR 100 Clay (Emirates)
Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Buildings A-D Specifics - Post-Construction (base values)
Agriculture Card
Size (Tiles)
Total
Building - Path
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Bakery
7 x 8
6 x 8
- 8
80
100
Bread
Wheat Flour, Wood or Coal
40
4
Beekeeper
7 x 8
6 x 8
- 8
80
Area of Affect: Tree Dependent
Beeswax, Honey
-
30
4
Cannabis Breeder
7 x 6
6 x 6
- 6
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Cannabis
-
-
-
Cattle Ranch
19 x 12
18 x 12
- 12
80
100
Milk, Beef
-
-
1
Cocoa Breeder
7 x 6
6 x 6
- 6
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Raw Cocoa
-
-
-
Coffee Breeder
7 x 6
6 x 6
- 6
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Raw Coffee
-
-
-
Corn Breeder
7 x 6
6 x 6
- 6
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Corn
-
-
-
Cotton Breeder
7 x 6
6 x 6
- 6
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Cotton
-
-
-
Deepsea Port
13 x 6
12 x 6
- 6
80
100
Deepsea Tuna
-
30
4
Dye Breeder
7 x 6
6 x 6
- 6
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Dye
-
-
-
Buildings E-P - Agriculture
Breeders do not accept building-slot cards.

Buildings E-P Specifics - Pre-Construction
Agriculture Card
Faction
Details
Required Resources
Obtained Via

Fishing Lodge
All
Catch Fish from seas, lakes or rivers. Accepts building-slot cards. Area of Affect-Efficiency increases with surrounding water. Water: fresh or seaside.
100 Wood
Purchase from rotating card stack (Dark Age)
Cost: 240 coin

Forester
All
Plant/cut trees within player territory. Desert/Tundra fertility too low to grow sufficient trees. Accepts building-slot cards. Area of Affect-Efficiency increases with surrounding trees. Player can set work mode: Cut and Plant, Cut Only, or Plant Only. Player can set what trees to plant and cut: Any, Fruit, or Non-fruit. Non-fruit trees produce more wood, cutting fruit trees also gives fruit. *Building does not appear to show under Statistics for some reason, may be a bug*
50 Wood OR 50 Clay (Emirates)
50 Stone
Purchase from rotating card stack (Dark Age) OR Research Forester tech (Emirates - 129 science points)
Cost: 360 coin

Fruit Gatherer
All
Gathers fruit from trees and bushes (not clear what, if any, fruit is gathered from bushes). Accepts building-slot cards. Area of Affect-Efficiency increases with surrounding fruit trees. Player can set work mode: Normal or Meticulous (gathering takes 2x longer but yields 30% more fruit).
Pro Tip: Have Forester plant only Fruit trees in an area, demolish, then build Fruit Gatherer to maximize collection efficiency
30 Wood OR 30 Clay (Emirates)
Purchase from rotating card stack (Dark Age)
Cost: 80 coin

Grape Breeder
All
Provincial. Area of Affect: allows Grape farming on farms within area of affect, when at least 50% of the farm area is within radius. Eaten and used in making Wine.
Crop Yield: 72%
Fertility Dependence: 90%
100 Wood OR 100 Clay (Emirates)
Purchase of Fertile Soil province with Grapes AND Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Green Tea Breeder
Shogunate
Provincial. Area of Affect: allows Green Tea farming on farms within area of affect, when at least 50% of the farm area is within radius.
Crop Yield: 84%
Fertility Dependence: 70%
100 Wood
Purchase from Card Shop (Middle Age) AND research Green Tea Breeder (Middle Age - 529 science points)
Cost: 7,680 coin
Value: 240 coin

Hunting Lodge
All
Hunt wild animals for food. Accepts building-slot cards. Area of Affect-Efficiency increases with surrounding wild animals. Player can set work mode to Normal or Poison Arrows (kills animals 4x faster but with 50% less meat/leather drop).
30 Wood OR 30 Clay (Emirates)
Purchase from rotating card stack (Dark Age)
Cost: 80 coin

Mushroom Farm
Duchy, Norsemen, Shogunate
Farm Mushroom using Wood. Accepts building-slot cards.
75 Wood
Purchase from rotating card stack (Dark Age)
Cost: 160 coin

Pig Ranch
Duchy, Norsemen, Shogunate
Rear up to 15 pigs for Pork. Pigs naturally breed, but player can purchase on demand for 302 gold coin each. Accepts building-slot cards. No Desert. Player can set when animals are slaughtered: Full Capacity, Half Capacity, or All.
50 Wood
10 Stone
Purchase from rotating card stack (Dark Age)
Cost: 160 coin

Pita Bakery
Emirates
Bakes Pita Bread with Wheat Flour and heat. Accepts building-slot cards. Instead of Coal, use Wood as fuel to increase productivity by 30%.
25 Stone
50 Brick
Research Baking tech (Middle Age - 529 science points)
Cost: 400 coin

Plum Breeder
Shogunate
Provincial. Area of Affect: allows Plum farming on farms within area of affect, when at least 50% of the farm area is within radius.
Crop Yield: 65%
Fertility Dependence: 70%
100 Wood
Purchase from Card Shop (Middle Age) AND research Plum Breeder (Middle Age - 261 science points)
Cost: 240 coin
Value: 240 coin

Buildings E-P Specifics - Post-Construction (base values)
Agriculture Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Fishing Lodge
80
Area of Affect: Water Dependent
Fish
-
20
2
Forester
80
Area of Affect: Tree Dependent
Wood
-
20
2
Fruit Gatherer
80
Area of Affect: Fruit Tree Dependent
Fruit
-
20
2
Grape Breeder
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Grape
-
-
-
Green Tea Breeder
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Green Tea
-
-
-
Hunting Lodge
80
Area of Affect: Wild Animal Dependent
Game Meat, Leather
-
20
2
Mushroom Farm
80
100
Mushroom
Wood
10
2
Pig Ranch
80
100
Pork
-
-
1
Pita Bakery
80
100
Pita Bread
Wheat Flour, Wood or Coal
40
4
Plum Breeder
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Plum
-
-
-
Buildings Q-Z - Agriculture
Breeders do not accept building-slot cards.

Buildings Q-Z Specifics - Pre-Construction
Agriculture Card
Faction
Details
Required Resources
Obtained Via

Ramen Shop
Shogunate
Prepares savory Ramen noodles with Rice and Pork or Beef. Accepts building-slot cards.
75 Wood
75 Stone
75 Iron Bar
Research Ramen Shop tech (Enlightenment Age - 8,974 science points)
Cost: 1,000 coin

Rice Breeder
Shogunate
Provincial. Area of Affect: allows Rice farming on farms within area of affect, when at least 50% of the farm area is within radius.
Crop Yield: 80%
Fertility Dependence: 110%
100 Wood
Initial starting card offer OR Research Rice Breeder (Dark Age - 129 science points) AND Purchase from Card Shop (Middle Age)
Cost: 240 coin
Value: 240 coin

Sheep Ranch
All
Rear up to 15 sheep for Wool and Lamb. Sheep naturally breed, but player can purchase on demand for 359 gold coin each. Accepts building-slot cards. No Desert. Player can set when animals are slaughtered: Full Capacity, Half Capacity, or All.
60 Wood OR 60 Clay (Emirates)
60 Stone
Purchase from rotating card stack (Emirates only-Dark Age) OR Research Sheep Ranch tech (Norsemen/Duchy-Dark Age - 129 science points)
Cost: 440 coin

Sushi Bar
Shogunate
Prepares delicious Sushi dish from Rice and Fish or Deepsea Tuna. Accepts building-slot cards.
30 Wood
30 Stone
30 Iron Bar
Research Sushi Bar tech (Middle Age - 529 science points)
Cost: 400 coin

Tobacco Breeder
Tlatoa
Provincial. Area of Affect: allows Tobacco farming on farms within area of affect, when at least 50% of the farm area is within radius. Used in producing Cigar.
Crop Yield: 84%
Fertility Dependence: 70%
100 Wood
Research Tobacco Breeder upgrade (Enlightenment Age - 4,421 science points)
Value: 240 coin

Tortilla Bakery
Tlatoa
Bakes Tortilla with Wheat Flour and heat. Accepts building-slot cards. Instead of Coal, use Wood as fuel to increase productivity by 30%.
25 Stone
50 Brick
Research Baking tech (Middle Age - 529 science points)
Cost: 400 coin

Tulip Breeder
All
Provincial. Area of Affect: allows Tulip farming on farms within area of affect, when at least 50% of the farm area is within radius.
Crop Yield: 94%
Fertility Dependence: 90%
100 Wood OR 100 Clay (Emirates)
Purchase of Fertile Soil province with Tulips AND Purchase from Card Shop (Middle Age)
Cost: 7,680 coin
Value: 240 coin

Windmill
Duchy, Norsemen, Emirates
Grinds Wheat into Wheat Flour. Area of Affect: +10% productivity to nearby farms with at least half of their area within area of affect. Accepts building-slot cards.
145 Wood OR 140 Clay (Emirates)
Research Baking tech (Norsemen/Emirates-Middle Age - 529 science points)
Cost: 320 coin

Buildings Q-Z Specifics - Post-Construction (base values)
Agriculture Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Ramen Shop
80
100
Ramen
Rice, Pork or Beef
100
7
Rice Breeder
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Rice
-
-
-
Sheep Ranch
80
100
Wool, Lamb
-
-
1
Sushi Bar
80
100
Sushi
Rice, Fish or Deepsea Tuna
40
4
Tobacco Breeder
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Tobacco
-
-
-
Tortilla Bakery
80
100
Tortilla
Wheat Flour, Wood or Coal
40
4
Tulip Breeder
-
Fertility Dependent, Area of Affect: Farm Placement Dependent
Tulip
-
-
-
Windmill
80
Area of Affect: Overlap Dependent
Wheat Flour
Wheat
30
4
Buildings A-C - Industry
Generally, all industry buildings accept building-slot cards unless otherwise noted.

Building Specifics A-C - Pre-Construction
Industry Card
Faction
Details
Required Resources
Obtained Via

Beer Brewery
Duchy, Norsemen, Emirates, Tlatoa
Brew Beer (Tier 1 Luxury) from Wheat, Orange, Mushroom, Corn, or Pumpkin
15 Wood OR 10 Clay (Emirates)
15 Stone
Research Beer Brewing tech (Dark Age - 129 science points)
Cost: 120 coin

Bonsai Nursery
Shogunate
Produce exquisite Bonsai trees (Tier 2 Luxury)
25 Wood
25 Stone
25 Iron Bar
Research Bonsai Nursery tech (Middle Age - 1,073 science points)
Cost: 360 coin

Brickworks
All
Produce Brick from Clay and Coal
120 Stone
Research Brickworks tech (Middle Age - 261 science points)
Cost: 640 coin

Candle Maker
Duchy, Norsemen, Shogunate, Tlatoa
Make Candles (Tier 2 Luxury) from Beeswax
70 Wood
45 Stone
Research Candle Maker tech (Middle Age - 1,073 science points)
Cost: 400 coin

Carpet Weaver
Emirates
Weave Carpet (Tier 2 Luxury) from Wool and Dye
45 Stone
70 Clay
Research Carpet Weaver tech (Middle Age - 529 science points)
Cost: 400 coin

Charcoal Burner
All
Burn Wood into Coal (which provides 2 times the heat for houses over wood)
40 Wood OR 40 Clay (Emirates)
Available with no research (Dark Age)
Cost: 120 coin

Cheese Maker
Norsemen
Produce tasty Cheese from Milk
115 Wood
75 Stone
Research Cheese Maker tech (Enlightenment Age - 8,974 science points)
Cost: 640 coin

Chocolatier
All
Make Chocolate (Tier 3 Luxury) from Milk and Raw Cocoa
115 Stone
115 Iron Bar
115 Brick
Research Chocolatier tech (Enlightenment Age - 8,974 science points)
Cost: 1,880 coin

Cigar Factory
Tlatoa
Make Cigar (Tier 3 Luxury) from Tobacco and Paper
115 Brick
40 Glass
80 Steel
Research Cigar Factory tech (Industrial Age - 36,980 science points)
Cost: 2,880 coin

Claypit
All
Produces Clay, used to make Pottery and Brick, and an essential building material for Emirates. Water: must be built next to a river (within ~10 tiles)
30 Stone
Available with no research in Dark Age for Emirates OR Research Pottery tech (Dark Age - 129 science points)
Cost: 160 coin

Clock Makers
All
Craft Pocket Watch (Tier 3 Luxury) from Glass and Gold Bar
70 Brick
140 Glass
70 Concrete
Research Clock Makers tech (Industrial Age - 75,069 science points)
Cost: 2,480 coin

Coal Mine
All
Mines Coal from Coal Deposits
30 Stone
Purchase of province with Coal Deposit AND then purchase from rotating card stack (Dark Age)
Cost: 160 coin

Coffee Roaster
All
Roast Raw Coffee into Coffee (Tier 2 Luxury)
45 Wood OR 40 Clay (Emirates)
20 Iron Bar
65 Brick
Research Coffee Roaster tech (Enlightenment Age - 2,178 science points)
Cost: 560 coin

Concrete Factory
All
Make Concrete from Stone and Sand
80 Iron Bar
400 Brick
Research Concrete Factory tech (Industrial Age - 36,980 science points)
Cost: 2,520 coin

Cotton Mill
All
Mass produce Cotton into Cotton Fabric, or Cotton and Dye into Dyed Cotton Fabric
40 Wood OR 40 Clay (Emirates)
205 Brick
40 Glass
80 Steel
Research Cotton Mill tech (Industrial Age - 75,069 science points)
Cost: 2,840 coin

Building Specifics A-C - Post-Construction (base values)
Industry Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Beer Brewery
70
100
Beer
Wheat, Orange, Mushroom, Corn, or Pumpkin
10
2
Bonsai Nursery
80
100
Bonsai
-
30
4
Brickworks
70
100
Brick
Clay, Coal
60
7
Candle Maker
80
100
Candles
Beeswax
40
4
Carpet Weaver
70
100
Carpet
Wool, Dye
40
4
Charcoal Burner
60
100
Coal
Wood
10
2
Cheese Maker
80
100
Cheese
Milk
60
7
Chocolatier
80
100
Chocolate
Milk, Raw Cocoa
180
7
Cigar Factory
70
100
Cigar
Tobacco, Paper
280
20
Claypit
70
100
Clay
-
10
3
Clock Makers
80
100
Pocket Watch
Glass, Gold Bar
240
17
Coal Mine
50
100
Coal
Coal Deposit
10
4
Coffee Roaster
80
100
Coffee
Raw Coffee
50
5
Concrete Factory
80
100
Concrete
Stone, Sand
250
17
Cotton Mill
80
100
Cotton Fabric or Dyed Cotton Fabric
Cotton, or Cotton and Dye
280
20
Buildings D-J - Industry
Generally, all industry buildings accept building-slot cards unless otherwise noted.

Building Specifics D-J - Pre-Construction
Industry Card
Faction
Details
Required Resources
Obtained Via

Deepsea Fishing Port
All
Catch Deepsea Tuna from the deep sea (also under Agriculture buildings)
25 Wood OR 20 Clay (Emirates)
25 Stone
25 Iron Bar
Research Deepsea Fishing tech (Middle Age - 1,073 science points)
Cost: 360 coin

Electronics Factory
Shogunate
Produce various Electronic Gadgets (Tier 3 Luxury) from Iron and Gold Bar
75 Glass
155 Steel
Research Electronics Factory tech (Industrial Age - 75,069 science points)
Cost: 3,360 coin

Furniture Workshop
All
Make Furniture (Tier 1 Luxury) from Wood
20 Wood OR 20 Clay (Emirates)
10 Stone
Research Furniture tech (Dark Age - 129 science points)
Cost: 120 coin

Gemstone Mine
All
Mine Gemstone from a province with gemstone deposits
20 Stone
Purchase province with gemstone deposit (Dark Age)
Cost: 120 coin

Glass Smelter
All
Produce Glass from Sand and Coal
20 Wood OR 20 Clay (Emirates)
20 Stone
20 Iron Bar
105 Brick
Research Sand Mine tech (Enlightenment Age - 2,178 science points)
Cost: 800 coin

Glassworks
All
Produce Glassware (Tier 2 Luxury) from Glass and Coal
20 Wood OR 20 Clay (Emirates)
20 Stone
20 Iron Bar
105 Brick
Research Glassworks tech (Enlightenment Age - 4,421 science points)
Cost: 800 coin

Gold Mine
All
Mine Gold Ore from a province with gold deposits
65 Stone
Purchase province with gold deposit (Dark Age)
Cost: 360 coin

Gold Smelter
All
Smelt Gold Ore into Gold Bar using Coal
40 Stone
20 Iron Bar
40 Brick
Research Gold Smelting tech (Middle Age - 1,073 science points)
Cost: 560 coin

Industrial Iron Smelter
All
Produce Iron Bar on an industrial scale smelting Iron Ore into Iron Bar using Coal
690 Brick
Research Industrialization tech (Industrial Age - 36,980 science points)
Cost: 3,480 coin

Iron Mine
All
Mine Iron Ore from a province with iron deposits
30 Stone
Purchase province with iron deposit (Dark Age)
Cost: 160 coin

Iron Smelter
All
Smelt Iron Ore into Iron Bar using Coal
95 Stone
Research Iron Working tech (Middle Age - 261 science points)
Cost: 480 coin

Jeweler
Duchy, Norsemen, Emirates
Craft Jewelry (Tier 3 Luxury) from Gemstone and Gold Bar
100 Stone
100 Iron Bar
100 Brick
100 Glass
Research Jewelry Crafting tech (Industrial Age - 36,980 science points)
Cost: 2,640 coin

Building Specifics D-J - Post-Construction (base values)
Industry Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Deepsea Fishing Port
70
100
Deepsea Tuna
Province Deepsea Tuna
30
4
Electronics Factory
80
100
Electronic Gadgets
Iron Bar, Gold Bar
330
20
Furniture Workshop
70
100
Furniture
Wood
10
2
Gemstone Mine
50
100
Gemstone
Gemstone Deposit
10
2
Glass Smelter
70
100
Glass
Sand, Coal
80
7
Glassworks
80
100
Glassware
Glass, Coal
80
7
Gold Mine
60
100
Gold Ore
Gold Deposit
30
4
Gold Smelter
70
100
Gold Bar
Gold Ore, Coal
50
4
Industrial Iron Smelter
70
100
Iron Bar
Iron Ore, Coal
340
20
Iron Mine
50
100
Iron Ore
Iron Deposit
10
4
Iron Smelter
60
100
Iron Bar
Iron Ore, Coal
40
5
Jeweler
80
100
Jewelry
Gold Bar, Gemstone
260
20
Buildings K-Q - Industry
Generally, all industry buildings accept building-slot cards unless otherwise noted.

Building Specifics K-Q - Pre-Construction
Industry Card
Faction
Details
Required Resources
Obtained Via

Magic Mushroom Farm
Duchy, Norsemen
Farm Magic Mushroom (Tier 2 Luxury) using Wood
35 Wood
35 Stone
35 Iron Bar
Research Magic Mushroom Farm tech (Middle Age - 1,073 science points)
Cost: 480 coin

Mead Maker
Norsemen
Ferment Honey into a delicious Mead
25 Wood
25 Stone
25 Iron Bar
Research Mead Maker tech (Middle Age - 529 science points)
Cost: 360 coin

Medicine Maker
All
Make Medicine from Medicinal Herb, Wood, or Mushroom
15 Wood OR 10 Clay (Emirates)
15 Stone
15 Iron Bar
15 Brick
Research Medicine Maker tech (Middle Age - 1,073 science points)
Cost: 280 coin

Mint
All
Make money (gold coin) from Gold Bar. Does NOT accept Sustainability building-slot cards.
55 Iron Bar
175 Brick
Research Gold Smithing tech (Enlightenment Age - 18,217 science points)
Cost: 1,240 coin

Oil Rig
All
Extracts Oil from provinces with oil wells
15 Concrete
90 Steel
Research Petroleum tech (Industrial Age - 152,390 science points)
Cost: 1,680 coin

Paper Maker
All
Produces Paper from Wood
55 Wood OR 50 Clay (Emirates)
15 Iron Bar
15 Brick
Research Scholars Office tech (Enlightenment Age - 4,421 science points)
Cost: 280 coin

Paper Mill
All
Mass produce Paper or Toilet Paper (Tier 3 Luxury) from Wood
90 Brick
90 Steel
Research Paper Mill tech (Industrial Age - 75,069 science points)
Cost: 1,960 coin

Potter
All
Make Pottery (Tier 1 Luxury) from Clay
20 Stone
Research Pottery tech (Dark Age - 129 science points)
Cost: 120 coin

Printing Press
All
Print Books (Tier 3 Luxury) from Paper and Dye
35 Wood OR 30 Clay (Emirates)
175 Brick
35 Glass
70 Steel
Research Printing Press tech (Industrial Age - 152,390 science points)
Cost: 2,480 coin

Quarry
All
Mine Stone from mountains
65 Wood
Purchase province with stone deposit in a mountain (Dark Age)
Cost: 160 coin

Building Specifics K-Q - Post-Construction (base values)
Industry Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Magic Mushroom Farm
80
100
Magic Mushroom
Wood
40
5
Mead Maker
80
100
Honey Mead
Honey
30
4
Medicine Maker
70
100
Medicine
Medicinal Herb, Wood, or Mushroom
20
3
Mint
80
100
Money (gold coin)
Gold Bar
120
7
Oil Rig
60
100
Oil
Province with Oil Well
160
15
Paper Maker
80
100
Paper
Wood
20
4
Paper Mill
80
100
Paper or Toilet Paper
Wood
190
18
Potter
70
100
Pottery
Clay
10
2
Printing Press
80
100
Books
Paper, Dye
240
17
Quarry
50
100
Stone
Stone deposit
10
4
Buildings R-Z - Industry
Generally, all industry buildings accept building-slot cards unless otherwise noted.

Building Specifics R-Z - Pre-Construction
Industry Card
Faction
Details
Required Resources
Obtained Via

Ramen Shop
Shogunate
Prepares savory Ramen noodles with Rice and Pork or Beef. Also considered Agriculture
75 Wood
75 Stone
75 Iron Bar
Research Ramen Shop tech (Enlightenment Age - 8,974 science points)
Cost: 1,000 coin

Sake Brewery
Shogunate
Brew Sake (Tier 1 Luxury) from Rice, Plum, or Orange
15 Wood
15 Stone
Research Sake Brewing tech (Dark Age - 129 science points)
Cost: 120 coin

Sand Mine
All
Extracts Sand from a beach or river, which can be used to make Glass. Must be placed along water
10 Wood OR 10 Clay (Emirates)
10 Stone
10 Iron Bar
55 Brick
Research Sand Mine tech (Enlightenment Age - 2,178 science points)
Cost: 440 coin

Steelworks
All
Produces Steel from Iron Bar and Coal
230 Brick
230 Concrete
Research Industrialization tech (Industrial Age - 36,980 science points)
Cost: 3,480 coin

Tools Workshop
All
Forge Tools from Stone, Iron Ore, or Iron Bar
20 Stone OR 10 Clay (Emirates)
15 Stone
Purchase from rotating card stack (Dark Age)
Cost: 120 coin

Sushi Bar
Shogunate
Prepare delicious Sushi (Tier 2 Luxury) from Rice and Fish or Deepsea Tuna. Also considered Agriculture
30 Wood
30 Stone
30 Iron Bar
Research Sushi Bar tech (Middle Age - 529 science points)
Cost: 400 coin

Tailor
All
Make Clothes from Leather, Wool, Cotton or Cotton Fabric (Tier 2 Luxury) or Fashionable Clothes from Dyed Cotton Fabric (Tier 3 Luxury)
65 Wood OR 60 Clay (Emirates)
40 Stone
20 Iron Bar
Research Tailor tech (Middle Age - 529 science points)
Cost: 480 coin

Tequila Distillery
Tlatoa
Brew Tequila (Tier 2 Luxury) from Agave
20 Wood
20 Stone
20 Iron Bar
Research Tequila Distillery tech (Middle Age - 529 science points)
Cost: 360 coin

Vodka Distillery
Duchy
Brew Vodka (Tier 2 Luxury) from Potato
25 Wood
25 Stone
25 Iron Bar
Research Vodka Distillery tech (Middle Age - 529 science points)
Cost: 360 coin

Winery
All
Ferment Wine (Tier 2 Luxury) from Grapes
95 Brick
90 Clay
Research Winery tech (Middle Age - 1,073 science points)
Cost: 680 coin

Building Specifics R-Z - Post-Construction (base values)
Industry Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Ramen Shop
80
100
Ramen
Rice, Pork or Beef
100
7
Sake Brewery
70
100
Sake
Rice, Plum, or Orange
10
2
Sand Mine
80
100
Sand
-
40
7
Steelworks
80
100
Steel
Iron Bar, Coal
340
20
Tools Workshop
70
100
Stone Tools, Crude Iron Tools, or Iron Tools
Stone, Iron Ore, or Iron Bar
10
1
Sushi Bar
70
100
Sushi
Rice, Fish or Deepsea Tuna
40
4
Tailor
70
100
Clothes or Fashionable Clothes
Leather, Wool, Cotton, Cotton Fabric or Dyed Cotton Fabric
40
7
Tequila Distillery
70
100
Tequila
Agave
30
4
Vodka Distillery
70
100
Vodka
Potato
30
4
Winery
70
100
Wine
Grapes
60
5
Buildings A-G - Advanced Industry
Construct four normal production buildings (certain agriculture or industry types) after reaching Middle Age to unlock advanced building cards. All advanced industry cards accept building-slot cards.

Building Specifics A-G
Card
Faction
Details
Required Resources
Constructed Building Bonus

Advanced Bakery
Duchy, Norsemen
Bake Bread from Wheat Flour and Wood or Coal. Instead of Coal, use Wood as fuel to increase productivity by 30% *Description not yet done in game*
85 Brick
170 Stone
Cost: 1,280 coin
-20% input consumption for that single building

Advanced Bonsai Nursery
Shogunate
Produces exquisite Bonsai trees (Tier 2 Luxury)
90 Wood
90 Stone
90 Iron Bar
Cost: 1,200 coin
Each House with Bonsai get +5% Housing Appeal bonus for each Advanced Bonsai Nursery in the city (+20% max)

Advanced Brewery
Duchy, Norsemen, Emirates
Produces Beer (Tier 1 Luxury) from Wheat, Orange, Mushroom, Corn, or Pumpkin
180 Stone
180 Clay
Cost: 1,280 coin
Citizens get +5% Food Happiness bonus for each Advanced Brewery in the city (+20% max)

Advanced Brickworks
All
Produces Brick from Clay and Coal
255 Stone
Cost: 1,280 coin
-20% input consumption for that single building

Advanced Candle Maker
Duchy, Norsemen, Shogunate
Make Candles (Tier 2 Luxury) from Beeswax
185 Wood
120 Stone
Cost: 1,000 coin
+5% efficiency bonus for Beekeeper buildings for each Advanced Candle Maker in the city (+40% max)

Advanced Carpet Weaver
Emirates
Make Carpet (Tier 2 Luxury) from Wool and Dye
160 Stone
240 Clay
Cost: 1,320 coin
-20% input consumption for that single building

Advanced Charcoal Burner
All
Burn Wood into Coal. Coal provides 2x heat for houses
395 Wood
Cost: 800 coin
-20% input consumption for that single building

Advanced Chocolatier
All
Make Chocolate (Tier 3 Luxury) from Milk and Raw Cocoa
240 Stone
240 Iron Bar
240 Brick
Cost: 3,880 coin
+5% Chocolate export price bonus for each Advanced Candle Maker in the city (+40% max). Disallows importing Chocolate.

Advanced Coffee Roaster
All
Roast Coffee (Tier 2 Luxury) from Raw Coffee
155 Wood
75 Iron Bar
235 Brick
Cost: 1,960 coin
Citizens Entertainment happiness depletes 5% slower for each Advanced Coffee Roaster in the city (+40% max)

Advanced Furniture Workshop
All
Make Furniture (Tier 1 Luxury) from Wood
220 Wood
110 Stone
Cost: 1,000 coin
+5% Furniture export price bonus for each Advanced Furniture Workshop in the city (+40% max). Disallows importing Furniture.

Advanced Glass Smelter
All
Make Glass from Sand and Coal
55 Wood
55 Stone
55 Iron Bar
280 Brick
Cost: 2,120 coin
-20% input consumption for that single building

Advanced Glassworks
All
Produces Glassware (Tier 2 Luxury) from Glass and Coal
55 Wood
55 Stone
55 Iron Bar
280 Brick
Cost: 2,120 coin
+5% Glassware export price bonus for each Advanced Glassworks in the city (+40% max). Disallows importing Glassware.

Building Specifics A-G - Post-Construction (base values)
Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Advanced Bakery
80
100
Bread
Wheat Flour, Wood or Coal
120
16
Advanced Bonsai Nursery
80
100
Bonsai
-
120
16
Advanced Brewery
80
100
Beer
Wheat, Orange, Mushroom, Corn, or Pumpkin
120
16
Advanced Brickworks
70
100
Brick
Clay, Coal
120
16
Advanced Candle Maker
80
100
Candles
Beeswax
100
16
Advanced Carpet Weaver
80
100
Carpet
Wool and Dye
130
16
Advanced Charcoal Burner
80
100
Coal
Wood
80
16
Advanced Chocolatier
80
100
Chocolate
Milk, Raw Cocoa
380
20
Advanced Coffee Roaster
80
100
Coffee
Raw Coffee
190
20
Advanced Furniture Workshop
80
100
Furniture
Wood
100
16
Advanced Glass Smelter
80
100
Glass
Sand, Coal
210
20
Advanced Glassworks
80
100
Glassware
Glass, Coal
210
20
Buildings H-Z - Advanced Industry
Building Specifics H-Z
Card
Faction
Details
Required Resources
Constructed Building Bonus

Advanced Magic Mushroom Farm
Duchy, Norsemen
Grow Magic Mushroom (Tier 2 Luxury) from Wood
125 Wood
125 Stone
125 Iron Bar
Cost: 1,640 coin
+50% Job Happiness for that single building

Advanced Mead Maker
Norsemen
Ferment Mead (Tier 2 Luxury) from Honey
90 Wood
90 Stone
90 Iron Bar
Cost: 1,200 coin
+5% Beekeeper efficiency bonus for each Advanced Mead Maker in the city (+40% max)

Advanced Medicine Maker
All
Make Medicine from Medicinal Herb, Mushroom or Wood
55 Wood
55 Stone
55 Iron Bar
55 Brick
Cost: 1,000 coin
-2% Disease Frequency bonus for each Advanced Medicine Maker in the city (+8% max)

Advanced Mushroom Farm
Duchy, Norsemen, Shogunate
Farm Mushroom from Wood
55 Wood
55 Stone
55 Iron Bar
55 Brick
Cost: 1,520 coin
-20% input consumption for that single building

Advanced Pita Bakery
Emirates
Make Pita Bread from Wheat Flour and Wood or Coal. Instead of Coal, use Wood as fuel to increase productivity by 30%.
85 Stone
170 Brick
Cost: 1,280 coin
20% input consumption for that single building

Advanced Potter
All
Produce Pottery (Tier 1 Luxury) from Clay
195 Stone
Cost: 1,000 coin
-20% input consumption for that single building

Advanced Sake Brewery
Shogunate
Make Sake (Tier 1 Luxury) from Rice, Orange or Plum
170 Wood
170 Stone
Cost: 1,200 coin
+5% Sake export price bonus for each Advanced Sake Brewery in the city (+40% max). Disallows importing Sake.

Advanced Tailor
All
Make Clothes (Tier 2 Luxury) from Leather, Wool, Cotton or Cotton Fabric or Fashionable Clothes (Tier 3 Luxury) from Dyed Cotton Fabric
200 Wood
135 Stone
65 Iron Bar
Cost: 1,480 coin
+2% Cold Resistance bonus for each Advanced Tailor in the city (+8% max)

Advanced Tequila Distillery
Tlatoa
Make Tequila (Tier 2 Luxury) from Agave
70 Wood
70 Stone
70 Iron Bar
Cost: 1,200 coin
+5% Tequila export price bonus for each Advanced Tequila Distillery in the city (+40% max). Disallows importing Tequila.

Advanced Tortilla Bakery
Tlatoa
Make Tortilla Bread from Wheat Flour and Wood or Coal. Instead of Coal, use Wood as fuel to increase productivity by 30%.
85 Stone
170 Brick
Cost: 1,280 coin
20% input consumption for that single building

Advanced Vodka Distillery
Duchy
Brew Vodka (Tier 2 Luxury) from Potato
90 Wood
90 Stone
90 Iron Bar
Cost: 1,200 coin
+2% Cold Resistance bonus for each Advanced Vodka Distillery in the city (+8% max)

Advanced Winery
All
Ferment Wine (Tier 2 Luxury) from Grapes
210 Brick
210 Clay
Cost: 1,480 coin
+5% Wine export price bonus for each Advanced Winery in the city (+40% max). Disallows importing Wine.

Building Specifics H-Z - Post-Construction (base values)
Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Advanced Magic Mushroom Farm
130
100
Magic Mushroom
Wood
160
20
Advanced Mead Maker
80
100
Mead
Honey
120
16
Advanced Medicine Maker
70
100
Medicine
Medicinal Herb, Mushroom or Wood
100
16
Advanced Mushroom Farm
70
100
Mushroom
Wood
150
16
Advanced Pita Bakery
70
100
Pita Bread
Wheat Flour, Wood or Coal
120
16
Advanced Potter
70
100
Pottery
Clay
100
16
Advanced Sake Brewery
70
100
Sake
Rice, Orange, or Plum
120
16
Advanced Tailor
70
100
Clothes or Fashionable Clothes
Leather, Wool, Cotton, Cotton Fabric, or Dyed Cotton Fabric
140
16
Advanced Tequila Distillery
70
100
Tequila
Agave
120
16
Advanced Tortilla Bakery
70
100
Tortilla
Wheat Flour, Wood or Coal
120
16
Advanced Vodka Distillery
70
100
Vodka
Potato
120
16
Advanced Winery
70
100
Wine
Grapes
140
16
Buildings A-M - Services
All factions have all service buildings available to them. Service buildings do not accept building-slot cards.

Buildings A-M Specifics - Pre-Construction
Service Card
Details
Required Resources
Obtained Via

Bank
Area of Affect: +30% income (money) from luxuries for each surrounding Level 5+ House.
20 Brick
20 Glass OR 10 Glass (Emirates)
Research Bank tech (Enlightenment Age - 18,217 science points)
Cost: 240 coin

Coal Power Plant
Provides power by converting 1 Coal to 1 kWh electricity.
60 Brick
60 Concrete
35 Steel
Research Electricity tech (Industrial Age - 75,069 science points)
Cost: 1,520 coin

Hauling Services
Workers use carts to haul resources to fill/clear building inputs/outputs.
50 Wood OR 50 Clay (Emirates)
Research Advanced Logistics tech (Enlightenment Age - 4,421 science points)
Cost: 120 coin

Immigration Office
Attracts new immigrants to player's town. Brings in 5 people, typically at least 2 adults and 2 children each time.
50 Wood OR 50 Clay (Emirates)
Purchase from rotating card stack (Dark Age)
Cost: 120 coin

Intercity Logistics Hub
Trade resources with another town player owns within their empire. Player must set town and choose up to four resources and amounts to receive from it.
50 Wood
20 Stone
Available once first land colony is built. Research Colonization tech (Enlightenment Age - 8,974 science points)
Cost: 240 coin

Intercity Logistics Port
Trade resources with another town player owns (i.e. colony) within their empire. Player must set town and choose up to four resources and amounts to receive from it. Must be within 500 tiles of colony.
80 Wood
20 Stone
Available once first overseas colony is built. Research Colonization tech (Enlightenment Age - 8,974 science points)
Cost: 280 coin

Irrigation Pump
Water: Must be built on shore of fresh water. Pumps water to increase soil fertility to 95% within 5 blocks of attached Irrigation Ditches. Supports at least 100 tiles of Irrigation Ditch. Roads can cross Ditches. Pumped water does not cross same player owned city/colony borders.
100 Stone
Research Irrigation Pump tech (Duchy, Shogunate, Norsemen-Enlightenment Age - 3,925 science points) OR research Irrigation Pump tech (Emirates-Dark Age - 129 science points)
Cost: 520 coin

Library
Area of Affect: houses within radius generate +50% science points (does not stack with another Library, can stack with School).
25 Wood OR 25 Clay (Emirates)
25 Stone
Research Library tech (Middle Age - 261 science points)
Cost: 200 coin

Luxury Importer
Provincial. Area of Affect: Trading Companies within radius can trade in luxury goods.
Free
Purchase from Card Shop (Middle Age - Town Hall Level 3)
Cost: 20,000 coin
Value: 5,000 coin

Market
Area of Affect: Supplies anything a household needs within its radius. Workers carry 50 units.
50 Wood OR 50 Clay (Emirates)
Research Market tech (Middle Age - 529 science points)
Cost: 120 coin

Buildings A-M Specifics - Post-Construction (base values)
Service Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Bank
-
-
Area of Affect: Money (gold coin)
-
-
-
Coal Power Plant
-
-
Area of Affect: Power (kW)
Coal
-
14
Hauling Services
-
-
Area of Affect: fill/clear building resource inputs/outputs
-
-
3
Immigration Office
80
100
Immigrants
-
10
1
Intercity Logistics Hub
-
-
Resources from player's land colonies
-
-
1
Intercity Logistics Port
-
-
Resources from player's port colonies
-
-
1
Irrigation Pump
-
Area of Affect: Overlap Dependent
Area of Affect: Increases Fertility within radius of attached Irrigation Ditches
Fresh Water
50
-
Library
-
-
Area of Affect: Science Points
-
30
-
Luxury Importer
-
-
Area of Affect: Luxury trade
-
-
-
Market
-
-
Area of Affect: Goods/Luxuries
-
-
3
Buildings N-Z - Services
All factions have all service buildings available to them. Service buildings do not accept building-slot cards.

Buildings N-Z Specifics - Pre-Construction
Service Card
Details
Required Resources
Obtained Via

Oil Power Plant
Provides power by converting 1 Oil to 2 kWh electricity.
60 Brick
60 Concrete
60 Steel
Research Petroleum tech (Industrial Age - 152,390 science points)
Cost: 1,920 coin

School
Area of Affect: generates +70% science points for houses within radius (does not stack with another School, can stack with Library).
30 Iron Bar
30 Brick
Research School tech (Enlightenment Age - 2,178 science points)
Cost: 360 coin

Storage Depot
Stores up to 4,800 of one type of resource. Player sets resource type. Can be upgraded to have a hauler and deliverer.
30 Wood OR 30 Clay (Emirates)
Research Storage Depot tech (Middle Age - 261 science points)
Cost: 80 coin

Tavern
Increases visitors fun, base service quality 50. Area of Affect: increases Entertainment Happiness for citizens staying in houses within radius, (does not stack with another Tavern, can stack with Theater).
40 Wood OR 30 Clay (Emirates)
40 Stone
Purchase from rotating card stack (Dark Age)
Cost: 320 coin

Theater
Increases visitors fun, base service quality 70. Area of Affect: increases Entertainment Happiness for citizens staying in houses within radius (does not stack with another Theater, can stack with Tavern).
10 Iron Bar
10 Brick
10 Glass
Research Theatre tech (Enlightenment Age - 4,421 science points)
Cost: 240 coin

Town Hall
The administrative center of your town, shows era and biome bonuses. Adjust taxes, purchase military units (except colonies) and town hall levels here. Accepts town-slot cards. Use Edit button to rename town.
Purchase initial province at start of new game OR start a colony (Build Menu) for 15,000-20,000 coin
Free to buy and build with initial province purchase OR research Colonization tech (Enlightenment Age - 8,974 science points)

Trading Company
Allows player to trade with the world market automatically. Place within radius of a Luxury Importer building to trade luxury goods. Player must set goods and amounts to Import and/or Export.
50 Stone
Research Trading Company tech (Middle Age - 529 science points)
Cost: 280 coin

Trading Port
Trade resources with the world market over water. Water: must be built on coast or river connected to ocean. Must be managed by player for each trade round.
30 Wood
30 Stone
OR 40 Clay only (Emirates)
Free with initial starting card offer OR research Foreign Trade tech (Dark Age - 64 science points)
Cost: 240 coin

Trading Post
Trade resources with the world market over land. Must be managed by player for each trade round.
30 Wood
30 Stone
OR 40 Clay only (Emirates)
Free with initial starting card offer OR research Foreign Trade tech (Dark Age - 64 science points)
Cost: 240 coin

Buildings N-Z Specifics - Post-Construction (base values)
Service Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Oil Power Plant
-
-
Area of Affect: Power (kW)
Oil
-
13
School
-
-
Area of Affect: Science Points
-
70
-
Storage Depot
-
-
4,800 storage capacity for one resource
-
-
-
Tavern
-
Service quality Appeal dependent
Area of Affect: Entertainment Happiness
-
40
-
Theater
-
Service quality Appeal dependent
Area of Affect: Entertainment Happiness
-
60
-
Town Hall
-
-
Tax income
-
-
-
Trading Company
-
-
Money (Gold Coin)/Resources
Resources/Money (Gold Coin)
50
-
Trading Port
-
-
Money (Gold Coin)/Resources
Resources/Money (Gold Coin)
30
-
Trading Post
-
-
Money (Gold Coin)/Resources
Resources/Money (Gold Coin)
30
-
Buildings A-M - Other
All factions have all 'other' type buildings available to them. They do not accept building-slot cards, unless otherwise noted.

Buildings A-M Specifics - Pre-Construction
Other Card
Details
Required Resources
Obtained Via

Architect's Studio
+5% Housing Appeal city-wide
30 Concrete
30 Steel
Unlocks in Card Shop upon reaching Industrial Age.
Cost: 3,360 coin
Value: 840 coin

Caravansary
Sends caravans over a Land Trade Route (connected by road) to Minor and Major AI cities and player cities. Gives profit to both destinations. Player must set trade destination. *Bug: Appears to allow trade between human players regardless of connection via land trade route if each player has a trading port built that is connected via ocean accessible water.*
100 Wood
50 Stone
Unlocks with first land trade route obtained by player (as early as Middle Age)
Cost: 480 coin

Card Combiner
Crafts an improved building-slot card by combining basic building-slot cards. Player can opt to craft: Productivity +, Sustainability +, Motivation +, and Passion + cards
100 Brick
100 Glass
100 Concrete
Research Card Combiner tech (Industrial Age - 75,069 science points)
Cost: 2,520 coin

Card Shop
Buy special buildings and cards. Note that the cost of some cards increases with each repeat purchase
None
Unlocks with Middle Age - Town Hall Level 3
Cost: Free

Embassy
+5 upgrade points for builder and host player, can be upgraded. Foreign Soil: Host player must approve build site
200 Wood OR 200 Clay (Emirates)
Research Foreign Relation tech (Middle Age - 1,073 science points)
First Embassy is free, thereafter
Cost: 440 coin

Employment Bureau
Allows global management of player's civilization job priority
None
Unlocks after 25 buildings built? (Dark Age)
Cost: Free

Engineer's Office
+10% Industrial production city-wide
30 Concrete
30 Steel
Unlocks in Card Shop upon reaching Industrial Age.
Cost: 3,360 coin
Value: 840 coin

Foreign Port
+100 gold coin for builder if host player town also has Foreign Quarter. Foreign Soil: Host player must approve build site
300 Wood OR 300 Clay (Emirates)
Research Global Footprint tech (Enlightenment Age - 8,974 science points)
Cost: 640 coin

Foreign Quarter
+20 upgrade points for builder and host player, can be upgraded. Foreign Soil: Host player must approve build site
1,000 Wood OR 1,000 Clay (Emirates)
Research Global Footprint tech (Enlightenment Age - 8,974 science points)
Cost: 2,040 coin

Fort
Prevents Raids in nearby (one connected province in all directions) player owned provinces. Protected provinces give 3x more income
None
Research Border Protection tech (Middle Age - 529 science points)
Cost: 1,000 coin

Granary
Stores only food, provides 30 storage slots (1 slot can hold 240 units of a resource, or 7,200 max). Area of Affect: +10% productivity to surrounding food producers (e.g. Farms, Fishing Lodge, Mushroom Farm, Ranches, etc.). Player can set what foods can be stored, defaults to all


Size (Tiles): 7x6 = Building 6x6 + Path 7
20 Wood OR 20 Clay (Emirates)
20 Stone
Research Agricultural Revolution tech (Middle Age - 261 science points)
Cost: 160 coin

Hotel
Allows visitors from other towns to stay for money. Base service quality 95%. Visitor fee can be adjusted. Boost efficiency (service quality) by building in a player owned province with a Ruin. Foreign soil: player must have a high enough relationship with Minor and Major AI cities to build in their province

Size (Tiles): 9x12 = Building 8x12 + Path 12
100 Brick
50 Glass
Research Hotel tech (Enlightenment Age - 8,974 science points)
Cost: 1,040 coin

Ministry of Agriculture
+5% Farm production when there are 8 or more farms city-wide



Size (Tiles): 7x6 = Building 6x6 + Path 6
30 Concrete
30 Steel
Unlocks in Card Shop upon reaching Industrial Age.
Cost: 3,360 coin
Value: 840 coin

Museum
Slot Artifact cards to get city bonuses. Player must excavate Artifacts from Ruins

Size (Tiles): 9x12 = Building 8x12 + Path 12
100 Brick
100 Glass
Research Museum tech (Enlightenment Age - 18,217 science points)
Cost: 1,520 coin

Buildings A-M Specifics - Post-Construction (base values)
Other Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Architect's Studio
-
-
Housing appeal bonus (city-wide)
-
-
-
Caravansary
80
100
Money (Gold Coin)
-
-
1
Card Shop
-
-
-
-
-
-
Card Combiner
-
-
1 Improved building-slot card
3-5 Basic building-slot cards
-
-
Embassy
-
-
Upgrade points
-
-
-
Engineer's Office
-
-
Industrial production bonus (city-wide)
-
-
-
Foreign Port
-
-
100 Money (Gold Coin)
-
-
-
Foreign Quarter
-
-
Upgrade Points
-
-
-
Fort
-
-
Nearby province protection
-
20
-
Granary
-
-
-
-
10
-
Hotel
-
Service quality Appeal dependent
Money (Gold Coin)
-
50
-
Ministry of Agriculture
-
-
Farming production bonus (city-wide)
-
-
-
Museum
-
-
City-wide bonuses
-
100
-
Buildings N-Z - Other
All factions have all 'other' type buildings available to them. They do not accept building-slot cards, unless otherwise noted.

Buildings N-Z Specifics - Pre-Construction
Other Card
Details
Required Resources
Obtained Via

Policy Office
Enact policy upgrades that give empire-wide bonuses per level purchased: National Pride +5% City Attractiveness, Economic Hegemony +3% production bonus, and Trade Route Control -2% Trade Fee. Max Level 15 for bonuses.

Size (Tiles): 9x12 = Building 8x12 + Path 12
None
Research Policy Making tech (Enlightenment Age - 2,178 science points)
Cost: Free

Research Lab
Generates science points using Paper. Accepts building-slot cards.

Size (Tiles): 7x6 = Building 6x6 + Path 6
25 Wood OR 20 Clay (Emirates)
25 Brick
25 Glass
Unlocks in Card Shop upon reaching Enlightenment Age - Town Hall Level 4
Cost: 1,760 coin
Value: 440 coin

Resource Outpost
Extracts resource from a foreign province. Foreign Soil: must be built in a province not owned by anyone.



Size (Tiles): 18x18 = Building 18x18 + Path None
None
Unlocks in Card Shop upon reaching Enlightenment Age - Town Hall Level 4
Cost: 40,000 coin
Value: 10,000 coin

Scholars Office
Crafts cards from Paper. Accepts building-slot cards. Player can set one action or building-slot card type to craft at a time. Base consumption rate per card: Wild (20), Card Removal (20), Productivity (100), Sustainability (100), Frugality (100), Motivation (200), or Passion (200).

Size (Tiles): 7x6 = Building 6x6 + Path 6
80 Wood OR 80 Clay (Emirates)
80 Stone
80 Iron Bar
80 Brick
Research Scholars Office tech (Enlightenment Age - 4,421 science points)
Cost: 1,480 coin

Spy Center
Engage in offensive espionage (spy nest effectiveness), counterintelligence or plan actions. Base value for spying and counterintelligence is 100%. Player can choose to: support Spy Nests to boost effectiveness 100% (seems to be a bug where this does not work), support counterintelligence to boost effectiveness 100%, or select one action card to craft at a time: Steal, Kidnap or Terrorism. Player can also purchase levels to improve Spy Nest Money Gain, Spy Effectiveness (stealing, kidnapping, committing terrorism and spy nests become more effective), and Counterintelligence (espionage on player cities by others is less effective).

Size (Tiles): 13x12 = Building 12x12 + Path 12
None
Research Scholars Office tech (Enlightenment Age - 4,421 science points)
Cost: Free

Statistics Bureau
Shows global statistics of player's town(s): Resources, Buildings, Population, Food & Fuel, Food Usage, Happiness, Trading, Income, Science, and Market Prices.

Size (Tiles): 10x6 = Building 10x6 + Path None
None
Unlocks after second technology researched or Immigration Office built? (Dark Age)
Cost: Free

World Trade Office
Increase/decrease the price of selected goods by 5% each round (unclear if this working in game). Player must set two goods to influence.

Size (Tiles): 13x12 = Building 12x12 + Path 12
1,000 Brick
1,000 Glass
1,000 Concrete
Purchase from Card Shop upon reaching Industrial Age - Town Hall Level 5 OR after researching World Trade Office tech (Industrial Age - 152,390 science points)
Cost: 100,160 coin
Value: 25,040 coin

Zoo
Slot Animal cards sets to get city bonuses: +50% money from Caravans, -5% food consumption, and +50% City Attractiveness. Player must catch animals.

Size (Tiles): 15x12 = Building 14x12 + Path 14
100 Brick
100 Glass
Research Zoo tech (Enlightenment Age - 18,217 science points)
Cost: 1,520 coin

Buildings N-Z Specifics - Post-Construction (base values)
Other Card
Job Happiness %
Efficiency %
Produces
Consumes
Upkeep (Coin)
Workers
Policy Office
-
-
Empire-wide bonuses
-
50
-
Research Lab
80
100
1,944 Science Points
30 Paper
40?
5
Resource Outpost
-
-
Extracts resource from foreign province
-
625
-
Scholars Office
80
100
Action or Building-slot cards of player's choice: Wild, Card Removal, Productivity, Sustainability, Frugality, Motivation or Passion
Varies - Paper
140
7
Spy Center
-
-
Action cards of player's choice: Steal, Kidnap, or Terrorism
-
30
-
Statistics Bureau
-
-
Town statistics viewable to player
-
-
-
World Trade Office
-
-
Influences +/- price of chosen goods each round
-
200
-
Zoo
-
-
Bonuses to caravan trade routes, city attractiveness, and decreased food consumption
-
100
-
Buildings - Wonders
Each faction has four unique wonders, one in the Middle Age and Enlightenment Age, and two in the Industrial Age. Wonders do not accept building-slot cards, providing only a score boost and some type of bonus.

Middle Age
Buildings Wonder Specifics
Wonder #1
Details
Required Resources
Obtained Via

Cathedral - Duchy
First #1 wonder grants +73 points to victory score. Bonus +10% Job Happiness in the player's city.

Size (Tiles): 22x13 =
Building 13x21 +
Path 13
880 Stone
350 Brick
Research upgrade:
Cathedral - Duchy
(Middle Age - 1,402 science points)
Cost: 6,160 coin

Great Long Hall - Norsemen
First #1 wonder grants +73 points to victory score. Bonus +10% Job Happiness in the player's city.

Size (Tiles): 11x24 =
Building 10x24 +
Path 24
1,540 Wood
615 Brick
Research upgrade:
Great Long Hall - Norsemen
(Middle Age - 1,402 science points)
Cost: 6,160 coin

Great Buddha Shrine - Shogunate
First #1 wonder grants +73 points to victory score. Bonus +10% Job Happiness in the player's city (missing in Shogunate description?).

Size (Tiles): 17x16 =
Building 16x16 +
Path 16
880 Stone
350 Brick
Research upgrade:
Great Buddha Shrine - Shogunate
(Middle Age - 1,402 science points)
Cost: 6,160 coin

Mosque - Emirates
First #1 wonder grants +73 points to victory score. Bonus +10% Job Happiness in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
880 Stone
350 Brick
Research upgrade:
Mosque - Emirates
(Middle Age - 1,402 science points)
Cost: 6,160 coin

Grand Temple - Tlatoa
First #1 wonder grants +73 points to victory score. Bonus +10% Job Happiness in the player's city.

Size (Tiles): 17x16 =
Building 16x16 +
Path 16
880 Stone
350 Brick
Research upgrade:
Grand Temple - Tlatoa
(Middle Age - 1,402 science points)
Cost: 6,160 coin

Enlightenment Age
Buildings Wonder Specifics
Wonder #2
Details
Required Resources
Obtained Via

Castle - Duchy
First #2 wonder grants +229 points to victory score.
+50 upgrade points.

Size (Tiles): 17x16 =
Building 16x16 +
Path 16
2,340 Stone
465 Iron Bar
465 Glass
Research upgrade:
Castle - Duchy
(Enlightenment Age - 10,990 science points)
Cost: 19,160 coin

Stave Church - Norsemen
First #2 wonder grants +229 points to victory score.
+50 upgrade points.

Size (Tiles): 17x16 =
Building 16x16 +
Path 16
100 Wood
50 Stone
Research upgrade:
Stave Church - Norsemen
(Enlightenment Age - 10,990 science points)
Cost: 19,160 coin

Pagoda - Shogunate
First #2 wonder grants +229 points to victory score.
+50 upgrade points.

Size (Tiles): 17x16 =
Building 16x16 +
Path 16
2,340 Stone
465 Iron Bar
465 Glass
Research upgrade:
Pagoda - Shogunate
(Enlightenment Age - 10,990 science points)
Cost: 19,160 coin

Sultan's Castle - Emirates
First #2 wonder grants +229 points to victory score.
+50 upgrade points.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
2,340 Stone
465 Iron Bar
465 Glass
Research upgrade:
Sultan's Castle - Emirates
(Enlightenment Age - 10,990 science points)
Cost: 19,160 coin

Step Pyramid - Tlatoa
First #2 wonder grants +229 points to victory score.
+50 upgrade points.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
2,130 Stone
425 Iron Bar
425 Glass
Research upgrade:
Step Pyramid - Tlatoa
(Enlightenment Age - 10,990 science points)
Cost: 19,160 coin
Buildings - Wonders (WIP)

Industrial Age
Buildings Wonder Specifics
Wonder #3
Details
Required Resources
Obtained Via
Grand Palace - Duchy
First #3 wonder grants +385 points to victory score. Bonus +20% building appeal in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
1,480 Brick
740 Glass
3,705 Concrete
740 Steel
(Norsemen,
Emirates, Duchy)
Research upgrade:
Grand Palace - Duchy
(Industrial Age - 86,161 science points)
Cost: 64,200 coin
Odin's Hall - Norsemen
First #3 wonder grants +385 points to victory score. Bonus +20% building appeal in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
1,480 Brick
740 Glass
3,705 Concrete
740 Steel
Research upgrade:
Odin's Hall - Norsemen
(Industrial Age - 86,161 science points)
Cost: 64,200 coin

Golden Palace - Shogunate
First #3 wonder grants +385 points to victory score. Bonus +20% building appeal in the player's city (bonus applies to Himeji Palace for Shogunate, not Golden).

Size (Tiles): 15x20 =
Building 14x20 +
Path 20
1,605 Concrete
4,820 Gold Bar
Research upgrade:
Golden Palace - Shogunate
(Industrial Age - 86,161 science points)
Cost: 64,200 coin
Sultan's Grand Palace - Emirates
First #3 wonder grants +385 points to victory score. Bonus +20% building appeal in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
1,480 Brick
740 Glass
3,705 Concrete
740 Steel
Research upgrade:
Sultan's Grand Palace - Emirates
(Industrial Age - 86,161 science points)
Cost: 64,200 coin

Floating City - Tlatoa
First #3 wonder grants +385 points to victory score. Bonus +20% building appeal in the player's city.

Size (Tiles): 29x28 =
Building 28x28 +
Path 28
1,455 Brick
725 Glass
3,635 Concrete
725 Steel
Research upgrade:
Floating City - Tlatoa
(Industrial Age - 86,161 science points)
Cost: 64,200 coin

Wonder #4
Details
Required Resources
Obtained Via
Exhibition Hall - Duchy
First #4 wonder grants +385 points to victory score. Bonus +20% gold coin earned from luxury consumption in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
1,130 Glass
565 Concrete
2,835 Steel
Research tech:
Exhibition Hall - Duchy
(Industrial Age - 300,000 science points)
Cost: 64,240 coin
Basilica - Norsemen
First #4 wonder grants +385 points to victory score. Bonus +20% gold coin earned from luxury consumption in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
1,130 Glass
565 Concrete
2,835 Steel
Research tech:
Basilica - Norsemen
(Industrial Age - 300,000 science points)
Cost: 64,240 coin

Himeji Palace - Shogunate
First #4 wonder grants +385 points to victory score. Bonus +20% gold coin earned from luxury consumption in the player's city (bonus applies to Golden Palace for Shogunate, not Himeji).

Size (Tiles): 25x20 =
Building 24x20 +
Path 20
1,480 Brick
740 Glass
3,705 Concrete
740 Steel
Research tech:
Himeji Palace - Shogunate
(Industrial Age - 300,000 science points)
Cost: 64,240 coin
Great Mosque - Emirates
First #4 wonder grants +385 points to victory score. Bonus +20% gold coin earned from luxury consumption in the player's city.

Size (Tiles): ??x?? =
Building ??x?? +
Path ??
1,130 Glass
565 Concrete
2,835 Steel
Research tech:
Great Mosque - Emirates
(Industrial Age - 300,000 science points)
Cost: 64,240 coin

El Dorado - Tlatoa
First #4 wonder grants +385 points to victory score. Bonus +20% gold coin earned from luxury consumption in the player's city.

Size (Tiles): 25x36 =
Building 24x36 +
Path 24
1,605 Concrete
4,820 Gold Bar
Research tech:
El Dorado - Tlatoa
(Industrial Age - 300,000 science points)
Cost: 64,240 coin
Town-Slot
Town-slot cards provide various perks and bonuses that benefit the player's city. Can only be equipped in player owned town halls. Must be equipped in a town hall to be active. Can be traded, gifted or sold. Cards obtained from initial start offering or from quest completion cannot be bought from the Card Shop. Available town slots depends on town hall level.
  • Level 1 - 1 Slot
  • Level 2 - 2 Slots
  • Level 3 - 3 Slots
  • Level 4 - 4 Slots
  • Level 5 - 5 Slots

Productivity = Efficiency of building

Cards are grouped by earliest obtainable age as play style can impact when/if obtained.
Dark Age Cards
Faction
Details
Obtained Via
Investment
All
Gain +1 gold coin for every 20 you own per round (max 100 coin gained for 2,000 coin owned)
Free as initial start card offering
Value: 300 coin
Miner's Fortune
Emirates, Norsemen
+20% mining bonus
Free as initial start card offering
Value: 200 coin
Cooperative Fishing
All
Gain +1% productivity to Fishing Lodges for every 1% Happiness above 60%
Produce 500 fish quest completion reward
Value: 200 coin
Master Potter
All
Potters gain +20% efficiency
Produce 500 pottery quest completion reward
Value: 200 coin
Companies Act
All
-2% trade fee for each Trading Company (max 20% or 10 Trading Companies)
Trade 10,000 gold coin worth of items quest completion reward
Value: 200 coin
Master Brewer
All
Breweries/Distilleries gain +30% efficiency
Produce 1,000 sake/beer quest completion reward
Value: 200 coin

Middle Age Cards
Faction
Details
Obtained Via

No Rush
All
Receive 1 Wild Card every round, disables card draw stack.
Cost: 4,320 coin at Card Shop
Value: 270 coin

Coal Treatment
All
Coal gives 20% more heat
Cost: 4,000 coin at Card Shop
Value: 250 coin

Beer Tax
All
Houses with Beer get +5 gold coin
Cost: 3,200 coin at Card Shop
Value: 200 coin

Home Brew
All
Houses with Pottery get +4 science points
Cost: 3,200 coin at Card Shop
Value: 200 coin

Coal Pipeline
All
If the town has more than 1,000 Coal, Smelters get +50% productivity
Cost: 2,400 coin at Card Shop
Value: 150 coin

Farm Water Management
All
+8% Farm productivity
Cost: 2,400 coin at Card Shop
Value: 150 coin

Iron Smelter Combo
All
+30% productivity to all Iron Smelters with adjacent Iron Smelter
Cost: 2,400 coin at Card Shop
Value: 150 coin

Enlightenment Age Cards
Faction
Details
Obtained Via

All You Can Eat
All
+30% food Happiness, +50% food consumption
Cost: 3,200 coin at Card Shop
Value: 200 coin
Lockdown
All
Citizens cannot emigrate out of town without permission
Cost: 3,200 coin at Card Shop
Value: 200 coin
Slave Labor
All
Penalty from low Happiness will not exceed a 30% decrease in work efficiency
Cost: 3,200 coin at Card Shop
Value: 200 coin
Happy Bread Day
All
If the town has more than 1,000 Bread (Pita Bread too?), +20% food Happiness for citizens
Cost: 2,400 coin at Card Shop
Value: 150 coin
Mining Equipment
All
If player has a Blacksmith built, +30% productivity for Mines
Cost: 2,400 coin at Card Shop
Value: 150 coin
Private Military
All
For every 2 Trading Companies in the player's city, +1 military unit slot
Cost: 2,400 coin at Card Shop
Value: 150 coin
Standing Army
All
+10 military unit slots
Cost: 2,400 coin at Card Shop
Value: 150 coin

Desert Pilgrim
Emirates
Houses built on Desert get +10 gold coin per round
Cost: No gold coin. Research in Upgrade tree up to 3x for increasingly more science point cost
Value: 200 coin
Building-Slots in General
Building-slot cards provide various buffs for buildings and sometimes the player's city. Must be equipped in a building for buff to be active. They are available to all factions and can only be equipped in player owned buildings. Can be traded, gifted or sold. Some buildings do not permit use of certain building-slot cards (e.g. mint) or do not have building-slots (e.g. houses, storage yards/warehouses, farms, granaries, storage depots, provincial buildings, immigration offices, taverns, markets, trading posts/ports, trading companies, hotels, statistics office, employment bureau, hauling services, intercity logistic ports, irrigation pumps, forts, embassies, libraries, schools, banks, theaters, spy center, card shop, foreign quarters/ports, card combiner, museum, zoo, wonders, power plants, and world trade office).
Building-Slot - Books
Book cards decrease resource consumption, decrease upkeep, increase productivity, or increase employed citizens job Happiness for the building they are slotted in.

Productivity = Efficiency of building

Card
Details
Obtained Via
Sustainability
Consume 30% less input. Cannot be used in Mints. Use in buildings that consume resources. Combine 3 in Card Combiner to create Sustainability + card
Gift from immigrants/tribe, crate prize, quest reward (Dark Age) OR Purchase from the Card Shop upon reaching Middle Age and Town Hall Level 3 OR Produce in Scholars Office (Enlightenment Age)
Cost: 100 coin
Value: 100 coin
Productivity
+20% productivity. Combine 3 in Card Combiner to create Productivity + card
Gift from immigrants/tribe, crate prize, quest reward (Dark Age) OR Purchase from the Card Shop upon reaching Middle Age and Town Hall Level 3 OR Produce in Scholars Office (Enlightenment Age)
Cost: 100 coin
Value: 100 coin
Frugality
Decrease upkeep by 70%. Cannot be combined
Gift from immigrants/tribe, crate prize, quest reward (Dark Age) OR Purchase from the Card Shop upon reaching Middle Age and Town Hall Level 3 OR Produce in Scholars Office (Enlightenment Age)
Cost: 100 coin
Value: 100 coin
Passion
+20% job Happiness, +15% productivity. Combine 5 in Card Combiner to create Passion + card
Gift from immigrants/tribe, crate prize, quest reward (Dark Age) OR Purchase from Card Shop upon reaching Enlightenment Age and Town Hall Level 4 OR Produce in Scholars Office by researching Social Science tech (Industrial Age)
Cost: 100 coin
Value: 100 coin
Motivation
For every 1% city Happiness above 60%, gives +1% productivity. Combine 5 in Card Combiner to create Motivation + card
Gift from immigrants/tribe, crate prize, quest reward (Dark Age) OR Purchase from Card Shop upon reaching Enlightenment Age and Town Hall Level 4 OR Produce in Scholars Office by researching Social Science tech (Industrial Age)
Cost: 100 coin
Value: 100 coin
Sustainability +
Consume 40% less input. Cannot be used in Mints
Industrial Age, Town Hall Level 5: Combine 3 basic Sustainability Cards in Card Combiner to create card
Cost: 100 coin
Value: 100 coin
Productivity +
+30% productivity
Industrial Age, Town Hall Level 5: Combine 3 basic Productivity Cards in Card Combiner to create card
Cost: 100 coin
Value: 100 coin

Passion +
+50% job Happiness, +30% productivity
Industrial Age, Town Hall Level 5: Combine 5 basic Passion Cards in Card Combiner to create card
Cost: 100 coin
Value: 100 coin
Motivation +
For every 1% city Happiness above 75%, gives +2% productivity
Industrial Age, Town Hall Level 5: Combine 5 basic Motivation Cards in Card Combiner to create card
Cost: 100 coin
Value: 100 coin
Building-Slot - Animals
Building-Slots Continued

Animal cards can only be used in the Zoo. Different animals come from different biomes. Toggle the Animals and Hide Trees/Bushes overlays to better see animals on the map. Captured animals can also be released again.
Animal Card
Details
Obtained Via
Red Deer
+5% city attractiveness. Complete Deer Set to gain +50% gold coin from Caravansaries


In situ
Enlightenment Age: capture from map
Cost: Varies by capture
Value: 1,000 coin
Mule Deer
+5% city attractiveness. Complete Deer Set to gain +50% gold coin from Caravansaries


In situ
Enlightenment Age: capture from map
Cost: Varies by capture
Value: 1,000 coin
Sambar Deer
+5% city attractiveness. Complete Deer Set to gain +50% gold coin from Caravansaries


In situ
Enlightenment Age: capture from map
Cost: Varies by capture
Value: 1,000 coin
Boar
+5% city attractiveness. Complete Boar Set to decrease food consumption by 5%


In situ
Enlightenment Age: capture from map
Cost: Varies by capture
Value: 1,000 coin
Brown Bear
+5% city attractiveness. Complete Bear Set to gain +50% city attractiveness


In situ
Enlightenment Age: capture from map
Cost: Varies by capture
Value: 1,000 coin
Black Bear
+5% city attractiveness. Complete Bear Set to gain +50% city attractiveness


In situ
Enlightenment Age: capture from map
Cost: Varies by capture
Value: 1,000 coin
Panda
+5% city attractiveness. Complete Bear Set to gain +50% city attractiveness
*Reportedly only 1 naturally occurring per game map*

In situ
Pro Tip: Gain the Panda! achievement by purchasing, releasing, then re-capturing the panda, if unable to locate
Enlightenment Age: capture from map OR Industrial Age, Town Hall Level 5: purchase from the Card Shop.
Cost: Varies by capture or 200,000 coin in Card Shop
Value: 1,000 coin
Building-Slot - Artifacts
Building-Slots Continued

Artifact cards can only be used in the Museum. Different artifacts come from different ruin sites. There are currently 20 artifacts.
Artifact Card
Details
Obtained Via
Decorative Plate
+5% city attractiveness. Complete Prosperity set to gain +50% gold coin from Caravansaries
Typical Ruin Locations: Stepped Ruin
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Sacrificial Altar
+5% city attractiveness. Complete Prosperity set to gain +50% gold coin from Caravansaries
Typical Ruin Locations: Stepped Ruin
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Stone Stele
+5% city attractiveness. Complete Prosperity set to gain +50% gold coin from Caravansaries
Typical Ruin Locations: Stepped Ruin
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Canopic Jars
+5% city attractiveness. Complete Mummification set to gain ? (no description in game yet)
Typical Ruin Locations: Pyramid
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Departure Scrolls
+5% city attractiveness. Complete Mummification set to gain ? (no description in game yet)
Typical Ruin Locations: Pyramid
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Death Mask
+5% city attractiveness. Complete Mummification set to gain ? (no description in game yet)
Typical Ruin Locations: Pyramid
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Feast Remains
+5% city attractiveness. Complete Pilgrimage set to gain +50% service quality bonus to hotels built in player capital city
Typical Ruin Locations: Stone Circle
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Foreign Trinkets
+5% city attractiveness. Complete Pilgrimage set to gain +50% service quality bonus to hotels built in player capital city
Typical Ruin Locations: Stone Circle
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Chalk Plaque
+5% city attractiveness. Complete Pilgrimage set to gain +50% service quality bonus to hotels built in player capital city
Typical Ruin Locations: Stone Circle
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Tattooing Needles
+5% city attractiveness. Complete Islander Life set to gain +5 upgrade points for each Trading Port, Fishing Lodge, and Deepsea Fishing Port
Typical Ruin Locations: Odd Statues
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Petroglyphs
+5% city attractiveness. Complete Islander Life set to gain +5 upgrade points for each Trading Port, Fishing Lodge, and Deepsea Fishing Port
Typical Ruin Locations: Odd Statues
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Stone Fishhooks
+5% city attractiveness. Complete Islander Life set to gain +5 upgrade points for each Trading Port, Fishing Lodge, and Deepsea Fishing Port
Typical Ruin Locations: Odd Statues
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Ball Court Goals
+5% city attractiveness. Complete A Fulfilled Life set to gain +1% productivity (town) for every 2% happiness above 70%
Typical Ruin Locations: Stepped Ruin
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Solar Barque
+5% city attractiveness. Complete A Fulfilled Life set to gain +1% productivity (town) for every 2% happiness above 70%
Typical Ruin Locations: Pyramid
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Offering Cup
+5% city attractiveness. Complete Remembrance set to gain +1% city attractiveness for each Level 8 House (max 100% per city)
Typical Ruin Locations: Stone Circle
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Coral Eyes
+5% city attractiveness. Complete Remembrance set to gain +1% city attractiveness for each Level 8 House (max 100% per city)
Typical Ruin Locations: Odd Statues
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Codex
+5% city attractiveness. Complete Royal Heritage set to gain +5 upgrade points for every 1% city attractiveness in player's capital city
Typical Ruin Locations: Stepped Ruin
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin

Gold Capstone
+5% city attractiveness. Complete Royal Heritage set to gain +5 upgrade points for every 1% attractiveness in player's capital city
Typical Ruin Locations: Pyramid
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Ornate Trinkets
+5% city attractiveness. Complete Royal Heritage set to gain +5 upgrade points for every 1% city attractiveness in player's capital city
Typical Ruin Locations: Stone Circle
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Ancient Staff
+5% city attractiveness. Complete Royal Heritage set to gain +5 upgrade points for every 1% city attractiveness in player's capital city
Typical Ruin Locations: Odd Statues
Enlightenment Age: excavate from ruins
Cost: Varies by excavation level
Value: 1,000 coin
Military
Military cards allow the player to use military units to attack or blockade AI and other player cities. All units are researched through the Upgrades Tree, then purchased at the capital city Town Hall. Units available for purchase automatically change as upgraded units are researched. Previously trained units do not upgrade. Military unit slots, similar to housing, limit the total number of units able to be held at one time and varies based on capital city population. Without any town-slot cards impacting unit count, it seems 1,500 population = ~60 military unit slots. Upkeep cost is per round.

Types of Units

Frontline:
  • Warrior > Swordsman/Samurai/Jaguar Warrior > Musketeer > Infantry
  • Knight/Samurai Cavalry/Eagle Cavalry/Berserker > Mobile Suit/Tank
  • Conscript
Ranged:
  • Archer > Machine Gun
  • Catapult > Cannon > Artillery
Navy:
  • Galley/Longship > Frigate > Battleship
  • Naval Control (action style card, set and forget, though uses 1 military unit slot)

HP = hit points or health points of unit. Unit is destroyed when HP reaches zero.
Dark Age Cards
Faction
Details
Obtained Via

Warrior
All
An ancient melee high-HP frontline unit. Card visual varies by faction.
HP: 1,500
Attack: 14
Available immediately once Military units are unlocked at Town Hall Level 2.
Cost: 1,000 coin
1 military unit slot
Upkeep: 10 coin
Value: 500 coin

Archer
All
An ancient ranged unit. Card visual varies by faction.
HP: 300
Attack: 47
Available to research once Tech Tree is unlocked.
Cost: 1,200 coin
1 military unit slot
Upkeep: 11 coin
Value: 600 coin

Middle Age Cards
Faction
Details
Obtained Via

Swordsman
Duchy, Norsemen, Emirates
An armored melee high-HP frontline unit. Card visual varies by faction.
HP: 1,900
Attack: 18
Available to research once Town Hall is Level 3.
Cost: 1,200 coin
1 military unit slot
Upkeep: 11 coin
Value: 600 coin

Samurai
Shogunate
Fearsome honorable warrior, high-attack, high-HP frontline unit.
HP: 2,280
Attack: 22
Available to research once Town Hall is Level 3.
Cost: 1,200 coin
1 military unit slot
Upkeep: 11 coin
Value: 600 coin

Jaguar Warrior
Tlatoa
Fearsome honorable warrior, high-attack, high-HP frontline unit.
HP: 1,900
Attack: 18
Available to research once Town Hall is Level 3.
Cost: 1,200 coin
1 military unit slot
Upkeep: 11 coin
Value: 600 coin

Berserker
Norsemen
Fearsome warrior, great damage, low distance attack penalty, frontline unit.
HP: 1,300
Attack: 122
Available to research once Town Hall is Level 3.
Cost: No gold coin. 133 iron bars.
1 military unit slot
Upkeep: 16 coin
Value: 1,197 coin

Samurai Cavalry
Shogunate
Fearsome honorable warrior. High damage, low distance attack penalty, frontline unit.
HP: 1,560
Attack: 113
Available to research once Town Hall is Level 3.
Cost: No gold coin. 133 iron bars.
1 military unit slot
Upkeep: 16 coin
Value: 1,197 coin

Eagle Cavalry
Tlatoa
Legendary honorable warrior. High damage, low distance attack penalty, frontline unit.
HP: 1,300
Attack: 94
Available to research once Town Hall is Level 3.
Cost: No gold coin. 80 iron bars.
1 military unit slot
Upkeep: 17 coin
Value: 1,200 coin

Knight
Duchy, Emirates
Armored horsemen. High damage, low distance attack penalty, frontline unit. Card visual varies by faction.
HP: 1,300
Attack: 94
Available to research once Town Hall is Level 3.
Cost: No gold coin. 133 iron bars.
1 military unit slot
Upkeep: 16 coin
Value: 1,197 coin

Catapult
All
Inflicts 2x damage on walls, ranged unit. Card visual varies by faction.
HP: 300
Attack: 155
Available to research once Town Hall is Level 3.
Cost: 3,600 coin
1 military unit slot
Upkeep: 23 coin
Value: 1,100 coin

Galley
Duchy, Emirates, Shogunate, Tlatoa
An ancient naval unit. Powerful, mobile, but coastal battles only. Card visual varies by faction.
HP: 6,700
Attack: 120
Available to research once Town Hall is Level 3.
Cost: No gold coin. 800 wood.
1 military unit slot
Upkeep: 29 coin
Value: 2,400 coin
Longship
Norsemen
An iconic naval unit. Very powerful and mobile, but coastal battles only.
HP: 6,700
Attack: 156
Available to research once Town Hall is Level 3.
Cost: No gold coin. 800 wood.
1 military unit slot
Upkeep: 29 coin
Value: 2,400 coin

Naval Control
All
Player gains +80 gold coin from each trading port within naval blockade radius. Can be placed in fresh or salt water of major and minor AI cities and player cities. No HP or attack. Card visual varies by faction. Can be demolished, but does NOT return card or coin cost.
Unlocked after purchase of first naval unit.
Cost: 500 coin
1 military unit slot
No upkeep cost
Value: 500 coin
Military
Military Continued

Enlightenment Age Cards
Faction
Details
Obtained Via

Musketeer
All
An firearmed high-HP frontline unit. Card visual varies by faction.
HP: 5,200
Attack: 49
Available to research once Town Hall is Level 4.
Cost: 2,800 coin
2 military unit slots
Upkeep: 19 coin
Value: 1,441 coin

Machine Gun
All
An advanced range unit. Card visual varies by faction.
HP: 3,100
Attack: 389
Available to research once Town Hall is Level 4.
Cost: 7,776 coin
3 military unit slots
Upkeep: 43 coin
Value: 3,889 coin

Canon
All
Inflicts 2x damage on walls, ranged unit. Card visual varies by faction.
HP: 1,000
Attack: 410
Available to research once Town Hall is Level 4.
Cost: 8,640 coin
2 military unit slots
Upkeep: 48 coin
Value: 4,321 coin

Frigate
All
A naval unit equipped with cannons. Card visual varies by faction.
HP: 17,800
Attack: 318
Available to research once Town Hall is Level 4.
Cost: No gold coin. 1,920 wood.
2 military unit slots
Upkeep: 62 coin
Value: 5,761 coin

Industrial Age Cards
Faction
Details
Obtained Via

Infantry
All
An industrial era high-HP frontline unit. Card visual varies by faction.
HP: 15,500
Attack: 153
Available to research once Town Hall is Level 5.
Cost: 7,776 coin
3 military unit slots
Upkeep: 43 coin
Value: 3,889 coin

Mobile Suit
Shogunate
A marvel of engineering, armored, mechanized frontline unit boasting unmatched firepower.
HP: 13,390
Attack: 959
Available to research once Town Hall is Level 5.
Cost: No gold coin. 309 steel.
3 military unit slots
Upkeep: 82 coin
Value: 7,726 coin

Tank
Duchy, Norsemen, Emirates, Tlatoa
The most powerful land unit, frontline. Card visual varies by faction.
HP: 10,300
Attack: 738
Available to research once Town Hall is Level 5.
Cost: No gold coin. 309 steel.
3 military unit slots
Upkeep: 82 coin
Value: 7,726 coin

Conscript
All
A modern civilian unit for swarming, frontline. Card visual varies by faction.
HP: 29,300
Attack: 153
Available to research once Town Hall is Level 5.
Cost: 12,960 coin
10 military unit slots
Upkeep: 69 coin
Value: 6,485 coin

Artillery
All
A modern civilian unit for swarming, frontline. Card visual varies by faction.
HP: 3,100
Attack: 1,218
Available to research once Town Hall is Level 5.
Cost: No gold coin. 465 steel.
3 military unit slots
Upkeep: 121 coin
Value: 11,626 coin

Battleship
All
The most powerful naval unit. Card visual varies by faction.
HP: 52,900
Attack: 945
Available to research once Town Hall is Level 5.
Cost: No gold coin. 621 steel.
3 military unit slots
Upkeep: 160 coin
Value: 15,526 coin



Also, check out: Kingdoms Reborn - Curl's Essential Game Guide.
9 Comments
Draco9711 24 May @ 9:48pm 
You missed Cannibalism
Curl  [author] 21 Jan @ 7:24am 
@ Baronwyn
Not sure what is going on there. Consider checking out the Kingdoms Reborn Discord bugs channel here: https://discord.com/channels/705259429271961660/705266317749387334
Baronwyn 10 Jan @ 12:07pm 
Card Inventory does not work if there are any cards in the storage inventory. If I click on ANY of my cards, whether they're stored or in my regular hand of cards, they just switch back and forth between inventory and my hand. So the Card Inventory effectively renders *all of my cards unusable.

The only way I can use any cards is to get all cards out of inventory into the hand. If Card Inventory is empty, I can use cards from the hand normally. If there are any cards in Card Inventory, they all just switch back and forth between hand and inventory.

If this is supposed to be functional extra storage for cards, it isn't.

Has anyone else had this happen? What's the solution?
Curl  [author] 12 Nov, 2023 @ 7:29am 
@ blablabla
Welcome! :lunar2019piginablanket:
blablabla 12 Nov, 2023 @ 12:50am 
@ Curl
That's what I was looking for, thanks :)
Curl  [author] 11 Nov, 2023 @ 1:27pm 
@ blablabla
The global bonus cards you mention become available as the player advances eras. My other guide Kingdoms Reborn - Curl's Essential Game Guide details the current list of possible era bonuses (linked at top of this guide or click below)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006066158
blablabla 11 Nov, 2023 @ 5:13am 
What is still missing even here and on the fandom website are all the global bonus cards and when youa ctually get them :(
If you look here:
https://kingdomsreborn.fandom.com/wiki/Townhall
You can find 5 global bonus cards, but they are not up to date...
Curl  [author] 6 Oct, 2023 @ 7:31pm 
@ SnowNight
You are most welcome! Appreciate the shout out :steamhappy:
Viel Spaß beim Spielen!
SnowNight. 5 Oct, 2023 @ 11:24pm 
Holy cow,i haven't read everything yet but WOW this is soo helpfull! Thank you soo much! :steamthumbsup: