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Unlike standard buildings, wonders can be customized with various designs, materials, and effects, and are a significant investment that only the large and wealthy empires will be able to afford. Great wonders are special buildings that can be constructed in territories and give powerful bonuses to their local province or owner. Great wonders Main article: Great wonders +1 for each Make Religious Endowments religious province investment.+1 for all cities with the Legacy of the Builders military tradition ( Levantine and Arabian traditions).+2 for all cities with the Urban Planning Civic invention.+2 for all cities with a tier 4 wonder with the Engineering effect.+1 for all cities with a tier 3 wonder with the Engineering effect.Other important sources of building slots in cities and metropolises, given by the local city building slots and global city building slots modifier, include: If a city is further upgraded to a metropolis the base number of building slots is increased to 4. Building slots mostly become relevant when settlements are upgraded to cities, which gives a base of 2 extra building slots and an additional 1 for every 10 pops in the city. Settlements normally only have 1 building slot (though settlement buildings are in general stronger than other buildings), which can be increased by the global settlement building slots modifier to a maximum of 2 by researching the Rural Planning Civic invention (though each settlement building will still have its territory cap of one). Wonders also take up a building slot, and require at least one empty building slot to begin construction. Territories that have more buildings than their number of permitted slots - for instance, after losing population during a sack - will lose any buildings over the limit. Each building takes up 1 slot, including those under construction, and no buildings can be built in a territory that has filled up all its slots. The number of buildings that can be built in any particular territory is limited by that territory's number of building slots. Requires Gradual Economic Integration Oratory invention.
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Requires the Open Religion Religious invention. Requires the Blacksmith Apprentices Martial invention. Requires the Fortified Camps Martial invention Some events and mission results may automatically construct a building in a territory.Ĭost is additionally modified by the Fortress Building Cost modifier.Ĭan only be built on coasts, or where ports exist at the start of the game. Any building in any owned territory can be torn down instantly at any time, which returns 1/4th of the its current build cost to the treasury (also affected by the build cost modifier), regardless of when or by whom the building was built.
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Once it is built, buildings do not cost any maintenance or upkeep. Each territory can only build one building at a time, though it is possible to make a queue of buildings to construct. The buildings available depend on the territory's rank, with different sets available to settlements and cities/ metropolises some of the settlement buildings are also restricted based on the trade good that the territory produces.Įvery building has an associated gold cost and build time, which are modified by the build cost and build time modifiers, respectively. A wide variety of different buildings can be built in territories to give a wide variety of local modifiers, such as improving pop output and happiness, adjusting the ratio of pop classes, driving assimilation and conversion, increasing the local population capacity, adding fortifications to the area, building port facilities for ships, and more.
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