City Upgrade: Alchemist’s Guild
Cost: 250
Upkeep: 3
Requires: Sage’s Guild
The alchemist’s guild equips all new troops with magical weapons (+1 to hit), and generates +3 mana as well.
City Upgrade: Animist’s Guild
Cost: 300
Upkeep: 5
Requires: Stables, Temple
The animist’s guild increases each farmer’s food harvest by 1, reduces unrest by 1, allows use of nightshade, and doubles the healing rate of all units inside the city.
City Upgrade: Armorer’s Guild
Cost: 350
Upkeep: 4
Requires: Fighter’s Guild
An armorer’s guild provides units with training in fighting techniques and basic battle tactics.
City Upgrade: Armory
Cost: 80
Upkeep: 2
Requires: Barracks
An armory provides the city with a central location for the distribution and storage of arms and armor.
City Upgrade: Bank
Cost: 250
Upkeep: 3
Requires: Marketplace, University
A bank increases the taxable revenues of a city by 50%, in addition to any gains from a marketplace.
City Upgrade: Barracks
Cost: 30
Upkeep: 0
Without a barracks, cities cannot organize and train military units.
City Upgrade: Builders Hall
Cost: 60
Upkeep: 1
The builders hall educates workers in skilled building techniques.
City Upgrade: Cathedral
Cost: 800
Upkeep: 4
Requires: Parthenon
A cathedral provides the city with a major cultural and religious center. It adds +4 mana and reduces the unrest level by 1.
City Upgrade: City Walls
Cost: 150
Upkeep: 2
Requires: Builders Hall
Surrounds the city with a high brick wall that extends the detection of enemy units out to 3 squares and lends protection in combat.
City Upgrade: Fantastic Stable
Cost: 600
Upkeep: 6
Requires: Animist’s Guild
A city’s fantastic stable houses and cares for magical beasts.
City Upgrade: Farmers Market
Cost: 100
Upkeep: 2
Requires: Granary, Marketplace
A farmers market is a focal point for the buying and selling of food surplus. It adds +3 food and +30 people per turn.
City Upgrade: Fighter’s Guild
Cost: 200
Upkeep: 3
Requires: Armory
A fighter’s guild teaches troops basic fighting techniques. All new troops start as regulars.
City Upgrade: Forester’s Guild
Cost: 200
Upkeep: 2
Requires: Sawmill
A forester’s guild trains hunters and lumberjacks, increasing the food harvest by +2 and production by 25%.
City Upgrade: Granary
Cost: 40
Upkeep: 1
Requires: Builders Hall
A granary serves as a storehouse for the city’s food surplus. It adds +2 food and +20 people per turn.
City Upgrade: Housing
This special setting builds new houses for the local populace to draw them into the city and increase the city’s population growth rate.
City Upgrade: Library
Cost: 60
Upkeep: 1
Requires: Builders Hall
A library acts as a storehouse for knowledge and scholarship. It adds +2 spell research points.
City Upgrade: Maritime Guild
Cost: 400
Upkeep: 4
Requires: Ship Yard, Armory
A maritime guild produces large ships by training, organizing and supporting experienced ship builders.
City Upgrade: Marketplace
Cost: 100
Upkeep: 1
Requires: Smithy
A marketplace promotes the city’s economic growth by increasing the taxable revenues of the city by 50%.
City Upgrade: Mechanician’s Guild
Cost: 600
Upkeep: 5
Requires: Miner’s Guild, University
A mechanician’s guild teaches advanced engineering techniques, increasing the production points of city by 50%.
City Upgrade: Merchant’s Guild
Cost: 600
Upkeep: 5
Requires: Bank, Ship Yard
A merchant’s guild increases the taxable revenues of a city by 100%, in addition to gains from the marketplace and bank.
City Upgrade: Miner’s Guild
Cost: 300
Upkeep: 3
Requires: Builders Hall
A miner’s guild increases any special mineral bonusses by 50% and production by 50%.
City Upgrade: Oracle
Cost: 500
Upkeep: 4
Requires: University, Parthenon
An oracle provides a city with magical guidance, detecting all enemies within 4 squares of the city and reducing unrest by 2.
City Upgrade: Parthenon
Cost: 400
Upkeep: 3
Requires: Temple
A parthenon provides the city with a central focus for the study and teaching of religion. It adds +3 mana and reduces the unrest level by 1.
City Upgrade: Sage’s Guild
Cost: 120
Upkeep: 2
Requires: Library
A sage’s guild is dedicated to the advanced study of magic. It adds +3 spell research points and allows use of nightshade.
City Upgrade: Sawmill
Cost: 100
Upkeep: 2
A sawmill will turn wood into deadly weaponry. It increases the production of forest squares by 25%.
City Upgrade: Ship Wright’s Guild
Cost: 100
Upkeep: 1
A ship wright’s guild brings together skilled craftsmen to build small boats.
City Upgrade: Ship Yard
Cost: 200
Upkeep: 2
Requires: Ship Wright’s Guild, Sawmill
A ship yards provides the necessary equipment and workers to produce medium-sized ships.
City Upgrade: Shrine
Cost: 100
Upkeep: 1
Requires: Builders Hall
A shrine provides spiritual comfort to the citizenry. It adds +1 mana, allows use of nightshade, and reduces the unrest level by 1.
City Upgrade: Smithy
Cost: 40
Upkeep: 1
A smithy can develop and produce quality weaponry.
City Upgrade: Stables
Cost: 80
Upkeep: 2
Requires: Smithy
A stable provides training, housing and care of mounted troops and/or warbeasts.
City Upgrade: Temple
Cost: 200
Upkeep: 2
Requires: Shrine
A temple serves as a center for basic religious instruction. It adds +2 mana, allows use of nightshade, and reduces the unrest level by 1.
City Upgrade: Trade Goods
This special setting produces trade goods and converts 2 production to 1 gold.
City Upgrade: University
Cost: 300
Upkeep: 3
Requires: Sage’s Guild
A university serves as a stronghold for education and scholarship. It adds +5 spell research points.
City Upgrade: War College
Cost: 500
Upkeep: 5
Requires: Armorer’s Guild
A war college teaches advanced battle strategy and tactics. All new troops start as veterans.
City Upgrade: Wizard’s Guild
Cost: 1000
Upkeep: 5
Requires: University, Alchemist’s Guild
A wizard’s guild acts as a center for the advancement of magic. It adds +8 spell research points at an upkeep cost of 3 mana per turn.