Scoring and How to Win
Victory Conditions
Terra Nova games can be won in four ways, each requiring different strategic approaches:
Science Victory
Build the spaceship parts and launch into space. Requires heavy investment in science infrastructure and key technologies.
Domination Victory
Sack all opponent capitals. Demands military might and efficient conquest planning.
Cultural Victory
Achieve influential status over every civilization via tourism and cultural output.
Diplomatic Victory
Be voted as world leader by forging alliances and currying city‑state favor.
Scoring System
Terra Nova's reward function favors population growth, city settling, land ownership, wonders built, technologies discovered, and more. This score reflects overall civilization development but does not correlate direcly to achieving any one victory type. This would be similar to giving a chess-playing agent points for developing pieces: generally a good thing to do, but not related directly to achieving checkmate.
Environment Mechanics
Maps
Maps are procedurally generated by the Terra Nova game engine. The generation process closely matches the map generation process used in LekMod. The maps are designed to be balanced (in terms of resource distribution) across six equally-sized sections. Each section is given a "regional resource", which is a luxury resource (see the "Resources" section for more information on luxuries). Each section's regional resource is spawned many times within the section, and rarely in other sections. In theory, this gives each player a monopoly over their regional resource, which can be advantageous in trade agreements. In addition to the regional resource, each section is populated with many other resources to create a large variety of fruitful city-settling locations. We note that an agent is not restricted to setting within their region.
Terrain
Map tiles can be plains, grassland, tundra, snow, or desert terrain. A tile's terrain type can affect what types of resources can spawn in that tile, as well as affect the yield output of the tile. Tiles can also be flatland, hills, or impassible mountains. A tile's elevation type affects how units can move through the tile.
Features
Tiles can contain forests, jungles, oases, floodplains, marshes, or no feature. Similar to terrain, a tile's features affect resources, yields, and unit movement. However, unlike terrain, an agent can change a tile's feature. For example, an agent can use a worker unit to chop down a forest or clear a marsh.
Water
Maps in Terra Nova always contain many river systems, lakes, and a surrounding ocean. River systems and lakes create fertile land (i.e., they tend to be high on food yields). Oceans contain many types of resources that can only spawn in oceans (e.g., whales, pearls, etc).
Natural Wonders
Every map will contain four natural wonders. These are modeled after real-world natural wonders (e.g., Lake Victoria, Mt. Fuji), and often provide large yields if worked. For unit movement, they are treated as impassible mountains. This makes settling near them advantageous for both resource output and defense.
Yields
In Terra Nova, there are eight main yields, all with unique purposes. We first describe them briefly:
- Food
is used to grow cities.
- Production
is used to build things within cities.
- Gold
is used to fund an empire's buildings and units and can be used in trade deals with other agents.
- Faith
is used to develop a religion.
- Culture
is used to unlock social policies.
- Science
is used to discover new technologies.
- Tourism
is used to place cultural pressure on other agents.
- Happiness
is used to keep your empire happy.
After every turn, food
is stockpiled in each city. If a certain threshold is met, a city grows an additional population. This threshold scales with the current population in the city. Each citizen in a city costs two food
to maintain, and a city can starve and lose a population is the reserves go negative. Food
is gained from tile yields, buildings, religion, social policies, and trade routes between cities.
Production
is also stockpiled after each turn on a per-city basis. Buildings and units cost an amount of production
to complete. Production
is gained from tiles, buildings, religion, social policies, and trade routes.
Gold
is stockpiled empire-wide, but spent on a per-city basis. Having negative gold
across an empire causes penalties on science
, reducing an agents ability to advance technologically. Gold
is gained from tiles, buildings, religion, social policies, trade routes, and trade deals with other agents.
Faith
is stockpiled empire-wide. When certain thresholds are met, an agent may spend their stockpiled faith
to add tenets to their religion, which can lead to significant bonuses. Faith
is gained from tiles, buildings, social policies, and religion.
Culture
is stockpiled empire-wide. When certain thresholds are met, an agent may spend their stockpiled culture
to add social policies to their empire, which can lead to significant bonuses. Culture
is gained from tiles, buildings, social policies, and religion.
Science
is stockpiled empire-wide. When certain thresholds are met, an agent may spend their stockpiled science
to discover new technologies, which can unlock new buildings, units, resources, and more. Science
is gained from tiles, buildings, social policies, and religion.
Tourism
is produced in each city by buildings and Great Works. Tourism
exerts cultural pressure on the empires of other agents. If an agent builds up enough tourism
to become influential over all other agents in the game, they achieve a cultural victory.
Happiness
is critical to running an empire. Settling and growing cities costs happiness to maintain. Having negative happiness
causes penalties to all yields. Happiness
is gained by improving unique luxuries, buildings, religious tenets, and more.
Resources
Maps in Terra Nova are populated with three types of resources: luxury, strategic, and bonus. Luxury resources are critical to empire growth, as they provide happiness when unique and improved, and can be traded with other players in the game. Strategic resources provide material to construct certain units and buildings. Bonus resources provide boosts to a tile's yield output when worked. Each resource has a terrain-type spawn-bias. For example, the banana bonus resource is more likely to spawn in jungle tiles than anywhere else.
The table below shows all 53 resources in Terra Nova: the icon in the game renderer, the name, the resource type, which technology is required for an agent to see the resource, and which technology is required for an agent to improve the resource. Empty cells indicate that a resource is seeable and improvable without technological advancement required.
Show resource table ▸ Hide resource table ▾
| Name | Type | See Tech | Improve Tech | |
|---|---|---|---|---|
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Dyes | Luxury | Calendar | |
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Copper | Luxury | Mining | |
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Deer | Bonus | Trapping | |
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Ivory | Luxury | Trapping | |
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Silver | Luxury | Mining | |
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Jewelry | Luxury | Mining | |
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Uranium | Strategic | Atomic Theory | Mining |
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Lapis | Luxury | Mining | |
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Gems | Luxury | Mining | |
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Iron | Strategic | Mining | Mining |
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Wine | Luxury | Calendar | |
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Cows | Bonus | Animal Husbandry | |
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Coconut | Luxury | Calendar | |
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Wheat | Bonus | ||
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Oil | Strategic | Biology | Mining |
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Marble | Luxury | Masonry | |
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Tobacco | Luxury | Calendar | |
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Maize | Bonus | ||
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Whales | Luxury | Sailing | |
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Olives | Luxury | Calendar | |
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Truffles | Luxury | Trapping | |
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Bison | Bonus | Trapping | |
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Sugar | Luxury | Calendar | |
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Horses | Strategic | Animal Husbandry | Animal Husbandry |
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Citrus | Luxury | Calendar | |
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Cotton | Luxury | Calendar | |
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Salt | Luxury | Mining | |
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Gold | Luxury | Mining | |
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Aluminium | Strategic | Electricity | Mining |
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Incense | Luxury | Calendar | |
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Coffee | Luxury | Calendar | |
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Crabs | Luxury | Sailing | |
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Silk | Luxury | Calendar | |
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Perfume | Luxury | Calendar | |
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Glass | Luxury | Mining | |
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Spices | Luxury | Calendar | |
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Amber | Luxury | Mining | |
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Chocolate | Luxury | Calendar | |
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Rubber | Luxury | Calendar | |
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Coal | Strategic | Industrialization | Mining |
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Sheep | Bonus | Animal Husbandry | |
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Coral | Luxury | Sailing | |
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Furs | Luxury | Tapping | |
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Porcelain | Luxury | Masonry | |
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Fish | Bonus | Sailing | |
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Tea | Luxury | Calendar | |
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Hardwood | Luxury | Bronze Working | |
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Obsidian | Luxury | Masonry | |
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Banana | Bonus | Calendar | |
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Jade | Luxury | Mining | |
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Pearls | Luxury | Sailing | |
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Stone | Bonus | Masonry |
City States
City states are non-playable entities. They begin each game with a singular city and cannot settle more. Agent-controlled civilizations can exert influence over city states and receive bonuses. These bonuses depends on the city state type and level of influence. The two levels of influence are (1) friends and (2) allies. Agents become friends when their influence is 30 or more, and allies when their influece is 60 or more. Only one agent may be allies with a city state at a time. Influence over city state requires constant care, and will degrade by one point per turn. Influence can be increased by sending trade routes to city states or by completing the quests they give.
Below is a table of all city state types and the bonuses they give for each influence level:
Show city state table ▸ Hide city state table ▾
| Type | Friend Bonus | Ally Bonus |
|---|---|---|
| Cultural | +2 culture in the capital |
+2/+1 culture in the capital/other |
| Agricultural | +2 food in the capital |
+2/+1 food in the capital/other cities |
| Militaristic | 2.5% combat bonus to a random unit every turn | 5% combat bonus to a random unit every turn |
| Mercantile | +3 happiness in the capital |
+3/+1 happiness in the capital/other |
| Religious | +2 faith in the capital |
+2/+1 faith in the capital/other |
| Scientific | +2 science in the capital |
+2/+1 science in the capital/other |
Quests
City states will occasionally give out quests to the agents. Being the winning agent of a quest grants that agent +30 influece over the city state that gave the quest. Below, we list all of the possible quests a city state may give. There is no bias between city state type and their selected quest.
- Whoever produces the most culture
over the span of the quest.
- Whoever produces the most faith
over the span of the quest.
- Whoever researches the most technologies over the span of the quest.
- Whoever maintains the most trade route turns over the span of the quest.
- Whoever's religion is the majority religion in the city state for the most turns over the span of the quest.
- Whoever has the most wonders constructed over the span of the quest.
- Whoever owns the most resources over the span of the quest.
Cities
Cities are the foundational building blocks of any game of Terra Nova, just as they are in Civilization V. They serve as the primary engines of growth, production, and progress, responsible for constructing buildings, training units, generating Great Works, and producing all major yields: Food, Production, Gold, Science, Culture, Faith, and more. At their core, cities are shaped by their population. A higher population allows more citizens to work tiles, directly increasing the city's output. However, growing cities comes at a cost: each additional citizen increases the empire’s Unhappiness. If a civilization expands faster than its Happiness can sustain, it suffers penalties across the board, including reduced growth, Gold, and Science, and eventually risks civil unrest. Balancing city development with empire-wide stability is central to long-term success.
Agents directly control many aspects of their empire's cities. They choose where to settle them, which tiles should be worked, and what buildings or units the city produces. Because cities are so valuable, they may become prime targets in a war. All cities except for capitals can be captured by other agents.
Buildings
Cities can allocate their production towards making buildings. There are effectively three "classes" of buildings: World Wonders, National Wonders, and standard buildings.
World Wonders
Only one instance of each World Wonder can exist within a game. This type of building grants the owner large bonuses, so agents should race to construct these if the bonuses synergize with the agent's strategy. All construction efforts towards a given World Wonder will cease once any agent completes that wonder, potentially resulting in many wasted turns if the construction race is lost. World Wonders come in many flavors. Some benefit an empire's religion, some accelerate science outputs, some provide powerful military bonuses, and more.
National Wonders
National Wonders can exist on a one-per-player basis. These types of buildings often provide bonuses that scale the outputs of the city within which it is built.
Standard Buildings
Standard buildings can exist on a one-per-city basis.
Buildings often have one or several prerequisites that an agent must meet before construction can begin. These prerequisites can be based on technology, social policies, owned resources, or even other buildings. Most buildings cost a certain amount of gold
per turn to maintain. Some buildings cannot be constructed directly, but are earned through other avenues. For example, Mandirs can be purchased with faith
if the appropriate religious tenet is owned by the agent. See the table below for more information on each building.
Show building table ▸ Hide building table ▾
| Name | Cost | Maintenance |
Bonus | Unlock Tech | Prereq Building | Prereq Resources | National Wonder? | World Wonder? |
|---|---|---|---|---|---|---|---|---|
| Courthouse | 50 | 1 | +2 happiness ![]() |
Mathematics | ||||
| Seaport | 166 | 2 | Sea resources: +1 , +1 ; +15% production to units |
Navigation | Harbor | |||
| Stable | 66 | 1 | Horses/Sheep/Cattle: +1 ; Maize: +1 ; +15% production to mounted units |
Horseback Riding | Horses, Sheep, Cow | |||
| Watermill | 50 | 2 | +2 , +1 to city |
The Wheel | ||||
| Circus | 50 | 0 | +2 happiness ![]() |
Trapping | Horses, Ivory | |||
| Forge | 80 | 1 | Iron tiles: +1 ; +15% production to land units |
Metal Casting | Iron | |||
| Windmill | 166 | 2 | +2 ; Lakes/Oasis: +1 ; +10% building production; +1 engineer specialist slot |
Economics | ||||
| Hydro Plant | 280 | 3 | River tiles: +1 ![]() |
Electricity | Aluminium | |||
| Solar Plant | 333 | 3 | +5 ; +15% production |
Ecology | Factory | |||
| Mint | 66 | 0 | +2 ; Gold/Silver/Copper tiles: +2 ![]() |
Currency | Gold, Silver, Copper | |||
| Observatory | 133 | 1 | +4 ; Tundra: +1 ; Mountains: +4 ![]() |
Astronomy | ||||
| Monastery | 0 | 0 | City: +2 , +2 ; Incense/Wine tiles: +1 , +1 ![]() |
Agriculture | ||||
| Garden | 80 | 1 | +20% Great Person generation | Drama | ||||
| Lighthouse | 50 | 1 | Ocean tiles: +1 ; Sea resources: +1 ; Fish: +1 ![]() |
Optics | ||||
| Harbor | 80 | 2 | Connects to capital over water; Sea trade route range +50%; External trade: +1 ![]() |
Compass | ||||
| Colosseum | 66 | 1 | +2 happiness ![]() |
Construction | ||||
| Stadium | 333 | 2 | +2 happiness ![]() |
Refrigeration | Amphitheater | |||
| Monument | 26 | 1 | +2 ![]() |
Agriculture | ||||
| Temple | 66 | 2 | +2 ![]() |
Philosophy | Shrine | |||
| Opera House | 133 | 1 | +2 ; +1 GW Music slot |
Acoustics | Amphitheater | |||
| Museum | 200 | 1 | +2 ; +2 GW Art slots |
Archaeology | Amphitheater | |||
| Broadcast Tower | 333 | 3 | +2 ; +1 GW Music slot; +15% culture |
Radio | Opera House | |||
| Barracks | 50 | 1 | +15 XP to all units | Bronze Working | ||||
| Armory | 106 | 1 | +15 XP to all units | Steel | Barracks | |||
| Military Academy | 200 | 1 | +15 XP to all units | Military Science | Armory | |||
| Arsenal | 200 | 0 | +900 Defense | Metallurgy | Castle | |||
| Walls | 50 | 0 | +500 Defense | Masonry | ||||
| Castle | 106 | 0 | +700 Defense | Chivalry | Walls | |||
| Military Base | 333 | 0 | +1200 Defense | Replaceable Parts | Arsenal | |||
| Granary | 40 | 1 | City: +2 ; Wheat/Banana/Deer/Bison tiles: +1 ; Allows food trade |
Pottery | ||||
| Hospital | 240 | 2 | +5 ![]() |
Biology | Aqueduct | |||
| Medical Lab | 333 | 3 | +25% food carryover | Electronics | Hospital | |||
| Workshop | 80 | 2 | +2 ; +10% production; +1 engineer specialist slot; Can send production via trade |
Metal Casting | ||||
| Factory | 240 | 3 | +4 ; +10% production; +2 engineer specialist slots; Rubber tiles: +2 ![]() |
Industrialization | Workshop | Coal | ||
| Nuclear Plant | 333 | 3 | +5 ; +15% production |
Nuclear Fission | Factory | Uranium | ||
| Spaceship Factory | 240 | 3 | +3 ; +50% production to spaceship parts |
Robotics | Factory | |||
| Market | 66 | 0 | +1 ; +25% gold; +1 merchant specialist slot; Trade routes: +1 (owner & destination) |
Currency | ||||
| Bank | 133 | 0 | +2 ; +25% gold; +1 merchant specialist slot; Trade routes: +1 (owner & destination) |
Banking | Market | |||
| Stock Exchange | 240 | 0 | +3 ; +25% gold; +2 merchant specialist slots |
Electricity | Bank | |||
| Library | 50 | 1 | +50% science per population | Writing | ||||
| University | 106 | 2 | +33% science; +2 scientist specialist slots; Jungle tiles: +2 ![]() |
Education | Library | |||
| Public School | 200 | 3 | +3 ; +50% science; +1 scientist specialist slot |
Scientific Theory | University | |||
| Laboratory | 333 | 3 | +4 ; +50% science; +1 scientist specialist slot |
Plastic | Public School | |||
| Palace | 0 | 0 | +3 , +3 , +3 , +1 ; +250 Defense |
Agriculture | Yes | |||
| Heroic Epic | 83 | 0 | +1 ; +1 GW Writing slot; +15 XP to all non-air units |
Iron Working | Barracks | Yes | ||
| National College | 83 | 0 | +3 , +1 ; +50% science |
Philosophy | Yes | |||
| National Epic | 83 | 0 | +1 ; +1 GW Writing slot; +25% Great Person generation |
Drama | Monument | Yes | ||
| Circus Maximus | 83 | 0 | +1 , +5 ![]() |
Horseback Riding | Circus | Yes | ||
| National Treasury | 83 | 0 | +4 ; +10% gold; +1 trade route; Trade routes: +4 (owner), +2 (destination) ![]() |
Guilds | Market | Yes | ||
| Ironworks | 83 | 0 | +8 ![]() |
Machinery | Workshop | Yes | ||
| Oxford University | 83 | 0 | Free technology | Education | Yes | |||
| Hermitage | 83 | 0 | +2 ; +50% culture; +3 GW Art slots |
Architecture | Opera House | Yes | ||
| Great Lighthouse | 123 | 0 | +1 ; Water tiles: +1 ; +1 Merchant GP point; Naval units: +1 movement, +1 sight |
Optics | Yes | |||
| Stonehenge | 123 | 0 | +6 , +1 ; +1 Engineer GP point; −25% tile purchase costs empire-wide |
Calendar | Yes | |||
| Great Library | 123 | 0 | +3 , +1 ; +2 GW Writing slots; +1 Scientist GP point; Free technology |
Writing | Yes | |||
| Pyramid | 123 | 0 | +1 ; +1 Engineer GP point; Workers build improvements 25% faster; +2 free Workers |
Masonry | Yes | |||
| Colossus | 123 | 0 | +5 , +1 ; +1 Merchant GP point; +1 trade route & free Cargo Ship; Trade routes: +2 (owner), +1 (destination) ![]() |
Iron Working | Yes | |||
| Oracle | 166 | 0 | +3 ; +1 Scientist GP point; Free Social Policy |
Philosophy | Yes | |||
| Hanging Garden | 166 | 0 | +6 , +1 ; Free Garden; +1 Engineer GP point |
Mathematics | Yes | |||
| Great Wall | 166 | 0 | +1 ; +1 Engineer GP point; Free Walls in all cities |
Engineering | Yes | |||
| Angkor Wat | 266 | 0 | +5 , +3 ; +1 Scientist GP point; Free University |
Education | Yes | |||
| Hagia Sophia | 200 | 0 | +3 ; Free Great Prophet; Free Temple |
Theology | Yes | |||
| Chichen Itza | 200 | 0 | +4 , +1 ; +1 Engineer GP point; +50% Golden Age length |
Civil Service | Yes | |||
| Machu Pichu | 200 | 0 | +5 , +2 ; +1 Merchant GP point; +25% gold from city connections |
Guilds | Yes | |||
| Notre Dame | 266 | 0 | +10 , +4 ; +1 Artist GP point |
Physics | Yes | |||
| Porcelain Tower | 416 | 0 | +1 ; +2 Scientist GP points; Luxury tiles: +3 , +3 ![]() |
Architecture | Yes | |||
| Himeji Castle | 333 | 0 | +1 ; +2 Engineer GP points; +15% combat strength in friendly territory; Free Castle |
Gunpowder | Yes | |||
| Sistine Chapel | 333 | 0 | +1 ; +25% culture in all cities; +2 GW Art slots |
Acoustics | Yes | |||
| Kremlin | 706 | 0 | +1 ; +50% production for armored units |
Railroad | Yes | |||
| Forbidden Palace | 333 | 0 | +1 ; +2 World Congress delegates; −10% citizen unhappiness in unoccupied cities |
Banking | Yes | |||
| Taj Mahal | 416 | 0 | +1 ; +4 ; Starts Golden Age |
Architecture | Yes | |||
| Big Ben | 500 | 0 | +4 , +1 ; −12% gold purchase costs |
Industrialization | Yes | |||
| Louvre | 500 | 0 | +2 ; +4 GW Art slots; Free Great Artist |
Archaeology | Yes | |||
| Brandenburg Gate | 500 | 0 | +1 ; +2 Scientist GP points; Free Great General; +15 XP to all units |
Military Science | Yes | |||
| Statue Of Liberty | 706 | 0 | +6 , +1 ; +6 population; Free Social Policy |
Replaceable Parts | Yes | |||
| Cristo Redentor | 802 | 0 | +5 ; −10% policy culture cost |
Plastic | Yes | |||
| Eiffel Tower | 706 | 0 | +5 , +1 ; +12 ; +2 Merchant GP points |
Radio | Yes | |||
| Pentagon | 802 | 0 | +1 ; +2 Merchant GP points; +15 unit XP |
Combined Arms | Yes | |||
| Sydney Opera House | 833 | 0 | +50% culture; +2 GW Music slots (theming bonus condition noted); Free Social Policy | Ecology | Yes | |||
| Aqueduct | 66 | 1 | +40% food carryover | Engineering | ||||
| Stone Works | 50 | 1 | City: +1 , +1 ; Marble/Obsidian/Stone tiles: +1 ![]() |
Calendar | Marble, Stone, Obsidian | |||
| Statue Zeus | 123 | 0 | +2 ; +15 combat strength to all units; +10% production to all military |
Bronze Working | Yes | |||
| Temple Artemis | 123 | 0 | +3 , +3 , +3 ; +1 Engineer GP point; Ranged units: +15% production, +15 XP |
Archery | Yes | |||
| Mausoleum Halicarnassus | 123 | 0 | +1 ; +1 Merchant GP point; +100 per Great Person expended; Marble/Obsidian/Stone tiles: +2 ![]() |
Masonry | Yes | |||
| Amphitheater | 66 | 1 | +2 ; +1 GW Writing slot |
Drama | Monument | |||
| Shrine | 26 | 1 | +1 ![]() |
Pottery | ||||
| Recycling Center | 333 | 3 | Aluminium tiles: +3 ![]() |
Ecology | ||||
| Bomb Shelter | 200 | 1 | −75% nuke damage (large Defense boost) | Telecom | ||||
| Constable | 106 | 1 | −25% spy steal rate | Banking | ||||
| Police Station | 200 | 1 | −25% spy steal rate | Electricity | Constable | |||
| Intelligence Agency | 83 | 0 | +1 Spy; +1 spy level to all spies; −15% enemy spy effectiveness | Radio | Constable | Yes | ||
| Alhambra | 266 | 0 | +1 ; Units receive Drill I (non-air); +20% culture; Free Castle |
Chivalry | Yes | |||
| Cn Tower | 802 | 0 | +1 population, +1 happiness; Free Broadcast Tower | Radar | Yes | |||
| Hubble | 833 | 0 | +10 ; +3 Scientist GP points; Free Recycling Center; +200% production to spaceship parts |
Satellites | Yes | |||
| Leaning Tower | 333 | 0 | +1 ; +20% Great Person generation in all cities |
Printing Press | Yes | |||
| Mosque Of Djenne | 166 | 0 | +6 , +3 , +3 ; +1 Engineer GP point; Missionaries from this city spread 3 times |
Philosophy | Yes | |||
| Neuschwanstein | 500 | 0 | +6 , +4 , +2 ; +1 Merchant GP point |
Rifling | Yes | |||
| Petra | 166 | 0 | +7 (includes +6 at Archaeology); Desert (not flood plains): +1 , +1 ; +1 trade route & free caravan; +1 Engineer GP point |
Currency | Yes | |||
| Terracotta Army | 166 | 0 | +1 ; Copies each military unit (effect) |
Construction | Yes | |||
| Great Firewall | 833 | 0 | −99.9% enemy spy effectiveness in city; −25% effectiveness of your other spies elsewhere; Negates Internet tourism bonus against you | Computers | Yes | |||
| Cathedral | 0 | 0 | +5 ; +1 GW Art slot |
Agriculture | ||||
| Mosque | 0 | 0 | City: +3 , +1 , +1 ![]() |
Agriculture | ||||
| Pagoda | 0 | 0 | City: +2 , +1 , +1 ; +10% growth carryover |
Agriculture | ||||
| Grand Temple | 83 | 0 | +8 ; Double religious pressure from this city |
Theology | Temple | |||
| Tourist Center | 266 | 2 | 100% of culture from wonders/improvements added to tourism; 2× tourism from Great Works | Telecom | Yes | |||
| Writers Guild | 66 | 1 | +2 writer specialist slots | Drama | Yes | |||
| Artists Guild | 100 | 1 | +2 artist specialist slots | Guilds | Yes | |||
| Musicians Guild | 133 | 1 | +2 musician specialist slots | Acoustics | Yes | |||
| Hotel | 200 | 0 | Wonders/improvements: 50% culture converted to tourism; +50% GW tourism; Lakes/Oasis: +1 ![]() |
Refrigeration | ||||
| Caravansary | 60 | 0 | +2 ; External land trade: +2 ; Land trade route range +50% |
Horseback Riding | ||||
| Airport | 266 | 5 | Wonders/improvements: 50% culture converted to tourism; +50% GW tourism; Increases air unit capacity | Radar | ||||
| Uffizi | 416 | 0 | +2 ; +3 GW Art slots; Free Great Artist |
Architecture | Yes | |||
| Globe Theater | 333 | 0 | +2 ; +2 GW Writing slots; +1 Writer GP point; Free Great Writer |
Printing Press | Yes | |||
| Broadway | 706 | 0 | +2 ; +3 GW Music slots; Free Great Musician |
Radio | Yes | |||
| Red Fort | 416 | 0 | +8 , +4 ; +1200 Defense; +1 Scientist GP point; +25% city defense empire-wide |
Metallurgy | Yes | |||
| Prora Resort | 706 | 0 | +2 ; +1 happiness per two Social Policies; Free Social Policy |
Flight | Yes | |||
| Borobudur | 200 | 0 | +5 ; +1 Engineer GP point; 3 free Missionaries; Free Garden |
Theology | Yes | |||
| Parthenon | 166 | 0 | +4 ; +1 GW Art slot |
Drama | Yes | |||
| International Space Station | 0 | 0 | +1 production from Scientists; +1 science from Engineers; +33% Great Scientist bulb yield; (collaborative project) | Agriculture | Yes | |||
| Gurdwara | 0 | 0 | Per religion present: +2 , +2 ![]() |
Agriculture | ||||
| Synagogue | 0 | 0 | City: +2 , +1 , +1 ; +15% building production |
Agriculture | ||||
| Conservatory | 0 | 0 | +1 musician specialist slot; +1 ![]() |
Agriculture | ||||
| Vihara | 0 | 0 | City: +1 , +1 ; +15% gold; +1 merchant specialist slot |
Agriculture | ||||
| Mandir | 0 | 0 | All luxury tiles owned: +1 , +1 ![]() |
Agriculture | ||||
| Saint Peter's Basilica | 200 | 0 | +8 , +4 ![]() |
Education | Yes | |||
| Althing | 200 | 0 | +1 ; +1 Scientist GP point; Tundra tiles: +1 , +1 ![]() |
Metal Casting | Yes | |||
| Gemcutter | 50 | 1 | +2 ; Jade/Gems/Lapis/Amber tiles: +1 ![]() |
Machinery | Gems, Jade, Amber, Lapis | |||
| Textile | 66 | 2 | +1 ; Dyes/Furs/Silk/Cotton tiles: +2 ![]() |
Economics | Silk, Cotton, Dyes, Furs | |||
| Censer | 50 | 1 | +2 ; Incense/Tobacco/Perfume tiles: +1 ![]() |
Theology | Incense, Perfume, Tobacco | |||
| Brewery | 66 | 0 | +2 ; Wine/Coffee/Tea/Sugar/Salt tiles: +2 ![]() |
Guilds | Wine, Salt, Coffee, Tea, Sugar | |||
| Grocer | 66 | 1 | +1 ; Truffles/Citrus/Olives/Coconut/Chocolate/Spices tiles: +1 ![]() |
Banking | Chocolate, Spices, Truffles, Citrus, Olives, Coconut | |||
| Refinery | 133 | 0 | Oil tiles: +3 , +3 ![]() |
Biology | Oil | |||
| Panama | 706 | 0 | +3 , +1 ; +2 Merchant GP points; +8 from external sea trade; Free Great Merchant |
Railroad | Yes | |||
| Artist House | 0 | 0 | +2 , +1 ; +1 artist specialist slot |
Future Tech | Yes | |||
| Writer House | 0 | 0 | +1 , +3 ; +1 writer specialist slot |
Future Tech | Yes | |||
| Music House | 0 | 0 | +2 , +2 ; +1 musician specialist slot |
Future Tech | Yes | |||
| Huey Teocali | 200 | 0 | +4 ; +1 Engineer GP point; Lakes: +2 , +2 ![]() |
Civil Service | Yes | |||
| Apollo Program | 1005 | 0 | Rocketry | Aluminium | Yes | |||
| SS Booster 1 | 1005 | 0 | Advanced Ballistics | Apollo Program | Aluminium | Yes | ||
| SS Booster 2 | 1005 | 0 | Advanced Ballistics | Apollo Program | Aluminium | Yes | ||
| SS Booster 3 | 1005 | 0 | Advanced Ballistics | Apollo Program | Aluminium | Yes | ||
| SS Engine | 503 | 0 | Particle Physics | Apollo Program | Aluminium | Yes | ||
| SS Cockpit | 503 | 0 | Satellites | Apollo Program | Aluminium | Yes | ||
| SS Stasis Chamber | 503 | 0 | Nanotechnology | Apollo Program | Aluminium | Yes | ||
| Gallery | 0 | 0 | +1 ; +1 artist specialist slot | Agriculture | ||||
| Scriptorium | 0 | 0 | +1 ; +1 writer specialist slot | Agriculture | ||||
| Conservatory | 0 | 0 | +1 ; +1 musician specialist slot | Agriculture |
Units
Like buildings, cities can allocate production towards constructing units. Units are controlled by an agent as they move around and interact with the map. Units fall into two main categories: military and non-military. Non-military units include Settlers
, which can settle cities, workers
, which can improve tiles, and caravans
, which can establish trade routes.
Military units can engage in combat against another agent's units or cities. Many factors alter the outcome of an attack, such as the unit type (e.g., mounted versus armored), terrain (e.g., hill versus flatland), and the unit's combat bonuses. Units may only engage in combat once war is declared, which can occur by either attacking another agent's units or city, or stepping into another agent's owned tiles. Agents can capture another agent's non-capital cities by bringing the city's health down to zero. If the agent does not have the capacity to own another city, the attacked city is instead razed.
Show unit table ▸ Hide unit table ▾
| Name | Cost | Combat | Unit Type | Unlock Tech | Obsolete Tech | |
|---|---|---|---|---|---|---|
|
Settler | 73 | 0 | Civillian | Agriculture | N/A |
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Warrior | 40 | 8 | Melee | Agriculture | Iron Working |
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Worker | 48 | 0 | Civillian | Agriculture | N/A |
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Archer | 40 | 5 | Ranged | Archery | Construction |
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Caravan | 75 | 0 | Civillian | Animal Husbandry | N/A |
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Chariot Archer | 56 | 6 | Mounted/Ranged | The Wheel | Chivalry |
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Pikeman | 90 | 16 | Anti-mounted | Civil Service | Metallurgy |
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Scout | 25 | 5 | Melee | Agriculture | Education |
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Spearman | 56 | 11 | Anti-mounted | Bronze Working | Civil Service |
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Catapult | 75 | 7 | Siege | Mathematics | Physics |
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Composite Bowman | 75 | 7 | Ranged | Construction | Machinery |
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Horseman | 75 | 12 | Mounted | Horseback Riding | Chivalry |
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Swordsman | 75 | 14 | Melee | Iron Working | Steel |
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Crossbowman | 120 | 13 | Ranged | Machinery | Industrialization |
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Knight | 120 | 20 | Mounted | Chivalry | Military Science |
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Longswordsman | 120 | 21 | Melee | Steel | Gunpowder |
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Trebuchet | 120 | 12 | Siege | Physics | Chemistry |
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Cannon | 185 | 14 | Siege | Chemistry | Dynamite |
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Lancer | 185 | 25 | Mounted | Metallurgy | Railroad |
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Musketman | 150 | 24 | Melee | Gunpowder | Rifling |
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Airship | 150 | 15 | Melee | Steam Power | Computers |
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Artillery | 250 | 21 | Siege | Dynamite | Rocketry |
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Cavalry | 225 | 34 | Mounted | Military Science | Combustion |
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Expeditionary Force | 270 | 40 | Melee | Biology | Penicilin |
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Gatlinggun | 225 | 30 | Ranged | Industrialization | Ballistics |
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Rifleman | 225 | 34 | Melee | Rifling | Replaceable Parts |
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Anti Tank Rifle | 300 | 30 | Anti-armored | Railroad | Combined Arms |
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Infantry | 420 | 70 | Melee | Electronics | Mobile Tactics |
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Landship | 390 | 60 | Armored | Combustion | Combined Arms |
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Machine Gun | 390 | 50 | Melee | Ballistics | Nuclear Fission |
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Anti Tank Gun | 360 | 50 | Anti-armored | Combined Arms | N/A |
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Bazooka | 450 | 80 | Ranged | Nuclear Fission | N/A |
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Helicopter Gunship | 510 | 70 | Armored | Computers | N/A |
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Marine | 450 | 80 | Melee | Penicilin | N/A |
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Rocket Artillery | 510 | 45 | Ranged | Rocketry | N/A |
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Tank | 450 | 70 | Armored | Combined Arms | N/A |
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Xcom Squad | 510 | 100 | Melee | Nanotechnology | N/A |
Technology
Agents allocate their generated science
towards unlocking new technologies. Unlocking a new technology often leads to new options for constructing buildings and units, reveals new resources and improvements, and, of course, leads to new possible technological advancements. The technology pathway in Terra Nova is tree shaped, just like in Civilization V. This ultimately leads to massive opportunity costs: investing turns going down one path in the tree inevitably leads to a lack of progress in another direction.
Show technology table ▸ Hide technology table ▾
| Name | Cost | Era | Prereq |
|---|---|---|---|
| Agriculture | 20 | Ancient | None |
| Pottery | 35 | Ancient | Agriculture |
| Animal Husbandry | 35 | Ancient | Agriculture |
| Archery | 35 | Ancient | Agriculture |
| Mining | 35 | Ancient | Agriculture |
| Sailing | 55 | Ancient | Pottery |
| Calendar | 55 | Ancient | Pottery |
| Writing | 55 | Ancient | Pottery |
| Trapping | 55 | Ancient | Animal Husbandry |
| The Wheel | 55 | Ancient | Animal Husbandry, Archery |
| Masonry | 55 | Ancient | Mining |
| Bronze Working | 55 | Ancient | Mining |
| Optics | 68 | Classical | Sailing |
| Horseback Riding | 105 | Classical | The Wheel, Trapping |
| Mathematics | 105 | Classical | The Wheel |
| Construction | 105 | Classical | Masonry, The Wheel |
| Philosophy | 175 | Classical | Calendar, Writing |
| Drama | 175 | Classical | Writing |
| Currency | 175 | Classical | Mathematics |
| Engineering | 175 | Classical | Mathematics, Construction |
| Iron Working | 175 | Classical | Bronze Working |
| Theology | 275 | Medieval | Philosophy, Drama |
| Civil Service | 275 | Medieval | Drama, Horseback Riding, Currency |
| Guilds | 275 | Medieval | Currency |
| Metal Casting | 275 | Medieval | Engineering, Iron Working |
| Compass | 375 | Medieval | Theology, Optics |
| Education | 485 | Medieval | Theology, Civil Service |
| Chivalry | 485 | Medieval | Civil Service, Guilds |
| Machinery | 485 | Medieval | Engineering, Guilds |
| Physics | 485 | Medieval | Metal Casting |
| Steel | 485 | Medieval | Metal Casting |
| Astronomy | 780 | Renaissance | Compass, Education |
| Acoustics | 780 | Renaissance | Education |
| Banking | 780 | Renaissance | Education, Chivalry |
| Printing Press | 780 | Renaissance | Machinery, Physics, Chivalry |
| Gunpowder | 780 | Renaissance | Physics, Steel |
| Navigation | 1150 | Renaissance | Astronomy |
| Architecture | 1150 | Renaissance | Acoustics, Banking |
| Economics | 1150 | Renaissance | Banking, Printing Press |
| Metallurgy | 1150 | Renaissance | Gunpowder, Printing Press |
| Chemistry | 1150 | Renaissance | Gunpowder |
| Archaeology | 1600 | Industrial | Navigation |
| Scientific Theory | 1600 | Industrial | Economics, Architecture |
| Industrialization | 1600 | Industrial | Economics |
| Rifling | 1600 | Industrial | Metallurgy |
| Military Science | 1600 | Industrial | Chemistry, Metallurgy |
| Fertilizer | 1600 | Industrial | Chemistry |
| Biology | 2350 | Industrial | Archaeology, Scientific Theory |
| Electricity | 2350 | Industrial | Scientific Theory |
| Steam Power | 2350 | Industrial | Rifling, Industrialization |
| Dynamite | 2350 | Industrial | Fertilizer, Military Science |
| Refrigeration | 3100 | Modern | Electricity, Biology |
| Radio | 3100 | Modern | Electricity |
| Replaceable Parts | 3100 | Modern | Steam Power, Electricity |
| Flight | 3100 | Modern | Steam Power |
| Railroad | 3100 | Modern | Steam Power, Dynamite |
| Plastic | 4100 | Modern | Radio, Replaceable Parts |
| Electronics | 4100 | Modern | Replaceable Parts, Flight |
| Ballistics | 4100 | Modern | Radio, Flight |
| Combustion | 4100 | Modern | Railroad |
| Penicilin | 5100 | Postmodern | Refrigeration, Plastic |
| Atomic Theory | 5100 | Postmodern | Plastic, Electronics |
| Radar | 5100 | Postmodern | Electronics, Ballistics |
| Combined Arms | 5100 | Postmodern | Ballistics, Combustion |
| Ecology | 6400 | Postmodern | Atomic Theory, Penicilin |
| Nuclear Fission | 6400 | Postmodern | Atomic Theory, Radar |
| Rocketry | 6400 | Postmodern | Radar |
| Computers | 6400 | Postmodern | Radar, Combined Arms |
| Telecom | 8470 | Future | Ecology |
| Mobile Tactics | 8470 | Future | Ecology, Nuclear Fission |
| Advanced Ballistics | 8470 | Future | Nuclear Fission, Rocketry |
| Satellites | 8470 | Future | Rocketry |
| Robotics | 8470 | Future | Rocketry, Computers |
| Lasers | 8470 | Future | Computers |
| Internet | 9680 | Future | Telecom |
| Globalization | 9680 | Future | Telecom |
| Particle Physics | 9680 | Future | Telecom, Mobile Tactics, Advanced Ballistics |
| Nuclear Fusion | 9680 | Future | Advanced Ballistics, Satellites, Robotics |
| Nanotechnology | 9680 | Future | Robotics |
| Stealth | 9680 | Future | Robotics, Lasers |
| Future Tech | 10500 | Future | Internet, Globalization, Particle Physics, Nuclear Fusion, Nanotechnology, Stealth |
Culture
Social policies are bonuses that complement particular strategies via unique benefits. For example, religion-centric strategies benefit from policies in the "Piety" social policy tree. Agents can pick new social policies once they reach a threshold of culture
generated. Benefits from social policies apply empire-wide, do not spread to other agents, and multiple agents may select the same social policies. Similar to technologies, social policies are laid out in a tree, such that selecting some policies requires first selecting others. See below for a table of all social policies in Terra Nova.
Show policy table ▸ Hide policy table ▾
| Name | Tree | Bonus | Policy Prereq | Tech Prereq |
|---|---|---|---|---|
| Tradition Opener | Tradition | Greatly increases border expansion in all cities; +3 culture in the capital; unlocks the Hanging Gardens. | None | Agriculture |
| Aristocracy | Tradition | +15% production when building wonders; +1 happiness for every 10 citizens in a city. | Tradition Opener | Agriculture |
| Oligarchy | Tradition | Garrisoned units cost no maintenance; cities with a garrison gain +50% ranged combat strength. | Tradition Opener | Agriculture |
| Legalism | Tradition | Free culture building in first 4 cities; +2 culture from national wonders. | Tradition Opener | Agriculture |
| Landed Elite | Tradition | +15% growth; +2 food in capital. | Legalism | Agriculture |
| Monarchy | Tradition | +1 gold and +1 happiness for every 2 population in capital. | Legalism | Agriculture |
| Liberty Opener | Liberty | +1 culture per city; unlocks Pyramids. | None | Agriculture |
| Collective Rule | Liberty | +50% settler creation speed in the capital; +1 free settler. | Republic | Agriculture |
| Republic | Liberty | +1 production in all cities; +5% production towards buildings. | Liberty Opener | Agriculture |
| Citizenship | Liberty | +25% tile improvement rate; +1 free worker in the capital. | Liberty Opener | Agriculture |
| Meritocracy | Liberty | +1 happiness; +15% gold from city connections; -5% unhappiness from population in non-occupied cities. | Citizenship | Agriculture |
| Representation | Liberty | Each city founded increases social policy cost by 33% less; +1 gold from monuments; starts Golden Age. | Citizenship | Agriculture |
| Honor Opener | Honor | +33% combat bonus versus barbarians; gain culture for each unit killed; unlocks Temple of Artemis. | None | Agriculture |
| Warrior Code | Honor | 4 units are maintenance-free; 2 free warriors; gain gold for killed enemies. | Honor Opener | Agriculture |
| Professional Army | Honor | +100% production towards barracks, armories, military academies; those buildings give +1 production, +1 culture, +1 gold. | Honor Opener | Agriculture |
| Military Caste | Honor | Garrisoned units cost no maintenance; +2 culture & +1 happiness per garrison; courthouses give +2 happiness; +1 science per kill. | Warrior Code | Agriculture |
| Military Tradition | Honor | +50% production towards courthouses; courthouses give +3 food, +3 production, +3 gold; citadels give +2 science, +2 culture, +1 food. | Professional Army | Agriculture |
| Discipline | Honor | +100% bonus towards Heroic Epic; Heroic Epic gives +4 happiness, +4 production, +4 gold, +4 culture; non-air military units get +50% XP from combat. | Warrior Code | Agriculture |
| Piety Opener | Piety | +1 culture and +1 faith in capital; +100% production towards shrines and temples; unlocks Mosque of Djenné. | None | Agriculture |
| Organized Religion | Piety | +1 faith and +1 culture from shrines and temples. | Piety Opener | Agriculture |
| Mandate of Heaven | Piety | +1 faith in the capital; +1 happiness from each temple; 20% discount on faith purchases of religious units/buildings. | Piety Opener | Agriculture |
| Religious Tolerance | Piety | Cities with a majority religion also get the pantheon belief bonus of the 2nd most popular religion; +2 science from each temple; +25% science from the Grand Temple. | Mandate of Heaven | Agriculture |
| Reformation | Piety | If religion founded, gain bonus reformation belief; +15% border growth from culture. | Mandate of Heaven | Agriculture |
| Theocracy | Piety | +1 gold from each shrine and temple; Holy Sites provide +3 gold; +33% gold output from Grand Temple. | Piety Opener | Agriculture |
| Patronage Opener | Patronage | Resting influence on City-States +20; unlocks Forbidden Palace. | None | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Merchant Confederacy | Patronage | +2 food, +2 production, +1 influence/turn for trade routes with City-States. | Patronage Opener | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Scholasticism | Patronage | Friends/Allies CS provide bonus science per turn (ally bonus higher); flat +50% boost to CS yields. | Merchant Confederacy | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Cultural Diplomacy | Patronage | Strategic resources from CS doubled; +50% happiness from gifted luxuries. | Merchant Confederacy | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Philanthropy | Patronage | Gold gifts to CS grant +25% influence; influence degrades 25% slower. | Merchant Confederacy | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Consulates | Patronage | +1 World Congress delegate; +1 delegate per era beyond Renaissance. | Cultural Diplomacy | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Aesthetics Opener | Aesthetics | +25% generation of Great Writers, Artists, Musicians; unlocks Uffizi. | None | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Cultural Centers | Aesthetics | +100% production towards amphitheatres, opera houses, museums, broadcast towers; +1 happiness from writer/artist/musician guilds. | Aesthetics Opener | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Ethics | Aesthetics | (“Cultural Exchange”) 1 free Great Writer. | Cultural Centers | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Artistic Genius | Aesthetics | 1 free Great Artist; +1 science from amphitheatres, opera houses, museums, broadcast towers; +3 science from Great Works; +2 science from festivals. | Cultural Centers | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Flourishing of Arts | Aesthetics | +1 culture and +1 tourism from every Great Work and World Wonder; empire starts a Golden Age. | Ethics | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Fine Arts | Aesthetics | Free scriptorium, gallery, conservatory in all cities; +20% tourism from amphitheatres, opera houses, museums, broadcast towers. | Ethics, Artistic Genius | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Commerce Opener | Commerce | +33% generation of Great Merchant; unlocks Big Ben. | None | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Trade Unions | Commerce | (“Mercenary Army”) Can purchase Landsknechts at Civil Service and Foreign Legion at Replaceable Parts. | Commerce Opener | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Caravans | Commerce | +50% production towards markets, banks, and stock exchanges. | Commerce Opener | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Mercantilism | Commerce | -20% cost for gold purchases in cities; +2 science from market, bank, stock exchange. | Caravans | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Entrepreneurship | Commerce | -25% maintenance on roads, railroads, buildings; +2 trade routes. | Caravans | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Protectionism | Commerce | +4 production, +4 culture, +4 happiness from East India Trade Company. | Mercantilism | Theology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel |
| Exploration Opener | Exploration | +1 movement and +1 line of sight for naval units. | None | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Merchant Navy | Exploration | (“Colonialism”) New cities start with 3 pop, free worker, 6 extra tiles, +2 happiness. | Exploration Opener | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Maritime Infrastructure | Exploration | +3 production in all coastal cities; +50% production towards lighthouse, harbor, seaport. | Exploration Opener | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Naval Tradition | Exploration | +1 happiness and +1 culture from lighthouse, harbor, seaport. | Exploration Opener | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Navigation School | Exploration | +2 science in all coastal cities; +10% combat strength for naval military units. | Maritime Infrastructure, Naval Tradition | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Treasure Fleets | Exploration | +1 food, +1 production, +1 gold from ocean tiles without resources and improvements. | Navigation School | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Rationalism Opener | Rationalism | +20% generation of Great Scientists; unlocks Porcelain Tower. | None | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Sovereignity | Rationalism | +1 gold from science buildings. | Rationalism Opener | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Free Thought | Rationalism | +4 science from customs house, academy; +1 science from trading post, brazilwood camp, caer, chateau; +1 science from improvements. | Rationalism Opener | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Humanism | Rationalism | +50% production towards library, university, observatory, public school, research labs. | Rationalism Opener | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Scientific Revolution | Rationalism | 1 free Great Scientist. | Sovereignity, Free Thought | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
| Secularism | Rationalism | +2 science from each specialist. (Applied elsewhere in game logic.) | Scientific Revolution | Astronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry |
Religion
Religion is a fluid mechanic in Terra Nova. Each agent manages their own religion that develops throughout the game. Agents can spend their faith
accumulation to add tenets to their religion. The bonuses from these tenets apply on a per-city basis, and the majority religious population within a city determines which religion's bonuses that city receives. The religious population's makeup within a city is affected each turn by religious pressures eminating from cities and trade caravans. Some tenet combinations favor a playstyle that aggressively spreads a religion to as many foreign-empire cities as possible, while others favor a more insular approach.
Religious tenets fall into five categories, and no tenet can be selected twice or by more than one agent in the same game. The tenets are designed to provide bonuses that are helpful in specific scenarios. This means that an agent must understand their position in the game and the map to leverage their religion optimally. When a religion is founded, the agent must choose one Founder tenet and two Follower tenets. An agent's cities will always receive its own Founder tenet, and no other Founder tenet, even if another agent's religion is the majority religion.
1. Pantheons
Pantheons do not officially found a religion, but they do provide bonuses for all an agent's cities upon selection. See the below table for a summary of Pantheon choices.Show pantheons table ▸ Hide pantheons table ▾
| Name | Bonus |
|---|---|
| Altars Of Worship | +20% production towards Ancient, Classical, and Medieval wonders |
| Ancestor Worship | +2 culture from shrines |
| Dance Of The Aurora | +1 faith from tundra tiles |
| Desert Folklore | +1 faith from desert tiles |
| Divine Judgement | +2 faith from barracks and courthouses, +2 happiness from the palace |
| Earth Mother | +2 faith from iron, +1 faith from mines ![]() |
| God Of Craftsmen | +1 production in every city |
| God Of The Open Sky | +1 culture from pastures |
| God Of The Sea | +1 faith , +1 culture from fish, whales, crabs, pearls, coral, atolls |
| God Of War | +2 production from barracks |
| God King | +1 production , +1 food , +1 gold , +1 culture , +1 science , +1 happiness , +1 faith from the palace |
| Goddess Of Festivals | +1 production from sugar, wine, spices |
| Goddess Of Love | +1 happiness in cities with 3+ population |
| Goddess Of Protection | +1 faith , +1 culture from walls; +50% city-bombardment strength |
| Goddess Of The Fields | +2 faith from cotton, incense, tea, coffee |
| Goddess Of The Hunt | +1 food from camps |
| Harvest Festival | +1 food from wheat, maize |
| Messenger Of The Gods | +2 science , +1 faith in cities with a city connection |
| Mystic Rituals | +1 food , +1 culture from silk, dyes, perfume, tobacco |
| Oceans Bounty | +1 production from fishing boats and atolls |
| One With Nature | +5 faith from natural wonders |
| Oral Tradition | +1 culture from plantation improvements |
| Rain Dancing | +2 faith , +1 culture from lakes and oases |
| Religious Idols | +1 faith , +1 culture from copper, silver, gold |
| Religious Settlements | +1 food from cities; +25% border-expansion rate |
| Rite Of Spring | +1 culture from deer, bison |
| Ritual Sacrifice | +1 culture , +2 gold from ivory, furs, truffles |
| Sacred Path | +1 culture from jungles and forest; +1 culture from rubber, hardwood |
| Seafood Rituals | +1 food , +1 culture , +1 faith from fish |
| Spirit Animals | +1 faith from horses, deer, bison |
| Spirit Trees | +1 faith , +1 food from lumbermills |
| Starlight Guidance | +1 culture , +1 faith , +1 happiness from lighthouses |
| Stone Circles | +1 production , +1 faith from quarries; +1 faith from marble, obsidian |
| Sun God | +1 food from bananas, citrus, olives, coconuts, cocoa |
| Tears Of The Gods | +1 faith , +2 gold from gems, amber, lapis, jade |
| Vision Quests | +1 happiness , +1 gold from shrines |
| Works Spirituals | +1 faith from plantation luxuries and bananas |
2. Founder
Founder tenets officially found a religion. This means that the agent begins spreading pressure from its religion to all nearby cities.Show founder table ▸ Hide founder table ▾
| Name | Bonus |
|---|---|
| Ceremonial Burial | +1 happiness for every 2 cities following this religion, +1 happiness from the palace |
| Church Property | +2 gold from each city following this religion, +1 faith in each city following this religion |
| Dawah | +4 culture from the palace |
| Initiation Rites | +67 gold when each city first converts to this religion |
| Messiah | Great Prophets are 25% stronger and require 25% less faith to summon |
| Missionary Zeal | Missionaries cost 50% less faith , +1 religious spread for missionaries |
| Mithraea | +1% gold per follower (max 20%) |
| Religious Unity | Religion spreads to friendly city-states at 2× rate, +45 influence resting point with city-states that follow this religion |
| Salat | +4 production from the palace |
| Tithe | +1 gold for every 4 followers of this religion |
| World Church | +1 culture for every 6 followers of this religion |
| Zakat | +8 gold from the palace |
3. Follower
Show follower table ▸ Hide follower table ▾
| Name | Bonus |
|---|---|
| Cathedrals | 100 faith to buy Cathedrals |
| Choral Music | +3 culture from temples |
| Devoted Elite | +3 production , +3 gold , +1 happiness in cities with ≥ 10 population |
| Devout Performers | +2 culture from circuses, +1 culture from colosseums, +3 happiness and +4 culture from Circus Maximus |
| Divine Inspiration | +1 faith , +1 culture from national, natural, and world wonders |
| Feed The World | +1 food from shrines, +2 food from temples |
| Followers Of The Refined Crafts | +2 gold , +2 faith , +1 culture from mints, gem cutters, breweries, groceries, censer makers, textile mills |
| Gurdwaras | 180 faith to buy Gurdwaras |
| Guruship | +2 food , +1 production , +1 gold in any city with specialists |
| Holy Warriors | Can purchase military units with faith ![]() |
| Liturgical Drama | +2 faith , +1 culture from amphitheaters and opera houses |
| Mandirs | 150 faith to build in city |
| Mosques | 150 faith to build in city |
| Pagodas | 150 faith to build in city |
| Peace Gardens | +1 happiness from gardens, +2 gold and +1 production from watermills |
| Religious Art | +5 culture , +10 tourism from the Hermitage |
| Religious Center | +1 happiness , +1 gold , +1 production from temples |
| Religious Community | +1% production per follower (max 10%) |
| Sacred Waters | +1 happiness for river cities; +2 faith , +1 food from gardens |
| Synagogues | 150 faith to build in city |
| Viharas | 150 faith to build in city |
4. Enhancer
Show enhancer table ▸ Hide enhancer table ▾
| Name | Bonus |
|---|---|
| Defender Of The Faith | +15% combat strength within friendly territory |
| Dharma | +10 science from the Grand Temple |
| Disciples | +2 gold , +2 culture from Great Person tile improvements |
| Hajj | +3 production , +3 food , +3 culture from the palace |
| Jizya | +6 production , +6 gold from the Grand Temple |
| Just War | +20% combat strength near enemy cities that follow this religion |
| Karma | +8 culture in the holy city |
| Kotel | +6 happiness from the palace |
| Pilgrimage | +4 faith , +3 culture from every foreign city following this religion |
| Promised Land | Religion spreads 100% faster to your cities and to cities already following your religion |
| Religious Troubadours | +3 faith for every trade route sent to foreign cities, +1 trade route capacity |
| Sanctified Innovations | +1 production , +1 science , +1 faith from natural wonders |
| Unity Of The Prophets | +4 faith , +2 production from holy sites; Inquisitors and Great Prophets reduce this religion by half instead of eliminating it |
5. Reformation
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| Name | Bonus |
|---|---|
| Apostolic Palace | +5 production , +5 gold , +5 faith , +5 culture , +5 food , +5 science from the Grand Temple |
| City Of God | +2 food , +1 science from holy sites; free Great Prophet |
| Houses Of Worship | 150 faith to build Art Hall, Writing Auditorium, Vocal Chamber in city |
| Indulgences | +1 food , +1 production , +1 culture , +1 faith , +1 gold in cities following this religion |
| Jesuit Education | 150 faith to build libraries, universities, observatories, public schools, research labs |
| Sacred Sites | +2 culture , +2 gold , +2 faith from buildings unlocked by religious beliefs (e.g., Pagodas) |
| Swords Into Plowshares | +1 food , +20% city growth rate |
| Underground Sect | +1 science for every 4 followers of this religion |
| Work Ethic | 150 faith to build workshops, windmills, factories, hydro plants |
Trading
Trade Routes
Trade routes are established by sending a caravan
between two cities. Caravans
may be sent between any two cities as long as they are within trading distance. Trade routes may cross water, but cannot cross mountains or natural wonders. This creates three possible scenarios: (1) route between two cities within an empire, (2) route between two cities in two different empires, and (3) route between an agent's city and a city state.
Establishing a trade route between two cities within the same empire sends food
and production
to the receiving city. If the sending city has a granary, the receiving city receives four food
per turn, otherwise one. If the sending city has a workshop, the receiving city receives four production
per turn, otherwise zero. These trade routes also send religious pressure if the agent has founded a religion prior to sending the route.
Establishing a trade route between two empires exchanges gold
and science
. The receiving city always receives half as much of either yield as the sending the city. The total amount depends on how much gold
the sending city is generating and the total number of technologies researched by the sending city. These trade routes also exert religious pressure on the receiving city as well as cultural pressure.
Establishing a trade route to a city state generates a small amount of gold
for the sending city and exerts both religious pressure and influence over the receiving city state.
Trade Deals
Agents may also trade resources, gold, embassies, and peace deals with one another through direct trade deals. When war is declared, all currently-active trade deals between warring agents are nullified, and only a "peace deal" trade can be made, which ends the war.
Great People
Great People provide significant, instantaneous boosts to an empire. Great People are earned by generating enough Great Person Points on an empire-wise basis. These point are generated by various means such as constructing buildings that contain specialist slots. For example, some science buildings contain science specialists slots, which generate points towards a Great Scientists.
- Great Scientist: Immediate boost to an empire's science output five times the amount it generated in the previous turn.
- Great Artist: Immediately starts a golden age.
- Great Musician: Immediate boost to an empire's tourism output five time the amount it generated in the previous turn.
- Great Writer: Immediate boost to an empire's culture output five time the amount it generated in the previous turn.
- Great Engineer: Immediate boost to a empire's production output eight time the amount it generated in the previous turn, distributed equally across cities.
- Great Merchant: Immediate increase to the empire's influence over the citystate with the lowest influence level and a gold boost, which scales with technologial era.
- Great Scientist: Immediate boost to a empire's science output eight time the amount it generated in the previous turn.





















































































