Scoring and How to Win

Victory Conditions

Terra Nova games can be won in four ways, each requiring different strategic approaches:

science-vic Science Victory

Build the spaceship parts and launch into space. Requires heavy investment in science infrastructure and key technologies.

domination-vic Domination Victory

Sack all opponent capitals. Demands military might and efficient conquest planning.

cultural-vic Cultural Victory

Achieve influential status over every civilization via tourism and cultural output.

diplomacy-vic 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

map-example

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.

map-example
An example of desert (tan tiles), plains (pale green) and grassland (dark green) tiles.

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.

fuji-nw-example
Mount Fuji spawned in a plains tile to the south-west of a large jungle.

Yields

In Terra Nova, there are eight main yields, all with unique purposes. We first describe them briefly:

  • Food yield-food is used to grow cities.
  • Production yield-prod is used to build things within cities.
  • Gold yield-gold is used to fund an empire's buildings and units and can be used in trade deals with other agents.
  • Faith yield-faith is used to develop a religion.
  • Culture yield-culture is used to unlock social policies.
  • Science yield-science is used to discover new technologies.
  • Tourism yield-tourism is used to place cultural pressure on other agents.
  • Happiness yield-happiness is used to keep your empire happy.

After every turn, food yield-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 yield-food to maintain, and a city can starve and lose a population is the reserves go negative. Food yield-food is gained from tile yields, buildings, religion, social policies, and trade routes between cities.

Production yield-prod is also stockpiled after each turn on a per-city basis. Buildings and units cost an amount of production yield-prod to complete. Production yield-prod is gained from tiles, buildings, religion, social policies, and trade routes.

Gold yield-gold is stockpiled empire-wide, but spent on a per-city basis. Having negative gold yield-gold across an empire causes penalties on science yield-science, reducing an agents ability to advance technologically. Gold yield-gold is gained from tiles, buildings, religion, social policies, trade routes, and trade deals with other agents.

Faith yield-faith is stockpiled empire-wide. When certain thresholds are met, an agent may spend their stockpiled faith yield-faith to add tenets to their religion, which can lead to significant bonuses. Faith yield-faith is gained from tiles, buildings, social policies, and religion.

Culture yield-culture is stockpiled empire-wide. When certain thresholds are met, an agent may spend their stockpiled culture yield-culture to add social policies to their empire, which can lead to significant bonuses. Culture yield-culture is gained from tiles, buildings, social policies, and religion.

Science yield-science is stockpiled empire-wide. When certain thresholds are met, an agent may spend their stockpiled science yield-science to discover new technologies, which can unlock new buildings, units, resources, and more. Science yield-science is gained from tiles, buildings, social policies, and religion.

Tourism yield-tourism is produced in each city by buildings and Great Works. Tourism yield-tourism exerts cultural pressure on the empires of other agents. If an agent builds up enough tourism yield-tourism to become influential over all other agents in the game, they achieve a cultural victory.

Happiness yield-happiness is critical to running an empire. Settling and growing cities costs happiness to maintain. Having negative happiness yield-happiness causes penalties to all yields. Happiness yield-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
dyes Dyes Luxury Calendar
copper Copper Luxury Mining
deer Deer Bonus Trapping
ivory Ivory Luxury Trapping
silver Silver Luxury Mining
jewelry Jewelry Luxury Mining
uranium Uranium Strategic Atomic Theory Mining
lapis Lapis Luxury Mining
gems Gems Luxury Mining
iron Iron Strategic Mining Mining
wine Wine Luxury Calendar
dyes Cows Bonus Animal Husbandry
coconut Coconut Luxury Calendar
wheat Wheat Bonus
oil Oil Strategic Biology Mining
marble Marble Luxury Masonry
tobacco Tobacco Luxury Calendar
maize Maize Bonus
whales Whales Luxury Sailing
olives Olives Luxury Calendar
truffles Truffles Luxury Trapping
bison Bison Bonus Trapping
sugar Sugar Luxury Calendar
horses Horses Strategic Animal Husbandry Animal Husbandry
citrus Citrus Luxury Calendar
cotton Cotton Luxury Calendar
salt Salt Luxury Mining
gold Gold Luxury Mining
aluminium Aluminium Strategic Electricity Mining
incense Incense Luxury Calendar
coffee Coffee Luxury Calendar
crabs Crabs Luxury Sailing
silk Silk Luxury Calendar
perfume Perfume Luxury Calendar
glass Glass Luxury Mining
spices Spices Luxury Calendar
amber Amber Luxury Mining
chocolate Chocolate Luxury Calendar
rubber Rubber Luxury Calendar
coal Coal Strategic Industrialization Mining
sheep Sheep Bonus Animal Husbandry
coral Coral Luxury Sailing
furs Furs Luxury Tapping
porcelain Porcelain Luxury Masonry
fish Fish Bonus Sailing
tea Tea Luxury Calendar
hardwood Hardwood Luxury Bronze Working
obsidian Obsidian Luxury Masonry
banana Banana Bonus Calendar
jade Jade Luxury Mining
pearls Pearls Luxury Sailing
stone 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 yield-food in the capital +2/+1 culture yield-food in the capital/other
Agricultural +2 food yield-food in the capital +2/+1 food yield-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 yield-food in the capital +3/+1 happiness yield-food in the capital/other
Religious +2 faith yield-food in the capital +2/+1 faith yield-food in the capital/other
Scientific +2 science yield-food in the capital +2/+1 science yield-food 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 yield-food over the span of the quest.
  • Whoever produces the most faith yield-food 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.

A coastal city surrounded by resource-rich lands. The city's border is shown in red, and its worked tiles highlighted in green.

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 yield-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 yield-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 yield-gold Maintenance Bonus Unlock Tech Prereq Building Prereq Resources National Wonder? World Wonder?
Courthouse501 +2 happiness yield-happiness Mathematics
Seaport1662 Sea resources: +1 yield-prod, +1 yield-gold; +15% production to units NavigationHarbor
Stable661 Horses/Sheep/Cattle: +1 yield-prod ; Maize: +1 yield-food; +15% production to mounted units Horseback RidingHorses, Sheep, Cow
Watermill502 +2 yield-food, +1 yield-prod to city The Wheel
Circus500 +2 happiness yield-happiness TrappingHorses, Ivory
Forge801 Iron tiles: +1 yield-prod; +15% production to land units Metal CastingIron
Windmill1662 +2 yield-prod; Lakes/Oasis: +1 yield-prod; +10% building production; +1 engineer specialist slot Economics
Hydro Plant2803 River tiles: +1 yield-prod ElectricityAluminium
Solar Plant3333 +5 yield-prod; +15% production EcologyFactory
Mint660 +2 yield-gold; Gold/Silver/Copper tiles: +2 yield-gold CurrencyGold, Silver, Copper
Observatory1331 +4 yield-science; Tundra: +1 yield-science; Mountains: +4 yield-science Astronomy
Monastery00 City: +2 yield-faith, +2 yield-culture; Incense/Wine tiles: +1 yield-faith, +1 yield-culture Agriculture
Garden801 +20% Great Person generation Drama
Lighthouse501 Ocean tiles: +1 yield-food; Sea resources: +1 yield-prod; Fish: +1 yield-food Optics
Harbor802 Connects to capital over water; Sea trade route range +50%; External trade: +1 yield-gold Compass
Colosseum661 +2 happiness yield-happiness Construction
Stadium3332 +2 happiness yield-happiness RefrigerationAmphitheater
Monument261 +2 yield-culture Agriculture
Temple662 +2 yield-faith PhilosophyShrine
Opera House1331 +2 yield-culture; +1 GW Music slot AcousticsAmphitheater
Museum2001 +2 yield-culture; +2 GW Art slots ArchaeologyAmphitheater
Broadcast Tower3333 +2 yield-culture; +1 GW Music slot; +15% culture RadioOpera House
Barracks501 +15 XP to all units Bronze Working
Armory1061 +15 XP to all units SteelBarracks
Military Academy2001 +15 XP to all units Military ScienceArmory
Arsenal2000 +900 Defense MetallurgyCastle
Walls500 +500 Defense Masonry
Castle1060 +700 Defense ChivalryWalls
Military Base3330 +1200 Defense Replaceable PartsArsenal
Granary401 City: +2 yield-food; Wheat/Banana/Deer/Bison tiles: +1 yield-food; Allows food trade Pottery
Hospital2402 +5 yield-food BiologyAqueduct
Medical Lab3333 +25% food carryover ElectronicsHospital
Workshop802 +2 yield-prod; +10% production; +1 engineer specialist slot; Can send production via trade Metal Casting
Factory2403 +4 yield-prod; +10% production; +2 engineer specialist slots; Rubber tiles: +2 yield-gold IndustrializationWorkshopCoal
Nuclear Plant3333 +5 yield-prod; +15% production Nuclear FissionFactoryUranium
Spaceship Factory2403 +3 yield-prod; +50% production to spaceship parts RoboticsFactory
Market660 +1 yield-gold; +25% gold; +1 merchant specialist slot; Trade routes: +1 yield-gold (owner & destination) Currency
Bank1330 +2 yield-gold; +25% gold; +1 merchant specialist slot; Trade routes: +1 yield-gold (owner & destination) BankingMarket
Stock Exchange2400 +3 yield-gold; +25% gold; +2 merchant specialist slots ElectricityBank
Library501 +50% science per population Writing
University1062 +33% science; +2 scientist specialist slots; Jungle tiles: +2 yield-science EducationLibrary
Public School2003 +3 yield-science; +50% science; +1 scientist specialist slot Scientific TheoryUniversity
Laboratory3333 +4 yield-science; +50% science; +1 scientist specialist slot PlasticPublic School
Palace00 +3 yield-gold, +3 yield-science, +3 yield-prod, +1 yield-culture; +250 Defense AgricultureYes
Heroic Epic830 +1 yield-culture; +1 GW Writing slot; +15 XP to all non-air units Iron WorkingBarracksYes
National College830 +3 yield-science, +1 yield-culture; +50% science PhilosophyYes
National Epic830 +1 yield-culture; +1 GW Writing slot; +25% Great Person generation DramaMonumentYes
Circus Maximus830 +1 yield-culture, +5 yield-happiness Horseback RidingCircusYes
National Treasury830 +4 yield-gold; +10% gold; +1 trade route; Trade routes: +4 (owner), +2 (destination) yield-gold GuildsMarketYes
Ironworks830 +8 yield-prod MachineryWorkshopYes
Oxford University830 Free technology EducationYes
Hermitage830 +2 yield-culture; +50% culture; +3 GW Art slots ArchitectureOpera HouseYes
Great Lighthouse1230 +1 yield-culture; Water tiles: +1 yield-gold; +1 Merchant GP point; Naval units: +1 movement, +1 sight OpticsYes
Stonehenge1230 +6 yield-faith, +1 yield-culture; +1 Engineer GP point; −25% tile purchase costs empire-wide CalendarYes
Great Library1230 +3 yield-science, +1 yield-culture; +2 GW Writing slots; +1 Scientist GP point; Free technology WritingYes
Pyramid1230 +1 yield-culture; +1 Engineer GP point; Workers build improvements 25% faster; +2 free Workers MasonryYes
Colossus1230 +5 yield-gold, +1 yield-culture; +1 Merchant GP point; +1 trade route & free Cargo Ship; Trade routes: +2 (owner), +1 (destination) yield-gold Iron WorkingYes
Oracle1660 +3 yield-culture; +1 Scientist GP point; Free Social Policy PhilosophyYes
Hanging Garden1660 +6 yield-food, +1 yield-culture; Free Garden; +1 Engineer GP point MathematicsYes
Great Wall1660 +1 yield-culture; +1 Engineer GP point; Free Walls in all cities EngineeringYes
Angkor Wat2660 +5 yield-culture, +3 yield-science; +1 Scientist GP point; Free University EducationYes
Hagia Sophia2000 +3 yield-faith; Free Great Prophet; Free Temple TheologyYes
Chichen Itza2000 +4 yield-happiness, +1 yield-culture; +1 Engineer GP point; +50% Golden Age length Civil ServiceYes
Machu Pichu2000 +5 yield-gold, +2 yield-faith; +1 Merchant GP point; +25% gold from city connections GuildsYes
Notre Dame2660 +10 yield-happiness, +4 yield-faith; +1 Artist GP point PhysicsYes
Porcelain Tower4160 +1 yield-culture; +2 Scientist GP points; Luxury tiles: +3 yield-science, +3 yield-culture ArchitectureYes
Himeji Castle3330 +1 yield-culture; +2 Engineer GP points; +15% combat strength in friendly territory; Free Castle GunpowderYes
Sistine Chapel3330 +1 yield-culture; +25% culture in all cities; +2 GW Art slots AcousticsYes
Kremlin7060 +1 yield-culture; +50% production for armored units RailroadYes
Forbidden Palace3330 +1 yield-culture; +2 World Congress delegates; −10% citizen unhappiness in unoccupied cities BankingYes
Taj Mahal4160 +1 yield-culture; +4 yield-happiness; Starts Golden Age ArchitectureYes
Big Ben5000 +4 yield-gold, +1 yield-culture; −12% gold purchase costs IndustrializationYes
Louvre5000 +2 yield-culture; +4 GW Art slots; Free Great Artist ArchaeologyYes
Brandenburg Gate5000 +1 yield-culture; +2 Scientist GP points; Free Great General; +15 XP to all units Military ScienceYes
Statue Of Liberty7060 +6 yield-happiness, +1 yield-culture; +6 population; Free Social Policy Replaceable PartsYes
Cristo Redentor8020 +5 yield-culture; −10% policy culture cost PlasticYes
Eiffel Tower7060 +5 yield-happiness, +1 yield-culture; +12 yield-tourism; +2 Merchant GP points RadioYes
Pentagon8020 +1 yield-culture; +2 Merchant GP points; +15 unit XP Combined ArmsYes
Sydney Opera House8330 +50% culture; +2 GW Music slots (theming bonus condition noted); Free Social Policy EcologyYes
Aqueduct661 +40% food carryover Engineering
Stone Works501 City: +1 yield-happiness, +1 yield-prod; Marble/Obsidian/Stone tiles: +1 yield-prod CalendarMarble, Stone, Obsidian
Statue Zeus1230 +2 yield-culture; +15 combat strength to all units; +10% production to all military Bronze WorkingYes
Temple Artemis1230 +3 yield-culture, +3 yield-gold, +3 yield-prod; +1 Engineer GP point; Ranged units: +15% production, +15 XP ArcheryYes
Mausoleum Halicarnassus1230 +1 yield-culture; +1 Merchant GP point; +100 yield-gold per Great Person expended; Marble/Obsidian/Stone tiles: +2 yield-gold MasonryYes
Amphitheater661 +2 yield-culture; +1 GW Writing slot DramaMonument
Shrine261 +1 yield-faith Pottery
Recycling Center3333 Aluminium tiles: +3 yield-prod Ecology
Bomb Shelter2001 −75% nuke damage (large Defense boost) Telecom
Constable1061 −25% spy steal rate Banking
Police Station2001 −25% spy steal rate ElectricityConstable
Intelligence Agency830 +1 Spy; +1 spy level to all spies; −15% enemy spy effectiveness RadioConstableYes
Alhambra2660 +1 yield-culture; Units receive Drill I (non-air); +20% culture; Free Castle ChivalryYes
Cn Tower8020 +1 population, +1 happiness; Free Broadcast Tower RadarYes
Hubble8330 +10 yield-science; +3 Scientist GP points; Free Recycling Center; +200% production to spaceship parts SatellitesYes
Leaning Tower3330 +1 yield-culture; +20% Great Person generation in all cities Printing PressYes
Mosque Of Djenne1660 +6 yield-faith, +3 yield-culture, +3 yield-happiness; +1 Engineer GP point; Missionaries from this city spread 3 times PhilosophyYes
Neuschwanstein5000 +6 yield-gold, +4 yield-culture, +2 yield-happiness; +1 Merchant GP point RiflingYes
Petra1660 +7 yield-culture (includes +6 at Archaeology); Desert (not flood plains): +1 yield-food, +1 yield-prod; +1 trade route & free caravan; +1 Engineer GP point CurrencyYes
Terracotta Army1660 +1 yield-culture; Copies each military unit (effect) ConstructionYes
Great Firewall8330 −99.9% enemy spy effectiveness in city; −25% effectiveness of your other spies elsewhere; Negates Internet tourism bonus against you ComputersYes
Cathedral00 +5 yield-culture; +1 GW Art slot Agriculture
Mosque00 City: +3 yield-faith, +1 yield-culture, +1 yield-happiness Agriculture
Pagoda00 City: +2 yield-faith, +1 yield-culture, +1 yield-happiness; +10% growth carryover Agriculture
Grand Temple830 +8 yield-faith; Double religious pressure from this city TheologyTemple
Tourist Center2662 100% of culture from wonders/improvements added to tourism; 2× tourism from Great Works TelecomYes
Writers Guild661 +2 writer specialist slots DramaYes
Artists Guild1001 +2 artist specialist slots GuildsYes
Musicians Guild1331 +2 musician specialist slots AcousticsYes
Hotel2000 Wonders/improvements: 50% culture converted to tourism; +50% GW tourism; Lakes/Oasis: +1 yield-culture Refrigeration
Caravansary600 +2 yield-gold; External land trade: +2 yield-gold; Land trade route range +50% Horseback Riding
Airport2665 Wonders/improvements: 50% culture converted to tourism; +50% GW tourism; Increases air unit capacity Radar
Uffizi4160 +2 yield-culture; +3 GW Art slots; Free Great Artist ArchitectureYes
Globe Theater3330 +2 yield-culture; +2 GW Writing slots; +1 Writer GP point; Free Great Writer Printing PressYes
Broadway7060 +2 yield-culture; +3 GW Music slots; Free Great Musician RadioYes
Red Fort4160 +8 yield-culture, +4 yield-happiness; +1200 Defense; +1 Scientist GP point; +25% city defense empire-wide MetallurgyYes
Prora Resort7060 +2 yield-happiness; +1 happiness per two Social Policies; Free Social Policy FlightYes
Borobudur2000 +5 yield-faith; +1 Engineer GP point; 3 free Missionaries; Free Garden TheologyYes
Parthenon1660 +4 yield-culture; +1 GW Art slot DramaYes
International Space Station00 +1 production from Scientists; +1 science from Engineers; +33% Great Scientist bulb yield; (collaborative project) AgricultureYes
Gurdwara00 Per religion present: +2 yield-science, +2 yield-faith Agriculture
Synagogue00 City: +2 yield-faith, +1 yield-culture, +1 yield-prod; +15% building production Agriculture
Conservatory00 +1 musician specialist slot; +1 yield-tourism Agriculture
Vihara00 City: +1 yield-faith, +1 yield-happiness; +15% gold; +1 merchant specialist slot Agriculture
Mandir00 All luxury tiles owned: +1 yield-prod, +1 yield-food Agriculture
Saint Peter's Basilica2000 +8 yield-faith, +4 yield-happiness EducationYes
Althing2000 +1 yield-culture; +1 Scientist GP point; Tundra tiles: +1 yield-prod, +1 yield-culture Metal CastingYes
Gemcutter501 +2 yield-culture; Jade/Gems/Lapis/Amber tiles: +1 yield-culture MachineryGems, Jade, Amber, Lapis
Textile662 +1 yield-prod; Dyes/Furs/Silk/Cotton tiles: +2 yield-prod EconomicsSilk, Cotton, Dyes, Furs
Censer501 +2 yield-culture; Incense/Tobacco/Perfume tiles: +1 yield-culture TheologyIncense, Perfume, Tobacco
Brewery660 +2 yield-gold; Wine/Coffee/Tea/Sugar/Salt tiles: +2 yield-gold GuildsWine, Salt, Coffee, Tea, Sugar
Grocer661 +1 yield-food; Truffles/Citrus/Olives/Coconut/Chocolate/Spices tiles: +1 yield-food BankingChocolate, Spices, Truffles, Citrus, Olives, Coconut
Refinery1330 Oil tiles: +3 yield-gold, +3 yield-prod BiologyOil
Panama7060 +3 yield-gold, +1 yield-culture; +2 Merchant GP points; +8 yield-gold from external sea trade; Free Great Merchant RailroadYes
Artist House00 +2 yield-faith, +1 yield-culture; +1 artist specialist slot Future TechYes
Writer House00 +1 yield-faith, +3 yield-culture; +1 writer specialist slot Future TechYes
Music House00 +2 yield-faith, +2 yield-culture; +1 musician specialist slot Future TechYes
Huey Teocali2000 +4 yield-faith; +1 Engineer GP point; Lakes: +2 yield-food, +2 yield-culture Civil ServiceYes
Apollo Program10050RocketryAluminiumYes
SS Booster 110050Advanced BallisticsApollo ProgramAluminiumYes
SS Booster 210050Advanced BallisticsApollo ProgramAluminiumYes
SS Booster 310050Advanced BallisticsApollo ProgramAluminiumYes
SS Engine5030Particle PhysicsApollo ProgramAluminiumYes
SS Cockpit5030SatellitesApollo ProgramAluminiumYes
SS Stasis Chamber5030NanotechnologyApollo ProgramAluminiumYes
Gallery00+1 yield-happiness; +1 artist specialist slotAgriculture
Scriptorium00+1 yield-culture; +1 writer specialist slotAgriculture
Conservatory00+1 yield-tourism; +1 musician specialist slotAgriculture

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 settler, which can settle cities, workers worker, which can improve tiles, and caravans caravan, 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 Settler 73 0 Civillian Agriculture N/A
warrior Warrior 40 8 Melee Agriculture Iron Working
worker Worker 48 0 Civillian Agriculture N/A
archer Archer 40 5 Ranged Archery Construction
caravan Caravan 75 0 Civillian Animal Husbandry N/A
chariot_archer Chariot Archer 56 6 Mounted/Ranged The Wheel Chivalry
pikeman Pikeman 90 16 Anti-mounted Civil Service Metallurgy
scout Scout 25 5 Melee Agriculture Education
spearman Spearman 56 11 Anti-mounted Bronze Working Civil Service
catapult Catapult 75 7 Siege Mathematics Physics
composite_bowman Composite Bowman 75 7 Ranged Construction Machinery
horseman Horseman 75 12 Mounted Horseback Riding Chivalry
swordsman Swordsman 75 14 Melee Iron Working Steel
crossbowman Crossbowman 120 13 Ranged Machinery Industrialization
knight Knight 120 20 Mounted Chivalry Military Science
longswordsman Longswordsman 120 21 Melee Steel Gunpowder
trebuchet Trebuchet 120 12 Siege Physics Chemistry
cannon Cannon 185 14 Siege Chemistry Dynamite
lancer Lancer 185 25 Mounted Metallurgy Railroad
musketman Musketman 150 24 Melee Gunpowder Rifling
airship Airship 150 15 Melee Steam Power Computers
artillery Artillery 250 21 Siege Dynamite Rocketry
cavalry Cavalry 225 34 Mounted Military Science Combustion
expeditionary_force Expeditionary Force 270 40 Melee Biology Penicilin
gatlinggun Gatlinggun 225 30 Ranged Industrialization Ballistics
rifleman Rifleman 225 34 Melee Rifling Replaceable Parts
anti_tank_rifle Anti Tank Rifle 300 30 Anti-armored Railroad Combined Arms
infantry Infantry 420 70 Melee Electronics Mobile Tactics
landship Landship 390 60 Armored Combustion Combined Arms
machine_gun Machine Gun 390 50 Melee Ballistics Nuclear Fission
anti_tank_gun Anti Tank Gun 360 50 Anti-armored Combined Arms N/A
bazooka Bazooka 450 80 Ranged Nuclear Fission N/A
helicopter_gunship Helicopter Gunship 510 70 Armored Computers N/A
marine Marine 450 80 Melee Penicilin N/A
rocket_artillery Rocket Artillery 510 45 Ranged Rocketry N/A
tank Tank 450 70 Armored Combined Arms N/A
xcom_squad Xcom Squad 510 100 Melee Nanotechnology N/A

Technology

Agents allocate their generated science yield-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
Agriculture20AncientNone
Pottery35AncientAgriculture
Animal Husbandry35AncientAgriculture
Archery35AncientAgriculture
Mining35AncientAgriculture
Sailing55AncientPottery
Calendar55AncientPottery
Writing55AncientPottery
Trapping55AncientAnimal Husbandry
The Wheel55AncientAnimal Husbandry, Archery
Masonry55AncientMining
Bronze Working55AncientMining
Optics68ClassicalSailing
Horseback Riding105ClassicalThe Wheel, Trapping
Mathematics105ClassicalThe Wheel
Construction105ClassicalMasonry, The Wheel
Philosophy175ClassicalCalendar, Writing
Drama175ClassicalWriting
Currency175ClassicalMathematics
Engineering175ClassicalMathematics, Construction
Iron Working175ClassicalBronze Working
Theology275MedievalPhilosophy, Drama
Civil Service275MedievalDrama, Horseback Riding, Currency
Guilds275MedievalCurrency
Metal Casting275MedievalEngineering, Iron Working
Compass375MedievalTheology, Optics
Education485MedievalTheology, Civil Service
Chivalry485MedievalCivil Service, Guilds
Machinery485MedievalEngineering, Guilds
Physics485MedievalMetal Casting
Steel485MedievalMetal Casting
Astronomy780RenaissanceCompass, Education
Acoustics780RenaissanceEducation
Banking780RenaissanceEducation, Chivalry
Printing Press780RenaissanceMachinery, Physics, Chivalry
Gunpowder780RenaissancePhysics, Steel
Navigation1150RenaissanceAstronomy
Architecture1150RenaissanceAcoustics, Banking
Economics1150RenaissanceBanking, Printing Press
Metallurgy1150RenaissanceGunpowder, Printing Press
Chemistry1150RenaissanceGunpowder
Archaeology1600IndustrialNavigation
Scientific Theory1600IndustrialEconomics, Architecture
Industrialization1600IndustrialEconomics
Rifling1600IndustrialMetallurgy
Military Science1600IndustrialChemistry, Metallurgy
Fertilizer1600IndustrialChemistry
Biology2350IndustrialArchaeology, Scientific Theory
Electricity2350IndustrialScientific Theory
Steam Power2350IndustrialRifling, Industrialization
Dynamite2350IndustrialFertilizer, Military Science
Refrigeration3100ModernElectricity, Biology
Radio3100ModernElectricity
Replaceable Parts3100ModernSteam Power, Electricity
Flight3100ModernSteam Power
Railroad3100ModernSteam Power, Dynamite
Plastic4100ModernRadio, Replaceable Parts
Electronics4100ModernReplaceable Parts, Flight
Ballistics4100ModernRadio, Flight
Combustion4100ModernRailroad
Penicilin5100PostmodernRefrigeration, Plastic
Atomic Theory5100PostmodernPlastic, Electronics
Radar5100PostmodernElectronics, Ballistics
Combined Arms5100PostmodernBallistics, Combustion
Ecology6400PostmodernAtomic Theory, Penicilin
Nuclear Fission6400PostmodernAtomic Theory, Radar
Rocketry6400PostmodernRadar
Computers6400PostmodernRadar, Combined Arms
Telecom8470FutureEcology
Mobile Tactics8470FutureEcology, Nuclear Fission
Advanced Ballistics8470FutureNuclear Fission, Rocketry
Satellites8470FutureRocketry
Robotics8470FutureRocketry, Computers
Lasers8470FutureComputers
Internet9680FutureTelecom
Globalization9680FutureTelecom
Particle Physics9680FutureTelecom, Mobile Tactics, Advanced Ballistics
Nuclear Fusion9680FutureAdvanced Ballistics, Satellites, Robotics
Nanotechnology9680FutureRobotics
Stealth9680FutureRobotics, Lasers
Future Tech10500FutureInternet, 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 yield-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 OpenerTraditionGreatly increases border expansion in all cities; +3 culture in the capital; unlocks the Hanging Gardens.NoneAgriculture
AristocracyTradition+15% production when building wonders; +1 happiness for every 10 citizens in a city.Tradition OpenerAgriculture
OligarchyTraditionGarrisoned units cost no maintenance; cities with a garrison gain +50% ranged combat strength.Tradition OpenerAgriculture
LegalismTraditionFree culture building in first 4 cities; +2 culture from national wonders.Tradition OpenerAgriculture
Landed EliteTradition+15% growth; +2 food in capital.LegalismAgriculture
MonarchyTradition+1 gold and +1 happiness for every 2 population in capital.LegalismAgriculture
Liberty OpenerLiberty+1 culture per city; unlocks Pyramids.NoneAgriculture
Collective RuleLiberty+50% settler creation speed in the capital; +1 free settler.RepublicAgriculture
RepublicLiberty+1 production in all cities; +5% production towards buildings.Liberty OpenerAgriculture
CitizenshipLiberty+25% tile improvement rate; +1 free worker in the capital.Liberty OpenerAgriculture
MeritocracyLiberty+1 happiness; +15% gold from city connections; -5% unhappiness from population in non-occupied cities.CitizenshipAgriculture
RepresentationLibertyEach city founded increases social policy cost by 33% less; +1 gold from monuments; starts Golden Age.CitizenshipAgriculture
Honor OpenerHonor+33% combat bonus versus barbarians; gain culture for each unit killed; unlocks Temple of Artemis.NoneAgriculture
Warrior CodeHonor4 units are maintenance-free; 2 free warriors; gain gold for killed enemies.Honor OpenerAgriculture
Professional ArmyHonor+100% production towards barracks, armories, military academies; those buildings give +1 production, +1 culture, +1 gold.Honor OpenerAgriculture
Military CasteHonorGarrisoned units cost no maintenance; +2 culture & +1 happiness per garrison; courthouses give +2 happiness; +1 science per kill.Warrior CodeAgriculture
Military TraditionHonor+50% production towards courthouses; courthouses give +3 food, +3 production, +3 gold; citadels give +2 science, +2 culture, +1 food.Professional ArmyAgriculture
DisciplineHonor+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 CodeAgriculture
Piety OpenerPiety+1 culture and +1 faith in capital; +100% production towards shrines and temples; unlocks Mosque of Djenné.NoneAgriculture
Organized ReligionPiety+1 faith and +1 culture from shrines and temples.Piety OpenerAgriculture
Mandate of HeavenPiety+1 faith in the capital; +1 happiness from each temple; 20% discount on faith purchases of religious units/buildings.Piety OpenerAgriculture
Religious TolerancePietyCities 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 HeavenAgriculture
ReformationPietyIf religion founded, gain bonus reformation belief; +15% border growth from culture.Mandate of HeavenAgriculture
TheocracyPiety+1 gold from each shrine and temple; Holy Sites provide +3 gold; +33% gold output from Grand Temple.Piety OpenerAgriculture
Patronage OpenerPatronageResting influence on City-States +20; unlocks Forbidden Palace.NoneTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Merchant ConfederacyPatronage+2 food, +2 production, +1 influence/turn for trade routes with City-States.Patronage OpenerTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
ScholasticismPatronageFriends/Allies CS provide bonus science per turn (ally bonus higher); flat +50% boost to CS yields.Merchant ConfederacyTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Cultural DiplomacyPatronageStrategic resources from CS doubled; +50% happiness from gifted luxuries.Merchant ConfederacyTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
PhilanthropyPatronageGold gifts to CS grant +25% influence; influence degrades 25% slower.Merchant ConfederacyTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
ConsulatesPatronage+1 World Congress delegate; +1 delegate per era beyond Renaissance.Cultural DiplomacyTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Aesthetics OpenerAesthetics+25% generation of Great Writers, Artists, Musicians; unlocks Uffizi.NoneTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Cultural CentersAesthetics+100% production towards amphitheatres, opera houses, museums, broadcast towers; +1 happiness from writer/artist/musician guilds.Aesthetics OpenerTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
EthicsAesthetics(“Cultural Exchange”) 1 free Great Writer.Cultural CentersTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Artistic GeniusAesthetics1 free Great Artist; +1 science from amphitheatres, opera houses, museums, broadcast towers; +3 science from Great Works; +2 science from festivals.Cultural CentersTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Flourishing of ArtsAesthetics+1 culture and +1 tourism from every Great Work and World Wonder; empire starts a Golden Age.EthicsTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Fine ArtsAestheticsFree scriptorium, gallery, conservatory in all cities; +20% tourism from amphitheatres, opera houses, museums, broadcast towers.Ethics, Artistic GeniusTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Commerce OpenerCommerce+33% generation of Great Merchant; unlocks Big Ben.NoneTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Trade UnionsCommerce(“Mercenary Army”) Can purchase Landsknechts at Civil Service and Foreign Legion at Replaceable Parts.Commerce OpenerTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
CaravansCommerce+50% production towards markets, banks, and stock exchanges.Commerce OpenerTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
MercantilismCommerce-20% cost for gold purchases in cities; +2 science from market, bank, stock exchange.CaravansTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
EntrepreneurshipCommerce-25% maintenance on roads, railroads, buildings; +2 trade routes.CaravansTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
ProtectionismCommerce+4 production, +4 culture, +4 happiness from East India Trade Company.MercantilismTheology, Civil Service, Guilds, Metal Casting, Compass, Education, Chivalry, Machinery, Physics, Steel
Exploration OpenerExploration+1 movement and +1 line of sight for naval units.NoneAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Merchant NavyExploration(“Colonialism”) New cities start with 3 pop, free worker, 6 extra tiles, +2 happiness.Exploration OpenerAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Maritime InfrastructureExploration+3 production in all coastal cities; +50% production towards lighthouse, harbor, seaport.Exploration OpenerAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Naval TraditionExploration+1 happiness and +1 culture from lighthouse, harbor, seaport.Exploration OpenerAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Navigation SchoolExploration+2 science in all coastal cities; +10% combat strength for naval military units.Maritime Infrastructure, Naval TraditionAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Treasure FleetsExploration+1 food, +1 production, +1 gold from ocean tiles without resources and improvements.Navigation SchoolAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Rationalism OpenerRationalism+20% generation of Great Scientists; unlocks Porcelain Tower.NoneAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
SovereignityRationalism+1 gold from science buildings.Rationalism OpenerAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Free ThoughtRationalism+4 science from customs house, academy; +1 science from trading post, brazilwood camp, caer, chateau; +1 science from improvements.Rationalism OpenerAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
HumanismRationalism+50% production towards library, university, observatory, public school, research labs.Rationalism OpenerAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
Scientific RevolutionRationalism1 free Great Scientist.Sovereignity, Free ThoughtAstronomy, Acoustics, Banking, Printing Press, Gunpowder, Navigation, Architecture, Economics, Metallurgy, Chemistry
SecularismRationalism+2 science from each specialist. (Applied elsewhere in game logic.)Scientific RevolutionAstronomy, 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 yield-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 yield-prod towards Ancient, Classical, and Medieval wonders
Ancestor Worship +2 culture yield-culture from shrines
Dance Of The Aurora +1 faith yield-faith from tundra tiles
Desert Folklore +1 faith yield-faith from desert tiles
Divine Judgement +2 faith yield-faith from barracks and courthouses, +2 happiness yield-happiness from the palace
Earth Mother +2 faith yield-faith from iron, +1 faith from mines yield-faith
God Of Craftsmen +1 production yield-prod in every city
God Of The Open Sky +1 culture yield-culture from pastures
God Of The Sea +1 faith yield-faith, +1 culture yield-culture from fish, whales, crabs, pearls, coral, atolls
God Of War +2 production yield-prod from barracks
God King +1 production yield-prod, +1 food yield-food, +1 gold yield-gold, +1 culture yield-culture, +1 science yield-science, +1 happiness yield-happiness, +1 faith yield-faith from the palace
Goddess Of Festivals +1 production yield-prod from sugar, wine, spices
Goddess Of Love +1 happiness yield-happiness in cities with 3+ population
Goddess Of Protection +1 faith yield-faith, +1 culture yield-culture from walls; +50% city-bombardment strength
Goddess Of The Fields +2 faith yield-faith from cotton, incense, tea, coffee
Goddess Of The Hunt +1 food yield-food from camps
Harvest Festival +1 food yield-food from wheat, maize
Messenger Of The Gods +2 science yield-science, +1 faith yield-faith in cities with a city connection
Mystic Rituals +1 food yield-food, +1 culture yield-culture from silk, dyes, perfume, tobacco
Oceans Bounty +1 production yield-prod from fishing boats and atolls
One With Nature +5 faith yield-faith from natural wonders
Oral Tradition +1 culture yield-culture from plantation improvements
Rain Dancing +2 faith yield-faith, +1 culture yield-culture from lakes and oases
Religious Idols +1 faith yield-faith, +1 culture yield-culture from copper, silver, gold
Religious Settlements +1 food yield-food from cities; +25% border-expansion rate
Rite Of Spring +1 culture yield-culture from deer, bison
Ritual Sacrifice +1 culture yield-culture, +2 gold yield-gold from ivory, furs, truffles
Sacred Path +1 culture yield-culture from jungles and forest; +1 culture yield-culture from rubber, hardwood
Seafood Rituals +1 food yield-food, +1 culture yield-culture, +1 faith yield-faith from fish
Spirit Animals +1 faith yield-faith from horses, deer, bison
Spirit Trees +1 faith yield-faith, +1 food yield-food from lumbermills
Starlight Guidance +1 culture yield-culture, +1 faith yield-faith, +1 happiness yield-happiness from lighthouses
Stone Circles +1 production yield-prod, +1 faith yield-faith from quarries; +1 faith yield-faith from marble, obsidian
Sun God +1 food yield-food from bananas, citrus, olives, coconuts, cocoa
Tears Of The Gods +1 faith yield-faith, +2 gold yield-gold from gems, amber, lapis, jade
Vision Quests +1 happiness yield-happiness, +1 gold yield-gold from shrines
Works Spirituals +1 faith yield-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 yield-happiness for every 2 cities following this religion, +1 happiness yield-happiness from the palace
Church Property +2 gold yield-gold from each city following this religion, +1 faith yield-faith in each city following this religion
Dawah +4 culture yield-culture from the palace
Initiation Rites +67 gold yield-gold when each city first converts to this religion
Messiah Great Prophets are 25% stronger and require 25% less faith yield-faith to summon
Missionary Zeal Missionaries cost 50% less faith yield-faith, +1 religious spread for missionaries
Mithraea +1% gold yield-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 yield-prod from the palace
Tithe +1 gold yield-gold for every 4 followers of this religion
World Church +1 culture yield-culture for every 6 followers of this religion
Zakat +8 gold yield-gold from the palace

3. Follower

Show follower table ▸ Hide follower table ▾
Name Bonus
Cathedrals 100 faith yield-faith to buy Cathedrals
Choral Music +3 culture yield-culture from temples
Devoted Elite +3 production yield-prod, +3 gold yield-gold, +1 happiness yield-happiness in cities with ≥ 10 population
Devout Performers +2 culture yield-culture from circuses, +1 culture from colosseums, +3 happiness yield-happiness and +4 culture from Circus Maximus
Divine Inspiration +1 faith yield-faith, +1 culture yield-culture from national, natural, and world wonders
Feed The World +1 food yield-food from shrines, +2 food from temples
Followers Of The Refined Crafts +2 gold yield-gold, +2 faith yield-faith, +1 culture yield-culture from mints, gem cutters, breweries, groceries, censer makers, textile mills
Gurdwaras 180 faith yield-faith to buy Gurdwaras
Guruship +2 food yield-food, +1 production yield-prod, +1 gold yield-gold in any city with specialists
Holy Warriors Can purchase military units with faith yield-faith
Liturgical Drama +2 faith yield-faith, +1 culture yield-culture from amphitheaters and opera houses
Mandirs 150 faith yield-faith to build in city
Mosques 150 faith yield-faith to build in city
Pagodas 150 faith yield-faith to build in city
Peace Gardens +1 happiness yield-happiness from gardens, +2 gold yield-gold and +1 production yield-prod from watermills
Religious Art +5 culture yield-culture, +10 tourism yield-tourism from the Hermitage
Religious Center +1 happiness yield-happiness, +1 gold yield-gold, +1 production yield-prod from temples
Religious Community +1% production yield-prod per follower (max 10%)
Sacred Waters +1 happiness yield-happiness for river cities; +2 faith yield-faith, +1 food yield-food from gardens
Synagogues 150 faith yield-faith to build in city
Viharas 150 faith yield-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 yield-science from the Grand Temple
Disciples +2 gold yield-gold, +2 culture yield-culture from Great Person tile improvements
Hajj +3 production yield-prod, +3 food yield-food, +3 culture yield-culture from the palace
Jizya +6 production yield-prod, +6 gold yield-gold from the Grand Temple
Just War +20% combat strength near enemy cities that follow this religion
Karma +8 culture yield-culture in the holy city
Kotel +6 happiness yield-happiness from the palace
Pilgrimage +4 faith yield-faith, +3 culture yield-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 yield-faith for every trade route sent to foreign cities, +1 trade route capacity
Sanctified Innovations +1 production yield-prod, +1 science yield-science, +1 faith yield-faith from natural wonders
Unity Of The Prophets +4 faith yield-faith, +2 production yield-prod from holy sites; Inquisitors and Great Prophets reduce this religion by half instead of eliminating it

5. Reformation

Show reformation table ▸ Hide reformation table ▾
Name Bonus
Apostolic Palace +5 production yield-prod, +5 gold yield-gold, +5 faith yield-faith, +5 culture yield-culture, +5 food yield-food, +5 science yield-science from the Grand Temple
City Of God +2 food yield-food, +1 science yield-science from holy sites; free Great Prophet
Houses Of Worship 150 faith yield-faith to build Art Hall, Writing Auditorium, Vocal Chamber in city
Indulgences +1 food yield-food, +1 production yield-prod, +1 culture yield-culture, +1 faith yield-faith, +1 gold yield-gold in cities following this religion
Jesuit Education 150 faith yield-faith to build libraries, universities, observatories, public schools, research labs
Sacred Sites +2 culture yield-culture, +2 gold yield-gold, +2 faith yield-faith from buildings unlocked by religious beliefs (e.g., Pagodas)
Swords Into Plowshares +1 food yield-food, +20% city growth rate
Underground Sect +1 science yield-science for every 4 followers of this religion
Work Ethic 150 faith yield-faith to build workshops, windmills, factories, hydro plants

Trading

Trade Routes

traderoute-example
An example trade route between two cities in the same empire.

Trade routes are established by sending a caravan caravan between two cities. Caravans caravan 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 yield-food and production yield-prod to the receiving city. If the sending city has a granary, the receiving city receives four food yield-food per turn, otherwise one. If the sending city has a workshop, the receiving city receives four production yield-prod 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 yield-gold and science yield-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 yield-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 yield-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.