EFFECTCITY_FAMILY_SEAT
EFFECTCITY_FAMILYCLASS_LANDOWNERS_SEAT
EFFECTCITY_FAMILYCLASS_STATESMEN
-
+1
/Turn
-
+1
/Turn per
Family Opinion Level
EFFECTCITY_FAMILYCLASS_STATESMEN_SEAT
EFFECTCITY_FAMILYCLASS_STATESMEN_SEAT_DECREE
EFFECTCITY_FAMILYCLASS_PATRONS
-
+2
/Turn
-
+2
/Turn perSpecialist
EFFECTCITY_FAMILYCLASS_PATRONS_SEAT
EFFECTCITY_FAMILYCLASS_CLERICS_SEAT
EFFECTCITY_FAMILYCLASS_SAGES
-
+2
/Turn
-
+1
/Turn per
Specialist
EFFECTCITY_FAMILYCLASS_SAGES_SEAT
EFFECTCITY_FAMILYCLASS_SAGES_SEAT_INQUIRY
EFFECTCITY_FAMILYCLASS_TRADERS
-
-10 Upgrade Years for
Hamlet Improvement
EFFECTCITY_FAMILYCLASS_TRADERS_SEAT
EFFECTCITY_FAMILYCLASS_ARTISANS
-
+4
/Turn Lumbermill andMine : +20% Output.
EFFECTCITY_FAMILYCLASS_ARTISANS_SEAT
EFFECTCITY_FAMILYCLASS_RIDERS_SEAT
EFFECTCITY_FAMILYCLASS_HUNTERS_SEAT
EFFECTCITY_FAMILYCLASS_HUNTERS_SEAT_HUNT
EFFECTCITY_CULTURE_LEGENDARY
EFFECTCITY_IMPROVEMENT_HAMLET
EFFECTCITY_IMPROVEMENT_VILLAGE
EFFECTCITY_IMPROVEMENT_TOWN
EFFECTCITY_IMPROVEMENT_GARRISON_1
EFFECTCITY_IMPROVEMENT_GARRISON_2
EFFECTCITY_IMPROVEMENT_SHRINE_HUNTING
-
New
Ranged Units: +1 Level
EFFECTCITY_IMPROVEMENT_GREAT_ZIGGURAT
EFFECTCITY_IMPROVEMENT_GREAT_ZIGGURAT_ALL
EFFECTCITY_IMPROVEMENT_ORACLE
EFFECTCITY_IMPROVEMENT_NECROPOLIS
-
+2
/Turn perSpecialist
EFFECTCITY_IMPROVEMENT_NECROPOLIS_ALL
EFFECTCITY_IMPROVEMENT_ISHTAR_GATE
-
+1
/Turn per
Culture Level
EFFECTCITY_IMPROVEMENT_LIGHTHOUSE
-
+5
/Turn per
Specialist
EFFECTCITY_IMPROVEMENT_LIGHTHOUSE_ALL
Nets : +100% Output.
EFFECTCITY_IMPROVEMENT_ACROPOLIS
EFFECTCITY_IMPROVEMENT_ACROPOLIS_ALL
EFFECTCITY_IMPROVEMENT_COLOSSUS
EFFECTCITY_IMPROVEMENT_COLOSSUS_ALL
EFFECTCITY_IMPROVEMENT_MUSAEUM_ALL
EFFECTCITY_IMPROVEMENT_CIRCUS_MAXIMUS_ALL
EFFECTCITY_IMPROVEMENT_MAUSOLEUM
EFFECTCITY_IMPROVEMENT_PANTHEON_STATE
-
+2
/Turn per
Culture Level
EFFECTCITY_IMPROVEMENT_VIA_RECTA_SOUK_ALL
EFFECTCITY_IMPROVEMENT_GODS_CONSORT_SHRINE
EFFECTCITY_IMPROVEMENTCLASS_ODEON
EFFECTCITY_IMPROVEMENTCLASS_MARKET
EFFECTCITY_IMPROVEMENTCLASS_LIBRARY
EFFECTCITY_IMPROVEMENTCLASS_COURTHOUSE
EFFECTCITY_IMPROVEMENTCLASS_TEMPLE_GNOSTICISM
EFFECTCITY_IMPROVEMENTCLASS_CATHEDRAL_REDEMPTION
Mine andQuarry andLumbermill : +20% Output.
EFFECTCITY_IMPROVEMENTCLASS_CATHEDRAL_ENLIGHTENMENT
EFFECTCITY_LAW_FREEDOM
EFFECTCITY_LAW_TYRANNY
EFFECTCITY_LAW_CONSTITUTION
-
+4
/Turn per
Specialist
EFFECTCITY_LAW_POLYTHEISM
EFFECTCITY_LAW_DIVINE_RULE
EFFECTCITY_LAW_TOLERANCE
EFFECTCITY_LAW_ORTHODOXY_STATE
EFFECTCITY_LAW_PROFESSIONAL_ARMY
EFFECTCITY_LAW_VOLUNTEERS
EFFECTCITY_LAW_PHILOSOPHY
EFFECTCITY_LAW_PHILOSOPHY_EXTRA
EFFECTCITY_LAW_ICONOGRAPHY
EFFECTCITY_LAW_ICONOGRAPHY_EXTRA
EFFECTCITY_LAW_CALLIGRAPHY
EFFECTCITY_LAW_CALLIGRAPHY_EXTRA
EFFECTCITY_LAW_GUILDS
EFFECTCITY_LAW_GUILDS_EXTRA
EFFECTCITY_LAW_ELITES
EFFECTCITY_LAW_AUTARKY
Mine andQuarry andLumbermill : +20% Output.
EFFECTCITY_LAW_AUTARKY_EXTRA
EFFECTCITY_LAW_PILGRIMAGE
EFFECTCITY_LAW_PILGRIMAGE_EXTRA
EFFECTCITY_LAW_HOLY_WAR
EFFECTCITY_LAW_HOLY_WAR_STATE
EFFECTCITY_NATION_ASSYRIA
EFFECTCITY_NATION_CARTHAGE
EFFECTCITY_NATION_EGYPT
EFFECTCITY_NATION_EGYPT_EXTRA
EFFECTCITY_NATION_PERSIA
EFFECTCITY_PROJECT_WALLS
EFFECTCITY_PROJECT_MOAT
EFFECTCITY_PROJECT_TOWERS
EFFECTCITY_PROJECT_TREASURY
EFFECTCITY_PROJECT_FORUM
EFFECTCITY_PROJECT_ARCHIVE
EFFECTCITY_GIVE_SILK
EFFECTCITY_GIVE_PORCELAIN
EFFECTCITY_GIVE_EXOTIC_FUR
EFFECTCITY_GIVE_EBONY
EFFECTCITY_GIVE_PERFUME
EFFECTCITY_GIVE_IVORY
EFFECTCITY_GIVE_TEA
EFFECTCITY_GIVE_SPICES
EFFECTCITY_GIVE_EXOTIC_ANIMALS
EFFECTCITY_GIVE_SILPHIUM
EFFECTCITY_GIVE_JADE
EFFECTCITY_PROJECT_PURPLE_DYE
EFFECTCITY_PROJECT_CORRUPTION_REFORM
-
+1
/Turn
-
+1
/Turn per
Family Opinion Level
EFFECTCITY_PROJECT_CASE_HARDENING
Mine : +10% Output.
EFFECTCITY_PROJECT_AUTONOMOUS_RULE
EFFECTCITY_PROJECT_PAGAN_CULT_FIRE
-
-4
/Turn
Mine : +20% Output.
EFFECTCITY_PROJECT_PAGAN_CULT_WATER
-
-4
/Turn
Farm : +20% Output.
EFFECTCITY_PROJECT_PAGAN_CULT_HEALING
-
+20%

Farm : -20% Output.
EFFECTCITY_PROJECT_PAGAN_CULT_HUNTING
-
-20%

Lumbermill : +20% Output.
EFFECTCITY_PROJECT_FERTILE_SOIL
Farm : +20% Output.
EFFECTCITY_PROJECT_ATHLETICS_ARCHERY
-
New
Ranged Units: +50 XP
EFFECTCITY_PROJECT_ATHLETICS_WRESTLING
-
New
Infantry Units: +25 XP
EFFECTCITY_PROJECT_ATHLETICS_EQUESTRIAN
-
New
Mounted Units: +50 XP
EFFECTCITY_RESOURCE_MARBLE
EFFECTCITY_RESOURCE_ORE
EFFECTCITY_RESOURCE_SALT
EFFECTCITY_RESOURCE_SALT_LUXURY
EFFECTCITY_RESOURCE_GEM
EFFECTCITY_RESOURCE_GEM_LUXURY
EFFECTCITY_RESOURCE_GOLD
EFFECTCITY_RESOURCE_SILVER
EFFECTCITY_RESOURCE_HORSE
EFFECTCITY_RESOURCE_CATTLE
EFFECTCITY_RESOURCE_SHEEP
EFFECTCITY_RESOURCE_PIG
EFFECTCITY_RESOURCE_GOAT
EFFECTCITY_RESOURCE_WHEAT
EFFECTCITY_RESOURCE_BARLEY
EFFECTCITY_RESOURCE_SORGHUM
EFFECTCITY_RESOURCE_CAMEL
EFFECTCITY_RESOURCE_ELEPHANT
EFFECTCITY_RESOURCE_GAME
EFFECTCITY_RESOURCE_FUR
EFFECTCITY_RESOURCE_FUR_LUXURY
EFFECTCITY_RESOURCE_CITRUS
EFFECTCITY_RESOURCE_HONEY
EFFECTCITY_RESOURCE_HONEY_LUXURY
EFFECTCITY_RESOURCE_INCENSE
EFFECTCITY_RESOURCE_INCENSE_LUXURY
EFFECTCITY_RESOURCE_LAVENDER
EFFECTCITY_RESOURCE_LAVENDER_LUXURY
EFFECTCITY_RESOURCE_OLIVE
EFFECTCITY_RESOURCE_OLIVE_LUXURY
EFFECTCITY_RESOURCE_WINE
EFFECTCITY_RESOURCE_WINE_LUXURY
EFFECTCITY_RESOURCE_DYE
EFFECTCITY_RESOURCE_DYE_LUXURY
EFFECTCITY_RESOURCE_PEARL
EFFECTCITY_RESOURCE_PEARL_LUXURY
EFFECTCITY_RESOURCE_FISH
EFFECTCITY_RESOURCE_CRAB
EFFECTCITY_RESOURCE_CROP
EFFECTCITY_RESOURCE_BULLION
EFFECTCITY_SPECIALIST_MONK_2
-
+6
/Turn -
+1
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_MONK_3
-
+8
/Turn -
+2
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_SHOPKEEPER_2
-
+30
/Turn
-
+1
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_SHOPKEEPER_3
-
+40
/Turn
-
+2
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_DOCTOR_2
-
+3
/Turn
-
+1
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_DOCTOR_3
-
+4
/Turn
-
+2
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_BISHOP_1
-
+10
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_BISHOP_2
-
+0.5
/Turn
-
+15
/Turn per
Culture Level
EFFECTCITY_SPECIALIST_BISHOP_3
-
+1
/Turn
-
+20
/Turn per
Culture Level
EFFECTCITY_THEOLOGY_MYTHOLOGY
EFFECTCITY_THEOLOGY_VENERATION
EFFECTCITY_THEOLOGY_DUALISM
EFFECTCITY_THEOLOGY_GNOSTICISM
EFFECTCITY_THEOLOGY_ENLIGHTENMENT
EFFECTCITY_TRAIT_COMMANDER_ARCHETYPE_CAPITAL
EFFECTCITY_TRAIT_ZEALOT_ARCHETYPE_STATE
EFFECTCITY_TRAIT_ORATOR
EFFECTCITY_TRAIT_DIPLOMAT
EFFECTCITY_TRAIT_ORATOR_ARCHETYPE_ALL
EFFECTCITY_TRAIT_JUDGE
EFFECTCITY_TRAIT_BUILDER
EFFECTCITY_TRAIT_BUILDER_ARCHETYPE_ALL
-
-50% Production Time For
Workers
EFFECTCITY_TRAIT_SCHOLAR
EFFECTCITY_TRAIT_AFFABLE
-
+2
/Turn per
Culture Level
EFFECTCITY_TRAIT_AFFABLE_ALL
-
+1
/Turn per
Culture Level
EFFECTCITY_TRAIT_ELOQUENT
-
+2
/Turn per
Culture Level
EFFECTCITY_TRAIT_ELOQUENT_ALL
-
+1
/Turn per
Culture Level
EFFECTCITY_TRAIT_WARLIKE
-
+2
/Turn per
Culture Level
EFFECTCITY_TRAIT_WARLIKE_ALL
-
+1
/Turn per
Culture Level
EFFECTCITY_TRAIT_INSPIRING
-
+2
/Turn perCulture Level
EFFECTCITY_TRAIT_INSPIRING_ALL
-
+1
/Turn perCulture Level
EFFECTCITY_TRAIT_INTELLIGENT
-
+2
/Turn per
Culture Level
EFFECTCITY_TRAIT_INTELLIGENT_ALL
-
+1
/Turn per
Culture Level
EFFECTCITY_TRAIT_PROSPEROUS
-
+5
/Turn per
Culture Level
EFFECTCITY_TRAIT_PROSPEROUS_ALL
-
+2
/Turn per
Culture Level
EFFECTCITY_TRAIT_FRUGAL
EFFECTCITY_TRAIT_FRUGAL_ALL
EFFECTCITY_TRAIT_VIGILANT
EFFECTCITY_TRAIT_VIGILANT_ALL
EFFECTCITY_TRAIT_STRICT
-
New
Infantry Units: +100 XP
EFFECTCITY_TRAIT_STRICT_ALL
-
New
Infantry Units: +50 XP
EFFECTCITY_TRAIT_EQUESTRIAN
-
New
Mounted Units: +100 XP
EFFECTCITY_TRAIT_EQUESTRIAN_ALL
-
New
Mounted Units: +50 XP
EFFECTCITY_TRAIT_NATURALIST
Lumbermill andPasture : +50% Output.
EFFECTCITY_TRAIT_NATURALIST_ALL
Lumbermill andPasture : +20% Output.
EFFECTCITY_TRAIT_DEALMAKER
EFFECTCITY_TRAIT_FAMOUS
EFFECTCITY_TRAIT_DROUGHT_STRICKEN_ALL
Farm : -20% Output.
EFFECTCITY_UNIT_CARAVAN
EFFECTCITY_PROJECT_WARDENS_OF_THE_WILDS
Farm : -10% Output.
EFFECTCITY_PROJECT_TRAINING_PITS
Quarry : -5% Output.
EFFECTCITY_PROJECT_WARRIOR_TRADITION
-
-5%

-10%
+10%
Farm : -10% Output.
EFFECTCITY_PROJECT_FORESTRY_GUILD
Lumbermill : +20% Output.
EFFECTCITY_PROJECT_CODEX_OF_HIGHLAND_WISDOM
Lumbermill andMine andFarm andQuarry : +5% Output.


