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The Sandman Will Keep You Awake - The Loop
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Building Overview | Technologies | Game Strategies | History |
Agronomics[]
Technology | Cost | Requires | Effects |
---|---|---|---|
![]() Agriculture |
150 ![]() 150 ![]() |
![]() |
Granaries increase ![]() Fishermen gather +50% ![]() |
![]() Crop Rotation |
250 ![]() 250 ![]() |
![]() Agriculture |
Granaries increase ![]() Fishermen gather +100% ![]() |
![]() Food Industry |
450 ![]() 450 ![]() |
![]() Crop Rotation |
Granaries increase ![]() Fishermen gather +200% ![]() |
Healthcare[]
Healthcare technologies affects foot and mounted units by decreasing their production time and increasing their line of sight. Furthermore, the healing rate of units garrisoned inside a building is increased (this doesn't affect healing received from Supply Wagons or any self-healing rates).
Technology | Cost | Requires | Effects |
---|---|---|---|
![]() Herbal Lore |
80 ![]() 80 ![]() |
![]() ![]() |
Foot and mounted units' production time -10% and line of sight +2 Garrisoned units heal 1 hit points per second |
![]() Medicine |
180 ![]() 180 ![]() |
![]() ![]() Herbal Lore |
Foot and mounted units' production time -20% and line of sight +4 Garrisoned units heal 1.5 hit points per second |
![]() Pharmaceuticals |
350 ![]() 350 ![]() |
![]() ![]() Medicine |
Foot and mounted units' production time -30% and line of sight +6 Garrisoned units heal 3 hit points per second |