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Economy

This article is about the Economy line of research

Description

By completing researches with the research adviser you can unlock new buildings, units, ships and special effects. To complete a research topic you need research points, which you can produce in the Academy.

The research topics are divided up into the four categories:

 Economy ,  Military ,  Science  and  Seafaring 

Researches

Conservation

We have learned how to store our resources well protected and in the long term. Also a part of our resources is safe from pirates and other villains who want to steal from us.
Cost: 12 Research small
Effect: Allows:
Building of Warehouse(s)
Requirement(s): None

Pulley

A brilliant idea: A rope that is pulled over a roll gives a simple man the strength of Hercules. So now our workers can lift up huge blocks of stone on their own and construct our buildings even faster!
Cost: 24 Research small
Effect: Reduces building costs by 2%.
For a 2% reduction.
Requirement(s): Conservation ( Economy )

Wealth

The earth is full of valuable treasures! We have learned how to mine sulphur and crystal glass and how to chisel marble off rocks. We are also growing wonderful vines on the fertile land on our hills which produce delicious wine! A new era of prosperity will dawn on us when we start using these treasures. We can then sell goods at a Trading post and buy what we need from foreign traders.
Cost: 112 Research small
Effect: Allows:
Building of Trading post(s)
Production of Luxury Good(s)
The researching of Well Digging ( Science )

Gives:
130 Wine small 130 Marble small 130 Crystal small 130 Sulphur small
Requirement(s): Pulley ( Economy )

Wine Culture

A happy population needs festivals in which they can spend hours reveling and drinking our fantastic free-flowing wine. Dionysos loves seeing us enjoying what he has given us!
Cost: 336 Research small
Effect: Allows:
Building of Tavern(s)
Requirement(s): Wealth ( Economy )
Well Digging ( Science )

Improved Resource Gathering

Some time has passed since we learned how to use the treasures of our island for our needs. We should now educate our workers and let every forest, quarry or vineyard, every sulphur pit or crystal mine administer by men who are not only strong but also skillful. This way we will gather even more income and our civilization will get richer than ever!
Cost: 1,204 Research small
Effects: Allows the building of:
Forester's House(s) for Wood small
Glassblower(s) for Crystal small
Alchemist's Tower(s) for Sulphur small
Winegrower(s) for Wine small
Stonemason(s) for Marble small
Requirement(s): Wine Culture ( Economy )
Expansion ( Seafaring )

Geometry

Right angles, triangles, circles – a few bright minds can calculate how we can construct our buildings even better and more beautiful. And soon our towns will serve as examples for the whole world!
Cost: 2,236 Research small
Effect: Reduces building costs by 4%.
Cumulative with Pulley 2%.
For a 6% reduction.
Requirement(s): Improved Resource Gathering ( Economy )

Architecture

A good house can withstand the harshest elements. It can withstand them even better when a bright mind takes care of it with many drawings and a little mathematics before hand, so that all walls are straight and the roof is tight. Thanks to angle and compass our buildings will be much more stable and well protected from the rain. An Architect's Office would spare us much marble, just think about the savings constructing a new building!
Cost: 3,672 Research small
Effect: Allows:
Building of Architect's Office(s) for decreased Marble small consumption.
Requirement(s): Geometry ( Economy )
Invention ( Science )

Holiday (Relaxation Holiday)

A worker who has had a good rest is much more eager to work than an exhausted one. That's why every citizen should have one day off per week. This will make all our citizens happier!
Cost: 7,200 Research small
Effect: +25 happiness in all towns.
Cumulative with Well Digging's +50 (Capital only)

+50 housing space in all towns.
Cumulative with Well Digging's +50 (Capital only)
Requirement(s): Architecture ( Economy )
Government How it affects your cities
Notes about various Governmental effects:
Anarchy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Anarchy + Xenocracy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Aristocracy Reduces happiness by 3% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.97
Aristocracy + Xenocracy Reduces happiness by 1.5% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.985
Democracy Increases happiness by 75 in all cities
(Total happiness + research bonus) +75
Democracy + Xenocracy Increases happiness by 37.5 in all cities
(Total happiness + research bonus) +37.5
Dictatorship Reduces happiness by 75 in all cities
(Total happiness + research bonus) -75
Dictatorship + Xenocracy Reduces happiness by 37.5 in all cities
(Total happiness + research bonus) -37.5
Oligarchy Reduces happiness by 3% due to corruption in all cities
(Total happiness + research bonus) x 0.97
Oligarchy + Xenocracy Reduces happiness by 1.5% due to corruption in all cities
(Total happiness + research bonus) x 0.985
Theocracy Increases happiness by your Island conversion rate x 2 (+150 max)
(Total happiness + research bonus) + (Island conversion rate x 2)
Reduces happiness by 20 in each city without a Temple
(Total happiness + research bonus) -20
Theocracy + Xenocracy Increases happiness by your Island conversion rate (+75 max)
(Total happiness + research bonus) + Island conversion rate
Reduces happiness by 10 in each city without a Temple
(Total happiness + research bonus) -10
- Xenocracy occurs when your Capital is occupied and it:
  1. Reduces all advantages by ½
  2. Reduces all disadvantages by ½
  3. Does not affect Anarchy's corruption

- Governmental corruption:

  1. Is removable if you increase your Palace/Governor's Residence up 1 level above what is normally required
  2. Is a fixed amount unlike normal corruption which varies depending your Governor's Residence levels
  3. Adds to normal corruption (100% max)
  4. Can appear in your Capital and Colonies unlike normal corruption, which only appears in colonies

Legislation (Law)

We think it's a good idea to define the rules of living together on paper. This means that every island inhabitant can look up what's allowed and what isn't - meaning they'll be no more room for excuses!
Cost: 8,242 Research small
Effect: Allows:
Nomocracy form of Government.
Requirement(s): Holiday (Relaxation Holiday) ( Economy )

Culinary Specialties (Culinary Specialities)

Our culture is truly rich in delicious treats! If we have cooks joining our soldiers in battle it won't take more than the smell, that reminds them of their home kitchens, to strengthen their fighting spirit. And it shouldn't be forgotten, that a hearty meal has always brought a man back onto his feet. And of course a cook has a sharp knife he can jump in to the fight with.
Cost: 10,764 Research small
Effect: Allows:
Training of Cooks in the Barracks.
Requirement(s): Legislation (Law) ( Economy )
Market ( Seafaring )

Helping Hands

If our citizens help out a little underground instead of tanning themselves on the beach, we'll get more raw materials and they'll get less sunburn. There's always a need for help down the mines, saw mills and vineyards.
Cost: 19,908 Research small
Effect: Allows:
Overloading of resources.
Requirement(s): Culinary Specialties ( Economy )
Cultural Exchange ( Science )

Spirit Level

Water is always even. We should use this knowledge so that our buildings become even, too! Our town will become even more beautiful and we will use less stone and wood for constructing our buildings!
Cost: 25,632 Research small
Effect: Reduces building costs by 8%.
Cumulative with Pulley 2%.
Cumulative with Geometry 4%.
For a 14% reduction.
Requirement(s): Helping Hands ( Economy )

Wine Cellars (Wine Press House)

What an event those annual wine feasts are! The whole town is up on its feet when the best grapes are stomped into wine and when the liquid gold splashes around, the kids have their most fun! With a Wine Press though, handled by an experienced wine maker, we would lose much less. The winemaker could also care for a proper storage that allows us to let the wine age and mature well!
Cost: 48,000 Research small
Effect: Allows:
Building of Wine Press(es)
Requirement(s): Spirit Level ( Economy )

Waste Dump (Depot)

As our Warehouses cannot handle the increasing amount of goods, we will need alternatives in the long run. Advanced methods of sealed tarpaulins and covers should enable us to store large amounts of goods in the open air.
Cost: 48,000 Research small
Effect: Allows:
Building of Dumps.
Requirement(s): Wine Cellars (Wine Press House) ( Economy )

Soldier Exchange

Our battle-tested warriors in their shiny armour, and our progressive war machines have become legendary. Now it's time to make a profit from them. Other leaders will be eager to purchase these troops.
Cost: 56,000 Research small
Effect:
Allows:
Building of Black Markets.
Requirement(s): Waste Dump (Depot) ( Economy )

Bureaucracy

Now our Palace has even more shelves, boxes and drawers, even more piles of records and forms and clerks who can understand it all. Finally we can afford to build and administer another building in our towns!
Cost: 106,560 Research small
Effect: Allows: Usage of the additional building space in all towns
Requirement(s): Soldier Exchange ( Economy )

Utopia

Our citizens are living in wealth and prosperity. They are happy and healthy and have very little to worry about. Yes, one could say we are living in one of those places that you can only find in the scriptures from one of the great philosophers.
Cost: 241,200 Research small
Effect: Increases happiness in the Capital by 200
Capital: Museum bonus + Tavern bonus +275
Colony: Museum bonus + Tavern bonus +25
Increases housing capacity in the Capital by 200
Capital: Town hall capacity +300
Colony: Town hall capacity +50
Requirement(s): Bureaucracy ( Economy )
Gunpowder ( Military )
Letter Chute ( Science )
Diplomacy ( Seafaring )
Government How it affects your cities
Notes about various Governmental effects:
Anarchy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Anarchy + Xenocracy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Aristocracy Reduces happiness by 3% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.97
Aristocracy + Xenocracy Reduces happiness by 1.5% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.985
Democracy Increases happiness by 75 in all cities
(Total happiness + research bonus) +75
Democracy + Xenocracy Increases happiness by 37.5 in all cities
(Total happiness + research bonus) +37.5
Dictatorship Reduces happiness by 75 in all cities
(Total happiness + research bonus) -75
Dictatorship + Xenocracy Reduces happiness by 37.5 in all cities
(Total happiness + research bonus) -37.5
Oligarchy Reduces happiness by 3% due to corruption in all cities
(Total happiness + research bonus) x 0.97
Oligarchy + Xenocracy Reduces happiness by 1.5% due to corruption in all cities
(Total happiness + research bonus) x 0.985
Theocracy Increases happiness by your Island conversion rate x 2 (+150 max)
(Total happiness + research bonus) + (Island conversion rate x 2)
Reduces happiness by 20 in each city without a Temple
(Total happiness + research bonus) -20
Theocracy + Xenocracy Increases happiness by your Island conversion rate (+75 max)
(Total happiness + research bonus) + Island conversion rate
Reduces happiness by 10 in each city without a Temple
(Total happiness + research bonus) -10
- Xenocracy occurs when your Capital is occupied and it:
  1. Reduces all advantages by ½
  2. Reduces all disadvantages by ½
  3. Does not affect Anarchy's corruption

- Governmental corruption:

  1. Is removable if you increase your Palace/Governor's Residence up 1 level above what is normally required
  2. Is a fixed amount unlike normal corruption which varies depending your Governor's Residence levels
  3. Adds to normal corruption (100% max)
  4. Can appear in your Capital and Colonies unlike normal corruption, which only appears in colonies

Economic Future's

Our citizens live in wealth and the marketplace is spilling over with delicacies from all over the world! The streets are clean and developed, this way the building material reaches the building site quicker.
Cost: 532,800 Research small x Level
Effect: Increases happiness by 10 in every town per level
Capital: Museum bonus + Tavern bonus +285 up to +525
Colony: Museum bonus + Tavern bonus +35 up to +275
Increases housing spaces by 20 in every town per level
Capital: Town hall level +320 up to +800
Colony: Town hall level +70 up to +550
Government How it affects your cities
Notes about various Governmental effects:
Anarchy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Anarchy + Xenocracy Reduces happiness by 25% due to corruption in all cities
(Total happiness + research bonus) x 0.75
Aristocracy Reduces happiness by 3% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.97
Aristocracy + Xenocracy Reduces happiness by 1.5% due to corruption in all colonies only
(Total happiness in the colony + research bonus) x 0.985
Democracy Increases happiness by 75 in all cities
(Total happiness + research bonus) +75
Democracy + Xenocracy Increases happiness by 37.5 in all cities
(Total happiness + research bonus) +37.5
Dictatorship Reduces happiness by 75 in all cities
(Total happiness + research bonus) -75
Dictatorship + Xenocracy Reduces happiness by 37.5 in all cities
(Total happiness + research bonus) -37.5
Oligarchy Reduces happiness by 3% due to corruption in all cities
(Total happiness + research bonus) x 0.97
Oligarchy + Xenocracy Reduces happiness by 1.5% due to corruption in all cities
(Total happiness + research bonus) x 0.985
Theocracy Increases happiness by your Island conversion rate x 2 (+150 max)
(Total happiness + research bonus) + (Island conversion rate x 2)
Reduces happiness by 20 in each city without a Temple
(Total happiness + research bonus) -20
Theocracy + Xenocracy Increases happiness by your Island conversion rate (+75 max)
(Total happiness + research bonus) + Island conversion rate
Reduces happiness by 10 in each city without a Temple
(Total happiness + research bonus) -10
- Xenocracy occurs when your Capital is occupied and it:
  1. Reduces all advantages by ½
  2. Reduces all disadvantages by ½
  3. Does not affect Anarchy's corruption

- Governmental corruption:

  1. Is removable if you increase your Palace/Governor's Residence up 1 level above what is normally required
  2. Is a fixed amount unlike normal corruption which varies depending your Governor's Residence levels
  3. Adds to normal corruption (100% max)
  4. Can appear in your Capital and Colonies unlike normal corruption, which only appears in colonies

Level Cost Effect Requirement
1 532,800 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +285
Colony: Museum bonus + Tavern bonus +35
Increases housing spaces by 20 in every town
Capital: Town hall capacity +320
Colony: Town hall capacity +70
Utopia ( Economy )
Canon Casting
(Cannon Casting)
( Military )
The Archimedic Principle
(The Archimedean Principle)
( Science )
Offshore Base ( Seafaring )
2 1,065,600 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +295
Colony: Museum bonus + Tavern bonus +45
Increases housing spaces by 20 in every town
Capital: Town hall capacity +340
Colony: Town hall capacity +90
Level 1 ( Economy )
3 1,598,400 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +305
Colony: Museum bonus + Tavern bonus +55
Increases housing spaces by 20 in every town
Capital: Town hall capacity +360
Colony: Town hall capacity +110
Level 2 ( Economy )
4 2,131,200 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +315
Colony: Museum bonus + Tavern bonus +65
Increases housing spaces by 20 in every town
Capital: Town hall capacity +380
Colony: Town hall capacity +130
Level 3 ( Economy )
5 2,664,000 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +325
Colony: Museum bonus + Tavern bonus +75
Increases housing spaces by 20 in every town
Capital: Town hall capacity +400
Colony: Town hall capacity +150
Level 4 ( Economy )
Level Cost Effect Requirement

Level Cost Effect Requirement
6 3,196,800 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +335
Colony: Museum bonus + Tavern bonus +85
Increases housing spaces by 20 in every town
Capital: Town hall capacity +420
Colony: Town hall capacity +170
Level 5 ( Economy )
7 3,729,600 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +345
Colony: Museum bonus + Tavern bonus +95
Increases housing spaces by 20 in every town
Capital: Town hall capacity +440
Colony: Town hall capacity +190
Level 6 ( Economy )
8 4,262,400 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +355
Colony: Museum bonus + Tavern bonus +105
Increases housing spaces by 20 in every town
Capital: Town hall capacity +460
Colony: Town hall capacity +210
Level 7 ( Economy )
9 4,795,200 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +365
Colony: Museum bonus + Tavern bonus +115
Increases housing spaces by 20 in every town
Capital: Town hall capacity +480
Colony: Town hall capacity +230
Level 8 ( Economy )
10 5,328,000 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +375
Colony: Museum bonus + Tavern bonus +125
Increases housing spaces by 20 in every town
Capital: Town hall capacity +500
Colony: Town hall capacity +250
Level 9 ( Economy )
Level Cost Effect Requirement

Level Cost Effect Requirement
11 5,860,800 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +385
Colony: Museum bonus + Tavern bonus +135
Increases housing spaces by 20 in every town
Capital: Town hall capacity +520
Colony: Town hall capacity +270
Level 10 ( Economy )
12 6,393,600 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +395
Colony: Museum bonus + Tavern bonus +145
Increases housing spaces by 20 in every town
Capital: Town hall capacity +540
Colony: Town hall capacity +290
Level 11 ( Economy )
13 6,926,400 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +405
Colony: Museum bonus + Tavern bonus +155
Increases housing spaces by 20 in every town
Capital: Town hall capacity +560
Colony: Town hall capacity +310
Level 12 ( Economy )
14 7,459,200 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +415
Colony: Museum bonus + Tavern bonus +165
Increases housing spaces by 20 in every town
Capital: Town hall capacity +580
Colony: Town hall capacity +330
Level 13 ( Economy )
15 7,992,000 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +425
Colony: Museum bonus + Tavern bonus +175
Increases housing spaces by 20 in every town
Capital: Town hall capacity +600
Colony: Town hall capacity +350
Level 14 ( Economy )
Level Cost Effect Requirement

Level Cost Effect Requirement
16 8,524,800 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +435
Colony: Museum bonus + Tavern bonus +185
Increases housing spaces by 20 in every town
Capital: Town hall capacity +620
Colony: Town hall capacity +370
Level 15 ( Economy )
17 9,057,600 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +445
Colony: Museum bonus + Tavern bonus +195
Increases housing spaces by 20 in every town
Capital: Town hall capacity +640
Colony: Town hall capacity +390
Level 16 ( Economy )
18 9,590,400 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +455
Colony: Museum bonus + Tavern bonus +205
Increases housing spaces by 20 in every town
Capital: Town hall capacity +660
Colony: Town hall capacity +410
Level 17 ( Economy )
19 10,123,200 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +465
Colony: Museum bonus + Tavern bonus +215
Increases housing spaces by 20 in every town
Capital: Town hall capacity +680
Colony: Town hall capacity +430
Level 18 ( Economy )
20 10,656,000 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +475
Colony: Museum bonus + Tavern bonus +225
Increases housing spaces by 20 in every town
Capital: Town hall capacity +700
Colony: Town hall capacity +450
Level 19 ( Economy )
Level Cost Effect Requirement

Level Cost Effect Requirement
21 11,188,800 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +485
Colony: Museum bonus + Tavern bonus +235
Increases housing spaces by 20 in every town
Capital: Town hall capacity +720
Colony: Town hall capacity +470
Level 20 ( Economy )
22 11,721,600 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +495
Colony: Museum bonus + Tavern bonus +245
Increases housing spaces by 20 in every town
Capital: Town hall capacity +740
Colony: Town hall capacity +490
Level 21 ( Economy )
23 12,254,400 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +505
Colony: Museum bonus + Tavern bonus +255
Increases housing spaces by 20 in every town
Capital: Town hall capacity +760
Colony: Town hall capacity +510
Level 22 ( Economy )
24 12,787,200 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +515
Colony: Museum bonus + Tavern bonus +265
Increases housing spaces by 20 in every town
Capital: Town hall capacity +780
Colony: Town hall capacity +530
Level 23 ( Economy )
25 13,320,000 Research small Increases happiness by 10 in every town
Capital: Museum bonus + Tavern bonus +525
Colony: Museum bonus + Tavern bonus +275
Increases housing spaces by 20 in every town
Capital: Town hall capacity +800
Colony: Town hall capacity +550
Level 24 ( Economy )
Level Cost Effect Requirement
No further levels, in this line of research, are possible at this time!
Max Level-Military

Other Economy researches



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