Overall Money Infrastructure now provide more Money
Public Hygiene Infrastructure no longer provide Stability; instead add Growth gain
Walls Infrastructure now also provide Stability
Overall Industry cost reduced by ~20% in Industrial Era and ~30% in Contemporary Era
Some Infrastructures now provide increase yields per Specialist but reduce the total number of Specialist Slots in the City
Level 2 - Factory Farming
[Removed] +2 Pollution on Farmers Quarters
Level 1 - Fishery
+3 ⇒ +4 Food on Harbor
Level 2 - Whale Fishing
[Removed] +1 Food on Coastal Waters and Lakes
[New] +1 Food on Coastal Waters
[New] +1 Science on Coastal Waters
Level 1 - Granary
[New] +1% Growth Gain per Farmer
+2 ⇒ +4 Food per Farmers
+1 ⇒ -1 Farmers Slot
Level 2 - Grain Silos
[New] +1% Growth Gain per Farmer
Level 3 - Industrial Silos
[Removed] +1 Pollution on Farmers Quarter
[New] +2% Growth Gain per Farmer
+2 ⇒ +4 Food per Farmers
+1 ⇒ -1 Farmers Slot
Level 2 - Charcoal Kiln
[Removed] +1 Industry on Makers Quarters per adjacent Makers Quarter
[New] +1 Industry on Makers Quarters per adjacent Farmers Quarter
[New] +1 Industry per Workers
Level 3 - High Furnace
[New] -1 Stability per adjacent Makers Quarters
[New] +1 Industry per Workers
Level 4 - Coal Plant
[Removed] +2 Pollution on Makers Quarters
[New] +1 Pollution on Administrative Center
[New] +1 Industry per Workers
Level 1 - Lumber Yard
[New] +25% Industry Gain from Clear Forest
Level 2 - Sawmill
[Removed] +1 Pollution on Makers Quarters
[New] +100% Industry Gain from Clear Forest
+2 ⇒ +1 Industry on Tile producing Industry
Level 1 - Nuclear Plant
[Removed] -1 Pollution on Train Station
[Removed] -2 Pollution on Airport
[Removed] -30% Pollution on Makers Quarter
[New] -15% Pollution on All Districts other than Nature Reserve
Level 1 - Watermill
[New] +25% Industry Gain from Clear Forest
Level 2 - Hydroelectric Dam
[Removed] -1 Pollution on Train Station
[Removed] -2 Pollution on Airport
[Removed] -10% Pollution on Makers Quarter
[New] -10% Pollution on All Districts other than Nature Reserve
Level 3 - Quarrying Machinery
[Removed] +2 Industry on Tile producing Industry
[Removed] +2 Pollution on Makers Quarter
[New] +3 Industry on Mountain
[New] +2 Pollution on Aluminium Deposit
Level 1 - Solar Farm
[Removed] -1 Pollution on Train Station
[Removed] -2 Pollution on Airport
[Removed] -20% Pollution on Makers Quarter
[New] -20% Pollution on All Districts other than Nature Reserve
Level 1 - Wind Farm
[Removed] -1 Pollution on Train Station
[Removed] -2 Pollution on Airport
[Removed] -30% Pollution on Makers Quarter
[New] -25% Pollution on All Districts other than Nature Reserve
Industry Cost Level: Era V Low ⇒ Era VI High
Level 2 - Manufactory
+1 ⇒ +3 Industry per Worker
+2 ⇒ -1 Workers Slot
Level 3 - Factory
[Removed] +1 Pollution on Makers Quarter
+3 ⇒ +5 Industry per Worker
+3 ⇒ -2 Worker Slots
Level 4 - Automated Factory
+1 ⇒ +7 Industry per Workers
+2 ⇒ -2 Worker Slots
Level 1 - Anti-Air Surveillance
[Removed] +1 Pollution on Makers Quarter
"[The Stationed Unit effect] counts the biggest army in the city"
Level 1 - Watchtower
[New] +1 Money per Stationed Unit
[New] +1 Number of Additional Militia
Level 2 - Fort
[New] +3 Money per Stationed Unit
[New] +1 Number of Additional Militia
Level 3 - Command Compound
[Removed] +2 Pollution on Makers Quarters
[New] +5 Money per Stationed Unit
[New] +1 Number of Additional Militia
Level 2 - Tourney Fields
[New] +2 Influence
Level 1 - Palisades
[New] +15 Stability
Level 2 - Stone Walls
[New] +15 Stability
Level 3 - Bastions
[New] +15 Stability
Level 4 - Bomb Shelters
[New] +15 Stability
Level 2 - Financial District
[Removed] +2 Pollution on Makers Quarters
Level 1 - Food Market
[Removed] +1 Money on Market Quarter per adjacent Market Quarter
[New] +1 Money on Market Quarter per adjacent Farmers Quarter
[New] +1 Money on Market Quarter per adjacent Luxury Resource Deposit
Level 2 - Food Plaza
[New] +2 Money on Market Quarter per adjacent Farmers Quarter
Level 1 - Fishmonger
+3 ⇒ +5 Money on Harbor
Level 2 - Great Fishmarket
[New] +2 Money per Traders
+5 ⇒ +3 Money per Naval Trade Route
Level 3 - Seafood Wholesalers
[New] +2 Money per Traders
+5 ⇒ +3 Money per Naval Trade Route
Level 1 - Levy Administration
[Removed] +3 Money on Main Plaza
[New] +2 Money on Emblematic Quarter
Level 1 - Commodity Market
[New] +2 Money per Overpopulation
[New] -1 Trader Slots
+2 ⇒ +3 Money per Trader
Level 2 - Stock Exchange
[New] +2 Money per Overpopulation
[New] -1 Trader Slots
+2 ⇒ +3 Money per Trader
Level 1 - Customs Farm
[New] +2 Money on Luxury Resource Deposit
Level 2- Customs Agency
[New] +2 Money on Market Quarter
+10% ⇒ +25% Money generated from on-going Trade
Artist's Studio
+1 ⇒ +2 Influence per adjacent District on Commons Quarter
Level 1 - Theater
[Removed] +4 Influence
[New] +2 Influence on Main Plaza
[New] +2 Influence on Administrative Center
Level 2 - Playhouse
[Removed] +4 Influence
[New] +1 Influence on Commons Quarter
Level 3 - Cinema
[Removed] +6 Influence
[New] +2 Influence on Commons Quarter
[New] +5 Stability on Commons Quarter
Level 1 - School
[New] +1 Science per Researchers
+2 ⇒ +1 Science on Research Quarter
Level 2 - University
[Removed] +1 Science on Research Quarters per adjacent Research Quarter
[New] +1 Science on Research Quarters per adjacent Market Quarter
[New] +2 Science per Researchers
+3 ⇒ +1 Science on Research Quarter
Level 3 - Academy
[New] -2 Stability on Research Quarters per adjacent Research Quarter
[New] +3 Science per Researchers
+4 ⇒ +1 Science on Research Quarter
Level 4 - Tech Park
[Removed] +2 Pollution on Makers Quarter
Level 1 - Library
[Removed] +1 Science per Population
[New] +5 Science on Main Plaza
[New] +3 Science on Strategic Resource Deposit
Level 3 - Museum
[Removed] +1 Science per Population
[New] +2 Science per number of Trade Routes
[New] +2 Science per Researchers
Level 1 - Alchemist's Workshop
+10% ⇒ +5% Science
Level 3 - Supercomputer Lab
[Removed] +2 Pollution on Makers Quarter
+10% ⇒ +15% Science
Neighborhood Watch
[New] +2 Influence on Commons Quarter
Secret Police
[New] +1 Combat Strength in combat for Units adjacent to the District on Garrison.
[New] +1 Vision Range on Garrison
Level 1 - Apothecary
[Removed] +1 Stability per Researchers
[New] +1 Stability per Traders
Level 2 - Hospital
[Removed] +2 Stability per Researchers
[New] +2 Stability per Traders
Level 1 - Public Fountain
[Removed] +15 Stability
[New] +10% Growth gain
[New] -5% Growth loss
Level 2 - Aqueduct
[Removed] +20 Stability
[New] +15% Growth gain
[New] -10% Growth loss
Level 3 - Sewage Treatment Plant
[Removed] +25 Stability
[Removed] -20% Pollution on Farmers Quarters
[New] +20% Growth gain
[New] -15% Growth loss
[New] -10% Pollution on All Districts other than Nature Reserve
Cities & Empire - Pollution - Districts & Public Ceremonies - Infrastructures