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๐Ÿ”ฅ Pillage

133 improvements+100% Assyria+5 war score1 Order cost

Pillaging an enemy improvement pays you a fixed amount of yields, switches the improvement off and starts a countdown to its destruction. This page lists what every improvement pays, and how Assyria's +100% Pillage Yield doubles it.

What one pillage does

payout = base payout ร— (100 + pillage modifier) รท 100
truncated to a whole number ยท the only pillage modifier is Assyria's +100
  • Pays you. Each yield the improvement pays is multiplied by your unit's pillage modifier and added to your stockpile, so a Farm pays 20 Food. Culture goes to the pillager's nearest city instead, and is lost if the pillager has no city.
  • Switches the improvement off. A pillaged improvement gives no yields, no specialist output and none of its other effects until it is repaired. Its luxury stops counting, and the trade network no longer runs through it.
  • Starts the clock. Left alone, the improvement is destroyed when the countdown runs out. Most improvements get 10 turns; cathedrals get 20; shrines, Estates and Slums stay pillaged forever and never disappear.
  • Costs 1 Order, then a cooldown. The unit can't act again this turn (the usual free-action rules apply).
  • Adds 5 war score against the tile's owner. For scale: killing a unit is worth 10, capturing one 50, taking a city 100.
  • Fires events. The owner and the pillager each get their own events; the 17 story events are listed below.

What every improvement pays

Pays is the payout for any unit. Assyria is the same unit under Assyria's +100% Pillage Yield. Repair is what the owner pays to switch the improvement back on: 50% of the build cost, then the improvement's own repair discount if it has one, never below 1. City cost modifiers apply before that and are not shown. Left alone is what happens if nobody repairs it. Pillaging a Fort, or an improvement still under construction, destroys it outright, but it still pays.

Improvement
Pays
Assyria
Repair
Left alone
Notes
Rural improvements
Fort
20 Stone
40 Stone
20 Stone
destroyed by the pillage itself โ€”
Farm
20 Food
40 Food
10 Wood
destroyed after 10 turns โ€”
Mine
20 Iron
40 Iron
10 Wood
destroyed after 10 turns โ€”
Quarry
20 Stone
40 Stone
10 Iron
destroyed after 10 turns โ€”
Lumbermill
20 Wood
40 Wood
10 Iron
destroyed after 10 turns โ€”
Pasture
20 Food
40 Food
10 Wood
destroyed after 10 turns โ€”
Camp
20 Food
40 Food
10 Wood
destroyed after 10 turns โ€”
Grove
20 Food
40 Food
10 Wood
destroyed after 10 turns โ€”
Nets
20 Food
40 Food
10 Wood
destroyed after 10 turns โ€”
Harbor
30 Wood
60 Wood
20 Wood
destroyed after 10 turns โ€”
Granary
20 Food
40 Food
20 Wood
destroyed after 10 turns โ€”
Watermill
20 Stone
40 Stone
20 Wood
destroyed after 10 turns โ€”
Windmill
20 Stone
40 Stone
20 Stone
destroyed after 10 turns โ€”
Estates
20 Culture
40 Culture
50 Stone
50 Wood
stays pillaged forever
Culture goes to the pillager's nearest city
Behind the Throne
Urban improvements
Hamlet
10 Money
20 Money
10 Stone
destroyed after 10 turns โ€”
Village
20 Money
40 Money
10 Stone
destroyed after 10 turns โ€”
Town
40 Money
80 Money
10 Stone
destroyed after 10 turns โ€”
Barracks
20 Stone
40 Stone
20 Stone
destroyed after 10 turns โ€”
Range
20 Wood
40 Wood
20 Wood
destroyed after 10 turns โ€”
Odeon
20 Culture
40 Culture
20 Stone
destroyed after 10 turns
Culture goes to the pillager's nearest city
Theater
30 Culture
60 Culture
30 Stone
destroyed after 10 turns
Culture goes to the pillager's nearest city
Amphitheater
40 Culture
80 Culture
40 Stone
destroyed after 10 turns
Culture goes to the pillager's nearest city
Cold Baths
20 Stone
40 Stone
20 Stone
destroyed after 10 turns โ€”
Warm Baths
30 Stone
60 Stone
30 Stone
destroyed after 10 turns โ€”
Heated Baths
40 Stone
80 Stone
40 Stone
destroyed after 10 turns โ€”
Market
20 Money
40 Money
30 Wood
destroyed after 10 turns โ€”
Grocer
40 Money
80 Money
40 Wood
destroyed after 10 turns โ€”
Fair
60 Money
120 Money
50 Wood
destroyed after 10 turns โ€”
Library
10 Science
20 Science
40 Stone
destroyed after 10 turns โ€”
Academy
20 Science
40 Science
50 Stone
destroyed after 10 turns โ€”
University
30 Science
60 Science
60 Stone
destroyed after 10 turns โ€”
Courthouse
10 Civics
20 Civics
40 Stone
destroyed after 10 turns โ€”
Ministry
20 Civics
40 Civics
50 Stone
destroyed after 10 turns โ€”
Palace
30 Civics
60 Civics
60 Stone
destroyed after 10 turns โ€”
Garrison
40 Stone
80 Stone
30 Stone
destroyed after 10 turns โ€”
Stronghold
50 Stone
100 Stone
40 Stone
destroyed after 10 turns โ€”
Citadel
50 Stone
100 Stone
50 Stone
destroyed after 10 turns โ€”
Slums โ€” โ€” โ€” stays pillaged forever
pays nothing; the AI never targets it
Behind the Throne
World religion buildings one row per building type; every religion is identical
Monasteries ร—6 Zoroastrian Monastery ยท Jewish Monastery ยท Christian Monastery ยท Manichaean Monastery ยท Hindu Monastery ยท Buddhist Monastery
20 Science
40 Science
30 Wood
destroyed after 10 turns
Empires of the Indus
Temples ร—6 Zoroastrian Temple ยท Jewish Temple ยท Christian Temple ยท Manichaean Temple ยท Hindu Temple ยท Buddhist Temple
2 Orders
4 Orders
30 Stone
destroyed after 10 turns
Empires of the Indus
Cathedrals ร—6 Zoroastrian Cathedral ยท Jewish Cathedral ยท Christian Cathedral ยท Manichaean Cathedral ยท Hindu Cathedral ยท Buddhist Cathedral
20 Culture
40 Culture
50 Stone
destroyed after 20 turns
Culture goes to the pillager's nearest city
Empires of the Indus
Shrines all pagan shrines pay the same
Shrines ร—53
20 Stone
40 Stone
20 Stone
stays pillaged forever โ€”
Nation-specific improvements
Altar of the Aten
20 Stone
40 Stone
20 Stone
stays pillaged forever โ€”
Kushite Pyramids
20 Stone
40 Stone
30 Stone
destroyed after 10 turns โ€”
Stele
40 Stone
80 Stone
40 Stone
destroyed after 10 turns
repairs at -20% on top of the usual half
Wrath of Gods
Grand Stele
80 Stone
160 Stone
50 Stone
destroyed after 10 turns
repairs at -50% on top of the usual half
Wrath of Gods
Legendary Stele
120 Stone
240 Stone
60 Stone
destroyed after 10 turns
repairs at -70% on top of the usual half
Wrath of Gods
Event improvements placed by events; most cannot be built or repaired for a listed cost
Temple of the Statue
40 Stone
80 Stone
โ€” destroyed after 10 turns
The Sacred and the Profane
Cults ร—13
20 Stone
40 Stone
โ€” destroyed after 10 turns
The Sacred and the Profane
Laurion Mine
20 Iron
40 Iron
10 Wood
destroyed after 10 turns โ€”
Ancient Tomb
50 Money
100 Money
โ€” destroyed after 10 turns โ€”
National Monument
50 Money
100 Money
โ€” destroyed after 10 turns โ€”
God's Consort Cult Shrine
20 Stone
40 Stone
โ€” destroyed after 10 turns โ€”
Tribal Shrine
20 Stone
40 Stone
โ€” destroyed after 10 turns โ€”

How Assyria's bonus works

Assyria's nation effect gives every unit you own +100% Pillage Yield, which exactly doubles every payout: a Farm pays 40 Food instead of 20, a Fair 120 Money instead of 60, a Legendary Stele 240 Stone instead of 120.

Nothing else in the game changes the payout. Two related effects:

  • Hero leader: heal while pillaging. Every unit recovers an active heal's worth of HP on each pillage. It doesn't change the payout.
  • Stateira dynasty (Persia): -50% repair cost. It makes your own repairs cheaper, on top of the improvement's own discount. It does nothing to pillage.

Razing a city harvests every improvement in its territory at the base payout, so Assyria gets no bonus there.

What cannot be pillaged

Wonders, tribe settlements, holy sites, the Pillar of Edicts, ruins, city sites and one event improvement can't be pillaged. A city itself is captured, not pillaged. You also can't pillage in friendly or neutral territory: only inside a city you are at war with, or on tiles no city owns.

  • Wonders ร—28
  • Tribe settlements ร—4 Hovel, Outpost, Encampment, Bastion โ€” taken, not pillaged
  • Holy Sites ร—5 The Adur Burzen-Mihr, The Temple of Solomon, The Church of the Holy Sepulchre, The Cao'an, Mahabodhi Temple
  • Shrine of Victory The Sacred and the Profane event improvement
  • Pillar Edicts Empires of the Indus Pillar Edicts
  • Ruins, city sites and minor cities ร—7 Ancient Ruins, City Site, Hovel Ruins, Outpost Ruins, Encampment Ruins, Bastion Ruins, Minor City

Other ways an improvement gets pillaged

  • Occurrences (Wrath of Gods): a wildfire or eruption pillages every improvement it touches; the others roll a per-tile chance, listed below. No one is paid.
  • Events: 6 event bonuses pillage a tile or every tile around one, and two repair one. Again no payout.
  • Razing: every improvement in the razed city's territory is harvested at base payout, then cleared.
  • Burning: a unit that could pillage can instead Burn the improvement for 50 Training. It pillages the tile with no payout and no cooldown. Tribes cannot burn.
Occurrence
Per tile
Civil War 5%
Hurricane 20%
Minor Hurricane 10%
Tsunami 50%
Minor Tsunami 20%
Flood 20%
Minor Flood 10%
Earthquake 10%
Minor Earthquake 5%
Wildfire always
Minor Wildfire 50%
Volcanic Eruption always
Minor Volcanic Eruption always

Who can pillage

Every land military unit can pillage except the siege line (Ballista, Polybolos, Onager, Mangonel). Civilians, ships and disciples cannot. Tribal units pillage too, but only Raiders do it on purpose; other tribes pillage only when their attacks happen to leave them on an improvement.

What follows a pillage

  • Family opinion. Artisans families lose 20 opinion for every pillaged tile inside their cities, for as long as it stays pillaged. No other family class cares.
  • Ambitions. "Pillage Five Improvements" and "Pillage Ten Improvements" count every improvement your units pillage.
  • Cognomens. The same count feeds "the Hunter" and "the Scourge" on the cognomens page, weighted at 600 each.
  • Repair. A Worker, or any unit that could build the improvement, repairs it instantly for 1 Order plus 50% of the build cost. Only the three Aksum Steles have their own discount on top: a Legendary Stele costs 400 Stone to build and 60 to repair (50%, then -70%). If you're short on goods, the repair button offers to buy them. Repair resets the countdown.

Events that fire on a pillage

How the AI treats it

  • The AI never pillages an improvement that pays nothing, so Slums are safe from it.
  • The AI repairs a pillaged tile sooner the less time it has left, and a tile past half its countdown becomes a Priority threat for its defenders.
  • A unit in grave danger that can't wait out a pillage cooldown will Burn instead.