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Introduction
Game Setup
Units
Combat
Rescources
City Improvements
A-C  D-L   M-R  S-U
Terrian Improvements
Wonders
Diplomacy
Governments
Mulitplayer
Chapter Five: City Improvements

Capital

Initial cost: 405
Maintenance cost: 0
Effect: Capital (loss of capital causes unhappiness)
Restrictions: None
Prerequisite: Stone working

When you establish your first city, you're provided a capital for free. Should you ever lose that host city to invasion or otherwise, your capital will also be lost causing widespread unhappiness throughout your civilization. Thus, there might come a time when you must construct a new capital. If your capital remains intact, however, there's no reason to construct any more.


Cathedral

Initial cost: 2,475
Maintenance cost: 10
Effect: +3 happiness (+1 under communism, +5 under theocracy)
Restrictions: None
Prerequisite: Perspective (with banking)

Though more expensive than the similar temple, the cathedral offers a higher bonus if you are under theocratic rule (and if you've been messing with temples and considering the cathedral, you probably are). Because the cathedral effects are minimal under communism, only consider it if your populace is extremely unhappy (or better yet, change governments). Combine your temples and cathedrals, though, then discover the Hagia Sophia wonder (which doubles the effect of those two improvements), and your populace will be quite happy for quite some time.


City Clock

Initial cost: 1,620
Maintenance cost: 5
Effect: +1 gold per citizen
Restrictions: Land only
Prerequisite: Mechanical clock (with ocean faring)

Heavily populated cities will benefit the most from the city clock improvement; in fact, since there is a maintenance cost of five gold per turn, don't even consider constructing this improvement unless you have a medium-sized city. Because gold is so integral to every facet of the game, every possible revenue stream you can develop is worth considering.

Next: City wall, coliseum, computer centernext
 
 

 
 
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