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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

City Wall

Initial cost: 405
Maintenance cost: 3
Effect: +4 defense, prevents slavery, prevents conversions 50 percent of the time
Restrictions: Land only
Prerequisite: Stone working

Though fortified Phalanxes are usually adequate defenses in the early game (mainly against pesky barbarians), the city wall improvement is worth considering because of the added bonus of cutting down the likelihood that an enemy can convert your city. The drawback to this added defense and conversion prevention is that the city wall prevents any slavery from taking place inside. If you aren't planning to assist production through slave labor, the city wall becomes a more inviting selection, especially against rivals who are leaning toward a theocratic government.


Coliseum

Initial cost: 1,035
Maintenance cost: 8
Effect: +2 happiness
Restrictions: Land only
Prerequisite: Engineering

Sitting on a critical scientific advance like engineering, you can rest assured that the coliseum city improvement will come across your choices in nearly every game of Civilization: Call to Power. Also with engineering comes the ability to construct the aqueduct, which improves food production and lowers overcrowding. Because the coliseum has a nearly identical effect (by improving happiness), you should strive to build these improvements in separate cities, at least initially, to help two different cities to expand instead of concentrating on a single area.


Computer Center

Initial cost: 2,400
Maintenance cost: 24
Effect: +50 percent science, +1/2 science per citizen
Restrictions: None
Prerequisite: Computer

With one of the highest maintenance costs in the game, you're better off choosing one of the other science boosting improvements in the game (bio memory chip, academy). But, if the possibility exists that you can construct all three in the same, gold-rich city, you could create a virtual scientific advance machine that will begin churning out the research in no time. Coping with that 24-gold-per-turn maintenance cost, however, will be a tough one to overcome, especially if you want to benefit from the bonus science by pumping loads of gold into that area.


Crime can dig into your bottom line unless you build the right city improvements to subdue it. Outfit every city with a courthouse to reduce crime.
 

Courthouse

Initial cost: 270
Maintenance cost: 2
Effect: -50 percent crime
Restrictions: Land only
Prerequisite: Jurisprudence

An inexpensive way to take some of the burden off the crime problem, the courthouse is your reward for reaching the jurisprudence advance (which also allows the elite samurai warrior unit). Most players will opt to build a few courthouses instead of looking toward the Chichen Itza wonder, which eliminates crime from the entire civilization (Chichen Itza costs approximately ten courthouses). If your civilization is relatively small (as it should be when you first reach the jurisprudence advance), you should build a courthouse in your most active city to nip crime in the bud before it escalates.

Next: Eco-transit and drug storenext
 
 

 
 
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