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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

Drug Store

Initial cost: 3,000
Maintenance cost: 10
Effect: +3 happiness, +25 percent pollution
Restrictions: None
Prerequisite: Pharmaceuticals

Solving the happiness problem comes at a minor price with the drug store city improvement, a moderately priced creation that also adds a chunk of pollution to the city in which it is built. Should that keep you away? Not necessarily, as the pollution caused by the improvement is minimal (at least compared to other improvements and the general pollution from your production lines) and improving happiness is always a good thing. Though there are other ways to curb unhappiness, the drug store improvement is a solid choice, especially for economic and scientific-minded players who will enjoy the pharmaceutical line of advances on their way to an alien discovery win.


Eco-Transit

Initial cost: 3,500
Maintenance cost: 15
Effect: -200 percent pollution
Restrictions: None
Prerequisite: Fuel cells (with super conductor)

Eco-transit completes the pollution-killer line of the fuel cells advance (along with the -5 overcrowding aqua-filter) by reducing pollution by a whopping 200 percent. This advance should be a no-brainer, despite its large maintenance cost, especially if you have a production-heavy city that is losing tons of resources due to pollution (not to mention making your people quite unhappy and setting yourself up for a rough end game). The resources you save from turning your pollution frown upside down completely make up for the eco-transit's start-up and maintenance costs.

Next: Factory, forcefield, and fusion plantnext
 
 

 
 
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