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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
As you enter the modern age, your access to such improvements as factories will begin having an effect on pollution. Make sure you're monitoring the pollution levels of each city so they don't get out of hand.
 
Chapter Five: City Improvements

Factory

Initial cost: 2,025
Maintenance cost: 20
Effect: +50 percent production, allows laborers, +100 percent pollution
Restrictions: None
Prerequisite: Industrial revolution (with cannon making)

One of the first improvements that boosts production, the factory, like several other improvements and wonders, is a double-edged sword. While the production boost is phenomenal (especially considering you can now use laborers, which will boost production even more), the additional pollution can cause unhappiness and money loss. However, this early in the game, the trade-off is more than worth it. As you approach the middle and late game, you have several means of addressing your polluting ways. Head for the factory no matter what your style of play; the high maintenance cost and pollution factor are far outweighed by the boost in production.


Forcefield

Initial cost: 6,000
Maintenance cost: 30
Effect: +12 Defense
Restrictions: None
Prerequisite: Unified physics

If you've arrived at unified physics, probably was a reason - and that reason is defense. The unified physics advance awards both the forcefield city improvement and its companion wonder, the National Shield. Being here means you're probably in dire need of defense. If your civilization is a large one (which it should be at this stage of the game), you are probably better off acquiring the National Shield wonder, which acts like a forcefield in each city. But, should you need to only defend one or two key cities, building the forcefield city improvement in each one will be the less expensive route. Keep in mind though, as durable as the forcefield is, it probably won't protect you from a nuclear blast.


Fusion Plant

Initial cost: 10,000
Maintenance cost: 30
Effect: +50 percent production, -100 percent pollution
Restrictions: None
Prerequisite: Fusion (with unified physics)

Once you reach fusion (assuming you're on the way to alien archeology, the next advance up the tree), you'll certainly want to boost your military forces, for either offense or defense, and you'll need a pollution breather. I mean, you wouldn't want your enjoyment to end because someone wiped out your cities with The Eden Project. With the additional boost in production of the fusion plant (which could be at amazing levels if you've built any of the other production-boosting improvements in this city), you can start churning out tile improvements or military units quickly. Along with the fusion plant, this advance also rewards you with two new tanks, the leviathan and the fusion tank. And, if you'd rather concentrate on research, the next advance, alien archeology, makes many wonders obsolete; a great thing to research if your rivals have many of those valuable wonders.

Next: Granary, hospital, house of freezingnext
 
 

 
 
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