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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

Granary

Initial cost: 540
Maintenance cost: 1
Effect: 50 percent less food required to grow
Restrictions: Land only
Prerequisite: Agriculture

Nearly every game of Civilization: Call to Power will begin with the ability to build the granary city improvement. Don't hesitate to do so. Food and population growth are two early game issues that the granary will tackle head-on. If you have enough food for your populace to consume, it will start to grow. Once you grow, your empire will begin to expand. When you expand, you'll bring in more revenue to construct new cities, improvements, and units. You get the picture.


Hospital

Initial cost: 2,250
Maintenance cost: 10
Effect: -3 overcrowding
Restrictions: None
Prerequisite: Medicine (with optics)

With the medicine line of advancement comes many opportunities to improve your civilization's state of happiness. When deciding to build a hospital, you're probably battling overcrowding, which causes both unhappiness and pollution. A moderately priced improvement, the hospital would be a worthy improvement to combat any overcrowding problems as you try to keep your cities happy while churning out production and research. Combine the hospital with the less expensive aqueduct to significantly decrease overcrowding while boosting food production.


House of Freezing

Initial cost: 5,000
Maintenance cost: 25
Effect: +50 percent gold, +5 happiness under theocracy
Restrictions: None
Prerequisite: Cryonics

Huge maintenance costs make the house of freezing a potential improvement to pass up, although the significant gold bonus makes it worth a second, or even a third, look. Should you be under theocracy (the only way to get the house of freezing's +5 happiness bonus), your civilization should already be fairly content from your likely uses of temples and cathedrals. If not, though, the house of freezing could be a smart buy to raise those happiness levels while also shooting gold through the roof. If you aren't under theocratic rule, however, the benefits of the house of freezing don't outweigh the high start-up and maintenance costs.


Incubation Center

Initial cost: 2,500
Maintenance cost: 25
Effect: +25 percent production
Restrictions: None
Prerequisite: Human cloning

Reaching the human cloning advance could greatly benefit the defensive-minded player who hopes to expand his empire through heavy production. The incubation center city improvement boosts production by 25 percent (and is cumulative with other improvements that boost production, such as the mill). The micro defense, also awarded by the human cloning advance, can protect that important city from infect city and nano-attack. Any increase in production rarely has a downside; the only concern with the incubation center is its relatively high maintenance costs.

Next: Marketplace and micro defensenext
 
 

 
 
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