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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

Marketplace

Initial cost: 675
Maintenance cost: 5
Effect: +50 percent gold, allows merchants
Restrictions: Land only
Prerequisite: Domestication

A wise early game advance route should bring you through domestication, not only for this gold improving city improvement, but also for the mounted archer, a skilled recon and offensive unit (particularly when mixed with a solid melee army). The marketplace should be in any player's early game arsenal, as the bonus to gold, both through the +50 percent increase and with the ability to specialize merchants, should speed growth and research.

Building caravans will let you trade your resources both internally and externally. Bring up the trade screen to see what commodities you currently have available.
 

Micro Defense

Initial cost: 3,500
Maintenance cost: 15
Effect: Prevents infect city and nano-attacks
Restrictions: None
Prerequisite: Human cloning

Defense. Defense. Defense. If you believe your opponents will be attempting underhanded tactics like infect city and nano-attacks, you would be wise to consider the micro defense, an inexpensive way to protect your most precious cities. Should the city be indeed attacked, the money spent on maintaining the micro defense will have been well spent. Should you feel your rivals won't be attempting such tactics, there's no reason to invest in micro defense as it offers no other protection against ground, air, or nuclear assault.

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