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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

Nanite Factory

Initial cost: 4,000
Maintenance cost: 30
Effect: Gold = production for rush buy
Restrictions: Space only
Prerequisite: Nano-assembly (with neural interface)

Though the nanite factory can only exist in outer space only and carries a pricey maintenance cost, the benefits to a gold-rich space colony can be extreme. The nanite factory's sole and quite powerful effect is that you can use one gold as one production unit for a rush buy. Normally, you would suffer insane penalties for rush buying a unit, improvement, or wonder. But with the nanite factory, those penalties are made palatable. Nano-assembly, the advance that rewards the nanite factory, should be key to the end-game struggle and shouldn't be overlooked.

Nuclear Plant

Initial Cost: 5,500
Maintenance Cost: 45
Effect: +50 percent production, -50 percent pollution
Restrictions: None
Prerequisite: Quantum physics

Researching quantum physics gives every kind of Civilization: Call to Power player something special to chew on. Not only are you rewarded with the ability to construct production-boosting, pollution-saving nuclear plants, you also are given the knowledge to construct nukes, the most destructive tool in the game. The nuclear plant is costly, but its production bonus, particularly when cumulated with similar improvements, can turn a gold-rich city into an assembly line. Nukes will inevitably become important as well; particularly in multiplayer games, most players will head for the nuke as quickly as possible.

Oil Refinery

Initial cost: 3,500
Maintenance cost: 20
Effect: +50 percent production, +200 percent pollution
Restrictions: Land and sea only
Prerequisite: Oil refining (with chemistry)

Only one step away from the key advance mass production (and even explosives), oil refining also rewards its discoverer with the ability to construct oil refineries (as well as advanced farms and submarines). Though any improvement that ignites production should be considered, the oil refinery comes with a huge downside: +200 percent pollution. Because you should still be within the middle game, you might not need to be overly concerned about the pollution, at least in how it pertains to the overall global stability. However, your cities people will certainly become quite distressed, and many resources could be required to keep those citizens content. The most applicable use for the oil refinery could be on sea bases, as it's one of the few improvements that boosts production and isn't restricted to land.

Next: Publishing house, rail launcher, and recycling plantnext
 
 

 
 
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