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Introduction
Game Setup
Units
Combat
Rescources
City Improvements
Terrian Improvements
Wonders
A-D  E-F  G-K  L-P  R-W
Diplomacy
Governments
Mulitplayer

Chapter Seven: Wonders

Contraception

Age: Modern
Cost: 7,200
Prerequisite: Pharmaceuticals
Primary Function: Happiness
Effect: Increases happiness by 5 throughout civilization
Obsolescence: Alien Archeology

Happiness is a constant battle throughout Civilization: Call to Power. Much of your resources will be spent on keeping your citizens content. If you are fighting a losing battle, the Contraception wonder could be just what the doctor ordered. If you've been keeping up with the happiness curve, though, you might want to consider bypassing Contraception and instead going for Edison's Lab, which features a heap of scientific benefits. Usually, your decision between the two depends on your early-game decisions. Have you been spending more money or happiness or scientific research?


Dinosaur Park

Age: Genetic
Cost: 7,200
Prerequisite: Genetic tailoring
Primary Function: Gold
Effect: Quadruples gold from goods in host city
Obsolescence: Cloaking

A wonder that rewards those players who have been determined enough to create several trade routes (and smart enough to erect their cities next to valuable goods), the Dinosaur Park can cause an insane boom in resource gathering. Be sure to construct the Dinosaur Park wonder in your most prolific trade city. And, as common sense dictates, if you haven't bothered much with goods or trade routes, you'd best ignore this wonder and point your resources somewhere else.

Next: East India Company, The Eden Project and Edison's Labnext
 
 

 
 
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