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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

East India Company

Age: Renaissance
Cost: 4,320
Prerequisite: Ocean-faring
Primary Function: Gold/movement
Effect: Gives civilization five gold for each foreign trade route crossing water; increases boat movement by one
Obsolescence: Mass production

Trade routes crossing water are double-edged swords. Sure, they can provide lots of extra gold and resources, but protecting those trade routes from enemy pirates can be a costly affair. If you've risked several foreign overseas trade routes, the East India Company might be a wise purchase. However, even the gold gained from this wonder can barely begin to pay for the cost it takes to adequately prevent looters. Instead, turn your attention to the London Exchange (far more valuable, economically) or any available ancient wonders.


The Eden Project

Age: Diamond
Cost: 8,000
Prerequisite: Eden Project advance
Primary Function: Pollution
Effect: Destroys top three polluting cities; ecotopias can make eco rangers
Obsolescence: Never

An ecotopian society could find The Eden Project to be an extremely valuable commodity. If you've carefully monitored your pollution levels (through building such improvements as fusion reactors and recycling plants), construction of The Eden Project should wipe out several rival civilization cities. More often than not, a city ripe with pollution is also a city ripe with resources and productivity. Knock out several of those from your rivals, and you will certainly gain an edge in the late game. With The Eden Project and an Ecotopian society, you can also produce the powerful eco ranger unit, which can be used to infiltrate rival cities and turn them into harmless parks. Be sure to provide an adequate military escort if you plan to use this sort of underhanded (or, as some would say, clever) tactic.


Edison's Lab

Age: Modern
Cost: 7,200
Prerequisite: Electricity
Primary Function: Science
Effect: Gives ten free advances per age (on average)
Obsolescence: Alien archeology

A must-have wonder in a multiplayer game, Edison's Lab rewards its discoverer with ten free advances per age on average. Keeping ahead of your opponents in technology is often the key to success in multiplayer contests.
 

Scientific advances are an extremely valuable commodity. Certainly, you can imagine the primary benefit, which is the discovery of new units, improvements, and wonders. However, a nice stash of advances can also be used as bargaining chips with other civilizations. Acquiring Edison's Lab first can cause a nearly insurmountable scientific advantage. Each time you begin research on a new advance, chances are you will immediately discover it (for an average of ten free one advances per age). With this boom, you'll have a distinct technological edge over your opponents and a near certain first shot at some end-game wonders.

Next: Egalitarian Act and Emancipation Actnext
 
 

 
 
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