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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

Egalitarian Act

Age: Diamond
Cost: 20,000
Prerequisite: Virtual democracy
Primary Function: Population
Effect: Causes all revolting foreign cities to join host's civilization
Obsolescence: Never

If you've been using spies and keeping tabs on your immediate neighbor's civilizations, you could reap the benefits of his struggle with happiness by researching this late-game wonder. Though you will surely benefit from the extra population and production, there are downsides to the Egalitarian Act. For starters, at a hefty price, it probably isn't the wisest late-game wonder. Further, you must be under virtual democracy governmental rule, which isn't wise if you are engaging in military conflict.


Emancipation Act

Age: Renaissance
Cost: 5,760
Prerequisite: Age of reason
Primary Function: Slavery/happiness
Effect: Converts all slaves in all civilizations into citizens; all foreign slave cities suffer -3 happiness for five turns.
Obsolescence: Never

Naturally, if you are using slaves to assist in your civilization's production and growth, it wouldn't be wise to discover the Emancipation Act. However, if you believe or have knowledge that some enemies use slave labor to keep up with you (or to stay ahead of you), discovering this costly wonder could cause a huge production problem throughout their civilizations. Perhaps the best aspect of this wonder (and the reason it's quite expensive) is that it never becomes obsolete. So, for the rest of the game, your rivals must think of other methods to maintain their production levels. Mounting a military advance after causing such chaos in their cities wouldn't be a bad idea either.

Next: ESP Center and Forbidden Citynext
 
 

 
 
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