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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

ESP Center

Age: Diamond
Cost: 14,400
Prerequisite: Mind control
Primary Function: Diplomacy
Effect: Host earns higher regard from other civilizations; opens embassies (even when at war); prevents civilizations from attacking host first
Obsolescence: Never

Though not a critical late-game wonder, the ESP Center does feature two excellent benefits that could assist in rising above the other civilizations, both economically and militarily. First, the ESP Center grants free embassies in the other civilizations, providing valuable information on what your neighbors are doing. Second, the ESP Center prevents other civilizations from attacking you first. Now, instead of spending money on defensive units and fortification, you can push those resources toward improving your economy, trade routes, or scientific research. Then again, you could use those resources to continue building your war machine for a first strike against your most hated new "friend."


Forbidden City

Age: Ancient
Cost: 2,160
Prerequisite: Engineering
Primary Function: Diplomacy
Effect: Closes all foreign embassies; prohibits foreign civilizations from starting war with host; earns higher regard from other civilizations
Obsolescence: Age of reason

Though this early wonder keeps you in a peaceful situation with the other civilizations, the Forbidden City also closes all foreign embassies, which will harm your trade routes and ability to do solid diplomacy with the other factions. Additionally, unlike the ESP Center, the Forbidden City does go obsolete once you've reached the age of reason. If you haven't been keeping up with defensive units while you were in this "peaceful" era, an opponent might think the opportunity is ripe for an attack.

Next: Gaia Controller and Galileo's Telescopenext
 
 

 
 
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