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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

Genome Project

Age: Modern
Cost: 7,200
Prerequisite: Genetics
Primary Function: Production/health
Effect: +10 percent production; +10 percent health for all units
Obsolescence: Alien archeology

With a bonus to unit health, the Genome Project greatly assists those players who have amassed a large army. Plus, with the 10 percent bonus to production, this extremely tempting wonder makes constructing more units even easier. If you plan on launching a mid-game offensive, it's best to have plenty of units already in place before completing the Genome Project. Because the wonder boosts the health of all existing units (as well as the units to be built), you'll be primed and ready to do battle immediately upon completion. Conversely, the defensive-minded, economic players will benefit almost as much; obviously, the production bonus helps in expansion, and the +10 percent health will keep those defensive units effective.


Global E-Bank

Age: Diamond
Cost: 15,200
Prerequisite: Digital encryption
Primary Function: Gold
Effect: Earns 10 gold per trade route between foreign civilizations
Obsolescence: Never

Although the Global E-Bank wonder is similar to the East India Company, there's one distinct and extremely important difference. With the Global E-Bank, you only reap the rewards if foreign civilizations are conducting plenty of trade. If you are aware that your rivals are doing plenty of trading, the Global E-Bank can become a profitable acquisition (particularly since it never expires). Then again, if your enemies are planning for a potential war and could care less about their trade with foreign nations, this relatively expensive wonder would be a total lemon.

Next: GlobeSat and Gutenberg Biblenext
 
 

 
 
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