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OverviewEdit

Improvements are additions to cities, that rely on infrastructure, to be built. A new improvement can be built for every 50 infrastructure purchased, in a city.

All improvements in categories other than Power and Resources, have to be powered. Without power, they will not affect the city.

Selling an improvement refunds 50% of the money and resources used in the construction.

Power improvements provide power to your cities. Other improvements such as Civil, Commerce, Manufacturing, and Military will require power to function. In all there are four types of power improvements, Coal, Oil, Nuclear & Wind. Each has its respective running cost, resource upkeep requirements, and pros & cons. It is important to note that Power improvements would only provide electricity to the city with slots occupied as such; having excess Power improvements would not spillover and power other cities.

Coal PowerEdit

Coalpower

Powers: Up to 500 infrastructure

Construction Cost: $5000

Upkeep: $1200/day or $100/turn

Resource cons. : 1.2/day or 0.1/turn tons of coal per 100 infra.

Pollution: +8 points

Coal is one of the two basic power plants. It provides the cheapest power, but generates the most pollution. 

Usage AdviceEdit

New nations with coal as a resource should use coal power until they are ready to transition to nuclear power. It is a good idea to keep at least enough coal mines around to ensure a sufficient supply in case of a blockade.

Oil PowerEdit

Oilpower

Powers: Up to 500 infrastructure

Construction Cost: $7000

Upkeep: $1800/day or $150/turn

Resource cons.: 1.2/day or 0.1/turn tons of oil per 100 infra.

Pollution: +6 points 

Usage AdviceEdit

Oil is one of the two basic power plants. It is slightly more expensive then coal on running expenses, but the reduced pollution increases your tax income slightly, so overall the two come out even.

New nations with oil as a resource should use oil power until they are ready to transition to nuclear power. It is a good idea to keep at least enough oil wells around to ensure a sufficient supply in case of a blockade.

Nuclear PowerEdit

Nuclearpower

Powers: Up to 2000 infrastructure

Construction Cost: $500,000 & 100 Steel

Upkeep: $10,500/day or $875/turn

Resource cons. : 1.2/day or 0.1/turn tons of uranium per 1000 infra.

Pollution: None

Usage AdviceEdit

Nuclear is an advanced power options. In exchange for increased running costs you free up several improvement slots and eliminate pollution. Also, regardless of what the in-game description might say, there is no risk of a nuclear meltdown.

Going for nuclear power should be your ultimate goal. This is the best power plant for long term. While the higher running costs may seem expensive, this is offset by the slots that can be conserved for other things as well as the massive reduction in pollution. It is recommended that nations get nuclear power plants after cities have over 1,000 infrastructure.

Wind PowerEdit

Windpower

Powers: Up to 250 infrastructure

Construction Cost: $30,000 & 25 aluminum

Upkeep: $500/day or $42/turn

Resource consumption: None

Pollution: None

Usage AdviceEdit

Wind power is a very unusual power source as it requires no resources to function. In exchange for only powering 250 infrastructure, a nation will gain no pollution and will have low running costs with resources being used for power.

Wind power should never be used as a main method of power. It is best for nations to transition from either coal or gas power to nuclear power once a city has above 1,000 infrastructure.

Resource improvements produce raw materials that are further used in manufacturing and running a nation. Not all nations will be able to produce all the raw resources below, though every nation can build farms.

Coal MinesEdit

Coalmine

Produces: Coal 3 tons per day (Coal 0.25 tons/turn)

Construction Cost: $1,000

Operational Cost: $400 per day ($34/turn)

Pollution: +12

Limit: 12 per city

Usage AdviceEdit

Oil WellsEdit

Oilwell

Produces: Oil 9 tons per day (Oil 0.75 tons/turn)

Construction Cost: $1,500

Operational Cost: $600 per day ($50/turn)

Pollution: +6

Limit: 6 per city

Usage AdviceEdit

Bauxite MinesEdit

Bauxitemine

Produces: Bauxite 6 tons per day (Bauxite 0.5 tons/turn)

Construction Cost: $9,500

Operational Cost: $1,600 per day ($134/turn)

Pollution: +6

Limit: 3 per city

Usage AdviceEdit

Iron MinesEdit

Produces: (IRON) 6 tons per day ((IRON) 0.50 tons/turn)

Construction Cost: $9,500

Operational Cost: $1,600 per day ($134/turn)

Pollution: +6

Limit: 3 per city

Usage AdviceEdit

Lead MinesEdit

Leadmine

Produces: Lead 9 tons per day (Lead 0.75 tons/turn)

Construction Cost: $7,500

Operational Cost: $1,500 per day ($125/turn)

Pollution: +6

Limit: 5 per city

Usage AdviceEdit

Uranium MinesEdit

Uraniummine

Produces: Uranium 3 tons per day (Uranium 0.25 tons/turn)

Construction Cost: $25,000

Operational Cost: $5,000 per day ($417/turn)

Pollution: +10

Limit: 2 per city

Usage AdviceEdit

FarmsEdit

Farm

Produces: Food (Land Area/25) tons per day or Food (Land Area/300) tons per turn

Construction Cost: $1,000

Operational Cost: $300 per day ($25/turn)

Pollution: +1

Limit: 8 per city

Usage AdviceEdit

Younger nations that do not have a large amount of land in any one city would benefit more in using slots for other improvements and importing food instead.

Manufacturing improvements take raw materials and convert them to finished goods which are used to produce/purchase other game features and generally sell for a higher price. In total there are four improvements in this group: Gas Refineries, Steel Mill, Aluminum Refineries, and Munitions Factories. Each type has a national project which boosts production in the related type. Manufacturing improvements generally produce a lot of pollution points as well so that should be considered when building them. There is also a limit on how many of each you can build in one city.

Power and needed resources must be available on hand before the turn changes else Manufacturing improvements would not operate.


Oil RefineryEdit

Oilrefinery

Converts: Oil 3 tons into Gasoline 6 tons per day

Construction Cost: $45,000

Upkeep: $4,000 per day ($334/turn)

Pollution: +16

Limit: 3 per city.

Usage AdviceEdit

As a general rule, gas is actually less profitable then oil & generally the least profitable of manufactured goods. If you go to war a lot it may be worth it to make your own in case of a blockade. Gasoline also sells well during large wars.

Steel MillEdit

Steelmill

Converts: Coal 3 tons & Iron 3 tons into Steel 9 tons per day

Construction Cost: $45,000

Upkeep: $4,000 per day ($334/turn)

Pollution: +20

Limit: 3 per city

Usage AdviceEdit

Steel is the most sought after manufactured resource in the game. Despite requiring double the raw materials (Iron) needed by any other manufacturing improvement, steel mills are consistently one of the most profitable improvements due to high demand in the global market. Making your own steel is generally cheaper then buying it so it is encouraged for nations consuming a lot of steel to invest in producing their own and importing Iron ore instead.

Aluminum RefineryEdit

Aluminumrefinery

Converts: Bauxite 3 tons into Aluminum 9 tons per day

Construction Cost: $30,000

Upkeep: $2,500 per day ($209/turn)

Pollution: +20

Limit: 3 per city

Usage AdviceEdit

Aluminum is consistently one of the most profitable ventures. With very high demand and relatively low upkeep costs, aluminum refineries are usually very profitable, even if it is not the most expensive.

Munitions FactoryEdit

Munitionsfactory

Converts: Lead 6 tons into Munitions 18 tons per day

Construction Cost: $35,000

Upkeep: $3,500 per day ($292/turn)

Pollution: +16

Limit: 3 per city

Usage AdviceEdit

Munitions are reasonably profitable to make, but market prices fluctuates a lot. Larger nations that can afford to wait between these fluctuations can make profit by holding a stockpile during peace time and selling it during periods of conflict. Younger nations should steer towards other industries with faster returns.

Civil improvements decrease negative effects of various stats. While each improvement effects a different stat, they all have the same end goal of reducing negative population debuffs affecting a city (in effect, increasing population). Like everything else they should be compared for efficiency in that effort.

In total there are four types of civil improvements, Police Stations, Hospitals, Recycling Centers, and Subways that would help mitigate factors of crime, disease, and pollution.

Civil improvements require Power to operate.

Police StationsEdit

Policestation

Effect: Reduces crime by 2.5%

Construction Cost: $75,000 & Steel 20

Operational Costs: $750 per day ($63/turn)

Pollution: +1

Limit Per City: 5

Usage AdviceEdit

Commission 1 Police Station for each city with at least 500 infrastructure to keep the crime rate at 0%.

HospitalsEdit

Hospital

Effect: Reduces disease by 2.5%

Construction Cost: $100,000 & Aluminum 25

Operational Costs: $1000 per day ($84/turn)

Pollution: +4

Limit Per City: 5

Usage AdviceEdit

Recycling CentersEdit

Recyclingcenter

Effect: Reduces pollution by 70 points

Construction Cost: $125,000

Operational Costs: are $2,500 per day ($209/turn)

Pollution: -70

Limit Per City: 3

Usage AdviceEdit

Typically every city needs at least one recycling center.

SubwaysEdit

Subway

Effect: Reduces Pollution by 45 points & increase Commerce by 7%

Construction Cost: $250,000, Steel 50, Aluminum 25

Operational Costs: $3,250 per day ($271/turn)

Pollution: -45

Limit per City: 1

Usage AdviceEdit

A subway should be used in combination with 3 malls, 3, banks, and 2 stadiums for 100% commerce.

Commerce Improvements increase the commerce percentage in a city. The higher your commerce percentage the more money your citizens make and the more money you collect in taxes as net revenue. There are four types of commerce improvements: Supermarkets, Banks, Shopping Malls, and Stadiums.

Additionally, there other game features that positively affects commerce. The Subways improvement also provide a 7% commerce boost when commissioned. The International Trade Center increases the max commerce percentage cap for each city by 15%.

Commerce improvements require Power to operate

SupermarketsEdit

Supermarket

Increases commerce by: 4%

Construction Cost: $5,000

Operational Costs: $600 per day ($50/turn)

Pollution: None

Limit per City: 5

Usage AdviceEdit

It is not encouraged to purchase Supermarkets since by the time you reach commerce levels of infrastructure in a city, other improvements already match or exceed potential profit margins that Supermarkets provide; a difference that will only grow with time. Over all they are waste of city improvement slots that can be instead used in other investments.

BanksEdit

Bank

Increases commerce by: 7%

Constructions Costs: $15,000, 5 steel and 10 aluminum

Operational Costs: $1,800 per day ($150/turn)

Pollution: None

Limit Per City: 4

Usage AdviceEdit

To reach a 100% commerce percentage for a city, it is ideally preferred for one to purchase 3 Banks, 2 Shopping Malls, 1 Stadium, 1 Subway, 1 Shopping Mall, and 1 Stadium in that order as improvement slots become available.

Shopping MallsEdit

Mall

Increases Commerce by: 12%

Constructions Costs: $45,000, 20 steel and 25 aluminum

Operational Costs: $5,400 per day ($450/turn)

Pollution: +2

Limit per City: 3

Usage AdviceEdit

To reach a 100% commerce percentage for a city, it is ideally preferred for one to purchase 3 Banks, 2 Shopping Malls, 1 Stadium, 1 Subway, 1 Shopping Mall, and 1 Stadium in that order as improvement slots become available.

StadiumsEdit

Stadium

Increase Commerce by: 18%

Constructions Costs: $100,000, 40 steel and 50 aluminum

Operational Costs: $12,150 per day ($1013/turn)

Pollution: +5

Limit Per City: 2

Usage AdviceEdit

To reach a 100% commerce percentage for a city, it is ideally preferred for one to purchase 3 Banks, 2 Shopping Malls, 1 Stadium, 1 Subway, 1 Shopping Mall, and 1 Stadium in that order as improvement slots become available.

Military improvements allow a nation to begin training soldiers and build military heavy equipment such as tanks, aircraft, and warships. These improvements require power.

BarracksEdit

Barracks

Construction Cost: $3,000

Allows For: Training Soldiers

Maximum Garrison: 3,000 Soldiers per Barrack

Limit Per City: 5

Usage AdviceEdit

FactoriesEdit

Factory

Construction Cost: $15,000, 5 Aluminum

Allows For: Manufacturing 50 Tanks/day

Maximum Garrison: 250 Tanks per Factory

Limit Per City: 5

Usage AdviceEdit

Air Force BasesEdit

Airforcebase

Construction Cost: $100,000, 10 Steel

Allows For: Manufacturing 3 Aircraft/day

Maximum Garrison: 18 Aircraft per Air Force Base

Limit Per City: 5

Usage AdviceEdit

DrydocksEdit

Drydock

Construction Cost: $250,000, 20 Aluminum

Allows For: Manufacturing 1 Ship/day

Maximum Garrison: 5 Ships per Drydock

Limit Per City: 3

Usage AdviceEdit

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