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its not "Building" it, but making it functional I believe...
Lapoleon... Yes, it could be set as a Pre-placed "Wonder" but that would take away the Fun of building it or at least the Splash Screen Fanfare and the AI would also have the Super Coupes from the start of the game. The Garage is Mike's Garage but he only has his personal Rushmobile until he decides to help the Survivors by building the Super Coupes in his garage. This 'Wonder" provides a 50% tax increase and the treasury earns 5% besides producing the Super Coupes.Couldn't Mike's Auto Shop be a pre-placed wonder (like the Emergency Room). The human player is going to build it on turn 1 no matter what, and the AI has problems building it. Plus as it is a garage, you'd think it be already there.
A little vengeance can seem right too. Congratulations on Kickin' Butt as the Farmers and by all means, Enjoy a nice side order of Exploding Sheep, UMMMM Tasty 
Not every city seems to have this happen. I've mainly seen this effect in the Armory and the Conference Center really. But the AIs will attack the cities with badasses and armed farmers and such, and just pile them up.
I did some silly things like sent the Director and . .. .. .. .-800 to take the Hospital and the Graveyard. Then I decided messing with the Authorities just to get the Coast Guard was not a good idea, and the Armory was too much of a stretch, so I was headed towards the Church or the Bank when I realized the Authorities had lost the Radio Station! Damn glad I noticed that one, that could have been BAD. I went and seized it before any #@$#! Spiders showed up. Close call there. I got Do It Yourself and started upgrading my security men about a turn before the Monster units started popping; seems to be a tight arms race.
What horrible luck. Well, Ms. Tokugawa is pushing up daisies and her Furniture Store will be mine next turn, then they can come crawling back. This is the thanks I get for connecting some of their resources with my spare engineers?! Ingrates.
We are pursuing a 5 Step Management Plan for Dealing with a Human Infestation:
TO TAKE OUR MESSAGE TO THE PEOPLE!!!
I did get the Hospital on turn two, but there were a LOT of Authorities in there.... A Bloody good time,so far. Once again, great job guys, this scenario is just soooo addictive, and it plays quick! Zachar... Good for you. You managed to enable the Farmers to get their Rightful Land Back...and probably more A little vengeance can seem right too. Congratulations on Kickin' Butt as the Farmers and by all means, Enjoy a nice side order of Exploding Sheep, UMMMM Tasty
Zachar: Farmer's get Pyromaniacs!? I have to go back now and see what was going on in my Farmer game then. Maybe I didn't have any fuel, or something. I remember building the Leonardo tanks was one of the last things I was up to then. If I had had pyros I would have built them instead!
Zachar...Can I have fries with that?

I figure about 10-11 turns until I complete the plan, including research. Yay!
Not that the Manbot wouldn't thrash him, mind you....
In any case, this will prevent more Sated Alpha Zombies when buildings are directly attacked...but it will present a new problem to deal with early. Especially because the AI will attack the Zombie Buildings directly so Crawling Brains will be enslaved and then come out to "Play". 

Not my forte...

Thanks for bringing the various game questions to my my attention. I have corrected many things that were not caught before the Release and the update will have the corrections. The Bats already have stronger Stats so I am sure you will be please with them in the Update.
Are there any others it might be worth "helping along", just to see them?
Got the Shrine & Auto Shop up, got 3 Leaders so far; so far things are holding up. I went for Aid Parcels first hoping to trade it, and figured I could use the Happiness & WW boost sooner on Banned. I am now a bit worried though, that I will get Kickin' Zombie Ass that many turns later, and that could be big. Time will tell.This is my point about why the Sated Alpha Zombies enslave more Sated Alpha Zombies in order to Force the AI the keep Units to Defend their buildings. This has been changed now so the Sated Alpha Zombies that are pre-placed will be the Only Ones in any Building. They Enslave Crawling Brains now so they will leave the Buildings. This will be early "Critters" to contend with because the AI will continue to attack the Zombie buildings directly and the Sated Alphas will enslave Crawling Brains in the process.Stupid zombies sent a Veteran Nurse and Mutant out of the city and left just two reuglar zombies inside.
I always thought the maintenance for Flesh Eating bacteria that continued through human occupation is that it needs people to constantly deal with it. And it can't be sold/bombarded away because it acts as an aqueduct and hospital. (allow size 2 and 3 cities)Flesh Eating Bacteria can be Bombarded away because it is an improvement. Later it is a benefit for all Zombie buildings from the "Wonder" Evil Nest. The maintenance was set as a cost of one for Flesh Eating Bacteria and it is Obsolete when the building is captured by a Human Faction. Because this maintenance remains after capturing the building, I will remove the Maintenance for it. This will benefit the Zombies as well. The Evil Nest has a Maintenance of 3 so IF you capture the Zombie Bastion after it is built, it will continue to have maintenance even though it is Obsolete when a Human captures it. This Cost is due to the "Wonder" which will still exist but without benefit to Humans. I will Just remove all Maintenance Cost for all Zombie "Key and Minor Locations" so when captured, they will not affect the Human Factions.
). Let them use alien units, or maybe mind controlled dinosaur slaves. Or maybe they just enslave humans and turn them into zombies.