JBG
Prince
Warning: Long post (again) - how do I make a quotes box with a collapse/expand (hide/show) button?
For those of you wonder what those few buildings might be, here's a list:
Lunar Command
Centre of government
Reduces maintenance in nearby cities
+1 happiness
+2 culture
Water Reclamation
Granary equivalent
Stores 25% of food after growth
+1 health from water resource
+1 health
Air Recycler
Another granary-type
Allows city to expand above size 6
+1 health from oxygen, nitrogen resource
Eliminates unhealthiness of tunnels and boreholes
Biodome
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+2 health
+3 happiness
+1 food in all squares with at least 2
+1 commerce in all squares with at least 3
Removes all defensive bonuses from the city
Can be destroyed by hostile troops
If destroyed, results in loss of ½ population and all food
Bunker
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+1 happiness
+2 production
+25% defensive bonus
+1 production in all squares with at least 3
Removes happiness bonus from Biodome terrain improvement
Can be breached by hostile fire
If breached, results in loss of 1 population and defensive bonuses
Surveillance Centre
Monitors population. Think big brother.
Requires Linked Systems and Prison
City has +1 LOS
+1 health
Detects spies
+1 production
Less corruption
Chances of riot in a city increase with more surveillance centres
Sustaining Biosphere
Requires Biodome city improvement.
+1 food
+3 health
+1 happiness
Eliminates maintenance for Biodome city improvement
Computer Core
Increases research and allows advanced improvements
+50% science
Increases chances of generating Great Scientist and Great AI.
Increases vulnerability to hackers and spies
Linked Systems
Reduces upkeep and maintenance
Requires computer core
+-1 upkeep on all improvements
Increases vulnerability to hackers and spies
Resident AI
I’m proud of this idea
Requires Computer Core
Requires Linked Systems
+50% science
Increases chances of generating Great AI.
Reduces vulnerability to hackers and spies
Courtroom
Reduces corruption and maintenance
-50% corruption and maintenance
+1 commerce in cities far from the capital
Prison
Reduces war weariness and corruption
Requires Courtroom
-50% corruption
Reduces unhappiness from war weariness
Barricade
City walls
Doubles defensive bonuses
City cannot be entered by hostile units
Needs to be breached before city can be captured
Less effective in Biodomed cities.
For those of you wonder what those few buildings might be, here's a list:
Lunar Command
Centre of government
Reduces maintenance in nearby cities
+1 happiness
+2 culture
Water Reclamation
Granary equivalent
Stores 25% of food after growth
+1 health from water resource
+1 health
Air Recycler
Another granary-type
Allows city to expand above size 6
+1 health from oxygen, nitrogen resource
Eliminates unhealthiness of tunnels and boreholes
Biodome
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+2 health
+3 happiness
+1 food in all squares with at least 2
+1 commerce in all squares with at least 3
Removes all defensive bonuses from the city
Can be destroyed by hostile troops
If destroyed, results in loss of ½ population and all food
Bunker
Mega-improvement. Determines city architecture.
Stores 25% of food after growth
+1 happiness
+2 production
+25% defensive bonus
+1 production in all squares with at least 3
Removes happiness bonus from Biodome terrain improvement
Can be breached by hostile fire
If breached, results in loss of 1 population and defensive bonuses
Surveillance Centre
Monitors population. Think big brother.
Requires Linked Systems and Prison
City has +1 LOS
+1 health
Detects spies
+1 production
Less corruption
Chances of riot in a city increase with more surveillance centres
Sustaining Biosphere
Requires Biodome city improvement.
+1 food
+3 health
+1 happiness
Eliminates maintenance for Biodome city improvement
Computer Core
Increases research and allows advanced improvements
+50% science
Increases chances of generating Great Scientist and Great AI.
Increases vulnerability to hackers and spies
Linked Systems
Reduces upkeep and maintenance
Requires computer core
+-1 upkeep on all improvements
Increases vulnerability to hackers and spies
Resident AI
I’m proud of this idea
Requires Computer Core
Requires Linked Systems
+50% science
Increases chances of generating Great AI.
Reduces vulnerability to hackers and spies
Courtroom
Reduces corruption and maintenance
-50% corruption and maintenance
+1 commerce in cities far from the capital
Prison
Reduces war weariness and corruption
Requires Courtroom
-50% corruption
Reduces unhappiness from war weariness
Barricade
City walls
Doubles defensive bonuses
City cannot be entered by hostile units
Needs to be breached before city can be captured
Less effective in Biodomed cities.