Structures of the Industrial Age
Canal (Geology): Can be built in coastal land hexes, costs 120 (increased by elevation)
Ships can enter, land units can embark/disembark directly, carries freshwater, + +1 Merchant slot with Railroad
Replaceable Parts: +1
Combustion: Ships heal 20%/turn
Nitro Plant (High Voltage): Can be built on any land hex, costs 120
Produces Saltpeter, +1 with Railroad, +
Biochemistry: +1 Engineer slot
Nitro Plants are costly to build, but they are useful to boost production of Saltpeter, to support agriculture and military.
Airfield (Aviation): Can be built on any land hex, clears vegetation, costs 160 , self-destructs when captured.
Hosts and repairs air & missile units, +
+2 with Railroad
Flight Instruments: Can Airlift
Jet Engine: +1 Merchant slot
Listening Station (Radio): Can be built on any land hex, costs 120
+1 Guard slot, air interception (1 range, 12 strength), +1 unit stealth, vulnerable to EMP, hosts missile units, self-destructs when captured.
Vacuum Tube: +2 vision
Rocketry: +1 air interception range
Computers: +2 vision
Unified Physics: +2 unit stealth
Single-party State: +3 DCP
Strategy: Listening Stations' upgrades are significant, so though they might seem as a waste of space in the early game, they are very useful in the endgame. Build them on high elevation to take best use of enhanced vision, preferably on infertile land.
Nuclear Plant (Fission): Can be built on any land hex with access to water, costs 160
+2 with Railroad, +3 with Uranium
Computers: +1 Scientist slot
Fusion: +3
A Nuclear Plant structure represents a cluster of enrichment plants, reactors, reprocession plants, waste repositories, research facilites and a safety buffer zone.
Solar Plant (Laser): Can be built on Desert or Savanna, costs 100
+3 , +1 with Aluminum, +5 Victory points
Superconductor: -