Difference between revisions of "Buildings"

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Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.
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<noinclude>__NOTOC__{{gamectlnav}}{{buildnav}}[[Category:Buildings]]</noinclude>
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=== Acquiring Buildings ===
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{{:Acquiring buildings}}
  
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==Overview==
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=== Types of Buildings ===
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{{:Building types}}
  
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Each building is worth $35 [[networth]]. There are seven types of buildings, listed below.
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=== Building and Deconstruction Costs ===
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{{:Building and Deconstruction Costs}}
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==Enterprise Zone==
 
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Building enterprise zones increases a country's maximum PCI. A country's max PCI is multiplied by (1+2*Ent/Land). If a country has 50% of its land covered by enterprise zones, maximum pci is doubled. This is optimal for [[casher]] ignoring food consumption. If a country has 100% of its land covered by enterprise zones, maximum pci is tripled.
 
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Enterprise zones are essential for the [[casher]] strategy.
 
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==Residence==
 
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Residences increase a country's maximum population. At 50% of acres built as residence population is doubled. This is optimal for [[casher]] not considering food consumption. The extra formula for the population increase is
 
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=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences
 
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Residences are essential for the casher strategy.
 
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==Industrial Complex==
 
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Industrial complexes produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.
 
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Industrial production can be increased with [[Technology#Industrial|industrial tech]] or by switching to the [[Governments#Communism|communist]] government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.
 
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Industrial complexes provide the only way of acquiring [[spies]] and are the quickest way of gaining military, making them favored for certain startups. When producing military to sell on the private market only turrets should be produced. In addition, industrial complexes are heavily used by the [[indy]] strategy.
 
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==Military Base==
 
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Military bases do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Militaty bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.
 
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==Research Lab==
 
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Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The exact formula for tech per turn is
 
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=Round(0.13*Labs*(1+Labs/Land)+3,0)
 
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Research labs are used for [[tech starts]] and the [[techer]] strategy.
 
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==Farm==
 
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Each farm produces 5.3 bushels per turn. The number of bushels per farm can be increased with agri tech or by switching to the fascism government. Farms are often used for startups because bushels can be sold on the private market for instant income. In addition, farms are essential for the [[farmer]] strategy.
 
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==Oil Rig==
 
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Each oil rig produces 2 barrels of per turn. The number of barrels per rig can be increased with by switching to the fascism government. Oil rigs are the main buildings for the [[oiler]] strategy and are sometimes used to self supply attacking needs by warrers or other countries, specifically when oil prices or supply are instable.
 
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==Construction Site==
 
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Construction sites (CS) increase buildings per turn (BPT), which is a measure of how many non-cs buildings can be constructed in one turn. One contruction site always requires one turn to build. As a regular government, 4 CSes get you 1 BPT.
 
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*140 CS = 40 BPT
 
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*180 CS = 50 BPT
 
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*220 CS = 60 BPT
 
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==Unused Land Area==
 
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Technically not a building, empty acres produce 0.4 bushels per turn. The number of bushels per empty acre can be increased with agri tech or by switching to the fascism government. Buildings require empty acres to construct: if a country wants to construct X buildings, it must have at least X empty acres.
 
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[[Category:Gameplay Basics]]
 

Latest revision as of 09:21, 21 December 2012

Acquiring Buildings

Buildings are built on unused land which can be gained through exploring and standard or planned strike attacks. When attacking for land, the attacker will gain some of their opponent's already built buildings and empty land (on which buildings were once built, but destroyed), and ghost acres.

Types of Buildings

Type Description Extra information

Enterprise Zones

Increases per capita income. Business technology will also increase the effects of this building type. Republic governments have a natural +10% per capita income bonus.

Residences

Increases your country's population.

Industrial Complexes

Allows your country to produce military units. The percentage of unit types that are built can be configured on your country's country management page. Industrial technology will increase the total units that can be made per turn. Communist govenments Have a natural +35% industrial production bonus.

Military Bases

Military bases do not produce anything, however they greatly reduce per-turn military expenditures and private market purchase prices. Private market sale prices are also lowered as well. Military costs may be lowered further by acquiring military technology. Theocratic governments have a natural -20% bonus to private market costs.

Research Labs

Research labs increase a country's maximum possible tech production per turn. The amount of technology one can gain per turn is directly affected by the number of labs to overall land.

Farms

Farms produce food (aka bushels) which are needed to maintain your military and population. Overall food production can be increased with agricultural technology. The base farm production is 5.3 bushels per turn. Fascist governments have a natural +15% bonus to food production.

Oil Rigs

Oil rigs produce oil which is needed to send military units (but not spies) into battle. No technology exists for increasing oil production. Oil rigs produce 2 barrels per turn for all governments but Fascist Fascist governments have a natural +75% bonus oil production.

Construction Sites

Construction sites are special types of buildings and always require one turn to build each. Construction sites increase buildings per turn, which is a measure of how many non-construction site buildings can be constructed in one turn. There is no technology to increase your building rate. Theocracies have a natural +40% building rate bonus, while dictators have a natural -30% penalty.

Unused Land

Though technically not a building, empty acres produce small quantities of bushels per turn as well as increase your population and per capita income. Unused land should be built upon to increase productivity in various aspects of your country. Unused land is required to build buildings on.

Building and Deconstruction Costs

The cost to build one building is proportionate to a country's total acres. The more land you acquire, the more it will cost to build a single building. Deconstruction is much cheaper, but the cost is still proportionate to a country's total acres.