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<noinclude>__NOTOC__{{gamectlnav}}{{buildnav}}[[Category:Buildings]]</noinclude>
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=== Acquiring Buildings ===
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[[Category:Basic Gameplay]]
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{{:Acquiring buildings}}
  
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Buildings are essential for long-term success. Buildings provide money, bushels, or other resources and require turns and empty acres to create.
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=== Types of Buildings ===
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{{:Building types}}
  
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==Overview==
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=== Building and Deconstruction Costs ===
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{{:Building and Deconstruction Costs}}
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There are eight different types of buildings. Three types of buildings, industrial complexes, farms, and oil rigs, directly increase some type of production per turn. The other five types of buildings indirectly increase some type of production. For example, construction sites increase the maximum number of buildings that can be constructed per turn and research labs increase the maximum amount of technology that can be produced per turn.
 
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Almost every country needs construction sites, because starting buildings per turn is simply too low for efficient growth. Countries usually pick a [[strategy]], which means that they will only construct one or two types of buildings.
 
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Additionally, each building is worth $35 [[networth]], and one acre of [[land]] is worth $45 networth, bringing the total networth of a built acre of land to $80.
 
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Buildings are lost if the acres supporting them are lost. Buildings can also be destroyed through earthquakes or attacks from other countries.
 
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==Types of Buildings==
 
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===Enterprise Zone===
 
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Enterprise zones increases a country's maximum [[PCI]]. The precise effect is that maximum PCI is multiplied by a factor equal to (1+2*Ent/Land). For example, if a country has 50% of its land covered by enterprise zones, maximum pci is doubled. PCI increases a country's [[tax rate|tax revenues]].
 
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Enterprise zone efficiency can be greatly improved through obtaining [[business technology]].
 
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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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Residence zones' efficiency can be greatly improved by obtaining [[residential technology]].
 
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===Industrial Complex===
 
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Industrial complexes directly produce military units. 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 earliest fast 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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Because they are the only buildings capable of producing spies, industrial complexes are the only buildings that are necessary, albeit in small quantities, for every [[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 linearly reduce expenses for the first 29.5% of acres. Any additional military bases after the first 29.5% of a country's land will have no affect on military expenses. However, military bases always reduce private market purchase and sale prices. The maximum effect is a 25% discount when 100% of a country's acres are filled with military bases.
 
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Military bases are used in the [[military base reseller]] strategy or for [[destocking]].
 
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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 formula for tech per turn is:
 
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<pre>TechPerTurn=Round(0.17*Labs*(1+Labs/Land)+3,0)</pre>
 
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Research labs are used for [[tech starts]] and the [[techer]] strategy. It is unwise to research unless a high percentage of your land is covered with research labs as they lose effectiveness at lower percentages and researching costs a turn.
 
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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 that is higher than industrial sites on private. In addition, farms are essential for the [[farmer]] strategy. [[Oiler]]s are also able to build some farms without jeopardizing their strategy.
 
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The production of food can be increased greatly by [[agricultural technology]].
 
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===Oil Rig===
 
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Each oil rig produces 2 barrels of oil per turn. The number of barrels per rig can be increased 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 offensive players or other countries, specifically when oil prices or supply are unstable. Along with research labs, this is one of the main buildings with a production rate that is unaffected by [[technology]].
 
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===Construction Site===
 
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Construction sites (CS) increase [[BPT|buildings per turn (BPT)]], which is a measure of how many non-cs buildings can be constructed in one turn. One construction sites always require one turn to build. For most governments, [[BPT]] starts at 5 and is increased by one for every 4 cs built. Government type effects BPT for [[Theocracy|theocracies]] (+40%) and [[Dictatorship|dictatorships]](-30%)
 
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The formula for BPT is: 
 
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<pre>BPT=([[CS]]/4+5)*GovtMod</pre>
 
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Where GovtMod is 1.4 for [[Theocracy|theocracies]], 0.7 for [[Dictatorship|dictatorships]] and 1.0 for all others.
 
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Nearly every country will have somewhere between 50 BPT and 100 BPT, and will get this BPT very early on.  The exceptions to this being countries warring very soon after leaving protection only having around 25 to 40 BPT, and countries which plan on growing extra big (well over 30k acres), or switching to TMBR later in the set going over 100 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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==Acquiring Buildings==
 
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Buildings can be constructed by dedicating turns to that process. The maximum number of non-cs buildings that can be constructed per turn is limited by a country's buildings per turn. For all countries, erecting one construction site requires exactly one turn. Buildings also require money to construct. As a country grows in acres, the money needed to construct buildings increases. The exact cost to build one acre is equal to $1500 + $3 * acres.
 
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Buildings can also be acquired by doing [[Landgrab | landgrabs]] against countries that already have buildings. Part of the gains of a typical successful planned or standard strike are a percentage of the defender's buildings that were on the land captured. All types of buildings except for cs can be acquired in this way.
 
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==Destroying Buildings==
 
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A country can choose to destroy buildings. Destroying buildings does not require turns, but does cost 20% of the typical building cost. Countries usually destroy their own buildings only if they are switching strategies or wish to increase economic efficiency by specializing.
 
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As stated earlier, any buildings inhabiting land that was lost are also lost as well. A small amount of buildings are also lost when a country experiences an [[earthquake]]. Earthquakes occur infrequently and randomly. Buildings can also be destroyed with [[Bombing Run | bombing runs]], [[Artillery Barrage | artillery barrages]], [[Chemical Missile | chemical missiles]], or the spy operation [[Bomb Buildings | bomb structures]].
 
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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.