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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Buildings are essential for long-term success. Buildings provide money, bushels, or other resources and require turns and empty acres to create.
  
 
==Overview==
 
==Overview==
  
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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. There are seven types of buildings, listed below.
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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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==Enterprise Zone==
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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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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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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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Enterprise zones are essential for the [[casher]] strategy.
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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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==Residence==
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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 revenues]].
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Enterprise zones are useful only for the [[casher]] strategy.
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===Residence===
  
 
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
 
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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Residences are essential for the casher strategy.
 
Residences are essential for the casher strategy.
  
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==Industrial Complex==
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===Industrial Complex===
  
 
Industrial complexes (aka IC) produce military per turn. The percentage of industrial complexes producing each military type can be set in the [[Game_Layout#Manage|manage]] page.
 
Industrial complexes (aka IC) 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 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.
 
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 Base===
  
 
Military bases (aka MB) do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Military bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.
 
Military bases (aka MB) do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the [[military base reseller]] strategy. Military 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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===Research Lab===
  
 
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
 
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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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.
 
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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===Farm===
  
 
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.
 
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.
  
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==Oil Rig==
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===Oil Rig===
  
 
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.
 
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.
  
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==Construction Site==
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===Construction Site===
  
 
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 (IE. the are not effected by BPT). [[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%)
 
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 (IE. the are not effected by BPT). [[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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*220 CS = 60 BPT
 
*220 CS = 60 BPT
  
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==Unused Land Area==
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===Unused Land Area===
  
 
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.
 
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 [[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 runs]], [[artillery barrages]], [[chemical missiles]], or the spy operation [[bomb structures]].
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[[Category:Gameplay Basics]]
 
[[Category:Gameplay Basics]]

Revision as of 20:09, 4 December 2010

Buildings are essential for long-term success. Buildings provide money, bushels, or other resources and require turns and empty acres to create.

Overview

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.

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.

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.

Buildings are lost if the acres supporting them are lost. Buildings can also be destroyed through earthquakes or attacks from other countries.

Types of Buildings

Enterprise Zone

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 revenues.

Enterprise zones are useful only for the casher strategy.

Residence

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

=(24*(1-0.95*Taxrate)*ResTech*GvtPOP)*residences

Residences are essential for the casher strategy.

Industrial Complex

Industrial complexes (aka IC) produce military per turn. The percentage of industrial complexes producing each military type can be set in the manage page.

Industrial production can be increased with industrial tech or by switching to the communist government. At 100% production, one industrial complex can produce 1.86 troops, jets, turrets, 0.4 tanks, or 0.62 spies.

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.

Military Base

Military bases (aka MB) do not directly produce anything. Instead, they decrease military expenditures and private market prices. Military bases are used in the military base reseller strategy. Military bases only reduce expenses for the first 29.5% of acres, after that they only reduce private market prices.

Research Lab

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

=Round(0.13*Labs*(1+Labs/Land)+3,0)

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.

Farm

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.

Oil Rig

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.

Construction Site

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 construction sites always require one turn to build (IE. the are not effected by BPT). BPT starts at 5 and is increased by one for every 4 cs built. Government type effects BPT for theocracies (+40%) and dictatorships(-30%)

The formula for BPT is: BPT=(CS/4+5)*GovtMod

Where GovtMod is 1.4 for theocracies, 0.7 for dictatorships and 1.0 for all others.


  • 140 CS = 40 BPT
  • 180 CS = 50 BPT
  • 220 CS = 60 BPT

Unused Land Area

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.

Acquiring Buildings

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.

Buildings can also be acquired by doing 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.

Destroying Buildings

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.

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 runs, artillery barrages, chemical missiles, or the spy operation bomb structures.