Buildings
Buildings are essential for long-term success. Buildings provide income, bushels, or other resources and require turns and empty acres to create.
Contents
Overview
Each building is worth $35 networth. There are seven types of buildings, listed below.
Enterprise Zone
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.
Enterprise zones are essential 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.