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.
Contents
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 directly produce military units. 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 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.
Military bases are used in the military base reseller strategy or for destocking.
Research Lab
Constructing research labs increases a country's tech per turn. Research labs provide increasing returns to scale. The formula for tech per turn is:
TechPerTurn=Round(0.17*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. Oilers are also able to build some farms without jeopardizing their 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. For most governments, 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.
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.
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.
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