 |
AQUEDUCT: Cities without an Aqueduct may not grow beyond a size of 10 population points. In addition, Aqueducts prevent the disasters of Fire and Plague. Aqueducts require the advance of Construction, cost 120 resources to build, and cost $2 per turn to maintain.
BANK: Banks increase the luxuries and taxes generated by a city by 50%. Banks cost 120 resources to build and $3 per turn to maintain.
BARRACKS: New units built in this city are already veterans, increasing their attack and defense factors by 50%. Barracks prevent the disaster of pirates. They disappear when you acquire the advances of Gunpowder and Combustion. SECOND generation Barracks cost $1 per turn and third generation Barracks cost $2 to maintain per turn.
CATHEDRAL: A Cathedral makes four unhappy people content and is very useful for keeping a large city out of civil disorder. It costs 160 resources to build, and takes $3 to maintain per turn.
CITY WALLS: City walls triple the strength of a defending unit, except when attacked by a Bomber or Artillery unit. This tripling occurs after considering the effect of terrain and veteran status. Cities defended by City Walls do not suffer population losses when a defending unit it destroyed. Walls also prevent the disaster of Flood. They cost 120 resources and requires $2 per turn to maintain.
... Далее >>
|