Buildings
Building your lands wisely is essential to long term growth and might. Witch path
will you choose for your glorious nation?
Construction sites
Construction sites are essential to build your lands fast, the more you have the
faster you can build your newly acquired lands. However they are complicated to
build and will always cost you a turn each no matter how many other buildings you
can construct per turn. You will have to construct 4 construction yards to increase
your building per turns capacity with one.
Factories
Factories produces
units for your mighty midget armies, the more you have the more units you
will produce each turn. You may choose what type of army unit they shall produce
but remember each unit has its pros and cons.
Enterprise Zone
The enterprise zones will increase commerce among your population and generate gold
for your empire, build many of these to be able to sustain huge army
upkeep or get extra gold to buy units and
science from the market.
Residence area
Building residences increases the number of population that can inhabit your lands,
thus giving you greater income from tax. The drawbacks of having a huge population
is that they will consume more food and your enemies will also find you to be more
juicy to
carpet bomb.
Military Base
Trains your army making it more efficient, this will reduce your army upkeep costs
enabling you to house a larger army. Military bases also reduces
building upkeep by the same percentage as you have built on your lands.
For instance if your lands consists of 25% military bases both your army and building
upkeep will be reduced by 25%.
Research labs
Building
research labs guarantees your country will keep up in the technology race,
just make sure you have enough of these. Each lab will be producing a small amount
of progress in science each turn but to really gain some science progress it is
recomended to spend turns into focused research as that will increase science gains
emensly. This is however more or less useless unless you have a decent amount of
labs.
Farms
Without them your people and army will starve and leave your lands, make sure your
producing more then your consuming. You will also find it useful to increase agricultural
science to increase output from your farms. This will enable you to lower your percentage
of farms and filling your lands with more of another buildning type.
Missile Silo
The missile silos will give your nation a percentage chance of gaining a missile
up to maximum of 5% chance each turn from buildings alone. If you have 3% missile
silos on your lands you will have a 3% chance of gaining a missile each turn. Better
missile types such as the most devastating nuclear missiles will be harder to gain
then smaller versions of chemical missiles.
A.B.M. Structure (Anti Ballistic Missile Structure)
The A.B.M Structures consists
of a powerful radar unit directly connected with missile defenses that will try
to intercept incoming ballistic missiles. Each percentage of these building type
will give you a 6% chance to intercept an incoming missile up to the maximum of
60%.