Buildings (City Improvements)
Buildings will keep your empire growing and improving while you're doing other things, so it's important to get all the right buildings in your cities, at the right times.
Buildings that increase resources, crime lowering buildings and overcrowding reducing buildings, like Aqueducts, will only be useful when the city is big enough for them. If you anticipate a long war, build these buildings quickly, regardless of the cities immediate need, the cities will be needed for building units constantly, so have the buildings ready for war time.
Name Benefit Notes
Granary +10% Food.
Protect from starvation for 2 turns.
Build in all cities.
Shrine Build in all cities, unless you have Hagia Sofia wonder.
+1 Happiness
Theatre Theatres feat, +5 Happiness for 15 Turns, requires 8 cities to have built a Theatre. This time can be used well for reducing wages in a short burst to boost science. Build in all cities afterwards.
+2 Happiness
Courthouse -10% Crime Build only in large cities of size 10+.
Bazaar +10% Gold Cities producing at least maybe 50 gold.
Academy +10% Science Build in all cities.
City Wall +15 Defence Can be powerful in ancient era with full garrison, but less useful afterwards. Also useful for stopping your cities from being attacked by a Slaver.
Ballista Towers +20 Attack vs. Ground Units This is not really useful. You can build       it just in case, but you will waste resources paying upkeep for it.
Arena +3 Happiness Build in any lowest happiness cities so you can maximize the Empire sliders in Republic government and stay above 72 happiness in all cities.
Capital Rebuild capital Rebuild capital in the most central city in your civilisation to reduce distance to capital penalties, like unhappiness.
Aqueduct Decreases overcrowding effects.
Increase max size of city from 18 to 32.
Ideally build in cities before size 10 to reduce overcrowding effects (slower growth), and cities will stop growing at size 18 without an Aqueduct.
Mill +10% Production Before or after Universities, depending on need.
University +15% Science (req. Academy) Before or after Mills, depending on need.
Basilica +3 Happiness More happiness is always useful for       lowering crime and in case you have high war discontent in the future.
Bank +15% Gold (req. Bazaar) Build in cities that have a Bazaar.
Publishing House +15% Science (req. Acad. & Univ.) Before or after Factories, depending on need.
Factory +15% Production Before or after Publishing Houses, depending on need.
Food Silo +15% Food (req. Granary) Build after Factories. If your cities have       grown to size 32 or are close, they will need Arcologies to grow any further, so building the Food Silo will be pointless for more growth.
Brokerage +20% Gold (req. Bazaar + Bank) Build 10 to get the feat, which gives +10% gold for 20 turns. Otherwise only in Bazaar+Bank cities.
Movie Palace -20% War Discontent Build if not building units and all other previous buildings are done, but generally a waste of production unless you have -5 or more war discontent.
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