For every building of that type that you control, there is a 5% chance per turn of the quest activating. In Rising Tide buildings unlocked using Artifacts also do not require maintenance.Īll buildings except the Mind Stem and buildings unlocked with artifacts have a quest associated with them. Selling a building will remove the maintenance associated with that building and return any strategic resources used by the building to the pool. Note that this is distinct from requiring that strategic resource nearby. Some buildings also take up strategic resources. Some quest options remove this maintenance for a building type. In this equation Cost stands for the Production cost at the normal game speed, and GameSpeedPercent is either 0.67 (Quick), 1 (Normal), 1.33 or 3, depending on the game speed.ĭiplomatic Capital also can purchase buildings.īuildings that do not produce cost at least 1 to maintain. R o u n d ( ( 30 × C o s t × G a m e S p e e d P e r c e n t ) 0.75 10 ) × 10 Alternatively, they may be purchased outright with at the following rate: Aquatic cities and land-based cities have buildings that exclusive to aquatic cities, whereas there are also land only buildings.Īll buildings cost to build. Other requirements might include Affinity level and/or a certain improved resource within the city's surrounding tiles. In the Rising Tide expansion, some buildings can be unlocked combining artifacts. Most buildings require a certain technology to be researched before they can be built. Not including Wonders, there are 72 unique buildings that can be constructed in each city as of the Rising Tide expansion. As in all Civilization games, buildings are one of the major sources of city stats and bonuses, and each type may only be built once in each city. Buildings are constructed in cities for various effects.
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