Chapter Five:
City Improvements
Drug Store
Initial cost: 3,000
Maintenance cost: 10
Effect: +3 happiness, +25 percent pollution
Restrictions: None
Prerequisite: Pharmaceuticals
Solving the happiness problem
comes at a minor price with the drug store city improvement, a moderately
priced creation that also adds a chunk of pollution to the city in which
it is built. Should that keep you away? Not necessarily, as the pollution
caused by the improvement is minimal (at least compared to other improvements
and the general pollution from your production lines) and improving happiness
is always a good thing. Though there are other ways to curb unhappiness,
the drug store improvement is a solid choice, especially for economic
and scientific-minded players who will enjoy the pharmaceutical line of
advances on their way to an alien discovery win.
Eco-Transit
Initial cost: 3,500
Maintenance cost: 15
Effect: -200 percent pollution
Restrictions: None
Prerequisite: Fuel cells (with super conductor)
Eco-transit completes the pollution-killer
line of the fuel cells advance (along with the -5 overcrowding aqua-filter)
by reducing pollution by a whopping 200 percent. This advance should be
a no-brainer, despite its large maintenance cost, especially if you have
a production-heavy city that is losing tons of resources due to pollution
(not to mention making your people quite unhappy and setting yourself
up for a rough end game). The resources you save from turning your pollution
frown upside down completely make up for the eco-transit's start-up and
maintenance costs.
Next: Factory, forcefield, and fusion plant
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