User blog:Disturbedfan1100/Map Game 2.0 Buildings

Military:

Land (buildings become 10x more effective in iron era, renaissance era and in industrial era): Naval: Forts:
 * Armory = +20 manpower (200 in iron era, 2000 in renaissance, 20k in industrial) (Req. Military Tech lvl 5 and Infastructure lvl 10)
 * Takes 30 turns to build and costs 50 gold
 * Training fields = +30 manpower (300 in iron era, 3000 in renaissance, 30k in industrial) and 20% faster recruitment (Req. Military Tech lvl 10 and Infastructure lvl 15)
 * Takes 40 turns to build and costs 150 gold
 * Barracks = +50 manpower (Req. Military Tech lvl 20 and Infastructure lvl 20)
 * Takes 60 turns to build and costs 200 gold
 * Regimental camp = +70 manpower (Req. Military Tech lvl 50 and Infastructure lvl 60)
 * Takes 70 turns to build and costs 300 gold
 * Arsenal = 30% Faster recruitment (Req. Military Tech lvl 60 and Infastructure lvl 80)
 * Takes 90 turns to build and costs 600 gold
 * Conscription center = 30% Faster recruitment and allows you to have +50 troops per Conscription center (Req. Military Tech lvl 80 and Infastructure lvl 100)
 * Takes 100 turns to build and costs 800 gold
 * Drydock = Allows building of naval units (Req. Military Tech lvl 15, Infastructure lvl 10 and a dock)
 * Takes 20 turns to build and costs 20 gold
 * Shipyard = Allows building of more advanced naval units (Req. Military Tech lvl 20, Infastructure lvl 30 and a drydock)
 * Takes 40 turns to build and costs 250 gold
 * Grand shipyard = Allows building of more advanced naval units and a faster ship creation time (Req. Military Tech lvl 30, Infastructure lvl 35 and a shipyard)
 * Takes 50 turns to build and costs 350 gold
 * Naval arsenal = Faster ship creation time (Req. Military Tech lvl 40, Infastructure lvl 50 and a grand shipyard)
 * Takes 80 turns to build and costs 400 gold
 * Naval base = Faster ship creation time and allows building of more advanced naval units (Req. Military Tech lvl 70, Infastructure lvl 90 and a naval arsenal)
 * Takes 90 turns to build and costs 600 gold
 * Forts = Increases supply and defensive power of the province by 10% per fort level (max lvl is 10) (Forts can be built by every 10 military and infastructure tech)
 * Takes 10 turns per fort level (Level 1 = 10 turns, Level 2 = 20 turns, Level 3 = 30 turns...)

Government:
 * Courthouse = Lowers revolt risk and gives +20% tax increase (Req. Government Tech lvl 10 and Infastructure lvl 15)
 * Takes 25 turns to build and costs 100 gold
 * Spy agency = Let's you train more effective spies and increases the provinces spy defence (Req. Government Tech lvl 20 and Infastructure lvl 30)
 * Takes 30 turns to build and costs 250 gold
 * Town hall = Increases taxes by +20% and gives +500 science points (Req. Government Tech lvl 30 and Infastructure lvl 40)
 * Takes 50 turns to build and costs 400 gold
 * Treasury = Other nations can't steal money from the nation that has this building (Req. Government Tech lvl 40 and Infastructure lvl 60)
 * Takes 60 turns to build and costs 450 gold

Economics:
 * Dock = Allows trade by sea/lakes (Req. Economics Tech lvl 5 and Infastructure lvl 5)
 * Takes 10 turns to build and costs 50 gold
 * Canal = Trade income gained by trading across water, increased by 10% (Req. Economics Tech lvl 20 and Infastructure lvl 25)
 * Takes 35 turns to build and costs 200 gold
 * Constable = +10% more tax increase and gives +10 science points (Req. Economics Tech lvl 5 and Infastructure lvl 5)
 * Takes 10 turns to build and costs 50 gold
 * Workshop = Tax income increased by 1 gold and processes early wood, iron, bronze and steel into weapons (Req. Economics Tech lvl 10 and Infastructure lvl 10)
 * Takes 15 turns to build and costs 100 gold
 * Counting house = +10% tax increase and if resources are in the province, increase the resources by 5 (Req. Economics Tech lvl 20 and Infastructure lvl 25)
 * Takes 50 turns to build and costs 300 gold
 * Mint = +50% tax increase (Req. Economics Tech lvl 35 and Infastructure lvl 45)
 * Takes 80 turns to build and costs 500 gold
 * Stock exchange = Tax income increased by 5 gold (Req. Economics Tech lvl 50 and Infastructure lvl 60)
 * Takes 100 turns to build and costs 1000 gold
 * Marketplace = Allows trade by land (Req. Economics Tech lvl 5 and Infastructure lvl 5)
 * Takes 10 turns to build and costs 50 gold
 * Trade depot = Increases trade range by 5 provinces (Req. Economics Tech lvl 25 and Infastructure lvl 30)
 * Takes 25 turns to build and costs 150 gold
 * Customs house = Trade income increased by 1 gold (Req. Economics Tech lvl 45 and Infastructure lvl 50)
 * Takes 45 turns to build and costs 350 gold

Population: ​
 * Temple = Lowers religious revolt risk, gives missionaries, gives 5 Religion points (Req. Population Tech lvl 5 and Infastructure lvl 10)
 * Takes 10 turns to build and costs 50 gold
 * College = Gives more effective citizens (better at any job they ever get, like being better spies or diplomats) and gives +2000 science points (Req. Population Tech lvl 50 and Infastructure lvl 70)
 * Takes 40 turns to build and costs 300 gold
 * Cathedral = Lowers religious revolt risk, gives missionaries, gives 50 Religion points (Req. Population Tech lvl 35 and Infastructure lvl 40)
 * Takes 50 turns to build and costs 400 gold
 * Road network = Allows people to move between provinces easily and gives +50 science points (Req. Population Tech lvl 20 and Infastructure lvl 30)
 * Takes 25 turns to build and costs 150 gold
 * Post office = Allows people to communicate between provinces, increases revolt risk by 5% but increases tax rates by 5% aswell (Req. Population Tech lvl 15 and Infastructure lvl 20)
 * Takes 50 turns to build and costs 350 gold

Factories:

Factories become available once the players have reached the year 1830 and Infastructure tech level 80.

Factories cost 50k gold from 1830-1870, 25k from 1870-1920, 15k from 1920-1960 and 10k from 1960-2014.

Factories take 20 turns to build from 1830-1920, 15 turns from 1920-1960 and 10 turns from 1960-2014.

Every factory requires one coal from 1830-1920, after this factories require no coal.

For every Machine part factory, you can build 1 modern factory that is available.

Every Military factory produces one military unit of the factory type per 5 turns (Tank factory produces one tank per 5 turns, 2 tanks per 5 turns with Computer factory).

For every Military factory, you need 3 Machine part factories, 2 Fuel refinery/Synthetic oil factories (and 1 Electronic factory after 1970).

For every Computer factory, your factories produce 2 units of everything they should produce.
 * Airplane factory = Allows production of airplanes, unlocks after 1914 (military factory)
 * Tank factory = Allows production of tanks, unlocks after 1914 (military factory)
 * Auto factory = Allows production of autos and mobile infanty, unlocks after 1900 (modern factory)
 * Telecommunication factory = Allows production of radios and phones, unlocks after 1900 (modern factory)
 * Electronic factory = Allows production of electornics and electornic parts needed for modern units, unlocks after 1920 (modern factory)
 * Machine part factory = Allows production of machine parts needed for modern units and factories
 * Synthetic oil factory = Allows production of synthetic oil needed for tanks, airplanes and autos, unlocks after 1870 (modern factory)
 * Fuel refinery = Allows production of fuel needed for tanks, airplanes, trains and autos, unlocks after 1870 (modern factory)
 * Ship part factory = Allows production of ship parts needed for modern ships, unlocks after 1850 (military factory)
 * Artillery factory = Allows production of modern artillery, unlocks after 1850 (military factory)
 * Gun factory = Allows production of guns needed for modern infantry, unlocks after 1850 (military factory)
 * Ammunition factory = Allows production of ammunition needed for modern gunpowder units, unlocks after 1850 (military factory)
 * Computer factory = Allows production of computers, starting the digitalisation which is needed for more efficient modern factories, unlocks after 1980. (modern factory)