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A Nation’s Guide to Improvements

If you currently own improvements and the improvements you currently own do not follow this guide
(say you don’t have five banks and factories, but you have satellites and barracks) I strongly recommend
you decommission your current improvements, and purchase them back accordingly following this list.
You’ll be surprised at how much faster you grow. And don’t worry; someone at 5,000 nation strength
isn’t going to have 5 barracks either. Unless you’re equipping yourself to be a war-based nation, and you
would best know what you’re doing anyway if that’s what you want. So this list wouldn’t be for those
people anyway.

First, the improvement purchase order, and after that, I’ll post a direct copy/paste of what each
improvement does and how much each improvement is.

Improvement Purchase Order


- 1 Harbor (Get trade circle set up immediately before anything else.)
- 1 Foreign Ministry (To start doing tech deals as early as possible, which ALL smaller nations need to be
doing.)
- 5 Factories (Saves money on the back end to buy all five first.)
- 1 Bank
- 1 Stadium (These are alternated so that you get happiness bonuses with the stadiums, which is
important to establish. They bring in +$6.00 roughly onto avg. gross income per individual per day.)
- 1 Bank
- 1 Stadium
- 1 Bank
- 1 Stadium
- 1 Bank
- 1 Stadium
- 1 Bank
- 1 Stadium
- 2 Clinics
- 1 Hospital
- 3 Schools
- 2 Universities
- 2 Schools
- 3 Clinics
- 5 Police Headquarters
- 5 Labor camps (Can labor camp swap if desired. But if you get this far down in the list, just keep them
permanently. Unless you still want to swap with intelligence agencies or churches.)
- 5 Intelligence Agencies (Stock up on spies after these!)
- 5 Churches
- 5 Missile Defenses
- 5 Satellites
- 5 Border Walls
- 5 Barracks
- 1 Drydock
- 1 Shipyard
- 2 Naval Academies
- 3 Naval Construction Yards
- 0 GUERILLA CAMPS (Unless you REALLY know what you’re doing in a time of warfare, never ever buy
these.)

Improvement Guide
Bank - $100,000.00 - Increases population income +7%.

Barracks - $50,000.00 - Increases soldier efficiency +10%, reduces soldier upkeep cost -10%.

Border Walls - $60,000.00 - Decreases citizen count -2%, increases population happiness +2, Improves
environment +1. (Does not affect Global Radiation levels) Border Walls may only be purchased one at a
time.

Church - $40,000.00 - Increases population happiness +1.

Clinic - $50,000.00 - Increases population count by 2%. Purchasing 2 or more clinics allows you to
purchase hospitals. This improvement may not be destroyed if it is supporting a hospital until the
hospital is first destroyed.

Drydock - $100,000 - Allows nations to build and maintain navy Corvettes, Battleships, Cruisers, and
Destroyers. Increases the number of each of these types of ships that a nation can support +1. This
improvement may not be destroyed if it is supporting navy vessels until those navy vessels are first
destroyed. Requires Harbor.

Factory - $150,000.00 - Decreases cost of missiles -5%, decreases tank cost -10%, reduces initial
infrastructure purchase cost -8%.

Foreign Ministry - $120,000.00 - Increases population income by 5%. Opens +1 extra foreign aid slot.
Limit one foreign ministry per nation.

Guerrilla Camp - $20,000.00 - Increases soldier efficiency +35%, reduces soldier upkeep cost -10%,
reduces citizen income -8%.

Harbor - $200,000.00 - Increases population income by 1%. Opens +1 extra trade slot. Limit one harbor
per nation. This improvement may not be destroyed if it is supporting trade agreements or navy vessels
until those trade agreements and navy vessels are first removed.

Hospital - $180,000.00 - Increases population count by 6%. Need 2 clinics for a hospital. Limit one
hospital per nation. Nations must retain at least one hospital if that nation owns a Universal Health Care
wonder.

Intelligence Agency - $38,500.00 - Increases happiness for tax rates greater than 23% +1. Each
Intelligence Agency allows nations to purchase + 100 spies. This improvement may not be destroyed if it
is supporting spies until those spies are first destroyed.

Labor Camp - $150,000.00 - Reduces infrastructure upkeep costs -10%, reduces population happiness -1.
Missile Defense - $90,000.00 - Reduces effectiveness of incoming cruise missiles used against your
nation -10%. Nations must retain at least three missile defenses if that nation owns a Strategic Defense
Initiative wonder.

Naval Academy - $300,000 - Increases both attacking and defending all navy vessel strength +1. Limit 2
per nation. Requires Harbor.

Naval Construction Yard - $300,000 - Increases the daily purchase limit for navy vessels +1. Your nation
must have pre-existing navy support capabilities (via Drydocks and Shipyards) to actually purchase navy
vessels. Limit 3 per nation. Requires Harbor.

Police Headquarters - $75,000.00 - Increases population happiness +2.

Satellite - $90,000.00 - Increases effectiveness of cruise missiles used by your nation +10%. Nations must
retain at least three satellites if that nation owns a Strategic Defense Initiative wonder.

School - $85,000.00 - Increases population income by 5%, increases literacy rate +1%. Purchasing 3 or
more schools allows you to purchase universities. This improvement may not be destroyed if it is
supporting universities until the universities are first destroyed.

Shipyard - $100,000 - Allows nations to build and maintain navy Landing Ships, Frigates, Submarines, and
Aircraft Carriers. Increases the number of each of these types of ships that a nation can support +1. This
improvement may not be destroyed if it is supporting navy vessels until those navy vessels are first
destroyed. Requires Harbor.

Stadium - $110,000.00 - Increases population happiness + 3.

University - $180,000.00 - Increases population income by 8%, reduces technology cost -10%, increases
literacy rate +3%. Three schools must be purchased before any universities can be purchased. Limit two
universities per nation.

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