Ancient Era
*Palace: 400/0/1 Center of Empire
*Barracks: 40/1/0 Veteran Ground Units, Militaristic
*Walls: 20/0/0 50% Defense Bonus, 8 Bombard Defense, Militaristic
*Granary: 60/1/0 Doubles City Growth Rate
*Temple: 60/1/2 1 Happy Citizen, Religious
*Courthouse: 80/1/0 Resistant to Propaganda, Reduces Corruption
*Library: 80/1/3 +50% Research Output, Scientific
*Harbor: 80/1/0 Veteran Sea Units, Allows Water Trade, Increases Food in Water, Militaristic, Commercial, Coastal Installation
*Aqueduct: 100/1/0 Allows City Size Level 2 (growth beyond size 6)
*Colosseum: 120/2/2 2 Happy Citizens
*Marketplace: 80/1/0 +50% Tax Output, Increases Luxury Trade, Commercial
Total: 11
The Ancient Era has the greatest number of buildings and the most variety, it really sets the standard for all other eras. No building in the Ancient Era overlaps on the prime function of any other building, and almost every building type makes an appearance in this Era.
Middle Ages
*Cathedral: 140/2/3 3 Happy Citizens, Religious [Temple]
*University: 160/2/4 +50% Research Output, Scientific [Library]
*Bank: 120/1/0 +50% Tax Output, Commercial [Marketplace]
*Coastal Fortress: 60/1/0 Naval Power 8, Naval Bombard Defense 8, Militaristic, Coastal Installation (Iron, Saltpeter)
Total: 4
This Era has a rather paultry number of buildings, and is a major disappointment from the Ancient Era.
Industrial Era
*Factory: 200/3/0 +50% Production, 2 Pollution (Iron)
*Coal Plant: 150/3/0 +50% Production, 2 Pollution [Factory] (Coal)
*Hospital: 120/2/0 Allows City Size Level 3
*Police Station: 100/1/0 Reduces War Weariness
*Airport: 160/2/0 Veteran Air Units, Allows Air Trade, 1 Pollution, Militaristic, Commercial
*Hydro Plant: 240/3/0 +50% Production, Must Be Near River [Factory]
Total: 6
The Industrial Era is the only Era that completely lacks a Culture Producing building or a Research Building, though it does introduce production increasing buildings and pollution created by buildings. Unfortunantly the Coal Plant and the Hydro Plant fill the same slot and a city can only have one power plant at a time, so the large number of power plants in Civ3 is something of a mystery since the game is far more abstract about virtually every other structure in the game.
Modern Era
*Mass Transit: 160/2/0 Removes Population Pollution (Rubber)
*Solar Plant: 320/3 +50% Production [Factory]
*SAM Missile Battery: 80/2/0 8 Air Power, Militaristic (Aluminum)
*Research Lab: 160/2/2 +50% Research Output [University]
*Recycling Center: 200/2/0 Reduces Building Pollution
*Nuclear Plant: 160/3/0 +100% Production, Must Be Near Water, Can Explode or Meltdown [Factory] (Uranium)
*Offshore Platform: 160/3/0 Increases Shields in Water, 2 Pollution
*Manufacturing Plant: 320/3/0 +50% Production [Factory]
Total: 8
Grand Total: 29
The modern era introduces ways to clean up the pollution you created in the Industrial Era, and it also gives you the ability to protect your cities form AirRaids, though once agin this era is heavy on the power plants for some unknown reason. This era has the second most amount of variety.
This is just some quick thoughts for now, but what i would like to know is what some of your strategist think about both the distribution of buildings and the relative value of each building
are their certain buildings that you rush to get? are there some building that you skip over altogether? what are the top five buildings in your opinion? how about the five worst buildings? does anyone have a particular build order that you feel is optimal?
lets get some discussion going