Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also, nothing seems to cost building modules, but I can live with that...
Building modules are required for some buildings in metropolis cities (cult/cap/sciense specialization)
if im starved i will choce what i lack if not i will optimise a bit more?
Also, like health, energy is something one needs to be looking at towards the late game. It's easy, if you're doing it right, to get a lot of energy per turn and think you're doing well but then towards the end, you're building buildings that are 25 energy per turn each. That drains you really fast. I found that in the mid-game, if you're doing well with energy, bump up your research and culture to a higher level to use up that excess energy. Then you can lower your tax level back to normal when you need the energy to build building that will give you better bonuses and free buildings to boot.