Rating Landmark Buildings
Oct 11, 2017 23:56:34 GMT
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best75, burningwings, and 4 more like this
Post by soonerjbd on Oct 11, 2017 23:56:34 GMT
Having unlocked all Landmark Buildings some time ago and having completed all regular and hard scenarios and conquests through Cold War, I believe I am ready to rate the usefulness of the available city landmark upgrades.
A = Must have; build as early as possible
B = You want to build it, but it can wait if need be
C = Build only in specific circumstances or scenarios
D = Not worth the cost. Don’t bother
Broadcast Tower (Troops in city never lose morale): C
At first glance, this doesn’t seem like a building you would need very often, but if you are in a scenario where you are facing a general with Rumor, this can save your bacon.
National Monument (City HP increased 15 percent): D
Cities already get a lot of hit points, and you won’t be defending much anyway. The time when you would be most likely to use a defensive approach, early in conquests, also happens to be the time when you have the fewest resources to spare for city upgrades. Pass.
Trading Market (Economic output increased 25 percent): B-plus
Scenarios often won’t last long enough for you to even break even with this building, but the economic boost is excellent for conquests. The earlier you build it, the better.
Power Plant (Industrial output increased 25 percent): C
Industry is the resource you are least likely to run low on, at least until you start spamming missiles late-game.
Command Center (Rank of forces increased by one upon recruitment): B
Rank brings damage and defense bonuses. If you have a city where you expect to be churning out reinforcements, consider this improvement.
Fire Administration (City will not catch fire or suffer radiation damage): C
Both fire and radiation cause damage per turn, but the amount of damage caused is negligible, and you generally aren’t hanging around long enough for it to be an issue. It does have some use in scenarios where you will be defending.
Technology Center (Technology output increased 100 percent): A
Simply the best improvement in the game even with the huge nerf it took (used to be a flat 20 technology per turn). It is remarkably cheap, and technology is hard to come by early in both conquests and scenarios. In scenarios, you need this so you can build the high tech units you want for your generals. The same need exists in conquests, but it also brings another major benefit, helping you advance your tech level so you can build better factories and airports, missile silos and nuke facilities. Build this in turn one or two if possible.
Financial Center (Economic output increased 50 percent): B-plus
Better version of the Trading Market with the same caveat. It takes a while to get your investment back, so build early if you can or skip it in most scenarios, which don’t last long enough for it to pay off.
Industrial Center (Industrial output increased 50 percent): C
Same issue as power plant. High upfront cost for additional resources you likely won’t need.
Laser Radar (Increased range for air defenses): C-minus
You can permanently increase range of all air defenses in tech tree. There are few scenarios in which you need to defend units around your city from air attacks. Most air attacks will target the city itself.
Field Hospital (Unit in city gains 20 HP per round): B-plus
Combine this with an upgraded supply depot, and suddenly parking a unit for a few rounds to heal up makes a big difference. Try to wait and build it in a densely populated area so units won’t take forever to get back to the front line.
Space Center (Resource consumption reduced 20 percent when building missiles): C
How many missiles are you going to launch from any one city?
National Defense (City HP increased 35 percent): C-minus
Unless you have a scenario where a city is just besieged for many rounds, this is unnecessary.
Military Academy (Rank of recruited units increased by two): B
Decent boost for units you build in a city, but you need to put it somewhere you expect to be cranking out reinforcements.
Military Factory (Resource consumption reduced 15 percent when recruiting units): B-minus
Once again, you need to build a good number of units to make this worth the investment.
Underground Fort (Nuclear damage reduced 45 percent): B
Between this and missile defenses and tech upgrade for tanks, you can mitigate a lot of nuclear damage.
A = Must have; build as early as possible
B = You want to build it, but it can wait if need be
C = Build only in specific circumstances or scenarios
D = Not worth the cost. Don’t bother
Broadcast Tower (Troops in city never lose morale): C
At first glance, this doesn’t seem like a building you would need very often, but if you are in a scenario where you are facing a general with Rumor, this can save your bacon.
National Monument (City HP increased 15 percent): D
Cities already get a lot of hit points, and you won’t be defending much anyway. The time when you would be most likely to use a defensive approach, early in conquests, also happens to be the time when you have the fewest resources to spare for city upgrades. Pass.
Trading Market (Economic output increased 25 percent): B-plus
Scenarios often won’t last long enough for you to even break even with this building, but the economic boost is excellent for conquests. The earlier you build it, the better.
Power Plant (Industrial output increased 25 percent): C
Industry is the resource you are least likely to run low on, at least until you start spamming missiles late-game.
Command Center (Rank of forces increased by one upon recruitment): B
Rank brings damage and defense bonuses. If you have a city where you expect to be churning out reinforcements, consider this improvement.
Fire Administration (City will not catch fire or suffer radiation damage): C
Both fire and radiation cause damage per turn, but the amount of damage caused is negligible, and you generally aren’t hanging around long enough for it to be an issue. It does have some use in scenarios where you will be defending.
Technology Center (Technology output increased 100 percent): A
Simply the best improvement in the game even with the huge nerf it took (used to be a flat 20 technology per turn). It is remarkably cheap, and technology is hard to come by early in both conquests and scenarios. In scenarios, you need this so you can build the high tech units you want for your generals. The same need exists in conquests, but it also brings another major benefit, helping you advance your tech level so you can build better factories and airports, missile silos and nuke facilities. Build this in turn one or two if possible.
Financial Center (Economic output increased 50 percent): B-plus
Better version of the Trading Market with the same caveat. It takes a while to get your investment back, so build early if you can or skip it in most scenarios, which don’t last long enough for it to pay off.
Industrial Center (Industrial output increased 50 percent): C
Same issue as power plant. High upfront cost for additional resources you likely won’t need.
Laser Radar (Increased range for air defenses): C-minus
You can permanently increase range of all air defenses in tech tree. There are few scenarios in which you need to defend units around your city from air attacks. Most air attacks will target the city itself.
Field Hospital (Unit in city gains 20 HP per round): B-plus
Combine this with an upgraded supply depot, and suddenly parking a unit for a few rounds to heal up makes a big difference. Try to wait and build it in a densely populated area so units won’t take forever to get back to the front line.
Space Center (Resource consumption reduced 20 percent when building missiles): C
How many missiles are you going to launch from any one city?
National Defense (City HP increased 35 percent): C-minus
Unless you have a scenario where a city is just besieged for many rounds, this is unnecessary.
Military Academy (Rank of recruited units increased by two): B
Decent boost for units you build in a city, but you need to put it somewhere you expect to be cranking out reinforcements.
Military Factory (Resource consumption reduced 15 percent when recruiting units): B-minus
Once again, you need to build a good number of units to make this worth the investment.
Underground Fort (Nuclear damage reduced 45 percent): B
Between this and missile defenses and tech upgrade for tanks, you can mitigate a lot of nuclear damage.