Factory
Buildings & wondersIncrease a city's Production output for later development and military projects.

Unciv reference: prioritize broad science, production, culture, and core defense; reserve specialist investments for matching victory plans and enabled systems.
Explore the purpose, prerequisites and tradeoffs behind these options.
Increase a city's Production output for later development and military projects.
Provide an early culture source in a city.
Add science and culture in a city to support research.
Provide early ranged support for defense and land combat.
Only available <when religion is enabled>
Compare the base Production commitment of city-built units, buildings, and wonders.
Intercept air attacks and contest air and helicopter units.
Provide a unit specialized against armored forces.
Deliver long-range ranged attacks, especially against cities.
Deliver long-range air attacks against distant targets.
Provide fast mounted forces for maneuver and land combat.
Provide fast ranged attacks for early maneuvering.
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Luna-assisted choices across object families. Open an object to inspect its purpose, alternatives and material commitment.
Made at City production.
Add a substantial happiness source and a small culture contribution.
Connect water trade routes and improve Production from water resource tiles.
Give newly trained non-air units in one city the Morale promotion.
Add Gold and culture in an empire with Markets across its cities.
Carthage's Horseman replacement for mobile field combat.
Unlock construction of spaceship parts for a science victory plan.
Strengthen a city with a defensive building investment.
The Maya's early Archer replacement for ranged combat.
America's Bomber replacement for long-range air attacks.
Rome's Catapult replacement for attacks against cities.
Provide a strong ranged naval combat option.
4.22.13 · bundled Gods & Kings ruleset
Only explicit positive native cost fields become budgets. Buildings whose costs are inferred from technology columns remain reference objects. · Strategic resources allocate supply; required resources, civilization, technologies and copy limits remain conditions, not consumed craft materials.
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