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Buildings By Level
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You begin the game with the Colonial House, which will help you start your campaign to control local cities.
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The Market is the basic card-drawing building in the game, and will be useful from beginning to end.
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A Shipyard built early in the game will allow you to start shipping to other regions while providing a cultural boost.
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The Workshop gives your empire a strong early boost in its industrial ability, opening up new building options.
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Building a Bank will boost your financial score and help your workforce to rotate smoothly.
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A Barracks is the key to early dominance of cities, especially in the important starting region.
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The Guild Hall offers interesting flexibility between shipping to regions and drawing from them.
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Docks are a good step up from a Shipyard, as they allow you to both Ship and Occupy in the same turn.
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A Fortress will give you a small political gain, and lets you Occupy empty cities or Attack occupied ones.
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Building a Theater will provide a great cultural increase to your empire that will attract population.
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A Cartographer will provide you with the nautical knowledge to perform two Ship actions on one turn.
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Building a Trade Office improves upon the Market by letting you Draw twice from a region in a single turn
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A University contributes to the glory of your empire, scoring valuable points at the end of the game.
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The Exchange improves your finances and also lets you perform Payments on other buildings.
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Building a Museum will be a cultural boost for you, and will let you perform Payments on other buildings.
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A strong Parliament grants good political power, and lets you perform Payments on other buildings.
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