Gunboat Empires
One-time Construction (Build) Costs and Per-turn Consumption Rates
Used for Game #5

[ Military Builds ] [ Economic Builds ]
[ Research & Development ] [ Improvements ] [ Consumption Rates ]
[ Rules of Play ] [ Gunboat Empires Home Page ] [ Game #5 Home Page ]
 
Military Build Costs (per unit)
Military Unit SP  RP Gold
Light Infantry25050500
Heavy Infantry400100500
Mechanized Infantry *4001501200
Tank *5002001200
Panzer *7502001200
Biplane *15050250
Fighter *3001501000
Bomber *3001501000
Jet Fighter *4002501500
Jet Bomber *4002501500
Escort Fleet25050800
Battleship5001001000
Dreadnought *7502001500
Aircraft Carrier *6001501500
Type 1 Submarine *300100500
Type 2 Submarine *400200800
Merchant Fleet30050800
Sealift Capacity30050500
Notes:
  • Army and Air Force units may only be built in regions with depots.
  • One depot is required per air or army unit.
  • Naval units may only be built in regions with shipyards.
  • One shipyard is required per naval unit.
  • If you salvage a unit, 30% of the SP and RP costs will be returned to your stockpile.
  • * Indicates that you must develop a technology before building this type of unit.
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Economic Build Costs (per facility)
Economic Facility SP  RP  Gold 
Light Industry200100700
Mine200100700
Energy Plant200100700
Farm200100700
Heavy Industry10002502500
Research Lab5001501000
Air/Army Depot1501001000
Naval Shipyard1501001000
Notes:
  • One unemployed Population Unit is required per facility in the build location.
  • If you salvage a facility, 30% of the SP and RP costs will be returned to your stockpile.
  • Shipyards may only be built in coastal land regions.
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Research & Development Costs
Development NameDevelopment CostsPrerequisites
 SP  RP GoldDevelopment(s)BTech
Special Forces5005001500 75
Large Artillery50010002000 75
Combustion Engine100010004000 75
Army General Staff50015004000 100
Biplanes5005002000Combustion Engine150
Coastal Submarines50010002000Combustion Engine150
Public Schools100020006000 150
Coal-to-Oil Conversion50010002500Combustion Engine250
Assembly Line150030006000 350
Marines5005001000 400
Tanks100010004000Combustion Engine400
Underway Replenishment100020004000Coal-to-Oil Conversion450
Convoys5005001000 500
Oil Tankers50010002000Coal-to-Oil Conversion600
Mass Production350065008000Combustion Engine
Assembly Line
650
Radio50015004000 700
Cinemas400050009000 800
Military Industrial Complex100015002500Mass Production900
Airplanes80015002500Biplanes1000
National College150020004000Public Schools1100
Naval Air100010004000Oil Tankers
Airplanes
1200
Business Schools100020005000National College1250
Advanced Submarines100015002500Type 1 Submarines1300
Logistics10005002500Business Schools1350
Espionage5005005000Radio1400
Combined Arms200040006000 Large Artillery
Army General Staff
Tanks
Airplanes
1500
Radar5005001500Radio1600
Fertilizers100010005000 1700
Mechanization150020004000Tanks1750
National Highways300040008000Mechanization1800
Universal Suffrage500060008000 1850
Recycling50010003000 1900
Jet Engine150020005000Airplanes1950
Computers500070009000National College
Radio
2000
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Improvement Costs (per point)
Category SP  RP Gold
Light Industrial Efficiency25150500
Mining Production Efficiency25150500
Energy Production Efficiency25150500
Food Production Efficiency503001000
Agricultural Production Efficiency503001000
Heavy Industrial Efficiency1006002000
Research Laboratory Efficiency503001000
Army Efficiency5050300
Air Force/Naval Efficiency5050300
BTECH Level102020
Notes:
  • BTech may not be raised more than 99 points each turn.
  • Other improvements may be raised up to 10 points each turn.
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Consumption Costs (per facility per turn)
Facility LP  MP  EP  FP  AP  SP  RP 
Light Industry0500101510
Mine1000501510
Energy Plant1050001510
Farm0550101010
Heavy Industry070604030030
Research Lab80200010100
Air/Army Depot10100100100
Navy Shipyard10100100100
Population Unit1057500
Notes:
  • Military units do not consume any resources after their initial build cost.

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