| Name | Cost Upkeep | Requirement Obsolete by | More info | |
|---|---|---|---|---|
| [[Image:b.airport.png]] | Airport | 120 3 |
Radio None |
Allows a city to produce veteran air units (including helicopters). Also, damaged air units (again, including helicopters) which stay in town for one full turn without moving are completely restored. Two cities with Airports can airlift one unit per turn. Airlifting instantly transports the unit from one city to another and will use all of the unit's movement points. A unit must have some movement points left to be airlifted. Requires you to have researched the Radio technology. |
| [[Image:b.aqueduct.png]] | Aqueduct | 60 2 |
Construction None |
Allows a city to grow larger than size 8. A Sewer System is also required for a city to grow larger than size 12. Requires you to have researched the Construction technology. Allows Sewer System (with Sanitation). |
| [[Image:b.bank.png]] | Bank | 80 2 |
Banking Marketplace None |
Together with the Marketplace improvement, a Bank increases the luxury and tax production within a city by 100%. Requires you to have researched the Banking technology. Requires the Marketplace building in the city. Allows Stock Exchange (with Economics). |
| [[Image:b.barracks_i.png]] | Barracks | 30 1 |
Gunpowder | With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. * The discovery of Gunpowder will make Barracks obsolete. |
| [[Image:b.barracks_ii.png]] | Barracks II | 30 1 |
Gunpowder Mobile Warfare |
With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. Requires you to have researched the Gunpowder technology. * The discovery of Mobile Warfare will make Barracks II obsolete. |
| [[Image:b.barracks_iii.png]] | Barracks III | 30 1 |
Mobile Warfare None |
With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. Requires you to have researched the Mobile Warfare technology. |
| [[Image:b.cathedral.png]] | Cathedral | 80 3 |
Monotheism Temple None |
A Cathedral makes 3 unhappy citizens content in a city, making it easier to maintain order in that city; however, it does not affect citizens made unhappy by military activity. The discovery of Theology increases the effect of a Cathedral, making an additional unhappy citizen content. The discovery of Communism lessens the effect of a Cathedral, reducing by one the number of unhappy citizens made content. Requires you to have researched the Monotheism technology. Requires the Temple building in the city. |
| [[Image:b.city_walls.png]] | City Walls | 60 0 |
Masonry None |
City Walls make it easier to defend a city. They triple the defence strength of units within the city against land and helicopter units. They are ineffective against airborne and sea units as well as Howitzers. City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit. Requires you to have researched the Masonry technology. |
| [[Image:b.coastal_defense.png]] | Coastal Defense | 60 1 |
Gunpowder Oceanic terrain None |
Increases the defence strength of units within a city by a factor of 2 when defending against bombardments from enemy ships. Requires you to have researched the Gunpowder technology. Requires Oceanic terrain class on an adjacent tile. |
| [[Image:b.colosseum.png]] | Colosseum | 70 4 |
Construction None |
Entertains the citizens of a city, making 3 unhappy citizens content. (Four after the discovery of Electricity.) However, it does not affect citizens made unhappy by military activity. Requires you to have researched the Construction technology. |
| [[Image:b.courthouse.png]] | Courthouse | 60 1 |
Code of Laws None |
Reduces the corruption in a city by 50%. Under a Democracy, a Courthouse also makes 1 unhappy citizen content (unless that citizen is unhappy about military activity). Also makes the revolt cost of the city 4 times bigger. Requires you to have researched the Code of Laws technology. |
| [[Image:b.factory.png]] | Factory | 140 4 |
Industrialization None |
Increases the shield production in a city by 50%. This increase may also contribute significantly to pollution. Requires you to have researched the Industrialization technology. Allows Hydro Plant (with Electronics, River). Allows Mfg. Plant (with Robotics). Allows Nuclear Plant (with Nuclear Power). Allows Power Plant (with Refining). Allows Solar Plant (with Environmentalism). Allows Space Component (with Plastics). Allows Space Module (with Superconductors). Allows Space Structural (with Space Flight). |
| [[Image:b.granary.png]] | Granary | 40 1 |
Pottery None |
The amount of stored food will be set to half full whenever a city with a Granary shrinks or grows. This helps a city to grow faster and more easily withstand famine. Requires you to have researched the Pottery technology. |
| [[Image:b.harbour.png]] | Harbour | 40 1 |
Seafaring Oceanic terrain None |
Gives one extra food resource on all Oceanic tiles. The city needs to be coastal to build this improvement. Requires you to have researched the Seafaring technology. Requires Oceanic terrain class on an adjacent tile. |
| [[Image:b.hydro_plant.png]] | Hydro Plant | 180 4 |
Electronics Factory River None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city, and also reduces the amount of pollution generated by that production. A Hydro Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements, while giving pollution only 75% of the equivalent combination with a Power Plant; a Hydro Plant, Factory, and Mfg. Plant together give a 150% production bonus with pollution only 50% of the equivalent combination with a Power Plant. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires you to have researched the Electronics technology. Requires the Factory building in the city. Requires the River terrain special on the tile or an adjacent tile. |
| [[Image:b.library.png]] | Library | 60 1 |
Writing None |
Increases the science output in a city by 100%. Requires you to have researched the Writing technology. Allows University (with University). |
| [[Image:b.marketplace.png]] | Marketplace | 60 0 |
Currency None |
Increases the luxury and tax output in a city by 50%. Requires you to have researched the Currency technology. Allows Bank (with Banking). |
| [[Image:b.mass_transit.png]] | Mass Transit | 120 4 |
Mass Production None |
Neutralizes the pollution generated by the population. The population simply has no effect on the pollution generated in the city. Requires you to have researched the Mass Production technology. |
| [[Image:b.mfg_plant.png]] | Mfg. Plant | 220 6 |
Robotics Factory None |
Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%. Requires you to have researched the Robotics technology. Requires the Factory building in the city. |
| [[Image:b.nuclear_plant.png]] | Nuclear Plant | 120 2 |
Nuclear Power Factory None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city, and also reduces the amount of pollution generated by that production. A Nuclear Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements, while giving pollution only 75% of the equivalent combination with a Power Plant; a Nuclear Plant, Factory, and Mfg. Plant together give a 150% production bonus with pollution only 50% of the equivalent combination with a Power Plant. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires you to have researched the Nuclear Power technology. Requires the Factory building in the city. |
| [[Image:b.offshore_platform.png]] | Offshore Platform | 120 3 |
Miniaturization Oceanic terrain None |
Adds 1 extra shield resource on all Oceanic tiles worked by a city. The city needs to be coastal to build this improvement. Requires you to have researched the Miniaturization technology. Requires Oceanic terrain class on an adjacent tile. |
| [[Image:b.palace.png]] | Palace | 70 0 |
Masonry None |
Makes a city the capital and the center of your government. Corruption in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. The cost of inciting a revolt in a city also depends upon the city's distance from the capital (under all forms of government). Take good care of your capital, as its loss may result in your empire plunging into civil war. Losing your current palace also results in losing whatever spaceship you might have. Under Despotism the city containing the palace gains a +75% production bonus, and under Monarchy a +50% production bonus. Requires you to have researched the Masonry technology. |
| [[Image:b.police_station.png]] | Police Station | 50 2 |
Communism None |
Reduces the unhappiness caused by aggressively deployed military units owned by the city by 2 under Democracy and 1 under Republic -- in other words, it neutralises the unhappiness caused by a single military unit. This improvement has no effect under other governments. Requires you to have researched the Communism technology. |
| [[Image:b.port_facility.png]] | Port Facility | 60 3 |
Amphibious Warfare Oceanic terrain None |
Allows a city to build veteran sea units. Also, damaged sea units which stay in town for one full turn without moving are completely restored. Requires you to have researched the Amphibious Warfare technology. Requires Oceanic terrain class on an adjacent tile. |
| [[Image:b.power_plant.png]] | Power Plant | 130 4 |
Refining Factory None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city. A Power Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements; a Power Plant, Factory, and Mfg. Plant together give a 150% production bonus. The extra production may lead to the city generating more pollution. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires you to have researched the Refining technology. Requires the Factory building in the city. |
| [[Image:b.recycling_center.png]] | Recycling Center | 140 2 |
Recycling None |
Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. Requires you to have researched the Recycling technology. |
| [[Image:b.research_lab.png]] | Research Lab | 120 3 |
Computers University None |
Together with a Library, a Research Lab increases the science production of a city by 200%. Together with a Library and a University, a Research Lab increases the science production of a city by 450%. Requires you to have researched the Computers technology. Requires the University building in the city. |
| [[Image:b.sam_battery.png]] | SAM Battery | 70 2 |
Rocketry None |
Doubles the defense of all units inside the city when attacked by aircraft (not including helicopters or missiles). Requires you to have researched the Rocketry technology. |
| [[Image:b.sdi_defense.png]] | SDI Defense | 140 4 |
Laser None |
Protects a city and its environs (up to 2 tiles away) from attacks by Nuclear units. A Nuclear unit attacking a city with SDI Defense, or attacking a unit (or deliberately exploded) within range, is shot down and simply has no effect. Also, doubles defence for units in the city against non-nuclear missiles. Requires you to have researched the Laser technology. |
| [[Image:b.sewer_system.png]] | Sewer System | 80 2 |
Sanitation Aqueduct None |
Allows a city to grow larger than size 12. An Aqueduct is first required for a city to grow larger than size 8. Requires you to have researched the Sanitation technology. Requires the Aqueduct building in the city. |
| [[Image:b.solar_plant.png]] | Solar Plant | 320 4 |
Environmentalism Factory None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city, and also greatly reduces the amount of pollution generated by that production. A Solar Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements, while giving pollution only 50% of the equivalent combination with a Power Plant; a Solar Plant, Factory, and Mfg. Plant together give a 150% production bonus, and eliminates all pollution generated by production in that city. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires you to have researched the Environmentalism technology. Requires the Factory building in the city. |
| [[Image:b.space_component.png]] | Space Component | 160 0 |
Plastics Factory None |
Space Components can be differentiated into Propulsion and Fuel Components. Each pair of them reduces your spaceship's travel time. You can build up to 8 pairs. Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player. Requires you to have researched the Plastics technology. Requires the Factory building in the city. |
| [[Image:b.space_modules.png]] | Space Module | 320 0 |
Superconductors Factory None |
Space Modules are the most expensive parts of spaceships. There are three different types of Space Module: - Habitation Module: provides living space for 10,000 people. - Life Support Module: provides food and water for the population of one Habitation Module. - Solar Panels: provides the energy needed for any two of the other Modules. You can build up to 4 Space Modules of each kind. Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player. Requires you to have researched the Superconductors technology. Requires the Factory building in the city. |
| [[Image:b.space_structural.png]] | Space Structural | 80 0 |
Space Flight Factory None |
Space Structurals form the base of your spaceship. All other spaceship parts need to be connected to Structurals in order to function. You can build up to 32 Space Structurals. Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player. Requires you to have researched the Space Flight technology. Requires the Factory building in the city. |
| [[Image:b.stock_exchange.png]] | Stock Exchange | 120 3 |
Economics Bank None |
Together with a Bank, a Stock Exchange boosts tax and luxury production in a city by 50%. Together with a Marketplace and a Bank, a Stock Exchange boosts tax and luxury production in a city by 150%. Requires you to have researched the Economics technology. Requires the Bank building in the city. |
| [[Image:b.super_highways.png]] | Super Highways | 120 3 |
Automobile None |
Increases trade resources by 50% on all tiles with roads or railroads. Requires you to have researched the Automobile technology. |
| [[Image:b.supermarket.png]] | Supermarket | 80 3 |
Refrigeration None |
Increases the food resources by 50% on each farmland tile which is being used around the city. Farmland tiles are those which have been irrigated a second time. Requires you to have researched the Refrigeration technology. |
| [[Image:b.temple.png]] | Temple | 30 1 |
Ceremonial Burial None |
Makes one unhappy citizen content. The Mysticism advance doubles this effect. With both Mysticism and the Oracle, 4 citizens are made content. Does not affect citizens made unhappy by military activity. Requires you to have researched the Ceremonial Burial technology. Allows Cathedral (with Monotheism). |
| [[Image:b.university.png]] | University | 120 3 |
University Library None |
Together with a Library, a University increases the science production of a city by 250%. Requires you to have researched the University technology. Requires the Library building in the city. Allows Research Lab (with Computers). |
| [[Image:b.capitalization.png]] | Coinage | 999 0 |
None | This is not a normal improvement. Instead, setting a city's production to Coinage means its shield production is converted to tax output (money, coins!). |