Freeciv 3.1.1 buildings help (Civ2 ruleset)

NameCost
Upkeep
Requirement
Obsolete by
More info
Airport 160
3
Radio

None
Allows a city to produce veteran air units (including helicopters and missiles). 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 knowledge of the technology Radio.

Aqueduct 80
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 knowledge of the technology Construction. * Allows Sewer System (with Sanitation).

Bank 120
3
Banking
Marketplace

None
Together with the Marketplace improvement, a Bank increases the luxury and tax production within a city by 100%. Requires knowledge of the technology Banking. Requires Marketplace in the city. * Allows Stock Exchange (with Economics).

Barracks 40
1
None

Gunpowder
With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defense 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.

Barracks II 40
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 defense strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. Requires knowledge of the technology Gunpowder. * The discovery of Mobile Warfare will make Barracks II obsolete.

Barracks III 40
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 defense strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. Requires knowledge of the technology Mobile Warfare.

Cathedral 120
3
Monotheism

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 knowledge of the technology Monotheism.

City Walls 80
0
Masonry

None
City Walls make it easier to defend a city. They triple the defense 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 knowledge of the technology Masonry.

Coastal Defense 80
1
Metallurgy
Oceanic terrain

None
Increases the defense strength of units within a city by a factor of 2 when defending against bombardments from enemy ships. Requires knowledge of the technology Metallurgy. Requires Oceanic terrain on the tile or an adjacent tile.

Colosseum 100
4
Construction

None
Entertains the citizens of a city, making 3 unhappy citizens content. (Four after the discovery of Electronics.) However, it does not affect citizens made unhappy by military activity. Requires knowledge of the technology Construction.

Courthouse 80
1
Code of Laws

None
Reduces the corruption and waste in a city by 50%, and makes the revolt cost of the city 4 times bigger. (These effects are redundant in your capital city.) Under a Democracy, a Courthouse also makes 1 unhappy citizen content (unless that citizen is unhappy about military activity). Requires knowledge of the technology Code of Laws.

Factory 200
4
Industrialization

None
Increases the shield production in a city by 50%. This increase may also contribute significantly to pollution. Requires knowledge of the technology Industrialization. * Allows Hydro Plant (with Electronics and River). * Allows Mfg. Plant (with Robotics). * Allows Nuclear Plant (with Nuclear Power). * Allows Power Plant (with Refining). * Allows Solar Plant (with Environmentalism).

Granary 60
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 knowledge of the technology Pottery.

Harbor 60
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 knowledge of the technology Seafaring. Requires Oceanic terrain on the tile or an adjacent tile.

Hydro Plant 240
4
Electronics
River
Factory

None
Reduces the amount of pollution generated by production in a city by 50%. It also increases the shield production of a Factory or Mfg. Plant in the city: a Factory and a Hydro Plant together give a 100% production bonus, and a Factory, Mfg. Plant and Hydro Plant together give a 150% production bonus. A city can only have one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant. A city can only build a Hydro Plant if it is next to (or on) a River tile. Requires knowledge of the technology Electronics. Requires River on the tile or an adjacent tile. Requires Factory in the city.

Library 80
1
Writing

None
Increases the science output in a city by 50%. Requires knowledge of the technology Writing. * Allows University (with University).

Marketplace 80
1
Currency

None
Increases the luxury and tax output in a city by 50%. Requires knowledge of the technology Currency. * Allows Bank (with Banking).

Mass Transit 160
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 knowledge of the technology Mass Production.

Mfg. Plant 320
6
Robotics
Factory

None
Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%. A Manufacturing Plant on its own increases shield production by 50%. Requires knowledge of the technology Robotics. Requires Factory in the city.

Nuclear Plant 160
2
Nuclear Power
Factory

None
Reduces the amount of pollution generated by production in a city by 50%. It also increases the shield production of a Factory or Mfg. Plant in the city: a Factory and a Nuclear Plant together give a 100% production bonus, and a Factory, Mfg. Plant and Nuclear Plant together give a 150% production bonus. A city can only have one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant. Requires knowledge of the technology Nuclear Power. Requires Factory in the city.

Offshore Platform 160
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 knowledge of the technology Miniaturization. Requires Oceanic terrain on the tile or an adjacent tile.

Palace 100
0
Masonry

None
Makes a city the capital and the center of your government. Corruption and waste in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. On top of this, corruption and waste in your capital itself is half of what it would otherwise be (as if it had a Courthouse). The cost to enemy Diplomats and Spies of inciting a revolt in a city also depends upon the city's distance from the capital (under all forms of government). Your capital city itself cannot be incited to revolt, and enjoys a bonus when enemy agents try to evade your own agents stationed in the city, or sabotage your buildings. 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. If the capital is in a dangerous location, or a more central capital would give a better corruption distribution, you can move your palace by rebuilding it in another city. Requires knowledge of the technology Masonry. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it impossible to do the action 'Incite a Revolt' to its city. * Makes it impossible to do the action 'Incite a Revolt and Escape' to its city. * All players start with this improvement in their first city. * If you lose the city containing this improvement, it will be rebuilt for free in another of your cities (if the 'savepalace' server setting is enabled).

Police Station 60
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 neutralizes the unhappiness caused by a single military unit. This improvement has no effect under other governments. Requires knowledge of the technology Communism.

Port Facility 80
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 knowledge of the technology Amphibious Warfare. Requires Oceanic terrain on the tile or an adjacent tile.

Power Plant 160
4
Refining
Factory

None
Increases the shield production of a Factory or Mfg. Plant in a city: a Factory and a Power Plant together give a 100% production bonus, and a Factory, Mfg. Plant and Power Plant together give a 150% production bonus. The extra production may lead to the city generating more pollution. A city can only have one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant. Requires knowledge of the technology Refining. Requires Factory in the city.

Recycling Center 200
2
Recycling

None
Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. Requires knowledge of the technology Recycling.

Research Lab 160
3
Computers
University

None
Together with a Library, a Research Lab increases the science production of a city by 100%. Together with a Library and a University, a Research Lab increases the science production of a city by 150%. Requires knowledge of the technology Computers. Requires University in the city.

SAM Battery 100
2
Rocketry

None
Doubles the defense of all units inside the city when attacked by aircraft (not including helicopters or missiles). Requires knowledge of the technology Rocketry.

SDI Defense 200
4
Laser

None
Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defense, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect. Also, doubles defense for units in the city against non-nuclear missiles. Requires knowledge of the technology Laser.

Sewer System 120
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 knowledge of the technology Sanitation. Requires Aqueduct in the city.

Solar Plant 320
4
Environmentalism
Factory

None
Eliminates all pollution generated by production in a city. It also increases the shield production of a Factory or Mfg. Plant in the city: a Factory and a Solar Plant together give a 100% production bonus, and a Factory, Mfg. Plant and Solar Plant together give a 150% production bonus. A city can only have one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant. Requires knowledge of the technology Environmentalism. Requires Factory in the city.

Space Component 160
0
Plastics

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 knowledge of the technology Plastics.

Space Module 320
0
Superconductors

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 knowledge of the technology Superconductors.

Space Structural 80
0
Space Flight

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 knowledge of the technology Space Flight.

Stock Exchange 160
4
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 knowledge of the technology Economics. Requires Bank in the city.

Super Highways 160
3
Automobile

None
Increases trade resources by 50% on all tiles with roads or railroads. Requires knowledge of the technology Automobile.

Supermarket 120
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 knowledge of the technology Refrigeration.

Temple 40
1
Ceremonial Burial

None
Makes one unhappy citizen content. The Mysticism advance doubles this effect, as does Oracle wonder. With both Mysticism and the Oracle, 4 citizens are made content. Does not affect citizens made unhappy by military activity. Requires knowledge of the technology Ceremonial Burial.

University 160
3
University
Library

None
Together with a Library, a University increases the science production of a city by 100%. Requires knowledge of the technology University. Requires Library in the city. * Allows Research Lab (with Computers).

Capitalization 999
0
The Corporation

None
This is not a normal improvement. Instead, setting a city's production to Capitalization means its shield production is converted to tax output (money). Requires knowledge of the technology The Corporation.