Augmented modpack: buildings

Augmented2 ruleset modpack - city improvements
Unique wonders are described separately:
 Augmented modpack: small wonders and Augmented modpack: great wonders
NameCostUpkeepRequirementObsolete byMore info
Tribe Hut
100
no City HallBronze Working
New settlements that build the Tribe Hut can produce Tribe units. The Tribe Hut gives improved tile production when in Tribalism goverment (no tile penalty). You can replace Tribe Hut with City Hall to increase town influence/vision radius, but at the expense of Tribe Hut bonus.
Prevented by City Hall in the city.
* The discovery of Bronze Working will make Tribe Hut obsolete.
* The presence of City Hall in the city will make Tribe Hut obsolete.
* Allows Tribe (with None).
Amusement Park
1004
Mass EntertainmentCulture 3800None
Increase luxury output of a city by 50% 
+1 Culture Point/turn.
Requires knowledge of the technology Mass Entertainment.
Requires your nation to have culture of at least 3800.
Amphitheater
603
DramaCulture 500None
Entertains the citizens of a city by adding 3 luxury points. The discovery of Cinematography reduces the luxury bonus to 2 points.
+1Culture Point/turn (additional one if Shakespeare's Theatre exists)
Requires knowledge of the technology Drama.
Requires your nation to have culture of at least 500.
Airport
1203
RadarNone
Airports allow a city to produce veteran air units (including helicopters and missiles). Damaged air units which stay in town for one full turn without moving are completely restored.
Two cities with Airports can airlift one unit per turn (including aircraft). 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, and cannot carry cargo.
Airport increases the city vision radius.
Requires knowledge of the technology Radar.
* Allows Jetliner (with Space Flight).
Aqueduct
601
ConstructionIrrigationno Riverno LakeNone
Allows a city to grow larger than size 8. See Sewer System.
These larger cities enjoy increased defense (+50%) against both land and sea units, however such large settlements have a small risk of fire, which can destroy buildings in the city.
Starting at size 5, growing cities incur an increasing risk of plague due to overcrowding. An Aqueduct reduces that base chance by 10%.
Building an Aqueduct in a city without adjancent tile access to a lake or river requires knowledge of Construction and at least one irrigated tile within city radius. These Aqueducts cost more to build and maintain.
Requires knowledge of the technology Construction.
Requires Irrigation on the tile or an adjacent tile.
Prevented by River on the tile or any adjacent tile.
Prevented by Lake on the tile or any adjacent tile.
Aqueduct, Lake
200
LakeCarpentryNone
Allows a city to grow larger than size 8. See Sewer System.
These larger cities enjoy increased defense (+50%) against both land and sea units, however such large settlements have a small risk of fire, which can destroy buildings in the city.
Starting at size 5, growing cities incur an increasing risk of plague due to overcrowding. An Aqueduct reduces that base chance by 10%.
Aqueducts in cities with adjacent tile access to a lake require no special technology and are cheap to build and maintain.
Requires Lake on the tile or an adjacent tile.
Requires knowledge of the technology Carpentry.
Aqueduct, River
200
Riverno LakeCarpentryNone
Allows a city to grow larger than size 8. See Sewer System.
These larger cities enjoy increased defense (+50%) against both land and sea units, however such large settlements have a small risk of fire, which can destroy buildings in the city.
Starting at size 5, growing cities incur an increasing risk of plague due to overcrowding. An Aqueduct reduces that base chance by 10%.
Aqueducts in cities with adjacent tile access to a river require no special technology and are cheap to build and maintain.
Requires River on the tile or an adjacent tile.
Prevented by Lake on the tile or any adjacent tile.
Requires knowledge of the technology Carpentry.
Bank
802
BankingMarketplaceNone
A Bank increases the tax output in a city by an additional 50%.
Requires knowledge of the technology Banking.
Requires Marketplace in the city.
* Allows Stock Exchange (with Economics and City Hall).
Infantry Barracks I
251
Leather TanningMetallurgy
With an Infantry Barracks I, each new melee Infantry unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged infantry units which stay in town for one full turn without moving are completely restored.
New reconnaissance (small land) units will have Recruit status, which gives an attack and defense bonus of 25%.
Requires knowledge of the technology Leather Tanning.
* The discovery of Metallurgy will make Infantry Barracks I obsolete.
* The presence of Infantry Barracks II in the city will make Infantry Barracks I obsolete.
Infantry Barracks II
402
GunpowderNone
With an Infantry Barracks II, each new Infantry unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged infantry and recon. units which stay in town for one full turn without moving are completely restored.
New reconnaissance (small land) units will have Recruit status, which gives an attack and defense bonus of 25%.
If the Saltpeter strategic resource is located within range of the city's vision radius, the construction of Infantry Barracks II gives an additional 2 trade income.
Requires knowledge of the technology Gunpowder.
Stables Barracks
402
Saddle StirrupMobile Warfare
With a Stables Barracks, each new cavalry (horse based) unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged cavalry units which stay in town for one full turn without moving are completely restored.
If the Horse strategic resource is located within range of the city's working radius, the construction of Stables Barracks gives an additional 2 trade income.
In case of Absolutism, also Chariots built in Stables Barracks would gain Veteran status.
Requires knowledge of the technology Saddle Stirrup.
* The discovery of Mobile Warfare will make Stables Barracks obsolete.
* The presence of Workshop Barracks in the city will make Stables Barracks obsolete.
Workshop Barracks
603
Mobile WarfareOil RefineryNone
With a Workshop Barracks, each new motorized/wheeled unit built in a city will automatically have Recruit status, which means that its attack and defense strengths are increased by 25% (this effect is cumulative with Ecole Speciale Militaire or DARPA bonus) Damaged Cavalry, Wheeled or Big Land units which stay in town for one full turn without moving are completely restored.
Requires knowledge of the technology Mobile Warfare.
Requires Oil Refinery in the city.
Mahout Barracks
302
JainismJungleTactics
With this improvement, mahouts (kornaks) can train elephants to be more efficient in combat. Each new Elephant unit built in a city with Mahout Barracks and at least one Jungle tile around, will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged Elephant units which stay in town for one full turn without moving are completely restored.
If the Elephant strategic resource is located within range of the city's work radius, the construction of Mahout Barracks gives an additional 2 trade points from this tile.
Requires knowledge of the technology Jainism.
Requires Jungle on a tile within the city radius.
* The discovery of Tactics will make Mahout Barracks obsolete.
* The presence of Workshop Barracks in the city will make Mahout Barracks obsolete.
Bunkers
802
ConcreteNone
The Bunkers fortification makes it easier to defend a city. They add a 100% bonus to the intrinsic defense strength of units within the city against bombs, missiles and land units (including plunging fire artillery), but are ineffective against airborne and sea units. Bunkers also prevent the loss of population which occurs when a defending unit is defeated, except of attack performed by Air units. Unlike City Walls, Bunkers do not restrict city growth.
Requires knowledge of the technology Concrete.
* Prevents City Walls.
* Prevents Palisade.
Cathedral
803
TheologyChurchCulture 2900no Templeno MosqueNone
A Cathedral makes 3 unhappy citizens content in a city. The addition of Michelangelo's Chapel (ally great wonder) increases the number of unhappy to content citizens to 6 (e.g. doubles the effect of Cathedral). This makes it easier to maintain order in that city, however it does not affect citizens made unhappy by aggression. The addition of J.S. Bach's Cathedral (small wonder) brings 2 additional luxury points, except when in Communism government.
+2 Culture Points/turn (additional one if Michelangelo's Chapel exists).
Requires knowledge of the technology Theology.
Requires Church in the city.
Requires your nation to have culture of at least 2900.
Prevented by Temple in the city (unless it is obsolete).
Prevented by Mosque in the city.
* Allows Ecclesiastical Palace (with Theology, Church, and Culture 3200 but no Angkor Wat, Forbidden City, Sultan Palace, Osaka Castle, or Palace).
* Allows J.S. Bach's Cathedral (with Theology and Culture 4800 but no Temple, Mosque, Kaaba, Leshan Buddha Statue, Golden Temple, Temple of City God, or Kyoto Fushimi Inari).
* Prevents Statue of Zeus.
* Prevents Kaaba.
* Prevents Kyoto Fushimi Inari.
* Prevents Mausoleum of Mausolos.
Cement Plant
1203
ConcreteRailway StationFactoryMountainsno Research LabNone
With a Railway Station present, the Cement Plant increases overall city production by 50%, adds an extra 2 trade points for each coal mine, and 2 shield points for each mine in mountains or desert without resources.
 This facility increases significantly the rate of pollution caused by production.
With sufficient shield production, cities with a Cement Plant can produce up to two units each turn, but only a single unit of types which cost population.
Note: Cement Plant requires mountains within city range and cannot be built in a city, where the Research Lab is located.
Requires knowledge of the technology Concrete.
Requires Railway Station in the city.
Requires Factory in the city.
Requires Mountains on a tile within the city radius.
Prevented by Research Lab in the city.
* Prevents Research Lab.
City Hall
300
Agricultural FarmingNone
Small towns that build a City Hall start acting like a city and gain a larger vision radius when the city grows to size 5 or above. See Airport.
Requires knowledge of the technology Agricultural Farming.
* Prevents Tribe Hut.
* Allows Madrasa (with Fundamentalism, Mosque, and Culture 2400).
* Allows Stock Exchange (with Economics and Bank).
* Allows University (with University, Library, and Culture 3400).
* Allows Warfare Museum (with University and Culture 4000).
Church
402
ChristianityCulture 1000no Mosqueno Monk Monasteryno Temple of City GodNone
Makes 2 unhappy citizens content. Does not affect citizens made unhappy by aggression. Knowledge of Theology increases the effect of a Church, making an additional unhappy citizen content, except under Communism.
+1 Culture Point/turn.
Requires knowledge of the technology Christianity.
Requires your nation to have culture of at least 1000.
Prevented by Mosque in the city.
Prevented by Monk Monastery in the city (unless it is obsolete).
Prevented by Temple of City God in the city.
* Allows Cathedral (with Theology and Culture 2900 but no Temple or Mosque).
* Prevents Mosque.
* Prevents Shrine Torii.
* Prevents Temple.
* Allows Ecclesiastical Palace (with Theology, Cathedral, and Culture 3200 but no Angkor Wat, Forbidden City, Sultan Palace, Osaka Castle, or Palace).
* Prevents Monk Monastery.
* Prevents Statue of Zeus.
* Prevents Kaaba.
* Prevents Kyoto Fushimi Inari.
* Prevents Mausoleum of Mausolos.
* Allows Michelangelo's Chapel (with Christianity and Culture 3800 but no Temple, Mosque, Kaaba, Leshan Buddha Statue, Golden Temple, Temple of City God, Taj Mahal, or Kyoto Fushimi Inari).
* Prevents Taj Mahal.
City Walls
600
Masonryno BunkersNone
City Walls make it easier to defend a city. They add a 100% bonus to the intrinsic defense strength of units within the city against land units (that is a two-thirds increase for small cities, or a one-half increase for cities larger than size 8), but are ineffective against airborne, sea units or plunging fire artillery. City Walls also prevent the loss of population which occurs when a defending unit is defeated, except of attacks performed by Air units or plunging fire artillery.
City Walls need to be dismantled to allow city growth beyond size of 48. For larger cities use Bunkers.
Increases the vision range of the occupied city.
Requires knowledge of the technology Masonry.
Prevented by Bunkers in the city.
* The presence of Bunkers in the city will make City Walls obsolete.
* Prevents Palisade.
* Allows Forbidden City (with Confucianism, Temple, and Culture 3400 but no Ecclesiastical Palace, Angkor Wat, Sultan Palace, Osaka Castle, or Palace).
* Allows Western Wall (with Monotheism but no Colossus or Kaaba).
Coastal Defense
601
MetallurgyOceanic terrainNone
Coastal Defense gives a 100% bonus to the intrinsic defense strength of units within a city when defending against enemy ships or turrets. For small cities the defense strength is doubled by this improvement and for cities larger than size 8 it is increased by two-thirds.
Requires knowledge of the technology Metallurgy.
Requires Oceanic terrain on the tile or an adjacent tile.
Courthouse
601
Code of LawsCulture 200None
The Courthouse halves corruption and production waste in a city. In your capital or second capital, together with Post Office, corruption and waste is eliminated.
Courthouse makes one unhappy citizen content (unless that citizen is unhappy about military activity), and makes the revolt cost of the city 4 times larger.
Additional unhappy citizen content with Slavery Abolition for city ruled by Republic, Federation or Democracy.
Food waste is halved in city ruled by Despotism (and eliminated entirely with Granary and Windmill/Watermill/Supermarket).
Requires knowledge of the technology Code of Laws.
Requires your nation to have culture of at least 200.
* Allows Slavery Abolition (with Egalitarianism and Culture 3500).
Factory
1403
IndustrializationNone
A Factory increases the shield production in a city by 25%. With the addition of an electrical plant (of any kind) the shield production increases an additional 25% (for a total of 50% improvement).
This increase in production may contribute significantly to pollution.
The health of Turrets is instantly regenerated in a city with Factory or Port Facility.
Requires knowledge of the technology Industrialization.
* Allows Cement Plant (with Concrete, Railway Station, and Mountains but no Research Lab).
* Allows Hydro Plant (with Turbine and River).
* Allows Mfg. Plant (with Plastics).
* Allows Nuclear Plant (with Nuclear Power).
* Allows Power Plant (with Electricity).
* Allows Solar Plant (with Environmentalism).
* Allows Space Component (with Fusion Power, University, Research Lab, and Space Lift).
* Allows Space Module (with Environmentalism, University, Research Lab, and Space Lift).
* Allows Space Structural (with Nanotechnology, University, Research Lab, and Space Lift).
* Allows Steel Mill (with Steel, Railway Station, and Coal but no Research Lab).
* Allows Massachusetts Institute of Technology (with Electronics, Library, and Culture 6300).
* Allows Hoover Dam (with Offshore Exploration and River).
* Allows 5 Years Plan (with Communism and Culture 5200).
* Allows Trade Union (with Labor Union and Culture 4100).
Fire Station
401
ElectricityWater TreatmentNone
Fire Station reduce risk and results of Fire and Industrial Accident disasters.
This improvement is mandatory for cities above size 48. 
Requires knowledge of the technology Electricity.
Requires Water Treatment in the city.
Granary
401
PotteryNone
The Granary decreases food waste in the city as it grows. When any small city grows or shrinks, 10 food points are saved instead of wasted. This helps cities to grow faster and more easily withstand famine. With a Granary this benefit is extended to cities of size 4 and above. Ten food points is half of what a small city needs to grow, but more points are needed for later growth steps.
A Granary also halves the food wasted in cities far from your capital. Together with a Windmill/Watermill/Supermarket it eliminates food waste, except of Despotism where Courthouse is also required.
TIP1: To maximize the speed with which a city grows, you should build a Granary before it grows larger than size 4.
TIP2: Granary is mandatory for Rapture growth under First Republic, Direct Democracy or Legalism governments.
Requires knowledge of the technology Pottery.
Harbor
401
Seafaring"Sea" terrainno Port FacilityNone
Building a Harbor gives one extra food resource on shallow Ocean tiles, but not Lakes. The city needs to be coastal (e.g. adjacent to Ocean tiles) to build this improvement. City with Lighthouse gain extra food also from Deep Ocean tiles.
All ships are repaired 50% faster in a city where Harbor exits.
In case of Thalassocracy goverment, any new Sea unit built in a city with Harbor have Veteran status.
Tip: Port Facility is an improved version of the Harbor.
Requires knowledge of the technology Seafaring.
Requires terrain with the "Sea" flag on the tile or an adjacent tile.
Prevented by Port Facility in the city.
* The presence of Port Facility in the city will make Harbor obsolete.
Hospital
902
BiotechnologyNone
A Hospital reduces the chance of plaque in the city by 30%. The effect increases an additional 10-20% (depend on Welfare Policy) if Pasteur Institute (small wonder) exists.
Damaged Infantry and Small Land units recover 50% faster (not cumulative with Barracks).
Requires knowledge of the technology Biotechnology.
* Allows Mobile X-ray (with Radioactivity and Culture 4200).
Hydro Plant
1804
TurbineFactoryRiverNone
Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.
However, a Hydro Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Center. Pollution is reduced further for the player who owns the Hoover Dam (small wonder). A Hydro Plant's effect is the same as that of a Nuclear Plant; with the Hoover Dam, its effect is increased to that of a Solar Plant.
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.
Requires knowledge of the technology Turbine.
Requires Factory in the city.
Requires River on the tile or an adjacent tile.
Lazaretto
601
MedicineGenetic Engineering
The Lazaretto isolates ill people and therefore reduces chance of plaque by 20% (30% if player have Thermal Bath small wonder).
Requires knowledge of the technology Medicine.
* The discovery of Genetic Engineering will make Lazaretto obsolete.
* The presence of Hospital in the city will make Lazaretto obsolete.
Library
602
WritingCulture 100None
Increases the science output in a city by 75%, or 150% once the Great Library (great wonder) has been built by any player.
+1Culture Point/turn (additional one with player's Atlantic Telegraph Company).
Requires knowledge of the technology Writing.
Requires your nation to have culture of at least 100.
* Allows University (with University, City Hall, and Culture 3400).
* Allows Massachusetts Institute of Technology (with Electronics, Factory, and Culture 6300).
* Allows Great Library (with Paper Making and Culture 1550).
Madrasa
902
FundamentalismMosqueCity HallCulture 2400None
Increases the science output in a city by an additional 25%, regardless of government form.
The total bonus is 100% if a Library is present.
If Taj Mahal (great wonder) was build by allied player, each Madrasa makes one unhappy citizen content (does not affect citizens made unhappy by aggression)
+1 Culture Point/turn.
Requires knowledge of the technology Fundamentalism.
Requires Mosque in the city.
Requires City Hall in the city.
Requires your nation to have culture of at least 2400.
* Allows Sultan Palace (with Sunnism, Mosque, and Culture 3900 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Osaka Castle, or Palace).
Manufacture
801
Craft GuildsThe Corporation
The Manufacture is an early age form of a factory and increases the shield production in a city by 25%. With a desert mine (without resources) the shield increase is 50% and add an additional trade point for each coal mine within city's vision radius.
This increase in production may slightly contribute to pollution. A Manufacture also increases the pollution caused by the population of the city.
Requires knowledge of the technology Craft Guilds.
* The discovery of The Corporation will make Manufacture obsolete.
* The presence of Power Plant in the city will make Manufacture obsolete.
Marketplace
600
CurrencyNone
A Marketplace increases the trade output in a city by 50%.
Requires knowledge of the technology Currency.
* Allows Bank (with Banking).
* Allows Supermarket (with Refrigeration).
* Allows Yasir (with Slave Trade).
Mass Transit
1202
Mass ProductionRailway StationNone
A Mass Transit reduces the pollution generated by the population in a city by 50%. This city improvement counteracts the additional pollution associated with any two other buildings.
Mass Transit, together with Railway Station, increases city workable and vision radius.
Requires knowledge of the technology Mass Production.
Requires Railway Station in the city.
Mfg. Plant
2204
PlasticsFactoryNone
The Manufacturing Plant increases the shield production in a city by an additional 25%, or 50% with an electrical plant of any kind in the same city. This effect is cumulative with that of a Factory.
With sufficient shield production, cities with a Mfg. Plant can produce up to two units each turn, but only a single unit of types which cost population.
This increase in shield production will contribute significantly to pollution
A Manufacturing Plant also has a small risk of suffering an industrial accident, which can lead to pollution and reduce the city's population.
Requires knowledge of the technology Plastics.
Requires Factory in the city.
Mosque
401
IslamCulture 1600no Churchno Monk Monasteryno Temple of City GodNone
A Mosque makes 2 unhappy citizen content (3 with Madrasa and allied Taj Mahal wonder). Together with allied Kaaba, Mosque makes also content 0...2 citizen unhappy due to aggression, depending on Religious Orthodoxy policy settings.
+1 Culture Point/turn.
Requires knowledge of the technology Islam.
Requires your nation to have culture of at least 1600.
Prevented by Church in the city.
Prevented by Monk Monastery in the city (unless it is obsolete).
Prevented by Temple of City God in the city.
* Prevents Cathedral.
* Prevents Church.
* Allows Madrasa (with Fundamentalism, City Hall, and Culture 2400).
* Prevents Shrine Torii.
* Prevents Temple.
* Allows Sultan Palace (with Sunnism, Madrasa, and Culture 3900 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Osaka Castle, or Palace).
* Prevents J.S. Bach's Cathedral.
* Prevents King Richard's Crusade.
* Prevents Monk Monastery.
* Prevents Statue of Zeus.
* Allows Kaaba (with Islam and Desert but no Temple, Church, Cathedral, Michelangelo's Chapel, J.S. Bach's Cathedral, King Richard's Crusade, Kyoto Fushimi Inari, Colossus, or Western Wall).
* Prevents Kyoto Fushimi Inari.
* Prevents Mausoleum of Mausolos.
* Prevents Michelangelo's Chapel.
* Allows Taj Mahal (with Shiism and Culture 2800 but no Temple, Church, Michelangelo's Chapel, King Richard's Crusade, or Temple of City God).
Nuclear Plant
2403
Nuclear PowerFactoryNone
Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.
However, a Nuclear Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Center. See Hydro Plant.
A Nuclear Plant has a small risk of suffering a nuclear accident, which can lead to fallout and reduce the city's population.
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.
Nuclear Plant is required to produce nuclear units. Any tile with Uranium strategic resource within city's radius with Nuclear Plant would yields an additional 2 trade points.
Requires knowledge of the technology Nuclear Power.
Requires Factory in the city.
* Allows Atomic Bomb (with Nuclear Fission).
* Allows Nuclear (with Advanced Rocketry).
Offshore Platform
1203
Offshore ExplorationOil RefineryOceanic terrainNone
With an Offshore Platform every Ocean, Deep Ocean (with Oil Platform), or Lake tile (except those with Fish/Whale resources) worked by the city yields one extra shield resource. The city needs to be next to a water tile and have Oil Refinery in order to build this improvement.
Offshore Platforms also increase the pollution caused by the population of the city.
Requires knowledge of the technology Offshore Exploration.
Requires Oil Refinery in the city.
Requires Oceanic terrain on the tile or an adjacent tile.
Oil Refinery
1904
RefiningNone
Oil Refinery increases the overall city production by 25%; doubles production from oil wells and adds an extra 4 trade points for each oil field with oil well (providing cheap upkeep). An Oil Refinery is also required for building of the Offshore Platform and gain additional production from Oil Wells.
There is a small additional risk of pollution.
Requires knowledge of the technology Refining.
* Allows Workshop Barracks (with Mobile Warfare).
* Allows Offshore Platform (with Offshore Exploration and Oceanic terrain).
Palisade
301
Forestryno City Wallsno BunkersConcrete
Palisade adds a +50% bonus to the intrinsic defense strength of units within the city against land units (and additional 50% in case of Horse units), but is ineffective against airborne, sea units, turrets or plunging fire artillery. Unlike City Walls, Palisade does not prevent the loss of population which occurs when a defending unit is defeated by a land unit. Wooden Palisades need upkeep to be renovated or rebuilt, but unlike City Walls, doesn't constrain city growth.
Requires knowledge of the technology Forestry.
Prevented by City Walls in the city (unless it is obsolete).
Prevented by Bunkers in the city.
* The discovery of Concrete will make Palisade obsolete.
* The presence of City Walls in the city will make Palisade obsolete.
Police Station
502
SocialismNone
In case of Democracy, Republic or Federation, a Police Station neutralizes any unhappiness caused by one military unit in its city. For all governments, it also makes 1 unhappy citizen content provided they are not unhappy about aggression. Celebrating cities ruled by Fascism get additional shield production from each tile already producing shields.
Requires knowledge of the technology Socialism.
Port Facility
602
Offshore ExplorationOceanic terrainNone
Port Facility gives one extra food resource on all Ocean or Deep Ocean tiles, but not Lakes. The city needs to be coastal (e.g. adjacent to Ocean or Deep Ocean tiles) to build this improvement.
Port Facility allows a city to build veteran navy units. Also, damaged sea units and turets which stay in town for one full turn without moving are completely restored.
Together with supermarket, increases the tax output in a city by 25% 
(not cumulative with Railway Station).
Increase city workable radius (not cumulative with Mass Transit or Eiffel Tower)
Requires knowledge of the technology Offshore Exploration.
Requires Oceanic terrain on the tile or an adjacent tile.
* Prevents Harbor.
Power Plant
1304
ElectricityFactoryNone
Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.
Power plant adds 2 trade points for each coal mine within city radius.
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.
Requires knowledge of the technology Electricity.
Requires Factory in the city.
Post Office
400
ElectromagnetismNone
Post Office allow additional traderoute to this city, if Logistics advance is known to the player.
This improvement decrease production waste by 20% by istelf, and together with Courthouse, decrease both trade corruption and waste by 70%. 
Requires knowledge of the technology Electromagnetism.
* Allows Atlantic Telegraph Company (with Radio).
Recycling Center
1402
RecyclingNone
Building a Recycling Center reduces the amount of pollution generated by shield production in a city by 50%. With the addition of either a Nuclear Plant, Hydro Plant, or Solar Plant the pollution is reduced by an additional 25%.
Together with Sewer System, Recycling Center reduces also amount of pollution generated by the population in the city by 20%
Requires knowledge of the technology Recycling.
Railway Station
1202
RailroadNone
Railway Station, together with a railroaded tile, is required- to increase food productivity of tiles with special resources,which already produce food (wheat, bison, rice, fruit etc., without mine)
 - to increase productivity and additional trade from coal mines and iron mines (together with Steel Mill, Cement or Power Plant).
Together with Supermarket, increases the tax output in a city by 25%.
Required to produce any trains units and provide fast regeneration of train units.
Requires knowledge of the technology Railroad.
* Allows Cement Plant (with Concrete, Factory, and Mountains but no Research Lab).
* Allows Mass Transit (with Mass Production).
* Allows Steel Mill (with Steel, Factory, and Coal but no Research Lab).
* Allows Train (with Railroad).
* Allows Armoured Train (with Railroad).
Research Lab
1204
MiniaturizationUniversityno Steel Millno Cement PlantCulture 5500None
Increases the science output in a city by an additional 75%, or by 150% once the Internet great wonder has been built by any player and Computers advance is known by player.
The total bonus is 225% if a Library, a University and a Research Lab are all present in the same city, increasing to 400% once the Isaac Newton's College (great wonder), Massachusetts Institute of Technology (small wonder) and the Internet (great wonder) have all been built.
Research Lab requires a clean environment and cannot be established in a city, where Steel Mill or Cement Plant is working.
+2 Culture Points/turn (additional one with player's Large Hadron Collider).
Requires knowledge of the technology Miniaturization.
Requires University in the city.
Prevented by Steel Mill in the city.
Prevented by Cement Plant in the city.
Requires your nation to have culture of at least 5500.
* Prevents Cement Plant.
* Allows Space Component (with Fusion Power, Factory, University, and Space Lift).
* Allows Space Module (with Environmentalism, Factory, University, and Space Lift).
* Allows Space Structural (with Nanotechnology, Factory, University, and Space Lift).
* Prevents Steel Mill.
* Allows DARPA (with Computers and Culture 8500).
* Allows Fusion Plant (with Fusion Power).
* Allows Global Positioning System (with Satellite System, Apollo Program, and Culture 9500).
* Allows Space Lift (with Nanotechnology, Apollo Program, and Culture 18500).
* Allows Apollo Program (with Space Flight and Culture 12000).
* Allows Internet (with Robotics, DARPA, and Culture 10500).
River Embankments
501
ConcreteRiverSewer SystemNone
River embankments eliminate totally any risk of the Flood disaster in city adjacent to tile with river, also in case of coastal city with river, risk and results of Tsunami disasters are substancially reduced.
Additionally, riverside boulevard make one unhappy citizen content (except of unhappiness caused by militry units), if there is no pollution around city.
Requires knowledge of the technology Concrete.
Requires River on the tile or an adjacent tile.
Requires Sewer System in the city.
Sacred Cairn
150
ShamanismTheology
Shamanistic rituals around Sacred Cairn encourage local society to live in harsh conditions. Any Tundra tile will give additional food, and one unhappy citizens would become content.
Requires knowledge of the technology Shamanism.
* The presence of Temple in the city will make Sacred Cairn obsolete.
* The presence of Church in the city will make Sacred Cairn obsolete.
* The presence of Mosque in the city will make Sacred Cairn obsolete.
* The discovery of Theology will make Sacred Cairn obsolete.
SAM Battery
903
RocketryNone
Doubles the intrinsic defense strength of units within a city when defending against aircraft (including helicopters).
Also protect against the loss of population which occurs when a defending unit is defeated by an airborne unit (except of Missiles)
Requires knowledge of the technology Rocketry.
SDI Defense
1804
LaserNone
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, has a 75% chance to be shot down. Also, doubles the intrinsic defense strength of units in the city when defending against conventional missiles.
Requires knowledge of the technology Laser.
Sewer System
802
SanitationSize 9None
Together with an Aqueducts (or Water Treatment), allows a city to grow larger than size 16, (Water Treatment required to grow beyond 24) and further reduces the chance of a plague (by 20% of the base chance).
Together with Recycling Center reduces amount of pollution generated by the population in the city by 20%
Requires knowledge of the technology Sanitation.
Requires a minimum city size of 9.
* Allows River Embankments (with Concrete and River).
Shrine Torii
150
ShintoTempleCulture 1300no Churchno MosqueNone
Temple improvement: make additional 1 unhappy citizen content. Not cumulative with Temple of Artemis (small wonder) or Temple of City God (small wonder), but cumulative with Golden Temple (great wonder). If allied player founded Kyoto Fushimi Inari (great wonder), up to two additional content citizens are happy, depending on Religious Orthodoxy policy settings, and 1 Culture Point is earned each turn.
Requires knowledge of the technology Shinto.
Requires Temple in the city (and not yet obsolete).
Requires your nation to have culture of at least 1300.
Prevented by Church in the city.
Prevented by Mosque in the city.
* Allows Osaka Castle (with Shogunate, Temple, and Culture 2800 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Sultan Palace, or Palace).
* Allows Kyoto Fushimi Inari (with Bushido, Temple, and Culture 3800 but no Church, Cathedral, Mosque, Kaaba, King Richard's Crusade, Michelangelo's Chapel, J.S. Bach's Cathedral, Temple of City God, or Taj Mahal).
Solar Plant
3204
EnvironmentalismFactoryNone
Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.
A Solar Plant also reduces the pollution associated with shield production to 25% of its normal value, or eliminates it entirely in combination with a Recycling Center.
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.
Requires knowledge of the technology Environmentalism.
Requires Factory in the city.
Space Component
3500
Fusion PowerFactoryUniversityResearch LabSpace LiftNone
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 Fusion Power.
Requires Factory in the city.
Requires University in the city.
Requires Research Lab in the city.
Requires Space Lift in the city.
Space Module
7000
EnvironmentalismFactoryUniversityResearch LabSpace LiftNone
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 Environmentalism.
Requires Factory in the city.
Requires University in the city.
Requires Research Lab in the city.
Requires Space Lift in the city.
Space Structural
2000
NanotechnologyFactoryUniversityResearch LabSpace LiftNone
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 and Space Lift must to be built in your city.
Requires knowledge of the technology Nanotechnology.
Requires Factory in the city.
Requires University in the city.
Requires Research Lab in the city.
Requires Space Lift in the city.
Steel Mill
1904
SteelRailway StationFactoryCoalno Research LabNone
Steel Mill increases overall city production twice, production from iron mines by 50%and add extra 4 trade point for each coal mine (i.e. cheap upkeep).
Railway station in city and railroads on mine tiles are necessary to gain above effects.
This facility increase substantially rate of pollution caused by production.
With sufficient shield production, cities with a Steel Mill can produce up to two units each turn (but only single units of types which cost population).
Note: Steel Mill require Iron resource within city range and cannot be built in a city, where Research Lab is located.
Requires knowledge of the technology Steel.
Requires Railway Station in the city.
Requires Factory in the city.
Requires Coal on a tile within the city radius.
Prevented by Research Lab in the city.
* Prevents Research Lab.
Stock Exchange
1203
EconomicsBankCity HallNone
Increases tax output in a city by an additional 50%, 100% total with Bank (except under a Communist government). 
Additionally, together with Super Highways, increase city trade by 25% (regardless of government). 
Requires knowledge of the technology Economics.
Requires Bank in the city.
Requires City Hall in the city.
* Allows A.Smith's Trading Co. (with Economics and Culture 4500).
Super Highways
1203
LogisticsNone
Each tile around the city with highways and without farmland, that is already generating some trade, produces one extra trade resource. The same applies to the city center tile (even if it is receiving a farmland bonus).
Together with the Stock Exchange, also increase overall city Trade by an additional 25%.
Super Highways also increase the pollution caused by the population of the city.
Requires knowledge of the technology Logistics.
Supermarket
803
RefrigerationMarketplaceNone
Halves food waste in the city and add 1 food and 1 shield to the city center.
Together with Railway Station or Port Facility, increases the tax output in a city by 25%.
Requires knowledge of the technology Refrigeration.
Requires Marketplace in the city.
Temple
301
Ceremonial Burialno Churchno MosqueNone
Makes one unhappy citizen content. The Mysticism advance doubles this effect (except under a Communist government). With both Mysticism and the Temple of Artemis, 4 citizens are made content (3 under Communism). Does not affect citizens made unhappy by aggression.
Shrine Torii, Temple of City God or Golden Temple also make additional unhappy citizen content, but not cumulative with Temple of Artemis.
+1 Culture Point/turn.
Requires knowledge of the technology Ceremonial Burial.
Prevented by Church in the city.
Prevented by Mosque in the city.
* The presence of Mosque in the city will make Temple obsolete.
* Prevents Cathedral.
* Allows Shrine Torii (with Shinto and Culture 1300 but no Church or Mosque).
* Allows Forbidden City (with Confucianism, City Walls, and Culture 3400 but no Ecclesiastical Palace, Angkor Wat, Sultan Palace, Osaka Castle, or Palace).
* Prevents J.S. Bach's Cathedral.
* Allows Khajuraho Temple (with Jainism and Culture 3100 but no Kaaba, Michelangelo's Chapel, or J.S. Bach's Cathedral).
* Prevents King Richard's Crusade.
* Allows Monk Monastery (with Vedism and Culture 1800 but no Church or Mosque).
* Allows Temple of Artemis (with Mysticism and Culture 180).
* Allows Temple of City God (with Legalism and Culture 2700).
* Allows Angkor Wat (with Hinduism and Culture 2800 but no Ecclesiastical Palace, Forbidden City, Sultan Palace, Osaka Castle, or Palace).
* Allows Osaka Castle (with Shogunate, Shrine Torii, and Culture 2800 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Sultan Palace, or Palace).
* Allows Golden Temple (with Sikhism and Culture 4500).
* Prevents Kaaba.
* Allows Kyoto Fushimi Inari (with Bushido, Shrine Torii, and Culture 3800 but no Church, Cathedral, Mosque, Kaaba, King Richard's Crusade, Michelangelo's Chapel, J.S. Bach's Cathedral, Temple of City God, or Taj Mahal).
* Allows Mausoleum of Mausolos (with Ceremonial Burial but no Church, Cathedral, or Mosque).
* Prevents Michelangelo's Chapel.
* Prevents Taj Mahal.
* Allows Leshan Buddha Statue (with Buddhism and Culture 2200).
Textille Mill
1002
MachineryRiverPlastics
Increase the shield production from forests by 50%, additionally generate additional revenue from tiles with Silk resources (i.e. cheap upkeep). 
 
This increase in production may contribute slightly to pollution.
Textille Mill use water power, therefore can't be built in a city without access to a river. 
Requires knowledge of the technology Machinery.
Requires River on the tile or an adjacent tile.
* The discovery of Plastics will make Textille Mill obsolete.
* The presence of Mfg. Plant in the city will make Textille Mill obsolete.
Theatre Stage
804
TheatreCulture 3900None
Entertains the citizens of a city, adding 2 luxury points. (4 after the discovery of Cinematography.) 
+2 Culture Points/turn.
Requires knowledge of the technology Theatre.
Requires your nation to have culture of at least 3900.
Water Treatment
601
IndustrializationNone
Water treatment facilities allows a city to grow larger than size 8 (can be used instead of aqueduct) and is required for growth beyond size 24, further reduces the chance of a plague (by 20% of the base chance).
Requires knowledge of the technology Industrialization.
* Allows Fire Station (with Electricity).
Watchtower
200
Glass WorkingNone
Increase vision range of the city.
Requires knowledge of the technology Glass Working.
Watermill
201
The WheelRiverno WindmillNone
Water wheel can drive machinery or millstones. Such improvement add 1 food and 1 shield to the city center and halves food waste.
Watermill use water power, therefore can't be built in a city without access to a river. 
Requires knowledge of the technology The Wheel.
Requires River on the tile or an adjacent tile.
Prevented by Windmill in the city (unless it is obsolete).
* The presence of Supermarket in the city will make Watermill obsolete.
* Prevents Windmill.
Windmill
151
The Wheelno WatermillNone
Windmill uses power of wind to grind grains. Such improvement halves food waste (entirely eliminates food waste together with Granary).
Requires knowledge of the technology The Wheel.
Prevented by Watermill in the city (unless it is obsolete).
* The presence of Supermarket in the city will make Windmill obsolete.
* Prevents Watermill.
University
1203
UniversityLibraryCity HallCulture 3400None
Increases the science output in a city by an additional 75%, or by 150% once Isaac Newton's College has been built by any player.
Notice: under Fundamentalism government, University output is dimnished to 25% (or 100% with Isaac Newton College).
+2 Culture Points/turn (additional one with player's Pasteur Institute).
Requires knowledge of the technology University.
Requires Library in the city.
Requires City Hall in the city.
Requires your nation to have culture of at least 3400.
* Allows Research Lab (with Miniaturization and Culture 5500 but no Steel Mill or Cement Plant).
* Allows Space Component (with Fusion Power, Factory, Research Lab, and Space Lift).
* Allows Space Module (with Environmentalism, Factory, Research Lab, and Space Lift).
* Allows Space Structural (with Nanotechnology, Factory, Research Lab, and Space Lift).
* Allows Isaac Newton's College (with Theory of Gravity and Culture 5700).
* Allows Pasteur Institute (with Biology and Culture 4300).
Yasir
901
Slave TradeMarketplaceEngineering
Yasir was a name of a place, where slaves were bought or sold.
With this building, cheap slave labor can be obtained and used as workers or migrants.
Additionally, city where Yasir is located, would get 25% more gold (not valid for Republic or Democracy), but additional unhapinnes would be generated for city with Yasir.
Slavery Abolition wonder builded by owner, or United Nation wonder builded by any player, will obsolete this building.
Requires knowledge of the technology Slave Trade.
Requires Marketplace in the city.
* The presence of Slavery Abolition in the city will make Yasir obsolete.
* The presence of United Nations in the city will make Yasir obsolete.
* The discovery of Engineering will make Yasir obsolete.
* Allows Slave (with Slave Trade).