Buildings catalog

Graphics	Name 	CostUpkeep	RequirementObsolete by	More info
 	Airport 	120
3 	Radio
None 	Allows a city to produce veteran air units (including helicopters). Also, damaged air units (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.
 	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.
* Allows Sewer System (with Sanitation).
 	Bank 	80
2 	Banking
None 	Together with the Marketplace improvement, a Bank increases the luxury and tax production within a city by 100%.
* Allows Stock Exchange (with Economics).
 	Barracks 	30
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 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.
 	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.
* The discovery of Mobile Warfare will make Barracks II obsolete.
 	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.
 	Cathedral 	80
3 	Monotheism
None 	A Cathedral makes 3 unhappy citizens content in a city, making it easier to maintain order in that city. 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 the Temple building.
 	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.
 	Coastal Defense 	60
1 	Gunpowder
None 	Increases the defence strength of units within a city by a factor of 2 when defending against bombardments from enemy ships.
 	Coinage 	-
0 	None
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!).
 	Colosseum 	70
4 	Construction
None 	Entertains the citizens of a city, making 3 unhappy citizens content. (Four after the discovery of Electricity.)
 	Courthouse 	60
1 	Code of Laws
None 	Reduces the corruption and waste in a city by 50%. Under a Democracy, a Courthouse makes 1 unhappy citizen content. Also makes the revolt cost of the city 4 times bigger.
 	Factory 	140
4 	Industrialization
None	Increases the shield production in a city by 50%. This increase may also contribute significantly to pollution.
* 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 Spaceship parts (with their respective tech requirements).
 	Granary 	40
1 	Pottery
None 	The amount of stored food will be set to half full whenever a city with a Granary starves or grows from hitting its grain ceiling. This helps a city to grow faster and more easily withstand famine.
 	Harbour 	40
1 	Seafaring
None 	Gives one extra food resource on all Ocean tiles. The city needs to be coastal to build this improvement.
 	Hydro Plant 	180
4 	Electronics
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.
A city can only build a Hydro Plant if it is next to (or on) a River tile.
 	Library 	60
1 	Writing
None 	Increases the science output in a city by 100%.
* Allows University (with the University advance).
 	Marketplace 	60
0 	Currency
None 	Increases the luxury and tax output in a city by 50%.
* Allows Bank (with Banking).
 	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.
 	Mfg. Plant 	220
6 	Robotics
None 	Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%.
 	Nuclear Plant 	120
2 	Nuclear Power
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.
 	Offshore Platform	120
3 	Miniaturization
None 	Adds 1 extra shield resource on all Ocean tiles worked by a city. The city needs to be coastal to build this improvement.
 	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 [[Government#Communism|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.
 	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.
 	Port Facility 	60
3 	Amphibious Warfare
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.
 	Power Plant 	130
4 	Refining
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.
 	Recycling Center 	140
2 	Recycling
None 	Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%.
 	Research Lab 	120
3 	Computers
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%.
 	SAM Battery 	70
2 	Rocketry
None 	Doubles the defense of all units inside the city when attacked by aircraft (not including helicopters or missiles).
 	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.
 	Sewer System 	80
2 	Sanitation
None 	Allows a city to grow larger than size 12. An Aqueduct is first required for a city to grow larger than size 8.
 	Solar Plant 	320
4 	Environmentalism
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.
 	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, and a Factory in the city ordering the Component.
 	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, and a Factory in the city ordering the Module.
 	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, and a Factory in the city ordering the Structural.
 	Stock Exchange 	120
3 	Economics
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%.
 	Super Highways 	120
3 	Automobile
None 	Increases trade resources by 50% on all tiles with roads or railroads.
 	Supermarket 	80
3 	Refrigeration
None 	Increases the food resources by 50% on each farmland tile which is being used around the city. Farmland squares are those which have been irrigated a second time.
 	Temple 	30
1 	Ceremonial Burial
None	Makes one unhappy citizen content. Both the Mysticism advance and the Oracle wonder double this effect. With both Mysticism and the Oracle, 4 citizens are made content.
 	University 	120
3 	University
None 	Together with a Library, a University increases the science production of a city by 250%.
* Allows Research Lab (with Computers).
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Category:Catalogues