Game Manual 2.0/Buildings catalog

Graphics	Name 	CostUpkeep	RequirementObsolete by	More info
 	Airport 	120
3 	Radio''
None'' 	Allows a city to produce veteran air units. Also, 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. 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.
 	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 ground 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 	Metallurgy''
None'' 	Increases the defence strength of units within a city by a factor of 2 when defending against bombardments from enemy ships.
 	Coinage 	999
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 halves the effective distance to the capital, for the purpose of calculating revolt cost.
 	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, Mountains, River).
* Allows Mfg. Plant (with Robotics).
* Allows Nuclear Plant (with Nuclear Power).
* Allows Power Plant (with Refining).
 	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.
 	Harbour 	40
1 	Seafaring''
None'' 	Gives one extra food resource on all Ocean squares. The city needs to be coastal to build this improvement.
 	Hydro Plant 	180
4 	Electronics''
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 75% production bonus, and a Factory, Mfg. Plant and Hydro Plant together give a 150% production bonus.
A city can only have one Hydro Plant, Power Plant, or Nuclear Plant.
A city can only build a Hydro Plant if it is next to (or on) a Mountain or River tile.
 	Library 	60
1 	Writing''
None'' 	Increases the science output in a city by 100%.
* Allows Research Lab (with Computers).
* Allows University (with University).
 	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''	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 75% production bonus, and a Factory, Mfg. Plant and Nuclear Plant together give a 150% production bonus.
A city can only have one Hydro Plant, Power Plant, or Nuclear Plant.
 	Offshore Platform	120
3 	Miniaturization''
None''	Adds 1 extra shield resource on all Ocean squares in 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 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.
 	Police Station 	50
2 	Communism''
None'' 	Reduces the unhappiness caused by military units outside the city by 2 under Democracy and 1 under Republic. 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 shield production of a Factory or Mfg. Plant in a city: a Factory and a Power Plant together give a 75% 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 Hydro Plant, Power Plant, or Nuclear Plant.
 	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 non-nuclear air units.
 	SDI Defense 	140
4 	Laser''
None'' 	Protects a city from attacks from Nuclear units. Nuclear attacks simply have no effect on the city. Also, doubles defence 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.
 	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.
 	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.
 	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.
 	Stock Exchange 	120
3 	Economics''
None'' 	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 squares with roads or railroads.
 	Supermarket 	80
3 	Refrigeration''
None''	Increases the food resources by 50% on each farmland square 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%.
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Freeciv version 2.0.0-beta3 - default ruleset
Buildings catalog