Buildings.mp2c

Below is a chart of every city improvement or "building" which you can make in the Multiplayer II Evolution (MP2) ruleset.
Graphics	Name 	CostUpkeep	RequirementObsolete by	More info
 	Airport 	120
3 	Radio
None 	Allows a city to make veteran air units and helicopters. Damaged air units which stay in town 1 full turn without moving are repaired. A city with an Airport can airlift one unit per turn (may vary with adjustable game server settings.)
 	Aqueduct 	60
2 	Construction
None 	Allows a city to grow larger than size 8. A Sewer System is required to grow past size 12.
* Allows Sewer System (with Sanitation).
 	Amphitheater 	60
4 	Construction
None 	Entertains citizens: three unhappy become content. (Four after Electricity.)
 	Bank 	80
2 	Banking
None 	With a Marketplace, a Bank increases the luxury and tax production in a city by 100%. Increases coinage rate to 2 gold per shield.
*Allows Stock Exchange (with Economics).
 	Barracks 	30
1 	Warrior Code
Gunpowder	Each new land unit built in the city gets +1 veteran status. Damaged land units which stay in town one full turn without moving are healed.
*Obsolete after Gunpowder.
 	Barracks II 	35
1 	Gunpowder
Mobile Warfare	Each new land unit built in the city gets +1 veteran status. Damaged land units which stay in town one full turn without moving are healed.
*Obsolete after Mobile Warfare.
 	Barracks III 	40
1 	Mobile Warfare
None 	Each new land unit made gets +1 veteran level. Land units which stay in town one full turn without moving are healed. When combined with Airport & Port Facility, Marines are made with +2 veteran levels.
 	Cathedral 	75
3 	Monotheism
None 	Makes 3 unhappy citizens content in a city. Theology increases the effect by +1. Communist government reduces the effect by -1.
*Requires a Temple.
 	City Walls 	65 / 75
0	Masonry
None 	City Walls triple the defense of units in a city when attacked by Land units. Bonus reduced if attacked by Catapult or the units to which it upgrades. Walls are ineffective against Air & Sea & Howitzers. City Walls prevent the loss of population when defending units lose in combat.
*Cost increases to 75 after discovery of Metallurgy.
*Odds of sabotage are halved.
 	Coal Plant 	120
4 	Refining
None 	Increases the effect of Factory & Mfg. Plant by +20% each. (Yields total of +70% production over base output for one of the above, and +140% for two of the above.) The extra production may generate more pollution. Each city may only use one Coal/Hydro/Nuclear/Fusion Plant.
*Sale price is 85% original value after a city has built a Hydro Plant or Nuclear Plant.
 	Coastal Defense 	65
2 	Gunpowder
None 	Doubles the defense of units within a city when defending against enemy ships.
 	Coinage 	-
0 	None
None 	Sets a city's shield production to generate gold for the treasury. Base rate is 1 shield = 1.5 gold.
 	Courthouse 	45
1 	Code of Laws
None 	Reduces corruption in a city by half. Makes 1 unhappy citizen content. Makes the revolt cost of the city 4 times higher. Gives +1 shield free unit upkeep. Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ -⅛ = ⅜) Reduces odds of hostile diplomatic actions by a raw 20%. Prevents Diplomats (not Spies) from establishing hostile embassy without first doing Ceasefire or Peace. Eliminates "tile penalties" in Despotism and Anarchy.
 	Ecclesiastical Palace	90 	Mysticism 	Turns a city into the "religious capital." Corruption in cities increases with distance from the closest capital (except in Communism.) Cost to incite revolt increases with proximity to a capital. Loss of the religious capital does not cause civil war or loss of spaceship. The religious capital has the same bonuses as a Palace, but the output bonus renders in gold instead of shields. In Theocracy, Zealots from this city get +1 vet level. This wonder allows instantly switching to Theocracy government if Theocracy tech is known. Conscription tech allows its city to produce one extra qualifying unit per turn.
 	Enrichment Facility 	
200
3 	Fusion Power 	
*Allows Hydrogen Bomb
*Allows Tactical Nuke
*Allows Doomsday Bomb
 	Factory 	140
4 	Industrialization
None	Increases the shield production in a city by 50%. This increase may contribute to pollution.
*Allows Mfg. Plant.
*Required to make Spaceship parts.
Allows one but not more of the following:
*Hydro Plant, Nuclear Plant, Coal Plant, Solar Plant.
 	Fortifications 	35
0 	Masonry
None 	• 1.5× defense for every unit in a City vs. Land attacks. Bonus reduced if attacked by Catapult or the units to which it upgrades. • Fortifications prevent population loss when a defending unit is killed.• Fortifications raise the terrain bonus +0.17 for {Flatlands, Swamp, Forest, Jungle} to {1.17×, 1.5×, 1.5×, 1.67×}, respectively. • Gives no bonus if City Walls are in place, except for the terrain bonus. • Cannot be destroyed by Siege Rams. • Fortifications can be sold for full price instead of half price after a city upgrades to City Walls. • Odds of sabotage are halved.
 	Granary 	35
1 	Pottery
None 	Stored food will be set to half full whenever a city starves or grows from hitting its grain ceiling. This helps a city grow faster and slow or prevent famine.
 	Harbour 	40
1 	Seafaring
None 	Gives +1 extra food resource on all Ocean tiles. A city needs to be coastal to have a Harbour.
 	Homeland Security 	30
0 	Literacy, Supreme Court
None	Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ -⅛ = ⅜) Reduces odds of hostile diplomatic actions by 20%. Cannot be sabotaged. Requires Supreme Court. 
 	Hydro Plant 	175
3 	Electronics
None 	Increases the effect of Factory & Mfg. Plant by +20% each. (Yields total of +70% production over base output for one of the above, and +140% for two of the above.) The extra production may generate more pollution, yet this plant also reduces pollution generated by production: Pollution is 25% less than a Coal Plant+Factory, and 50% less than a Coal Plant+Factory+Mfg Plant. A city can build a Hydro Plant if it is next to (or on) a River tile. Each city may only use one Coal/Hydro/Nuclear/Fusion Plant.
*If built and present, increases the sale price of Coal Plant from 50% to 85% original value.
 	Library 	60
1 	Writing
None 	Boosts the science output by 100% over base level.
* Allows University.
 	Marketplace 	60
0 	Currency
None 	Increases the luxury and tax output by 50%. Increase coinage rate to 1.75 gold per shield.
*Allows Bank.
 	Mass Transit 	60
2 	Mass Production
None 	Eliminates all pollution caused by Population. Increases trade in the city by +2
 	Manufacturing Plant 	220
6 	Robotics
None 	Together with a Factory, a Manufacturing Plant boosts production by 100%.
 	Nuclear Plant 	185
4 	Nuclear Power
None 	Increases the effect of Factory & Mfg. Plant by +30% each. (Yields total of +80% production over base output for one of the above, and +160% for two of the above.) The extra production may generate more pollution, yet this plant also reduces pollution generated by production: Pollution is 25% less than a Coal Plant+Factory, and 50% less than a Coal Plant+Factory+Mfg Plant. Each city may only use one Coal/Hydro/Nuclear/Fusion Plant.
* If built and present, increases the sale price of Coal Plant from 50% to 85% original value.
 	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 of your government. Corruption in other cities is based on distance from the capital, except in Democracy or Communism. Loss of the capital may result in civil war, and will lose any spaceship. A capital city receives a production bonus of +75% in Despotism, +50% in Monarchy, +25% in Communism; and +1 happy citizen in all governments. Theocratic capitals receive +50% gold bonus.
 	Police Station 	50
2 	Communism
None 	• Discontented citizens caused by military units or foreign nationals are reduced by two (three under Nationalism.) • Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ -⅛ = ⅜) • Reduces odds of hostile diplomatic actions by a raw 20%, except Investigate City. • Odds of Investigate City are halved except under Democracy. • Prevents enemies from establishing an embassy without first agreeing to Cease-fire, Armistice, or Peace. Gives +1 veteran level to diplomatic units.
* Cost reduced to 40 shields under Nationalism
 	Port Facility 	60
3 	Amphibious Warfare
None	The city will build veteran sea units. Damaged sea units which stay in town for one full turn without moving are repaired.
 	Recycling Center 	70
1 	Recycling
None 	Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. It increases production in the city by +2P.
 	Radar Tower 	55
0 	Radar
None 	Radar Towers use advanced technology to extend a city's vision approximately 6 tiles.
 	Research Lab 	120
3 	Computers
None 	With a Library, a Research Lab boosts science by 200%. With a Library and University, it boosts science by 450%.
 	SAM Battery 	80
2 	Rocketry
None 	2× defense for all units in the city when attacked by any Aircraft except Stealth or Missiles. 1.25× defense against Stealth air units.
 	SDI Defense 	140
4 	Laser
None 	Protects a city and up to 2 tiles distance from attacks by Nuclear units. A Nuclear unit attacking in range of SDI Defense is shot down and has no effect. Also, doubles city defense against Cruise missiles.
 	Sewer System 	80
2 	Sanitation
None 	Allows a city to grow beyond size 12. An Aqueduct is first required for a city to grow beyond size 8.
 	Solar Plant 	150
-3 	Environmentalism
None 	Adds a flat +20% to the base production in a city.
*Replaces production-pollution bonuses from other Power Plant types with a flat -75%
**If combined with a Recycling Center, production-pollution bonus is -90%.
*Supports 2 free shields of unit upkeep.
*May co-exist with one Coal / Hydro / Nuclear / Solar Plant.
*-3 upkeep supports 3 gold in building upkeep for free.
 	Space Component 	1000
0 	Plastics
None 	Space Components are either Propulsion or Fuel types. Each pair reduces your spaceship's travel time. You can build up to 8 pairs. The Apollo Program wonder must have been built by any player, and a factory must be in the city ordering the Component.
 	Space Module 	2000
0 	Superconductors
None 	There are three different types of Space Module:
*Habitation: Living space for 10,000.
*Life Support: provides food and water for one Habitation Module.
*Solar Panels: provides the energy needed for two other Modules.
You can build up to 4 Space Modules of each kind. The Apollo Program must be built first, and a factory must be in the city ordering the Module.
 	Space Structural 	500
0 	Space Flight
None 	Space Structurals form the base of the spaceship. Spaceship parts need to be connected to Structurals. You can build up to 32 Structurals.
The Apollo Program wonder must be built by any player, & a Factory in the city making the Structural.
 	Stock Exchange 	120
3 	Economics
None 	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%.
*After The Corporation, increases coinage rate to 2.25 gold per shield for non-Communists.
 	Super Highways 	120
3 	Automobile
None 	Increases trade resources by 50% on all tiles with roads or railroads. In size 12+ cities with an Airport, increases airlift capacity by +1
 	Supermarket 	80
3 	Refrigeration
None 	Increases the food output by 100% on each farmland tile used by the city. (Farmland is any tile which has been irrigated one more time after the discovery of Refrigeration.) If the city center tile lacks Farmland, it immediately gets +50% free bonus food if irrigable. City centers with farmland get the normal +100% bonus.
 	Temple 	30
1 	Ceremonial Burial
None	Makes 1 unhappy citizen content. Mysticism and the Oracle Wonder both double this effect. (With both, 4 citizens become content.)
 	Totem Pole 	30
1 	None
None 	Gives +2 luxury to a city. Before completing, allows saving shields into a building that can be selected after a first tech discovery.
Obsolete by：Temple, Ceremonial Burial
 	University 	120
3 	University
None 	Together with a Library, a University boosts science output by 250%.
*Allows Research Lab (with Computers).
 	Wind Plant 	60
-3 	Environmentalism
None	Adds a flat +5% to the base production in a city.
*Reduces pollution from production by a flat -10%, regardless of other bonuses.
*Supports 2 free shields of unit upkeep.
*-3 upkeep supports 3 gold in building upkeep for free.
*Can co-exist with any other type of Power Plant, and needs no Factory to be built.
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