Rulesets/3.1/alien-04

=Freeciv 3.1.0-beta3 buildings help (Alien World)=
NameCostUpkeepRequirementObsolete byMore info
Antigrav Port
1401
Commercial Antigravity
----
None
Allows one unit airlift from and to city, increased to three once Low-Level Orbit is known.
Requires knowledge of the technology Commercial Antigravity.
Archive
801
Data Storage
----
None
Increases the science production of a city by 75%.
Requires knowledge of the technology Data Storage.
Basic Infrastructure
300
None
----
None
Basic Infrastructure to the city. This improvement has no maintenance, and cannot be sabotaged by enemy Stealth Spy.
Without this improvement city cannot grow bigger than size 2.
* All players start with this improvement in their first city.
Bunker
1201
Underground HabitatLand terrain
----
None
Revolt cannot be incited in a city with bunker.
Requires knowledge of the technology Underground Habitat.
Requires Land terrain on the tile.
* Makes it impossible to do the action 'Incite a Revolt' to its city.
Central Mine
1001
MiningLand terrain
----
None
City center tile produces three extra shields.
Requires knowledge of the technology Mining.
Requires Land terrain on the tile.
Cyberpart Factory
700
Cybermodules
----
None
Increases the tax output in a city by 75%.
Requires knowledge of the technology Cybermodules.
Factory
801
Manufacturing
----
None
Factory produces spare parts for two units removing their production upkeep.
Requires knowledge of the technology Manufacturing.
Filter
1201
High-Tech FilteringOceanic terrain
----
None
Filter System gets 1 extra food and 1 extra production from each oceanic tile.
Requires knowledge of the technology High-Tech Filtering.
Requires Oceanic terrain on the tile or an adjacent tile.
Force Walls
801
City Defense
----
None
Force Walls doubles city defense against all kind of attacks. Bonus is increased to 150% when Strong Force technology is known.
Requires knowledge of the technology City Defense.
Headquarters
800
None
----
None
Headquarters building marks city as your capital. City with headquarters is also safe from enemy's incite revolt attacks.
* 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.
* All players start with this improvement in their first city.
Hospital
701
Regeneration
----
None
Damaged units which stay in city without moving, heal 50% of their hitpoints each turn.
Requires knowledge of the technology Regeneration.
Information Distillery
2800
Global Knowledge
----
None
Improved information gathering. Only 2 other factions needs to know given technology before we gain access to it.
Requires knowledge of the technology Global Knowledge.
* A 'small wonder': at most one of your cities may possess this improvement.
Mood Center
1201
Mood Manipulation
----
None
Makes 3 unhappy citizens content.
Requires knowledge of the technology Mood Manipulation.
Training Facility
502
Virtual Reality Training
----
None
All new units are built as Elite ones.
Requires knowledge of the technology Virtual Reality Training.
Transportation
701
Travel
----
None
City workers can travel further from city center to work and goods can be transported from further away to city center. On hex maps city radius grows to 2 tiles. On square based maps increases city area by 8 tiles.
Requires knowledge of the technology Travel.
Radar Tower
1001
Deneb Radar
----
None
City with Radar Tower sees much further than one without.
Requires knowledge of the technology Deneb Radar.
Radiation Resistor
700
Radiation Resistance
----
None
Radiation Resistor increases maximum city size by 3.
Requires knowledge of the technology Radiation Resistance.
Research Nest
1301
Brain Development
----
None
Increases the science production of a city by 100%.
Requires knowledge of the technology Brain Development.
Secret Police
901
Brute Force
----
None
Secret Police is good at leading army.
Makes martial law possible. Each military unit in city makes one unhappy citizen content, to the maximum of 2.
Requires knowledge of the technology Brute Force.
Skyscraper
1502
Gravity Manipulation
----
None
Radiation is weaker miles high. Top levels of really tall buildings can safely house more people.
Cities can grow 5 sizes bigger.
Requires knowledge of the technology Gravity Manipulation.
Virtual Reality Theatre
801
Virtual Entertainment
----
None
Makes two unhappy citizens content.
Requires knowledge of the technology Virtual Entertainment.
Coinage
9990
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!).
Space Component
1600
Escape
----
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.
Requires knowledge of the technology Escape.
Space Module
3200
Escape
----
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.
Requires knowledge of the technology Escape.
Space Structural
800
Escape
----
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.
Requires knowledge of the technology Escape.