Buildings.mp

Below is a chart of every city improvement or "building" which you can make in the freeciv Multiplayer 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. Two cities with Airports can airlift one unit per turn.
 	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%.
* Allows Stock Exchange (with Economics).
 	Barracks 	30
1 	None
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 	30
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 	30
1 	Mobile Warfare
None 	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.
 	Cathedral 	80
3 	Monotheism
None 	Makes 3 unhappy citizens content in a city. Theology increases the effect to +4. Communism reduces the effect by -1.
* Requires a Temple.
 	City Walls 	60
0 	Masonry
None 	City Walls triple the defence of units in a city against land units & helicopters. Walls are ineffective against air & sea units & Howitzers. City Walls prevent the loss of population when a unit is destroyed by land attack.
 	Coastal Defense 	60
1 	Gunpowder
None 	Doubles the defence strength of units within a city when defending against enemy ships.
 	Coinage 	-
0 	None
None 	Sets a city's shield production to generate gold coins for the treasury.
 	Courthouse 	60
1 	Code of Laws
None 	Reduces corruption and waste in a city by 50%. Under Democracy, makes 1 unhappy citizen content. Makes the revolt cost of the city 4 times higher.
 	Factory 	140
4 	Industrialization
None	Increases the shield production in a city by 50%. This increase may contribute to pollution.
* Allows Mfg. Plant.
* Allows Spaceship parts.
Allows one but not more of the following:
* Hydro Plant, Nuclear Plant, Power Plant, Solar Plant.
 	Granary 	40
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 prevents 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.
 	Hydro Plant 	180
4 	Electronics
None 	Increases the effect of Factory & Mfg. Plant. Reduces the pollution generated by production. Gives +75% production over base output for one of the above, and 150% for two of the above. Pollution is 25% less than a Power Plant+Factory, and 50% less than a Power Plant+Factory+Mfg. Plant. A city can only build a Hydro Plant if it is next to (or on) a River tile. Each city may only use one Power/Hydro/Nuclear/Solar Plant.
 	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%.
* Allows Bank.
 	Mass Transit 	120
4 	Mass Production
None 	Eliminates all pollution caused by Population level.
 	Mfg. Plant 	220
6 	Robotics
None 	Together with a Factory, a Mfg. Plant boosts production by 100%.
 	Nuclear Plant 	120
2 	Nuclear Power
None 	Increases the effect of Factory & Mfg. Plant. Reduces the pollution generated by production. Gives +75% production over base output for one of the above, and 150% for two of the above. Pollution is 25% less than a Power Plant+Factory, and 50% less than a Power Plant+Factory+Mfg. Plant. Each city may only use one Power/Hydro/Nuclear/Solar Plant.
 	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. The cost of inciting a revolt also depends upon distance from the capital. Loss of the capital may result in civil war, and will lose any spaceship. A capital city receives +75% production in Despotism and +50% in Monarchy.
 	Police Station 	50
2 	Communism
None 	Reduces unhappiness caused by two military units. This improvement has no effect except in Republic and Democracy.
 	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.
 	Power Plant 	130
4 	Refining
None 	Increases the effect of Factory & Mfg. Plant. Gives +75% production over base output for one of the above, and 150% for two of the above. The extra production may generate more pollution. Each city may only use one Power/Hydro/Nuclear/Solar 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 	With a Library, a Research Lab boosts science by 200%. With a Library and University, it boosts science by 450%.
 	SAM Battery 	70
2 	Rocketry
None 	Doubles the defense of all units in the city when attacked by aircraft (not helicopters or missiles).
 	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 defence inside the city against Cruise 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 & Mfg. Plant. Reduces the pollution generated by production. Gives +75% production over base output for one of the above, and 150% for two of the above. Pollution is 50% less than a Power Plant+Factory, and 100% less than a Power Plant+Factory+Mfg. Plant (totally eliminated). Each city may only use one Power/Hydro/Nuclear/Solar Plant.
 	Space Component 	160
0 	Plastics
None 	Space Components are either Propulsion and Fuel Components. Each pair of them 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 	320
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 have been built by any player, and a factory must be in the city ordering the Module.
 	Space Structural 	80
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 Space Structurals.
The Apollo Program wonder must have been built by any player, and a factory must be in the city ordering 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%.
 	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 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.)
 	University 	120
3 	University
None 	Together with a Library, a University boosts science output by 250%.
* Allows Research Lab (with Computers).
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