City improvement (Civ2)

A city improvement is an buildable by in Civilization II. Improvements provide localized bonuses to their host city, such as increased , cy to produced units, and defensive modifiers to units in .
Civilization II features a total of 38 improvements; Test of Time adds a 39th improvement, the , that features in certain and s.
== Overview ==
Each improvement has a , cost, and cost. Some improvements require the presence of other improvements before they are listed in the city production options. The also requires the city to be on or adjacent to specific .
Generally, a city can host a single instance of an improvement at a time, with the exception of components. Continuing to build a completed improvement will prompt a request to change the build order each subsequent . is a unique improvement that is not constructed, but instead converts city production directly into .
The is a special improvement that can only be hosted in a single city at a time, designating it as the 's . It is automatically built in the first city founded, and can be instantly relocated to another city for 1000 gold if the capital falls to enemy conquest.
=== Types of improvements ===
City improvements can be grouped into several informal categories based on their purpose and effects:
* Growth: yield and storage, and cap;
* Industry: yield and modifiers;
* Commerce: and output from yield;
* Science: output from Trade yield;
* Happiness: Citizen ;
* Efficiency: and mitigation;
* Units: cy, repair, and logistics;
* Defense: modifiers to garrisoned units;
* Spaceship: Requisite components for the .
=== Maintenance ===
Most improvements incur a per-turn once built. If the treasury is insufficient to pay maintenance at the start of the , improvements will be sold off to generate temporary liquidity. The player may also manually sell one improvement per city per turn by selecting it from the Improvements list in the main ; this immediately provides gold equivalent to the improvement's production cost.
Certain s provide civilization-wide effects equivalent to the presence of a particular improvement. Unlike Civilization III, this does not waive the maintenance cost of existing improvements, meaning redundant improvements must be sold manually. nullifies maintenance for improvements costing 1 gold.
=== Destroying improvements ===
A city conquered by force loses half its improvements, including all s, s, and s. Cities retain most improvements except Temples and Cathedrals, while Subversion keeps all improvements.
Improvements can also be destroyed through the . s target improvements randomly, while can specify a target. The Palace and are immune to sabotage.
==Modding==
City improvements are listed in the section of . Their order and effects are hard-coded, but their name, cost, upkeep, and prerequisite advance can be edited. Icons are located in the upper right-hand grid of .
Test of Time also uses higher-resolution 72x40px icons, located in . Optional large Civilopedia images (242x195px) can be included as discrete files named in order of the improvement's definition in ( for Palace, for , etc.).
With the enabled, a fourth button is added to the , "Cheat!", that instantly constructs the selected item. The includes an option to copy the improvements from any other city; this ignores Wonders and the Palace, but will copy coastal features (, , ) to landlocked cities.
== See also ==
* Wonder (Civ2)
* City improvement in other games
Category:Game concepts (Civ2)