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Go to the list of city improvements in Civ2
A city improvement is an improvement buildable by cities in Civilization II. Improvements provide localized bonuses to their host city, such as increased tile yield, veterancy to produced units, and defensive modifiers to units in combat.
Civilization II features a total of 38 improvements; Test of Time adds a 39th improvement, the Transporter, that features in certain alternative game modes and scenarios.
Overview[]
Each improvement has a prerequisite advance, production cost, and maintenance cost. Some improvements require the presence of other improvements before they are listed in the city production options. The Hydro Plant also requires the city to be on or adjacent to specific terrain.
Generally, a city can host a single instance of an improvement at a time, with the exception of Spaceship components. Continuing to build a completed improvement will prompt a request to change the build order each subsequent turn. Capitalization is a unique improvement that is not constructed, but instead converts city production directly into taxes.
The Palace is a special improvement that can only be hosted in a single city at a time, designating it as the civilization's Capital. 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: Food yield and storage, and citizen cap;
- Industry: Production yield and modifiers;
- Commerce: Tax and Luxury output from Trade yield;
- Science: Science output from Trade yield;
- Happiness: Citizen happiness;
- Efficiency: Corruption and pollution mitigation;
- Units: Veterancy, repair, and logistics;
- Defense: Combat modifiers to garrisoned units;
- Spaceship: Requisite components for the Spaceship.
Maintenance[]
Most improvements incur a per-turn upkeep cost once built. If the treasury is insufficient to pay maintenance at the start of the turn, 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 city screen; this immediately provides gold equivalent to the improvement's production cost.
Certain Wonders 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. Adam Smith's Trading Co. nullifies maintenance for improvements costing 1 gold.
Destroying improvements[]
A city conquered by force loses half its improvements, including all Temples, Cathedrals, and Courthouses. Cities incited to revolt retain most improvements except Temples and Cathedrals, while Subversion keeps all improvements.
Improvements can also be destroyed through the "Industrial Sabotage" espionage action. Diplomats target improvements randomly, while Spies can specify a target. The Palace and SDI Defense are immune to sabotage.
Modding[]
City improvements are listed in the @IMPROVE section of Rules.txt. 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 ICONS.GIF/BMP.
Test of Time also uses higher-resolution 72x40px icons, located in Improvements.bmp. Optional large Civilopedia images (242x195px) can be included as discrete files named in order of the improvement's definition in Rules.txt (01imp.bmp for Palace, 02imp.bmp for Barracks, etc.).
With the Cheat Menu enabled, a fourth button is added to the city build menu, "Cheat!", that instantly constructs the selected item. The "Edit City" menu includes an option to copy the improvements from any other city; this ignores Wonders and the Palace, but will copy coastal features (Harbor, Port Facility, Offshore Platform) to landlocked cities.
See also[]
- Wonder (Civ2)
- City improvement in other games
Civilization II [edit] |
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Conflicts in Civilization • Fantastic Worlds • Test of Time† |
Lists |
Concepts |
Miscellaneous |
† Standalone remake with different graphics, units, etc. |
City improvements in Civilization II [edit] | ||
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Defense | ||
Efficiency | Corruption | |
Pollution | ||
Growth | Food | |
Population | ||
Happiness | ||
Industry | Production | |
Power | ||
Science | Research | |
Spaceship | ||
Trade | ||
Units |
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Related pages | ||
1 Only featured in Test of Time.
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