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{{Civ2Nav}}
* {{PageIcon2|Airport}}
 
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{{BackArrow|City improvement (Civ2)|Back to City improvement (Civ2)}}
* {{PageIcon2|Aqueduct}}
 
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* {{PageIcon2|Bank}}
 
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The following is a '''list of city improvements''' in ''[[Civilization II]]'' and its expansions.
* {{PageIcon2|Barracks}}
 
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* {{PageIcon2|Capitalization}}
 
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== City improvements ==
* {{PageIcon2|Cathedral}}
 
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{| class="article-table sortable"
* {{PageIcon2|City Walls}}
 
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!Building
* {{PageIcon2|Coastal Fortress}}
 
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!Cost {{Shield2}}
* {{PageIcon2|Colosseum}}
 
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!Upkeep {{Gold2}}
* {{PageIcon2|Courthouse}}
 
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!Prerequisite
* {{PageIcon2|Factory}}
 
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!Effects
* {{PageIcon2|Granary}}
 
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|-
* {{PageIcon2|Harbor}}
 
* {{PageIcon2|Hydro Plant}}
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|{{PageIcon2|Airport|linebreak=true}}
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|160
* {{PageIcon2|Library}}
 
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|3
* {{PageIcon2|Mfg. Plant}}
 
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|{{Link2|Radio}}
* {{PageIcon2|Marketplace}}
 
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|City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting.
* {{PageIcon2|Mass Transit}}
 
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|-
* {{PageIcon2|Nuclear Plant}}
 
* {{PageIcon2|Offshore Platform}}
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|{{PageIcon2|Aqueduct|linebreak=true}}
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|80
* {{PageIcon2|Palace}}
 
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|2
* {{PageIcon2|Police Station}}
 
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|{{Link2|Construction}}
* {{PageIcon2|Port Facility}}
 
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|Required for a city to grow beyond size 8.
* {{PageIcon2|Power Plant}}
 
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|-
* {{PageIcon2|Recycling Center}}
 
* {{PageIcon2|Research Lab}}
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|{{PageIcon2|Bank|linebreak=true}}
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|120
* {{PageIcon2|SAM Missile Battery}}
 
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|3
* {{PageIcon2|SDI Defense}}
 
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|{{Link2|Banking}}
* {{PageIcon2|SS Component}}
 
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|Increase tax and luxury by a further 50%.
* {{PageIcon2|SS Module}}
 
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|-
* {{PageIcon2|SS Structural}}
 
* {{PageIcon2|Sewer System}}
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|{{PageIcon2|Barracks|linebreak=true}}
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|40
* {{PageIcon2|Solar Plant}}
 
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|1
* {{PageIcon2|Stock Exchange}}
 
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|None
* {{PageIcon2|Superhighways}}
 
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|City produces veteran ground units. Damaged ground units staying one turn in city are fully repaired.
* {{PageIcon2|Supermarket}}
 
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|-
* {{PageIcon2|Temple}}
 
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|{{PageIcon2|Capitalization|linebreak=true}}
* [[File:University (building) (Civ2).png|link=University (building) (Civ2)]] [[University (building) (Civ2)|University]]
 
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|n/a
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|n/a
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|{{Link2|Corporation}}
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|Not a city improvement, but shield production is converted directly into cash.
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|-
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|{{PageIcon2|Cathedral|linebreak=true}}
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|120
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|3
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|{{Link2|Monotheism}}
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|Makes 3 unhappy citizens content.
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|-
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|{{PageIcon2|City Walls|linebreak=true}}
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|80
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|0
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|{{Link2|Masonry}}
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|Defence of units in city are tripled.
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|-
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|{{PageIcon2|Coastal Fortress|linebreak=true}}
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|80
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|1
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|{{Link2|Metallurgy}}
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|Doubles defence in city against attacks by ships.
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|-
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|{{PageIcon2|Colosseum|linebreak=true}}
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|100
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|4
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|{{Link2|Construction}}
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|3 unhappy citizens are made content.
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|-
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|{{PageIcon2|Courthouse|linebreak=true}}
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|80
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|1
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|{{Link2|Code of laws}}
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|Decrease corruption by 50%. Makes a city more resistant to bribery.
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|-
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|{{PageIcon2|Factory|linebreak=true}}
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|200
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|4
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|{{Link2|Industrialization}}
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|Increase production by 50%.
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|-
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|{{PageIcon2|Granary|linebreak=true}}
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|60
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|1
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|{{Link2|Pottery}}
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|Halves the amount of food necessary to increase city size. Protects against famine.
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|-
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|{{PageIcon2|Harbor|linebreak=true}}
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|60
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|1
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|{{Link2|Seafaring}}
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|Ocean squares produce one extra food.
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|-
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|{{PageIcon2|Hydro Plant|linebreak=true}}
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|240
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|4
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|{{Link2|Electronics}}
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|Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants.
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|-
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|{{PageIcon2|Library|linebreak=true}}
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|80
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|1
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|{{Link2|Writing}}
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|Increase science by 50%
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|-
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|{{PageIcon2|Manufacturing Plant|linebreak=true}}
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|320
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|6
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|{{Link2|Robotics}}
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|Increase production by a further 50%.
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|-
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|{{PageIcon2|Marketplace|linebreak=true}}
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|80
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|1
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|{{Link2|Currency}}
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|Increase tax and luxury by 50%
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|-
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|{{PageIcon2|Mass Transit|linebreak=true}}
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|160
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|4
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|{{Link2|Mass Production}}
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|Eliminates pollution caused by population of the city.
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|-
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|{{PageIcon2|Nuclear Plant|linebreak=true}}
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|160
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|2
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|{{Link2|Nuclear Power}}
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|Increases factory output by 50%. Reduces factory pollution by 1/2. Meltdown risk unless fusion power has been discovered.
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|-
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|{{PageIcon2|Offshore Platform|linebreak=true}}
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|160
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|3
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|{{Link2|Miniaturization}}
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|Ocean squares produce one extra shield.
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|-
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|{{PageIcon2|Palace|linebreak=true}}
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|100
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|0
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|{{Link2|Masonry}}
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|The city with this improvement becomes the capital.
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|-
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|{{PageIcon2|Police Station|linebreak=true}}
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|60
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|2
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|{{Link2|Communism}}
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|Reduces the number of unhappy citizens created by units away from the city by 1 per unit.
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|-
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|{{PageIcon2|Port Facility|linebreak=true}}
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|80
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|3
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|{{Link2|Amphibious Warfare}}
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|City produces Veteran naval units. Naval units can be completely repaired in a single turn.
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|-
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|{{PageIcon2|Power Plant|linebreak=true}}
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|160
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|4
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|{{Link2|Refining}}
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|Increases factory output by 50%.
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|-
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|{{PageIcon2|Recycling Center|linebreak=true}}
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|200
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|2
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|{{Link2|Recycling}}
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|Decreases pollution from production by 2/3.
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|-
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|{{PageIcon2|Research Lab|linebreak=true}}
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|160
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|3
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|{{Link2|Computers}}
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|Increases science by a further 50%.
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|-
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|{{PageIcon2|SAM Missile Battery|linebreak=true}}
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|100
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|2
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|{{Link2|Rocketry}}
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|Doubles defence in city against air units other than nukes.
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|-
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|{{PageIcon2|SDI Defense|linebreak=true}}
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|200
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|4
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|{{Link2|Laser}}
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|Protects the city and the surrounding squares from nuclear attack.
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|-
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|{{PageIcon2|SS Component|linebreak=true}}
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|160
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|0
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|{{Link2|Plastics}}
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|For every fuel component there is a thrust component which adds 25% to spaceship thrust.
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|-
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|{{PageIcon2|SS Module|linebreak=true}}
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|320
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|0
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|{{Link2|Superconductor}}
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|Can be population, life support or solar panel. Must be the same numbers of each.
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|-
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|{{PageIcon2|SS Structural|linebreak=true}}
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|80
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|0
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|{{Link2|Space Flight}}
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|Forms the structure when building a spaceship.
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|-
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|{{PageIcon2|Sewer System|linebreak=true}}
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|120
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|2
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|{{Link2|Sanitation}}
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|Required for a city to grow beyond size 12.
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|-
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|{{PageIcon2|Solar Plant|linebreak=true}}
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|320
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|4
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|{{Link2|Environmentalism}}
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|Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming.
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|-
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|{{PageIcon2|Stock Exchange|linebreak=true}}
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|160
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|4
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|{{Link2|Economics}}
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|Increase tax and luxury output by a further 50%.
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|-
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|{{PageIcon2|Superhighways|linebreak=true}}
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|200
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|5
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|{{Link2|Automobile}}
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|All squares with roads or railroads produce 50% extra trade. More revenue from trade routes.
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|-
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|{{PageIcon2|Supermarket|linebreak=true}}
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|80
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|3
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|{{Link2|Refrigeration}}
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|Allows a city to use the extra food in farmland squares.
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|-
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|{{PageIcon2|Temple|linebreak=true}}
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|40
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|1
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|{{Link2|Ceremonial burial}}
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|One unhappy citizen becomes content
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|-
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|[[File:University (city improvement) (Civ2).png|link=University (building) (Civ2)]]<br/>[[University (building) (Civ2)|University]]
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|160
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|3
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|[[University (advance) (Civ2)|University]]
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|Increase science by a further 50%.
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|}
   
 
{{Civ2}}
 
{{Civ2}}
[[Category:Buildings]]
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[[Category:City improvements (Civ2)| ]]
[[Category:Buildings (Civ2)| ]]
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[[Category:Lists (Civ2)|C]]
[[Category:Civilization II]]
 
[[Category:Lists (Civ2)]]
 
 
[[Category:Building lists]]
 
[[Category:Building lists]]

Latest revision as of 16:59, 7 December 2023

BackArrowGreen Back to Civilization II
BackArrowGreen Back to City improvement (Civ2)

The following is a list of city improvements in Civilization II and its expansions.

City improvements[]

Building Cost Shield (Civ2) Upkeep Gold (currency) (Civ2) Prerequisite Effects
Airport (Civ2)
Airport
160 3 Radio City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting.
Aqueduct (Civ2)
Aqueduct
80 2 Construction Required for a city to grow beyond size 8.
Bank (Civ2)
Bank
120 3 Banking Increase tax and luxury by a further 50%.
Barracks (Civ2)
Barracks
40 1 None City produces veteran ground units. Damaged ground units staying one turn in city are fully repaired.
Capitalization (Civ2)
Capitalization
n/a n/a Corporation Not a city improvement, but shield production is converted directly into cash.
Cathedral (Civ2)
Cathedral
120 3 Monotheism Makes 3 unhappy citizens content.
City Walls (Civ2)
City Walls
80 0 Masonry Defence of units in city are tripled.
Coastal Fortress (Civ2)
Coastal Fortress
80 1 Metallurgy Doubles defence in city against attacks by ships.
Colosseum (Civ2)
Colosseum
100 4 Construction 3 unhappy citizens are made content.
Courthouse (Civ2)
Courthouse
80 1 Code of laws Decrease corruption by 50%. Makes a city more resistant to bribery.
Factory (Civ2)
Factory
200 4 Industrialization Increase production by 50%.
Granary (Civ2)
Granary
60 1 Pottery Halves the amount of food necessary to increase city size. Protects against famine.
Harbor (Civ2)
Harbor
60 1 Seafaring Ocean squares produce one extra food.
Hydro Plant (Civ2)
Hydro Plant
240 4 Electronics Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants.
Library (Civ2)
Library
80 1 Writing Increase science by 50%
Manufacturing Plant (Civ2)
Manufacturing Plant
320 6 Robotics Increase production by a further 50%.
Marketplace (Civ2)
Marketplace
80 1 Currency Increase tax and luxury by 50%
Mass Transit (Civ2)
Mass Transit
160 4 Mass Production Eliminates pollution caused by population of the city.
Nuclear Plant (Civ2)
Nuclear Plant
160 2 Nuclear Power Increases factory output by 50%. Reduces factory pollution by 1/2. Meltdown risk unless fusion power has been discovered.
Offshore Platform (Civ2)
Offshore Platform
160 3 Miniaturization Ocean squares produce one extra shield.
Palace (Civ2)
Palace
100 0 Masonry The city with this improvement becomes the capital.
Police Station (Civ2)
Police Station
60 2 Communism Reduces the number of unhappy citizens created by units away from the city by 1 per unit.
Port Facility (Civ2)
Port Facility
80 3 Amphibious Warfare City produces Veteran naval units. Naval units can be completely repaired in a single turn.
Power Plant (Civ2)
Power Plant
160 4 Refining Increases factory output by 50%.
Recycling Center (Civ2)
Recycling Center
200 2 Recycling Decreases pollution from production by 2/3.
Research Lab (Civ2)
Research Lab
160 3 Computers Increases science by a further 50%.
SAM Missile Battery (Civ2)
SAM Missile Battery
100 2 Rocketry Doubles defence in city against air units other than nukes.
SDI Defense (Civ2)
SDI Defense
200 4 Laser Protects the city and the surrounding squares from nuclear attack.
SS Component (Civ2)
SS Component
160 0 Plastics For every fuel component there is a thrust component which adds 25% to spaceship thrust.
SS Module (Civ2)
SS Module
320 0 Superconductor Can be population, life support or solar panel. Must be the same numbers of each.
SS Structural (Civ2)
SS Structural
80 0 Space Flight Forms the structure when building a spaceship.
Sewer System (Civ2)
Sewer System
120 2 Sanitation Required for a city to grow beyond size 12.
Solar Plant (Civ2)
Solar Plant
320 4 Environmentalism Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming.
Stock Exchange (Civ2)
Stock Exchange
160 4 Economics Increase tax and luxury output by a further 50%.
Superhighways (Civ2)
Superhighways
200 5 Automobile All squares with roads or railroads produce 50% extra trade. More revenue from trade routes.
Supermarket (Civ2)
Supermarket
80 3 Refrigeration Allows a city to use the extra food in farmland squares.
Temple (Civ2)
Temple
40 1 Ceremonial burial One unhappy citizen becomes content
University (city improvement) (Civ2)
University
160 3 University Increase science by a further 50%.
Civilization II [edit]
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Standalone remake with different graphics, units, etc.