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+ | {{Civ2Nav}} |
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− | * {{PageIcon2|Airport}} |
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+ | {{BackArrow|City improvement (Civ2)|Back to City improvement (Civ2)}} |
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− | * {{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. |
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− | * {{PageIcon2|Barracks}} |
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+ | |||
− | * {{PageIcon2|Capitalization}} |
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+ | == City improvements == |
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− | * {{PageIcon2|Cathedral}} |
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+ | {| class="article-table sortable" |
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− | * {{PageIcon2|City Walls}} |
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+ | !Building |
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− | * {{PageIcon2|Coastal Fortress}} |
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+ | !Cost {{Shield2}} |
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− | * {{PageIcon2|Colosseum}} |
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+ | !Upkeep {{Gold2}} |
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− | * {{PageIcon2|Courthouse}} |
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+ | !Prerequisite |
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− | * {{PageIcon2|Factory}} |
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+ | !Effects |
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− | * {{PageIcon2|Granary}} |
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+ | |- |
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− | * {{PageIcon2|Harbor}} |
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− | + | |{{PageIcon2|Airport|linebreak=true}} |
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+ | |160 |
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− | * {{PageIcon2|Library}} |
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+ | |3 |
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− | * {{PageIcon2|Mfg. Plant}} |
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+ | |{{Link2|Radio}} |
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− | * {{PageIcon2|Marketplace}} |
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+ | |City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting. |
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− | * {{PageIcon2|Mass Transit}} |
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+ | |- |
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− | * {{PageIcon2|Nuclear Plant}} |
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− | + | |{{PageIcon2|Aqueduct|linebreak=true}} |
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+ | |80 |
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− | * {{PageIcon2|Palace}} |
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+ | |2 |
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− | * {{PageIcon2|Police Station}} |
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+ | |{{Link2|Construction}} |
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− | * {{PageIcon2|Port Facility}} |
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+ | |Required for a city to grow beyond size 8. |
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− | * {{PageIcon2|Power Plant}} |
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+ | |- |
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− | * {{PageIcon2|Recycling Center}} |
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− | + | |{{PageIcon2|Bank|linebreak=true}} |
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+ | |120 |
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− | * {{PageIcon2|SAM Missile Battery}} |
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+ | |3 |
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− | * {{PageIcon2|SDI Defense}} |
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+ | |{{Link2|Banking}} |
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− | * {{PageIcon2|SS Component}} |
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+ | |Increase tax and luxury by a further 50%. |
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− | * {{PageIcon2|SS Module}} |
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+ | |- |
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− | * {{PageIcon2|SS Structural}} |
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− | + | |{{PageIcon2|Barracks|linebreak=true}} |
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+ | |40 |
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− | * {{PageIcon2|Solar Plant}} |
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+ | |1 |
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− | * {{PageIcon2|Stock Exchange}} |
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+ | |None |
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− | * {{PageIcon2|Superhighways}} |
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+ | |City produces veteran ground units. Damaged ground units staying one turn in city are fully repaired. |
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− | * {{PageIcon2|Supermarket}} |
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+ | |- |
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− | * {{PageIcon2|Temple}} |
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+ | |{{PageIcon2|Capitalization|linebreak=true}} |
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− | * [[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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+ | |} |
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{{Civ2}} |
{{Civ2}} |
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− | [[Category: |
+ | [[Category:City improvements (Civ2)| ]] |
− | [[Category: |
+ | [[Category:Lists (Civ2)|C]] |
− | [[Category:Civilization II]] |
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− | [[Category:Lists (Civ2)]] |
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[[Category:Building lists]] |
[[Category:Building lists]] |
Latest revision as of 16:59, 7 December 2023
Back to Civilization II
Back to City improvement (Civ2)
The following is a list of city improvements in Civilization II and its expansions.
City improvements[]
Building | Cost | Upkeep | Prerequisite | Effects |
---|---|---|---|---|
Airport |
160 | 3 | Radio | City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting. |
Aqueduct |
80 | 2 | Construction | Required for a city to grow beyond size 8. |
Bank |
120 | 3 | Banking | Increase tax and luxury by a further 50%. |
Barracks |
40 | 1 | None | City produces veteran ground units. Damaged ground units staying one turn in city are fully repaired. |
Capitalization |
n/a | n/a | Corporation | Not a city improvement, but shield production is converted directly into cash. |
Cathedral |
120 | 3 | Monotheism | Makes 3 unhappy citizens content. |
City Walls |
80 | 0 | Masonry | Defence of units in city are tripled. |
Coastal Fortress |
80 | 1 | Metallurgy | Doubles defence in city against attacks by ships. |
Colosseum |
100 | 4 | Construction | 3 unhappy citizens are made content. |
Courthouse |
80 | 1 | Code of laws | Decrease corruption by 50%. Makes a city more resistant to bribery. |
Factory |
200 | 4 | Industrialization | Increase production by 50%. |
Granary |
60 | 1 | Pottery | Halves the amount of food necessary to increase city size. Protects against famine. |
Harbor |
60 | 1 | Seafaring | Ocean squares produce one extra food. |
Hydro Plant |
240 | 4 | Electronics | Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants. |
Library |
80 | 1 | Writing | Increase science by 50% |
Manufacturing Plant |
320 | 6 | Robotics | Increase production by a further 50%. |
Marketplace |
80 | 1 | Currency | Increase tax and luxury by 50% |
Mass Transit |
160 | 4 | Mass Production | Eliminates pollution caused by population of the city. |
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 |
160 | 3 | Miniaturization | Ocean squares produce one extra shield. |
Palace |
100 | 0 | Masonry | The city with this improvement becomes the capital. |
Police Station |
60 | 2 | Communism | Reduces the number of unhappy citizens created by units away from the city by 1 per unit. |
Port Facility |
80 | 3 | Amphibious Warfare | City produces Veteran naval units. Naval units can be completely repaired in a single turn. |
Power Plant |
160 | 4 | Refining | Increases factory output by 50%. |
Recycling Center |
200 | 2 | Recycling | Decreases pollution from production by 2/3. |
Research Lab |
160 | 3 | Computers | Increases science by a further 50%. |
SAM Missile Battery |
100 | 2 | Rocketry | Doubles defence in city against air units other than nukes. |
SDI Defense |
200 | 4 | Laser | Protects the city and the surrounding squares from nuclear attack. |
SS Component |
160 | 0 | Plastics | For every fuel component there is a thrust component which adds 25% to spaceship thrust. |
SS Module |
320 | 0 | Superconductor | Can be population, life support or solar panel. Must be the same numbers of each. |
SS Structural |
80 | 0 | Space Flight | Forms the structure when building a spaceship. |
Sewer System |
120 | 2 | Sanitation | Required for a city to grow beyond size 12. |
Solar Plant |
320 | 4 | Environmentalism | Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming. |
Stock Exchange |
160 | 4 | Economics | Increase tax and luxury output by a further 50%. |
Superhighways |
200 | 5 | Automobile | All squares with roads or railroads produce 50% extra trade. More revenue from trade routes. |
Supermarket |
80 | 3 | Refrigeration | Allows a city to use the extra food in farmland squares. |
Temple |
40 | 1 | Ceremonial burial | One unhappy citizen becomes content |
University |
160 | 3 | University | Increase science by a further 50%. |
Civilization II [edit] |
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Conflicts in Civilization • Fantastic Worlds • Test of Time† |
Lists
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Concepts |
Miscellaneous |
† Standalone remake with different graphics, units, etc. |