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+ | {{Civ2Nav}} |
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+ | {{BackArrow|City improvement (Civ2)|Back to City improvement (Civ2)}} |
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+ | |||
+ | The following is a '''list of city improvements''' in ''[[Civilization II]]'' and its expansions. |
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+ | |||
+ | == City improvements == |
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{| class="article-table sortable" |
{| class="article-table sortable" |
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!Building |
!Building |
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− | !Cost |
+ | !Cost {{Shield2}} |
− | !Upkeep |
+ | !Upkeep {{Gold2}} |
!Prerequisite |
!Prerequisite |
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+ | !Effects |
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− | !Purpose |
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|- |
|- |
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|{{PageIcon2|Airport|linebreak=true}} |
|{{PageIcon2|Airport|linebreak=true}} |
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|160 |
|160 |
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|3 |
|3 |
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− | |Radio |
+ | |{{Link2|Radio}} |
|City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting. |
|City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting. |
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|- |
|- |
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Line 15: | Line 21: | ||
|80 |
|80 |
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|2 |
|2 |
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− | |Construction |
+ | |{{Link2|Construction}} |
|Required for a city to grow beyond size 8. |
|Required for a city to grow beyond size 8. |
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|- |
|- |
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Line 21: | Line 27: | ||
|120 |
|120 |
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|3 |
|3 |
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− | |Banking |
+ | |{{Link2|Banking}} |
− | |Increase tax and luxury by |
+ | |Increase tax and luxury by a further 50%. |
|- |
|- |
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|{{PageIcon2|Barracks|linebreak=true}} |
|{{PageIcon2|Barracks|linebreak=true}} |
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Line 33: | Line 39: | ||
|n/a |
|n/a |
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|n/a |
|n/a |
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− | |Corporation |
+ | |{{Link2|Corporation}} |
|Not a city improvement, but shield production is converted directly into cash. |
|Not a city improvement, but shield production is converted directly into cash. |
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|- |
|- |
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Line 39: | Line 45: | ||
|120 |
|120 |
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|3 |
|3 |
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− | |Monotheism |
+ | |{{Link2|Monotheism}} |
|Makes 3 unhappy citizens content. |
|Makes 3 unhappy citizens content. |
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|- |
|- |
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Line 45: | Line 51: | ||
|80 |
|80 |
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|0 |
|0 |
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− | |Masonry |
+ | |{{Link2|Masonry}} |
|Defence of units in city are tripled. |
|Defence of units in city are tripled. |
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|- |
|- |
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Line 51: | Line 57: | ||
|80 |
|80 |
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|1 |
|1 |
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− | |Metallurgy |
+ | |{{Link2|Metallurgy}} |
|Doubles defence in city against attacks by ships. |
|Doubles defence in city against attacks by ships. |
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|- |
|- |
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Line 57: | Line 63: | ||
|100 |
|100 |
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|4 |
|4 |
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− | |Construction |
+ | |{{Link2|Construction}} |
|3 unhappy citizens are made content. |
|3 unhappy citizens are made content. |
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|- |
|- |
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Line 63: | Line 69: | ||
|80 |
|80 |
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|1 |
|1 |
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− | |Code of laws |
+ | |{{Link2|Code of laws}} |
|Decrease corruption by 50%. Makes a city more resistant to bribery. |
|Decrease corruption by 50%. Makes a city more resistant to bribery. |
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|- |
|- |
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Line 69: | Line 75: | ||
|200 |
|200 |
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|4 |
|4 |
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+ | |{{Link2|Industrialization}} |
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− | |Industrialisation |
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|Increase production by 50%. |
|Increase production by 50%. |
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|- |
|- |
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Line 75: | Line 81: | ||
|60 |
|60 |
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|1 |
|1 |
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− | |Pottery |
+ | |{{Link2|Pottery}} |
|Halves the amount of food necessary to increase city size. Protects against famine. |
|Halves the amount of food necessary to increase city size. Protects against famine. |
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|- |
|- |
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Line 81: | Line 87: | ||
|60 |
|60 |
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|1 |
|1 |
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− | |Seafaring |
+ | |{{Link2|Seafaring}} |
|Ocean squares produce one extra food. |
|Ocean squares produce one extra food. |
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|- |
|- |
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Line 87: | Line 93: | ||
|240 |
|240 |
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|4 |
|4 |
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− | |Electronics |
+ | |{{Link2|Electronics}} |
|Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants. |
|Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants. |
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|- |
|- |
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Line 93: | Line 99: | ||
|80 |
|80 |
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|1 |
|1 |
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− | |Writing |
+ | |{{Link2|Writing}} |
|Increase science by 50% |
|Increase science by 50% |
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|- |
|- |
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− | |{{PageIcon2| |
+ | |{{PageIcon2|Manufacturing Plant|linebreak=true}} |
|320 |
|320 |
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|6 |
|6 |
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− | |Robotics |
+ | |{{Link2|Robotics}} |
|Increase production by a further 50%. |
|Increase production by a further 50%. |
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|- |
|- |
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Line 105: | Line 111: | ||
|80 |
|80 |
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|1 |
|1 |
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− | |Currency |
+ | |{{Link2|Currency}} |
|Increase tax and luxury by 50% |
|Increase tax and luxury by 50% |
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|- |
|- |
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Line 111: | Line 117: | ||
|160 |
|160 |
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|4 |
|4 |
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− | |Mass |
+ | |{{Link2|Mass Production}} |
|Eliminates pollution caused by population of the city. |
|Eliminates pollution caused by population of the city. |
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|- |
|- |
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Line 117: | Line 123: | ||
|160 |
|160 |
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|2 |
|2 |
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− | |Nuclear |
+ | |{{Link2|Nuclear Power}} |
|Increases factory output by 50%. Reduces factory pollution by 1/2. Meltdown risk unless fusion power has been discovered. |
|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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Line 123: | Line 129: | ||
|160 |
|160 |
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|3 |
|3 |
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+ | |{{Link2|Miniaturization}} |
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− | |Minitarisation |
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|Ocean squares produce one extra shield. |
|Ocean squares produce one extra shield. |
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|- |
|- |
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Line 129: | Line 135: | ||
|100 |
|100 |
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|0 |
|0 |
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− | |Masonry |
+ | |{{Link2|Masonry}} |
|The city with this improvement becomes the capital. |
|The city with this improvement becomes the capital. |
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|- |
|- |
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Line 135: | Line 141: | ||
|60 |
|60 |
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|2 |
|2 |
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− | |Communism |
+ | |{{Link2|Communism}} |
|Reduces the number of unhappy citizens created by units away from the city by 1 per unit. |
|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}} |
|{{PageIcon2|Port Facility|linebreak=true}} |
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− | | |
+ | |80 |
− | | |
+ | |3 |
+ | |{{Link2|Amphibious Warfare}} |
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− | | |
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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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|- |
|- |
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|{{PageIcon2|Power Plant|linebreak=true}} |
|{{PageIcon2|Power Plant|linebreak=true}} |
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|160 |
|160 |
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|4 |
|4 |
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− | |Refining |
+ | |{{Link2|Refining}} |
|Increases factory output by 50%. |
|Increases factory output by 50%. |
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|- |
|- |
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Line 153: | Line 159: | ||
|200 |
|200 |
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|2 |
|2 |
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− | |Recycling |
+ | |{{Link2|Recycling}} |
|Decreases pollution from production by 2/3. |
|Decreases pollution from production by 2/3. |
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|- |
|- |
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Line 159: | Line 165: | ||
|160 |
|160 |
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|3 |
|3 |
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− | |Computers |
+ | |{{Link2|Computers}} |
|Increases science by a further 50%. |
|Increases science by a further 50%. |
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|- |
|- |
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Line 165: | Line 171: | ||
|100 |
|100 |
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|2 |
|2 |
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− | |Rocketry |
+ | |{{Link2|Rocketry}} |
|Doubles defence in city against air units other than nukes. |
|Doubles defence in city against air units other than nukes. |
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|- |
|- |
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Line 171: | Line 177: | ||
|200 |
|200 |
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|4 |
|4 |
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− | |Laser |
+ | |{{Link2|Laser}} |
|Protects the city and the surrounding squares from nuclear attack. |
|Protects the city and the surrounding squares from nuclear attack. |
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|- |
|- |
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Line 177: | Line 183: | ||
|160 |
|160 |
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|0 |
|0 |
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− | |Plastics |
+ | |{{Link2|Plastics}} |
|For every fuel component there is a thrust component which adds 25% to spaceship thrust. |
|For every fuel component there is a thrust component which adds 25% to spaceship thrust. |
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|- |
|- |
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Line 183: | Line 189: | ||
|320 |
|320 |
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|0 |
|0 |
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− | |Superconductor |
+ | |{{Link2|Superconductor}} |
|Can be population, life support or solar panel. Must be the same numbers of each. |
|Can be population, life support or solar panel. Must be the same numbers of each. |
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|- |
|- |
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Line 189: | Line 195: | ||
|80 |
|80 |
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|0 |
|0 |
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− | |Space |
+ | |{{Link2|Space Flight}} |
|Forms the structure when building a spaceship. |
|Forms the structure when building a spaceship. |
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|- |
|- |
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Line 195: | Line 201: | ||
|120 |
|120 |
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|2 |
|2 |
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− | |Sanitation |
+ | |{{Link2|Sanitation}} |
|Required for a city to grow beyond size 12. |
|Required for a city to grow beyond size 12. |
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|- |
|- |
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Line 201: | Line 207: | ||
|320 |
|320 |
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|4 |
|4 |
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− | |Environmentalism |
+ | |{{Link2|Environmentalism}} |
|Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming. |
|Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming. |
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|- |
|- |
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Line 207: | Line 213: | ||
|160 |
|160 |
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|4 |
|4 |
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− | |Economics |
+ | |{{Link2|Economics}} |
|Increase tax and luxury output by a further 50%. |
|Increase tax and luxury output by a further 50%. |
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|- |
|- |
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Line 213: | Line 219: | ||
|200 |
|200 |
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|5 |
|5 |
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− | |Automobile |
+ | |{{Link2|Automobile}} |
|All squares with roads or railroads produce 50% extra trade. More revenue from trade routes. |
|All squares with roads or railroads produce 50% extra trade. More revenue from trade routes. |
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|- |
|- |
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Line 219: | Line 225: | ||
|80 |
|80 |
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|3 |
|3 |
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+ | |{{Link2|Refrigeration}} |
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− | |Refridgeration |
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|Allows a city to use the extra food in farmland squares. |
|Allows a city to use the extra food in farmland squares. |
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|- |
|- |
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Line 225: | Line 231: | ||
|40 |
|40 |
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|1 |
|1 |
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− | |Ceremonial burial |
+ | |{{Link2|Ceremonial burial}} |
|One unhappy citizen becomes content |
|One unhappy citizen becomes content |
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|- |
|- |
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− | |[[File:University ( |
+ | |[[File:University (city improvement) (Civ2).png|link=University (building) (Civ2)]]<br/>[[University (building) (Civ2)|University]] |
|160 |
|160 |
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|3 |
|3 |
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− | |University |
+ | |[[University (advance) (Civ2)|University]] |
|Increase science by a further 50%. |
|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] |
---|
Conflicts in Civilization • Fantastic Worlds • Test of Time† |
Lists
|
Concepts |
Miscellaneous |
† Standalone remake with different graphics, units, etc. |