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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 ==
 
{| class="article-table sortable"
 
{| class="article-table sortable"
 
!Building
 
!Building
!Cost
+
!Cost {{Shield2}}
!Upkeep
+
!Upkeep {{Gold2}}
 
!Prerequisite
 
!Prerequisite
  +
!Effects
!Purpose
 
 
|-
 
|-
 
|{{PageIcon2|Airport|linebreak=true}}
 
|{{PageIcon2|Airport|linebreak=true}}
 
|160
 
|160
 
|3
 
|3
|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.
 
|-
 
|-
Line 15: Line 21:
 
|80
 
|80
 
|2
 
|2
|Construction
+
|{{Link2|Construction}}
 
|Required for a city to grow beyond size 8.
 
|Required for a city to grow beyond size 8.
 
|-
 
|-
Line 21: Line 27:
 
|120
 
|120
 
|3
 
|3
|Banking
+
|{{Link2|Banking}}
|Increase tax and luxury by a a further 50%.
+
|Increase tax and luxury by a further 50%.
 
|-
 
|-
 
|{{PageIcon2|Barracks|linebreak=true}}
 
|{{PageIcon2|Barracks|linebreak=true}}
Line 33: Line 39:
 
|n/a
 
|n/a
 
|n/a
 
|n/a
|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.
 
|-
 
|-
Line 39: Line 45:
 
|120
 
|120
 
|3
 
|3
|Monotheism
+
|{{Link2|Monotheism}}
 
|Makes 3 unhappy citizens content.
 
|Makes 3 unhappy citizens content.
 
|-
 
|-
Line 45: Line 51:
 
|80
 
|80
 
|0
 
|0
|Masonry
+
|{{Link2|Masonry}}
 
|Defence of units in city are tripled.
 
|Defence of units in city are tripled.
 
|-
 
|-
Line 51: Line 57:
 
|80
 
|80
 
|1
 
|1
|Metallurgy
+
|{{Link2|Metallurgy}}
 
|Doubles defence in city against attacks by ships.
 
|Doubles defence in city against attacks by ships.
 
|-
 
|-
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|100
 
|100
 
|4
 
|4
|Construction
+
|{{Link2|Construction}}
 
|3 unhappy citizens are made content.
 
|3 unhappy citizens are made content.
 
|-
 
|-
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|80
 
|80
 
|1
 
|1
|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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|200
 
|200
 
|4
 
|4
  +
|{{Link2|Industrialization}}
|Industrialisation
 
 
|Increase production by 50%.
 
|Increase production by 50%.
 
|-
 
|-
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|60
 
|60
 
|1
 
|1
|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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|60
 
|60
 
|1
 
|1
|Seafaring
+
|{{Link2|Seafaring}}
 
|Ocean squares produce one extra food.
 
|Ocean squares produce one extra food.
 
|-
 
|-
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|240
 
|240
 
|4
 
|4
|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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|80
 
|80
 
|1
 
|1
|Writing
+
|{{Link2|Writing}}
 
|Increase science by 50%
 
|Increase science by 50%
 
|-
 
|-
|{{PageIcon2|Mfg. Plant|linebreak=true}}
+
|{{PageIcon2|Manufacturing Plant|linebreak=true}}
 
|320
 
|320
 
|6
 
|6
|Robotics
+
|{{Link2|Robotics}}
 
|Increase production by a further 50%.
 
|Increase production by a further 50%.
 
|-
 
|-
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|80
 
|80
 
|1
 
|1
|Currency
+
|{{Link2|Currency}}
 
|Increase tax and luxury by 50%
 
|Increase tax and luxury by 50%
 
|-
 
|-
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|160
 
|160
 
|4
 
|4
|Mass production
+
|{{Link2|Mass Production}}
 
|Eliminates pollution caused by population of the city.
 
|Eliminates pollution caused by population of the city.
 
|-
 
|-
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|160
 
|160
 
|2
 
|2
|Nuclear power
+
|{{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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|160
 
|160
 
|3
 
|3
  +
|{{Link2|Miniaturization}}
|Minitarisation
 
 
|Ocean squares produce one extra shield.
 
|Ocean squares produce one extra shield.
 
|-
 
|-
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|100
 
|100
 
|0
 
|0
|Masonry
+
|{{Link2|Masonry}}
 
|The city with this improvement becomes the capital.
 
|The city with this improvement becomes the capital.
 
|-
 
|-
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|60
 
|60
 
|2
 
|2
|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.
 
|-
 
|-
 
|{{PageIcon2|Port Facility|linebreak=true}}
 
|{{PageIcon2|Port Facility|linebreak=true}}
|
+
|80
|
+
|3
  +
|{{Link2|Amphibious Warfare}}
|
 
  +
|City produces Veteran naval units. Naval units can be completely repaired in a single turn.
|
 
 
|-
 
|-
 
|{{PageIcon2|Power Plant|linebreak=true}}
 
|{{PageIcon2|Power Plant|linebreak=true}}
 
|160
 
|160
 
|4
 
|4
|Refining
+
|{{Link2|Refining}}
 
|Increases factory output by 50%.
 
|Increases factory output by 50%.
 
|-
 
|-
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|200
 
|200
 
|2
 
|2
|Recycling
+
|{{Link2|Recycling}}
 
|Decreases pollution from production by 2/3.
 
|Decreases pollution from production by 2/3.
 
|-
 
|-
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|160
 
|160
 
|3
 
|3
|Computers
+
|{{Link2|Computers}}
 
|Increases science by a further 50%.
 
|Increases science by a further 50%.
 
|-
 
|-
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|100
 
|100
 
|2
 
|2
|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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|200
 
|200
 
|4
 
|4
|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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|160
 
|160
 
|0
 
|0
|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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|320
 
|320
 
|0
 
|0
|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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|80
 
|80
 
|0
 
|0
|Space flight
+
|{{Link2|Space Flight}}
 
|Forms the structure when building a spaceship.
 
|Forms the structure when building a spaceship.
 
|-
 
|-
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|120
 
|120
 
|2
 
|2
|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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|320
 
|320
 
|4
 
|4
|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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|160
 
|160
 
|4
 
|4
|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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|200
 
|200
 
|5
 
|5
|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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|80
 
|80
 
|3
 
|3
  +
|{{Link2|Refrigeration}}
|Refridgeration
 
 
|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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|40
 
|40
 
|1
 
|1
|Ceremonial burial
+
|{{Link2|Ceremonial burial}}
 
|One unhappy citizen becomes content
 
|One unhappy citizen becomes content
 
|-
 
|-
|[[File:University (building) (Civ2).png|link=University (building) (Civ2)]]<br/>[[University (building) (Civ2)|University]]
+
|[[File:University (city improvement) (Civ2).png|link=University (building) (Civ2)]]<br/>[[University (building) (Civ2)|University]]
 
|160
 
|160
 
|3
 
|3
|University
+
|[[University (advance) (Civ2)|University]]
 
|Increase science by a further 50%.
 
|Increase science by a further 50%.
 
|}
 
|}
   
 
{{Civ2}}
 
{{Civ2}}
[[Category:Buildings]]
+
[[Category:City improvements (Civ2)| ]]
[[Category:Buildings (Civ2)| ]]
+
[[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.