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 |
|---|---|---|---|---|
| 160 | 3 | Radio | City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting. | |
| 80 | 2 | Construction | Required for a city to grow beyond size 8. | |
| 120 | 3 | Banking | Increase tax and luxury by a further 50%. | |
| 40 | 1 | None | City produces veteran ground units. Damaged ground units staying one turn in city are fully repaired. | |
| n/a | n/a | Corporation | Not a city improvement, but shield production is converted directly into cash. | |
| 120 | 3 | Monotheism | Makes 3 unhappy citizens content. | |
| 80 | 0 | Masonry | Defence of units in city are tripled. | |
| 80 | 1 | Metallurgy | Doubles defence in city against attacks by ships. | |
| 100 | 4 | Construction | 3 unhappy citizens are made content. | |
| 80 | 1 | Code of laws | Decrease corruption by 50%. Makes a city more resistant to bribery. | |
| 200 | 4 | Industrialization | Increase production by 50%. | |
| 60 | 1 | Pottery | Halves the amount of food necessary to increase city size. Protects against famine. | |
| 60 | 1 | Seafaring | Ocean squares produce one extra food. | |
| 240 | 4 | Electronics | Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants. | |
| 80 | 1 | Writing | Increase science by 50% | |
| 320 | 6 | Robotics | Increase production by a further 50%. | |
| 80 | 1 | Currency | Increase tax and luxury by 50% | |
| 160 | 4 | Mass Production | Eliminates pollution caused by population of the city. | |
| 160 | 2 | Nuclear Power | Increases factory output by 50%. Reduces factory pollution by 1/2. Meltdown risk unless fusion power has been discovered. | |
| 160 | 3 | Miniaturization | Ocean squares produce one extra shield. | |
| 100 | 0 | Masonry | The city with this improvement becomes the capital. | |
| 60 | 2 | Communism | Reduces the number of unhappy citizens created by units away from the city by 1 per unit. | |
| 80 | 3 | Amphibious Warfare | City produces Veteran naval units. Naval units can be completely repaired in a single turn. | |
| 160 | 4 | Refining | Increases factory output by 50%. | |
| 200 | 2 | Recycling | Decreases pollution from production by 2/3. | |
| 160 | 3 | Computers | Increases science by a further 50%. | |
| 100 | 2 | Rocketry | Doubles defence in city against air units other than nukes. | |
| 200 | 4 | Laser | Protects the city and the surrounding squares from nuclear attack. | |
| 160 | 0 | Plastics | For every fuel component there is a thrust component which adds 25% to spaceship thrust. | |
| 320 | 0 | Superconductor | Can be population, life support or solar panel. Must be the same numbers of each. | |
| 80 | 0 | Space Flight | Forms the structure when building a spaceship. | |
| 120 | 2 | Sanitation | Required for a city to grow beyond size 12. | |
| 320 | 4 | Environmentalism | Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming. | |
| 160 | 4 | Economics | Increase tax and luxury output by a further 50%. | |
| 200 | 5 | Automobile | All squares with roads or railroads produce 50% extra trade. More revenue from trade routes. | |
| 80 | 3 | Refrigeration | Allows a city to use the extra food in farmland squares. | |
| 40 | 1 | Ceremonial burial | One unhappy citizen becomes content | |
| 160 | 3 | University | Increase science by a further 50%. |
| Civilization II [edit] |
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| † Standalone remake with different graphics, units, etc. |