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Documentation for this module may be created at Module:Data/Civ2/Buildings/doc

local buildings = {}

buildings["Airport"] = { reqtech = "Radio", cost = "160", maint = "3", notes = "City produces [[Veteran (Civ2)|Veteran]] air units.<br>Can [[Airlift (Civ2)|Airlift]] one unit per turn.<br>Any air unit spending its entire turn in the city is completely repaired."}
buildings["Aqueduct"] = { reqtech = "Construction", cost = "80", maint = "2", notes = "Allows city to increase beyond size 8."}
buildings["Bank"] = { reqtech = "Banking", reqbuild = "Marketplace", cost = "120", maint = "3", notes = "Increases tax and luxury output by an additional 50% (cumulative w/ Marketplace)."}
buildings["Barracks"] = { cost = "40", maint = "1", notes = "City produces [[Veteran (Civ2)|Veteran]] ground units.<br>Ground units can be completely repaired in a single turn."}
buildings["Capitalization"] = { reqtech = "The Corporation", cost = "N/a", maint = "N/a", notes = "Converts production to gold."}
buildings["Cathedral"] = { reqtech = "Monotheism", cost = "120", maint = "3", notes = "Makes three unhappy citizens content. <br> +1 content citiznes after {{Link2|Theology}}. <br> -1 content citizens after [[Communism (advance) (Civ2)|Communism]]"}
buildings["City Walls"] = { reqtech = "Masonry", cost = "80", maint = "0", notes = "3x defense versus ground attacks.<br>No population lost under attacks."}
buildings["Coastal Fortress"] = { reqtech = "Metallurgy", cost = "80", maint = "1", notes = "2x defense versus naval attacks."}
buildings["Colosseum"] = { reqtech = "Construction", cost = "100", maint = "4", notes = "Makes three unhappy citizens content (four w/ [[Electronics (Civ2)|Electronics]])."}
buildings["Courthouse"] = { reqtech = "Code of Laws", cost = "80", maint = "1", notes = "Decreases [[Corruption (Civ2)|Corruption]] by 50%.<br>Makes city more resistant to bribery by enemy [[Diplomat (Civ2)|diplomats]] and [[Spy (Civ2)|spies]].<br>Under [[Democracy (government) (Civ2)|Democracy]], one content citizen becomes happy."}
buildings["Factory"] = { reqtech = "Industrialization", cost = "200", maint = "4", notes = "Increases resource production in city by 50%."}
buildings["Granary"] = { reqtech = "Pottery", cost = "60", maint = "1", notes = "Only half of the city's food store is depleted when city increases in size."}
buildings["Harbor"] = { reqtech = "Seafaring", cost = "60", maint = "1", notes = "All ocean squares in the city's radius produce one extra unit of food."}
buildings["Hydro Plant"] = { reqtech = "Electronics", reqbuild = "Factory", cost = "240", maint = "4", notes = "Increases [[Factory (Civ2)|Factory]] output by 50%.<br>Cleaner than [[Power Plant (Civ2)|Power Plant]], and generally safer than [[Nuclear Plant (Civ2)|Nuclear Plant]]."}
buildings["Library"] = { reqtech = "Writing", cost = "80", maint = "1", notes = "Increases science output by 50%."}
buildings["Mfg. Plant"] = { reqtech = "Robotics", reqbuild = "Factory", cost = "320", maint = "6", notes = "Increases resource production by an additional 50% (cumulative w/ [[Factory (Civ2)|Factory]])."}
buildings["Marketplace"] = { reqtech = "Currency", cost = "80", maint = "1", notes = "Increases tax and luxury output by 50%."}
buildings["Mass Transit"] = { reqtech = "Mass Production", cost = "160", maint = "4", notes = "Eliminates [[Pollution (Civ2)|Pollution]] caused by [[Population (Civ2)|Population]]."}
buildings["Nuclear Plant"] = { reqtech = "Nuclear Power", reqbuild = "Factory", cost = "160", maint = "2", notes = "Increases [[Factory (Civ2)|Factory]] output by 50%.<br>Cleaner than [[Power Plant (Civ2)|Power Plant]] (same as [[Hydro Plant (Civ2)|Hydro Plant]])<br>Risk of Nuclear Meltdown unless civilization has discovered [[Fusion Power (Civ2)|Fusion Power]]."}
buildings["Offshore Platform"] = { reqtech = "Miniaturization", cost = "160", maint = "3", notes = "All ocean squares in the city's radius produce one extra shield."}
buildings["Palace"] = { reqtech = "Masonry", cost = "100", maint = "0", notes = "Eliminates [[Corruption (Civ2)|corruption and waste]] in the city, and decreases it in all nearby cities."}
buildings["Police Station"] =  {reqtech = "Communism (advance)", cost = "60", maint = "2", notes = "Decreases unhappiness caused by troops away from city by 1."}
buildings["Port Facility"] = { reqtech = "Amphibious Warfare", cost = "80", maint = "3", notes = "City produces [[Veteran (Civ2)|Veteran]] naval units.<br>Naval units can be completely repaired in a single turn."}
buildings["Power Plant"] = { reqtech = "Refining", reqbuild = "Factory", cost = "160", maint = "4", notes = "Increases [[Factory (Civ2)|Factory]] output by 50%."}
buildings["Recycling Center"] = { reqtech = "Recycling", cost = "200", maint = "2", notes = "Decreases the [[Pollution (Civ2)|Pollution]] caused by [[Factory (Civ2)|Factories]]."}
buildings["Research Lab"] = { reqtech = "Computers", reqbuild = "University (building)", cost = "160", maint = "3", notes = "Increases science output by an additional 50% (cumulative with [[Library (Civ2)|Library]] and [[University (building) (Civ2)|University]] for a grand total of 150%)."}
buildings["SAM Missile Battery"] = { reqtech = "Rocketry", cost = "100", maint = "2", notes = "2x defense vs attacks by air and missile units."}
buildings["SDI Defense"] = { reqtech = "Laser", cost = "200", maint = "4", notes = "Protects everything within three spaces of the city from nuclear attack."}
buildings["SS Component"] = { reqtech = "Plastics", cost = "160", maint = "0", notes = ""}
buildings["SS Module"] = { reqtech = "Superconductor", cost = "320", maint = "0", notes = ""}
buildings["SS Structural"] = { reqtech = "Space Flight", cost = "80", maint = "0", notes = ""}
buildings["Sewer System"] = { reqtech = "Sanitation", reqbuild = "Aqueduct", cost = "120", maint = "2", notes = "Allows city to increase beyond size 12."}
buildings["Solar Plant"] = { reqtech = "Environmentalism", reqbuild = "Factory", cost = "320", maint = "4", notes = "Increases [[Factory (Civ2)|Factory]] output by 50%.<br>Cleaner than all other forms of power."}
buildings["Stock Exchange"] = { reqtech = "Economics", reqbuild = "Bank", cost = "160", maint = "4", notes = "Increases tax and luxuries output by an additional 50% (cumulative with [[Marketplace (Civ2)|Marketplace]] and [[Bank (Civ2)|Bank]] for a grand total of 150%)."}
buildings["Superhighways"] = { reqtech = "Automobile", cost = "200", maint = "5", notes = "All squares in the city's radius with roads (or railroads) produce 50% more trade."}
buildings["Supermarket"] = { reqtech = "Refrigeration", cost = "80", maint = "3", notes = "Allows squares in the city's radius with the [[Farmland (Civ2)|Farmland]] improvement (irrigated twice) to produce 50% more food."}
buildings["Temple"] = { reqtech = "Ceremonial Burial", cost = "40", maint = "1", notes = "Makes one unhappy citizen content (two with [[Mysticism (Civ2)|Mysticism]], four with [[Oracle (Civ2)|Oracle]])."}
buildings["University"] = { reqtech = "University (advance)", reqbuild = "Library", cost = "160", maint = "3", notes = "Increases science output by an additional 50% (cumulative with [[Library (Civ2)|Library]])."}

return buildings
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