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Power is a synergy bonus applied to city production in Civilization II. A city featuring a Factory and/or Manufacturing Plant accrues an additional 50% bonus to Shield Shield yield when a power plant is also present, or the civilization controls the Hoover Dam.

The 50% power bonus is calculated based on the city's base Shield yield; the extra Shields created by the Factory and the Mfg. Plant do not get the 50% power bonus. The formula is:

where s0 is the city's Shield yield; f, m and p each equal 1 when a Factory, Mfg. Plant, and/or power plant are present, respectively; and s1 is the final bonus Shield output.

The bonus applies as long as a Factory or Mfg. Plant is present in the city; a city possessing a power plant alone accrues no bonus.

Power plants[]

Power plants are a type of city improvement. There are four possible plants; each confers the same bonus, but differs in prerequisite advance, build and maintenance costs, and pollution mitigation. Although multiple plants can be constructed, the synergy bonus only applies once: older plants must be manually sold to avoid superfluous upkeep.

Name Prerequisite Build cost Upkeep Pollution mitigation
[note 1]
Priority
[note 2]
Additional
notes
Power Plant Power Plant Refining 160 4 1 4
Hydro Plant Hydro Plant Electronics 240 4 2 2 Requires city on or next to River or Mountain.
Provided to all cities by  Hoover Dam
Nuclear Plant Nuclear Plant Nuclear Power 160 2 2 3 Risk of destructive meltdown without Fusion Power
Solar Plant Solar Plant Environmentalism 320 4 9999 1 Also mitigates pollution from population

Footnotes[]

  1. Denominator value for calculating pollution from production. 1 is the default; higher numbers reduce pollution.[1]
  2. Power plants are ranked in internal code by their comparative safety and mitigating effect on pollution. Plants of lower priority will not appear as build options if a plant of higher priority exists in the city. Note that Fusion Power does not adjust the Nuclear Plant's ranking.

References[]

See also[]