Multiplayer Manual |
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Below is a chart of every city improvement or "building" which you can make in the freeciv Multiplayer ruleset.
Graphics | Name | Cost Upkeep |
Requirement Obsolete by |
More info |
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Airport | 120
3 |
Radio
None |
Allows a city to make veteran air units and helicopters. Damaged air units which stay in town 1 full turn without moving are repaired. Two cities with Airports can airlift one unit per turn. |
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Aqueduct | 60
2 |
Construction
None |
Allows a city to grow larger than size 8. A Sewer System is required to grow past size 12.
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Amphitheater | 60
4 |
Construction
None |
Entertains citizens: three unhappy become content. (Four after Electricity.) |
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Bank | 80
2 |
Banking
None |
With a Marketplace, a Bank increases the luxury and tax production in a city by 100%.
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Barracks | 30
1 |
None | Each new land unit built in the city gets +1 veteran status. Damaged land units which stay in town one full turn without moving are healed.
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Barracks II | 30
1 |
Gunpowder | Each new land unit built in the city gets +1 veteran status. Damaged land units which stay in town one full turn without moving are healed.
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Barracks III | 30
1 |
Mobile Warfare
None |
Each new land unit built in the city gets +1 veteran status. Damaged land units which stay in town one full turn without moving are healed. |
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Cathedral | 80
3 |
Monotheism
None |
Makes 3 unhappy citizens content in a city. Theology increases the effect to +4. Communism reduces the effect by -1.
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City Walls | 60
0 |
Masonry
None |
City Walls triple the defence of units in a city against land units & helicopters. Walls are ineffective against air & sea units & Howitzers. City Walls prevent the loss of population when a unit is destroyed by land attack. |
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Coastal Defense | 60
1 |
Gunpowder
None |
Doubles the defence strength of units within a city when defending against enemy ships. |
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Coinage | -
0 |
None
None |
Sets a city's shield production to generate gold coins for the treasury. |
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Courthouse | 60
1 |
Code of Laws
None |
Reduces corruption and waste in a city by 50%. Under Democracy, makes 1 unhappy citizen content. Makes the revolt cost of the city 4 times higher. |
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Factory | 140
4 |
Industrialization
None |
Increases the shield production in a city by 50%. This increase may contribute to pollution.
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Granary | 40
1 |
Pottery
None |
Stored food will be set to half full whenever a city starves or grows from hitting its grain ceiling. This helps a city grow faster and prevents famine. |
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Harbour | 40
1 |
Seafaring
None |
Gives +1 extra food resource on all Ocean tiles. A city needs to be coastal to have a Harbour. |
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Hydro Plant | 180
4 |
Electronics
None |
Increases the effect of Factory & Mfg. Plant. Reduces the pollution generated by production. Gives +75% production over base output for one of the above, and 150% for two of the above. Pollution is 25% less than a Power Plant+Factory, and 50% less than a Power Plant+Factory+Mfg. Plant. A city can only build a Hydro Plant if it is next to (or on) a River tile. Each city may only use one Power/Hydro/Nuclear/Solar Plant. |
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Library | 60
1 |
Writing
None |
Boosts the science output by 100% over base level.
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Marketplace | 60
0 |
Currency
None |
Increases the luxury and tax output by 50%.
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Mass Transit | 120
4 |
Mass Production
None |
Eliminates all pollution caused by Population level. |
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Mfg. Plant | 220
6 |
Robotics
None |
Together with a Factory, a Mfg. Plant boosts production by 100%. |
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Nuclear Plant | 120
2 |
Nuclear Power
None |
Increases the effect of Factory & Mfg. Plant. Reduces the pollution generated by production. Gives +75% production over base output for one of the above, and 150% for two of the above. Pollution is 25% less than a Power Plant+Factory, and 50% less than a Power Plant+Factory+Mfg. Plant. Each city may only use one Power/Hydro/Nuclear/Solar Plant. |
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Offshore Platform | 120
3 |
Miniaturization
None |
Adds 1 extra shield resource on all Ocean tiles worked by a city. The city needs to be coastal to build this improvement. |
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Palace | 70
0 |
Masonry
None |
Makes a city the capital of your government. Corruption in other cities is based on distance from the capital, except in Democracy or Communism. The cost of inciting a revolt also depends upon distance from the capital. Loss of the capital may result in civil war, and will lose any spaceship. A capital city receives +75% production in Despotism and +50% in Monarchy. |
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Police Station | 50
2 |
Communism
None |
Reduces unhappiness caused by two military units. This improvement has no effect except in Republic and Democracy. |
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Port Facility | 60
3 |
Amphibious Warfare
None |
The city will build veteran sea units. Damaged sea units which stay in town for one full turn without moving are repaired. |
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Power Plant | 130
4 |
Refining
None |
Increases the effect of Factory & Mfg. Plant. Gives +75% production over base output for one of the above, and 150% for two of the above. The extra production may generate more pollution. Each city may only use one Power/Hydro/Nuclear/Solar Plant. |
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Recycling Center | 140
2 |
Recycling
None |
Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. |
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Research Lab | 120
3 |
Computers
None |
With a Library, a Research Lab boosts science by 200%. With a Library and University, it boosts science by 450%. |
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SAM Battery | 70
2 |
Rocketry
None |
Doubles the defense of all units in the city when attacked by aircraft (not helicopters or missiles). |
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SDI Defense | 140
4 |
Laser
None |
Protects a city and up to 2 tiles distance from attacks by Nuclear units. A Nuclear unit attacking in range of SDI Defense is shot down and has no effect. Also, doubles defence inside the city against Cruise missiles. |
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Sewer System | 80
2 |
Sanitation
None |
Allows a city to grow larger than size 12. An Aqueduct is first required for a city to grow larger than size 8. |
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Solar Plant | 320
4 |
Environmentalism
None |
Increases the effect of Factory & Mfg. Plant. Reduces the pollution generated by production. Gives +75% production over base output for one of the above, and 150% for two of the above. Pollution is 50% less than a Power Plant+Factory, and 100% less than a Power Plant+Factory+Mfg. Plant (totally eliminated). Each city may only use one Power/Hydro/Nuclear/Solar Plant. |
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Space Component | 160
0 |
Plastics
None |
Space Components are either Propulsion and Fuel Components. Each pair of them reduces your spaceship's travel time. You can build up to 8 pairs.
The Apollo Program wonder must have been built by any player, and a factory must be in the city ordering the Component. |
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Space Module | 320
0 |
Superconductors
None |
There are three different types of Space Module:
You can build up to 4 Space Modules of each kind. The Apollo Program must have been built by any player, and a factory must be in the city ordering the Module. |
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Space Structural | 80
0 |
Space Flight
None |
Space Structurals form the base of the spaceship. Spaceship parts need to be connected to Structurals. You can build up to 32 Space Structurals.
The Apollo Program wonder must have been built by any player, and a factory must be in the city ordering the Structural. |
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Stock Exchange | 120
3 |
Economics
None |
With a Bank, a Stock Exchange boosts tax and luxury production in a city by 50%. Together with a Marketplace and a Bank, a Stock Exchange boosts tax and luxury production in a city by 150%. |
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Super Highways | 120
3 |
Automobile
None |
Increases trade resources by 50% on all tiles with roads or railroads. |
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Supermarket | 80
3 |
Refrigeration
None |
Increases the food output by 100% on each farmland tile used by the city. (Farmland is any tile which has been irrigated one more time after the discovery of Refrigeration.) If the city center tile lacks Farmland, it immediately gets +50% free bonus food if irrigable. City centers with farmland get the normal +100% bonus. |
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Temple | 30
1 |
Ceremonial Burial
None |
Makes 1 unhappy citizen content. Mysticism and the Oracle Wonder both double this effect. (With both, 4 citizens become content.) |
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University | 120
3 |
University
None |
Together with a Library, a University boosts science output by 250%.
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