Freeciv






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
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.
Aqueduct 60

2

Construction

None

Allows a city to grow larger than size 8. A Sewer System is required to grow past size 12.


Amphitheater 60

4

Construction

None

Entertains citizens: three unhappy become content. (Four after Electricity.)
Bank 80

2

Banking

None

With a Marketplace, a Bank increases the luxury and tax production in a city by 100%.


Barracks 30

1

None

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.


  • Obsolete after Gunpowder.
Barracks II 30

1

Gunpowder

Mobile Warfare

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.


  • Obsolete after Mobile Warfare.
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.
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.


  • Requires a Temple.
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.
Coastal Defense 60

1

Gunpowder

None

Doubles the defence strength of units within a city when defending against enemy ships.
Coinage -

0

None

None

Sets a city's shield production to generate gold coins for the treasury.
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.
Factory 140

4

Industrialization

None

Increases the shield production in a city by 50%. This increase may contribute to pollution.


Allows one but not more of the following:

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.
Harbour 40

1

Seafaring

None

Gives +1 extra food resource on all Ocean tiles. A city needs to be coastal to have a Harbour.
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.
Library 60

1

Writing

None

Boosts the science output by 100% over base level.


Marketplace 60

0

Currency

None

Increases the luxury and tax output by 50%.


Mass Transit 120

4

Mass Production

None

Eliminates all pollution caused by Population level.
Mfg. Plant 220

6

Robotics

None

Together with a Factory, a Mfg. Plant boosts production by 100%.
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.
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.
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.
Police Station 50

2

Communism

None

Reduces unhappiness caused by two military units. This improvement has no effect except in Republic and Democracy.
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.
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.
Recycling Center 140

2

Recycling

None

Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%.
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%.
SAM Battery 70

2

Rocketry

None

Doubles the defense of all units in the city when attacked by aircraft (not helicopters or missiles).
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.
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.
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.
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.

Space Module 320

0

Superconductors

None

There are three different types of Space Module:


  • Habitation: Living space for 10,000.
  • Life Support: provides food and water for one Habitation Module.
  • Solar Panels: provides the energy needed for two other Modules.


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.

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.

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%.
Super Highways 120

3

Automobile

None

Increases trade resources by 50% on all tiles with roads or railroads.
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.
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.)
University 120

3

University

None

Together with a Library, a University boosts science output by 250%.



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