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Below is a chart of every city improvement or "building" which you can make in the Multiplayer II Evolution (MP2) ruleset.














Graphics Name Cost
Upkeep
Requirement
Obsolete by
More info
B.airport.png 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. A city with an Airport can airlift one unit per turn (may vary with adjustable game server settings.)
Aqueduct.png Aqueduct 60

2

Construction

None

Allows a city to grow larger than size 8. A Sewer System is required to grow past size 12.
Colosseum.png Amphitheater 60

4

Construction

None

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

2

Banking

None

With a Marketplace, a Bank increases the luxury and tax production in a city by 100%. Increases coinage rate to 2 gold per shield.
B.barracks i.png Barracks 30

1

Warrior Code

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.
B.barracks ii.png Barracks II 35

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.
B.barracks iii.png Barracks III 40

1

Mobile Warfare

None

Each new land unit made gets +1 veteran level. Land units which stay in town one full turn without moving are healed. When combined with Airport & Port Facility, Marines are made with +2 veteran levels.
B.cathedral.png Cathedral 75

3

Monotheism

None

Makes 3 unhappy citizens content in a city. Theology increases the effect by +1. Communist government reduces the effect by -1.
  • Requires a Temple.
B.city walls.png City Walls 65 / 75

0

Masonry

None

City Walls triple the defense of units in a city when attacked by Land units. Bonus reduced if attacked by Catapult or the units to which it upgrades. Walls are ineffective against Air & Sea & Howitzers. City Walls prevent the loss of population when defending units lose in combat.
  • Cost increases to 75 after discovery of Metallurgy.
  • Odds of sabotage are halved.
B.power plant.png Coal Plant 120

4

Refining

None

Increases the effect of Factory & Mfg. Plant by +20% each. (Yields total of +70% production over base output for one of the above, and +140% for two of the above.) The extra production may generate more pollution. Each city may only use one Coal/Hydro/Nuclear/Fusion Plant.
  • Sale price is 85% original value after a city has built a Hydro Plant or Nuclear Plant.
B.coastal defense.png Coastal Defense 65

2

Gunpowder

None

Doubles the defense of units within a city when defending against enemy ships.
B.capitalization.png Coinage -

0

None

None

Sets a city's shield production to generate gold for the treasury. Base rate is 1 shield = 1.5 gold.
Courthouse.png Courthouse 45

1

Code of Laws

None

Reduces corruption in a city by half. Makes 1 unhappy citizen content. Makes the revolt cost of the city 4 times higher. Gives +1 shield free unit upkeep. Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ -⅛ = ⅜) Reduces odds of hostile diplomatic actions by a raw 20%. Prevents Diplomats (not Spies) from establishing hostile embassy without first doing Ceasefire or Peace. Eliminates "tile penalties" in Despotism and Anarchy.
Ecclesiastical palace.png Ecclesiastical Palace 90 Mysticism Makes a city a second "religious capital" of your government. Corruption in other cities is based on distance from a capital, except in Democracy or Communism. The cost of inciting a revolt also depends upon distance from a capital. Loss of religious capital does not result in civil war or loss of any spaceship. The religious capital gets the same output bonus as the Palace, but renders it in gold instead of shields. In Theocracy, Zealots from this city will also get +1 addition vet level.
Enrichment facility.png Enrichment Facility

200

3

Fusion Power
B.factory.png Factory 140

4

Industrialization

None

Increases the shield production in a city by 50%. This increase may contribute to pollution.
  • Allows Mfg. Plant.
  • Required to make Spaceship parts.


Allows one but not more of the following:

Fortifications.png Fortifications 35

0

Masonry

None

• 1.5× defense for every unit in a City vs. Land attacks. Bonus reduced if attacked by Catapult or the units to which it upgrades. • Fortifications prevent population loss when a defending unit is killed.• Fortifications raise the terrain bonus +0.17 for {Flatlands, Swamp, Forest, Jungle} to {1.17×, 1.5×, 1.5×, 1.67×}, respectively. • Gives no bonus if City Walls are in place, except for the terrain bonus. • Cannot be destroyed by Siege Rams. • Fortifications can be sold for full price instead of half price after a city upgrades to City Walls. • Odds of sabotage are halved.
B.granary.png Granary 35

1

Pottery

None

Stored food will be set to half full whenever a city starves or grows. This helps a city grow faster and slow or prevent famine.
B.harbour.png Harbour 40

1

Seafaring

None

Gives +1 extra food resource on all Ocean tiles. A city needs to be coastal to have a Harbour.
Homeland security.png Homeland Security 30

0

Literacy, Supreme Court

None

Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ -⅛ = ⅜) Reduces odds of hostile diplomatic actions by 20%. Cannot be sabotaged. Requires Supreme Court. 
B.hydro plant.png Hydro Plant 175

3

Electronics

None

Increases the effect of Factory & Mfg. Plant by +20% each. (Yields total of +70% production over base output for one of the above, and +140% for two of the above.) The extra production may generate more pollution, yet this plant also reduces pollution generated by production: Pollution is 25% less than a Coal Plant+Factory, and 50% less than a Coal Plant+Factory+Mfg Plant. A city can build a Hydro Plant if it is next to (or on) a River tile. Each city may only use one Coal/Hydro/Nuclear/Fusion Plant.
  • If built and present, increases the sale price of Coal Plant from 50% to 85% original value.
B.library.png Library 60

1

Writing

None

Boosts the science output by 100% over base level.
B.marketplace.png Marketplace 60

0

Currency

None

Increases the luxury and tax output by 50%. Increase coinage rate to 1.75 gold per shield.
B.mass transit.png Mass Transit 60

2

Mass Production

None

Eliminates all pollution caused by Population. Increases trade in the city by +2
Mfg plant.png Manufacturing Plant 220

6

Robotics

None

Together with a Factory, a Manufacturing Plant boosts production by 100%.
B.nuclear plant.png Nuclear Plant 185

4

Nuclear Power

None

Increases the effect of Factory & Mfg. Plant by +30% each. (Yields total of +80% production over base output for one of the above, and +160% for two of the above.) The extra production may generate more pollution, yet this plant also reduces pollution generated by production: Pollution is 25% less than a Coal Plant+Factory, and 50% less than a Coal Plant+Factory+Mfg Plant. Each city may only use one Coal/Hydro/Nuclear/Fusion Plant.
  • If built and present, increases the sale price of Coal Plant from 50% to 85% original value.
B.offshore platform.png 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.png 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. Loss of the capital may result in civil war, and will lose any spaceship. A capital city receives a production bonus of +75% in Despotism, +50% in Monarchy, +25% in Communism; and +1 happy citizen in all governments. Theocratic capitals receive +50% gold bonus.
Police station.png Police Station 50

2

Communism

None

• Discontented citizens caused by military units or foreign nationals are reduced by two (three under Nationalism.) • Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ -⅛ = ⅜) • Reduces odds of hostile diplomatic actions by a raw 20%, except Investigate City. • Odds of Investigate City are halved except under Democracy. • Prevents enemies from establishing an embassy without first agreeing to Cease-fire, Armistice, or Peace. Gives +1 veteran level to diplomatic units.
B.port facility.png 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.
B.recycling center.png Recycling Center 70

1

Recycling

None

Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. It increases production in the city by +2P.
Radar tower.png Radar Tower 55

0

Radar

None

Radar Towers use advanced technology to extend a city's vision approximately 6 tiles.
B.research lab.png 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.png SAM Battery 80

2

Rocketry

None

2× defense for all units in the city when attacked by any Aircraft except Stealth or Missiles. 1.25× defense against Stealth air units.
B.sdi defense.png 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 city defense against Cruise missiles.
B.sewer system.png Sewer System 80

2

Sanitation

None

Allows a city to grow beyond size 12. An Aqueduct is first required for a city to grow beyond size 8.
B.solar plant.png Solar Plant 150

-3

Environmentalism

None

Adds a flat +20% to the base production in a city.
  • Replaces production-pollution bonuses from other Power Plant types with a flat -75%
    • If combined with a Recycling Center, production-pollution bonus is -90%.
  • Supports 2 free shields of unit upkeep.
  • May co-exist with one Coal / Hydro / Nuclear / Solar Plant.
  • -3 upkeep supports 3 gold in building upkeep for free.
B.space component.png Space Component 1000

0

Plastics

None

Space Components are either Propulsion or Fuel types. Each pair 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.
B.space modules.png Space Module 2000

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 be built first, and a factory must be in the city ordering the Module.

B.space structural.png Space Structural 500

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 Structurals.

The Apollo Program wonder must be built by any player, & a Factory in the city making the Structural.

Stock exchange.png 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%.
  • After The Corporation, increases coinage rate to 2.25 gold per shield for non-Communists.
Super highways.png Super Highways 120

3

Automobile

None

Increases trade resources by 50% on all tiles with roads or railroads. In size 12+ cities with an Airport, increases airlift capacity by +1
B.supermarket.png Supermarket 80

3

Refrigeration

None

Immediately increases food production by 50% on the city centre tile, and increases the food output by 100% on each farmland tile used around the city. Farmland is any tile which has been irrigated one more time after the discovery of Refrigeration.
Temple.png 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.)
Totem pole.png Totem Pole 30

1

None

None

Gives +2 luxury to a city. Before completing, allows saving shields into a building that can be selected after a first tech discovery.

Obsolete by:Temple, Ceremonial Burial

B.university.png University 120

3

University

None

Together with a Library, a University boosts science output by 250%.
Wind farm.png Wind Plant 60

-3

Environmentalism

None

Adds a flat +5% to the base production in a city.
  • Reduces pollution from production by a flat -10%, regardless of other bonuses.
  • Supports 2 free shields of unit upkeep.
  • -3 upkeep supports 3 gold in building upkeep for free.
  • Can co-exist with any other type of Power Plant, and needs no Factory to be built.

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