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| align="left" |City Walls triple the defence of units in a city vs land units & helicopters. Walls are ineffective against Air & Sea & Howitzers. City Walls prevent the loss of population when a unit is destroyed by land attack.
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| align="left" |City Walls triple the defence of units in a city vs land units. Walls are ineffective against Air & Sea & Howitzers. City Walls prevent the loss of population when a unit is destroyed by land attack.
 
|- bgcolor="#e0f0f0" id="Coastal_Defense"
 
|- bgcolor="#e0f0f0" id="Coastal_Defense"
 
| align="center" |[[File:B.coastal_defense.png|link=https://freeciv.wikia.com/wiki/File:B.coastal_defense.png]]
 
| align="center" |[[File:B.coastal_defense.png|link=https://freeciv.wikia.com/wiki/File:B.coastal_defense.png]]
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| align="left" |2x defense for all units in the city when attacked by Air (not Stealth, Helicopters or Missiles). 1.25x defense against Stealth air units.
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| align="left" |2x defense for all units in the city when attacked by Air (not Stealth or Missiles). 1.25x defense against Stealth air units.
 
|- bgcolor="#e0f0f0" id="SDI_Defense"
 
|- bgcolor="#e0f0f0" id="SDI_Defense"
 
| align="center" |[[File:B.sdi_defense.png|link=https://freeciv.wikia.com/wiki/File:B.sdi_defense.png]]
 
| align="center" |[[File:B.sdi_defense.png|link=https://freeciv.wikia.com/wiki/File:B.sdi_defense.png]]

Revision as of 16:39, 10 April 2021





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 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 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 Amphitheater 60

4

Construction

None

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

2

Banking

None

With a Marketplace, a Bank increases the luxury and tax production in a city by 100%.
B.barracks i 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.
B.barracks ii 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.
B.barracks iii Barracks III 30

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 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 City Walls 60

0

Masonry

None

City Walls triple the defence of units in a city vs land units. Walls are ineffective against Air & Sea & Howitzers. City Walls prevent the loss of population when a unit is destroyed by land attack.
B.coastal defense Coastal Defense 60

1

Gunpowder

None

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

0

None

None

Sets a city's shield production to generate gold coins for the treasury.
Courthouse Courthouse 45

1

Code of Laws

None

Reduces corruption in a city by 60% (rounding causes ~50%). In Democracy, 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 - = ⅜) Reduces odds of hostile diplomatic actions by a raw 20%. Eliminates "tile penalties" in Despotism and Anarchy.
Ecclesiastical palace Ecclesiastical Palace 100 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 Fundamentalism, Fanatics from this city will also get +1 addition vet level.
Enrichment facility Enrichment Facility

200

3

Fusion Power
B.factory 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:

Fusion reactor Fusion Reactor 200

4

Fusion Power

None

Increases the shield production in a city by 75%. This increase may contribute to pollution.
B.granary 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 prevents famine.
B.harbour 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 Homeland Security 30

0

Literacy, Supreme Court

None

Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ - = ⅜) Reduces odds of hostile diplomatic actions by 20%. Cannot be sabotaged. Requires Supreme Court. 
B.hydro plant Hydro Plant 180

4

Electronics

None

Increases effect of Factory & Mfg Plant. Reduces 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 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.
B.library Library 60

1

Writing

None

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

0

Currency

None

Increases the luxury and tax output by 50%.
B.mass transit Mass Transit 60

2

Mass Production

None

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

6

Robotics

None

Together with a Factory, a Manufacturing Plant boosts production by 100%.
B.nuclear plant Nuclear Plant 120

2

Nuclear Power

None

Increases the effect of Factory & Mfg. Plant. Reduces the pollution from 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.
B.offshore platform 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 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. Fundamentalist capitals receive +50% gold bonus.
Police station Police Station 50

2

Communism

None

Reduces unhappiness caused by two military units. Protects diplomatic units vs. hostile diplomatic units by roughly ⅛. (average base odds of ½ - = ⅜) Reduces odds of hostile diplomatic actions by a raw 20%. 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 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.power plant 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.
B.recycling center 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.
B.research lab 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 SAM Battery 70

2

Rocketry

None

2x defense for all units in the city when attacked by Air (not Stealth or Missiles). 1.25x defense against Stealth air units.
B.sdi defense 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 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 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, and 150% for two. 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.
B.space component 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 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 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 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 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 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 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.)
B.university University 120

3

University

None

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

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