No edit summary Tag: Source edit |
No edit summary Tag: Visual edit |
||
Line 113: | Line 113: | ||
None |
None |
||
− | | align="left" |City Walls triple the defence of units in a city vs land units |
+ | | 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]] |
||
Line 362: | Line 362: | ||
None |
None |
||
− | | align="left" |2x defense for all units in the city when attacked by Air (not Stealth |
+ | | 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
Game Manual |
Multiplayer II Caravel |
---|
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 |
---|---|---|---|---|
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 | 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 | 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.
| |
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.
| |
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. | |
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.
| |
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. | |
Coastal Defense | 60
1 |
Gunpowder
None |
Doubles the defense 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 | 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 - ⅛ = ⅜) Reduces odds of hostile diplomatic actions by a raw 20%. Eliminates "tile penalties" in Despotism and Anarchy. | |
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 |
200 3 |
Fusion Power |
| |
Factory | 140
4 |
Industrialization
None |
Increases the shield production in a city by 50%. This increase may contribute to pollution.
| |
Fusion Reactor | 200
4 |
Fusion Power
None |
Increases the shield production in a city by 75%. This increase may contribute to pollution.
| |
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. | |
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 | 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. | |
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. | |
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 | 60
2 |
Mass Production
None |
Eliminates all pollution caused by Population. Increases trade in the city by +2 | |
Mfg. Plant | 220
6 |
Robotics
None |
Together with a Factory, a Manufacturing Plant boosts production by 100%. | |
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. | |
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. 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 | 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 - ⅛ = 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. | |
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 | 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. | |
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 |
2x defense for all units in the city when attacked by Air (not Stealth or Missiles). 1.25x defense against Stealth air units. | |
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. | |
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. | |
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. | |
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. | |
Space Module | 2000
0 |
Superconductors
None |
There are three different types of Space Module:
| |
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 | 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. In size 12+ cities with an Airport, increases airlift capacity by +1 | |
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 | 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%.
|
Previous: Wonders | Chapter | Hotkeys |