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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 Airport 120

3

Radio

None

Allows a city to make veteran aeroplanes, missiles, and helicopters. Damaged air units which stay in town 1 full turn without moving are repaired (2 TCs). 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.
Colosseum2 Amphitheater 60

4

Construction

None

Entertains citizens: three unhappy become content. (Four after Electricity.)
Bank2 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.
Barracks i 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. (2 TCs).
  • Obsolete after Gunpowder.
Barracks ii Barracks II 35

1

Gunpowder

Combustion

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 (2 TCs).
  • Obsolete after Combustion.
Barracks iii Barracks III 40

1

Combustion

None

Each new land unit made gets +1 veteran level. Land units which stay in town one full turn without moving are healed (2 TCs). When combined with Airport & Port Facility, Marines are made with +2 veteran levels.
B.cathedral Cathedral 70

3

Monotheism

None

Makes 3 unhappy citizens content in a city. Theology increases the effect by +1. Communist government reduces the effect by -1.
  • Increases rapture rate in Theocratic cities from 2/5 (40%) to 4/7 (57%)
  • Requires a Temple.
City walls.mp2c City Walls 65 / 75

0

Masonry

None

City Walls double 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.
  • Can be combined with Fortifications for a stacked bonus.
  • Odds of sabotage are halved.
B.power plant Coal Plant 120

4

Refining

None

Increases base production by +30% (+50% after Mass Production tech is discovered.) The extra production may generate more pollution. Each city can 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 Coastal Defense 65

2

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 for the treasury. Base rate is 1 shield = 1.5 gold.
Courthouse 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. Emissaries can’t establish embassies unless you permit it through Cease-fire or Peace (Diplomats with Espionage tech can.)
Ecclesiastical palace Ecclesiastical Palace 70 Mysticism Turns a city into the "religious capital." Corruption in cities increases with distance from the closest capital (except in Communism.) Cost to incite revolt increases with proximity to a capital. Loss of the religious capital does not cause civil war or loss of spaceship. The religious capital has the same bonuses as a Palace, but the output bonus renders in gold instead of shields. In Theocracy, Zealots from this city get +1 vet level. Conscription tech allows its city to produce one extra qualifying unit per turn.
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:

Fortifications Fortifications 35/

45

0

Masonry

None

  • Gives +0.33 to the city tile's terrain bonus on Difficult Terrain, or +0.50 on Flatland
  • Fortifications prevent population loss when a defending unit is killed.
  • Cannot be destroyed by Siege Rams.
  • Odds of sabotage are halved.
  • Costs increases to 45 after Metallurgy.
B.granary Granary 35

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 slow or prevent famine.
B.harbour Harbor 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

Requires Supreme Court. Emissaries can’t establish embassies unless you permit it through Cease-fire or Peace. (Diplomats with Espionage tech may do so.) Prevents the hostile act "Poison City." Protects diplomatic units vs. hostile diplomatic units by roughly . (average base odds of ½ -⅛ = ) Reduces odds of hostile diplomatic actions by 20%.
B.hydro plant Hydro Plant 175

2

Electronics

None

Increases base production by +30%, (+50% if Mass Production is known.) If nation has Hoover Dam, another +10% is added to this total. Extra production from a Hydro Plant will not generate more pollution. A city can build a Hydro Plant if it is on or adjacent to a River tile. Each city can 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 Library 60

1

Writing

None

Boosts the science output by 100% over base level.
Marketplace 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 Mass Transit 60

2

Mass Production

None

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

6

Robotics

None

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

4

Nuclear Power

None

Increases base production by +60%. The extra production is offset by -50% pollution from production. This may generate slightly more production pollution. 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 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, +40% in Communism; and +1 happy citizen in all governments. Theocratic capitals receive +50% gold bonus.
Police station Police Station 50

2

Communism

None

• In representative governments, discontented citizens caused by military units or foreign nationals are reduced by two. In authoritarian governments, two citizens are forced content (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, regardless whether they have Espionage tech. 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. (2 TCs).
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.
Radar tower Radar Tower 55

0

Radar

None

Radar Towers use advanced technology to extend a city's vision approximately 6 tiles.
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 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 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 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 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 exchange2 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

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 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 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

University2 University 120

3

University

None

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