Game Manual |
Multiplayer II Dragoon |
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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 |
---|---|---|---|---|
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 | 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%. Increases coinage rate to 2 gold per shield.
| |
Barracks | 30
1 |
Warrior Code | 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).
| |
Barracks II | 35
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 (2 TCs).
| |
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. | |
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.
| |
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.
| |
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.
| |
Coastal Defense | 65
2 |
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 for the treasury. Base rate is 1 shield = 1.5 gold. | |
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 | 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 |
200 3 |
Fusion Power |
| |
Factory | 140
4 |
Industrialization
None |
Increases the shield production in a city by 50%. This increase may contribute to pollution.
| |
Fortifications | 35/
45 0 |
Masonry
None |
| |
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. | |
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 | 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 ⅛. (average base odds of ½ -⅛ = ⅜) Reduces odds of hostile diplomatic actions by 20%. | |
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.
| |
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%. Increase coinage rate to 1.75 gold per shield.
| |
Mass Transit | 60
2 |
Mass Production
None |
Eliminates all pollution caused by Population. Increases trade in the city by +2 | |
Manufacturing Plant | 220
6 |
Robotics
None |
Together with a Factory, a Manufacturing Plant boosts production by 100%. | |
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.
| |
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, +40% in Communism; and +1 happy citizen in all governments. Theocratic capitals receive +50% gold bonus. | |
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.
| |
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). | |
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 | 55
0 |
Radar
None |
Radar Towers use advanced technology to extend a city's vision approximately 6 tiles. | |
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 | 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. | |
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 | 150
-3 |
Environmentalism
None |
Adds a flat +20% to the base production in a city.
| |
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:
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. | |
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 |
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.) | |
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 | |
University | 120
3 |
University
None |
Together with a Library, a University boosts science output by 250%.
| |
Wind Plant | 60
-3 |
Environmentalism
None |
Adds a flat +5% to the base production in a city.
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