Game Manual 2.0/Buildings catalog
From Freeciv
| Graphics | Name | Cost Upkeep | Requirement Obsolete by | More info |
|---|---|---|---|---|
| Airport | 120
3 | Radio
None | Allows a city to produce veteran air units. Also, damaged air units which stay in town for one full turn without moving are completely restored.
Two cities with Airports can airlift one unit per turn. Airlifting instantly transports the unit from one city to another and will use all of the unit's movement points. A unit must have some movement points left to be airlifted. | |
| Aqueduct | 60
2 | Construction
None | Allows a city to grow larger than size 8. A Sewer System is also required for a city to grow larger than size 12.
| |
| Bank | 80
2 | Banking
None | Together with the Marketplace improvement, a Bank increases the luxury and tax production within a city by 100%.
| |
| Barracks | 30
1 | None | With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored.
| |
| Barracks II | 30
1 | Gunpowder | With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored.
| |
| Barracks III | 30
1 | Mobile Warfare
None | With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defence strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. | |
| Cathedral | 80
3 | Monotheism
None | A Cathedral makes 3 unhappy citizens content in a city, making it easier to maintain order in that city. The discovery of Theology increases the effect of a Cathedral, making an additional unhappy citizen content. The discovery of Communism lessens the effect of a Cathedral, reducing by one the number of unhappy citizens made content. | |
| City Walls | 60
0 | Masonry
None | City Walls make it easier to defend a city. They triple the defence strength of units within the city against ground and helicopter units. They are ineffective against airborne and sea units as well as Howitzers. City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit. | |
| Coastal Defense | 60
1 | Metallurgy
None | Increases the defence strength of units within a city by a factor of 2 when defending against bombardments from enemy ships. | |
| Coinage | 999
0 | None
None | This is not a normal improvement. Instead, setting a city's production to Coinage means its shield production is converted to tax output (money, coins!). | |
| Colosseum | 70
4 | Construction
None | Entertains the citizens of a city, making 3 unhappy citizens content. (Four after the discovery of Electricity.) | |
| Courthouse | 60
1 | Code of Laws
None | Reduces the corruption and waste in a city by 50%. Under a Democracy, a Courthouse makes 1 unhappy citizen content. Also halves the effective distance to the capital, for the purpose of calculating revolt cost. | |
| Factory | 140
4 | Industrialization
None | Increases the shield production in a city by 50%. This increase may also contribute significantly to pollution.
| |
| Granary | 40
1 | Pottery
None | The amount of stored food will be set to half full whenever a city with a Granary shrinks or grows. This helps a city to grow faster and more easily withstand famine. | |
| Harbour | 40
1 | Seafaring
None | Gives one extra food resource on all Ocean squares. The city needs to be coastal to build this improvement. | |
| Hydro Plant | 180
4 | Electronics
None | Reduces the amount of pollution generated by production in a city by 50%. It also increases the shield production of a Factory or Mfg. Plant in the city: a Factory and a Hydro Plant together give a 75% production bonus, and a Factory, Mfg. Plant and Hydro Plant together give a 150% production bonus.
A city can only have one Hydro Plant, Power Plant, or Nuclear Plant. A city can only build a Hydro Plant if it is next to (or on) a Mountain or River tile. | |
| Library | 60
1 | Writing
None | Increases the science output in a city by 100%.
| |
| Marketplace | 60
0 | Currency
None | Increases the luxury and tax output in a city by 50%.
| |
| Mass Transit | 120
4 | Mass Production
None | Neutralizes the pollution generated by the population. The population simply has no effect on the pollution generated in the city. | |
| Mfg. Plant | 220
6 | Robotics
None | Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%. | |
| Nuclear Plant | 120
2 | Nuclear Power
None | Reduces the amount of pollution generated by production in a city by 50%. It also increases the shield production of a Factory or Mfg. Plant in the city: a Factory and a Nuclear Plant together give a 75% production bonus, and a Factory, Mfg. Plant and Nuclear Plant together give a 150% production bonus.
A city can only have one Hydro Plant, Power Plant, or Nuclear Plant. | |
| Offshore Platform | 120
3 | Miniaturization
None | Adds 1 extra shield resource on all Ocean squares in a city. The city needs to be coastal to build this improvement. | |
| Palace | 70
0 | Masonry
None | Makes a city the capital and the center of your government. Corruption in other cities is related to how far away from the capital they are, except when the government is Democracy or Communism. The cost of inciting a revolt in a city also depends upon the city's distance from the capital (under all forms of government).
Take good care of your capital, as its loss may result in your empire plunging into civil war. Losing your current palace also results in losing whatever spaceship you might have. | |
| Police Station | 50
2 | Communism
None | Reduces the unhappiness caused by military units outside the city by 2 under Democracy and 1 under Republic. This improvement has no effect under other governments. | |
| Port Facility | 60
3 | Amphibious Warfare
None | Allows a city to build veteran sea units. Also, damaged sea units which stay in town for one full turn without moving are completely restored. | |
| Power Plant | 130
4 | Refining
None | Increases the shield production of a Factory or Mfg. Plant in a city: a Factory and a Power Plant together give a 75% production bonus, and a Factory, Mfg. Plant and Power Plant together give a 150% production bonus. The extra production may lead to the city generating more pollution.
A city can only have one Hydro Plant, Power Plant, or Nuclear Plant. | |
| Recycling Center | 140
2 | Recycling
None | Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. | |
| Research Lab | 120
3 | Computers
None | Together with a Library, a Research Lab increases the science production of a city by 200%. Together with a Library and a University, a Research Lab increases the science production of a city by 450%. | |
| SAM Battery | 70
2 | Rocketry
None | Doubles the defense of all units inside the city when attacked by non-nuclear air units. | |
| SDI Defense | 140
4 | Laser
None | Protects a city from attacks from Nuclear units. Nuclear attacks simply have no effect on the city. Also, doubles defence against non-nuclear missiles. | |
| Sewer System | 80
2 | Sanitation
None | Allows a city to grow larger than size 12. An Aqueduct is first required for a city to grow larger than size 8. | |
| Space Component | 160
0 | Plastics
None | Space Components can be differentiated into Propulsion and Fuel Components. Each pair of them reduces your spaceship's travel time.
You can build up to 8 pairs. Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player. | |
| Space Module | 320
0 | Superconductors
None | Space Modules are the most expensive parts of spaceships. There are three different types of Space Module:
one Habitation Module.
You can build up to 4 Space Modules of each kind. Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player. | |
| Space Structural | 80
0 | Space Flight
None | Space Structurals form the base of your spaceship. All other spaceship parts need to be connected to Structurals in order to function. You can build up to 32 Space Structurals.
Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player. | |
| Stock Exchange | 120
3 | Economics
None | 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 squares with roads or railroads. | |
| Supermarket | 80
3 | Refrigeration
None | Increases the food resources by 50% on each farmland square which is being used around the city. Farmland squares are those which have been irrigated a second time. | |
| Temple | 30
1 | Ceremonial Burial
None | Makes one unhappy citizen content. Both the Mysticism advance and the Oracle wonder double this effect. With both Mysticism and the Oracle, 4 citizens are made content. | |
| University | 120
3 | University
None | Together with a Library, a University increases the science production of a city by 250%. |
Freeciv version 2.0.0-beta3 - default ruleset
