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Game Manual 2.0/Buildings catalog

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Graphics Name Cost
Upkeep
Requirement
Obsolete by
More info
B.airport.classic 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.

B.aqueduct.classic 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.
  • Allows Sewer System (with Sanitation).
B.bank.classic Bank 80

2

Banking

None

Together with the Marketplace improvement, a Bank increases the luxury and tax production within a city by 100%.
  • Allows Stock Exchange (with Economics).
B.barracks.classic Barracks 30

1

None

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.
  • The discovery of Gunpowder will make Barracks obsolete.
B.barracks.classic Barracks II 30

1

Gunpowder

Mobile Warfare

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.
  • The discovery of Mobile Warfare will make Barracks II obsolete.
B.barracks.classic 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.
B.cathedral.classic 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.
B.city walls.classic 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.
B.coastal defense.classic 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.
B.capitalization.classic 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!).
B.colosseum.classic Colosseum 70

4

Construction

None

Entertains the citizens of a city, making 3 unhappy citizens content. (Four after the discovery of Electricity.)
B.courthouse.classic 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.
B.factory.classic Factory 140

4

Industrialization

None

Increases the shield production in a city by 50%. This increase may also contribute significantly to pollution.
  • Allows Hydro Plant (with Electronics, Mountains, River).
  • Allows Mfg. Plant (with Robotics).
  • Allows Nuclear Plant (with Nuclear Power).
  • Allows Power Plant (with Refining).
B.granary.classic 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.
B.harbour.classic Harbour 40

1

Seafaring

None

Gives one extra food resource on all Ocean squares. The city needs to be coastal to build this improvement.
B.hydro plant.classic 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.

B.library.classic Library 60

1

Writing

None

Increases the science output in a city by 100%.
  • Allows Research Lab (with Computers).
  • Allows University (with University).
B.marketplace.classic Marketplace 60

0

Currency

None

Increases the luxury and tax output in a city by 50%.
  • Allows Bank (with Banking).
B.mass transit.classic 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.
B.mfg plant.classic Mfg. Plant 220

6

Robotics

None

Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%.
B.nuclear plant.classic 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.

B.offshore platform.classic 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.
B.palace.classic 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.

B.police station.classic 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.
B.port facility.classic 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.
B.power plant.classic 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.

B.recycling center.classic Recycling Center 140

2

Recycling

None

Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%.
B.research lab.classic 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%.
B.sam battery.classic SAM Battery 70

2

Rocketry

None

Doubles the defense of all units inside the city when attacked by non-nuclear air units.
B.sdi defense.classic 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.
B.sewer system.classic 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.
B.space component.classic 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.

B.space modules.classic Space Module 320

0

Superconductors

None

Space Modules are the most expensive parts of spaceships. There are three different types of Space Module:
  • Habitation Module: provides living space for 10,000 people.
  • Life Support Module: provides food and water for the population of

one Habitation Module.

  • Solar Panels: provides the energy needed for any two of the other Modules.

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.

B.space structural.classic 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.

B.stock exchange.classic 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%.
B.super highways.classic Super Highways 120

3

Automobile

None

Increases trade resources by 50% on all squares with roads or railroads.
B.supermarket.classic 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.
B.temple.classic 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.
B.university.classic 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

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