Freeciv 3.1.4 buildings help (Civ1 ruleset)

NameCost
Upkeep
Requirement
Obsolete by
More info
Aqueduct 120
2
Construction

None
Allows a city to grow larger than size 10. An Aqueduct also eliminates a city's risk of plague causing loss of population, and of fire causing loss of buildings. Requires knowledge of the technology Construction.

Bank 120
3
Banking
Marketplace

None
Together with the Marketplace improvement, a Bank increases the luxury and tax production within a city by 100%. Requires knowledge of the technology Banking. Requires Marketplace in the city.

Barracks 40
1
None

Gunpowder
With a Barracks, each new unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Barracks also prevent stored food and goods in coastal cities being lost to piracy. * The discovery of Gunpowder will make Barracks obsolete.

Barracks II 40
2
Gunpowder

Combustion
With a Barracks, each new unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Barracks also prevent stored food and goods in coastal cities being lost to piracy. Requires knowledge of the technology Gunpowder. * The discovery of Combustion will make Barracks II obsolete.

Barracks III 40
3
Combustion

None
With a Barracks, each new unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Barracks also prevent stored food and goods in coastal cities being lost to piracy. Requires knowledge of the technology Combustion.

Cathedral 160
3
Religion

None
A Cathedral makes 4 unhappy citizens content in a city, making it easier to maintain order in that city; however, it does not affect citizens made unhappy by military activity. Requires knowledge of the technology Religion.

City Walls 120
2
Masonry

None
City Walls make it easier to defend a city. They triple the defense strength of units within the city. They are ineffective against Artillery and Bombers. City Walls also prevent the loss of population which occurs when a defending unit is destroyed by a land unit. For cities near rivers, City Walls also eliminate the risk of population loss from flooding. Requires knowledge of the technology Masonry.

Colosseum 100
4
Construction

None
Entertains the citizens of a city, making 3 unhappy citizens content. However, it does not affect citizens made unhappy by military activity. Requires knowledge of the technology Construction.

Courthouse 80
1
Code of Laws

None
Reduces the corruption in a city by 50%. Has no effect in your capital city. Requires knowledge of the technology Code of Laws.

Factory 200
4
Industrialization

None
Increases the shield production in a city by 50%. This increase may also contribute significantly to pollution. Requires knowledge of the technology Industrialization. * Allows Hydro Plant (with Electronics and River). * Allows Mfg. Plant (with Robotics). * Allows Nuclear Plant (with Nuclear Power). * Allows Power Plant (with Refining).

Granary 60
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. Famine can occur when food stock reaches zero due to a food deficit (which a Granary merely delays), in which case it leads to the loss of any Settlers consuming food, or of city population if there are none. Famine can also occur at any time due to random crop failure, in which case it causes loss of population and all stored food; a Granary eliminates this risk. Requires knowledge of the technology Pottery.

Hydro Plant 240
4
Electronics
River
Factory

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 100% 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 River tile. Requires knowledge of the technology Electronics. Requires River on the tile or an adjacent tile. Requires Factory in the city.

Library 80
1
Writing

None
Increases the science output in a city by 50%. Requires knowledge of the technology Writing. * Allows University (with University).

Marketplace 80
1
Currency

None
Increases the luxury and tax output in a city by 50%. Requires knowledge of the technology Currency. * Allows Bank (with Banking).

Mass Transit 160
4
Mass Production

None
Neutralizes the pollution generated by the population. The population simply has no effect on the pollution generated in the city. Requires knowledge of the technology Mass Production.

Mfg. Plant 320
6
Robotics
Factory

None
Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%. Requires knowledge of the technology Robotics. Requires Factory in the city.

Nuclear Plant 240
2
Nuclear Power
Factory

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 100% 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. Requires knowledge of the technology Nuclear Power. Requires Factory in the city.

Palace 200
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. On top of this, corruption in your capital itself is half of what it would otherwise be (as if it had a Courthouse). The cost to enemy Diplomats of inciting a revolt in a city also depends upon the city's distance from the capital (under all forms of government). Your capital city itself cannot be incited to revolt, and enjoys a bonus when enemy agents try to evade your own agents stationed in the city, or sabotage your buildings. 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. If the capital is in a dangerous location, or a more central capital would give a better corruption distribution, you can move your palace by rebuilding it in another city. Requires knowledge of the technology Masonry. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it impossible to do the action 'Incite a Revolt' to its city. * All players start with this improvement in their first city. * If you lose the city containing this improvement, it will be rebuilt for free in another of your cities (if the 'savepalace' server setting is enabled).

Power Plant 160
4
Refining
Factory

None
Increases the shield production of a Factory or Mfg. Plant in a city: a Factory and a Power Plant together give a 100% 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. Requires knowledge of the technology Refining. Requires Factory in the city.

Recycling Center 200
2
Recycling

None
Building a Recycling Center reduces the amount of pollution generated by production in a city by 66%. Requires knowledge of the technology Recycling.

SDI Defense 200
4
Superconductors

None
Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defense, or attacks a unit (or is deliberately exploded) within range, is shot down and simply has no effect. Requires knowledge of the technology Superconductors.

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. Requires knowledge of the technology Plastics.

Space Module 320
0
Robotics

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. Requires knowledge of the technology Robotics.

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. Requires knowledge of the technology Space Flight.

Temple 40
1
Ceremonial Burial

None
Makes one unhappy citizen content. The Mysticism advance doubles this effect, as does the Oracle wonder. With both Mysticism and the Oracle, 4 citizens are made content. Does not affect citizens made unhappy by military activity. A Temple in a city near mountains additionally prevents population loss from volcanic activity. Requires knowledge of the technology Ceremonial Burial.

University 160
3
University
Library

None
Together with a Library, a University increases the science production of a city by 100%. Requires knowledge of the technology University. Requires Library in the city.