Name | Cost Upkeep | Requirement Obsolete by | More info | |
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![]() | Airport | 120 3 |
Radio None |
Allows a city to produce veteran air units (including helicopters and missiles). Also, damaged air units (again, including helicopters) 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. Requires knowledge of the technology Radio. |
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![]() | Amphitheater | 60 4 |
Construction None |
Entertains the citizens of a city, making 3 unhappy citizens content. (Four after the discovery of Electricity.) However, it does not affect citizens made unhappy by military activity. Requires knowledge of the technology Construction. |
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![]() | 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. Requires knowledge of the technology Construction. * Allows Sewer System (with Sanitation). |
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![]() | Bank | 80 2 |
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. * Allows Stock Exchange (with Economics). |
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![]() | Barracks | 30 1 |
None Gunpowder Barracks II Barracks III |
With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defense 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. * The presence of Barracks II in the city will make Barracks obsolete. * The presence of Barracks III in the city will make Barracks obsolete. |
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![]() | Barracks II | 30 1 |
Gunpowder Mobile Warfare Barracks III |
With a Barracks, each new land unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. Requires knowledge of the technology Gunpowder. * The discovery of Mobile Warfare will make Barracks II obsolete. * The presence of Barracks III in the city will make Barracks II obsolete. |
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![]() | 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 defense strengths are increased by 50%. Also, damaged land units which stay in town for one full turn without moving are completely restored. Requires knowledge of the technology Mobile Warfare. |
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![]() | Cathedral | 80 3 |
Monotheism Temple None |
A Cathedral makes 3 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. 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. Requires knowledge of the technology Monotheism. Requires Temple in the city. |
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![]() | City Walls | 60 0 |
Masonry None |
City Walls make it easier to defend a city. They triple the defense strength of units within the city against land 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. Requires knowledge of the technology Masonry. |
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![]() | Coastal Defense | 60 1 |
Gunpowder Oceanic terrain None |
Increases the defense strength of units within a city by a factor of 2 when defending against bombardments from enemy ships. Requires knowledge of the technology Gunpowder. Requires Oceanic terrain on the tile or an adjacent tile. |
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![]() | Courthouse | 60 1 |
Code of Laws None |
Reduces the corruption and waste in a city by 50%, and makes the revolt cost of the city 4 times bigger. (These effects are redundant in your capital city.) Under a Democracy, a Courthouse also makes 1 unhappy citizen content (unless that citizen is unhappy about military activity). Requires knowledge of the technology Code of Laws. |
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![]() | Factory | 140 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). * Allows Solar Plant (with Environmentalism). * Allows Space Component (with Plastics). * Allows Space Module (with Superconductors). * Allows Space Structural (with Space Flight). |
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![]() | 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. Requires knowledge of the technology Pottery. |
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![]() | Harbor | 40 1 |
Seafaring Oceanic terrain None |
Gives one extra food resource on all Oceanic tiles. The city needs to be coastal to build this improvement. Requires knowledge of the technology Seafaring. Requires Oceanic terrain on the tile or an adjacent tile. |
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![]() | Hydro Plant | 180 4 |
Electronics Factory River None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city, and also reduces the amount of pollution generated by that production. A Hydro Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements, while giving pollution only 75% of the equivalent combination with a Power Plant; a Hydro Plant, Factory, and Mfg. Plant together give a 150% production bonus with pollution only 50% of the equivalent combination with a Power Plant. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires knowledge of the technology Electronics. Requires Factory in the city. Requires River on the tile or an adjacent tile. |
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![]() | Library | 60 1 |
Writing None |
Increases the science output in a city by 100%. Requires knowledge of the technology Writing. * Allows University (with University). |
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![]() | Marketplace | 60 0 |
Currency None |
Increases the luxury and tax output in a city by 50%. Requires knowledge of the technology Currency. * Allows Bank (with Banking). |
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![]() | 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. Requires knowledge of the technology Mass Production. |
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![]() | Mfg. Plant | 220 6 |
Robotics Factory None |
Together with a Factory, a Manufacturing Plant increases the shield production in a city by 100%. A Manufacturing Plant on its own increases shield production by 50%. Requires knowledge of the technology Robotics. Requires Factory in the city. |
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![]() | Nuclear Plant | 120 2 |
Nuclear Power Factory None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city, and also reduces the amount of pollution generated by that production. A Nuclear Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements, while giving pollution only 75% of the equivalent combination with a Power Plant; a Nuclear Plant, Factory, and Mfg. Plant together give a 150% production bonus with pollution only 50% of the equivalent combination with a Power Plant. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires knowledge of the technology Nuclear Power. Requires Factory in the city. |
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![]() | Offshore Platform | 120 3 |
Miniaturization Oceanic terrain None |
Adds 1 extra shield resource on all Oceanic tiles worked by a city. The city needs to be coastal to build this improvement. Requires knowledge of the technology Miniaturization. Requires Oceanic terrain on the tile or an adjacent tile. |
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![]() | Palace | 70 0 |
Masonry None |
Makes a city the capital and the center of your government. Corruption and waste 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 and waste in your capital itself is half of what it would otherwise be (as if it had a Courthouse). The cost to enemy Diplomats and Spies 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. Under Despotism the city containing the palace gains a +75% production bonus, and under Monarchy a +50% production bonus. 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. * Makes it impossible to do the action 'Incite a Revolt and Escape' 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). |
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![]() | Police Station | 50 2 |
Communism None |
Reduces the unhappiness caused by aggressively deployed military units owned by the city by 4 under Democracy and 2 under Republic -- in other words, it neutralizes the unhappiness caused by two military units. This improvement has no effect under other governments. Requires knowledge of the technology Communism. |
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![]() | Port Facility | 60 3 |
Amphibious Warfare Oceanic terrain 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. Requires knowledge of the technology Amphibious Warfare. Requires Oceanic terrain on the tile or an adjacent tile. |
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![]() | Power Plant | 130 4 |
Refining Factory None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city. A Power Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements; a Power Plant, Factory, and Mfg. Plant together give a 150% production bonus. The extra production may lead to the city generating more pollution. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires knowledge of the technology Refining. Requires Factory in the city. |
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![]() | Recycling Center | 140 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. |
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![]() | Research Lab | 120 3 |
Computers University 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%. Requires knowledge of the technology Computers. Requires University in the city. |
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![]() | SAM Battery | 70 2 |
Rocketry None |
Doubles the defense of all units inside the city when attacked by aircraft (not including helicopters or missiles). Requires knowledge of the technology Rocketry. |
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![]() | SDI Defense | 140 4 |
Laser 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. Also, doubles defense for units in the city against non-nuclear missiles. Requires knowledge of the technology Laser. |
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![]() | Sewer System | 80 2 |
Sanitation Aqueduct None |
Allows a city to grow larger than size 12. An Aqueduct is first required for a city to grow larger than size 8. Requires knowledge of the technology Sanitation. Requires Aqueduct in the city. |
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![]() | Solar Plant | 320 4 |
Environmentalism Factory None |
Increases the effect of Factory and Mfg. Plant on the shield production of a city, and also greatly reduces the amount of pollution generated by that production; a Solar Plant leads to less overall pollution than no plant at all. A Solar Plant in combination with either a Factory or Mfg. Plant gives a 75% production bonus over the level without any of these improvements, while giving pollution only 50% of the equivalent combination with a Power Plant; a Solar Plant, Factory, and Mfg. Plant together give a 150% production bonus, and eliminates all pollution generated by production in that city. In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time. Requires knowledge of the technology Environmentalism. Requires Factory in the city. |
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![]() | Space Component | 160 0 |
Plastics Factory 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, you must build the Apollo Program. Requires knowledge of the technology Plastics. Requires Factory in the city. |
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![]() | Space Module | 320 0 |
Superconductors Factory 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, you must build the Apollo Program. Requires knowledge of the technology Superconductors. Requires Factory in the city. |
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![]() | Space Structural | 80 0 |
Space Flight Factory 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, you must build the Apollo Program. Requires knowledge of the technology Space Flight. Requires Factory in the city. |
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![]() | Stock Exchange | 120 3 |
Economics Bank None |
Together 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%. Requires knowledge of the technology Economics. Requires Bank in the city. |
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![]() | Super Highways | 120 3 |
Automobile None |
Increases trade resources by 50% on all tiles with roads or railroads. Requires knowledge of the technology Automobile. |
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![]() | Supermarket | 80 3 |
Refrigeration None |
Increases the food resources by 100% on each farmland tile which is being used around the city. Farmland tiles are those which have been irrigated a second time. Requires knowledge of the technology Refrigeration. |
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![]() | Temple | 30 1 |
Ceremonial Burial None |
Makes one unhappy citizen content. The Mysticism advance doubles this effect. With both Mysticism and the Oracle, 4 citizens are made content. Does not affect citizens made unhappy by military activity. Requires knowledge of the technology Ceremonial Burial. * Allows Cathedral (with Monotheism). |
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![]() | University | 120 3 |
University Library None |
Together with a Library, a University increases the science production of a city by 250%. Requires knowledge of the technology University. Requires Library in the city. * Allows Research Lab (with Computers). |
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![]() | Apollo Program | 600 0 |
Space Flight no Apollo Program None |
Allows you to start building spaceship parts in cities with factories (assuming you have researched the necessary technologies). Requires knowledge of the technology Space Flight. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | A.Smith's Trading Co. | 300 0 |
Economics no A.Smith's Trading Co. None |
City improvements which would normally have an upkeep of 1 are free of upkeep, for all your cities on the same continent. Requires knowledge of the technology Economics. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Colossus | 100 0 |
Bronze Working no Colossus Flight |
Each tile around the city where this wonder is built that is already generating some trade produces one extra trade resource. Requires knowledge of the technology Bronze Working. * The discovery of Flight will make Colossus obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Copernicus' Observatory | 200 0 |
Astronomy no Copernicus' Observatory None |
Boosts science production by 100% in the city where it is built. Requires knowledge of the technology Astronomy. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Darwin's Voyage | 400 0 |
Railroad no Darwin's Voyage None |
Gives immediate technology advance the first time it is built by each player. Requires knowledge of the technology Railroad. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Eiffel Tower | 100 0 |
Steam Engine no Eiffel Tower None |
Each city on the same continent may support one unit free of shield upkeep. Requires knowledge of the technology Steam Engine. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Great Library | 200 0 |
Literacy no Great Library None |
Reduces corruption by 50% in all cities on the same continent. Requires knowledge of the technology Literacy. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Great Wall | 300 0 |
Masonry no Great Wall Metallurgy |
Works as a City Wall in all your cities on the same continent. Requires knowledge of the technology Masonry. * The discovery of Metallurgy will make Great Wall obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Hanging Gardens | 200 0 |
Pottery no Hanging Gardens Railroad |
Makes two content citizens happy in every city on the same continent. In the unlikely event where there are no content citizens to get the effect of Hanging Gardens, the wonder applies to unhappy citizens (including those unhappy about military activity), making each content then happy. Requires knowledge of the technology Pottery. * The discovery of Railroad will make Hanging Gardens obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Hoover Dam | 600 0 |
Electronics River no Hoover Dam None |
Works as if you had a Hydro Plant in every city on the same continent. (This reduces pollution and increases the effects of Factories and Mfg. Plants.) Requires knowledge of the technology Electronics. Requires River on the tile or an adjacent tile. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Isaac Newton's College | 400 0 |
Theory of Gravity no Isaac Newton's College None |
Boosts science production by 100% in every city on the same continent that has a University. Requires knowledge of the technology Theory of Gravity. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | J.S. Bach's Cathedral | 300 0 |
Theology no J.S. Bach's Cathedral None |
Makes two unhappy citizens content in every city on the same continent (including citizens unhappy about military activity). Requires knowledge of the technology Theology. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | King Richard's Crusade | 150 0 |
Engineering no King Richard's Crusade Robotics |
Adds one extra shield resource on every tile around the city where it is built. Requires knowledge of the technology Engineering. * The discovery of Robotics will make King Richard's Crusade obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Leonardo's Workshop | 300 0 |
Invention no Leonardo's Workshop Automobile |
Upgrades two obsolete units per game turn. Requires knowledge of the technology Invention. * The discovery of Automobile will make Leonardo's Workshop obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Lighthouse | 200 0 |
Map Making Oceanic terrain no Lighthouse Magnetism |
Gives all your sea units 1 additional movement point. Requires knowledge of the technology Map Making. Requires Oceanic terrain on the tile or an adjacent tile. * The discovery of Magnetism will make Lighthouse obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Magellan's Expedition | 400 0 |
Navigation Oceanic terrain no Magellan's Expedition None |
All your new sea units built in cities on the same continent start with an additional veteran level (this is cumulative with any Port Facility in a city; with both, units are created as Hardened). Requires knowledge of the technology Navigation. Requires Oceanic terrain on the tile or an adjacent tile. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Marco Polo's Embassy | 400 0 |
Trade no Marco Polo's Embassy None |
Increases trade output by 40% in all cities on the same continent. Requires knowledge of the technology Trade. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Michelangelo's Chapel | 300 0 |
Monotheism no Michelangelo's Chapel None |
Counts as having a Cathedral in each of your cities on the same continent. This makes 3 unhappy citizens content in each city; however, it does not affect citizens made unhappy by military activity. 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. Requires knowledge of the technology Monotheism. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Oracle | 100 0 |
Mysticism no Oracle Theology |
Makes two of your unhappy citizens content in every city with a Temple on the same continent. Does not affect citizens made unhappy by military activity. Requires knowledge of the technology Mysticism. * The discovery of Theology will make Oracle obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Pyramids | 200 0 |
Masonry no Pyramids None |
The city where this wonder is built will experience rapture growth when celebrating. Requires knowledge of the technology Masonry. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | The Internet | 600 0 |
Computers no The Internet None |
Boosts science production in each city on the same continent with a Research Lab by 100%. Requires knowledge of the technology Computers. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Shakespeare's Theater | 200 0 |
Medicine no Shakespeare's Theater None |
Makes all angry and unhappy citizens content in the city where it is located, including citizens unhappy about military activity. Requires knowledge of the technology Medicine. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Statue of Liberty | 400 0 |
Democracy no Statue of Liberty None |
Allows you to choose any government, including those that have not yet been researched by your civilization, and without the transition period of Anarchy. Requires knowledge of the technology Democracy. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Sun Tzu's War Academy | 300 0 |
Feudalism no Sun Tzu's War Academy Mobile Warfare |
All your new military land units produced in cities on the same continent start with an additional veteran level (this is cumulative with any Barracks building in a city; with both, units are created as Hardened). Requires knowledge of the technology Feudalism. * The discovery of Mobile Warfare will make Sun Tzu's War Academy obsolete. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | Women's Suffrage | 300 0 |
Industrialization no Women's Suffrage None |
Counts as a Police Station in every city on the same continent. (That is, for each city, it reduces the unhappiness caused by aggressively deployed military units owned by that city by 4 under Democracy and 2 under Republic -- in other words, it neutralizes the unhappiness caused by two military units per city. This wonder has no effect under other governments.) Requires knowledge of the technology Industrialization. * A 'small wonder': at most one of your cities may possess this improvement. * Makes it possible to target the city building it with the action 'Help build Wonder'. |
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![]() | 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!). |
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