|
Colony |
1
/ b |
Build
them on Resources out of your territory to mine them.
Worker is lost than. |
|
Road |
3,
6 for Hills and Forrests, 9 for Mountains and Jungles /
r |
Benefits:
+1 Trade, just 1/3 Movement costs |
|
Railroad |
4,
8 for Hills and Forrests, 12 for Mountains and Jungle /
R (shift + r) |
Benefits:
+50% Production on field, no Movement costs |
|
Irrigation |
4
/ i |
Benefits:
+1 Food on field |
|
Mine |
6,
12 for Hills, 18 for Mountains / m |
Benefits:
+1 Production, Hills and Mountains +2 |
|
Plant
Forrest |
9
/ n |
After
researching Engeneering you can plant Forrest on Plains
and Grasslands |
|
Cut
Forrest |
10
/ C (shift + c) |
Benefit:
Nearest city gets 10 shilds one time |
|
Cut
Jungle |
24
/ C (shift + c) |
Benefits:
After cutting you get Grasslands or Grasslands with
shilds |
|
Clear
Pollution |
12,
24 for Hills and Forrests, 36 for Mountains and Jungle /
C (shift + c) |
Benefit:
After cleaning you can use the field again |
|
Fortress |
9,
18 for Hills and Forrests, 24 for Mountains and Jungle /
Strg + f |
Needed:
Construktion ; Benefit: +50 % for fortified units and 8
fields zone of control |
|
Airport |
160/2 |
City
produces veteran air units and air units heal in one
turn inside the city. Allows you to airlift units
between two cities with airports. |
|
Aqueduct |
100/1 |
Allows
cities that aren't adjacent to rivers to grow beyond
size 6 up to size 12. |
|
Bank |
160/1 |
Increases
tax income from the city by 50% in addition to the
marketplace improvement. |
|
Barracks |
40/1 |
City
produces veteran ground units and ground units heal in
one turn inside the city. |
|
Cathedral |
160/2/3 |
Produces
three content citizens, making three unhappy content. |
|
City
Walls |
100/2 |
Provides
a land bombardment defense factor of 8 and increases
defense by 50%. A City Wall can only be built in towns
and loses its effects when the city grows beyond size 6. |
|
Coal
Plant |
160/3 |
Increases
factory output by 50%. Note that it replaces any other
already excisting power plant in the city. |
|
Coastal
Fortress |
40/1 |
Gives
the city a naval bombardment defensive factor of 8 and
increases defense by 50% against naval attacks.
Automatically bombards passing enemy ships. |
|
Colloseum |
120/2/2 |
Produces
two content citizens thus making two unhappy citizens
content. |
|
Courthouse |
80/1 |
Reduces
corruption and reduces the chance of the city to
convert. |
|
Factory |
240/3 |
Increases
shield output by 50%. |
|
Granary |
60/1 |
Doubles
growth rate of the city by only depleting half of the
city's food store. |
|
Harbor |
80/1 |
Gives
you one extra food in coastal, sea and ocean squares.
City produces veteran naval units and naval units heal
in one turn. |
|
Hospital |
160/2 |
Allows
cities to grow beyond size 12. Eliminates the risk of
disease. |
|
Hydro
Plant |
240/3 |
Increases
factory output by 50%. Note that it replaces any other
already excisting power plant in the city. A Hydro Plant
produces no pollution and requires a river adjacent to
the city. |
|
Library |
60/2/3 |
Increases
science output by 50% in the city that builds it. |
|
Manufactoring
Plant |
320/3 |
Increases
shield output by 50%. |
|
Market
Place |
100/1 |
Increases
tax income from the city by 50%. It also increases the
number of happy citizens produced by luxuries. |
|
Mass
Transit |
200/2 |
Reduces
pollution caused by population. |
|
Nuclear
Power Plant |
240/3 |
Increases
factory output by 150%. It also reduces pollution caused
by shiled production by 50%. Replaces any other already
excisting power plant in the city. |
|
Offshore
Plant |
100/2 |
All
worked coastal, sea and ocean squares now produce an
additional shield. |
|
Palace |
100/0/1 |
Eliminates
corruption and waste in the capital and reduces it in
nearby cities. |
|
Police
Station |
160/2 |
Combats
war weariness and reduces corruption. |
|
Recycling
Center |
200/2 |
Reduces
pollution caused by city improvements |
|
Research
Lab |
200/2/2 |
Increases
science output by 50% in addition excisting library
and/or university. |
|
SAM
Missile Battery |
80/2 |
Attack
enemy air units that attempt attack the city. |
|
Solar
Plant |
320/3 |
Increases
factory output by 50%. The Solar plant produces no
pollution and it replaces any other power plant that
already excists in the city. |
|
Temple |
100/2/2 |
Produces
one content citizens thus making one unhappy citizens
content. |
|
University |
200/2/4 |
Increases
science output by 50% in addition to the excisting
library. |