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Civ II ImprovementsPalace ![]() The city with this improvemtn becomes your capital. You cannot sell your palace, but you can move it by constructing it in another city. Back to city improvements page Barracks ![]() Barracks do two things: they make all new ground units veteran and ground units staying in a city with a barrack become fully healed. Barracks are very important in cities that produce lots of units. Back to city improvements page Granary ![]() If you do not have the Pyramid wonder, then granaries are very important; they effectively double the growth of your city as only half the food is used to add a new population point. Back to city improvements page Temple ![]() If a city falls into civil disorder, then buying a temple can often remedy the situation. Back to city improvements page Marketplace ![]() A marketplce increase tax and luxury by 50%. Therefore, if a city has 3 or more tax, then it is worth building a maketplace, as more money will be produced. Back to city improvements page Libary ![]() Libaries are worth building in cities will high science output, eg. 6 or more. Back to city improvements page Courthouse ![]() Courthouses can often be used to stop civil disorders. Back to city improvements page City walls ![]() One word: Essential. If your city is on the border with a potentially hostile power, then city walls are a must. Back to city improvements page Aqueduct ![]() Allows a city to grow beyond size 8. It is best to build an aqueduct at size 7 or before, instead of waiting for the '_______ requires aqueduct for further growth' message, where food has already be wasted. Back to city improvements page Bank ![]() Worth building in cities will a tax output of 7 or more. Back to city improvements page Cathedral ![]() Worth building if a temple does not do enougth to stop a civil disorder. Back to city improvements page University ![]() Worth building in cities with a very high science output. Back to city improvements page Mass Transit ![]() Very important for large cities that often produce lots of pollution. Back to city improvements page Collosseum ![]() I build these if both a temple and a cathedral have been built and neither clear a civil disorder. Back to city improvements page Factory ![]() I build these in cities with a production of more than 8 shields, as production is very important. Back to city improvements page Manufacturing Plant ![]() I buuild these in cities with production of more than 16. They require a factory in the city already. Back to city improvements page SDI Defence ![]() Build these near bordering civilizations that have nuclear capability, regardless of whether they are currently hostile. Back to city improvements page Reclycling Centre ![]() I usually ignore these and instead build solar plants, which totally eliminate the pollution caused by production and also have a number of other benefits. Back to city improvements page Power Plant ![]() I don't build power, hydro or nuclear plants, and instead build solar plants - they are by far the best. Back to city improvements page Hydro Plant ![]() I don't build power, hydro or nuclear plants, and instead build solar plants - they are by far the best. Back to city improvements page Nuclear Plant ![]() I don't build power, hydro or nuclear plants, and instead build solar plants - they are by far the best. Back to city improvements page Stock Exchange ![]() I usually build these in cities with a tax output of 14 or more. Back to city improvements page Sewer System ![]() Necessary for a city to grow beyond 14. Build them when before the city actually gets to 14, however, to avoid losing food. Back to city improvements page Supermarket ![]() With supermarkets, cities grow a lot faster. And as population is power, I usually build them in cities with at least 4 of their squares farmlanded. Back to city improvements page Superhighways ![]() Build these in large cities. Back to city improvements page Research Lab ![]() Necessary for very high science output. Build them in cities with lots of science. Back to city improvements page SAM Missile Battery ![]() I usually only bother building these on bordering cities and important cities, eg. the capital. Back to city improvements page Coastal Fortress ![]() Build these in all of your seafaring cities. Back to city improvements page Solar Plant ![]() If you're having problems with global warming, I find that 7 or 8 cities with this improvement usually reverses the problems, unless you're having an all-out nuclear war. Build. Back to city improvements page Harbour ![]() Build these in cities with 4 or more sea squares. Back to city improvements page Offshore Platform ![]() Build these in cities with 4 or more sea squares. Back to city improvements page Airport ![]() I don't usually bother building these. Back to city improvements page Police Station ![]() A must if you've got a Republic or Democratic government. Back to city improvements page SS Structural ![]() Forms the structure when building a spaceship. A maximum of 39 are needed. Back to city improvements page SS Component ![]() There must be equal numbers of fuel and propulsion. Back to city improvements page SS Module ![]() There must be equal numbers of life support, solar panels and habitation Back to city improvements page (Capitalisation) ![]() You usually get pretty rich with 15 cities with capitalisation. Back to city improvements page Copyright © 2001 All Civ III. Design, Graphics and Content © 2001 All Civ III. All trademarks or names are properties of their respective owners. The text, graphics and content of All Civ may not be used, printed or distributed without the detailed written permission of the Webmaster. Contact: Dave Saxton. All Rights Reserved. |
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