Civ II Improvements


This table gives a brief description of city improvements.
  • Improvement - Name of improvement.
  • Cost - Number of shields required to build improvement.
  • Upkeep - The cost per turn to maintain improvement.
  • Prerequisite - The civilization advance required to build the improvement.
  • Purpose - The purpose of the improvement.

Improvement Cost Upkeep Prerequisite Purpose
Palace 100 0 Masonry The city with this improvement becomes the capital.
Barracks 40 1 None City produces veteran ground units. Damaged ground units staying one turn in city are fully repaired.
Granary 60 1 Pottery Halves the amount of food necessary to increase city size. Protects against famine.
Temple 40 1 Ceremonial burial One unhappy citizen becomes content
Marketplace 80 1 Currency Increase tax and luxury by 50%
Library 80 1 Writing Increase science by 50%
Courthouse 80 1 Code of laws Decrease corruption by 50%. Makes a city more resistant to bribery.
City walls 80 0 Masonry Defence of units in city are tripled.
Aqueduct 80 2 Construction Required for a city to grow beyond size 8.
Bank 120 3 Banking Increase tax and luxury by a a further 50%.
Cathedral 120 3 Monotheism Makes 3 unhappy citizens content.
University 160 3 University Increase science by a further 50%.
Mass transit 160 4 Mass production Eliminates pollution caused by population of the city.
Collosseum 100 4 Construction 3 unhappy citizens are made content.
Factory 200 4 Industrialisation Increase production by 50%.
Manufacturing plant 320 6 Robotics Increase production by a further 50%.
SDI defence 200 4 Laser Protects the city and the surrounding squares from nuclear attack.
Recycling centre 200 2 Recycling Decreases pollution from production by 2/3.
Power plant 160 4 Refining Increases factory output by 50%.
Hydro plant 240 4 Electronics Increases factory output by 50%. Reduces factory pollution by 1/2. Are safer than nuclear plants.
Nuclear plant 160 2 Nuclear power Increases factory output by 50%. Reduces factory pollution by 1/2. Meltdown risk unless fusion power has been discovered.
Stock exchange 160 4 Economics Increase tax and luxury output by a further 50%.
Sewer system 120 2 Sanitation Required for a city to grow beyond size 12.
Supermarket 80 3 Refridgeration Allows a city to use the extra food in farmland squares.
Superhighways 200 5 Automobile All squares with roads or railroads produce 50% extra trade. More revenue from trade routes.
Research lab 160 3 Computers Increases science by a further 50%.
SAM Missile battery 100 2 Rocketry Doubles defence in city against air units other than nukes.
Coastal fortress 80 1 Metallurgy Doubles defence in city against attacks by ships.
Solar plant 320 4 Environmentalism Increases factory output by 50%. Eliminates pollution caused by factory production. Slows down global warming.
Harbor 60 1 Seafaring Ocean squares produce one extra food.
Offshore platform 160 3 Minitarisation Ocean squares produce one extra shield.
Airport 160 3 Radio City produces veteran air units. Damaged air units are repaired in one turn. Allows airlifting.
Police station 60 2 Communism Reduces the number of unhappy citizens created by units away from the city by 1 per unit.
SS Structural 80 0 Space flight Forms the structure when building a spaceship.
SS Component 160 0 Plastics For every fuel component there is a thrust component which adds 25% to spaceship thrust.
SS Module 320 0 Superconductor Can be population, life support or solar panel. Must be the same numbers of each.
(Capitalisation) n/a n/a Corporation Not a city improvement, but shield production is converted directly into cash.




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