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Civilization III: City Improvements
By Ginger_Ale at 2008-03-26 21:13
Graphic City Improvement Requires Effect
Airport

Cost: 160
Culture: 0
Upkeep: 2

Flight Produces veteran air units, trading hub
Aqueduct

Cost: 100
Culture: 0

Upkeep: 1

Construction Allows population growth past size 6, for cities with no access to fresh water
Bank

Cost: 160
Culture: 0
Upkeep: 1

Banking 50% increase to the city's tax revenue
Barracks

Cost: 40
Culture: 0

Upkeep: 1

--

Produces veteran ground units, allows ground unit upgrade, and heals ground units in 1 turn
Cathedral

Cost: 160
Culture: 3
Upkeep: 2

Monotheism Requires temple, makes 3 unhappy citizens content
City Walls

Cost: 20
Culture: 0

Upkeep: 0

Masonry

Provides a land bombardment defense of 8, and +50% to defensive bonus against land attacks, not needed past size 6
Coal Plant

Cost: 160
Culture: 0
Upkeep: 3

Industrialization, Coal Increases factory output by 50%, causes pollution
Coastal Fortress

Cost: 40
Culture: 0

Upkeep: 0

Metallurgy, Iron, Saltpeter Provides a naval bombardment defense of 8, +50% against naval attacks, and automatically bombards passing enemy ships
Colosseum

Cost: 120
Culture: 2
Upkeep: 2

Construction Makes 2 unhappy citizens content
Courthouse

Cost: 80
Culture: 0

Upkeep: 1

Code of Laws Reduces corruption, reduces effect of propaganda against the city
Factory

Cost: 240
Culture: 0
Upkeep: 3

Industrialization, Iron 50% increase to production, causes pollution
Granary

Cost: 60
Culture: 0

upkeep: 1

Pottery Halves food storage required for population growth
Harbor

Cost: 80
Culture: 0
Upkeep: 1

Map Making +1 food from coast, sea and ocean squares, produces veteran sea units, trading hub, and upgrades sea units
Hospital

Cost: 160
Culture: 0

Upkeep: 2

Sanitation Allows population growth past size 12
Hydro Plant

Cost: 240
Culture: 0
Upkeep: 3

Electronics Increases factory output by 50%, requires a river, makes no pollution
Library

Cost: 80
Culture: 3

Upkeep: 1

Literature 50% increase to the city's science output
Manufacturing Plant

Cost: 320
Culture: 0
Upkeep: 3

Robotics

50% increase to production, causes pollution
Marketplace

Cost: 100
Culture: 0

Upkeep: 1

Currency 50% increase to tax revenue, increases effect of luxury resources
Mass Transit

Cost: 200
Culture: 0
Upkeep: 2

Ecology, Rubber Reduces pollution from population
Nuclear Plant

Cost: 240
Culture: 0

Upkeep: 3

Nuclear Power, Uranium Increases factory output by 100%, produces no pollution, requires fresh water, chance of meltdown
Offshore Platform

Cost: 240
Culture: 0
Upkeep: 3

Miniaturization +1 shield from coast, sea and ocean squares
Palace

Cost: 100
Culture: 1

Upkeep: 0

Masonry Acts as center of your empire, eliminates corruption/waste in the capital and reduces it in nearby cities
Police Station

Cost: 160
Culture: 0
Upkeep: 2

Communism Reduces war weariness, reduces corruption
Recycling Plant

Cost: 200
Culture: 0

Upkeep: 2

Recycling Reduces pollution caused by city improvements
Research Lab

Cost: 200
Culture: 2
Upkeep:2

Computers 50% increase to science output
SAM Missile Battery

Cost: 80
Culture: 0

Upkeep: 2

Rocketry, Aluminum Defends against air bombardment
Solar Plant

Cost: 320
Culture: 0
Upkeep: 3

Ecology Increases factory output by 50%, makes no pollution
Temple

Cost: 60
Culture: 2

Upkeep: 1

Ceremonial Burial Makes 1 unhappy citizen content
University

Cost: 200
Culture: 4
Upkeep: 2

Education 50% increase to science output

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