| 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 |