City Improvements

Overview

Cities may be improved with a wide variety of buildings, each with a different effect. Each city may have only one of each improvement, and some improvements require others to have been built first.

It costs production points to build improvements, and once completed, many improvements require an upkeep of one or more gold pieces per turn. You may dismantle and sell an improvement, receiving one gold piece for each production point used in its construction, although you may only sell one improvement per city per turn. If a turn comes on which you cannot pay the upkeep on all of your improvements, some of them will be automatically sold; obviously this should be avoided as the improvements chosen might not be ones you would have preferred to sell.

Most improvements become available only when you achieve certain technologies, and some improvements can become obsolete, at which point they are automatically sold.

Tribe Hut

New settlements that build the Tribe Hut can produce Tribe units. The Tribe Hut gives improved tile production when in Tribalism goverment (no tile penalty). You can replace Tribe Hut with City Hall to increase town influence/vision radius, but at the expense of Tribe Hut bonus.

Prevented by City Hall in the city.

* The discovery of Bronze Working will make it obsolete.
* The presence of City Hall in the city will make it obsolete.
* Allows Tribe.

Amusement Park

Increase luxury output of a city by 50%

+1 Culture Point/turn.

Requires knowledge of the technology Mass Entertainment.
Requires your nation to have culture of at least 3800.

Amphitheater

Entertains the citizens of a city by adding 3 luxury points. The discovery of Cinematography reduces the luxury bonus to 2 points.

+1 Culture Point/turn (additional one if Shakespeare's Theatre exists)

Requires knowledge of the technology Drama.
Requires your nation to have culture of at least 500.

Airport

Airports allow a city to produce veteran air units (including helicopters and missiles). Damaged air units which stay in town for one full turn without moving are completely restored.

Two cities with Airports can airlift one unit per turn (including aircraft). Airlifting instantly transports the unit from one city to another and will use all of the unit's movement points. A unit must have some movement points left to be airlifted, and cannot carry cargo.

Airport increases the city vision radius.

Requires knowledge of the technology Radar.

* Allows (with Space Flight) to build units:Jetliner

Aqueduct

Allows a city to grow larger than size 8. See Sewer System.

These larger cities enjoy increased defense (+50%) against both land and sea units, however such large settlements have a small risk of fire, which can destroy buildings in the city.

Starting at size 5, growing cities incur an increasing risk of plague due to overcrowding. An Aqueduct reduces that base chance by 10%.

Building an Aqueduct in a city without adjancent tile access to a lake or river requires knowledge of Construction and at least one irrigated tile within city radius. These Aqueducts cost more to build and maintain.

Requires knowledge of the technology Construction.
Requires Irrigation on the tile or an adjacent tile.
Prevented by River on the tile or any adjacent tile.
Prevented by Lake on the tile or any adjacent tile.

Aqueduct, Lake

Allows a city to grow larger than size 8. See Sewer System.

These larger cities enjoy increased defense (+50%) against both land and sea units, however such large settlements have a small risk of fire, which can destroy buildings in the city.

Starting at size 5, growing cities incur an increasing risk of plague due to overcrowding. An Aqueduct reduces that base chance by 10%.

Aqueducts in cities with adjacent tile access to a lake require no special technology and are cheap to build and maintain.

Requires Lake on the tile or an adjacent tile.
Requires knowledge of the technology Carpentry.

Aqueduct, River

Allows a city to grow larger than size 8. See Sewer System.

These larger cities enjoy increased defense (+50%) against both land and sea units, however such large settlements have a small risk of fire, which can destroy buildings in the city.

Starting at size 5, growing cities incur an increasing risk of plague due to overcrowding. An Aqueduct reduces that base chance by 10%.

Aqueducts in cities with adjacent tile access to a river require no special technology and are cheap to build and maintain.

Requires River on the tile or an adjacent tile.
Prevented by Lake on the tile or any adjacent tile.
Requires knowledge of the technology Carpentry.

Bank

A Bank increases the tax output in a city by an additional 50%.

Requires knowledge of the technology Banking.
Requires Marketplace in the city.

* Allows to build Stock Exchange (with Economics and City Hall).

Infantry Barracks I

With an Infantry Barracks I, each new melee Infantry unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged infantry units which stay in town for one full turn without moving are completely restored.

New reconnaissance (small land) units will have Recruit status, which gives an attack and defense bonus of 25%.

Requires knowledge of the technology Leather Tanning.

* The discovery of Metallurgy will make it obsolete.
* The presence of Infantry Barracks II in the city will make it obsolete.

Infantry Barracks II

With an Infantry Barracks II, each new Infantry unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged infantry and recon. units which stay in town for one full turn without moving are completely restored.

New reconnaissance (small land) units will have Recruit status, which gives an attack and defense bonus of 25%.

If the Saltpeter strategic resource is located within range of the city's vision radius, the construction of Infantry Barracks II gives an additional 2 trade income.

Requires knowledge of the technology Gunpowder.

Stables Barracks

With a Stables Barracks, each new cavalry (horse based) unit built in a city will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged cavalry units which stay in town for one full turn without moving are completely restored.

If the Horse strategic resource is located within range of the city's working radius, the construction of Stables Barracks gives an additional 2 trade income.

In case of Absolutism, also Chariots built in Stables Barracks would gain Veteran status.

Requires knowledge of the technology Saddle Stirrup.

* The discovery of Mobile Warfare will make it obsolete.
* The presence of Workshop Barracks in the city will make it obsolete.

Workshop Barracks

With a Workshop Barracks, each new motorized/wheeled unit built in a city will automatically have Recruit status, which means that its attack and defense strengths are increased by 25% (this effect is cumulative with Ecole Speciale Militaire or DARPA bonus) Damaged Cavalry, Wheeled or Big Land units which stay in town for one full turn without moving are completely restored.

Requires knowledge of the technology Mobile Warfare.
Requires Oil Refinery in the city.

Mahout Barracks

With this improvement, mahouts (kornaks) can train elephants to be more efficient in combat. Each new Elephant unit built in a city with Mahout Barracks and at least one Jungle tile around, will automatically have Veteran status, which means that its attack and defense strengths are increased by 50%. Damaged Elephant units which stay in town for one full turn without moving are completely restored.

If the Elephant strategic resource is located within range of the city's work radius, the construction of Mahout Barracks gives an additional 2 trade points from this tile.

Requires knowledge of the technology Jainism.
Requires Jungle on a tile within the city radius.

* The discovery of Tactics will make it obsolete.
* The presence of Workshop Barracks in the city will make it obsolete.

Bunkers

The Bunkers fortification makes it easier to defend a city. They add a 100% bonus to the intrinsic defense strength of units within the city against bombs, missiles and land units (including plunging fire artillery), but are ineffective against airborne and sea units. Bunkers also prevent the loss of population which occurs when a defending unit is defeated, except of attack performed by Air units. Unlike City Walls, Bunkers do not restrict city growth.

Requires knowledge of the technology Concrete.

* Prevents to build City Walls.
* Prevents to build Palisade.

Cathedral

A Cathedral makes 3 unhappy citizens satisfying in a city. The addition of Michelangelo's Chapel (ally great wonder) increases the number of unhappy to satisfying citizens to 6 (e.g. doubles the effect of Cathedral). This makes it easier to maintain order in that city, however it does not affect citizens made unhappy by aggression. The addition of J.S. Bach's Cathedral (small wonder) brings 2 additional luxury points, except when in Communism government.

+2 Culture Points/turn (additional one if Michelangelo's Chapel exists).

Requires knowledge of the technology Theology.
Requires Church in the city.
Requires your nation to have culture of at least 2900.
Prevented by Temple in the city (unless it is obsolete).
Prevented by Mosque in the city.

* Allows to build Ecclesiastical Palace (with Theology, Church, and Culture 3200 but no Angkor Wat, Forbidden City, Sultan Palace, Osaka Castle, or Palace).
* Allows to build J.S. Bach's Cathedral (with Theology and Culture 4800 but no Temple, Mosque, Kaaba, Leshan Buddha Statue, Golden Temple, Temple of City God, or Kyoto Fushimi Inari).
* Prevents to build Statue of Zeus.
* Prevents to build Kaaba.
* Prevents to build Kyoto Fushimi Inari.
* Prevents to build Mausoleum of Mausolos.

Cement Plant

With a Railway Station present, the Cement Plant increases overall city production by 50%, adds an extra 2 trade points for each coal mine, and 2 shield points for each mine in mountains or desert without resources.

This facility increases significantly the rate of pollution caused by production.

With sufficient shield production, cities with a Cement Plant can produce up to two units each turn, but only a single unit of types which cost population.

Note: Cement Plant requires mountains within city range and cannot be built in a city, where the Research Lab is located.

Requires knowledge of the technology Concrete.
Requires Railway Station in the city.
Requires Factory in the city.
Requires Mountains on a tile within the city radius.
Prevented by Research Lab in the city.

* Prevents to build Research Lab.

City Hall

Small towns that build a City Hall start acting like a city and gain a larger vision radius when the city grows to size 5 or above. See Airport.

Requires knowledge of the technology Agricultural Farming.

* Prevents to build Tribe Hut.
* Allows to build Madrasa (with Fundamentalism, Mosque, and Culture 2400).
* Allows to build Stock Exchange (with Economics and Bank).
* Allows to build University (with University, Library, and Culture 3400).
* Allows to build Warfare Museum (with University and Culture 4000).

Church

Makes 2 unhappy citizens satisfying. Does not affect citizens made unhappy by aggression. Knowledge of Theology increases the effect of a Church, making an additional unhappy citizen satisfying, except under Communism.

+1 Culture Point/turn.

Requires knowledge of the technology Christianity.
Requires your nation to have culture of at least 1000.
Prevented by Mosque in the city.
Prevented by Monk Monastery in the city (unless it is obsolete).
Prevented by Temple of City God in the city.

* Allows to build Cathedral (with Theology and Culture 2900 but no Temple or Mosque).
* Prevents to build Mosque.
* Prevents to build Shrine Torii.
* Prevents to build Temple.
* Allows to build Ecclesiastical Palace (with Theology, Cathedral, and Culture 3200 but no Angkor Wat, Forbidden City, Sultan Palace, Osaka Castle, or Palace).
* Prevents to build Monk Monastery.
* Prevents to build Statue of Zeus.
* Prevents to build Kaaba.
* Prevents to build Kyoto Fushimi Inari.
* Prevents to build Mausoleum of Mausolos.
* Allows to build Michelangelo's Chapel (with Christianity and Culture 3800 but no Temple, Mosque, Kaaba, Leshan Buddha Statue, Golden Temple, Temple of City God, Taj Mahal, or Kyoto Fushimi Inari).
* Prevents to build Taj Mahal.

City Walls

City Walls make it easier to defend a city. They add a 100% bonus to the intrinsic defense strength of units within the city against land units (that is a two-thirds increase for small cities, or a one-half increase for cities larger than size 8), but are ineffective against airborne, sea units or plunging fire artillery. City Walls also prevent the loss of population which occurs when a defending unit is defeated, except of attacks performed by Air units or plunging fire artillery.

City Walls need to be dismantled to allow city growth beyond size of 48. For larger cities use Bunkers.

Increases the vision range of the occupied city.

Requires knowledge of the technology Masonry.
Prevented by Bunkers in the city.

* The presence of Bunkers in the city will make it obsolete.
* Prevents to build Palisade.
* Allows to build Forbidden City (with Confucianism, Temple, and Culture 3400 but no Ecclesiastical Palace, Angkor Wat, Sultan Palace, Osaka Castle, or Palace).
* Allows to build Western Wall (with Monotheism but no Colossus or Kaaba).

Coastal Defense

Coastal Defense gives a 100% bonus to the intrinsic defense strength of units within a city when defending against enemy ships or turrets. For small cities the defense strength is doubled by this improvement and for cities larger than size 8 it is increased by two-thirds.

Requires knowledge of the technology Metallurgy.
Requires Oceanic terrain on the tile or an adjacent tile.

Courthouse

The Courthouse halves corruption and production waste in a city. In your capital or second capital, together with Post Office, corruption and waste is eliminated.

Courthouse makes one unhappy citizen satisfying (unless that citizen is unhappy about military activity), and makes the revolt cost of the city 4 times larger.

Additional unhappy citizen satisfying with Slavery Abolition for city ruled by Republic, Federation or Democracy.

Food waste is halved in city ruled by Despotism (and eliminated entirely with Granary and Windmill/Watermill/Supermarket).

Requires knowledge of the technology Code of Laws.
Requires your nation to have culture of at least 200.

* Allows to build Slavery Abolition (with Egalitarianism and Culture 3500).

Factory

A Factory increases the shield production in a city by 25%. With the addition of an electrical plant (of any kind) the shield production increases an additional 25% (for a total of 50% improvement).

This increase in production may contribute significantly to pollution.

The health of Turrets is instantly regenerated in a city with Factory or Port Facility.

Requires knowledge of the technology Industrialization.

* Allows to build Cement Plant (with Concrete, Railway Station, and Mountains but no Research Lab).
* Allows to build Hydro Plant (with Turbine and River).
* Allows to build Mfg. Plant (with Plastics).
* Allows to build Nuclear Plant (with Nuclear Power and Culture 13000).
* Allows to build Power Plant (with Electricity).
* Allows to build Solar Plant (with Environmentalism).
* Allows to build Space Component (with Fusion Power, University, Research Lab, and Space Lift).
* Allows to build Space Module (with Environmentalism, University, Research Lab, and Space Lift).
* Allows to build Space Structural (with Nanotechnology, University, Research Lab, and Space Lift).
* Allows to build Steel Mill (with Steel, Railway Station, and Coal but no Research Lab).
* Allows to build Massachusetts Institute of Technology (with Electronics, Library, and Culture 8300).
* Allows to build Hoover Dam (with Offshore Exploration and River).
* Allows to build 5 Years Plan (with Communism and Culture 5200).
* Allows to build Trade Union (with Labor Union and Culture 4100).

Fire Station

Fire Station reduce risk and results of Fire and Industrial Accident disasters.

This improvement is mandatory for cities above size 48.

Requires knowledge of the technology Electricity.
Requires Water Treatment in the city.

Granary

The Granary decreases food waste in the city as it grows. When any small city grows or shrinks, 10 food points are saved instead of wasted. This helps cities to grow faster and more easily withstand famine. With a Granary this benefit is extended to cities of size 4 and above. Ten food points is half of what a small city needs to grow, but more points are needed for later growth steps.

A Granary also halves the food wasted in cities far from your capital. Together with a Windmill/Watermill/Supermarket it eliminates food waste, except of Despotism where Courthouse is also required.

TIP1: To maximize the speed with which a city grows, you should build a Granary before it grows larger than size 4.

TIP2: Granary is mandatory for Rapture growth under First Republic, Direct Democracy or Legalism governments.

Requires knowledge of the technology Pottery.

Harbor

Building a Harbor gives one extra food resource on shallow Ocean tiles, but not Lakes. The city needs to be coastal (e.g. adjacent to Ocean tiles) to build this improvement. City with Lighthouse gain extra food also from Deep Ocean tiles.

All ships are repaired 50% faster in a city where Harbor exits.

In case of Thalassocracy goverment, any new Sea unit built in a city with Harbor have Veteran status.

Tip: Port Facility is an improved version of the Harbor.

Requires knowledge of the technology Seafaring.
Requires terrain with the 'Sea' flag on the tile or an adjacent tile.
Prevented by Port Facility in the city.

* The presence of Port Facility in the city will make it obsolete.

Hospital

A Hospital reduces the chance of plague in the city by 30%. The effect increases an additional 10-20% (depend on Welfare Policy) if Pasteur Institute (small wonder) exists.

Damaged Infantry and Small Land units recover 50% faster (not cumulative with Barracks).

Requires knowledge of the technology Biotechnology.

* Allows to build Mobile X-ray (with Radioactivity and Culture 6200).

Hydro Plant

Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.

However, a Hydro Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Center. Pollution is reduced further for the player who owns the Hoover Dam (small wonder). A Hydro Plant's effect is the same as that of a Nuclear Plant; with the Hoover Dam, its effect is increased to that of a Solar Plant.

In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.

Requires knowledge of the technology Turbine.
Requires Factory in the city.
Requires River on the tile or an adjacent tile.

Lazaretto

The Lazaretto isolates ill people and therefore reduces chance of plague by 20% (30% if player have Thermal Bath small wonder).

Requires knowledge of the technology Medicine.

* The discovery of Genetic Engineering will make it obsolete.
* The presence of Hospital in the city will make it obsolete.

Library

Increases the science output in a city by 75%, or 150% once the Great Library (great wonder) has been built by any player.

+1 Culture Point/turn (additional one with player's Atlantic Telegraph Company).

Requires knowledge of the technology Writing.
Requires your nation to have culture of at least 100.

* Allows to build University (with University, City Hall, and Culture 3400).
* Allows to build Massachusetts Institute of Technology (with Electronics, Factory, and Culture 8300).
* Allows to build Great Library (with Paper Making and Culture 2500).

Madrasa

Increases the science output in a city by an additional 25%, regardless of government form.

The total bonus is 100% if a Library is present.

If Taj Mahal (great wonder) was build by allied player, each Madrasa makes one unhappy citizen satisfying (does not affect citizens made unhappy by aggression)

+1 Culture Point/turn.

Requires knowledge of the technology Fundamentalism.
Requires Mosque in the city.
Requires City Hall in the city.
Requires your nation to have culture of at least 2400.

* Allows to build Sultan Palace (with Sunnism, Mosque, and Culture 3900 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Osaka Castle, or Palace).

Manufacture

The Manufacture is an early age form of a factory and increases the shield production in a city by 25%. With a desert mine (without resources) the shield increase is 50% and add an additional trade point for each coal mine within city's vision radius.

This increase in production may slightly contribute to pollution. A Manufacture also increases the pollution caused by the population of the city.

Requires knowledge of the technology Craft Guilds.

* The discovery of The Corporation will make it obsolete.
* The presence of Power Plant in the city will make it obsolete.

Marketplace

A Marketplace increases the trade output in a city by 50%.

Requires knowledge of the technology Currency.

* Allows to build Bank (with Banking).
* Allows to build Supermarket (with Refrigeration).
* Allows to build Yasir (with Slave Trade).

Mass Transit

A Mass Transit reduces the pollution generated by the population in a city by 50%. This city improvement counteracts the additional pollution associated with any two other buildings.

Mass Transit, together with Railway Station, increases city workable and vision radius.

Requires knowledge of the technology Mass Production.
Requires Railway Station in the city.

Mfg. Plant

The Manufacturing Plant increases the shield production in a city by an additional 25%, or 50% with an electrical plant of any kind in the same city. This effect is cumulative with that of a Factory.

With sufficient shield production, cities with a Mfg. Plant can produce up to two units each turn, but only a single unit of types which cost population.

This increase in shield production will contribute significantly to pollution

A Manufacturing Plant also has a small risk of suffering an industrial accident, which can lead to pollution and reduce the city's population.

Requires knowledge of the technology Plastics.
Requires Factory in the city.

Mosque

A Mosque makes 2 unhappy citizen satisfying (3 with Madrasa and allied Taj Mahal wonder). Together with allied Kaaba, Mosque makes also satisfying 0...2 citizen unhappy due to aggression, depending on Religious Orthodoxy policy settings.

+1 Culture Point/turn.

Requires knowledge of the technology Islam.
Requires your nation to have culture of at least 1600.
Prevented by Church in the city.
Prevented by Monk Monastery in the city (unless it is obsolete).
Prevented by Temple of City God in the city.

* Prevents to build Cathedral.
* Prevents to build Church.
* Allows to build Madrasa (with Fundamentalism, City Hall, and Culture 2400).
* Prevents to build Shrine Torii.
* Prevents to build Temple.
* Allows to build Sultan Palace (with Sunnism, Madrasa, and Culture 3900 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Osaka Castle, or Palace).
* Prevents to build J.S. Bach's Cathedral.
* Prevents to build King Richard's Crusade.
* Prevents to build Monk Monastery.
* Prevents to build Statue of Zeus.
* Allows to build Kaaba (with Islam and Desert but no Temple, Church, Cathedral, Michelangelo's Chapel, J.S. Bach's Cathedral, King Richard's Crusade, Kyoto Fushimi Inari, Colossus, or Western Wall).
* Prevents to build Kyoto Fushimi Inari.
* Prevents to build Mausoleum of Mausolos.
* Prevents to build Michelangelo's Chapel.
* Allows to build Taj Mahal (with Shiism and Culture 2800 but no Temple, Church, Michelangelo's Chapel, King Richard's Crusade, or Temple of City God).

Nuclear Plant

Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.

However, a Nuclear Plant also reduces the pollution associated with shield production to 50% of its normal value, or 25% in combination with a Recycling Center. See Hydro Plant.

A Nuclear Plant has a small risk of suffering a nuclear accident, which can lead to fallout and reduce the city's population.

In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.

Nuclear Plant is required to produce nuclear units. Any tile with Uranium strategic resource within city's radius with Nuclear Plant would yields an additional 2 trade points.

Requires knowledge of the technology Nuclear Power.
Requires Factory in the city.
Requires your nation to have culture of at least 13000.

* Allows (with Advanced Rocketry) to build units:Nuclear

Offshore Platform

With an Offshore Platform every Ocean, Deep Ocean (with Oil Platform), or Lake tile (except those with Fish/Whale resources) worked by the city yields one extra shield resource. The city needs to be next to a water tile and have Oil Refinery in order to build this improvement.

Offshore Platforms also increase the pollution caused by the population of the city.

Requires knowledge of the technology Offshore Exploration.
Requires Oil Refinery in the city.
Requires Oceanic terrain on the tile or an adjacent tile.

Oil Refinery

Oil Refinery increases the overall city production by 25%; doubles production from oil wells and adds an extra 4 trade points for each oil field with oil well (providing cheap upkeep). An Oil Refinery is also required for building of the Offshore Platform and gain additional production from Oil Wells.

There is a small additional risk of pollution.

Requires knowledge of the technology Refining.

* Allows to build Workshop Barracks (with Mobile Warfare).
* Allows to build Offshore Platform (with Offshore Exploration and Oceanic terrain).

Palisade

Palisade adds a +50% bonus to the intrinsic defense strength of units within the city against land units (and additional 50% in case of Horse units), but is ineffective against airborne, sea units, turrets or plunging fire artillery. Unlike City Walls, Palisade does not prevent the loss of population which occurs when a defending unit is defeated by a land unit. Wooden Palisades need upkeep to be renovated or rebuilt, but unlike City Walls, doesn't constrain city growth.

Requires knowledge of the technology Forestry.
Prevented by City Walls in the city (unless it is obsolete).
Prevented by Bunkers in the city.

* The discovery of Concrete will make it obsolete.
* The presence of City Walls in the city will make it obsolete.

Police Station

In case of Democracy, Republic or Federation, a Police Station neutralizes any unhappiness caused by one military unit in its city. For all governments, it also makes 1 unhappy citizen satisfying provided they are not unhappy about aggression. Celebrating cities ruled by Fascism get additional shield production from each tile already producing shields.

Requires knowledge of the technology Socialism.

Port Facility

Port Facility gives one extra food resource on all Ocean or Deep Ocean tiles, but not Lakes. The city needs to be coastal (e.g. adjacent to Ocean or Deep Ocean tiles) to build this improvement.

Port Facility allows a city to build veteran navy units. Also, damaged sea units and turets which stay in town for one full turn without moving are completely restored.

Together with supermarket, increases the tax output in a city by 25% (not cumulative with Railway Station).

Increase city workable radius (not cumulative with Mass Transit or Eiffel Tower)

Requires knowledge of the technology Offshore Exploration.
Requires Oceanic terrain on the tile or an adjacent tile.

* Prevents to build Harbor.

Power Plant

Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.

Power plant adds 2 trade points for each coal mine within city radius.

In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.

Requires knowledge of the technology Electricity.
Requires Factory in the city.

Post Office

Post Office allow additional traderoute to this city, if Logistics advance is known to the player.

This improvement decrease production waste by 20% by itself, and together with Courthouse, decrease both trade corruption and waste by 70%.

Requires knowledge of the technology Electromagnetism.

* Allows to build Atlantic Telegraph Company (with Radio).

Recycling Center

Building a Recycling Center reduces the amount of pollution generated by shield production in a city by 50%. With the addition of either a Nuclear Plant, Hydro Plant, or Solar Plant the pollution is reduced by an additional 25%.

Together with Sewer System, Recycling Center reduces also amount of pollution generated by the population in the city by 20%

Requires knowledge of the technology Recycling.

Railway Station

Railway Station, together with a railroaded tile, is required

- to increase food productivity of tiles with special resources,which already produce food (wheat, bison, rice, fruit etc., without mine)

- to increase productivity and additional trade from coal mines and iron mines (together with Steel Mill, Cement or Power Plant).

Together with Supermarket, increases the tax output in a city by 25%.

Required to produce any trains units and provide fast regeneration of train units.

Requires knowledge of the technology Railroad.

* Allows to build Cement Plant (with Concrete, Factory, and Mountains but no Research Lab).
* Allows to build Mass Transit (with Mass Production).
* Allows to build Steel Mill (with Steel, Factory, and Coal but no Research Lab).
* Allows (with Railroad) to build units:Train
* Allows (with Railroad) to build units:Armoured Train

Research Lab

Increases the science output in a city by an additional 75%, or by 150% once the Internet great wonder has been built by any player and Computers advance is known by player.

The total bonus is 225% if a Library, a University and a Research Lab are all present in the same city, increasing to 400% once the Isaac Newton's College (great wonder), Massachusetts Institute of Technology (small wonder) and the Internet (great wonder) have all been built.

Research Lab requires a clean environment and cannot be established in a city, where Steel Mill or Cement Plant is working.

+2 Culture Points/turn (additional one with player's Large Hadron Collider).

Requires knowledge of the technology Miniaturization.
Requires University in the city.
Prevented by Steel Mill in the city.
Prevented by Cement Plant in the city.
Requires your nation to have culture of at least 6500.

* Prevents to build Cement Plant.
* Allows to build Space Component (with Fusion Power, Factory, University, and Space Lift).
* Allows to build Space Module (with Environmentalism, Factory, University, and Space Lift).
* Allows to build Space Structural (with Nanotechnology, Factory, University, and Space Lift).
* Prevents to build Steel Mill.
* Allows to build DARPA (with Computers and Culture 14500).
* Allows to build Fusion Plant (with Fusion Power).
* Allows to build Global Positioning System (with Satellite System, Apollo Program, and Culture 16500).
* Allows to build Space Lift (with Nanotechnology, Apollo Program, and Culture 18500).
* Allows to build Apollo Program (with Space Flight and Culture 12000).
* Allows to build Internet (with Robotics, DARPA, and Culture 13500).

River Embankments

River embankments eliminate totally any risk of the Flood disaster in city adjacent to tile with river, also in case of coastal city with river, risk and results of Tsunami disasters are substancially reduced.

Additionally, riverside boulevard make one unhappy citizen satisfying (except of unhappiness caused by militry units), if there is no pollution around city.

Requires knowledge of the technology Concrete.
Requires River on the tile or an adjacent tile.
Requires Sewer System in the city.

Sacred Cairn

Shamanistic rituals around Sacred Cairn encourage local society to live in harsh conditions. Any Tundra tile will give additional food, and one unhappy citizens would become satisfying.

Requires knowledge of the technology Shamanism.

* The presence of Temple in the city will make it obsolete.
* The presence of Church in the city will make it obsolete.
* The presence of Mosque in the city will make it obsolete.
* The discovery of Theology will make it obsolete.

SAM Battery

Doubles the intrinsic defense strength of units within a city when defending against aircraft (including helicopters).

Also protect against the loss of population which occurs when a defending unit is defeated by an airborne unit (except of Missiles)

Requires knowledge of the technology Rocketry.

SDI Defense

Protects a city and its environs (up to 2 tiles away) from attacks by other nations' Nuclear units. A Nuclear unit not owned by you or a teammate which attacks a city with SDI Defense, or attacks a unit (or is deliberately exploded) within range, has a 75% chance to be shot down. Also, doubles the intrinsic defense strength of units in the city when defending against conventional missiles.

Requires knowledge of the technology Laser.

Sewer System

Together with an Aqueducts (or Water Treatment), allows a city to grow larger than size 16, (Water Treatment required to grow beyond 24) and further reduces the chance of a plague (by 20% of the base chance).

Together with Recycling Center reduces amount of pollution generated by the population in the city by 20%

Requires knowledge of the technology Sanitation.
Requires a minimum city size of 9.

* Allows to build River Embankments (with Concrete and River).

Shrine Torii

Temple improvement: make additional 1 unhappy citizen satisfying. Not cumulative with Temple of Artemis (small wonder) or Temple of City God (small wonder), but cumulative with Golden Temple (great wonder). If allied player founded Kyoto Fushimi Inari (great wonder), up to two additional satisfying citizens are happy, depending on Religious Orthodoxy policy settings, and 1 Culture Point is earned each turn.

Requires knowledge of the technology Shinto.
Requires Temple in the city (and not yet obsolete).
Requires your nation to have culture of at least 1300.
Prevented by Church in the city.
Prevented by Mosque in the city.

* Allows to build Osaka Castle (with Shogunate, Temple, and Culture 2900 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Sultan Palace, or Palace).
* Allows to build Kyoto Fushimi Inari (with Bushido, Temple, and Culture 3800 but no Church, Cathedral, Mosque, Kaaba, King Richard's Crusade, Michelangelo's Chapel, J.S. Bach's Cathedral, Temple of City God, or Taj Mahal).

Solar Plant

Any kind of electrical plant increases the shield production effect of any Factory or Mfg. Plant in its city by 25% each. Thus, an electrical plant in combination with either a Factory or a Mfg. Plant gives a 50% production bonus over the level without any of these improvements. An electrical plant, Factory, and Mfg. Plant together give a 100% production bonus. The extra production will lead to the city generating more pollution.

A Solar Plant also reduces the pollution associated with shield production to 25% of its normal value, or eliminates it entirely in combination with a Recycling Center.

In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or Solar Plant can take effect at any one time.

Requires knowledge of the technology Environmentalism.
Requires Factory in the city.

Space Component

Space Components can be differentiated into Propulsion and Fuel Components. Each pair of them reduces your spaceship's travel time. You can build up to 8 pairs.

Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player.

Requires knowledge of the technology Fusion Power.
Requires Factory in the city.
Requires University in the city.
Requires Research Lab in the city.
Requires Space Lift in the city.

Space Module

Space Modules are the most expensive parts of spaceships. There are three different types of Space Module:

- Habitation Module: provides living space for 10,000 people.

- Life Support Module: provides food and water for the population of one Habitation Module.

- Solar Panels: provides the energy needed for any two of the other Modules.

You can build up to 4 Space Modules of each kind.

Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player.

Requires knowledge of the technology Environmentalism.
Requires Factory in the city.
Requires University in the city.
Requires Research Lab in the city.
Requires Space Lift in the city.

Space Structural

Space Structurals form the base of your spaceship. All other spaceship parts need to be connected to Structurals in order to function. You can build up to 32 Space Structurals.

Before you can build any spaceship parts, the Apollo Program wonder must have been built by any player and Space Lift must to be built in your city.

Requires knowledge of the technology Nanotechnology.
Requires Factory in the city.
Requires University in the city.
Requires Research Lab in the city.
Requires Space Lift in the city.

Steel Mill

Steel Mill increases overall city production twice, production from iron mines by 50%and add extra 4 trade point for each coal mine (i.e. cheap upkeep).

Railway station in city and railroads on mine tiles are necessary to gain above effects.

This facility increase substantially rate of pollution caused by production.

With sufficient shield production, cities with a Steel Mill can produce up to two units each turn (but only single units of types which cost population).

Note: Steel Mill require Iron resource within city range and cannot be built in a city, where Research Lab is located.

Requires knowledge of the technology Steel.
Requires Railway Station in the city.
Requires Factory in the city.
Requires Coal on a tile within the city radius.
Prevented by Research Lab in the city.

* Prevents to build Research Lab.

Stock Exchange

Increases tax output in a city by an additional 50%, 100% total with Bank (except under a Communist government).

Additionally, together with Super Highways, increase city trade by 25% (regardless of government).

Requires knowledge of the technology Economics.
Requires Bank in the city.
Requires City Hall in the city.

* Allows to build A.Smith's Trading Co. (with Economics and Culture 5000).

Super Highways

Each tile around the city with highways and without farmland, that is already generating some trade, produces one extra trade resource. The same applies to the city center tile (even if it is receiving a farmland bonus).

Together with the Stock Exchange, also increase overall city Trade by an additional 25%.

Super Highways also increase the pollution caused by the population of the city.

Requires knowledge of the technology Logistics.

Supermarket

Halves food waste in the city and add 1 food and 1 shield to the city center.

Together with Railway Station or Port Facility, increases the tax output in a city by 25%.

Requires knowledge of the technology Refrigeration.
Requires Marketplace in the city.

Temple

Makes one unhappy citizen satisfying. The Mysticism advance doubles this effect (except under a Communist government). With both Mysticism and the Temple of Artemis, 4 citizens are made satisfying (3 under Communism). Does not affect citizens made unhappy by aggression.

Shrine Torii, Temple of City God or Golden Temple also make additional unhappy citizen satisfying, but not cumulative with Temple of Artemis.

+1 Culture Point/turn.

Requires knowledge of the technology Ceremonial Burial.
Prevented by Church in the city.
Prevented by Mosque in the city.

* The presence of Mosque in the city will make it obsolete.
* Prevents to build Cathedral.
* Allows to build Shrine Torii (with Shinto and Culture 1300 but no Church or Mosque).
* Allows to build Forbidden City (with Confucianism, City Walls, and Culture 3400 but no Ecclesiastical Palace, Angkor Wat, Sultan Palace, Osaka Castle, or Palace).
* Prevents to build J.S. Bach's Cathedral.
* Allows to build Khajuraho Temple (with Jainism and Culture 3100 but no Kaaba, Michelangelo's Chapel, or J.S. Bach's Cathedral).
* Prevents to build King Richard's Crusade.
* Allows to build Monk Monastery (with Vedism and Culture 1800 but no Church or Mosque).
* Allows to build Temple of Artemis (with Mysticism and Culture 180).
* Allows to build Temple of City God (with Legalism and Culture 2700).
* Allows to build Angkor Wat (with Hinduism and Culture 2800 but no Ecclesiastical Palace, Forbidden City, Sultan Palace, Osaka Castle, or Palace).
* Allows to build Osaka Castle (with Shogunate, Shrine Torii, and Culture 2900 but no Ecclesiastical Palace, Angkor Wat, Forbidden City, Sultan Palace, or Palace).
* Allows to build Golden Temple (with Sikhism and Culture 4500).
* Prevents to build Kaaba.
* Allows to build Kyoto Fushimi Inari (with Bushido, Shrine Torii, and Culture 3800 but no Church, Cathedral, Mosque, Kaaba, King Richard's Crusade, Michelangelo's Chapel, J.S. Bach's Cathedral, Temple of City God, or Taj Mahal).
* Allows to build Mausoleum of Mausolos (with Ceremonial Burial but no Church, Cathedral, or Mosque).
* Prevents to build Michelangelo's Chapel.
* Prevents to build Taj Mahal.
* Allows to build Leshan Buddha Statue (with Buddhism and Culture 2200).

Textille Mill

Increase the shield production from forests by 50%, additionally generate additional revenue from tiles with Silk resources (i.e. cheap upkeep).

This increase in production may contribute slightly to pollution.

Textille Mill use water power, therefore can't be built in a city without access to a river.

Requires knowledge of the technology Machinery.
Requires River on the tile or an adjacent tile.

* The discovery of Plastics will make it obsolete.
* The presence of Mfg. Plant in the city will make it obsolete.

Theatre Stage

Entertains the citizens of a city, adding 2 luxury points. (4 after the discovery of Cinematography.)

+2 Culture Points/turn.

Requires knowledge of the technology Theatre.
Requires your nation to have culture of at least 3900.

Water Treatment

Water treatment facilities allows a city to grow larger than size 8 (can be used instead of aqueduct) and is required for growth beyond size 24, further reduces the chance of a plague (by 20% of the base chance).

Requires knowledge of the technology Industrialization.

* Allows to build Fire Station (with Electricity).

Watchtower

Increase vision range of the city.

Requires knowledge of the technology Glass Working.

Watermill

Water wheel can drive machinery or millstones. Such improvement add 1 food and 1 shield to the city center and halves food waste (except of Despotism, where food waste is onbly 25% less).

Watermill use water power, therefore can't be built in a city without access to a river.

Requires knowledge of the technology The Wheel.
Requires River on the tile or an adjacent tile.
Prevented by Windmill in the city (unless it is obsolete).

* The presence of Supermarket in the city will make it obsolete.
* Prevents to build Windmill.

Windmill

Windmill uses power of wind to grind grains. Such improvement halves food waste (entirely eliminates food waste together with Granary, except of Despotism where Courthouse is also needed).

Requires knowledge of the technology The Wheel.
Prevented by Watermill in the city (unless it is obsolete).

* The presence of Supermarket in the city will make it obsolete.
* Prevents to build Watermill.

University

Increases the science output in a city by an additional 75%, or by 150% once Isaac Newton's College has been built by any player.

Notice: under Fundamentalism government, University output is dimnished to 25% (or 100% with Isaac Newton College).

+2 Culture Points/turn (additional one with player's Pasteur Institute).

Requires knowledge of the technology University.
Requires Library in the city.
Requires City Hall in the city.
Requires your nation to have culture of at least 3400.

* Allows to build Research Lab (with Miniaturization and Culture 6500 but no Steel Mill or Cement Plant).
* Allows to build Space Component (with Fusion Power, Factory, Research Lab, and Space Lift).
* Allows to build Space Module (with Environmentalism, Factory, Research Lab, and Space Lift).
* Allows to build Space Structural (with Nanotechnology, Factory, Research Lab, and Space Lift).
* Allows to build Isaac Newton's College (with Theory of Gravity and Culture 6700).
* Allows to build Pasteur Institute (with Biology and Culture 5300).

Yasir

Yasir was a name of a place, where slaves were bought or sold.

With this building, cheap slave labor can be obtained and used as workers or migrants.

Additionally, city where Yasir is located, would get 25% more gold (not valid for Republic or Democracy), but additional unhappiness would be generated for city with Yasir.

Slavery Abolition wonder builded by owner, or United Nation wonder builded by any player, will obsolete this building.

Requires knowledge of the technology Slave Trade.
Requires Marketplace in the city.

* The presence of Slavery Abolition in the city will make it obsolete.
* The presence of United Nations in the city will make it obsolete.
* The discovery of Engineering will make it obsolete.
* Allows (with Slave Trade) to build units:Slave

Atlantic Telegraph Company

Player building it gets an embassy with all players.

+1 Culture Point/turn, and any player's city with Library will gain additional culture point per turn.

Requires knowledge of the technology Radio.
Requires Post Office in the city.

* A 'small wonder': at most one of your cities may possess this improvement.

Colosseum

Increase luxury output of a city by 50%, additionally in case of First Republic, add one veteran level to any Legion or Swordsmen unit.

Unlike most other wonders, entertainment wonders need gold upkeep.

+2 Culture Points/turn.

Requires knowledge of the technology Martial Games.
Requires your nation to have culture of at least 850.

* The discovery of Mass Entertainment will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Copernicus' Observatory

Each tile worked by the city where this wonder is built produces one extra research point.

+4 Culture Points/turn.

Requires knowledge of the technology Astronomy.
Requires your nation to have culture of at least 3500.

* The discovery of Great Unification Theory will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

DARPA

Defense Advanced Research Projects Agency upgrades additionally second obsolete unit per game turn, on cost of its veteran level (Warfare Museum prohibit any autoupgrades).

Big Land military units have Veteran level instead of Recruits, if builded in Workshop Barracks.

DARPA is also required to build Internet.

+5 Culture Points/turn.

Requires knowledge of the technology Computers.
Requires Research Lab in the city.
Requires your nation to have culture of at least 14500.

* A 'small wonder': at most one of your cities may possess this improvement.* Allows to build Internet (with Robotics, Research Lab, and Culture 13500).

Palace

Construction of a Palace makes a city the capital and the center of your government. Waste in other cities (corruption, production waste, and food waste) is often related to how far away from the capital they are. On top of this, corruption and production waste in your capital is 30% of what it would otherwise be. A Courthouse with Post Office will eliminate it entirely.

The cost to enemy Diplomats and Spies of inciting a revolt in a city also depends upon the city's distance from the capital (under all forms of government). Your capital city itself cannot be incited to revolt and enjoys a bonus when enemy agents try to evade your own agents stationed in the city, or sabotage your buildings.

Take good care of your capital, as its loss may result in your empire plunging into civil war. Losing your current palace also results in losing whatever spaceship you might have. See Ecclesiastical Palace.

If the capital is in a dangerous location, or a more central capital would give a better corruption distribution, you can move your palace by building it in another city.

Under Despotism the city containing the palace gains a +75% gold bonus, and under Monarchy a +50% gold bonus.

Palace is required for any centralized government! Start building it before conversion from Tribalism to Despotism or Monarchy. You need some Culture Points, which can be gainded from Temples, or by achievements (conquering other cultures, revealing some unknown islands).

Capital city with a Palace gains an additional 4 luxury points (except for Communism). There is no science penalty for city with Palace in case of Tribal or Despotism governments.

+2 Culture Points/turn.

Requires knowledge of the technology Carpentry.
Requires your nation to have culture of at least 10.

* A 'small wonder': at most one of your cities may possess this improvement.* Allows government form Despotism (with Absolutism).
* Allows government form Monarchy (with Monarchy).
* Allows government form Fundamentalism (with Fundamentalism).
* Allows government form Fascism (with Imperialism).
* Allows government form First Republic (with First Republic).
* Allows government form Direct Democracy (with Direct Democracy).
* Allows government form Republic (with The Republic).
* Allows government form Democracy (with Democracy).
* Prevents to build Ecclesiastical Palace.
* Prevents to build Forbidden City.
* Prevents to build Sultan Palace.
* Allows to build Jousting Tiltyard (with Hastilude and Culture 1650).
* Prevents to build Angkor Wat.
* Prevents to build Osaka Castle.

Ecclesiastical Palace

Makes a city the ecclesiastical capital, that acts as a second center of government.

Waste in other cities (corruption, production waste, and food waste) is often related to how far away from the capital they are. On top of this, corruption and production waste in your capital is 30% of what it would otherwise be.

The city where this palace is located cannot be incited to revolt, and enjoys a bonus when enemy agents try to evade your own agents stationed in the city, or sabotage your buildings.

Under Despotism the city containing the palace gains a +75% gold bonus, and under Monarchy a +50% gold bonus.

+2 Culture Points/turn.

Requires knowledge of the technology Theology.
Requires Church in the city.
Requires Cathedral in the city.
Requires your nation to have culture of at least 3200.
Prevented if you own Angkor Wat.
Prevented if you own Forbidden City.
Prevented if you own Sultan Palace.
Prevented if you own Osaka Castle.
Prevented by Palace in the city.

* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Forbidden City.
* Prevents to build Sultan Palace.
* Prevents to build Angkor Wat.
* Prevents to build Osaka Castle.

Forbidden City

Giant palace complex, which makes a city a second center of government and is required for Legalism.

Additionally, under Legalism government, extra 4 luxury points are generated in this city.

Waste in other cities (corruption, production waste, and food waste) is related to how far away from the nearest capital they are. On top of this, corruption and production waste in the capital itself is 30% of what it would otherwise be (and a Courthouse with Post Office will eliminate it entirely).

The city where this palace is located cannot be incited to revolt, and enjoys a bonus when enemy agents try to evade your own agents stationed in the city, or sabotage your buildings.

+2 Culture Points/turn.

Requires knowledge of the technology Confucianism.
Requires Temple in the city (and not yet obsolete).
Requires City Walls in the city (and not yet obsolete).
Requires your nation to have culture of at least 3400.
Prevented if you own Ecclesiastical Palace.
Prevented if you own Angkor Wat.
Prevented if you own Sultan Palace.
Prevented if you own Osaka Castle.
Prevented by Palace in the city.

* A 'small wonder': at most one of your cities may possess this improvement.* Allows government form Legalism (with Legalism).
* Prevents to build Ecclesiastical Palace.
* Prevents to build Sultan Palace.
* Prevents to build Angkor Wat.
* Prevents to build Osaka Castle.

Sultan Palace

Sultan Palace is a second center of Islamic government.

Additionally, it produces extra 4 luxury points in this city.

Waste in other cities (corruption, production waste, and food waste) is related to how far away from the nearest capital they are. On top of this, corruption and production waste in the capital itself is 30% of what it would otherwise be (and a Courthouse with Post Office will eliminate it entirely).

The city where this palace is located cannot be incited to revolt, and enjoys a bonus when enemy agents try to evade your own agents stationed in the city, or sabotage your buildings.

Sultan Palace is a prerequisite to get Fundamentalism effect of `tithes` (gold) from sacral buildings.

+2 Culture Points/turn.

Requires knowledge of the technology Sunnism.
Requires Mosque in the city.
Requires Madrasa in the city.
Requires your nation to have culture of at least 3900.
Prevented if you own Ecclesiastical Palace.
Prevented if you own Angkor Wat.
Prevented if you own Forbidden City.
Prevented if you own Osaka Castle.
Prevented by Palace in the city.

* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Ecclesiastical Palace.
* Prevents to build Forbidden City.
* Prevents to build Angkor Wat.
* Prevents to build Osaka Castle.

Ecole Speciale Militaire

Ecole speciale militaire de Saint-Cyr was founded by Napoleon Bonaparte, with given motto: 'study to win'.

All your new infantry, cavalry, reconnaissance or wheeled units start with an additional veteran level (this is cumulative with any Barracks/Stables veteran effect).

+3 Culture Points/turn.

Requires knowledge of the technology Tactics.
Requires your nation to have culture of at least 6800.

* A 'small wonder': at most one of your cities may possess this improvement.

Eiffel Tower

Each tile around the city where this wonder is built, that have railroad and is already generating some trade, produces one extra trade resource.

It also increase radius of your city vision (with Electricity advance) and workable radius, if this building is located together with Railway Station (not cumulative with Mass Transit or Port Facility effect).

+2 Culture Points/turn.

Requires knowledge of the technology Industrialization.
Requires your nation to have culture of at least 5500.

* A 'small wonder': at most one of your cities may possess this improvement.

Fusion Plant

Increase city production by 25% (50% with Mfg Plant), and reduces pollution from shield production or population by a further 25% in all cities with Solar Plant or Recycling Center accordingly, on same continent.

+4 Culture Points/turn.

Requires knowledge of the technology Fusion Power.
Requires Research Lab in the city.

* A 'small wonder': at most one of your cities may possess this improvement.

Geoglyph

Giant geoglyph add 2 luxury points to the city where it is located.

+1 Culture Point/turn.

Requires knowledge of the technology Creative Art.

* The discovery of Monotheism will make it obsolete.
* The presence of City Hall in the city will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Global Positioning System

Reveal all map.

+6 Culture Points/turn.

Requires knowledge of the technology Satellite System.
Requires Apollo Program to be owned by any player.
Requires Research Lab in the city.
Requires your nation to have culture of at least 16500.

* A 'small wonder': at most one of your cities may possess this improvement.

Hanging Gardens

Makes one unhappy citizen satisfying in every city of the player that owns it (not including citizens unhappy about aggression). This wonder also makes two satisfying citizens happy in the city where it is located (4 extra luxury points).

+2 Culture Points/turn.

Requires knowledge of the technology Pottery.

* The discovery of Electricity will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Hollywood

Neutralizes the unhappiness caused by one aggressively deployed military unit per city (not cummulative with Police Station). Under Democracy or Thalassocracy, it additionally decrease the unhappiness caused by military units (in case of Democracy, reducing it to the same level as a Republic).

With Television advance, entertainer specialists' luxury output increases by 1 for player's nation.

Unlike most other wonders, entertainment wonders need gold upkeep.

+10 Culture Points/turn.

Requires knowledge of the technology Cinematography.
Requires you to own Women's Suffrage.
Requires your nation to have culture of at least 15500.

* A 'small wonder': at most one of your cities may possess this improvement.

J.S. Bach's Cathedral

Makes 0...2 (depending on Religious Othodoxy policy setting) additional satisfying citizen happy for every player's Church and 2 extra luxury points per city with Cathedral (not under Communism gov.)

+6 Culture Points/turn.

Requires knowledge of the technology Theology.
Requires Cathedral in the city.
Requires your nation to have culture of at least 4800.
Prevented by Temple in the city (unless it is obsolete).
Prevented by Mosque in the city.
Prevented if you own Kaaba.
Prevented if you own Leshan Buddha Statue.
Prevented if you own Golden Temple.
Prevented if you own Temple of City God.
Prevented if you own Kyoto Fushimi Inari.

* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Khajuraho Temple.
* Prevents to build Kaaba.
* Prevents to build Kyoto Fushimi Inari.

Jousting Tiltyard

Add 2 luxury points to your capital and allow building Crusaders here. Additionally in case of Monarchy, increase luxury output of a capital city by 50%

Unlike most other wonders, entertainment wonders need gold upkeep.

+1 Culture Point/turn.

Requires knowledge of the technology Hastilude.
Requires Palace in the city.
Requires your nation to have culture of at least 1650.

* The discovery of Communism will make it obsolete.
* The presence of Internet in the city will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.* Allows (with Hastilude) to build units:Crusaders

Khajuraho Temple

This building keep effect of Rapture Growth in the city where it is founded (together with Granary and Temple, under any government except of Democracy, Communism or Fascism), even if Monotheism advance is already known to the player.

+3 Culture Points/turn.

Requires knowledge of the technology Jainism.
Requires Temple in the city (and not yet obsolete).
Requires your nation to have culture of at least 3100.
Prevented if you own Kaaba.
Prevented if you own Michelangelo's Chapel.
Prevented if you own J.S. Bach's Cathedral.

* A 'small wonder': at most one of your cities may possess this improvement.

King Richard's Crusade

Reduces the unhappiness caused by aggressively deployed military units owned by the city with Church by 1 -- in other words, it neutralizes the unhappiness caused by a single military unit (except under Democracy, where a single unit makes two citizens unhappy). Under governments where unit upkeep is paid in gold, it gives two free gold per city towards upkeep every turn.

+2 Culture Points/turn.

Requires knowledge of the technology Chivalry.
Requires your nation to have culture of at least 1800.
Prevented by Temple in the city (unless it is obsolete).
Prevented by Mosque in the city.
Prevented if you own Kaaba.
Prevented if you own Taj Mahal.
Prevented if you own Kyoto Fushimi Inari.

* The discovery of Communism will make it obsolete.
* The presence of United Nations in the city will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Kaaba.
* Prevents to build Kyoto Fushimi Inari.
* Prevents to build Taj Mahal.

Leonardo's Workshop

Upgrades 1 obsolete units per game turn (+1 with Metallurgy technology) on cost of 1 veteran level.

Warfare Museum prohibit any autoupgrades.

Additional veteran level for any Wheeled Unit.

+2 Culture Points/turn.

Requires knowledge of the technology Invention.
Requires your nation to have culture of at least 3000.

* The discovery of Combustion will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Lighthouse

Gives all your sea units 1 additional movement point (except Coasters while moving on rivers). Makes all your new Coaster units veterans (for all your cities).

Harbor food production in the city with Lighthouse is increased also for Deep Ocean tiles (similar to Port Facility effect).

+2 Culture Points/turn.

Requires knowledge of the technology Map Making.
Requires terrain with the 'Sea' flag on the tile or an adjacent tile.

* The discovery of Amphibious Warfare will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Magellan's Expedition

Gives all your sea units 1 additional movement point. The chance of a sea unit getting the next veteran level after a battle increases by half.

+4 Culture Points/turn.

Requires knowledge of the technology Navigation.
Requires terrain with the 'Sea' flag on the tile or an adjacent tile.
Requires your nation to have culture of at least 2800.

* The discovery of Nuclear Power will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Massachusetts Institute of Technology

Gives 4 extra research points every turn to its city.

Increase science bonus from player's Research Labs by 25%

+6 Culture Points/turn.

Requires knowledge of the technology Electronics.
Requires Factory in the city.
Requires Library in the city.
Requires your nation to have culture of at least 8300.

* A 'small wonder': at most one of your cities may possess this improvement.

Moai Statues

These giant stone statues give your citizens courage to explore unknown lands. They are able to build unique Kon-Tiki raft, the first vessel capable to to enter Deep Ocean.

Additionally, gives all your Coasters units 1 additional movement point (except while moving on rivers, not cumulative with Lighthouse).

+2 Culture Points/turn.

Requires knowledge of the technology Stone Knapping.
Requires terrain with the 'Sea' flag on the tile or an adjacent tile.
Requires your nation to have culture of at least 10.

* The discovery of Overseas Trade will make it obsolete.
* The discovery of Steam Engine will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.* Allows (with Sailing) to build units:Kon-Tiki Raft

Monk Monastery

Gives 4 extra research points every turn to its city if there is no University.

If Leshan Buddha Statue was built on same continent, additional one unhappy citizen become satisfying (does not affect citizens made unhappy by aggression)

+2 Culture Points/turn.

Requires knowledge of the technology Vedism.
Requires Temple in the city (and not yet obsolete).
Requires your nation to have culture of at least 1800.
Prevented by Church in the city.
Prevented by Mosque in the city.

* The discovery of Nuclear Power will make it obsolete.
* The presence of University in the city will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Church.
* Prevents to build Mosque.

Mobile X-ray

Increase healing of small land or infantry units by 50%, including those not fortified.

+4 Culture Points/turn.

Requires knowledge of the technology Radioactivity.
Requires Hospital in the city.
Requires your nation to have culture of at least 6200.

* A 'small wonder': at most one of your cities may possess this improvement.

Pyramids

Under Despotism or Tribal governments, the Pyramids cancel the penalty to worked tiles with output greater than 2 (for all kinds of output), as if all your cities were always celebrating.

In above case, celebrating cities with Granary and size 3 or above will be subject of Rapture Growth (this effect is cancelled by Monotheism).

Additionally, 1 extra luxury point is added to the city with Pyramids.

+3 Culture Points/turn.

Requires knowledge of the technology Masonry.
Requires your nation to have culture of at least 150.

* The discovery of Railroad will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Slavery Abolition

Makes 2 unhappy citizens satisfying in a city were Slavery Abolition was founded, and additional unhappy citizen satisfying for each player's city with courthouse in case of Republic, Democracy or Federation government. Also inctite cost in case of Democracy and bribing cost in case of Republic is increased x5.

Side effect: decreased gold income from gold and diamond mines.

Note: Slavery Abolition is a prerequisite for Women's Suffrage.

+6 Culture Points/turn.

Requires knowledge of the technology Egalitarianism.
Requires Courthouse in the city.
Requires your nation to have culture of at least 3500.

* A 'small wonder': at most one of your cities may possess this improvement.* Allows to build Women's Suffrage (with Conscription and Culture 8400).

Space Lift

Space lift allow to cheap transport of heavy components from Earth to geostationary orbit.

This facility is required to produce space ship structural components.

+2 Culture Points/turn.

Requires knowledge of the technology Nanotechnology.
Requires Research Lab in the city.
Requires Apollo Program to be owned by any player.
Requires your nation to have culture of at least 18500.

* A 'small wonder': at most one of your cities may possess this improvement.* Allows to build Space Component (with Fusion Power, Factory, University, and Research Lab).
* Allows to build Space Module (with Environmentalism, Factory, University, and Research Lab).
* Allows to build Space Structural (with Nanotechnology, Factory, University, and Research Lab).

Statue of Zeus

Reduces the unhappiness caused by aggressively deployed military units owned by the city by 1 -- in other words, it neutralizes the unhappiness caused by a single military unit (except under Democracy, where a single unit makes two citizens unhappy). Each city also avoids one shield of upkeep for units.

+2 Culture Points/turn.

Requires knowledge of the technology Polytheism.
Requires your nation to have culture of at least 900.
Prevented by Church in the city.
Prevented by Cathedral in the city.
Prevented by Mosque in the city.
Prevented if you own Kaaba.

* The discovery of Conscription will make it obsolete.
* The discovery of Automobile will make it obsolete.
* The presence of King Richard's Crusade in the city will make it obsolete.
* The presence of Kaaba in the city will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Sun Tzu's War Academy

All your new infantry, cavalry or reconnaissance units start with an additional veteran level (this is cumulative with any Barracks building in a city; with both, units are created as Hardened).

+3 Culture Points/turn.

Requires knowledge of the technology Confucianism.
Requires your nation to have culture of at least 2800.

* The discovery of Tactics will make it obsolete.
* The discovery of Mobile Warfare will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Temple of Artemis

Makes 0...2 additional unhappy citizens satisfying in every city with a Temple, depending on Religious Othodoxy policy setting, and additionally one satisfying citizen in city where is located. Does not affect citizens made unhappy by aggression.

+3 Culture Points/turn.

Requires knowledge of the technology Mysticism.
Requires Temple in the city (and not yet obsolete).
Requires your nation to have culture of at least 180.

* The discovery of Theology will make it obsolete.
* The presence of Temple of City God in the city will make it obsolete.
* The presence of Kyoto Fushimi Inari in the city will make it obsolete.
* The presence of Golden Temple in the city will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.

Temple of City God

Makes 0..2 (depending on Religious Othodoxy policy setting) unhappy citizens satisfying in every city with a Temple without Shrine Torii. Does not affect citizens made unhappy by aggression.

In a city with this building, tax collector specialists' gold output increases by 1.

+2 Culture Points/turn.

Requires knowledge of the technology Legalism.
Requires Temple in the city (and not yet obsolete).
Requires your nation to have culture of at least 2700.

* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Church.
* Prevents to build Mosque.
* Prevents to build J.S. Bach's Cathedral.
* Prevents to build Kyoto Fushimi Inari.
* Prevents to build Michelangelo's Chapel.
* Prevents to build Taj Mahal.

Thermal Bath

Add 1 luxury point to the city where is located and each river tile within city radius.

Thermal Bath reduces chance of plague in any player's city with Lazaretto improvement by additional 10%.

+2 Culture Points/turn.

Requires knowledge of the technology Sunnism.

* A 'small wonder': at most one of your cities may possess this improvement.

Warfare Museum

This building prevent autoupgrade with cost of veteran level - keep obsoleted units even if Leonardo Workshop or DARPA is builded.

You can still upgrade units manually with cost of gold.

+3 Culture Points/turn.

Requires knowledge of the technology University.
Requires City Hall in the city.
Requires your nation to have culture of at least 4000.

* A 'small wonder': at most one of your cities may possess this improvement.

Western Wall

Add 50% defense for city, where it is builded (cumulative with City Walls, not cumulative with Great Wall), against any Land unit (except those with indirect fire).

Additionally, prayers going to the sacred site would generate extra trade from each tile around the city that is already generating some trade.

+2 Culture Points/turn.

Requires knowledge of the technology Monotheism.
Requires City Walls in the city (and not yet obsolete).
Prevented by Colossus in the city (unless it is obsolete).
Prevented by Kaaba in the city.

* The discovery of Guerilla Warfare will make it obsolete.
* A 'small wonder': at most one of your cities may possess this improvement.* Prevents to build Kaaba.

Women's Suffrage

Women have right to vote and work equal to men.

With Women's Suffrage and Democracy, celebrating cities produce an extra trade point for every worked land tile that is already producing trade.

Similar effect for shields production occurs in case of Republic.

Beside this, regardless of government type, Women's Suffrage make 1 unhappy citizens satisfying in each player's city.

+8 Culture Points/turn.

Requires knowledge of the technology Conscription.
Requires you to own Slavery Abolition.
Requires your nation to have culture of at least 8400.

* A 'small wonder': at most one of your cities may possess this improvement.* Allows to build Hollywood (with Cinematography and Culture 15500).

5 Years Plan

The main point of Planned Economy, the Five Year Plan is aimed at increasing the nation's production by concentrated effort of the People.So called 'Udarniks' (shock labour team) while celebrating the anniversary of the Revolution would be superproductive.

5 Years plan under Communism government would yield in additional shield production from any tile, which already produce shields, if city is already celebrating (Trade Union is also recommended to gain city celebration status)

+1 Culture Point/turn.

Requires the Communism government.
Requires Factory in the city.
Requires your nation to have culture of at least 5200.

* The discovery of Imperialism will make it obsolete.

Trade Union

Workers syndicate for collective bargaining better wages and working conditions. Luxury is increased with Welfare Policy settings.

Additionally this improvement halves down city luxury penalty in case of Communism government, on the expense of lack of buildings free upkeep.

Requires knowledge of the technology Labor Union.
Requires Factory in the city.
Requires your nation to have culture of at least 4100.

Coinage

This is not a normal improvement. Instead, setting a city's production to Coinage means its shield production is converted to tax output (money, coins!).