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Information - Civilopedia
 Improvements


Standard Improvements Requires Yield Special
buildroad.png Road
All Land
The Wheel - - - 1 move per 2 squares movement cost
+1 square per move with Engineering
Can cross rivers with Construction
Connects trade network
buildrailroad.png Railroad
All Land
Railroad - - - 1 move per 10 squares movement cost
Connects trade network
+1 Hammer to Mine, Lumbermill
buildcottage.png Cottage
Grassland, Plains, Floodplains
Tundra next to Freshwater
Grassland Hills
Pottery 0 0 +1 Becomes Hamlet in 10 turns
buildhamlet.png Hamlet
Grown from Cottage
Pottery 0 0 +2 Becomes Village in 20 turns
Cannot be built directly
buildvillage.png Village
Grown from Hamlet
Pottery 0 0 +3 +1 Commerce with Printing Press
Becomes Town in 40 turns
Cannot be built directly
buildtown.png Town
Grown from Village
Pottery 0 0 +4 +1 Hammer with Universal Sufferage
+1 Commerce with Printing Press
+2 Commerce with Free Speech
Cannot be built directly
buildwindmill.png Windmill
Hills
Machinery +1 0 +1 +1 Hammer with Replaceable Parts
+1 Commerce with Electricity
buildwatermill.png Watermill
Next to rivers
Machinery 0 +1 0 +1 Food with State Property
+1 Hammer with Replaceable Parts
+2 Commerce with Electricity
Only one side of river can be used
buildlumbermill.png Lumber Mill
Forest
Replaceable Parts 0 +1 0 +1 Commerce next to river
+1 Hammer with Railroad
Does not destroy forest
buildworkshop.png Workshop
Grassland, Plains, Floodplains
Tundra next to Freshwater
Metal Casting -1 +1 0 +1 Food with State Property
+1 Hammer with Guilds
+1 Hammer with Chemistry
buildfarm.png Farm
Grassland, Plains, Floodplains
Tundra next to Freshwater
Agriculture 0 0 0 +1 Food with Irrigation
+1 Food with Biology
Carries Irrigation with Civil Service
buildmine.png Mine
Hills
Mining 0 +2 0 Small Chance to Discover Resource
+1 Hammer with Railraod
buildfort.png Fort
All Land
Mathematics 0 0 0 +25% Tile Defense




Resource Improvements Resources Yield Special
buildfarm.png Farm
Agriculture
Corn +2 0 0 +1 Food with Irrigation
+1 Food with Biology
Carries Irrigation with Civil Service
Wheat +2 0 0
Rice +1 0 0
buildmine.png Mine
Mining
Copper 0 +3 0 +1 Hammer with Railroad
Iron 0 +3 0
Coal 0 +3 0
Uranium 0 0 +3
Aluminum 0 +3 +1
Gems 0 +1 +5
Gold 0 +1 +6
Silver 0 +1 +4
buildcamp.png Camp
Hunting
Deer +2 0 0  
Fur 0 0 +3
Ivory 0 +1 +1
buildplantation.png Plantation
Calendar
Bananas +2 0 0  
Dyes 0 0 +4
Incense 0 0 +5
Silk 0 0 +3
Spices +1 0 +2
Sugar +1 0 +1
buildquarry.png Quarry
Masonry
Marble 0 +1 +2  
Stone 0 +2 0
buildpasture.png Pasture
Animal Husbandry
Horse 0 +2 +1  
Cow +1 +2 0
Pig +3 0 0
Sheep +2 0 +1
buildwinery.png Winery
Monarchy
Wine +1 0 +2  
buildfishingboats.png Fishing Boats
Fishing
Clam +2 0 0  
Crab +2 0 0
Fish +3 0 0
buildwhalingboats.png Whaling Boats
Optics
Whales 0 +1 +2  
buildwell.png Well
Combustion
Oil 0 +2 +1  
buildoffshoreplatform.png Offshore Platform
Plastics
Oil 0 +2 +1  
buildtribalvillage.png Tribal Village
(non-player controlled)
- - - - Bonus for discovering


The yield given in these tables are the amount of Food, Hammers and Commerce the improvement gives in addition to the base (unimproved) value of  the terrain the improvement is built upon. All resources also give a fixed bonus of 1 food, 1 hammer or 1 commerce to the base value of the terrain, in addition to the improvement bonus. This bonus is given even if you do not improve them, or build a different improvement than the standard one on them.

For standard improvements the terrain types it can be built upon are listed below the name. Resource improvements can always be built on their respective resources, regardless of terrain. For them, the required technology is listed below the name instead.

Farms and Mines are both standard improvements and resource improvements. The latter function overrules the former. So if you build them on one of their associated resources their effect is given in the second table, not the first.



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