38 STATIONARY CITY IMPROVEMENTS "Contentment" (6) Palace Masonry 100 0 no corruption/waste here; less nearby too Temple CeremBu 40 1 +2 happy Courtho CodeLaw 80 1 +1 happy (democracy); resist bribe Colosse Constr 100 4 +3 happy (4 w/ electr) Cathedr Monothe 120 3 +4 happy (3 w/ communism) Police Communi 60 2 +1 happy (from distant troop syndrome) "Science" (3) Library Writing 80 1 +50% science output Univers Univers 160 3 +50% science output RschLab Comput 160 3 +50% science output "Shields" (7) Factory Industr 200 4 +50% shields Manufac Robotic 320 6 +50% shields Offshor Miniatu 160 3 +1/water square PowerPl Refinin 160 4 +50% \ NucPlan NucPowr 160 2 +50% } pollution, safety vary HydroPl Electro 240 4 +50% | SolarPo Environ 320 4 +50% / "Food/Growth" (5) Granary Pottery 60 1 retains half wheat at city growth Harbor Seafari 60 1 +1/water square Superma Refrige 80 3 +50% after 2nd irrigation Aqueduc Constru 80 2 city > 8 Sewer Sanitat 120 2 city > 12 "Tax&Luxury" (5) Market Currenc 80 1 +50% Bank Banking 120 3 +50% StockMk Economi 160 4 +50% Capitli Corpora 600 0 production (shields) becomes trade SuprHwy Automob 200 5 +50% trade/road "Defense" (7) Barrack None 40 1 veteran ground units; instant repair CitWall Masonry 80 0 x3 defense points by ground PortFac AmphibW ? ? [instant repair ships] CoastFo Metallu 80 1 x2 defense points by water Airport Radio 160 3 veteran air units; repair SAM_Bat Rocketr 100 2 x2 defense by air (non-nuke) SDI Laser 200 4 protect from nuclear attack "Space" (3) [Note: space station must be balanced!] SS_Stru SpaceFl 80 0 - [use up to 39] SS_Comp Plastic 160 0 - [use up to 8 propul, 8 fuel] SS_Modu Superco 320 0 - [use up to 4 ea.: habitat, life sup, solar] "Pollution" (2) MassTra MassPro 160 4 no pollution/city RecycCt Recycli 200 2 no pollution/factory [For Civ vhanges, see Govts: govt type, taxrates, ...] [For city changes see taxmen, ...] [For cell changes see Terrain: irrig, road, RR, fort, ...] 51 MOBILE (mostly military) IMPROVEMENTS Data show cost, attack str, defense str, hit points, firepower, movemt, notes Warrior NONE 10 1 1 1 1 1 Phalanx Bronze 20 1 2 1 1 1 Pikemen Feudali 20 1 2 1 1 1 * Fanatics Fundame 20 4 4 2 1 1 * Archers Warrior 30 3 2 1 1 1 Musketeer Gunpowd 30 3 3 2 1 1 Legion IronWor 40 4 2 1 1 1 Riflemen Conscri 40 5 4 2 1 1 Partisans Guerril 50 4 4 2 1 1 ZC IT Alpine Troops Tactics 50 5 5 2 1 1 IT Marines Amphibi 60 8 5 2 1 1 * Horsemen HorseRi 20 2 1 1 1 2 Chariot Wheel 30 3 1 1 1 2 Elephant Polythe 40 4 1 1 1 2 Knights Chivalr 40 4 2 1 1 2 Crusader Monothe 40 5 1 1 1 2 Dragoons Leaders 50 5 2 2 1 2 Mech.Inf. Labor U 50 6 6 3 1 3 Cavalry Tactics 60 8 3 2 1 2 Armor MobileW 80 10 5 3 1 3 Catapult Mathema 40 6 1 1 1 1 Cannon Metallu 40 8 1 2 1 1 Artillery Machine 50 10 1 2 2 1 Howitzer Robotic 70 12 2 3 2 2 * Trireme MapMak 40 1 1 1 1 3 * Caravel Navig 40 2 1 1 1 3 Galleon Magneti 40 0 2 2 1 4 Frigate Magneti 50 4 2 2 1 4 Ironclad SteamEn 60 4 4 3 1 4 Transport Industr 50 0 3 3 1 5 Cruiser Steel 30 6 6 3 2 5 BV SS Destroyer Electri 60 4 4 3 1 6 BV SS Submarine Combust 60 10 2 3 2 3 BV * Aegis cruiser Rocket 100 8 8 3 2 5 BV SS * Battleship Automob 160 12 12 4 2 4 Carrier Adv Flt 160 1 9 4 2 5 BV * Fighter Flight 60 4 3 2 2 10 BV FA Bomber Adv Flt 120 12 1 2 2 8 Helicopter Combine 100 10 3 2 2 6 BV SS Paratroopers Combine 60 6 4 2 1 1 * Stlth Fighter Stealth 160 14 5 2 2 12 BV Stlth bomber Stealth 80 8 4 2 2 13 BV FA CruisMis Rocket 60 18 0 1 3 12 UO Nuclear Missile Rocketr 160 99 0 1 1 16 UO Settler NONE 40 0 1 2 1 1 Engineer Explosi 40 0 2 2 1 2 Explorer Seafari 30 0 1 1 1 1 ZC IT Diplomat Writing 30 0 0 1 1 2 ZC Spy Espiona 30 0 0 1 1 3 ZC BV Caravan Trade 50 0 1 1 1 1 ZC Freight Corpor 50 0 1 1 1 2 ZC BV: extended field of vision UO: Use only once (gone after hit) SS: can see submarines [if close] IT: ignores terrain (all=road) ZC: ignores enemy zone of control FA: can fight in air Aegis: x2 defense against air attacks Carrier: can carry air units Fanatics: require fundamentalist government Howitzer: ignores city walls Marines: can make amphibious landing Paratroopers: can make paradrops Pikeman: have 50% defense bonus against pieces moving 2 Submarine is invisible except to the SS-flagged ones. Trireme must end in sight of land until Navigation is won