A Guide to City Improvements and Wonders

Stuporstar

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A Guide to City Improvements and Wonders

Though all this information is in the Civilopedia, I thought it would be better to organize the information 1. in relation to the tech tree, and 2. into functional groups. I've listed each improvement/wonder in categories and then organized the lists according to where they sit on the tech tree. I've placed these into what I feel are the most useful aspects of the particular building, because I always look at what a particular city's need is before deciding what to build. However, some of these are on fine lines between one aspect and another, so in some cases they are listed more than once. Because many of these buildings generate high culture, but have other specific uses, rather than listing them under culture, I've compiled a seperate list of culture ratings for each building that generates it.

1. Science
2. Commerce
3. Growth/Health
4. Culture/Happiness
5. Production
6. Military
7. Religion
8. Great Leaders/Government/Other (Special Use Wonders)
9. Projects
10. Culture Ratings


1. Science:

Academy, +4 culture +50% science
requires Scientific GL +1H

Library, +2 culture, +25% science
can turn 2 citizens into Scientist
required to build University, National Epic, The Great Library
tech required: Writing
90H

University, +3 culture, +25% science
required to build Oxford University
requires Library
tech required: Education
200H

Observatory, +25% science
can turn 1 citizen into Scientist
required to build Laboratory
tech required: Astronomy
150H

Laboratory, +1 unhealth, +25% science
+50% spaceship production
can turn 1 citizen into Scientist
requires Observatory
tech required: Computers
250H

Wonders:

The Oracle, +8 culture, +2GL (prophet)
World Wonder (1 allowed)
1 free technology
tech required: Priesthood
150H (double production speed with marble)

The Great Library, +8 culture, +2GL (scientist)
World Wonder (1 allowed)
+2 free Scientist
requires Library
tech required: Literature
350H (double production speed with marble)
obsolete with Scientific Method

Oxford University, +4 culture, +100% science, + 1GL (scientist)
National Wonder (1 allowed)
can turn 3 citizens into Scientist
requires University (4 total)
tech required: Education
400H (double production speed with stone)


2. Commerce:

Courthouse
-50% maintenance
required to build Forbidden Palace
tech required: Code of Laws
120H

Harbor
+50% trade route yeild
+1 health from Clam, Crab, Fish
tech required: Compass
80H

Market, +25% gold
can turn 2 citizens into Merchant
+1 happy from Fur, Ivory, Silk, Whale
tech required: Currency
150H

Grocer, +25% gold
can turn 2 citizens into Merchant
+1 health from Banana, Spices, Sugar, Wine
required to build Supermarket
tech required: Guilds
150H

Bank, +50% gold
required to build Wall Street
tech required: Banking
200H

Airport, +1 unhealth
can airlift 1 land unit per turn
+1 trade routes
tech required: Flight
250H


Wonders:

Palace, +1 happy, +8 commerce, +2 culture
National Wonder (1 allowed)
makes this city the capital
reduces maintenance in nearby cities
requires at least 4 cities
160H

The Great Lighthouse, +6 culture, +2GL (merchant)
World Wonder (1 allowed)
+2 trade routes in all coastal cities
requires Lighthouse
tech required: Masonry
200H
obsolete with Corporation

The Colossus, +6 culture, +2GL (merchant)
World Wonder (1 allowed)
all cities' water tiles +1 commerce
requires Forge
tech required: Metal Casting
250H (double production speed with Copper)
obsolete with Astronomy

Forbidden Palace, +4 culture, +1GL (merchant)
National Wonder (1 allowed)
reduces maintenance in nearby cities
requires Courthouse (4 total)
requires at least 8 cities
200H

Versailles, +10 culture, +2GL (merchant)
World Wonder (1 allowed)
reduces maintenance in nearby cities
tech required: Divine Right
800H (double production speed with marble)

Wall Street, +100% gold, +1 GL (merchant)
National Wonder (1 allowed)
can turn 3 citizens into Merchant
requires Bank
tech required: Corporation
600H


3. Growth/Health:

Granary
stores 50% of food after growth
+1 health from Corn, Rice, Wheat
tech required: Pottery
60H

Aqueduct, +2 health
required to build the Hanging Gardens
tech required: Mathematics, Masonry
100H

Lighthouse
water tiles +1 food
required to build The Great Lighthouse
tech required: Sailing
60H

Harbor
+50% trade route yeild
+1 health from Clam, Crab, Fish
tech required: Compass
80H

Grocer, +25% gold
can turn 2 citizens into Merchant
+1 health from Banana, Spices, Sugar, Wine
required to build Supermarket
tech required: Guilds
150H

Hospital, +3 health
heals units extra 10% damage/turn
required to build Red Cross
tech required: Medicine
200H

Supermarket
+1 health from Cow, Deer, Sheep, Pig
requires Grocer
tech required: Refrigeration
150H

Recycling Plant
no unhealth from buildings
tech required: Ecology
300H

Wonders:

The Hanging Gardens, +6 culture, +2GL (engineer)
World Wonder (1 allowed)
+1 health in all cities
+1 population in all cities
requires Aqueduct
tech required: Mathematics
300H (double production speed with stone)

National Epic, +4 culture, +1GL (artist)
National Wonder (1 allowed)
+100% birth rate
requires Library
tech required: Literature
250H (double production speed with marble)


4. Culture/Happiness:

Obelisk, +1 culture
tech required: Mysticism
30H
obsolete with Calendar

Colosseum, +1 happy
+1 happy per 20% culture rate
tech required: Construction
120H

Market, +25% commerce
can turn 2 citizens into Merchant
+1 happy from Fur, Ivory, Silk, Whale
tech required: Currency
150H

Theatre, +3 culture
+1 happy per 10% culture rate
can turn 2 citizens into Artist
+1 happy from dye
required to build Globe Theatre
tech required: Drama
50H

Jail
-25% war unhappiness
tech required: Consitution
120H

Broadcast Tower, +50% culture
+1 happy per 10% culture rate
Can turn 2 citizens into Artist
+1 happy from Hit Musicals, Hit singles, Hit movies
tech required: Mass Media
175H

Wonders:

Stonehenge, +8 culture, +2GL (prophet)
World Wonder (1 allowed)
free Obelisk in every city
centers world map
tech required: Mysticism
120H (double production speed with stone)
obsolete with Calendar

Globe Theatre, +6 culture, +1GL (artist)
National Wonder (1 allowed)
no unhappiness in this city
can turn 3 citizens into Artist
requires Theatre
tech required: Drama
300H

Notre Dame, +10 culture, +2GL (artist)
World Wonder (1 allowed)
+1 happy in all cities on the continent
tech required: Music
650H (double production speed with stone)

The Sistine Chapel, +10 culture, +2GL (artist)
World Wonder (1 allowed)
+2 culture per specialist in all cities
tech required: Theology
600H (double production speed with marble)

Hermitage, +100% culture, +1GL (artist)
National Wonder (1 allowed)
tech required: Nationalism
300H (double production speed with marble)

Broadway, +50% culture, +2GL (artist)
World Wonder (1 allowed)
provides 1 Hit Musicals, +1 happy
tech required: Electricity
800H

Mt. Rushmore, +4 culture, +1GL (artist)
National Wonder (1 allowed)
-25% war unhappiness in all cities
tech required: Fascism
500H (double production speed with stone)

Rock N Roll, +50% culture, +2GL (artist)
World Wonder (1 allowed)
provides 1 Hit Single, +1 happy
tech required: Radio
800H

The Eiffel Tower, +6 culture, +2GL (merchant)
World Wonder (1 allowed)
free Broadcast Tower in every city
requires Forge
tech required: Radio
1250H (double production speed with iron)

Hollywood, +50% culture, +2GL (artist)
World Wonder (1 allowed)
provides 1 Hit Movies, +1 happy
tech required: Mass Media
1000H


5. Production:

Forge, +1 unhealth, +25% hammers
can turn 1 citizen into Engineer
+1 happy from Gems, Gold, Silver
required to build Ironworks, The Colossus, The Eiffel Tower, The Statue of Liberty
tech required: Metal Casting
120H

Drydock, +1 unhealth
new water units recieve +4exp
builds water units 50% faster
tech required: Steel
120H

Factory, +1 unhealth, +25% hammers
+50% hammers with power
can turn 2 citizens into Engineer
required to build Coal Plant, Hydro Plant, Nuclear Plant
tech required: Assembly Line
250H

Coal Plant
provides power with Coal (+2 unhealthy)
requires Factory
tech required: Assembly Line
150H

Nuclear Plant
small chance of Nuclear Meltdown
provides power with Uranium
requires Factory
tech required: Fission
250H

Hydro Plant
provides power
requires Factory
tech required: Plastics
200H

Wonders:

The Hagia Sophia, +8 culture, +2 GL (engineer)
World Wonder (1 allowed)
workers build improvements +50% faster
tech required: Engineering
500H (double production speed with marble)
obsolete with Steam Power

Ironworks, +2 unhealth, +1GL (engineer)
National Wonder (1 allowed)
+50% hammers with Coal
+50% hammers with Iron
can turn 3 citizens into Engineer
requires Forge
tech required: Steel
700H

The Kremlin, +2GL (artist)
World Wonder (1 allowed)
-50% hurry production cost
tech required: Communism
1000H (double production speed with stone)
obsolete with Fiber Optics

The Three Gorges Dam, +2GL (engineer)
World Wonder (1 allowed)
provides power for all cities on the continent
tech required: Plastics
1750H

The Space Elevator, +2GL (engineer)
World Wonder (1 allowed)
+50% spaceship production in all cities
tech required: Robotics
2000H (double production speed with aluminum)


6. Military:

Barracks
new land units recieve +4exp
required to build Heroic Epic
60H

Walls
50% defense (except vs. gunpowder-based units)
required to build Castle
tech required: Masonry
50H (double production speed with stone)

Castle, +1 culture
50% Defense (except vs. gunpowder-based units)
requires Walls
tech required: Engineering
100H (double production speed with stone)

Jail
-25% war unhappiness
tech required: Consitution
120H

Bunker
-75% damage from Air Units
tech required: Electricity
100H

Bomb Shelters
-75% Damage from Nukes
requires Manhattan Project
tech required: Electricity
100H

Airport, +1 unhealth
can airlift 1 land unit per turn
+1 trade routes
tech required: Flight
250H

Wonders:

Chichen Itza, +6 culture, +2GL (prophet)
World Wonder (1 allowed)
25% defense in all cities
tech required: Code of Laws
500H (double production speed with stone)

Heroic Epic, +4 culture, +1GL (artist)
National Wonder (1 allowed)
+100% military unit production
requires Barracks
requires a unit of level 4exp
tech required: Literature
200H (double production speed with marble)

West Point, +1 GL (engineer)
National Wonder (1 allowed)
new units recieve +4exp
requires a unit of level 5 exp
tech required: Military Tradition
800H (double production speed with stone)

The Pentagon, +2GL (engineer)
World Wonder (1 allowed)
new units recieve 2exp in all cities
tech required: Assembly Line
1250H

Mt. Rushmore, +4 culture, +1GL (artist)
National Wonder (1 allowed)
-25% war unhappiness in all cities
tech required: Fascism
500H (double production speed with stone)

Red Cross, +2 culture, +1GL (scientist)
National Wonder (1 allowed)
free Medic I promotion for units built in this city
requires Hospital (4 total)
tech required: Medicine
600H


7. Religion:

Temples
+1 happiness, +1 culture

can turn 1 citizen into priest
tech required: Priesthood
80H

Monasteries
+2 culture, +10% science

required to train Missionary
tech required: Meditation
60H
obsolete with Scientific Method

Cathedrals +50% culture
+2 happy if state religion is same as building
can turn 2 citizens into Priest
+1 happy from Incense
requires Temple (3 total)
tech required: Music
300H + double production speed with:
Stone - Jewish Synagogue, Christian Cathedral
Marble - Hindu Mandir, Islamic Mosque
Copper - Buddhist Stupa, Confucian Academy, Taoist Pagoda


Wonders:

The Mahabohi, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Buddhism
spreads Buddhism
can turn 3 citizens into Priest
requires Buddhist Holy City
1H + 1 Great Prophet

The Kashi Vishwanath, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Hinduism
spreads Hinduism
can turn 3 citizens into Priest
requires Hindu Holy City
1H + 1 Great Prophet

The Temple of Solomon, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Judaeism
spreads Judaeism
can turn 3 citizens into Priest
requires Jewish Holy City
1H + 1 Great Prophet

The Church of the Nativity, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Christianity
spreads Christianity
can turn 3 citizens into Priest
requires Christian Holy City
1H + 1 Great Prophet

The Dai Miao, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Taoism
spreads Taoism
can turn 3 citizens into Priest
requires Taoist Holy City
1H + 1 Great Prophet

Angkor Wat, +8 culture, +2GL (prophet)
World Wonder (1 allowed)
+1H from Priest in all cities
can turn 3 citizens into Priest
tech required: Philosopy
500H (double production speed with stone)
obsolete with Compass

The Kong Miao, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Confucianism
spreads Confucianism
can turn 3 citizens into Priest
requires Confucian Holy City
1H + 1 Great Prophet

The Masjid al-Haram, +4 culture, +1GL (prophet)
World Wonder (1 allowed)
+1 gold per city with Islam
spreads Islam
can turn 3 citizens into Priest
requires Islamic Holy City
1H + 1 Great Prophet

The Spiral Minaret, +8 culture, +2GL (prophet)
World Wonder (1 allowed)
+1 gold from all state religion buildings
tech required: Divine Right
500H (double production speed with stone)
obsolete with Computers


8. Great Leaders/Government/Other:

The Parthenon, +10 culture, +2GL (artist)
World Wonder (1 allowed)
+50% GL birth rate in all cities
tech required: Polytheism
400H (double production speed with marble)
obsolete with Chemistry

The Pyramids, +6 culture, +2GL (engineer)
World Wonder (1 allowed)
enables all government civics
tech required: Masonry
450H (double production speed with stone)

The Statue of Liberty, +6 culture, +2GL (merchant)
World Wonder (1 allowed)
1 free specialist in all cities on the continent
requires Forge
tech required: Democracy
1500H (double production speed with copper)

The Taj Mahal, +10 culture, +2GL (artist)
World Wonder (1 allowed)
starts a golden age
tech required: Nationalism
700H (double production speed with marble)

Scotland Yard, +1GL (scientist)
National Wonder (1 allowed)
required to train Spy
tech required: Communism
500H

The United Nations, +2GL (merchant)
World Wonder (1 allowed)
triggers global elections
guarantees eligibility for diplomatic votes
tech required: Mass Media
1000H

Note: when it comes to generating Great Leaders, nearly all National Wonders generate 1 and World Wonders generate 2.

9. Projects

Considered World Wonders in previous games, these are not included in the Civilopedia under Buildings, but are now listed as Projects.

The Manhattan Project
World Project (1 allowed)
enables Nukes (for all players)
enables Bomb Shelter (for all player)
tech required: Fission
1500H (double production speed with uranium)

SDI
Team Project (1 allowed)
+75% chance of intercepting Nukes
tech required: Satellites
500H (double production speed with aluminum)

The Internet
World Project (1 allowed)
grants all technologies aquired by any 2 known civilizations
tech required: Fiber Optics
2000H (double production speed with copper)

The Apollo Prgram
Team Project (1 allowed)
required to build Space Ship parts
tech required: Rocketry
1000H (double production speed with aluminum)

SS Casing
Team Project (5 allowed)
required for Space Race victory (5 total)
requires Apollo Program
tech required: Rocketry
400H (double production speed with aluminum)

SS Thrusters
Team Project (3 allowed)
required for Space Race victory (3 total)
requires Apollo Program
tech required: Satellites
600H (double production speed with aluminum)

SS Cockpit
Team Project (1 allowed)
required for Space Race victory (1 total)
requires Apollo Program
tech required: Fiber Optics
800H (double production speed with aluminum)

SS Docking Bay
Team Project (1 allowed)
required for Space Race victory (1 total)
requires Apollo Program
tech required: Robotics
1200H (double production speed with aluminum)

SS Life Support
Team Project (1 allowed)
required for Space Race victory (1 total)
requires Apollo Program
tech required: Ecology
600H (double production speed with aluminum)

SS Stasis Chamber
Team Project (1 allowed)
required for Space Race victory (1 total)
requires Apollo Program
tech required: Genetics
1000H

SS Engine
Team Project (1 allowed)
required for Space Race victory (1 total)
requires Apollo Program
tech required: Fusion
1000H


10. Culture Ratings:

+1 Obelisk
+1 Temples
+1 Castle

+2 Palace NW (national wonder)
+2 Monasteries
+2 Library
+2 Red Cross

+3 University
+3 Theatre

+4 Academy
+4 National Epic NW
+4 Heroic Epic NW
+4 Holy City Shrines, The Mahabohi, The Kashi Vishwanath, The Temple of Solomon, The Church of the Nativity, The Dai Miao, The Kong Miao, The Masjid al-Haram
+4 Forbidden Palace NW
+4 Oxford University NW
+4 Mt. Rushmore NW

+6 The Pyramids WW (world wonder)
+6 The Great Lighthouse WW
+6 The Colossus WW
+6 The Hanging Gardens WW
+6 Chichen Itza WW
+6 Globe Theatre WW
+6 The Statue of Liberty WW
+6 The Eiffel Tower WW

+8 Stonehenge WW
+8 The Oracle WW
+8 The Great Library WW
+8 The Hagia Sophia WW
+8 Angkor Wat WW
+8 The Spiral Minaret WW

+10 The Parthenon WW
+10 Notre Dame WW
+10 The Sistine Chapel WW
+10 Versailles WW
+10 The Taj Mahal WW

+50% Cathedrals
+50% Broadway WW
+50% Rock N Roll WW
+50% Hollywood WW

+100% Hermitage NW

I will add/correct any information as it comes along. This is currently a work in progress, so please feel free to comment/correct any of the info here, and thanks in advance to anyone who does.
 
Stuporstar said:
(...)

I will add/correct any information as it comes along. I still need answers to a few questions such as what 1) + trade routes means, 2) what % trade route yield means, 3) what % military promotions means, and 4) if happiness per % culture rate means you get no benefit without adjusting your cultural slider.

1. You get an additional trade route in that city.
2. If the percentage is 50%, all your trade routes in the city increase their output by 50%.A trade route which had 4 has now 6.Not sure about if fractions are rounded up or down, though.
3. Really promotion or rather production? If you build a military unit, your base production is increased by a certain percentage, which means the unit is completed significantly faster.I don't anything about increasing military promotions in %.
4. Yes, only if you use the cultural slider.
 
Thanks Pfeffersack,

1. I guess I'm still unclear on what an additional trade route does and...
2. I'd probably know better what the additional trade route does if I knew what that increased trade route output modified. Does it increase commerce or resource benefits or something?
3. Yes it is production, I just completely misread the Civilopedia there.
4. Thanks, I was pretty sure that's what it meant but just wanted to be sure. :)
 
2 very nice and very useful threads from you..good job! But 1 question- i didnt find The internet in ur text..or did i miss something?
 
Actually, I didn't even think about that until you pointed it out. It's missing in the building part of the Civilopedia because it's not listed as a city improvement at all. It's listed under projects along with the Manhattan Project and The Apollo Program. All those things are missing from my guide. I should probably include them anyway.
 
Pfeffersack said:
Not sure about if fractions are rounded up or down, though.

All fractions are rounded down in trade, production, etc. I.e. if you have 7 hammers/turn and have a forge (+25%), you get only one extra hammer (1.75 is rounded down to 1).
 
Stuporstar said:
Thanks Pfeffersack,

1. I guess I'm still unclear on what an additional trade route does and...
2. I'd probably know better what the additional trade route does if I knew what that increased trade route output modified. Does it increase commerce or resource benefits or something?
3. Yes it is production, I just completely misread the Civilopedia there.
4. Thanks, I was pretty sure that's what it meant but just wanted to be sure. :)

Trade routes represent trade between cities in Civ4 - in a very abstract form.If the city has atrade route to another city, it gets a fixed amount of additional base commerce per turn, which is further modified by banks, libraries etc. afterwards.
They can exist between cities in one empire or between cities of different empires.The later ones are more lucrative.Trade routes are displayed in the left upper corner in the city screen.Each city can support only a restricted amount of such routes, which can be increased through various factors (airports, the free market civic, the currency tech,...).So additional just means upping the limit by one and the CPU calculates another route for the city.

The increase of trade route output simply adds a certain percentage to the value of each trade route in a city, so it is an increase in commerce.It hasn't anything to do with ressources.

Hope this helps :)


@ WoundedKnight

Thanks for bringing light in here.
 
So if you gain an extra trade route, where does that route lead to? Or is it just an abstract concept?

For example, when you connect your city to another city, you get one trade route. And another city = another trade route. If you gain another route through an improvement, where does that route lead? Or am I just looking at this from the wrong way?
 
MSTK said:
So if you gain an extra trade route, where does that route lead to? Or is it just an abstract concept?

For example, when you connect your city to another city, you get one trade route. And another city = another trade route. If you gain another route through an improvement, where does that route lead? Or am I just looking at this from the wrong way?

Hmm, difficult to say.It is important to destinct between two cities are connected(this status refers to they are able to exchange ressources) and to have two cities sharing a trade route.It might be a rule that a city can only have a trade route to another city, if they are connected via river, road or sea, but it is not the way that all connected cities share trade routes with each other.This is just impossible because the number of trade rotes would increase geometrical with every new city.
I think it works the way that the programm determines the most valuale trade routes for all cities cities every turn, which leads to big, rich cities trading with other big, rich cities.
 
As Pfeffer said, there are two concepts here. Cities are connected by roads, rivers, and so on, but that doesn't automatically set up a trade route. Each city can only have so many trade routes, and each one generates some amount of commerce. You start only having one route per city, and you get more with Currency, Corporation, Free Market, the Great Lighthouse, Airports, and probably some more I don't remember. This is also why the AI likes open borders so much: you can only have trade routes to another civ if you have open borders, and such routes are worth significantly more (around double, although I haven't done extensive testing).
 
WoundedKnight said:
All fractions are rounded down in trade, production, etc. I.e. if you have 7 hammers/turn and have a forge (+25%), you get only one extra hammer (1.75 is rounded down to 1).

Does this rounding occur for each item that gives a %age improvement, or are they all added up and then rounded at the end?

For example, say you have a city with 7 hammers of production with a forge (+25%) and Organized Religion (+25%), which each give a 1.75 shield boost, would the rounding occur:

Per Item:

7 + 1 (rounded down from 1.75 for forge) + 1 (rounded down from 1.75 for OR) = 9 hammers

or at the end:

7 + 1.75 (forge) + 1.75 (OR) = 10 hammers (rounded down from 10.5)

If it's the latter, grouping all the percentage improvements together would be even a bigger bonus, since the extra percentages could lead to a few more every turn.
 
petey said:
Does this rounding occur for each item that gives a %age improvement, or are they all added up and then rounded at the end?

For example, say you have a city with 7 hammers of production with a forge (+25%) and Organized Religion (+25%), which each give a 1.75 shield boost, would the rounding occur:


7 + 1.75 (forge) + 1.75 (OR) = 10 hammers (rounded down from 10.5)

This is the correct math. It actually calculates it as 7 hammers * (1+0.25(forge)+0.25(OrgRel)) = 7 * 1.5 = 10.5 rounded down to 10.
 
Conditional Zenith said:
Gold. So they provide no benefit if you have 100% Science

In most cases yes, but they will provide benefits for income that does not go towards research/culture, such as income from religion and specialists.
 
RE: religious buildings...you may want to mention in the culture modifiers section that it's +50% for Cathedrals and +50% for the holy city shrine. (ie: it's not all "religious buildings" that give you +50%). The other religious buildings give you different bonues. Also, you need 3 temples to build a cathedral on a standard map I believe, not sure if this is mentioned.

The requirement of a certain number of other buildings is necessary for a few of the wonders too, and I don't think this is mentioned. (Globe Theatre, Forbidden Palace...)

Anyway, terrific collection of info, thanks!!

--Julian
 
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