Freeciv 2.0.0 buildings help

===Airport===
Cost: 120
Upkeep: 3
Tech required: Radio
Allows a city to produce veteran air units.  Also, 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.  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.

===Aqueduct===
Cost: 60
Upkeep: 2
Tech required: Construction
Allows a city to grow larger than size 8.  A Sewer System is also
required for a city to grow larger than size 12.

* Allows Sewer System (with Sanitation).
===Bank===
Cost: 80
Upkeep: 2
Tech required: Banking
Together with the Marketplace improvement, a Bank increases the
luxury and tax production within a city by 100%.

* Allows Stock Exchange (with Economics).
===Barracks===
Cost: 30
Upkeep: 1
Tech required: None
Obsoleted by: Gunpowder
With a Barracks, each new land unit built in a city will
automatically have Veteran status, which means that its attack and
defence strengths are increased by 50%.  Also, damaged land units
which stay in town for one full turn without moving are completely
restored.

* The discovery of Gunpowder will make Barracks obsolete.
===Barracks II===
Cost: 30
Upkeep: 1
Tech required: Gunpowder
Obsoleted by: Mobile Warfare
With a Barracks, each new land unit built in a city will
automatically have Veteran status, which means that its attack and
defence strengths are increased by 50%.  Also, damaged land units
which stay in town for one full turn without moving are completely
restored.

* The discovery of Mobile Warfare will make Barracks II obsolete.
===Barracks III===
Cost: 30
Upkeep: 1
Tech required: Mobile Warfare
With a Barracks, each new land unit built in a city will
automatically have Veteran status, which means that its attack and
defence strengths are increased by 50%.  Also, damaged land units
which stay in town for one full turn without moving are completely
restored.

===Cathedral===
Cost: 80
Upkeep: 3
Tech required: Monotheism
A Cathedral makes 3 unhappy citizens content in a city, making it
easier to maintain order in that city.  The discovery of Theology
increases the effect of a Cathedral, making an additional unhappy
citizen content.  The discovery of Communism lessens the effect of a
Cathedral, reducing by one the number of unhappy citizens made
content.

===City Walls===
Cost: 60
Upkeep: 0
Tech required: Masonry
City Walls make it easier to defend a city.  They triple the defence
strength of units within the city against ground and helicopter
units.  They are ineffective against airborne and sea units as well
as Howitzers.  City Walls also prevent the loss of population which
occurs when a defending unit is destroyed by a land unit.

===Coastal Defense===
Cost: 60
Upkeep: 1
Tech required: Metallurgy
Increases the defence strength of units within a city by a factor of
2 when defending against bombardments from enemy ships.

===Colosseum===
Cost: 70
Upkeep: 4
Tech required: Construction
Entertains the citizens of a city, making 3 unhappy citizens
content.  (Four after the discovery of Electricity.)

===Courthouse===
Cost: 60
Upkeep: 1
Tech required: Code of Laws
Reduces the corruption and waste in a city by 50%.  Under a
Democracy, a Courthouse makes 1 unhappy citizen content.  Also
halves the effective distance to the capital, for the purpose of
calculating revolt cost.

===Factory===
Cost: 140
Upkeep: 4
Tech required: Industrialization
Increases the shield production in a city by 50%.  This increase may
also contribute significantly to pollution.

* Allows Hydro Plant (with Electronics, Mountains, River).
* Allows Mfg. Plant (with Robotics).
* Allows Nuclear Plant (with Nuclear Power).
* Allows Power Plant (with Refining).
===Granary===
Cost: 40
Upkeep: 1
Tech required: Pottery
The amount of stored food will be set to half full whenever a city
with a Granary shrinks or grows. This helps a city to grow faster
and more easily withstand famine.

===Harbour===
Cost: 40
Upkeep: 1
Tech required: Seafaring
Gives one extra food resource on all Ocean squares.  The city needs
to be coastal to build this improvement.

===Hydro Plant===
Cost: 180
Upkeep: 4
Tech required: Electronics
Reduces the amount of pollution generated by production in a city by
50%.  It also increases the shield production of a Factory or Mfg.
Plant in the city: a Factory and a Hydro Plant together give a 75%
production bonus, and a Factory, Mfg. Plant and Hydro Plant together
give a 150% production bonus.

A city can only have one Hydro Plant, Power Plant, or Nuclear Plant.
 A city can only build a Hydro Plant if it is next to (or on) a
Mountain or River tile.

===Library===
Cost: 60
Upkeep: 1
Tech required: Writing
Increases the science output in a city by 100%.

* Allows Research Lab (with Computers).
* Allows University (with University).
===Marketplace===
Cost: 60
Upkeep: 0
Tech required: Currency
Increases the luxury and tax output in a city by 50%.

* Allows Bank (with Banking).
===Mass Transit===
Cost: 120
Upkeep: 4
Tech required: Mass Production
Neutralizes the pollution generated by the population.  The
population simply has no effect on the pollution generated in the
city.

===Mfg. Plant===
Cost: 220
Upkeep: 6
Tech required: Robotics
Together with a Factory, a Manufacturing Plant increases the shield
production in a city by 100%.

===Nuclear Plant===
Cost: 120
Upkeep: 2
Tech required: Nuclear Power
Reduces the amount of pollution generated by production in a city by
50%.  It also increases the shield production of a Factory or Mfg.
Plant in the city: a Factory and a Nuclear Plant together give a 75%
production bonus, and a Factory, Mfg. Plant and Nuclear Plant
together give a 150% production bonus.

A city can only have one Hydro Plant, Power Plant, or Nuclear Plant.

===Offshore Platform===
Cost: 120
Upkeep: 3
Tech required: Miniaturization
Adds 1 extra shield resource on all Ocean squares in a city.  The
city needs to be coastal to build this improvement.

===Palace===
Cost: 70
Upkeep: 0
Tech required: Masonry
Makes a city the capital and the center of your government. 
Corruption in other cities is related to how far away from the
capital they are, except when the government is Democracy or
Communism.  The cost of inciting a revolt in a city also depends
upon the city's distance from the capital (under all forms of
government).

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.

===Police Station===
Cost: 50
Upkeep: 2
Tech required: Communism
Reduces the unhappiness caused by military units outside the city by
2 under Democracy and 1 under Republic.  This improvement has no
effect under other governments.

===Port Facility===
Cost: 60
Upkeep: 3
Tech required: Amphibious Warfare
Allows a city to build veteran sea units.  Also, damaged sea units
which stay in town for one full turn without moving are completely
restored.

===Power Plant===
Cost: 130
Upkeep: 4
Tech required: Refining
Increases the shield production of a Factory or Mfg. Plant in a
city: a Factory and a Power Plant together give a 75% production
bonus, and a Factory, Mfg. Plant and Power Plant together give a
150% production bonus.  The extra production may lead to the city
generating more pollution.

A city can only have one Hydro Plant, Power Plant, or Nuclear Plant.

===Recycling Center===
Cost: 140
Upkeep: 2
Tech required: Recycling
Building a Recycling Center reduces the amount of pollution
generated by production in a city by 66%.

===Research Lab===
Cost: 120
Upkeep: 3
Tech required: Computers
Together with a Library, a Research Lab increases the science
production of a city by 200%. Together with a Library and a
University, a Research Lab increases the science production of a
city by 450%.

===SAM Battery===
Cost: 70
Upkeep: 2
Tech required: Rocketry
Doubles the defense of all units inside the city when attacked by
non-nuclear air units.

===SDI Defense===
Cost: 140
Upkeep: 4
Tech required: Laser
Protects a city from attacks from Nuclear units.  Nuclear attacks
simply have no effect on the city.  Also, doubles defence against
non-nuclear missiles.

===Sewer System===
Cost: 80
Upkeep: 2
Tech required: Sanitation
Allows a city to grow larger than size 12.  An Aqueduct is first
required for a city to grow larger than size 8.

===Solar Plant===
Cost: 220
Upkeep: 4
Eliminates all pollution generated by production in a city.  It also
increases the shield production of a Factory or Mfg. Plant in the
city: a Factory and a Solar Plant together give a 75% production
bonus, and a Factory, Mfg. Plant and Solar Plant together give a
150% production bonus.

A city can only have one Solar Plant, Hydro Plant, Power Plant, or
Nuclear Plant.

===Space Component===
Cost: 160
Upkeep: 0
Tech required: Plastics
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.

===Space Module===
Cost: 320
Upkeep: 0
Tech required: Superconductors
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.

===Space Structural===
Cost: 80
Upkeep: 0
Tech required: Space Flight
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.

===Stock Exchange===
Cost: 120
Upkeep: 3
Tech required: Economics
Together with a Marketplace and a Bank, a Stock Exchange boosts tax
and luxury production in a city by 150%.

===Super Highways===
Cost: 120
Upkeep: 3
Tech required: Automobile
Increases trade resources by 50% on all squares with roads or
railroads.

===Supermarket===
Cost: 80
Upkeep: 3
Tech required: Refrigeration
Increases the food resources by 50% on each farmland square which is
being used around the city.  Farmland squares are those which have
been irrigated a second time.

===Temple===
Cost: 30
Upkeep: 1
Tech required: Ceremonial Burial
Makes one unhappy citizen content.  Both the Mysticism advance and
the Oracle wonder double this effect.  With both Mysticism and the
Oracle, 4 citizens are made content.

===University===
Cost: 120
Upkeep: 3
Tech required: University
Together with a Library, a University increases the science
production of a city by 250%.

===Coinage===
Cost: 999
Upkeep: 0
Tech required: None
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!).