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Building Requires Cost Effect
Aqueduct (CivRev2) Aqueduct Engineering 120

Increases city growth by roughly 50%

Bank (CivRev2) Bank Banking 120

Requires Market
Quadruples the effect of focusing your city trade to gold production.

Barracks (CivRev2) Barracks Bronze Working 40

Turns any new created unit into veteran.

Cathedral (CivRev2) Cathedral Religion 160

Requires Temple
Provides +2 culture for every citizen.

Community Facility (CivRev2) Community Facility Social Insurance 150

Grows the city's population, which grants extra culture output from the city. However the benefit cost you Gold based upon City's Population.

Courthouse (CivRev2) Courthouse Literacy 80
  • Increases the number of regions where workers may be placed.
  • Combined with Magna Carta, produces culture too.
Factory (CivRev2) Factory Industrialization 200

Doubles the city's production

Granary (CivRev2) Granary Pottery 40

Increases food from plains by 2. Can only be built if there are plains regions around your city.

Harbor (CivRev2) Harbor Navigation 100

Increases food from sea by 2. Can only be built if there are sea regions around your city.

Iron Mine (CivRev2) Iron Mine Railroad 80

Increases food from mountains by 5 times. Can only be built if there are mountain regions around your city.

Laser Defense (CivRev2) Laser Defense Laser 250

Boosts the city's ranged attack strength based upon the unit deployed at the city.

Library (CivRev2) Library Alphabet 40

Upgrades to University
Doubles the effect of focusing your city trade on science production.

Market (CivRev2) Market Currency 60

Upgrades to Bank
Doubles the effect of focusing your city trade on gold production.

Nuclear Power Plant (CivRev2) Nuclear Power Plant Modern Warfare 300

Increases production but lowers population due to health concerns.

Palace (CivRev2) Palace None 200

Automatically appears in the first city you build. Provides a boost to culture.

Recycling Center (CivRev2) Recycling Center Urban Infrastructure 150

Extra Gold based on the city's Production; refund lost units with Production in the city

SDI (CivRev2) SDI Superconductor 200

Stops incoming ICBMs.

Spaceship Fuel (CivRev2) Spaceship Fuel Space flight 80

One of the four essential pieces to construct a spaceship and win a technology victory. Build more to make the spaceship go faster.

Spaceship Habitation (CivRev2) Spaceship Habitation Space Flight 400

One of the four essential pieces to construct a spaceship and win a technology victory. Build more to increase your final score when the spaceship arrives.

Spaceship Life Support (CivRev2) Spaceship Life Support Space Flight 120

One of the four essential pieces to construct a spaceship and win a technology victory. Build more to increase your final score when the spaceship arrives.

Spaceship Propulsion (CivRev2) Spaceship Propulsion Space Flight 200

One of the four essential pieces to construct a spaceship and win a technology victory. Build more to make the spaceship go faster.

Stadium (CivRev2) Stadium Urban Infrastructure 350

Increases population based on Great People settled in the city; population gives bonus to the city's Culture output.

Temple (CivRev2) Temple Ceremonial Burial 40

Upgrades to Cathedral
Provides +1 culture for every citizen.

Trading Post (CivRev2) Trading Post Code of Laws 60

Increases the amount of trade produced from desert squares. Can only be built if there are desert regions around your city.

University (building) (CivRev2) University University (technology) 160

Requires Library
Quadruples the effect of focusing your city trade on science production.

Walls (CivRev2) Walls Masonry 100

Gives a defense bonus to the units defending the city. Walled cities cannot be culture flipped (except by someone with the Hollywood).

Workshop (CivRev2) Workshop Construction 60

Increases the amount of resources produced from hills. Can only be built if there are hill regions around your city.

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