Civilization 3: Complete out forSince Sep 14, 2004

22Years1Month8Days

City Improvements

Civilization 3's city improvements (buildings) cost shields to build and gold every turn to keep, from the Temple (40 shields, 1 gold) and Library (80, 1) to the Factory (200, 3); Temples, Libraries, Cathedrals, Colosseums, Universities and Research Labs also earn culture. Prima's official guide calls the Temple arguably the first building for every city.

Civilization 3's city improvements are the buildings a city puts up one at a time: each costs shields to build and most cost gold every turn to keep, from the Temple at 40 shields and 1 gold a turn to the Factory at 200 shields and 3 gold, per Prima's official strategy guide (Table 7-1, pp. 120-122). They raise a city's output, keep its people content, defend it, let it grow past size 6 and 12, and (Temples, Libraries and the other "enlightening" buildings) earn the culture that pushes out its borders. The Civilization III Complete manual (p. 142) frames the choice as a series of trade-offs, asking whether a Courthouse would do more good than a Cathedral. Cities themselves are on Cities, and the one-of-a-kind buildings on Wonders.

Isometric map of green hills and rivers with roads and irrigation and cities labeled Hippo, Newton's University 14; Leptis Magna, Cannon 2; Oea, Cathedral 5; Ruscade, University 2. A panel reads Cannon, Carthaginians Republic, 1385 AD, 2505 Gold, Steam Power 9 turns.
Gameplay from the Steam store page: Carthage as a Republic in 1385 AD, Hippo building Newton's University, other cities Cathedrals and a Cannon, and Steam Power in 9 turns. Firaxis Games and 2K

Quick facts

Base game improvements 29 buildings, plus Wealth and 10 spaceship parts (our count of Prima's table)
Play the World adds Civil Defense, Commercial Dock, Stock Exchange
Cheapest Walls (20 shields, no upkeep); Temple and Barracks (40 shields, 1 gold)
Upkeep 0 to 3 gold per turn each
Culture per turn Palace 1, Temple 2, Colosseum 2, Research Lab 2, Library 3, Cathedral 3, University 4
Growth limits Aqueduct to pass size 6, Hospital to pass size 12
Rushing Four times the remaining shields in gold; never for a Wonder
Selling Right-click a building on the City Display; Wonders cannot be sold

Source: Prima's official strategy guide, pp. 61, 120-122; Play the World manual, p. 22; Civilization III Complete manual, pp. 143-144, 147.

Cost, upkeep and culture

Every improvement has a shield cost and a gold upkeep. Shields come from the city's own production, while upkeep is paid from the treasury each turn, so a city full of buildings is a standing bill: Prima's guide warns, for example, against building Barracks everywhere early because the maintenance drains the treasury, and against Aqueducts before a city needs them. On Chieftain and Warlord, Prima (pp. 15-16) adds, buildings are not sold off when the gold runs out. Adam Smith's Trading Company pays the upkeep of Marketplaces, Banks, Harbors and Airports, per Prima's wonder table (pp. 134-136).

Seven improvements earn culture points every turn: the Palace 1, the Temple, Colosseum and Research Lab 2 each, the Library and Cathedral 3 each and the University 4, per the Complete manual's chart (p. 147). A building earns more the longer it stands, and the manual advises building the "more civilized improvements" early once a city's defense is secure, especially near the edge of the empire. The official FAQ of 2002 also names Courthouses among the culture buildings, but neither the manual's chart nor Prima's lists them. How culture moves borders is on Culture and Borders.

Every improvement

The table gives the base game's values from Prima's guide (2001). The Complete manual (p. 143) prints no building chart and sends players to the in-game Civilopedia for costs and upkeep, so no source read gives the values as Conquests sets them.

Improvement Advance (and needs) Cost Upkeep Culture Effect
Palace Masonry 100 1 No corruption or waste in the capital
Walls Masonry 20 0 +50% defense in a town; land bombard defense 8
Barracks none 40 1 Veteran ground units; heals ground units in one turn
Temple Ceremonial Burial 40 1 2 Makes 1 unhappy citizen content
Granary Pottery 60 1 Keeps half the food when the city grows
Library Literature 80 1 3 +50% science
Marketplace Currency 80 1 +50% tax; more happiness from luxuries
Courthouse Code of Laws 80 1 Less corruption; resists propaganda
Harbor Map Making 80 1 +1 food on water squares; veteran ships; sea trade link
Aqueduct Construction 100 1 Growth past size 6
Colosseum Construction 120 2 2 Makes 2 unhappy citizens content
Cathedral Monotheism 140 2 3 Makes 3 unhappy citizens content
University Education; Library 160 2 4 +50% science (with the Library)
Bank Banking; Marketplace 120 2 +50% tax (with the Marketplace)
Coastal Fortress Metallurgy; Iron, Saltpeter 60 2 Naval bombard defense 8; +50% against ships; fires at ships
Hospital Sanitation 120 2 Growth past size 12
Factory Industrialization; Iron 200 3 +50% shields
Coal Plant Industrialization; Factory, Coal 160 3 +50% Factory output
Hydro Plant Electronics; Factory, a river in the radius 240 3 +50% Factory output
Nuclear Plant Nuclear Power; Factory, Uranium, water in the radius 160 3 +50% Factory output
Solar Plant Ecology; Factory 320 3 +50% Factory output
Police Station Communism 80 2 Less war weariness
Airport Flight 160 2 Veteran air units; air trade link; airlifts
Research Lab Computers; University 160 2 2 +50% science (with Library and University)
Mass Transit System Ecology; Rubber 160 2 Less pollution from population
Recycling Center Recycling 200 2 Less pollution from production
Offshore Platform Miniaturization 160 3 +1 shield on water squares
Manufacturing Plant Robotics; Factory 320 3 +50% shields (with the Factory)
SAM Missile Battery Rocketry; Aluminum 80 2 Fires on attacking aircraft
Spaceship parts (10) Space Flight to Satellites 160 or 320 0 Parts of the ship to Alpha Centauri
Wealth none 0 0 Turns shields into gold, 8:1 (4:1 after Economics)
Civil Defense (Play the World) not given not given not given Defense bonus for units in the city against attack and bombardment
Commercial Dock (Play the World) not given not given not given More trade on every water square; cities next to water only
Stock Exchange (Play the World) not given not given not given More tax; five are needed for Wall Street

Source: Prima's official strategy guide, pp. 120-122 (Table 7-1); culture from the Complete manual, p. 147; Play the World rows from the Play the World manual, p. 22.

Some buildings work only together. The University needs a Library and the Research Lab both, which is why Prima calls the three a "triple crown" worth 150 percent more science; the Bank needs a Marketplace, and every power plant and the Manufacturing Plant need a Factory. Only one power plant works in a city at a time, and a new one replaces the old one's effect, per Prima (p. 125). Five Banks unlocked the Wall Street Small Wonder in the base game; from Play the World on it takes five Stock Exchanges, per the Play the World manual (p. 22). The other Small Wonders built on improvements are on Wonders.

Which to build first

The Temple comes first in Prima's advice. Its guide calls it arguably the first improvement to build in every city, especially on the higher difficulty levels, because early happiness lets cities grow smoothly, per Prima (p. 132). It also earns 2 culture a turn from the day it is finished. Happiness itself is on Happiness and War Weariness.

The Granary is a judgment call. Prima (p. 126) says veteran players debate it: fast growth helps production, but a fertile city can outgrow its ability to stay content, so at King level or higher it advises waiting for Ceremonial Burial and Temples, and never rushing Granaries in cities already growing steadily. The Pyramids give every city on their continent a Granary's effect.

The Library goes into every city once Literature arrives, unless something more urgent such as unhappiness comes first, per Prima (p. 128), and the University and Research Lab follow it. Harbors, cheap to build and to keep, belong in every coastal city because they add food and link the city to the trade network (Resources and Trade).

The Marketplace is often left too late, Prima says, though besides 50 percent more tax it adds happy faces for the luxuries a city has: one for the first and second luxury, two for the third and fourth, three for the fifth and sixth and four for the seventh and eighth, per Prima's Table 7-2 (p. 128).

Growth buildings can wait. Prima advises building the Aqueduct only when a city reaches size 4 or 5 (and not at all in a city with fresh water in its radius, which grows past 6 without one) and the Hospital at about size 10, per Prima (pp. 123, 127). For power, it suggests waiting for the Hydro Plant rather than building polluting Coal Plants, and replacing Coal Plants once cleaner ones are available.

Courthouses and corruption

A Courthouse halves a city's corruption and waste, per Prima (p. 60), which recommends it for anyone who spreads an empire wide and early: without one, distant cities produce little. Cities with Courthouses are also less likely to revolt under enemy propaganda, per the Complete manual (p. 168). Prima's tip is that buildings only slow corruption; a better government is the lasting cure. The rules are on Corruption and Waste.

Walls, defenses and the end of Walls

Walls cost 20 shields and nothing to keep, and they raise a town's defense to that of a size 7 city; at size 7 and above they do nothing, per the Complete manual (p. 142). Prima notes they give 50 percent against Civilization 2's 300 percent, and that they can be destroyed by bombardment. The Coastal Fortress does the same job against ships and does not stop working as the city grows, and the SAM Missile Battery fires on attacking aircraft.

Painted overhead view of a walled city on a river plain beside the sea: a round colosseum, columned temples, rows of houses inside gray walls, and a long arched aqueduct curving in from the left.
A city view from the Steam store page: a walled city on a coast with a Colosseum, temples and houses, and a long aqueduct running in from the hills. Firaxis Games and 2K

Rushing, selling and losing buildings

Gold can hurry a building under governments that allow it, at four times the gold of the shields still needed, per the Complete manual (p. 144); other governments spend population instead. Neither works on a Wonder, and nothing can be rushed while a city holds resisting citizens. Disbanding a unit in the city or clearing a forest in its radius adds shields to the current build.

Any improvement except a Wonder can be sold for gold by right-clicking it in the city's Improvements Roster, per the Complete manual (p. 143), which suggests it when money is short or a city is about to fall. Spies can sabotage a build, bombardment can destroy buildings, and every Small Wonder in a city is destroyed when it is captured.

Frequently asked questions

What should I build first in Civ 3? Prima's official Civilization 3 guide calls the Temple arguably the first improvement for every city, since it makes one unhappy citizen content and earns 2 culture a turn for 40 shields and 1 gold upkeep. It suggests a Library in every city after Literature and Harbors in every coastal city.

What does a Courthouse do in Civ 3? In Civilization 3 a Courthouse (Code of Laws, 80 shields, 1 gold upkeep) halves a city's corruption and waste, per Prima's guide, and makes the city less likely to revolt under enemy propaganda, per the Complete manual.

What does the Marketplace do in Civ 3? The Civilization 3 Marketplace raises a city's tax income by 50 percent and adds happy faces for its luxuries, from one for the first two luxuries up to four for the seventh and eighth, per Prima's official guide.

How much do buildings cost to maintain in Civ 3? Civilization 3 buildings cost 0 to 3 gold each per turn in Prima's table: Walls and spaceship parts nothing, the Temple, Library and Marketplace 1, the Cathedral and University 2, and the Factory and power plants 3.

Which buildings give culture in Civ 3? In Civilization 3 the Palace (1), Temple (2), Colosseum (2), Research Lab (2), Library (3), Cathedral (3) and University (4) earn culture points every turn, per the Complete manual, along with every Wonder and Small Wonder.

Do you need an Aqueduct in Civ 3? A Civilization 3 city needs an Aqueduct to grow past size 6 and a Hospital to pass size 12, but Prima's guide says a city with fresh water such as a river in its radius grows past 6 without an Aqueduct.

Can you sell buildings in Civ 3? Yes: in Civilization 3 any improvement except a Wonder can be sold for gold by right-clicking it in the city's Improvements Roster, per the Complete manual.

Sources

Moments

Top 6 Essential Buildings In Civ 3

Suede

  1. Civilization 3's city improvements are the buildings a city puts up one at a time: each costs shields to build and…
  2. Some buildings work only together. The University needs a Library and the Research Lab both, which is why Prima calls…
  3. The Library goes into every city once Literature arrives, unless something more urgent such as unhappiness comes…
  4. The Marketplace is often left too late, Prima says, though besides 50 percent more tax it adds happy faces for the…
  5. Growth buildings can wait. Prima advises building the Aqueduct only when a city reaches size 4 or 5 (and not at all in…
  6. A Courthouse halves a city's corruption and waste, per Prima (p. 60), which recommends it for anyone who spreads an…

The 12 most powerful techs in Civ 3

Suede

  1. The Granary is a judgment call. Prima (p. 126) says veteran players debate it: fast growth helps production, but a…

Photos

Isometric map of green hills and rivers with roads and irrigation and cities labeled Hippo, Newton's University 14; Leptis Magna, Cannon 2; Oea, Cathedral 5; Ruscade, University 2. A panel reads Cannon, Carthaginians Republic, 1385 AD, 2505 Gold, Steam Power 9 turns.Painted overhead view of a walled city on a river plain beside the sea: a round colosseum, columned temples, rows of houses inside gray walls, and a long arched aqueduct curving in from the left.

See also

About this page

Last updated Oct 22, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

Edit History

Hotkeys

/
Jump to the search box
? or Ctrl + /
Open this list
Esc
Close this list, the photo viewer, or the account menu

Video

Space or K
Play or pause
← →
Back or forward 5 seconds
J L
Back or forward 10 seconds
, .
Previous or next frame, while paused
M
Mute or unmute
C
Captions on or off
F
Full screen on or off
A D
Previous or next moment

Photo viewer

← → or A D
Previous or next photo
↑ ↓ or W S
Previous or next photo
Home End
First or last photo
I
Show or hide the photo's info
C
Clickless on or off: a pointer over a thumbnail shows it
N
Compare with the last photo: back to the one shown before this, and N again comes back
Q
Move the thumbnails to the next edge: top, bottom, left and round
Ctrl + ,
Open or close the viewer's settings
V
Clickless pan: a zoomed photo follows the pointer, rather than being dragged
B
Browse on or off
Z
Everything out of the way: full screen, no thumbnails, no button bar. Z again puts them back.
Back to top