User Guide
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LOSING IMPROVEMENTS
Improvements are not invulnerable, nor are they guaranteed to be permanent fixtures in
an ever-dynamic city. The Barracks improvement, for instance, has a planned
obsolescence. Once your civilization discovers the advance of Gunpowder, your old
Barracks is rendered obsolete, and it disappears. (The same result attends your discovery
of Combustion. These military installations are sensitive to changes in technology.) To
regain its benefits each time, you must rebuild a Barracks improvement in each city you
desire to have one.
Most improvements don’t disappear over time, but they can be vulnerable to capture,
fire sale, and sabotage. If you’re really strapped for cash, you can even sell a city’s
improvements.
CAPTURE
Some, all, or none of a city’s improvements might be destroyed when it is captured by another
civilization. When a city is completely destroyed, all improvements are destroyed as well.
FIRE SALE
If you have less money in your treasury than is needed to pay a city improvement’s
maintenance cost at the beginning of your turn, Civilization II automatically sells the
improvement for cash. Deficit spending is not allowed — even if by the end of the turn you
would have had a positive cash flow again.
SABOTAGE
Foreign Diplomats or Spies can enter one of your cities and attempt industrial sabotage (of
course, your envoys can attempt to sabotage your rivals’ cities, too). This might result in
the destruction of an existing improvement (or it might scrap the item that city is currently
producing — see Diplomats & Spies for complete details on diplomatic actions). There are
two defenses against this type of attack — destroying the Diplomat or Spy before he or she
can enter your city, or stationing Diplomats or Spies of your own in the city for
counterespionage.
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