Factory
Buildings & wondersIncrease a city's Production output for later development and military projects.

Unciv reference: prioritize broad science, production, culture, and core defense; reserve specialist investments for matching victory plans and enabled systems.
Introduction history determines newest order. Undated objects follow dated additions; download dates do not make an object new.
All newly-trained [relevant] units [in this city] receive the [Drill I] promotion Gain a free [Castle] [in this city]
Destroyed when the city is captured
[-25]% Culture cost of natural border growth [in all cities] [-25]% Gold cost of acquiring tiles [in all cities]
[40]% Food is carried over after population increases [in this city]
New [Military] units start with [15] XP [in this city] Destroyed when the city is captured
Buildings & wonders reference. Inspect acquisition and source facts for its role in the crafting system.
New [Military] units start with [15] XP [in this city] Destroyed when the city is captured
Compare the base Production commitment of city-built units, buildings, and wonders.
Provides 1 extra copy of each improved luxury resource near this City [+2 Gold] from [Oil] tiles [in this city] [+2 Gold] from [Oasis] tiles [in this city]
[Gold] cost of purchasing items in cities [-15]%
Free [Great General] appears New [Military] units start with [15] XP [in this city]
Destroyed when the city is captured
[+100]% Gold given to enemy if city is captured <in this city>
Destroyed when the city is captured
Unbuildable Only available <when religion is enabled>
Destroyed when the city is captured
[+50]% Golden Age length
Buildings & wonders reference. Inspect acquisition and source facts for its role in the crafting system.
[+1] population [in all cities] [+1 Happiness] [in all cities] Gain a free [Broadcast Tower] [in all cities]
[+25]% Great Person generation [in this city]
Buildings & wonders reference. Inspect acquisition and source facts for its role in the crafting system.
Removes extra unhappiness from annexed cities Can only be built <in [Annexed] cities>
[-10]% Culture cost of adopting new Policies
[+1 Happiness] per [2] social policies adopted
[+2 Food] from [Lakes] tiles [in this city] Must be next to [Fresh water]
[-10]% Unhappiness from [Population] [in all non-occupied cities]
[+15]% Production when constructing [Land] units [in this city] [+1 Production] from [Iron] tiles [in this city]
[+25]% Great Person generation [in this city] Must be next to [Fresh water]
[+1 Food] from [Deer] tiles [in this city] [+1 Food] from [Bananas] tiles [in this city] [+1 Food] from [Wheat] tiles [in this city]
Only available <when espionage is enabled> [-99]% enemy spy effectiveness [in this city] [-25]% enemy spy effectiveness [in all cities]
Gain a free [Mosque] [in this city] Only available <when religion is enabled> All newly-trained [Missionary] units [in this city] receive the [Devout] promotion All newly-trained [Great Prophet] units [in this city] receive the [Devout] promotion
Enemy [Land] units must spend [1] extra movement points when inside your territory <before discovering [Dynamite]> <Suppress warning [*contains a conditional on a unit movement unique*]> Gain a free [Walls] [in this city]
Gain a free [Temple] [in this city] Free [Great Prophet] appears Only available <when religion is enabled>