*This page last updated: 17 October, 2013 11:00 PST.
General Notes
- Some city buildings have slots to house specialists, which can be assigned from the city population. This is the only known form in which specialists can be assigned in Civ V.
- Some buildings require access to certain resources; for example, you need either Horses or Ivory to build a Circus.
- Buildings can require Maintenance costs in gold (from 1 to 5 per turn).
- A few buildings have graphical representations on the game map (like Colosseum, Harbor, Walls, Lighthouse, Castle, Broadcast Tower, Stadium), but most do not.
Wonders and Projects have been moved to their own page here.
Buildings
The list below is up to date as of 8 April 2013.
Building | Technology | Cost | Mnt. | Benefit | Specialists | Great Works Slots | Notes |
Monument | - | 40 | 1 | +2 Culture | - | ||
Granary | Pottery | 60 | 1 | +2 Food | - | +1 Food for each worked source of Wheat, Bananas and Deer | |
Barracks | Bronze Working | 75 | 1 | - | - | +15 XP for all Units. | |
Shrine | Pottery | 40 | 1 | +1 Faith | |||
Circus | Trapping | 75 | 2 | +2 Happiness | - | Must have improved Horses or Ivory. | |
Library | Writing | 75 | 1 | - | +1 Science for every 2 Citizens in this City. | ||
Walls | Masonry | 75 | 0 | +4 Defense | - | ||
Water Mill | The Wheel | 75 | 2 | +2 Food, +1 Production | - | City must be next to a River. | |
Stone Works | Calendar | 75 | 1 | +1 Production, +1 Happiness | - | +1 Production for each worked Marble and Stone. Must have at least one of these resources improved with a Quarry. Must not be in Plains. | |
Stele* | - | 40 | 1 | +2 Culture, +2 Faith | - | Ethiopian UB*, replaces Monument. | |
Pyramid* | Potter | 40 | 1 | +2 Faith, +2 Science | - | Mayan UB*, replaces Shrine. | |
Paper Maker* | Writing | 75 | 1 | +2 Gold | - | Chinese UB*, replaces Library; +1 Science for every 2 Citizens in this City. | |
Walls of Babylon* | Masonry | 65 | 0 | +6 Defense | - | Babylonian UB*, replaces Walls. | |
Krepost* | Bronze Working | 75 | 1 | - | - | Russian UB*, replaces Barracks; +15 XP for all Units. -25% Culture and Gold costs of acquiring new tiles in this city. | |
Floating Gardens* | The Wheel | 75 | 1 | +2 Food, +1 Production | - | Aztec UB*, replaces Water Mill. +15% Food, +2 Food each Lake tile. City must be next to fresh water. | |
Burial Tomb* | Philosophy | 100 | 0 | +2 Happiness, +2 Culture | 1 Artist | Egyptian UB*, replaces Temple; Should this city be captured, the amount of Gold plundered by the enemy is doubled. | |
Colosseum | Construction | 100 | 1 | +2 Happiness | - | Cannot provide more Happiness than Citizens | |
Courthouse | Mathematics | 100 | 4 | - | - | Eliminates extra Unhappiness from Occupation. | |
Lighthouse | Optics | 75 | 1 | - | - | +1 Food from Ocean tiles, +1 Food from worked Fish. City must be on the coast. | |
Mud Pyramid Mosque* | Philosophy | 100 | 0 | +4 Culture | 1 Artist | Songhai UB*, replaces Temple; Requires no Gold maintenance | |
Stable | Horseback Riding | 100 | 1 | - | - | +15% Production toward Mounted units. +1 Production for each worked Horses, Sheep and Cattle. Must have at least one of these resources improved with a Pasture. | |
Amphitheater | Drama & Poetry | 100 | 2 | +3 Culture | 1 Artist | Requires Monument | |
Temple | Philosophy | 100 | 2 | +2 Faith | 1 Artist | Requires Shrine | |
Aqueduct | Engineering | 100 | 1 | - | - | 40% of Food is carried over after a new Citizen is born. | |
Armory | Machinery | 160 | 1 | - | - | +15 XP for all Units. Requires Barracks or Krepost. | |
Bazaar* | Currency | 120 | 0 | +2 Gold | 1 Merchant | Arab UB, replaces Market*; +25% Gold, Provides 1 extra copy of each improved luxury resource near this city. +2 Gold for each Oil and Oasis. | |
Castle | Chivalry | 160 | 0 | +4 Defense | - | Requires Walls. | |
Forge | Metal Casting | 120 | 1 | - | - | +15% Production towards Land Units. +1 Production for each worked Iron. Requires Iron. | |
Garden | Theology | 120 | 1 | - | - | +25% Great People generation in this city. Must be next to River or Lake. | |
Harbor | Compass | 120 | 3 | - | - | Forms a Trade Route with Capital. +1 Production from sea Resources. Must be on the coast. | |
Longhouse* | Metal Casting | 100 | 2 | +2 Production | 1 Engineer | Iroquois UB*, replaces Workshop. +1 Production for Forest. | |
Market | Currency | 120 | 0 | +2 Gold | 1 Merchant | +25% Gold. | |
Mint | Currency | 120 | 0 | - | - | +2 Gold for reach source of Gold or Silver. Requires one of these resources mined nearby. | |
Mughal Fort* | Chivalry | 150 | 0 | +2 Culture, +6 Defense | - | Indian UB*, replaces Castle. Requires Walls. | |
University | Education | 160 | 2 | +33% Science | 2 Scientist | +2 Science from worked Jungle tiles. | |
Wat* | Education | 160 | 2 | +3 Culture, +33% Science | 2 Scientist | Siamese UB*, replaces University. | |
Workshop | Metal Casting | 120 | 2 | +2 Production | 1 Engineer | +10% Production | |
Arsenal | Rifling | 300 | 0 | +6 Defense | - | Requires Castle or Mughal Fort | |
Bank | Banking | 200 | 0 | +25% Gold | 1 Merchant | Requires Market. | |
Hanse* | Banking | 200 | 0 | +25% Gold | 1 Merchant | German UB*, replaces Bank. +5% Production for each City-State Trade Route. Requires Market. | |
Constabulary | Banking | 160 | 1 | - | - | Reduces enemy spy stealing rate by 25%. | |
Military Academy | Military Science | 300 | 1 | - | - | +15 XP for all Units. Requires Armory. | |
Museum | Archaeology | 300 | 3 | +6 Culture | 2 Artist | Requires Opera House. | |
Observatory | Astronomy | 200 | 0 | +50% Science | - | City must be next to a Mountain. | |
Opera House | Acoustics | 200 | 2 | +4 Culture | 1 Artist | Requires Temple or Mud Pyramid Mosque. | |
Public School | Scientific Theory | 300 | 3 | +3 Science | 1 Scientist | +1 Science for every 2 Citizens. Requires University. | |
Ceilidh Hall* | Acoustics | 200 | 2 | +3 Happiness, +4 Culture | - | Celtic UB*, replaces Opera House. Requires Amphitheater. | |
Coffee House* | Economics | 250 | 2 | +2 Production, +5% Production | 1 Engineer | Austrian UB*, replaces Windmill. +25% Great Person generation in this city. | |
Satrap's Court* | Banking | 200 | 0 | +2 Gold, +2 Happiness | Persian UB*, replaces Bank. +25% Gold. Requires Market. | ||
Seaport | Navigation | 250 | 2 | - | - | +15% Production towards Naval units. +1 Gold and +1 Production from each worked sea Resource. Must be on the coast. | |
Theatre | Printing Press | 200 | 2 | +3 Happiness | - | Can't provide more Happiness than Population. Requires Colosseum. | |
Windmill | Economics | 250 | 2 | +2 Production | 1 Engineer | +10% Production towards Buildings. City must not be on a Hill. | |
Broadcast Tower | Radio | 500 | 3 | +3 Culture | - | +33% Culture. Requires Museum. | |
Factory | Steam Power | 360 | 3 | +4 Production | 2 Engineer | +10% Production. Requires Workshop or Longhouse, consumes 1 Coal. | |
Hospital | Biology | 360 | 2 | +5 Food | - | ||
Military Base | Telegraph | 500 | 0 | +12 Defense | - | Requires Arsenal. | |
Police Station | Electricity | 300 | 1 | - | - | Reduces enemy spy stealing rate by 25%. Requires Constabulary. | |
Stock Exchange | Electricity | 500 | 0 | +33% Gold | 2 Merchant | Requires Bank. | |
Hydro Plant | Plastics | 500 | 3 | - | - | +1 Production for each River tile; must be next to a River. Consumes 1 Aluminum. | |
Medical Lab | Penicillin | 500 | 3 | - | - | 25% of Food is carried over after a new Citizen is born. | |
Nuclear Plant | Nuclear Fission | 360 | 3 | +5 Production | - | +15 % Production. Consumes 1 Uranium. City must most contain a Solar Plant. | |
Research Lab | Plastics | 500 | 3 | +4 Science | 1 Scientist | +50% Science. Requires Public School. | |
Recycling Center | Ecology | 500 | 3 | - | - | Provides 2 Aluminum. Maximum of 5 of these buildings in your empire. | |
Solar Plant | Ecology | 360 | 3 | +5 Production | - | +15% Production, must be next to Desert and not contain a Nuclear Plant. | |
Spaceship Factory | Robotics | 360 | 3 | - | - | +50% Production towards Spaceship Parts. Requires Factory. Consumes 1 Aluminum. | |
Stadium | Mass Media | 500 | 2 | +4 Happiness | - | Can't provide more Happiness than Citizens. Requires Theatre. | |
Bomb Shelther | Telecommunications | 300 | 1 | - | - | Reduces population loss from nuclear attack by 75%. | |
Cathedral | (Cathedral Belief) | 200 | - | +1 Happiness, +3 Culture, +1 Faith |
1 Artist | Can only be built in cities following a religion with the Cathedrals belief. Construct this building by purchasing it with Faith. | |
Monastery | (Monastery Belief) | 150 | - | +2 Culture, +2 Faith |
- | Each source of Incense and Wine worked by this City produce +1 Faith and +1 Culture. | |
Mosque | (Mosque Belief) | 200 | - | +1 Happiness, +2 Culture, +3 Faith |
- | Can only be built in cities following a religion with the Mosques belief. Construct this building by purchasing it with Faith. | |
Pagoda | (Pagoda Belief) | 200 | - | +2 Happiness, +2 Culture, +2 Faith |
- | Can only be built in cities following a religion with the Pagodas belief. Construct this building by purchasing it with Faith. |
(*UB - "Unique Building"; a civilization-specific structure)
Building Graphics
Only a small subset of buildings are displayed among the city's structures on the game map.
Walls
Colosseum
Lighthouse
Castle
Harbor
Broadcast Tower
Stadium