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Below you will find a list of all standard buildings. National Wonders, World Wonders, and Unique Buildings can be found on their respective pages. Gold investment costs rise for every city in the empire, the listed costs are for one city. Investing only covers 50% of the production cost.

Ancient Edit

Name Construction Cost Maintenance Effect Note
Barracks (Civ5) Barracks

110 20xProduction

100 20xGold

1 20xGold

+2 20xScience5
+15 XP for all Units.

+1 supply cap
Reduces Crime slightly (-10%).

Bazaar (Civ5) Bazaar
Council (Civ5) Council 65 20xProduction

70 20xGold

+1 20xScience5
Gain 5 20xScience5 when a new Citizen is born in the City, scaling with Era.

Court Chapel (Civ5) Court Chapel
Ger (Civ5) Ger
Granary (Civ5) Granary

65 20xProduction

70 20xGold

1 20xGold

+1 20xFood
15% of 20xFood is carried over after a new Citizen is born
Each source of Wheat, Deer, Bananas and Bison worked by this City produces +1 20xFood.
Allows 20xFood to be moved from this City along trade routes inside your civilization.

Herbalist (Civ5) Herbalist

110 20xProduction

100 20xGold

2 20xGold

+2 20xFood
+1 20xFood on nearby Forest and Jungle tiles.

+1 20xProduction from Plantations

Ikanda (Civ5) Ikanda
Longhouse (Civ5) Longhouse
Market (Civ5) Market

110 20xProduction

110 20xGold

1 Merchant Specialist
+1 20xGold
+1 20xFood and 20xProduction from Spices, +1 20xGold and 20xFood from Sugar.
Trade routes other players make to a city with a Market will generate +1 20xGold for both the city owner and the trade route owner.

Monument (Civ5) Monument

65 20xProduction

70 20xGold

+2 20xCulture

Culture cost of acquiring new tiles reduced by 25% in this City.

Palace gardens (Civ5) Palace gardens
Royal astrologer (Civ5) Royal astrologer
Royal guardhouse (Civ5) Royal guardhouse
Shrine (Civ5) Shrine

65 20xProduction

65 20xGold

+2 20xFaith
National Treasury (Civ5) State treasury
Stele (Civ5) Stele
Stone works (Civ5) Stone works

110 20xProduction

100 20xGold

1 20xGold

Marble +120xProduction, +120xGold
Stone +220xProduction
Salt +120xProduction, +120xGold
Jade +120xProduction +120xGold
Allows 20xProduction to be moved from this City along trade routes inside your civilization.

City must have at least one of these resources improved.
Tabya Tabya
Walls (Civ5) Walls

110 20xProduction

100 20xGold

1 20xGold +15 City Defense Strength, +75 Hit Points

+5% supply cap from pop

Walls of Babylon (Civ5) Walls of Babylon
Well (Civ5) Well

75 20xProduction

80 20xGold

1 20xGold

+1 20xProduction
+1 20xFood and +1 20xProduction for every 5 Citizens in the City.

City must not be built next to a River.

Cannot be built if the city already has a Water Mill.

Classical Edit

Name Construction Cost Maintenance Effect Note
Acropolis Acropolis
Amphitheater (Civ5) Amphitheater

200 20xProduction

120 20xGold

1 20xGold

+1 20xCulture and +1 20xGold from Dyes and Silk
+2 20xCulture from Lapis Lazuli.
+2 20xCulture

33% Great Writer Rate in the City, and all Writers' Guilds produce +1 20xGold

City must have a Monument.
Aqueduct (Civ5) Aqueduct

200 20xProduction

160 20xGold

1 20xGold

+3 20xFood

15% of 20xFood is carried over after a new Citizen is born and 25% of the City's 20xProduction is added to the current 20xProduction.
+2 20xFood on Lakes and Oases worked by this City.

Reduces Poverty slightly (-10%).

Colosseum (Civ5) Arena

150 20xProduction

120 20xGold

1 20xGold

+1 20xCulture
+2 Tourism
Reduces Boredom slightly (-10%).
Perfume +2 20xCulture
Olives +120xFood +120xGold
Barracks, Forge, and Armory in this City gain +2 20xProduction.

Basilica Basilica
Baths Baths

200 20xProduction

160 20xGold

1 20xGold

+2 20xCulture

Temples, Amphitheaters, and Gardens in City +1 20xGold and +1 20xCulture. +10% 20xCulture in the City during Golden Ages

City must be built next to a River.

Burial tomb (Civ5) Burial tomb
Caravansary (Civ5) Caravansary

200 20xProduction

160 20xGold

+1 20xGold
When a Land Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture output.
Land Trade Routes gain +50% Range and +2 20xGold.

+1 20xGold from Merchants

City 20xCityConnection earn 25% more 20xGold
Truffles +2 20xGold
Cotton +120xProduction 120xCulture

Furs +120xGold 120xProduction

Colosseum (Civ5) Colosseum
Courthouse (Civ5) Courthouse 150 20xProduction

130 20xGold

1 20xGold Eliminates extra Unhappiness from an Occupied City. Cost increases based on the number of cities in your empire.
Floating gardens (Civ5) Floating gardens
Forge (Civ5) Forge

150 20xProduction

120 20xGold

1 20xGold

+1 20xScience5

1 Engineer Specialist

Each source of Iron and Copper worked by this City produces +1 20xProduction and +1 20xGold. Nearby Mines gain +1 20xProduction.

Harappan reservoir Harappan reservoir
Jelling stones Jelling stones
Library (Civ5) Library

150 20xProduction

120 20xGold

1 20xGold

1 Scientist Specialist

+2 20xScience5

Reduces Illiteracy slightly (-10%).

City must have a Council.
Lighthouse (Civ5) Lighthouse

150 20xProduction

120 20xGold

1 20xGold

+1 20xFood and 20xGold from Coast and Ocean Tiles

Can form City Connections over water.

City must be built on a Coast.
Temple (Civ5) Temple

200 20xProduction

160 20xGold

1 20xGold

+3 20xFaith

+1 20xCulture and +1 20xGold from Incense, Wine and Amber.

Reduces Religious Unrest and generates +25% religious pressure.

Water mill (Civ5) Water mill

150 20xProduction

120 20xGold

1 20xGold

+2 20xFood, +2 20xProduction

+1 20xFood and +1 20xProduction for every 4 Citizens in the City.

City must be built next to a River.

Cannot be built if the City already has a Well.

Writers' Guild Writers' Guild

200 20xProduction

120 20xGold

1 20xGold

2 Writer Specialists

+3 Great Writer Points

Maximum of 3 of these buildings in your Empire.

Medieval Edit

Name Construction Cost Maintenance Effect Note
Armory (Civ5) Armory

300 20xProduction

200 20xGold

2 20xGold

+2 20xScience5

+20 XP for all Units.

+1 supply cap

Reduces Crime (-20%).

City must have a Barracks.
Artists' Guild Artists' Guild

350 20xProduction

200 20xGold

2 20xGold

2 Artists Specialists

+4 Great Artists Points

Maximum 3 of these buildings in your Empire.
Castle (Civ5) Castle

300 20xProduction

200 20xGold

2 20xGold +15 City Defense Strength, +100 Hit Points

+5% supply cap from pop

City must have Walls.
Chancery Chancery

300 20xProduction

180 20xGold

2 20xGold

+1 Paper

1 Civil Servant Specialist

+10% 20xProduction of Diplomatic Units.

Grants Promotion 'Royal Signet' for Diplomatic Units in the city in which it is built.

+1 20xGold per CS Friend (or Ally), and +2 20xProduction per CS Ally.

Circus (Civ5) Circus

300 20xProduction

200 20xGold

2 20xGold

Reduces Boredom (-20%).

Provides a modest sum of 20xCulture when completed and 10 turns of WLTKD.

Each source of Ivory worked by this City produces 3 20xCulture.

City must have an Arena.
Customs house (Civ5) Customs house

350 20xProduction

220 20xGold

+2 20xCulture

When any Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent 20xCulture output.

Trade Routes to or from this City gain +2 20xGold.

1 Merchant Specialist

City must have a Market.
Garden (Civ5) Garden

300 20xProduction

200 20xGold

3 20xGold +25% Great People generation in this City. +1 20xFood and 20xGold from Citrus and Cocoa.

+2 20xGoldGold on Oases.

City must have an Aqueduct.
Harbor (Civ5) Harbor

350 20xProduction

220 20xGold

2 20xGold

+1 20xGold

When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent 20xCulture output.

Sea Trade Routes gain +50% Range and +2 20xGold.

+1 20xFood and +1 20xGold from Coast and Ocean tiles.

+15% 20xProduction of Naval units.

+1 20xProduction on Sea Resources

+5% supply cap from pop

City must be built on the coast.
Stable (Civ5) Stable

300 20xProduction

200 20xGold

2 20xGold

+1 20xProduction

+20% 20xProduction when building Mounted Units.

Each source of Horses, Sheep and Cattle worked by this City produces +2 20xProduction.

+5% supply cap from pop

City must have at least one of these resources improved with a Pasture.
University (Civ5) University

300 20xProduction

200 20xGold

250 20xFaith

2 20xGold

+3 20xScience5

1 Scientist Specialist

+1 20xScience5 from Jungle and Forest tiles worked by this City.

Gain 33% of the 20xScience5 output of the City as an instant boost to your current Research when a Citizen is born in this City.

Reduces Illiteracy (-20%).

City must have a Library.
Wat (Civ5) Wat
Workshop (Civ5) Workshop

350 20xProduction

200 20xGold

2 20xGold

+2 20xProduction

1 Engineer Specialist

+1 20xProduction from all Forests and Jungles worked by this City.

Allows 20xProduction to be moved from this city along trade routes inside your civilization.

City must have a Forge.

Renaissance Edit

Name Construction Cost Maintenance Effect Note
Bank (Civ5) Bank

500 20xProduction

260 20xGold

+2 20xGold

15% of 20xGold spent is converted into 20xScience5

1 Merchant Specialist

+1 20xGold from all Carvansary (Burial Tomb) and Customs House (Hanse)

Gold +3 20xGold

Silver +1 20xGold +120xProduction +120xCulture

Gems +1 20xGold +20xCulture

City must have a Market.
Constabulary (Civ5) Constabulary

500 20xProduction

260 20xGold

3 20xGold

Reduces Crime (-50%).

Reduces enemy spy stealing rate by 33%.

5 City Defense 20xStrength5

Blocks building destruction from spy advanced actions

Grocer Grocer

500 20xProduction

260 20xGold

3 20xGold

+3 20xFood

Carries over 15% of 20xFood after City growth (effect stacks with Aqueduct).

Tobacco +320xGold

Coffee +120xGold +220xProduction

Tea +220xGold +120xProduction

Reduces Poverty (-20%).

Requires an Aqueduct in the City.
Musicians' Guild Musicians' Guild

600 20xProduction

300 20xGold

3 20xGold

2 Musician Specialists

+5 Great Musician Points

Maximum of 3 of these buildings in your Empire.
Observatory (Civ5) Observatory

500 20xProduction

260 20xGold

3 20xGold

+2 20xScience5

City gains +2 20xScience5 for every Mountain within 3 tiles of the City.

Has 1 Scientist

Requires Scientific Revolution Policy (Rationalism)
Opera house (Civ5) Opera house

600 20xProduction

300 20xGold

300 20xFaith

3 20xGold

+3 20xCulture

1 empty Great work of Music slot

+10% 20xCulture in the City. +33 Great Musician rate in the City, and all Musicians' Gold produce +1 20xGold.

City must have an Amphitheater.
Windmill (Civ5) Windmill

600 20xProduction

300 20xGold

3 20xGold

+3 20xProduction

1 Engineer Specialist

+15% 20xProduction when constructing Buildings.

Grocers and Granaries in the City produce +2 20xFood

Industrial Edit

Name Construction Cost Maintenance Effect Note
Agribusiness Agribusiness

1250 20xProduction

410 20xGold

5 20xGold

+5 20xFood

+15% 20xFood.

Requires 2 Horses.
Arsenal (Civ5) Arsenal

1000 20xProduction

380 20xGold

4 20xGold +20 City Defense 20xStrength5, +150 Hit Points

+5% supply cap from pop

City must have a Castle.
Factory (Civ5) Factory

1250 20xProduction

410 20xGold

5 20xGold

+3 20xProduction

2 Engineer Specialist

+1 20xProduction for every 4 Citizens in the City.

All Engineer specialists in the city gain +2 20xGold. All Merchant specialists in the city gain +2 20xProduction.

Requires 1 Coal.
Hotel (Civ5) Hotel

1000 20xProduction

380 20xGold

4 20xGold

25% of the 20xCulture from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city.

+25% 20xTourism output from Great Works.

Military academy (Civ5) Military academy

1250 20xProduction

410 20xGold

4 20xGold +1 20xScience5

+15% 20xProduction for Land Units

+25 XP for all Units.

1 Scientist Specialist

+5% supply cap from pop

City must have an Armory.
Museum (Civ5) Museum

1250 20xProduction

410 20xGold

500 20xFaith

4 20xGold

2 Empty Great Work of Art or Artifact Slots

+1 20xCulture for every 4 Citizens in the City

+3 20xCulture if Themed

+33% Great Artist rate in the city

All Artists' Guilds produce +1 20xGold

City must have an Opera House.
Ostrog Ostrog
Public school (Civ5) Public school

1000 20xProduction

380 20xGold

500 20xFaith

4 20xGold

+3 20xScience5

1 Scientist Specialist

+1 20xScience5 for every 2 Citizens in the City.

Reduces Illiteracy (-30%).

Allows Archaeologists to be built in this city.

City must have a University.
Seaport (Civ5) Seaport

1500 20xProduction

430 20xGold

6 20xGold

+25% 20xProduction

1 Engineer Specialist

+1 20xProduction and +1 20xGold from all Ocean and Coastal tiles.

+2 20xProduction and +2 20xGold from Sea Resources worked by this City.

+5% supply cap from pop

City must be built on the coast. Must not contain a Train Station.

Requires 1 Coal.

City must have a Harbor.

Skola Skola
Steam mill Steam mill
Train staion Train staion 1250 20xProduction380 20xGold 5 20xGold +10% 20xGold, +25% 20xProduction, 2 Engineer Specialists Requires a Railroad Connection with the Capital and 1 Coal. City can't have a Seaport.
Zoo (Civ5) Zoo

900 20xProduction

380 20xGold

4 20xGold

+2 20xCulture

Nearby Jungle and Forest tiles gain +1 20xTourism

Gain 200 (scaling w/ Era) 20xTourism with all known Civs when completed.

Reduces Boredom (-30%).

City must have a Circus.

Modern Edit

Name Construction Cost Maintenance Effect Note
Broadcast tower (Civ5) Broadcast tower

2000 20xProduction

550 20xGold

600 20xFaith

6 20xGold

2 Empty Great Work of Music Slot

+1 20xCulture and 20xTourism for every 5 Citizens in the City.

+15 20xGold if Themed.

Requires a Museum in the city.
Coal plant Coal plant

1800 20xProduction

480 20xGold

6 20xGold

+3 20xProduction

+15% 20xProduction.

Increases Poverty (-30%).

Produces 3 Coal.

Can build up to 5.

Hospital (Civ5) Hospital

1800 20xProduction

480 20xGold

5 20xGold

+5 20xFood

5% of the City's 20xFood is converted into 20xScience5 per turn.

Reduces Poverty (-30%).

Units in this City heal 15 points per turn whether or not they take an action.

+10% supply cap from pop

Requires a Grocer in the city.
Mine field Mine field

1600 20xProduction

480 20xGold

5 20xGold

Enemy Naval Units and Embarked Units must expend 1 extra movement per turn if they move into a tile worked by this city.

+8 20xStrength5 and 50 HP to City

Requires 1 Iron.

City must be built on the coast

Research lab (Civ5) Research lab

2000 20xProduction

550 20xGold

600 20xFaith

6 20xGold

+4 20xScience5

1 Scientist Specialist

+4 20xScience5 from Aluminum, Uranium, and Academies worked by worked by this city.

+4 20xScience5 from Hospitals, Factories, and Medical Labs. Great Scientists are produced 33% more quickly in this city

Reduces Illiteracy greatly (-50%).

City must have a Public School.
Stock exchange (Civ5) Stock exchange

1800 20xProduction

480 20xGold

+3 20xGold

+1 20xGold for every 2 Citizens in the City.

Cost of Gold purchasing in this City reduced by 10%.

2 Merchant Specialists

City must have a Bank.
Wire service Wire service

1800 20xProduction

380 20xGold

6 20xGold

+1 Paper

+20% 20xProduction of Diplomatic Units.

Grants Promotion 'Wire Service' for Diplomatic Units in the city in which it is built.

+2 20xCulture for every CS Friend (or Ally) ,and +2 20xScience5 for every CS Ally.

2 Civil Servant Specialists

City must have a Chancery.

Corporation Offices Edit

Name Construction Cost Maintenance Effect Note
Civilized Jewelers Office

1100 20xProduction

510 20xGold

5 20xGold

+15% Great Person rate in City, and an additional +10% for every Civilized Jewelers Franchise (up to your Franchise Limit).

+1 Golden Age point on all monopoly resources

Every Trade Route from this City to a foreign City with a Civilized Jewelers Franchise increases this City's Gold rate by +10%.

When a Trade Route between a foreign City and this City completes, a Civilized Jewelers Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.

Firaxite Materials Office

1100 20xProduction

510 20xGold

6 20xGold

+20% 20xProduction when constructing Buildings in this City.

+3 20xScience5 for every Firaxite Materials Franchise (up to your Franchise Limit).

+1 20xScience5 from all monopoly resources

Every Trade Route from this City to a foreign City with a Firaxite Materials Franchise produces +100% 20xScience5.

When a Trade Route between a foreign City and this City completes, a Firaxite Materials Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.
Giorgio Armeier Office

1100 20xProduction

510 20xGold

6 20xGold

+1 20xCulture on all Monopoly Resources associated with Giorgio Armeier.

+3 20xCulture for every Giorgio Armeier Franchise (up to your Franchise Limit).

+1 Happiness

Every Trade Route from this City to a foreign City with a Giorgio Armeier Franchise increases this City's 20xCulture rate by +10%.

When a Trade Route between a foreign City and this City completes, a Giorgio Armeier Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.
Hexxon Refineries Office

1100 20xProduction

510 20xGold

6 20xGold

+15% 20xProduction when training Land, Air, or Naval Units in this City.

+1 Oil and +1 Coal for every three Hexxon Refineries Franchises (up to your Franchise Limit).

+1 20xProduction from all monopoly resources

Every Trade Route from this City to a foreign City with a Hexxon Refineries Franchise increases this City's 20xProduction rate by +10%.

When a Trade Route between a foreign City and this City completes, a Hexxon Refineries Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.
Centaurus Extractors Office

1100 20xProduction

510 20xGold

6 20xGold

+1 20xProduction on all Monopoly Resources associated with Centaurus Extractors.

+3 20xProduction for every Centaurus Extractors Franchise (up to your Franchise Limit).

+1 20xProduction on all Sea tiles.

Every Trade Route from this City to a foreign City with a Centaurus Extractors Franchise increases this City's 20xScience5 rate by +10%.

When a Trade Route between a foreign City and this City completes, a Centaurus Extractors Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.
Trader Sid's Office

1100 20xProduction

510 20xGold

6 20xGold

+1 20xGold to all Monopoly Resources worked by this City that are associated with Trader Sid's.

+4 20xGold for every Trader Sid's Franchise (up to your Franchise Limit).

Trade routes to this city generate +2 20xGold

Every Trade Route from this City to a foreign City with a Trader Sid's Franchise produce +50% additional 20xGold.

When a Trade Route between a foreign City and this City completes, a Trader Sid's Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.
TwoKay Foods Office

1100 20xProduction

510 20xGold

6 20xGold

+1 20xFood on all Monopoly Resources worked by this City that are associated with Trader Sid's.

+10% 20xFood in the city

+3 20xFood for every TwoKay Foods Franchise (up to your Franchise Limit).

Every Trade Route from this City to a foreign City with a TwoKay Foods Franchise grants +10% 20xFood to the origin City.

When a Trade Route between a foreign City and this City completes, a TwoKay Foods Franchise is constructed in the foreign City.

You cannot have more Franchises than the maximum of possible Trade Routes supported by your empire.

Corporation Franchises Edit

Name Construction Cost Maintenance Effect Note
Civilized Jewelers 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with Civilized Jewelers.

Generate revenue for Civilized Jewelers Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

Firaxite Materials 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with Firaxite Materials. Generate revenue for Firaxite Materials Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

Giorgio Armeier 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with Giorgio Armeier. Generate revenue for Giorgio Armeier Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

Hexxon Refineries 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with Hexxon Refineries. Generate revenue for Hexxon Refineries Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

Centaurus Extractors 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with Centaurus Extractors. Generate revenue for LandSea Extractors Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

Trader Sid's 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with Trader Sid's. Generate revenue for Trader Sid's Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

TwoKay Foods 1 20xGold +1 20xGold to all Monopoly Resources worked by this City that are associated with TwoKay Foods. Generate revenue for TwoKay Foods Offices in the founding Civilization's Cities.

Cannot be sold or destroyed.

Atomic Edit

Name Construction Cost Maintenance Effect Note
Airport (Civ5) Airport

2750 20xProduction

640 20xGold

10 20xGold

Allows airlifts to or from this city.

Increases air unit capacity of the city from 6 to 10.

25% of the 20xCulture from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city.

20xTourism output from Great Works +25%.

+10 to City Air 20xStrength5.

Hydro plant (Civ5) Hydro plant

2500 20xProduction

580 20xGold

8 20xGold +2 20xProduction, 20xScience5, and 20xFood on every tile next to a River.

City must be built next to a River.

Requires 1 Aluminum to be built.

Medical lab (Civ5) Medical lab

2500 20xProduction

580 20xGold

8 20xGold 30% of 20xFood is carried over after a new Citizen is born (effect stacks with Grocer).

Reduces Poverty greatly (-50%).

+1 20xScience5 from Scientists, Merchants, and Engineers.

Requires a Hospital in the City.
Military base (Civ5) Military base

2500 20xProduction

580 20xGold

8 20xGold

+25 City Defense 20xStrength5, +200 Hit Points

+20% 20xProduction of Air Units.

Garrisoned units receive an additional 10 Health when healing in this city.

+5% supply cap from pop

Blocks 20xScience5 theft in the city.

+10 to City Air 20xStrength5.

City must have an Arsenal.
Nuclear plant (Civ5) Nuclear plant

2500 20xProduction

640 20xGold

8 20xGold

+5 20xProduction

+50% 20xProduction.

Requires 1 Uranium.

City must have a Factory.

City must not contain a Solar Plant or Coal Plant.

Police station (Civ5) Police station

2500 20xProduction

580 20xGold

8 20xGold

Reduces Crime greatly (-75%).

Reduces enemy spy stealing rate by 50%.

Block Gold theft in the City via advanced actions, gain 500 20xGold and 20xCulture when aSpy is killed in this city, scaling with era and spy level

City must have a Constabulary.
Stadium (Civ5) Stadium

2500 20xProduction

580 20xGold

8 20xGold

+1 20xHappiness

Reduces Boredom greatly (-50%).

Provides a large sum of Golden Age Points when completed.

25% of the 20xCulture from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city.

20xTourism output from Great Works +25%.

City must have a Zoo.
Wind plant Wind plant

2500 20xProduction

580 20xGold

8 20xGold

+5 20xProduction

+2 20xProduction, 20xScience5, and 20xGold on every Grassland and Plains tile.

Requires 1 Aluminum to be constructed.

City must not be built next to a River.

Information Edit

Name Construction Cost Maintenance Effect Note
Bomb shelter (Civ5) Bomb shelter

3000 20xProduction

660 20xGold

10 20xGold

+1 20xHappiness

+5 City Defense 20xStrength5

Reduces population loss from nuclear attack by 75%.

+10 to City Air 20xStrength5.

Recycling center (Civ5) Recycling center

3000 20xProduction

660 20xGold

10 20xGold Provides 2 Aluminum. Maximum of 5 of these buildings in your empire.
Solar plant (Civ5) Solar plant

3000 20xProduction

660 20xGold

10 20xGold

+5 20xProduction

+50% 20xProduction.

City must be built on or next to Desert and must not contain a Nuclear Plant or Coal Plant.

City must have a Factory.

Spaceship factory (Civ5) Spaceship factory

4000 20xProduction

710 20xGold

10 20xGold

+3 20xProduction

+25% 20xScience5

+50% 20xProduction when building Spaceship Parts.

Requires 1 Aluminum.

City must have a Factory.

Faith-Purchase Buildings Edit

Name Construction Cost Effect Note
Cathedral (Civ5) Cathedral 200 20xFaith

+2 20xGold, +2 20xFaith

Reduces Poverty.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

Farms near this City generate +1 20xGold and 20xProduction.

Can only be built in cities following a religion with the Cathedrals belief.
Church (Civ5) Church 200 20xFaith

+3 20xFaith

Reduces Boredom.

Boosts Pressure of Religious Majority emanating from this city by 50%, and increases the city's resistance to conversion by 20%.

All Missionaries born in this City can spread Religion three times.

Can only be built in cities following a religion with the Churches belief.
Mandir (Civ5) Mandir 200 20xFaith

+2 20xFaith

Reduces Poverty.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

Empty Great work of Music Slot.

+10% 20xFood in the City.

Enemy Spies in this City cannot assassinate Great People or disrupt Unit Production.

Can only be built in cities following a religion with the Mandirs belief.
Monastery (Civ5) Monastery 200 20xFaith

+3 20xFood, +3 20xScience5, +2 20xFaith

1 Scientist Specialist

Can only be built if you have unlocked the Monasticism Policy in the Piety branch.
Mosque (Civ5) Mosque 200 20xFaith

+2 20xScience5, +3 20xFaith

Reduces Illiteracy.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

Empty Great work of Writing Slot.

+20% 20xCulture in the City during Golden Ages.

Can only be built in cities following a religion with the Mosques belief.
Order (Civ5) Order 200 20xFaith

+2 20xFaith

Reduces Crime.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

+10 City Defense 20xStrength5, +50 Hit Points

+15 XP and the 'Morale' promotion for land Military units produced in this city.

Can only be built in cities following a religion with the Orders belief.
Pagoda (Civ5) Pagoda 200 20xFaith

Reduces Boredom.

+2 to all City Yields for every World Religion that has at least one Follower in this City.

Can only be built in cities following a religion with the Pagodas belief.
Stupa (Civ5) Stupa 200 20xFaith

+3 20xFaith

Reduces Illiteracy.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

+2 GoldenAge5 Points and later +4 20xTourism once you have researched Architecture.

Can only be built in cities following a religion with the Stupas belief.
Synagogue (Civ5) Synagogue 200 20xFaith

+3 20xProduction, +2 20xFaith

Reduces Crime.

Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 20%.

During 'We Love the King Day', City 20xScience5 increases by 15%.

Can only be built in cities following a religion with the Synagogues belief.

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