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[]
Name | Construction Cost | Maintenance | Effect | Note |
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Barracks | 1 | |||
Bazaar | 110 | When any Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent Culture and Tourism output.
1 Merchant Specialist
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Council | 65 |
+1 |
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Court Chapel | ||||
Ger | ||||
Granary | 1 |
+25 Instant when completed. |
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Herbalist | 1 | |||
Ikanda | ||||
Lodge | 65 | 1 | +1 from nearby Deer and Bison
+2 Boarder Growth Points |
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Longhouse | ||||
Market |
1 Merchant Specialist
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Monument |
+34% faster Boarder Growth |
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Palace gardens | ||||
Royal astrologer | ||||
Royal guardhouse | ||||
Shrine | +2 | |||
State treasury | ||||
Stele | ||||
Stone works | 1 |
Marble +1, +1 |
City must have a Quarry resource improved
(Lapis Lazuli, Amber, and Uranium also count). | |
Tabya Tabya | ||||
Walls | 1 | +6 City Defense Strength, +125 Hit Points
+10% supply cap from pop |
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Walls of Babylon | ||||
Well | 1 | City must not be built next to a River. Cannot be built if the city already has a Water Mill. |
Classical[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Acropolis Acropolis | ||||
Amphitheater | 1 |
+1 and +1 from Dyes and Silk +33% Great Writer Rate in the City, and all Writers' Guilds produce +1 |
City must have a Monument. | |
Aqueduct | 1 |
15% of is carried over after a new Citizen is born and 25% of the City's is added to the current . |
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Arena | 1 |
+1 |
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Basilica Basilica | ||||
Baths Baths | 1 |
City must be built next to a River. | ||
Burial tomb | ||||
Caravansary |
+1 +1 Food and Gold for every 3 desert or 3 tundra tiles worked by city. |
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Colosseum | ||||
Courthouse | 150 | 1 | Eliminates extra Unhappiness from an Occupied City. | Cost increases based on the number of cities in your empire. |
Floating gardens | ||||
Forge | 1 |
1 Engineer Specialist Each source of Iron worked by this City produce +1 and +1 and Copper + 2 . |
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Harappan reservoir Harappan reservoir | ||||
Jelling stones Jelling stones | ||||
Library | 1 |
1 Scientist Specialist |
City must have a Council. | |
Lighthouse | 1 |
+1 and from Coast and Ocean Tiles Can form City Connections over water. |
City must be built on a Coast. | |
Temple | 1 |
+1 and +1 from Incense, Wine and Amber. Generates +25% religious pressure. 1 Great Work of Music slot |
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Water mill | 1 |
City must be built next to a River. Cannot be built if the City already has a Well. | ||
Writers' Guild | 1 |
2 Writer Specialists |
Maximum of 3 of these buildings in your Empire. |
Medieval[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Armory | 2 |
+20 XP for all Units. +1 supply cap |
City must have a Barracks. | |
Artists' Guild | 2 |
2 Artists Specialists 1 Great Work of Art slot |
Maximum 3 of these buildings in your Empire. | |
Castle | 2 | +8 City Defense Strength, +150 Hit Points
+10% supply cap from pop 1 Great work of Art slot |
City must have Walls. | |
Chancery Chancery | 3 |
1 Civil Servant Specialist Grants Promotion 'Royal Signet' for Diplomatic Units in the city in which it is built. |
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Circus | 2 |
Provides a modest sum of (150, Standard Speed) when completed and 10 turns of WLTKD. |
City must have an Arena. | |
Customs house |
When any Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent output. to or from this City gain +2 . 1 Merchant Specialist |
City must have a Market. | ||
Garden | 3 | +25% Great People generation in this City. | City must have an Aqueduct. | |
Harbor | 2 |
+150 HP When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recent output. +1 from Coast and Ocean tiles. +2 supply |
City must be built on the coast. | |
Stable | 2 |
+33% when building Mounted (Melee) Units. Each source of Horses, Sheep and Cattle worked by this City produces +2 . +10% supply cap from pop |
City must have at least one of these resources improved with a Pasture. | |
University | 2 |
1 Scientist Specialist +1 from Jungle tiles worked by this City. Gain 25% of the output of the City as an instant boost to your current Research when a Citizen is born in this City. |
City must have a Library. | |
Wat | ||||
Workshop | 2 |
+2 and +1 per 4 Citizens in the City. 1 Engineer Specialist +1 from all Forest Tiles worked by this City. Allows to be moved from this city along trade routes inside your civilization. |
City must have a Forge. |
Renaissance[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Bank |
15% of spent is converted into 1 Merchant Specialist +3 from Caravansary (Burial Tomb) and Customs House (Hanse) in this City. |
City must have a Market. | ||
Bastion Fort
(Icon) |
600 | 4 | +10 City Defense Strength, +150 Hit Points
+10% supply cap from pop Allow City's Ranged Strike to ignore Line of Sight. Garrisoned Units heals for 5 HP when healing. |
City must have a Castle. |
Constabulary | 4 | |||
Grocer Grocer | 4 |
Carries over 15% of after City growth (effect stacks with Aqueduct). |
Requires an Aqueduct in the City. | |
Musicians' Guild | 4 |
2 Musician Specialists |
Maximum of 3 of these buildings in your Empire. | |
Observatory | 4 |
City gains +1 for every Mountain within 3 tiles of the City. 2 Scientist Specialists |
Requires Scientific Revolution Policy (Rationalism) | |
Opera house | 4 |
1 empty Great work of Music slot +33% Great Musician rate in the City, and all Musicians' Guilds produce +1 . |
City must have an Amphitheater. | |
Windmill | 4 |
1 Engineer Specialist +15% when constructing Buildings. |
Industrial[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Agribusiness | 7 | Requires 2 Horses.
Requires a Grocer. | ||
Factory | 7 |
+1 for every 4 Citizens in the City. 1 Engineer Specialist. |
Requires 1 Coal.
City must have a Workshop. | |
Hotel | 6 |
25% of the from World Wonders, Natural Wonders, and Improvements is added to the Tourism output of the city. |
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Military academy | 6 | +1
+25 XP for all Units. +1 Supply Cap |
City must have an Armory. | |
Museum | 6 |
2 Empty Great Work of Art or Artifact Slots +1 for every 4 Citizens in the City +33% Great Artist rate in the city |
City must have an Opera House. | |
Ostrog Ostrog | ||||
Public school | 6 |
1 Scientist Specialist +1 for every 4 Citizens in the City. Allows Archaeologists to be built in this city. |
City must have a University. | |
Seaport | 7 |
+250 HP 1 Engineer Specialist +1 and +1 from all Ocean and Coastal tiles. +2 and +2 from Sea Resources worked by this City. +20% 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 station | 1250 380 | 7 | +10% .
1 Engineer Specialists. |
Requires a Railroad Connection with the Capital and 1 Coal. City can't have a Seaport. |
Zoo | 6 |
Nearby Jungle and Forest tiles gain +2 , +1 Gain 400 (scaling with Game Speed) with all known Civs when completed. |
City must have a Circus. |
Modern[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Arsenal | 1800 | 8 | +12 City Defense Strength, +175 Hit Points
+10% supply cap from pop Increase City's Ranged Strike Range by 1. Garrisoned Units heals for 5 HP when healing. |
City must have a Bastion Fort. |
Broadcast tower | 8 |
2 Empty Great Work of Music Slot ( +10 if Themed ). |
Requires a Museum in the city. | |
Refinery Refinery | 8 |
Produces 1Coal and 1 Iron. |
Can build up to 5. | |
Hospital | 8 |
5% of the City's is converted into per turn. 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 | 8 |
Enemy Naval Units and Embarked Units must expend All movement per when they enter into a tile worked by this city. |
Requires 1 Iron and Harbor in the city.
City must be built on the coast | |
Research lab | 8 |
1 Scientist Specialist +4 from Aluminum, Uranium, and Academies worked by worked by this city. +4 from Hospitals, Factories, and Medical Labs. Great Scientists are produced 33% more quickly in this city |
City must have a Public School. | |
Stock exchange |
+1 for every 2 Citizens in the City. Cost of purchasing in this City reduced by 20%. 1 Merchant Specialist |
City must have a Bank. | ||
Wire service Wire service | 6 |
Grants Promotion 'Wire Service' for Diplomatic Units in the city in which it is built. +2 for every CS Friend, and +2 for every CS Ally. 2 Civil Servant Specialists |
City must have a Chancery. |
Corporation Offices[]
Corporation Franchises[]
Atomic[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Airport | 2250 | 10 |
Allows airlifts to or from this city. Increases air unit capacity of the city from 2 to 6. |
City Air Defense affects how much damage Air Units take when attack the City. |
Medical lab | 2250 | 10 | + 2 Population in the City.
15% of is carried over after a new Citizen is born (effect stacks with Grocer). -1 from Poverty slightly. +2 of their base Yield from Scientists, Merchants, and Engineers. |
Requires a Hospital in the City. |
Military base | 2250 | 10 |
+20 City Defense , +200 Hit Points. Garrisoned units receive an additional 20 Health when healing in this city. +20% supply cap from pop. |
City must have an Arsenal. |
Police station | 2250 | 10 |
-1 from Distress, Poverty, Illiteracy, and Boredom. Improves Spy Resistance by 50%. When you successfully counter aforeign Espionage Action, gain 25 and scaling with era and Spy level. |
City must have a Constabulary. |
Recycling center | 2250 | 10 | Provides 2 Aluminum. | Maximum of 5 of these buildings in your empire. |
Stadium | 2250 | 10 |
Provides 2500 Points when and +20 Influence to all City States when completed. |
City must have a Zoo. |
Strategic Defense System Strategic Defense System | 2250 | 10 | 1 +5 City, +200 HP, +10 to Air City
50% chance to detonate Nuclear Weapons Early. Reduces population loss from Nuclear Attack by 75% |
Early detonated Atomic Bombs will be outright Destroyed.
Early detonated Nuclear Missiles will only be as effective as an Atomic Bombs. |
Information[]
Name | Construction Cost | Maintenance | Effect | Note |
---|---|---|---|---|
Hydroelectric Power Hydroelectric Power | 2500 | 10 | +10 , +15% | You can only have 1 Power Plant per City.
Requires 1 Aluminum. City must be on a River. |
Interpretative Center
(Icon) |
2250 | 10 | 2 Happiness
50% of the Culture from World Wonders and Tiles is Converted into Tourism |
Requires a Hotel |
Nuclear Power Nuclear Power | 2500 | 10 | +20 , +33% . | You can only have 1 Power Plant per City.
Requires 1 Uranium. |
Solar Power Solar Power | 10 |
You can only have 1 Power Plant per City. Requires 1 Aluminum. City must be on or next to a Desert Tile. | ||
Spaceship factory | 10 |
Requires 1 Aluminum. City must have a Factory. | ||
Tidal Plant
(Icon) |
2500 | 10 | +10 , 15% | You can only have 1 Power Plant per City.
Requires 1 Aluminum. City must be on the Coast. |
Wind Power Wind Power | 2500 | 10 | +10 , 15% | You can only have 1 Power Plant per City.
Requires 1 Aluminum. |
Faith-Purchase Buildings[]
Name | Construction Cost | Effect | Note |
---|---|---|---|
Cathedral | 200 |
Reduces Poverty. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%. |
Can only be built in cities following a religion with the Cathedrals belief. |
Church | 200 |
Reduces Boredom. Boosts Pressure of Religious Majority emanating from this city by 40%, and increases the city's resistance to conversion by 10%. Grants City 15 turns of "We Love the King Day". 1 Empty Great work of Music Slot. |
Can only be built in cities following a religion with the Churches belief. |
Mandir | 200 |
Reduces Poverty. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%. 1 Empty Great work of Music Slot. |
Can only be built in cities following a religion with the Mandirs belief. |
Monastery | 200 | Can only be built if you have unlocked the Monasticism Policy in the Piety branch. | |
Mosque | 200 |
Reduces Illiteracy. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%. 1 Empty Great work of Writing Slot. |
Can only be built in cities following a religion with the Mosques belief. |
Order | 200 |
Reduces Distress. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%. +10 City Defense , +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 | 200 |
Reduces Boredom and Religious Unrest. +1 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 | 200 |
Reduces Illiteracy. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%. |
Can only be built in cities following a religion with the Stupas belief. |
Synagogue | 200 |
Reduces Crime. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%. 1 Empty Great Work of Writing slot. |
Can only be built in cities following a religion with the Synagogues belief. |
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