*This page last updated: 14 May, 2012 11:16 PST.

General Notes

Wonders and Projects have been moved to their own page here.

Buildings

The list below is up to date as of 14 May 2012.

Buildings Master List
Building Technology Cost Mnt. Benefit Specialists 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.
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.
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.
Temple Philosophy 100 2 +3 Culture 1 Artist Requires Monument
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.
Monastery Theology 120 0 +2 Culture - +2 Culture for each Incense and Wine; Requires one of these resources 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.
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.
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.
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.
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.

(*UB - "Unique Building"; a civilization-specific structure)

Monument

The list of images below includes only those buildings which have graphical representations on the world map.

Walls

Technology: Masonry
Cost: 100; Maintenance: 1
+5 Defense

Colosseum

Technology: Construction
Cost: 150; Maintenance: 3
+4 Happiness
Notes: There are different regional variations of the on-map graphic.

Lighthouse

Technology: Optics
Cost: 80; Maintenance: 1
"+1 Food from water tiles. City must be built on the coast."

Castle

Technology: Chivalry
Cost: 200; Maintenance: 3
+7.5 Combat Strength to the City. Requires Walls.

Harbor

Technology: Compass
Cost: 80; Maintenance: 3
"Forms a Trade Route with the Capital over water (if they're not already connected by land). +25% Production when building Naval Units. City must be built on the coast." 
"A naval unit within two tiles of a port city will blockade its harbor, which cuts off its trade route." - Greg Laabs

Broadcast Tower

Technology: Radio
Cost: 600; Maintenance: 3
Doubles culture output of the City. Requires Museum.

Stadium

Technology: Mass Media
Cost: 450; Maintenance: 6
+4 Happiness. Requires Theatre.

AWOL from Civ IV

The following is a list of buildings from Civ IV that did not in Civ V.

Security Bureau, Intelligence Agency: there is not Espionage mechanic (though it is returning in the expansion).
Academies: Great Scientists now can build this tile improvement instead of city buildings.
Customs House: Now a tile Improvement built by Great Merchants.
Bunker
Airport
Coal Plant
Grocer
Industrial Plant
Levee
Recycling Center
Supermarket