*This page last updated: 17 October, 2013 11:00 PST.

General Notes

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

Buildings

The list below is up to date as of 8 April 2013.

Buildings Master List
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