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