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*Requires [[Opera house (Civ5)|opera house]]
 
*Requires [[Opera house (Civ5)|opera house]]

Revision as of 21:13, 13 March 2012

This is the list of buildings in Civ5. The Gods and Kings expansion coming out in Spring 2012 will add 13 new buildings to the game.

Ancient era

Building Effect Notes
Barracks +15 experience for all units
Floating gardens +15% food
+2 food for each worked lake tile
  • Aztec civilization only, replacing watermill.
  • City must border fresh water.
Granary +2 food
+1 food from wheat, bananas and deer
Krepost

+15 experience for all land units
-25% culture cost of tiles and -25% when purchasing new tiles

  • Russian civilization only, replacing barracks
Library +1 science for every 2 20xPopulation5 Population in the city
Monument +2 Culture Culture
Paper maker +1 science for every 2 20xPopulation5 Population in the city
+2 Gold
  • Chinese civilization only, replacing library.
Walls +4 defense
Walls of Babylon +6 defense
  • Babylon civilization only (DLC)
Water mill +2 food
+1 Production Production
  • City must border a river.

Classical era

Building Effect Notes
Armory +15 experience for all land units
Burial tomb +2 Culture Culture
+2 20xHappiness5 Happiness
  • Doubles gold given to enemy if city captured.
  • Egyptian civilization only, replacing temple.
Circus +2 20xHappiness5 Happiness
  • City must have horse or ivory nearby
Colosseum +2 20xHappiness5 Happiness
Courthouse Reduce Unhappiness (Civ5) Unhappiness in occupied city
Lighthouse +1 food from sea tiles
  • City must be coastal.
Mud pyramid mosque +4 Culture Culture
  • Songhai civilization only, replacing temple.
Stable

+1 Production for Sheep/Cattle/Horse

+25% Production Production for mounted units

  • City must have a pasture nearby.
Temple +3 Culture Culture

Medieval era

Building

Effect

Notes
Aqueduct +40% of food is carried over after a new citizen is born
Bazaar +25% gold
+2 gold
1 extra luxury resource from each improved luxury near the city
  • Arabian civilization only, replaces the Market
Castle +4 defense
Forge +15% Production Production for land units
+1 Production Production for worked sources of iron
  • City must have an iron mine nearby.
Garden +25% great people generation
  • City must border a river or lake.
Harbor +25% Production Production of naval units
Forms a trade route across water
  • City must be built on a coast.
Longhouse +1 Production Production from worked forest tiles
  • Iroquois civilization only, replaces the Workshop
Market +25% gold
+2 gold
Mint Each worked gold and silver source of the city produces an extra +3 gold
  • City must have a gold or silver mine nearby
Monastery +2 culture from nearby incense and wine
  • City must have a source of incense or wine nearby
Mughal Fort +9 defense
+2 Culture Culture
Produces gold after Flight is researched
  • Indian civilization only, replaces the castle
University +33% science
+2 science from worked jungle tiles
Wat +33% science
+3 Culture Culture
  • Siamese civilization only, replaces the University
Workshop +15% Production Production
+2 Production Production

Renaissance era

Building Effect Notes
Bank +25% Gold (resource) (Civ4)
Military academy +15 experience for all land units
Museum +5 Culture Culture
Observatory +50% Beaker (Civ4)
  • City must border a mountain
Opera house +4 Culture Culture
Public school

+1 Beaker (Civ4) for every 2 Citizens
+3 Beaker (Civ4)

Satrap's court +25% Gold (resource) (Civ4)
+2 Gold (resource) (Civ4)
+2 20xHappiness5 Happiness
Seaport +1 Production Production from sea resources
  • City must have at least one improved nearby sea resource
Theatre +3 20xHappiness5 Happiness
Windmill +2 Production Production
  • City cannot be on hills

Industrial era

Modern era

Civilization V [edit]
Gods & KingsBrave New World
Lists
Eras
Concepts
Miscellaneous
† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World