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Buildings are structures built in cities to provide permanent bonuses. Each building may only be built once per city.

Each page has a list of all unique buildings that replace the building and the civilization they belong to.

List of Buildings

Culture Buildings

Icon Building Yields Technology Building Requirements
Monument
Monument +2 CultureIcon Culture Agriculture
Amphitheater
Amphitheater +1 CultureIcon Culture

1 Greatwork Great Work of Writing Slot

Drama and Poetry
Operahouse
Opera House +1 CultureIcon Culture

1 Greatwork Great Work of Music Slot

Acoustics
Museum
Museum +1 CultureIcon Culture

2 Greatwork Great Work of Art Slots

Archaeology
Broadcasttower
Broadcast Tower +1 CultureIcon Culture

+33% CultureIcon Culture

1 Greatwork Great Work of Music Slot

Radio

Tourism Buildings

Icon Building Yields Technology Building Requirements
Hotel
Hotel 50% of CultureIcon Culture output from Wonders and Improvements is converted to Tourism Tourism

Greatwork Great Work Tourism Tourism output is increased by 50%

Refrigeration
Airport
Airport 50% of CultureIcon Culture output from Wonders and Improvements is converted to Tourism Tourism

Greatwork Great Work Tourism Tourism output is increased by 50%

Allows for Airlifting between other cities with Airports

Radar

Science Buildings

Icon Building Yields Technology Building Requirements
Library
Library +1 Science Science per 2 Citizens Writing
University
University +33% Science Science

+2 Science Science from Jungle tiles

2 Specialist Slots

Education
Observatory
Observatory +50% Science Science Astronomy City must be adjacent to a mountain
Publicschool
Public School +3 Science Science

+1 Science Science per 2 Citizens

1 Specialist Slot

Scientific Theory
Researchlab
Research Lab +4 Science Science

+50% Science Science

1 Specialist Slot

Plastics

Food Buildings

Icon Building Yields Technology Building Requirements
Granary
Granary +2 Food Food

+1 Food Food from Wheat, Bananas, and Deer

Pottery
Watermill
Water Mill +2 Food Food

+1 Production Production

The Wheel City must be on a river
Lighthouse
Lighthouse +1 Food Food from sea tiles

+1 Food Food from Fish

+1 Production Production from Sea Resources

Optics City must be coastal
Aqueduct
Aqueduct 40% of Food Food is carried over after a Citizen is born Engineering
Hospital
Hospital +5 Food Food Biology
Medicallab
Medical Lab 25% of Food Food is carried over after a Citizen is born Penicillin

Production Buildings

Icon Building Yields Technology Building Requirements
Stoneworks
Stone Works +1 Production Production

+1 Production Production from Stone and Marble

+1 Happy Happiness

Calendar City must be built near Stone or Marble, and not on Plains
Stable
Stable +15% Production Production towards Mounted units

+1 Production Production from Horses, Sheep, and Cattle

Horseback Riding City must be built near Horses, Sheep, or Cattle
Workshop
Workshop +2 Production Production

+10% Production Production

1 Specialist Slot

Metal Casting
Forge
Forge +1 Production Production from Iron

+15% Production Production towards Land units

Metal Casting City must be built near Iron
Windmill
Windmill +2 Production Production

+10% Production Production towards Buildings

1 Specialist Slot

Economics City must not be built on Hills
Factory
Factory +4 Production Production

+10% Production Production

2 Specialist Slots

Industrialization Consumes 1 Coal
Hydroplant
Hydro Plant +1 Production Production from tiles adjacent to Rivers Electricity City must be on a river. Consumes 1 Aluminum.
Nuclearplant
Nuclear Plant +5 Production Production

+15% Production Production

Nuclear Fission City must not have a Solar Plant. Consumes 1 Uranium.
Solarplant
Solar Plant +5 Production Production

+15% Production Production

Ecology City must be built in a Desert, and without a Nuclear Plant
Spaceshipfactory
Spaceship Factory +3 Production Production

+50% Production Production towards Spaceship Parts

Robotics Consumes 1 Aluminum

Happiness Buildings

Icons Building Yields Technology Building Requirements
Circus
Circus +2 Happy Happiness Trapping City must be built near Horses or Ivory
Colosseum
Colosseum +2 Happy Happiness Construction
Zoo
Zoo +2 Happy Happiness Printing Press
Stadium
Stadium +2 Happy Happiness Refrigeration

Faith Buildings

Icon Building Yields Unlocked With Building Requirements
Shrine
Shrine +1 FaithIcon Faith Pottery
Temple
Temple +2 FaithIcon Faith Philosophy
Monastery
Monastery +2 FaithIcon Faith

+2 CultureIcon Culture

+1 FaithIcon Faith and Culture from Wine and Incense

Monasteries

(Belief)

150 FaithIcon Faith
Cathedral
Cathedral +1 FaithIcon Faith

+1 CultureIcon Culture

+1 Happy Happiness

1 Greatwork Great Work of Art Slot

Cathedrals

(Belief)

200 FaithIcon Faith
Mosque
Mosque +3 FaithIcon Faith

+2 CultureIcon Culture

+1 Happy Happiness

Mosques

(Belief)

200 FaithIcon Faith
Pagoda
Pagoda +2 FaithIcon Faith

+2 CultureIcon Culture

+2 Happy Happiness

Pagodas

(Belief)

200 FaithIcon Faith

Gold Buildings

Icon Building Yields Technology Building Requirements
Market
Market +1 Gold Gold

+25% Gold Gold

+1 Gold Gold from Trade Routes

1 Specialist Slot

Currency
Mint
Mint +2 Gold Gold from Gold and Silver Currency City must be built near Gold or Silver
Bank
Bank +2 Gold Gold

+25% Gold Gold

+1 Gold Gold from Trade Routes

1 Specialist Slot

Banking
Stockexchange
Stock Exchange +3 Gold Gold

+33% Gold Gold

2 Specialist Slots

Electricity

Trade Buildings

Icon Building Yields Technology Building Requirements
Caravansary
Caravansary +50% Traderoute Land Trade Route range

+2 Gold Gold from Land Trade Routes

Horseback Riding
Harbor
Harbor +50% Traderoute Sea Trade Route range

+2 Gold Gold from Sea Trade Routes

Establishes a Trade City Connection over water

Compass City must be coastal
Seaport
Seaport +15% Production Production towards Naval units

+1 Gold Gold and Production Production from Sea Resources

Navigation City must be coastal

Defensive Buildings

Icons Building Yields Technology Building Requirements
Walls
Walls +5 Strength Strength

+50 City Health

Masonry
Castle
Castle +7 Strength Strength

+25 City Health

Chivalry
Arsenal
Arsenal +9 Strength Strength

+25 City Health

Metallurgy
Militarybase
Military Base +12 Strength Strength

+25 City Health

Replaceable Parts

Experience Buildings

Icon Building Yields Technology Building Requirement
Barracks
Barracks +15 Experience Bronze Working
Armory
Armory +15 Experience Steel
Militaryacademy
Military Academy +15 Experience Military Science

Other Buildings

Icon Building Yields Technology Building Requirement
Courthouse
Courthouse Eliminates extra Unhappiness Unhappiness in Occupied cities Mathematics City must be Occupied
Garden
Garden +25% Greatperson Great Person generation Theology City must be on a river or lake
Constabulary
Constabulary -25% enemy Spy stealing rate Banking
Policestation
Police Station -25% enemy Spy stealing rate Electricity
Recyclingcenter
Recycling Center +2 Aluminum Ecology Cannot be built more than 5 times total
Bombshelter
Bomb Shelter -75% Citizen loss from nuclear attacks Telecommunications

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