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List of buildings in Civ5

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BackArrowGreen Back to Civilization V

BackArrowGreen Back to Game concepts

Blue arrow right Main Building article
Blue arrow right List of improvements

This is the list of buildings in Civ5, as of the Brave New World expansion.

The Gods & Kings expansion added 13 new buildings to the game. The Brave New World expansion added 8 new buildings to the game, and removed one old building. The Fall 2013 patch also included one new building.

Note that certain buildings are unique to certain civilizations and replace a generic building of that era. They are marked as such, and appear under the heading of the generic building they replace. See also the Notes section to see which civilization the unique building belongs to. These buildings have the same technological requirements as the generic building they replace, but sometimes their other requirements are different. Their unique bonuses are marked in green. 

ReligiousEdit

Religious buildings were introduced in the Gods & Kings expansion pack and may only be purchased through 20xfaith5 Faith. These buildings include the updated version of the Monastery, previously a bonus building that can only be built in a city with Incense or Wine resources nearby.

Building Cost* Effect Notes
Cathedral (Civ5) Cathedral 200 20xfaith5 +1 20xHappiness5
+3 20xCulture5 (BNW-only +1 20xCulture5)
+1 20xfaith5
1 Artist Specialist slot
(BNW-only 1 Great Work of Art slot)
  • Requires Cathedrals religious belief
Monastery (Civ5) Monastery 150 20xfaith5 +2 20xCulture5
+2 20xfaith5
+1 20xCulture5 and 20xfaith5 on incense and wine resource tiles worked by the city
  • Requires Monasteries religious belief
Mosque (Civ5) Mosque 200 20xfaith5 +1 20xHappiness5
+2 20xCulture5
+3 20xfaith5
  • Requires Mosques religious belief
Pagoda (Civ5) Pagoda 200 20xfaith5 +2 20xHappiness5
+2 20xCulture5
+2 20xfaith5
  • Requires Pagodas religious belief

* Cost is relative - It assumes a standard speed game, and increases as you progress through the ages.

Ancient EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Barracks (Civ5) Barracks 1 +15 experience for all units trained in the city
Ikanda (Civ5) Ikanda BNW-only
1 +15 experience for all units trained in the city
Grants unique promotions to pre-Gunpowder units
Krepost (Civ5) Krepost
1 +15 experience for all units trained in the city
-25% 20xCulture5 cost of tiles in this city
-25% 20xGold5 when purchasing new tiles in this city
Circus (Civ5) Circus 0 +2 local 20xHappiness5
Granary (Civ5) Granary 1 +2 20xFood5
+1 20xFood5 on wheat, banana and deer resource worked by the city
  • BNW-only Allows for movement of 20xFood5 via trade routes
Library (Civ5) Library 1 +1 20xScience5 per 2 20xPopulation5 in the city
Paper maker (Civ5) Paper maker
0 +1 20xScience5 per 2 20xPopulation5 in the city
+2 20xGold5
Royal library (Civ5) Royal library BNW-only
1 +1 20xScience5 per 2 20xPopulation5 in the city
1 Great Work of Writing slot, which, if filled, grants 10 extra XP to units trained in the city
Monument (Civ5) Monument 1 +2 20xCulture5
Stele (Civ5) Stele GodsKings5 clear
1 +2 20xCulture5
+2 20xfaith5
Shrine (Civ5) Shrine GodsKings5 clear 1 +1 20xfaith5
Pyramid (Civ5) Pyramid GodsKings5 clear
1 +2 20xfaith5
+2 20xScience5
Stone works (Civ5) Stone works 1 +1 20xProduction5
+1 20xProduction5 on marble and stone resource worked by the city
+1 20xHappiness5
  • City must have marble or stone nearby
  • City cannot be built on plains
Walls (Civ5) Walls 0 +5 20xStrength5
+50 HP
Walls of Babylon (Civ5) Walls of Babylon
0 +6 20xStrength5
+100 HP
Water mill (Civ5) Water mill 2 +2 20xFood5
+1 20xProduction5
  • City must border a river
Floating gardens (Civ5) Floating gardens
1 +2 20xFood5
+2 20xFood5on worked lake tiles
+1 20xProduction5
+15% 20xFood5 in the city

Classical EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Amphitheater (Civ5) Amphitheater GodsKings5 clear 2 +3 20xCulture5 (BNW-only +1 20xCulture5)
1 Artist Specialist slot
(BNW-only 1 Great Work of Writing slot)
Aqueduct (Civ5) Aqueduct 1 +40% 20xFood5 is carried over after a new citizen is born
Caravansary (Civ5) Caravansary BNW-only 0 +50% range for land trade routes originating from this city
+2 20xGold5 when connecting to another civ
Colosseum (Civ5) Colosseum 1 +2 local 20xHappiness5
Courthouse (Civ5) Courthouse 4 Eliminates the 'occupied' status of a city, reducing Unhappiness (Civ5)
  • Can only be built in Occupied cities
Lighthouse (Civ5) Lighthouse 1 +1 20xFood5 on worked sea tiles
+1 20xFood5 on worked Fish resource
BNW-only +1 20xProduction5 on all worked Sea resources
  • City must be built on a coast
Market (Civ5) Market 0 +2 20xGold5 (BNW-only +1 20xGold5)
+25% 20xGold5
1 Merchant Specialist slot
BNW-only Increases 20xGold5 from trade routes to this city
Bazaar (Civ5) Bazaar
0 +2 20xGold5
+25% 20xGold5
+2 20xGold5 on worked oil resource and oasis tiles
1 extra copy per luxury resource near this city

1 Merchant Specialist slot
BNW-only Increases 20xGold5 from trade routes to this city
Mint (Civ5) Mint 0 +2 20xGold5 on worked gold and silver resource
  • City must have gold or silver nearby
Stable (Civ5) Stable 1 +1 20xProduction5 on worked Sheep, Cattle and Horses resource
+15% 20xProduction5 for mounted units
Ducal stable (Civ5) Ducal stable BNW-only
0 +1 20xProduction5 and 20xGold5 on worked Sheep, Cattle and Horses resource
+15% 20xProduction5 and +15 XP for mounted units
Temple (Civ5) Temple 2 +2 20xfaith5
Burial tomb (Civ5) Burial tomb
0 +2 20xfaith5
+2 local 20xHappiness5
Doubles 20xGold5 pillaged by enemy if the city is captured
Mud pyramid mosque (Civ5) Mud pyramid mosque
0 +2 20xfaith5
+2 20xCulture5

Medieval EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Armory (Civ5) Armory 1 +15 experience for all units trained in the city
Castle (Civ5) Castle 0 +7 20xStrength5
+25 HP
Mughal fort (Civ5) Mughal fort
0 +7 20xStrength5
+25 HP
+2 20xCulture5
Produces 20xGold5 (20xTourism5 in BNW) after Flight is discovered
Forge (Civ5) Forge 1 +15% 20xProduction5 for land units
+1 20xProduction5 on worked iron resource
  • City must have iron nearby
Garden (Civ5) Garden 1 +25% GreatPeople5 Great Person generation
  • City must border a river or a lake
Candi (Civ5) Candi BNW-only
1 +25% GreatPeople5 Great Person generation
+2 20xfaith5
+2 20xfaith5 per World Religion which has at least 1 follower in this city
Harbor (Civ5) Harbor 2 +1 20xProduction5 on worked Sea Resources (not in BNW)
Forms a trade route across water
BNW-only Extends Sea Trade Routes' range from this city and increases 20xGold5 from them when connecting to a civilization
  • City must be built on a coast
University (Civ5) University 2 +33% 20xScience5
+2 20xScience5 on worked jungle tiles
2 Scientist Specialist slots
Wat (Civ5) Wat
2 +33% 20xScience5
+2 20xScience5 on worked jungle tiles
+3 20xCulture5
2 Scientist Specialist slots
Workshop (Civ5) Workshop 2 +2 20xProduction5
+10% 20xProduction5
1 Engineer Specialist slot
  • BNW-only Allows for movement of 20xProduction5 via trade routes
Longhouse (Civ5) Longhouse
2 +2 20xProduction5
+1 20xProduction5 on worked forest tiles
No 20xProduction5 multiplier
1 Engineer Specialist slot
  • Unique to the Iroquois
  • BNW-only Allows for movement of 20xProduction5 via trade routes

Renaissance EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Arsenal (Civ5) Arsenal 0 +9 20xStrength5
+25 HP
Bank (Civ5) Bank 0 +2 20xGold5
+25% 20xGold5
1 Merchant Specialist slot
Hanse (Civ5) Hanse BNW-only
0 +2 20xGold5
+25% 20xGold5
+5% 20xProduction5 per City-State Trade Route in the empire
1 Merchant Specialist slot
Satrap's court (Civ5) Satrap's court
0 +3 20xGold5
+25% 20xGold5
+2 local 20xHappiness5
1 Merchant Specialist slot
Constabulary (Civ5) Constabulary GodsKings5 clear 1 -25% enemy spy stealing rate
Observatory (Civ5) Observatory 0 +50% 20xScience5
Opera house (Civ5) Opera house 1 +4 20xCulture5 (BNW-only +1 20xCulture5)
1 Artist Specialist slot
(BNW-only 1 Great Work of Music slot)
Ceilidh hall (Civ5) Ceilidh hall GodsKings5 clear
2 +4 20xCulture5 (BNW-only +1 20xCulture5)
+3 local 20xHappiness5
1 Artist Specialist slot
(BNW-only 1 Great Work of Music slot)
Seaport (Civ5) Seaport 2 +15% 20xProduction5 for naval units
+1 20xProduction5, 20xGold5 from sea resources
  • City must be built on a coast
  • Requires Harbor
Theatre (Civ5) Theatre 2 +3 20xHappiness5
Windmill (Civ5) Windmill 2 +2 20xProduction5
+10% 20xProduction5 for Buildings
1 Engineer Specialist slot
  • City cannot be built on hills
Coffee house (Civ5) Coffee house GodsKings5 clear
2 +2 20xProduction5
+5% 20xProduction5
+25% GreatPeople5 Great Person generation

1 Engineer Specialist slot
  • Unique to Austria
  • No terrain requirement
Zoo (Civ5) Zoo BNW-only 2 +2 local 20xHappiness5

Industrial EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Factory (Civ5) Factory 3 +4 20xProduction5
+10% 20xProduction5
2 Engineer Specialist slots
Hospital (Civ5) Hospital 2 +5 20xFood5
Hydro plant (Civ5) Hydro plant 3 +1 20xProduction5 on worked tiles bordering a river
  • City must border a river
  • Requires 1 20xAluminum5
Military academy (Civ5) Military academy 1 +15 experience for all units trained in the city
Museum (Civ5) Museum 3 +5 20xCulture5 (BNW-only +1 20xCulture5)
2 Artist Specialist slots
(BNW-only 2 Great Work of Art slots)
Police station (Civ5) Police station GodsKings5 clear 1 -25% enemy spy stealing rate
Public school (Civ5) Public school 3 +3 20xScience5
+1 20xScience5 per 2 20xPopulation5 in the city
1 Scientist Specialist slot
Stock exchange (Civ5) Stock exchange 0 +3 20xGold5
+33% 20xGold5
2 Merchant Specialist slots

Modern EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Broadcast tower (Civ5) Broadcast tower 3 +3 20xCulture5 (BNW-only +1 20xCulture5)
+33% 20xCulture5
BNW-only 1 Great Work of Music slot
Hotel (Civ5) Hotel BNW-only 0 50% of 20xCulture5 from Wonders and Improvements is added to the 20xTourism5 output of the city
+50% 20xTourism5 from Great Works
Military base (Civ5) Military base 0 +12 20xStrength5
+25 HP
Research lab (Civ5) Research lab 3 +4 20xScience5
+50% 20xScience5
1 Scientist Specialist slot
Stadium (Civ5) Stadium 2 +4 20xHappiness5 (BNW-only +2 local 20xHappiness5)
  • Cannot provide more 20xHappiness5 than the number of 20xPopulation5 in the city
  • Requires Theatre or Zoo

Atomic EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Airport (Civ5) Airport BNW-only 5 50% of 20xCulture5 from Wonders and Improvements is added to the 20xTourism5 output of the city
+50% 20xTourism5 from Great Works
Allows airlifting military units to other cities with an Airport
  • Airlifting doesn't work on Trade units, Naval units, and Work Boat
Medical lab (Civ5) Medical lab 3 +25% 20xFood5 is carried over after a new citizen is born
  • Requires Hospital
  • Effect stacks with the Aqueduct
Nuclear plant (Civ5) Nuclear plant 3 +5 20xProduction5
+15% 20xProduction5
Recycling center (Civ5) Recycling center GodsKings5 clear 3 +2 20xAluminum5 resource
  • There can be 5 of these buildings in a single empire at most
Solar plant (Civ5) Solar plant 3 +5 20xProduction5
+15% 20xProduction5
  • City must border or be built on a desert
  • City cannot have a Nuclear Plant

Information EraEdit

Building Maintenance cost 20xGold5 Effect Notes
Bomb shelter (Civ5) Bomb shelter GodsKings5 clear 1 -75% 20xPopulation5 loss from nuclear attack
Spaceship factory (Civ5) Spaceship factory 3 +3 20xProduction5
+50% 20xProduction5 for Spaceship parts

GodsKings5 clear Valid only in the Gods & Kings expansion pack.

BNW-only Valid only in the Brave New World expansion pack.

Civilization V [edit]
Gods & KingsBrave New World

Lists
BuildingsCivsDLCImprovementsPromotionsResourcesSocial PoliciesTechnologiesTerrainUnique AbilitiesUnitsWonders

Eras
AncientClassicalMedievalRenaissanceIndustrialModernFuture† • Atomic‡ • Information

Concepts
City-StateCultureEspionage‡ • FoodGoldGreat PeopleHappinessProductionReligion‡ • ScienceTourism

Guides etc.
AchievementsMathematicsModdingMajor PatchesSoundtrackCivilopedia

† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World

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