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List of buildings in Civ5

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This is the list of buildings in Civ5. The Gods and Kings expansion which came out in Spring 2012 added 13 new buildings to the game.

Contents

ReligiousEdit

Building Cost* Effect Notes
Cathedral (Civ5) Cathedral 200 20xfaith5 +1 20xHappiness5
+3 20xCulture5
+1 20xfaith5
1 Artist Specialist slot
*Requires Cathedrals belief
Monastery (Civ5) Monastery 150 20xfaith5 +2 20xCulture5
+2 20xfaith5
+1 20xCulture5 and 20xfaith5 per incense and wine worked by city
*Requires Monasteries belief
Mosque (Civ5) Mosque 200 20xfaith5 +1 20xHappiness5
+2 20xCulture5
+3 20xfaith5
*Requires Mosques belief
Pagoda (Civ5) Pagoda 200 20xfaith5 +2 20xHappiness5
+2 20xCulture5
+2 20xfaith5
*Requires Pagodas belief

*Cost is relative: it assumes a normal speed game, and increases as you progress through the ages.

Ancient eraEdit

Building Effect Notes
Barracks (Civ5) Barracks +15 experience for all units trained in the city
Circus (Civ5) Circus +2 20xHappiness5
Floating gardens (Civ5) Floating gardens +15% 20xFood5
+2 20xFood5per worked lake tile
+1 20xProduction5
  • Aztec unique building (Replaces water mill)
  • City must border fresh water
Granary (Civ5) Granary +2 20xFood5
+1 20xFood5 from wheat, banana and deer
Krepost (Civ5) Krepost +15 experience for all units trained in the city
-25% 20xCulture5 cost of tiles
-25% 20xGold5 when purchasing new tiles
Library (Civ5) Library +1 20xScience5 per 2 20xPopulation5 in the city
Monument (Civ5) Monument +2 20xCulture5
Paper maker (Civ5) Paper maker +1 20xScience5 per 2 20xPopulation5 in the city
+2 20xGold5
Pyramid (Civ5) Pyramid +2 20xfaith5
+2 20xScience5
Shrine (Civ5) Shrine +1 20xfaith5
Stele (Civ5) Stele +2 20xCulture5
+2 20xfaith5
Stone works (Civ5) Stone works +1 20xProduction5
+1 20xProduction5 per improved marble and stone
+1 20xHappiness5
  • City must have improved marble or stone nearby
  • City cannot be on plains
Walls (Civ5) Walls +5 20xStrength5
+50 HP
Walls of Babylon (Civ5) Walls of Babylon +7 20xStrength5
+100 HP
Water mill (Civ5) Water mill +2 20xFood5
+1 20xProduction5
  • City must border a river

Classical eraEdit

Building Effect Notes
Amphitheater (Civ5) Amphitheater +3 20xCulture5
1 Artist Specialist slot
Aqueduct (Civ5) Aqueduct +40% 20xFood5 is carried over after a new citizen is born
Bazaar (Civ5) Bazaar +25% 20xGold5
+2 20xGold5
+2 20xGold5 per oasis and oil resource
1 extra luxury resource from each improved luxury near the city
1 Merchant Specialist slot
Burial tomb (Civ5) Burial tomb +2 20xfaith5
+2 20xHappiness5
  • Doubles gold given to enemy if the city is captured
  • Egyptian unique building (Replaces temple)
  • Requires shrine
Colosseum (Civ5) Colosseum +2 20xHappiness5
Courthouse (Civ5) Courthouse Reduces extra Unhappiness (Civ5) in occupied city
Lighthouse (Civ5) Lighthouse +1 20xFood5 from sea tiles
+1 20xFood5 from Fish resources
  • City must be built on a coast
Market (Civ5) Market +25% 20xGold5
+2 20xGold5
1 Merchant Specialist slot
Mint (Civ5) Mint +2 20xGold5 per gold and silver resource worked by city
  • City must have a gold or silver mine nearby
Mud pyramid mosque (Civ5) Mud pyramid mosque +2 20xCulture5
+2 20xfaith5
Stable (Civ5) Stable +1 20xProduction5 from sheep, cattle and horses
+15% 20xProduction5 for mounted units
Temple (Civ5) Temple +2 20xfaith5

Medieval eraEdit

Building

Effect

Notes
Armory (Civ5) Armory +15 experience for all units trained in the city
Castle (Civ5) Castle +7 20xStrength5
+25 HP
Forge (Civ5) Forge +15% 20xProduction5 for land units
+1 20xProduction5 for worked sources of iron
  • City must have an iron mine nearby
Garden (Civ5) Garden +25% great people generation
  • City must border a river or lake
Harbor (Civ5) Harbor +1 20xProduction5 for Sea Resources
Forms a trade route across water
  • City must be built on a coast
Longhouse (Civ5) Longhouse +2 20xProduction5
+1 20xProduction5 from worked forest tiles
1 Engineer Specialist slot
Mughal fort (Civ5) Mughal fort +7 20xStrength5
+25 HP
+2 20xCulture5
Produces 20xGold5 after Flight is discovered
University (Civ5) University +33% 20xScience5
+2 20xScience5 from worked jungle tiles
2 Scientist Specialist slots
Wat (Civ5) Wat +33% 20xScience5
+2 20xScience5 from worked jungle tiles
+3 20xCulture5
Workshop (Civ5) Workshop +10% 20xProduction5
+2 20xProduction5
1 Engineer Specialist slot

Renaissance eraEdit

Building Effect Notes
Arsenal (Civ5) Arsenal +9 20xStrength5
+25 HP
Bank (Civ5) Bank +25% 20xGold5
1 Merchant Specialist slot
Ceilidh hall (Civ5) Ceilidh hall +3 20xHappiness5
+4 20xCulture5
2 Artist Specialist slots
Coffee house (Civ5) Coffee house +5% 20xProduction5
+2 20xProduction5
+25% great people generation
Constabulary (Civ5) Constabulary -25% enemy spy stealing rate
Observatory (Civ5) Observatory +50% 20xScience5
Opera house (Civ5) Opera house +4 20xCulture5
1 Artist Specialist slot
Satrap's court (Civ5) Satrap's court +25% 20xGold5
+2 20xGold5
+2 20xHappiness5
1 Merchant Specialist slot
Seaport (Civ5) Seaport +15% 20xProduction5 for naval units
+1 20xProduction5, 20xGold5 from sea resources
  • City must be built on a coast
  • Requires harbor
Theatre (Civ5) Theatre +3 20xHappiness5
Windmill (Civ5) Windmill +2 20xProduction5
+10% 20xProduction5 when constructing Buildings
1 Engieer Specialist slot
  • City cannot be on hills

Industrial eraEdit

Building Effect Notes
Factory (Civ5) Factory +10% 20xProduction5
+4 20xProduction5
2 Engineer Specialist slots
Hospital (Civ5) Hospital +5 20xFood5
Hydro plant (Civ5) Hydro plant +1 20xProduction5 for tiles bordering a river
  • City must border a river
  • Requires 1 20xAluminum5
Military academy (Civ5) Military academy +15 experience for all units trained in the city
Museum (Civ5) Museum +5 20xCulture5
2 Artist Specialist slots
Police station (Civ5) Police station -25% enemy spy stealing rate
Public school (Civ5) Public school +1 20xScience5 for every 2 20xPopulation5
+3 20xScience5

1 Scientist Specialist slot

Stock exchange (Civ5) Stock exchange +33% 20xGold5
2 Merchant Specialist slots

Modern eraEdit

Building Effect Notes
Broadcast tower (Civ5) Broadcast tower +33% 20xCulture5
+3 20xCulture5
Military base (Civ5) Military base +12 20xStrength5
+25 HP
Research lab (Civ5) Research lab +50% 20xScience5
+4 20xScience5
1 Scientist Specialist slot
Stadium (Civ5) Stadium +4 20xHappiness5
  • Cannot provide more 20xHappiness5 than 20xPopulation5 in city
  • Requires theatre

Atomic eraEdit

Building Effect Notes
Medical lab (Civ5) Medical lab +25% 20xFood5 is carried over after a new citizen is born (stacks with aqueduct)
Nuclear plant (Civ5) Nuclear plant +15% 20xProduction5
+5 20xProduction5
Recycling center (Civ5) Recycling center +2 20xAluminum5 resources
  • You can have 5 centers in your empire at most
Solar plant (Civ5) Solar plant +15% 20xProduction5
+5 20xProduction5
  • City must border or be built on a desert
  • City cannot contain a nuclear plant

Information eraEdit

Building Effect Notes
Bomb shelter (Civ5) Bomb shelter -75% 20xPopulation5 loss from nuclear attack
Spaceship factory (Civ5) Spaceship factory +50% 20xProduction5 for spaceship parts
+3 20xProduction5
Civilization V

Lists

Buildings Civs Improvements Promotions Resources

Social policies Technologies Terrains Units Wonders

Eras

Ancient Classical Medieval Renaissance

Industrial Modern Future (Atomic Information)

Concepts

City-states Culture Happiness Faith

Food Production Gold Great people

Guides etc.

Achievements Mathematics

Modding Major patches

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