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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.

Religious[]

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

Building Cost* Effect Notes
Cathedral Cathedral 200 Faith +1 20xHappiness5
+3 Culture (BNW-only +1 Culture)
+1 Faith
1 Artist (Civ5) Artist Specialist slot
(BNW-only 1 20xGreatWork5 Great Work of Art slot)
  • Requires Cathedrals religious belief
Monastery Monastery 150 Faith +2 Culture
+2 Faith
+1 Culture and Faith on Incense Incense and Wine Wine resource tiles worked by the city
  • Requires Monasteries religious belief
Mosque Mosque 200 Faith +1 20xHappiness5
+2 Culture
+3 Faith
  • Requires Mosques religious belief
Pagoda Pagoda 200 Faith +2 20xHappiness5
+2 Culture
+2 Faith
  • Requires Pagodas religious belief

* Cost is relative - it assumes the game's speed is set to Standard, and increases as you progress through the eras.

Ancient Era[]

Building Maintenance
cost
Effect Notes
Barracks Barracks 1 Gold +15 experience for all units trained in the city
Ikanda Ikanda BNW-only
1 Gold +15 experience for all units trained in the city
Grants unique promotions to pre-Gunpowder units
Krepost Krepost
1 Gold +15 experience for all units trained in the city
-25% Culture cost of tiles in this city
-25% Gold when purchasing new tiles in this city
Circus Circus - +2 local 20xHappiness5
Granary Granary 1 Gold +2 Food
+1 Food on Wheat Wheat, Bananas Bananas and Deer Deer resource worked by the city
  • BNW-only Allows for movement of Food via trade routes
Library Library 1 Gold +1 Science per 2 20xPopulation5 in the city
Paper Maker Paper Maker
0 +1 Science per 2 20xPopulation5 in the city
+2 Gold
Royal Library Royal Library BNW-only
1 Gold +1 Science per 2 20xPopulation5 in the city
1 20xGreatWork5 Great Work of Writing slot, which, if filled, grants 10 extra XP to units trained in the city
Monument Monument 1 Gold +2 Culture
Stele Stele GodsKings5 clear
1 Gold +2 Culture
+2 Faith
Shrine Shrine GodsKings5 clear 1 Gold +1 Faith
Pyramid Pyramid GodsKings5 clear
1 Gold +2 Faith
+2 Science
Stone Works Stone Works 1 Gold +1 Production
+1 Production on Marble Marble and Stone Stone resource worked by the city
+1 20xHappiness5
Walls Walls - +5 Melee strength
+50 HP
Walls of Babylon Walls of Babylon
- +6 Melee strength
+100 HP
Water Mill Water Mill 2 Gold +2 Food
+1 Production
Floating Gardens Floating Gardens
1 Gold +2 Food
+2 Food on worked lake tiles
+1 Production
+15% Food in the city

Classical Era[]

Building Maintenance
cost
Effect Notes
Amphitheater Amphitheater GodsKings5 clear 2 Gold +3 Culture (BNW-only +1 Culture)
1 Artist (Civ5) Artist Specialist slot
(BNW-only 1 20xGreatWork5 Great Work of Writing slot)
Aqueduct Aqueduct 1 Gold +40% Food is carried over after a new citizen is born
Caravansary Caravansary BNW-only - +50% range for land trade routes originating from this city
+2 Gold when connecting to another civ
Colosseum Colosseum 1 Gold +2 local 20xHappiness5
Courthouse Courthouse 4 Gold Eliminates the Occupation Occupied status of a city, reducing Unhappiness (Civ5)
  • Can only be built in Occupation Occupied cities
Lighthouse Lighthouse 1 Gold +1 Food on worked sea tiles
+1 Food on worked Fish Fish resource
BNW-only +1 Production on all worked Sea resources
  • City must be built on a coast
Market Market - +2 Gold (BNW-only +1 Gold)
+25% Gold
1 Merchant (Civ5) Merchant Specialist slot
BNW-only Increases Gold from trade routes to this city
Bazaar Bazaar
- +2 Gold
+25% Gold
+2 Gold on worked Oil Oil resource and oasis tiles
1 extra copy per luxury resource near this city

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

Medieval Era[]

Building Maintenance
cost
Effect Notes
Armory Armory 1 Gold +15 experience for all units trained in the city
Castle Castle - +7 Melee strength
+25 HP
Mughal Fort Mughal Fort
- +7 Melee strength
+25 HP
+2 Culture
Produces Gold (Tourism in BNW) after Flight is discovered
Forge Forge 1 Gold +15% Production for land units
+1 Production on worked Iron Iron resource
  • City must have Iron Iron nearby
Garden Garden 1 Gold +25% GreatPeople5 Great Person generation
  • City must border a river or a lake
Candi Candi BNW-only
1 Gold +25% GreatPeople5 Great Person generation
+2 Faith
+2 Faith per World Religion which has at least 1 follower in this city
Harbor Harbor 2 Gold +1 Production 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 Gold from them when connecting to a civilization
  • City must be built on a coast
University University 2 Gold +33% Science
+2 Science on worked jungle tiles
2 Scientist (Civ5) Scientist Specialist slots
Wat Wat
2 Gold +33% Science
+2 Science on worked jungle tiles
+3 Culture
2 Scientist (Civ5) Scientist Specialist slots
Workshop Workshop 2 Gold +2 Production
+10% Production
1 Engineer (Civ5) Engineer Specialist slot
  • BNW-only Allows for movement of Production via trade routes
Longhouse Longhouse
2 Gold +2 Production
+1 Production on worked forest tiles
No Production multiplier
1 Engineer (Civ5) Engineer Specialist slot
  • Unique to the Iroquois
  • BNW-only Allows for movement of Production via trade routes

Renaissance Era[]

Building Maintenance
cost
Effect Notes
Arsenal Arsenal - +9 Melee strength
+25 HP
Bank Bank - +2 Gold
+25% Gold
1 Merchant (Civ5) Merchant Specialist slot
Hanse Hanse BNW-only
- +2 Gold
+25% Gold
+5% Production per City-State Trade Route in the empire
1 Merchant (Civ5) Merchant Specialist slot
Satrap's Court Satrap's Court
- +3 Gold
+25% Gold
+2 local 20xHappiness5
1 Merchant (Civ5) Merchant Specialist slot
Constabulary Constabulary GodsKings5 clear 1 Gold -25% enemy spy stealing rate
Observatory Observatory - +50% Science
Opera House Opera House 1 Gold +4 Culture (BNW-only +1 Culture)
1 Artist (Civ5) Artist Specialist slot
(BNW-only 1 20xGreatWork5 Great Work of Music slot)
Ceilidh Hall Ceilidh Hall GodsKings5 clear
1 Gold +4 Culture (BNW-only +1 Culture)
+3 local 20xHappiness5
1 Artist (Civ5) Artist Specialist slot
(BNW-only 1 20xGreatWork5 Great Work of Music slot)
Seaport Seaport 2 Gold +15% Production for naval units
+1 Production, Gold from sea resources
  • City must be built on a coast
  • Requires Harbor
Theatre Theatre 2 Gold +3 20xHappiness5
Windmill Windmill 2 Gold +2 Production
+10% Production for Buildings
1 Engineer (Civ5) Engineer Specialist slot
  • City cannot be built on hills
Coffee House Coffee House GodsKings5 clear
2 Gold +2 Production
+5% Production
+25% GreatPeople5 Great Person generation

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

Industrial Era[]

Building Maintenance
cost
Effect Notes
Factory Factory 3 Gold +4 Production
+10% Production
2 Engineer (Civ5) Engineer Specialist slots
Hospital Hospital 2 Gold +5 Food
Hydro Plant Hydro Plant 3 Gold +1 Production on worked tiles bordering a river
  • City must border a river
  • Requires 1 Aluminum Aluminum
Military Academy Military Academy 1 Gold +15 experience for all units trained in the city
Museum Museum 3 Gold +5 Culture (BNW-only +1 Culture)
2 Artist (Civ5) Artist Specialist slots
(BNW-only 2 20xGreatWork5 Great Work of Art slots)
Police Station Police Station GodsKings5 clear 1 Gold -25% enemy spy stealing rate
Public School Public School 3 Gold +3 Science
+1 Science per 2 20xPopulation5 in the city
1 Scientist (Civ5) Scientist Specialist slot
Stock Exchange Stock Exchange - +3 Gold
+33% Gold (BNW-only +25%)
2 Merchant (Civ5) Merchant Specialist slots

Modern Era[]

Building Maintenance
cost
Effect Notes
Broadcast Tower Broadcast Tower 3 Gold +3 Culture (BNW-only +1 Culture)
+33% Culture
BNW-only 1 20xGreatWork5 Great Work of Music slot
Hotel Hotel BNW-only - 50% of Culture from Wonders and Improvements is added to the Tourism output of the city
+50% Tourism from 20xGreatWork5 Great Works
Military base Military base - +12 Melee strength
+25 HP
Research Lab Research Lab 3 Gold +4 Science
+50% Science
1 Scientist (Civ5) Scientist Specialist slot
Stadium Stadium 2 Gold +4 20xHappiness5 (BNW-only +2 local 20xHappiness5)
  • Cannot provide more 20xHappiness5 than the number of 20xPopulation5 in the city
  • Requires Theatre or Zoo

Atomic Era[]

Building Maintenance
cost
Effect Notes
Airport Airport BNW-only 5 Gold 50% of Culture from Wonders and Improvements is added to the Tourism output of the city
+50% Tourism from 20xGreatWork5 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 Medical Lab 3 Gold +25% Food is carried over after a new citizen is born
  • Requires Hospital
  • Effect stacks with the Aqueduct
Nuclear Plant Nuclear Plant 3 Gold +5 Production
+15% Production
Recycling Center Recycling Center GodsKings5 clear 3 Gold +2 Aluminum Aluminum resource
  • There can be 5 of these buildings in a single empire at most
Solar Plant Solar Plant 3 Gold +5 Production
+15% Production
  • City must border or be built on a desert
  • City cannot have a Nuclear Plant

Information Era[]

Building Maintenance
cost
Effect Notes
Bomb Shelter Bomb Shelter GodsKings5 clear 1 Gold -75% 20xPopulation5 loss from nuclear attack
Spaceship Factory Spaceship Factory 3 Gold +3 Production
+50% Production for Spaceship parts

GodsKings5 clear Added in the Gods & Kings expansion pack.
BNW-only Added in the Brave New World expansion pack.

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