There are 18 individual buildings in Civilization Revolution, all of which provide some type of bonus to a particular city. Some increase the production, others improve the yields from surrounding tiles, and a few others have more unique roles. All in all, these buildings help to grow your cities from small villages to industrial powerhouses, thereby adding to the glory and power of your empire!
Building | Cost | Tech Required | Building Required | Effect |
Aqueduct | 120 | Engineering | – | Increase city’s growth by half |
Bank | 120 | Banking | Market | Replaces market, x4 gold production |
Barracks | 40 | Bronze Working | – | Units produced are automatically Veterans (+3 exp) |
Cathedral | 160 | Religion | Temple | Replaces temple and gives +2 culture for each citizen |
Courthouse | 80 | Literacy | – | Increases the city’s workable tile region |
Factory | 200 | Industrialization | – | Doubles the city’s production |
Granary | 40 | Pottery | – | Plains tiles give +2 food |
Harbor | 100 | Navigation | – | +1 food in sea tiles |
Iron Mine | 80 | Railroad | – | Mountain tiles give +4 production |
Library | 40 | Alphabet | – | Doubles city science production |
Market | 60 | Currency | – | Doubles city gold production |
Palace | – | – | – | Capturing enemy palaces required for domination victory, own palace gives culture |
SDI | 200 | Superconductor | – | Stops ICBMs aimed at city |
Temple | 40 | Ceremonial Burial | – | +1 culture for every citizen in city |
Trading Post | 60 | Code of Laws | – | +2 trade from desert tiles |
University | 160 | University | Library | Replaces library, x4 science production |
Walls | 100 | Masonry | – | Gives +100% defensive bonus and makes it so the city cannot be culture-flipped |
Workshop | 60 | Construction | – | Provides +2 production from hills |