Image | Building | Civ | Â Â Yields | Help Text | Gold Upkeep | Cost | Cost | Technology | Requires |
---|---|---|---|---|---|---|---|---|---|
Palace | +3Â +3 +1 +3 +2.5Â |
Indicates this City is the Capital of the empire. Connecting other Cities to the Capital by Road will produce additional Gold. | 0 | 0 | 0 | ||||
Monument | +2Â | The Monument increases the Culture of a city speeding the growth of the city’s territory and the civilization’s acquisition of Social Policies. | 1 | 40 | 280 | ||||
Granary | +2 | Each source of Wheat Bananas and Deer worked by this City produce +1 Food. | 1 | 60 | 340 | Pottery | |||
Stone Works | +1 | Each source of Marble and Stone worked by this City produce +1 Production. City must have at least one of these resources improved with a Quarry. City must not be in Plains. | 1 | 75 | 320 | Calendar | |||
Library | +1 Science for every 2 Citizens in this City. | 1 | 75 | 400 | Writing | ||||
Paper Maker | China | +2 | +1 Science for every 2 Citizens in this City. +2 Gold. | 0 | 75 | 400 | Writing | ||
Circus | +2 | City must have an improved source of Horses or Ivory nearby. | 0 | 75 | 400 | Trapping | |||
Water Mill | +2 +1 |
City must be built next to a River. | 2 | 75 | 400 | The Wheel | River | ||
Floating Gardens | The Aztecs | +15% +2 +1 |
+15% Food. Each worked Lake tile provides +2 Food. City must be built next to a River or Lake. | 1 | 75 | 400 | The Wheel | Fresh Water | |
Walls | +4 | Walls increase a city’s Defense Strength making the city more difficult to capture. Walls are quite useful for cities located along a civilization’s frontier. | 0 | 75 | 400 | Masonry | |||
Walls of Babylon | Babylon | +7.5 | The Walls of Babylon increase the damage output of all the city’s ranged attacks and increase the city’s defense. | 0 | 65 | 360 | Masonry | ||
Barracks | +15 XP for all Units. | 1 | 75 | 400 | Bronze Working | ||||
Krepost | Russia | +15 XP for all Units. Culture and gold costs of acquiring new tiles reduced by 25% in this city. | 1 | 75 | 400 | Bronze Working | |||
Lighthouse | +1 Food from Ocean Tiles. Each source of Fish worked by this City produces +1 Food. City must be built on the coast. | 1 | 75 | 400 | Optics | Water | |||
Temple | +3 | 2 | 100 | 500 | Philosophy | Monument | |||
Burial Tomb | Egypt | +2 +2 |
Requires no Gold maintenance. Should this city be captured the amount of Gold plundered by the enemy is doubled. | 0 | 100 | 500 | Philosophy | ||
Mud Pyramid Mosque | Songhai | +4 | Requires no Gold maintenance. | 0 | 100 | 500 | Philosophy | Monument | |
Stable | +15% Production when building Mounted Units. Each source of Horses Sheep and Cattle worked by this City produce +1 Production. City must have at least one of these resources improved with a Pasture. | 1 | 100 | 500 | Horseback Riding | ||||
Courthouse | Eliminates extra Unhappiness from an Occupied City. | 4 | 100 | 600 | Mathematics | ||||
Colosseum | +2 | The Colosseum increases a civilization’s Happiness. It cannot provide more Happiness than there are Citizens in a city. | 1 | 100 | 500 | Construction | |||
Monastery | +2 | +2 Culture per turn from Incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. | 0 | 120 | 580 | Theology | |||
Garden | +25% Great People generation in this City. City must be built next to a River or Lake. | 1 | 120 | 580 | Theology | Fresh Water | |||
Market | +25% +2 |
The Market significantly increases a city’s output of gold. | 0 | 120 | 580 | Currency | |||
Bazaar | Arabia | +25% +2 |
Provides 1 extra copy of each improved luxury resource near this City. Each source of Oil and each Oasis provide +2 Gold. | 0 | 120 | 580 | Currency | ||
Mint | Each source of Gold and Silver worked by this City produces +2 Gold. City must have at least one of these resources mined nearby. | 0 | 120 | 580 | Currency | ||||
Aqueduct | 40% of Food is carried over after a new Citizen is born. | 1 | 100 | 400 | Engineering | ||||
Forge | +15% Production when building Land Units. Each source of Iron worked by this City produces +1 Production. City must have a mined source of Iron nearby. | 1 | 120 | 580 | Metal Casting | ||||
Workshop | +10% +2 |
The Workshop speeds a city’s production. | 2 | 120 | 580 | Metal Casting | |||
Longhouse | The Iroquois | +2 | +1 Production from each worked Forest tile. | 2 | 100 | 500 | Metal Casting | ||
Harbor | Forms a Trade Route with the Capital over water (if they’re not already connected by land). +1 Production from Sea Resources worked by this City. City must be built on the coast. | 3 | 120 | 580 | Compass | Water | |||
University | +33% | +2 Science from Jungle tiles worked by this City. City must have a Library. | 2 | 160 | 660 | Education | Library | ||
Wat | Siam | +33% +3 |
2 | 160 | 660 | Education | Library | ||
Castle | +4 | City must have Walls. | 0 | 160 | 720 | Chivalry | Walls | ||
Mughal Fort | India | +2 +6 |
Provides gold after Flight researched. City must have Walls. | 0 | 150 | 680 | Chivalry | Walls | |
Armory | +15 XP for all Units. City must have a Barracks or Krepost. | 1 | 160 | 720 | Machinery | Barracks | |||
Observatory | +50% | City must be built next to a Mountain. | 0 | 200 | 780 | Astronomy | |||
Opera House | +4 | 2 | 200 | 740 | Acoustics | Temple | |||
Bank | +25% | City must have a Market. | 0 | 200 | 780 | Banking | Market | ||
Satrap’s Court | Persia | +2 +25% +2 |
City must have a Market. | 0 | 200 | 780 | Banking | Market | |
Theatre | +3 | It cannot provide more Happiness than there are Citizens in a city. City must have a Colosseum. | 2 | 200 | 740 | Printing Press | Colosseum | ||
Seaport | +1 Production and Gold from Sea Resources worked by this City. +15% Production when building Naval Units. City must be built on the coast. | 2 | 250 | 1000 | Navigation | Harbor Water | |||
Windmill | +2 | +10% Production when constructing Buildings. City must not be built on Hills. | 2 | 250 | 1000 | Economics | Flatland | ||
Museum | +5 | 3 | 300 | 920 | Archaeology | Opera House | |||
Public School | +3 | +1 Science for every 2 Citizens in this City. City must have a University. | 3 | 300 | 920 | Scientific Theory | University | ||
Military Academy | +15 XP for all Units. City must have an Armory. | 1 | 300 | 920 | Military Science | Armory | |||
Arsenal | +6 | City must have a Castle or Mughal Fort. | 0 | 300 | 1150 | Rifling | Castle | ||
Hospital | +5 | The Hospital is an Industrial-era building. It’s useful when you want to create a large city, fast. | 2 | 360 | 1050 | Biology | Aqueduct | ||
Factory | +10% +4 |
Requires 1 Coal. | 3 | 360 | 1050 | Steam Power | Workshop | ||
Stock Exchange | +33% | City must have a Bank. | 0 | 500 | 1550 | Electricity | Bank | ||
Military Base | +12 | City must have an Arsenal. | 0 | 500 | 1690 | Telegraph | Arsenal | ||
Broadcast Tower | +33% +3 |
+33% Culture in this City. City must have a Museum. | 3 | 500 | 1350 | Radio | Museum | ||
Hydro Plant | +1 Production in every tile next to a River. Requires 1 Aluminum. City must be built next to a River. | 3 | 500 | 1350 | Plastics | River | |||
Research Lab | +50% +4 |
City must have a Public School. | 3 | 500 | 1350 | Plastics | Public School | ||
Medical Lab | 25% of Food is carried over after a new Citizen is born (effect stacks with Aqueduct). | 3 | 500 | 1350 | Penicillin | Hospital | |||
Stadium | +4 | It cannot provide more Happiness than there are Citizens in a city. City must have a Theatre. | 2 | 500 | 1350 | Mass Media | Theatre | ||
Solar Plant | +15% +5 |
City must be built on or next to Desert and must not contain a Nuclear Plant. | 3 | 360 | 1050 | Ecology | Factory | ||
Nuclear Plant | +15% +5 |
Requires 1 Uranium. City must not contain a Solar Plant. | 3 | 360 | 1050 | Nuclear Fission | Factory | ||
Spaceship Factory | +50% Production when building Spaceship Parts. Requires 1 Aluminum. City must have a Factory. | 3 | 360 | 1050 | Robotics | Factory |