Civilization VI: Buildings

Aerodrome Buildings                                                                                                                                                                                                                  [Contents]

Icon

Name Traits Requirements Base Costs

 

Airport +50% combat experience for
air units trained in this city.
+3  Production

+2 air unit slots in an  Aerodrome
district.  Allows the ability to airlift land units between
 Aerodrome districts
with
 Airports after the  Rapid
Deployment
Civic is unlocked.

District:   Aerodrome

Technology:   Advanced Flight

Building:   Hanger

Production:

Maintenance:

600

2

Hanger +25% combat experience for
air units trained in this city.
+2  Production

+2 air unit slots in  Aerodrome district.

District:   Aerodrome

Technology:   Flight

Production:

Maintenance:

465

1

 

 

Campus Buildings                                                                                                                                                                                                                       [Contents]

Icon

Name Traits Requirements Base Costs

 

Library +2  Science, +1  Citizen slot

+1  Great Scientist
point per turn

District:   Campus

Technology:   Writing

Production:

Maintenance:

80

1

Madrasa Building unique to Arabia, replaces  University.

Bonus  Faith equal to the adjacency  Science bonus of the  Campus district.

+5  Science , +1  Housing, +1  Citizen slot

+1  Great Scientist
point per turn.

District:   Campus

Civic:   Theology

Building:   Library

Production:

Maintenance:

225

2

Research Lab +5  Science, +1  Citizen slot

+1  Great Scientist
point per turn.

District:   Campus

Technology:   Chemistry

Building:   University

Production:

Maintenance:

525

3

University +4  Science, +1  Housing, +1  Citizen Slot

+1  Great Scientist
point per turn.

District:   Campus

Technology:   Education

Building:   Library

Production:

Maintenance:

225

2

 

 

 

 

City Center Buildings                                                                                                                                                                                                                 [Contents]

Icon

Name Traits Requirements Base Costs

 

Ancient Walls Provides Walls around the  City Center and  Encampment
district.  Walls allow
 Ranged Strikes from the  City Center and  Encampment district,
and must be defeated before city can be assulted.
+50 Outer Defense
District:   City Center

Technology:   Masonry

Production:

Maintenance:

80

1

Granary +1  Food, +2  Housing District:   City Center

Technology:   Pottery

Production:

65

Medieval Walls Increases the strength of
your Outer Defenses.
+50 Outer Defenses
District:   City Center

Technology:   Castles

Building:   Ancient Walls

Production:

Maintenance:

225

1

Monument +2  Culture District:   City Center

Production:

60

Palace +1  Culture, +5  Gold, +2  Production, +2  Science, +1  Housing

+1  Amenity from entertainment

District:   City Center

Production:

1

Renaissance Walls Raises the strength of your
Outer Defenses to the highest possible level.
+50 Outer Defense
District:   City Center

Technology:   Siege Tactics

Building:   Medieval Walls

Production:

Maintenance:

305

1

Sewer +2  Housing District:   City Center

Technology:   Sanitation

Production:

Maintenance:

405

2

Water Mill +1  Food, +1  Production

 Rice and  Wheat resources gain +1
 Food each.

Must be adjacent to a River.

District:   City Center

Technology:   Wheel

Production:

80

 

 

 

 

Commercial Hub
Buildings
                                                                                                                                                                                                         [Contents]

Icon

Name Traits Requirements Base Costs

 

Bank +5  Gold, +1  Citizen slot

+1  Great Merchant point
per turn.

District:   Commercial Hub

Technology:   Banking

Building:   Market

Production:

265

Market +3  Gold, +1  Citizen slot

+1  Great Merchant point
per turn.

District:   Commercial Hub

Technology:   Currency

Production:

105

Stock Exchange +7  Gold, +1  Citizen slot

+1  Great Merchant point
per turn.

District:   Commercial Hub

Technology:   Economics

Building:   Bank

Production:

355

 

 

Encampment Buildings                                                                                                                                                                                                               [Contents]

Icon

Name Traits Requirements Base Costs

 

Armory +25% combat experience for
all land units trained in this city.
+2  Production, +1  Citizen slot

+1  Great General point
per turn.

District:   Encampment

Technology:   Military
Engineering

Building:   Barracks or  Stable

Production:

Maintenance:

175

2

Barracks +25% combat experience for
all melee and ranged land units trained in this city.
+1  Production, +1  Housing, +1  Citizen slot

+1  Great General point
per turn.

May not be built in an  Encampment
district that already has a
 Stable.District:   Encampment

Technology:   Bronze Working

Production:

Maintenance:

80

1

Military
Academy
+25% combat experience for all
land units trained in this city.  Faster Corps and Army training.
+3  Production, +1  Housing, +1  Citizen slot

+1  Great General point
per turn.

District:   Encampment

Technology:   Military Science

Building:   Armory

Production:

Maintenance:

355

2

Stable +25% combat experience for
all cavalry class units trained in this city.
+1  Production, +1  Housing, +1  Citizen slot

+1  Great General point
per turn.

May not be built in an  Encampment
district that already has a
 Barracks.District:   Encampment

Technology:   Horseback Riding

Production:

Maintenance:

105

1

 

 

 

 

Entertainment
Complex /
Street Carnival Buildings                                                                                                                                                [Contents]

Icon

Name Traits Requirements Base Costs

 

Arena +1  Amenity from entertainment. District:   Entertainment
Complex
Civic:   Games and
Recreation

Production:

Maintenance:

135

1

Stadium Bonus extends to each  City Center within
6 tiles.
+2  Amenities from entertainment.
District:   Entertainment
Complex
Civic:   Professional
Sports

Building:   Zoo

Production:

Maintenance:

600

3

Tlachtli

Aztec

A building unique to the Aztecs.  Replaces Arena.

+2  Faith

+1  Amenity from entertainment

+1  Great General point
per turn.

District:   Entertainment
Complex
Civic:   Games and
Recreation

Production:

Maintenance:

135

1

Zoo Bonus extends to each  City Center within
6 tiles.
+1  Amenities from entertainment.
District:   Entertainment
Complex
Civic:   Natural History

Building:   Arena

Production:

Maintenance:

405

2

 

 

Harbor /
Royal Navy Dockyard Buildings
                                                                                                                                                                                [Contents]

Icon

Name Traits Requirements Base Costs

 

Lighthouse +25% combat experience for
all naval units trained in this city.
+1  Food, +1  Gold, +1  Housing, +1  Citizen slot

+1  Great Admiral point
per turn

District:   Harbor

Technology:   Celestial
Navigation

Production:

105

Seaport Faster Fleet and Armada
training.  +25% combat experience for all naval units trained in this city.
+2  Gold, +2  Food, +1  Housing, +1  Citizen slot

+1  Great Admiral point
per turn

District:   Harbor

Technology:   Electricity

Building:  Shipyard

Production:

525

Shipyard +25% combat experience for
all naval units trained in this city.
Bonus  Production equal to the adjacency  Gold bonus of it’s district.

+1  Citizen slot

+1  Great Admiral point
per turn

District:   Harbor

Technology:   Mass Production

Building:   Lighthouse

Production:

Maintenance:

265

2

 

 

 

 

Holy Site / Lavra
Buildings                                                                                                                                                                                                        [Contents]

Icon

Name Traits Requirements Base Costs

 

Shrine Allows the purchasing of  Missionaries.

 Missionaries can only
be purchased with
 Faith.

+2  Faith, +1  Citizen slot

+1  Great Prophet point
per turn.

District:   Holy Site

Technology:   Astrology

Production:

Maintenance:

65

1

Stave Church

Norway

A building unique to Norway.  Replaces Temple.
Required to train
 Apostles.   Holy Site districts
get an additional standard adjacency bonus from each
 Woods.+4  Faith, +1  Citizen slot

+1  Great Prophet point
per turn

+1  Relic slot

District:   Holy Site

Civic:   Theology

Building:   Shrine

Production:

Maintenance:

105

2

Temple Allows the purchasing of  Apostles.   Apostles can only be
purchased with
 Faith.+4  Faith, +1  Citizen slot

+1  Great Prophet point
per turn

+1  Relic slot

District:   Holy Site

Civic:   Theology

Building:   Shrine

Production:

Maintenance:

105

2

 

 

Holy Site / Lavra
Buildings – Belief Based                                                                                                                                                                               [Contents]

Icon

Name Traits Requirements Base Costs

 

Cathedral +3  Faith, +1  Citizen slot

+1  Great Work of Religious Art slot

Belief:  Cathedral

Building:   Temple

District:   Holy Site

Production:

170

Gurdwara +3  Faith, +2  Food, +1  Citizen slot Belief:  Gurdwara

Building:   Temple

District:   Holy Site

Production:

170

Meeting House +3  Faith, +2  Production, +1  Citizen slot Belief:  Meeting House

Building:   Temple

District:   Holy Site

Production:

170

Mosque  Missionaries and  Apostles created here
have +1 spread.
+3  Faith, +1  Citizen slot
Belief:  Mosque

Building:   Temple

District:   Holy Site

Production:

170

Pagoda +3  Faith, +1  Housing, +1  Citizen slot Belief:  Pagoda

Building:   Temple

District:   Holy Site

Production:

170

Synagogue +5  Faith

+1  Citizen slot

Belief:  Synagogue

Building:   Temple

District:   Holy Site

Production:

170

Wat +3  Faith, +2  Science

+1  Citizen slot

Belief:  Wat

Building:   Temple

District:   Holy Site

Production:

170

 

 

 

 

Industrial Zone /
Hansa Buildings                                                                                                                                                                                [Contents]

Icon

Name Traits Requirements Base Costs

 

Electronics Factory

Japan

A building unique to Japan.  Replaces  Factory.  After
researching the
 Electricity
technology this building provides an additional +4
 Culture to its city.+4  Production to all cities within 6 tiles.

+4  Production, +1  Citizen slot

+1  Great Engineer point
per turn

District:   Industrial Zone

Technology:   Industrialization

Building:   Workshop

Production:

Maintenance:

355

2

Factory Bonus is extended to all
cities within 6 tiles.
+3  Production, +1  Citizen slot

+1  Great Engineer point
per turn

District:   Industrial Zone

Technology:   Industrialization

Building:   Workshop

Production:

Maintenance:

355

2

Power Plant Bonus extends to each city
within 6 tiles.
+4  Production, +1  Citizen slot

+1  Great Engineer point
per turn

District:   Industrial Zone

Technology:   Electricity

Building:   Factory

Production:

Maintenance:

525

3

Workshop +2  Production, +1  Citizen slot

+1  Great Engineer point
per turn

District:   Industrial Zone

Technology:   Apprenticeship

Production:

Maintenance:

175

1

 

Theater Square
/
Acropolis Buildings                                                                                                                                                                                       [Contents]

Icon

Name Traits Requirements Base Costs

 

Amphitheater +2  Culture, +1  Citizen slot

+1  Great Writer point per
turn,

+2  Great Work of Writing slot

District:   Theater Square

Civic:   Drama and Poetry

Production:

Maintenance:

135

1

Archaeological Museum Holds  Artifacts.

+2  Culture, +1  Citizen slot

+1  Great Writer point per
turn, +2
 Great Artist points per
turn

+3  Artifact slots

May not be built in an  Theater Square
district that already has a
 Art Museum.District:   Theater Square

Civic:   Humanism

Building:   Amphitheater

Production:

Maintenance:

265

2

Art Museum Holds  Great Works of Art.

+2  Culture, +1  Citizen slot

+1  Great Writer point per
turn, +2
 Great Artist points per
turn

+3  Great Works of Art slots

May not be built in an  Theater Square
district that already has a
 Archaeological
Museum
.
District:   Theater Square
or
 Acropolis

Civic:   Humanism

Building:   Amphitheater

Production:

Maintenance:

265

2

Broadcast
Center
+4  Culture, +1  Citizen slot

+1  Great Artist point per
turn, +2
 Great Musician points
per turn

+1  Great Work of Music slot

District:   Theater Square

Technology:   Radio

Building:   Art Museum or

 Archaeological
Museum

Production:

Maintenance:

525

3

Film Studio

America

A building unique to America, replaces  Broadcast Center.
+100%
 Tourism pressure from this city towards other
civilizations in the Modern Era.
+4  Culture, +1  Citizen slot

+1  Great Artist point per
turn, +2
 Great Musician points
per turn

+1  Great Works of Music slot

District:   Theater Square

Technology:   Radio

Building:   Art Museum or

 Archaeological
Museum

Production:

Maintenance:

525

3