View Full Version : Civilization V Buildings - Complete List


caglejsc
Sep 17, 2010, 05:49 PM
Went to Gamestop today and got my strategy guide. So I'm going to tackle buildings.

Ancient Era
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Barracks (80) | Maintenance - 1 | Yield - N/A | + 15% XP for all Units trained in this city. | PreReq - Bronze Working

Floating Gardens (120) | Maintenance - 1 | Yield - N/A | + 2 Food and overall + 15% Food increase. Each worked Lake tile is also +2 Food. City must be built next to a River or Lake. | PreReq - The Wheel | Aztec UB replaces Water Mill.

Granary (100) | Maintenance - 1 | Yield - N/A | + 2 Food. | PreReq - Potery.

Krepost (80) | Maintenance - 1 | Yield - N/A | + 15 XP for all Land Units trained in this city. Culture cost of acquiring new tiles reduced by 50% in this city | PreReq - Bronze Working | Russia UB replaces Barracks.

Library (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this City. | PreReq - Writing | Specialist: Scientist

Monument (60) | Maintenance - 1 | Yield - + 2 culture | Improved Cultural Growth. | PreReq - N/A

Paper Maker (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this city. +4 Gold. | PreReq - Writing | China UB replaces ??. Specialist: Scientist

Walls (100) | Maintenance - 1 | Yield - N/A | + 7 Combat Strength for the city itself. | PreReq - Masonry

Water Mill (120) | Maintenance - 1 | Yield - N/A | + 2 Food. City must be built next to a river. | PreReq - The Wheel

Classical Era
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Armory (130) | Maintenance - 3 | Yield - N/A | + 15% XP for all Land Units trained in this city. City must have a Barracks. | PreReq - Iron Working/Krepost/Barracks

Burial Tomb (120) | Maintenance - 0 | Yield - 2 Culture | + 2 Happiness empire wide. Requires no Gold Maintenance. Should this city be captured, the amount of Gold plundered by the enemy is doubled. | PreReq - Philosophy | Egypts UB replaces Temple.

Circus (150) | Maintenance - 4 | Yield - N/A | + 3 Happiness empire wide. City mus have an improved source of horses or Ivory nearby. | PreReq - Horseback Riding.

Coliseum (150) | Maintenance - 5 | Yield - N/A | + 4 Happiness empire wide. | PreReq - Construction

Courthouse (150) | Maintenance - 5 | Yield - N/A | Eliminates extra Unhappiness from an Occupied City. | PreReq - Mathematics

Lighthouse (80) | Maintenance - 1 | Yield - N/A | + 1 Food from Water Tiles. City must be built on the coast. | PreReq - Optics

Mud Pyramid Mosque (120) | Maintenance - 0 | Yield - 5 Culture | Requires no Gold Maintenance. | PreReq - Philosophy | Specialist: Artist

Stable (100) | Maintenance - 1 | Yield - N/A | + 25% Production when building Mounted Units. City must have a nearby source of horses with a pasture. | PreReq - Rorseback Riding | Requires: Horses

Temple (120) | Maintenance - 1 | Yield - 3 Culture | Produces Culture. | PreReq - Philosophy |Required Building: Monument. Specialist: Artist.

Medieval Era
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Bazaar (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. Provides 1 extra copy of each improved luxury resource near this City. | PreReq - Currency | Unique UB for Arabia replaces Market. Specialist: Merchant

Castle (180) | Maintenance - 2 | Yield - N/A | + 9 Combat strength for the city itself. City must have walls. | PreReq - Chivalry/Walls

Forge (150) | Maintenance - 3 | Yield - N/A | + 15% Production when building Land Units. | PreReq - Metal Casting/Iron

Garden (120) | Maintenance - 2 | Yield - N/A | + 25% Great People generation in this city. City must be built next to a River or Lake. | PreReq - Theology | Specialist: Artist

Harbor (80) | Maintenance - 4 | Yield - N/A | Forms a trade route with the capital over water (if they're not already connected by land). +25% Production when building Naval Units. City Must be built on the coast. | PreReq - Compass

Longhouse (80) | Maintenance - 1 | Yield - N/A | +1 Production from each worked Forest tile. | PreReq - Metal Casting | UB for Iroquois. Specialist: Engineer

Market (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. | PreReq - Currency. Specialist Merchant

Mint (120) | Maintenance - 0 | Yield - N/A | Each source of Gold and Silver worked by this city produces +3 Gold | PreReq - Currency

Monastery (120) | Maintenance - 2 | Yield - +3 culture | + 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. | PreReq - Theology

Mughal Fort (180) | Maintenance - 4 | Yield - +2 culture | + 9 combat strength for this city. Provides gold after flight researched. city must have walls. | PreReq - Chilvary/Walls | UB?? replaces Castle

University (200) | Maintenance - 4 | Yield - N/A | + 50% Science. +2from jungle tiles worked by this city. City must have library | PreReq - Education/Library Specialist: Scientist

Wat (200) | Maintenance - 4 | Yield - +3 Culture | + 50% Science | PreReq - Education | UB for Siamese replaces University. Specialist Scientist

Workshop (100) | Maintenance - 1 | Yield - N/A | + 20% production when constructing buildings. | PreReq - Metal Casting. Specialist: Engineer

Renaissance Era
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Bank (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a market | PreReq – Banking/Bazaar/or Market. Specialist: Merchant

Military Academy (350) | Maintenance - 4 | Yield - N/A | + 15 XP for all Land Units trained in the city. City must have a barracks. | PreReq – Military Science/Barracks/or Krepost

Museum (350) | Maintenance - 7 | Yield - +5 Culture | The museum is a renaissance-rera building which increases the city’s culture output. The city must possess an Opera House in order to construct the museum. | PreReq – archeology/Opera House. Specialist: Artist

Observatory (180) | Maintenance - 3 | Yield - N/A | + 50% Science. City must be built next to a Mountain. | PreReq - Astronomy.

Opera House (220) | Maintenance - 4 | Yield - +5 Culture | The Opera House is a renaissance-era building which increases a city’s culture. The city needs to have a Temple or Mud Pyramid Mosque in order to construct the Opera House | PreReq – Acoustics/Mud Pyramid/or temple/Burial Tomb

Public School (260) | Maintenance - 6 | Yield - N/A | +50% Science. City must have a University | PreReq – Scientific Theory/Wat/or University. Specialist: Scientist

Satrap’s Court (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. +2 Happiness empire wide. City must have a market. | PreReq – Banking/Bazaar/or Market. | UB or Persia replaces Bank. Specialist: Merchant

Seaport (180) | Maintenance - 4 | Yield - N/A | + 2 production for sea resources worked by this city. City must have at least one sea resource with fishing boats nearby. | PreReq - Navigation

Theatre (300) | Maintenance - 8 | Yield - +3 culture | + 4 Happiness empire wide. City must have a Coliseum. | PreReq – Printing Press/Coliseum

Windmill (180) | Maintenance - 4 | Yield - N/A | + 15% Production. City must not be built on hills. | PreReq – Economics. Specialist: Engineer

Industrial Era
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Arsenal (350) | Maintenance - 4 | Yield - N/A | + 20% Production when building land units. City must have a Military Academy. | PreReq - Railroad/Military Academy

Broadcast Tower (600) | Maintenance - 10 | Yield - N/A | Doubles culture per turn in this city. City must have a museum. | PreReq – Radio/Museum

Factory (300) | Maintenance - 8 | Yield - N/A | + 25% Production. Requires 1 Coal. City must have a Workshop. | PreReq – Steam Power/Coal/Longhoust/or Workshop.

Hospital (400) | Maintenance - 6 | Yield - N/A | + 50% of food is carried over after a new citizen is born. | PreReq - Biology

Military Base (450) | Maintenance - 10 | Yield - N/A | + 12 Combat strength for the city itself. City must have a castle. | PreReq – Telegraph/Mughal Fort/or Castle

Stock Exchange (600) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a bank. | PreReq – Electricity/Satrap’s Court/or Bank. Specialist: Merchant

Modern Era
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Hydro Plant (600) | Maintenance - 10 | Yield - N/A | + 1 Production in every tile next to a River. Requires 1 Aluminum. City Must be built next to a River. | PreReq - Aluminum

Medical lab (500) | Maintenance - 10 | Yield - N/A | 25% of food is carried over after a new citizen is born (effects stacks with Hospital) | PreReq - Penicillin

Nuclear Plant (600) | Maintenance - 10 | Yield - N/A | +25% Production. Requires 1 Uranium | PreReq - Uranium

Research lab (600) | Maintenance - 10 | Yield - N/A | + 100% Science. City must have a public school. | PreReq – Plastics/Public School. Specialist: Scientist.

Solar Plant (600) | Maintenance - 10 | Yield - N/A | + 25% Production. City must be built on or next to Desert. | PreReq – Ecology

Spaceship Factory (450) | Maintenance - 10 | Yield - N/A | + 50% Production when building spaceship parts. Requires 1 Aluminum. City must have factory. | PreReq – Robotics/Factory

Stadium (450) | Maintenance - 10 | Yield - N/A | + 4 Happiness empire wide. City must have a theatre. | PreReq – Mass Media/Theatre

I believe that is everything!

Enjoy. :D

PawelS
Sep 17, 2010, 06:01 PM
Windmill gives culture? :confused:

Krikkitone
Sep 17, 2010, 06:02 PM
Let's see

+50% production (requiring resources)
+40% production (for specific terrain)
+20% for buildings
+50% for Space Ship parts
+20% Land units (+15% more with iron)
+25% for naval units
+25% Mounted units (with right terrain)


+75% gold

+200% Science (+50% more near mountain)

+12 Happiness per generic city (+3 with horse/Ivory nearby)

+18 Culture (+3+2n with Wine/Incense nearby) [x2]

+45 exp per unit

+28 to city Strength

Massive maintence costs


2 Engineer sources (Workshop, Windmill)
4 Scientist Sources (University, Public School, Library, Research Lab)
3 Artist scources (Temple, Garden, Museum)
3 Merchant Sources (Market, Bank, Stock Exchange)

Kruelgor
Sep 17, 2010, 06:03 PM
I take it you have the strategy guide in hand? Where else would you get this info?

caglejsc
Sep 17, 2010, 06:03 PM
Windmill gives culture? :confused:

Nope. Fixed, if you see anything else suspicious let me know. I was trying to get it done supar fast :-P

caglejsc
Sep 17, 2010, 06:05 PM
I take it you have the strategy guide in hand? Where else would you get this info?

Yes I have it.

caglejsc
Sep 17, 2010, 06:07 PM
Let's see
(windmill culture and public School engineers are interesting... as is the apparent lack of Merchants at the Market)

All were errors. fixed :blush:

Went back and double checked the specialist there were some missing. Fixed

Bad Brett
Sep 17, 2010, 06:11 PM
This list actually got me really excited. I love the fact that a lot of the really strong buildings can only be built in certain locations. This makes city planning a lot more interesting. Some of my doubts were just removed.

Krikkitone
Sep 17, 2010, 06:16 PM
All were errors. fixed :blush:

Fine, other things

Siam's "Wat" doesn't give the jungle bonus?
Egypt's "Burial Tomb" doesn't give the Arist Specialist slot?

There are only 2 Engineer buildings, 4 Science ones and 3 of all the others?

caglejsc
Sep 17, 2010, 06:19 PM
Fine, other things

Siam's "Wat" doesn't give the jungle bonus?
Egypt's "Burial Tomb" doesn't give the Arist Specialist slot?


1. It's blank after the 50% bonus. So I don't know.
2. Doesn't say anything about a artist specialist.

I found some engineer specialist that I left off and fixed it. In fact all specialist should be there now.

Kruelgor
Sep 17, 2010, 06:19 PM
Yes I have it.

well thanks for sharing

caglejsc
Sep 17, 2010, 06:21 PM
well thanks for sharing

Your welcome :)

SirTurtle
Sep 17, 2010, 06:22 PM
A couple observations.

1. No building ever becomes obsolete.
2. Most buildings that provide a similar effect are part of a requirement chain. E.g. Walls -> Castle -> Military base.

I think 1 is very good. It means that that you'll never have "junk" buildings like civ4 Castles that became obsolete too soon. Plus no painful techs like civ4's Scientific Revolution (except Steam Power for the French).

2 is also okay. It will simplify build decisions and eliminate some annoying micromanagement. Instead of having to decide if you want to build a bank before a marketplace, you can focus on making the important decision about which class of building to construct.

PawelS
Sep 17, 2010, 06:25 PM
I think it would make more sense if Military Academy required Armory instead of Barracks (as it's always better to build an Armory instead of it). Or maybe Armory requires iron?

Krikkitone
Sep 17, 2010, 06:29 PM
1. It's blank after the 50% bonus. So I don't know.
2. Doesn't say anything about a artist specialist.

I found some engineer specialist that I left off and fixed it. In fact all specialist should be there now.

1+2 well I hope those are oversights by tthe guide makers

Where is the new engineer specialist... there is the workshop, windmill, and ?? (the longhouse, but that is a unique building)

Schuesseled
Sep 17, 2010, 06:32 PM
These buildings seem to basically exist in a tree, where at the end of the gold tree, or production treee these buildings are essentially national wonders, although you aren't limited to one top end building, your gonna have to specialise each city to be able to afford to reach the end of the tree.

Which is neat.

I can see it being the norm to focus mainly on building one type of tree, and when not building buildings specific to that tree your cities will often find themselves producing gold or research (if you can do that).

caglejsc
Sep 17, 2010, 06:37 PM
1+2 well I hope those are oversights by tthe guide makers

Where is the new engineer specialist... there is the workshop, windmill, and ?? (the longhouse, but that is a unique building)

I now know for a fact that this is all the specialist. I highlighted them for faster viewing. I think the longhouse was the one I missed earlier.

Ahriman
Sep 17, 2010, 06:54 PM
Those maintenance costs seem waaay too high. Why would I bother losing 8 gold per turn for 25% production? Woudln't it be easier to just work more mines instead of trading posts?

Lap
Sep 17, 2010, 07:18 PM
Wait so windmills CAN'T be built on cities that are on hills?

King Jason
Sep 17, 2010, 07:22 PM
Those maintenance costs seem waaay too high. Why would I bother losing 8 gold per turn for 25% production? Woudln't it be easier to just work more mines instead of trading posts?

Wouldn't you rather work a whole bunch of mines and have the 25%?

Have a separate citying bring in the gold with tradepost spam to pay for it.

caglejsc
Sep 17, 2010, 07:23 PM
Wait so windmills CAN'T be built on cities that are on hills?

That is what the book says - could be a typo.

Valdyr
Sep 17, 2010, 07:31 PM
Hospitals and medical labs store food? Whaaaaat? :confused: I realize the health mechanic was taken out, and they need something else for hospitals to do, but seriously... what? I'm getting this mental image of empty hospital beds being filled with sacks of grain.

Quick edit: Why not make hospitals reduce happiness from overpopulation? You could reason that that's a result of some "behind the scenes" improvements in public health, making people happier that they aren't plague-infested because they live in a densely populated city.

grant2004
Sep 17, 2010, 07:35 PM
Hmm interesting. I'll have to plan my cities out in advance to try to grab spots where the bonus buildings will function. If I see a flat desert tile next to a river, that's where my production city is going. (Ok there's more to it than that)

cyther
Sep 17, 2010, 08:01 PM
Hospitals and medical labs store food? Whaaaaat? :confused: I realize the health mechanic was taken out, and they need something else for hospitals to do, but seriously... what? I'm getting this mental image of empty hospital beds being filled with sacks of grain.

Quick edit: Why not make hospitals reduce happiness from overpopulation? You could reason that that's a result of some "behind the scenes" improvements in public health, making people happier that they aren't plague-infested because they live in a densely populated city.

I think it is meant to represent a decreased mortality rate. With Hospitals and Med Labs, diseases can be cured more easily and the more infants grow to adulthood.

jaldaen
Sep 17, 2010, 08:48 PM
It is a bit odd to think of hospitals and med labs as helping you keep food, but it works for representing decreased mortality rates... however... I wonder if it might have been better to just get rid of "food" and instead have farms, etc. produce "health." It would serve the same purpose but make the hospital/med lab make sense... and farms would make sense, too. Although there might be a better term than "health."

Bad Brett
Sep 18, 2010, 06:48 AM
Hospitals and medical labs store food? Whaaaaat? :confused: I realize the health mechanic was taken out, and they need something else for hospitals to do, but seriously... what? I'm getting this mental image of empty hospital beds being filled with sacks of grain.

Working on a farm is really heavy work. Also, traditionally diseases have often spread on the countryside though to poor hygiene. A hospital would make the farmers less sick and therefore they produce more food. I actually think this one is rather logical.