Building | Prerequisites | Maintenance
( ) | Construction Cost
( / ) | Yields | Effect(s) |
Acropolis |
- Tech: Drama and Poetry
- Civilization: Sparta
| 1 | 100/100 |
- +2
Culture
|
- 3 Defense
- +10% Great Writer Rate in the City
- All Writers' Guilds produce +1
Gold
- When a Unit defeat an Enemy Unit in battle, receive +2 Border Growth in this City, scaling with Era.
- If the Unit was created by this City, also receive 5
Culture, scaling with Era.
- Nearby Dyes: +1
Gold
- Nearby Silk: +1
Culture
- Nearby Lapis Lazuli: +1
Gold
- +2
Culture if Themed
|
Agora |
- Tech: Trade
- Civilization: Greece
| 0 | 55 |
- +3
Gold
- +1
Science
|
- +25%
Production towards Diplomatic Units
- Great Diplomats from this City receive the Proxenos Promotion
- TR other Players make to this City will generate +1
Gold for both the City owner and TR owner
- Nearby Cinnamon: +1
Gold
- Nearby Sugar: +1
Gold
|
Andelsbevægelse |
- Tech: Manufacturing
- Civilization: Viking
- Building: Workshop
| 1 | 450 |
- +4
Food
- +4
Production
|
- +15%
Production when constructing Buildings in this City
- +1
Food and Production to nearby Farms and Pastures
- Nearby Cotton: +2
Gold and Production
- Nearby Sheep: +2
Gold and Food
- Nearby Silk: +2
Gold and +1 Culture
|
Arsenale di Venezia |
- Tech: Guilds
- Civilization: Venice
- Building: not Rialto District or Murano Glassworks
| 0 | 65 |
- +10%
Production
|
- 2 Engineer Specialist Slot
- Increases the Military Unit Supply Cap by 5
- Increases the Military Supply Cap from Population in this City by 25%
|
Barbican |
- Tech: Physics
- Civilization: Polish Commonwealth
- Building: Walls
| 1 | 200 | N/A |
- 11 Defense
- +225 HP
- Replaces both the Armory and the Castle
- Empire Needs Modifier is reduced by 5% in this City
- -1 Unhappiness from Distress
- +30 XP for all new Units trained in this City
|
Bastu |
- Tech: Metal Casting
- Civilization: Sweden
| 1 | 100 |
- +2
Culture
- +1
Food
|
- +1
Gold and Culture to Temples, Amphitheaters and Gardens in this City
- +25%
Culture and Food in the City during Golden Ages
|
Bayou Cabin |
- Tech: Sailing
- Civilization: The Cajuns
| 1 | 75 | N/A |
- +1
Food and Gold from Coast and Ocean tiles
- Increases Military Units Supply Cap by 1
- +0.5 Great Person Point towards a Great Musician from improved Sea Resources and Atolls in range of the City
- Forms a City Connection with other Cities via water if they also have Bayou Cabin
|
Bazaar |
- Tech: Trade
- Civilization: Arabia
| 0 | 55 |
- +3
Gold
- +1
Faith
|
- 1 Merchant Specialist Slot
- Land TR gain 50% range
- Incoming TR generate +2
Gold for the City and +1 Gold for the TR owner
- Nearby Cinnamon: +1
Gold
- Nearby Sugar: +1
Gold
|
Beit Melqart |
- Tech: Trade
- Civilization: Phoenicia
| 0 | 65 |
- +2
Faith
- +2
Food
- +2 Great Diplomat Points
|
- 1 Civil Servant Specialist Slot
- +25% City Defense
- +10%
Production of Diplomatic Units
- +1
Food for each City State Friend
- +1
Food and Faith for each City-State Ally
|
Bimaristan |
- Tech: Education
- Civilization: Rashidun
- Building: Library
| 1 | 150/150 |
- +1
Food
- +2
Science
|
- 1 Scientist Specialist Slot
- Gain 25% of the
Science output of the City as an instant boost to your current Research when a Citizen is born
- Gain 15% of the Cost of any
Faith purchase as Science in this City
- 10% of
Science created by the City is converted to Food
- -1 Unhappiness from Illiteracy
|
Bräuhaus |
- Tech: Economics
- Civilization: German Republic
| 2 | 375 |
- +4
Production
|
- 1 Engineer Specialist Slot
- +25%
Production when constructing Buildings and producing Land Combat Units
- Grocers and Granaries produce +2
Food and Culture
- +20 XP to all Land Units produced in this City
|
Buffalo Pound |
- Tech: Trapping
- Civilization: Comanche
| 0 | 35 |
- +2
Food
- +1
Production
|
- A Bison resource appears near the City
- Nearby Horses: +1
Food
- Nearby Sheep: +1
Food
- Nearby Cattle: +1
Food
- Nearby Bison: +1
Food
|
Bullring |
- Tech: Navigation
- Civilization: Spanish Empire
| 0 | 450 |
- +4
Science
- +4
Tourism
|
- +250
Science when completed
- Trigger a WLTKD in this City whenever a Public Works Project is completed
- Gain 20
Culture, Faith and Gold whenever a WLTKD begins, scaling with Era
- -1 Unhappiness from Boredom
|
Burial Tomb |
- Tech: Currency
- Civilization: Egypt
| 0 | 100 |
- +1
Gold
|
- Receive a free unique Egyptian Artifact when constructed.
- Land Trade Routes gain +50% Range and +3
Gold
- Merchant Specialists in this City gain +1
Gold
- Nearby Truffles: +1
Gold
- Nearby Cotton: +1
Production
- Nearby Furs: +1
Production
|
Candi |
- Tech: Theology
- Civilization: Indonesia
- Building: Aqueduct
| 1 | 150 | N/A |
- A Clove, Pepper or Nutmeg Resource will appear near or under this City when built.
- +20% Great People generation in this City
- +10% to
Faith in the City during "We Love the King Day"
- 1 Specialist in this City no longer produces Unhappiness from Urbanization
- Nearby Oases: +2
Gold
- Nearby Citrus: +1
Food and Gold
- Nearby Cocoa: +2
Gold
- Nearby Cloves: +1
Faith and Gold
- Nearby Pepper: +1
Faith and Gold
- Nearby Nutmeg: +1
Gold and Production
|
Ceilidh Hall |
- Tech: Physics
- Civilization: The Celts
| 1 | 150 | |
- +75
Culture when completed
- Starts 15 turns of WLTKD in the City
- -1 Unhappiness from Boredom
- Nearby Ivory: +1
Culture and Gold
|
Cenobium |
- Tech: Civil Service
- Civilization: Nubia
| 0 | 175/175 |
- +3
Faith
- +3
Production
|
- Can be purchased with
Faith
- Boosts Religious Resistance by 25%
- +25% City Defense
- Internal
Production TR from this City generate +3 Production
- Allows
Production to be moved from this City along TR inside your civilization
|
Chaebol |
- Tech: Electricity
- Civilization: South Korea
- Building: Bank
| 0 | 900 |
- +5
Gold
|
- 1 Merchant Specialist Slot
- +3
Gold for Towns and Villages
- +2
Gold and Production to Manufactory near the City
- Cost of
Gold purchasing in this City reduced by 30%
- +2
Science to Merchant Specialists
- +2
Culture to Engineer Specialists
- +2% Great People Points for every internal TR controlled by the Empire
|
Coffee House |
- Tech: Chemistry
- Civilization: Archduchy of Austria
| 2 | 250 |
- +3
Food
|
- 1 Merchant Specialist Slot
- +25% Great People generation in this City
- 10% of this City's
Culture is converted into Science every turn
- Carries over 15% of
Food after City growth (effect stacks with Aqueduct)
- -1 Unhappiness from Poverty
- Nearby Deer: +1
Food
- Nearby Bison: +1
Food
|
Colosseum |
- Tech: Masonry
- Civilization: Rome
| 1 | 75 |
- +1
Culture
- +1
Production
|
- When a Unit defeats an enemy Unit in battle, receive +3
Golden Age Points in this City, scaling with Era; if the Unit was created by this City, also receive +5 Great General Points (if Land) or +5 Great Admiral Points (if Sea), scaling with Era.
- Barracks and Armory in this City gain +1
Production
- -1 Unhappiness from Boredom
- Nearby Olives: +1
Food
- Nearby Perfume: +1
Gold
|
Dojo |
- Tech: Steel
- Civilization: Medieval Japan
| 1 | 150 | N/A |
- Increases the Military Unit Supply Cap by 2.
- Grants +25 Experience to all Military Units trained in this City.
- All Mounted, Melee, Gun and Armor Units trained in this City receive the Eight Virtues of Bushido Promotion.
- When Units are promoted, gain
Culture and Science based on their current Level
- -1 Unhappiness from Distress
|
Ducal Stable |
- Tech: Chivalry
- Civilization: Poland
| 1 | 150 | N/A |
- Provides 1 Free Horse
- Grants +33%
Production and +15 XP for Mounted Melee Units
- Increases the Military Unit Supply Cap from Population in the City by 10%
- Nearby Horses: +2
Production and +1 Gold
- Nearby Sheep: +2
Production and +1 Gold
- Nearby Cattles: +2
Production and +1 Gold
|
Elephant Camp |
- Tech: Civil Service
- Civilization: Ayutthaya Kingdom
- Building: Forge
| 1 | 175 |
- +3
Faith
- +3
Production
|
- +1
Faith to Camps
- +1
Culture to Lumber Mills
- Internal
Production TR from this City generate +1 Production
- Allows
Production to be moved from this City along TR inside your Civilization
|
E-temenanki |
- Tech: Writing
- Civilization: Neo-Babylonian Empire
- Building: Monument, Palace
| 0 | 65 |
- +2
Science
|
- +25% GPP in the City
- +25
Culture in the City as an instant boost whenever a Citizen is born, scaling with Era
- +50
Golden Age Points whenever a Policy is unlocked, scaling with Era
- Gain 15% of the City's
Food and Science output whenever you invest in a Building on Empire
- +1
Science to all Monuments and +2 Food to all Shrines
|
Examination Hall |
- Tech: Education
- Civilization: China
| 1 | 150 | N/A |
- 2 Civil Servant Slots
- +20%
Production of Diplomatic Units
- Whenever a Citizen is born, gain +15 Points towards Great Person with the highest progress, scaling with Era.
|
Floating Garden |
- Tech: Masonry
- Civilization: The Aztecs
| 1 | 75 |
- +2
Food
- +2
Production
|
- +10%
Food during Golden Ages
- Each worked Lake tile provides +1
Food
|
French Salon |
- Tech: Romanticism
- Civilization: French Republic
| 3 | 625/200 | +4 Science and Culture |
- 2 Artist Specialist Slots
- Great Works in the City produce +3
Culture and Tourism
- +50% Great Artist Rate in the City
- -1 Unhappiness from Boredom
- +6
Science if Themed
|
Ger |
- Tech: Trapping
- Civilization: Mongolia
| 0 | 35 | N/A |
- +1
Production from Camps
- +1 Horse
- +34% faster border growth in this City.
- Nearby Cows: +1
Gold
- Nearby Sheep: +1
Gold
- Nearby Horses: +1
Gold
- Nearby Deer: +1
Food
- Nearby Bison: +1
Food
|
Great Cothon |
- Tech: Currency
- Civilization: Carthaginian Republic
- Building: Market
| 0 | 65 |
- +4
Gold
|
- Receive a free copy of all Luxury Resources around the City
- Incoming TR generate +3
Gold for the City
- Grants 2 additional TR
- All Lighthouses gain +1
Culture
- -1 Unhappiness from Poverty in all Cities
|
Gumey |
- Tech: Currency
- Civilization: Mali
- Building: Market
| 0 | 100 |
- +2
Gold
|
- Merchant Specialists in this City gain +2
Gold
- TR gain +75% Range and +4
Gold
- Incoming TR generate +2
Gold for the City and TR Owner
- +2
Gold, Production and Culture if a Trade Unit passes through the City.
- Nearby Truffles: +1
Gold
- Nearby Cotton: +1
Production
- Nearby Furs: +1
Production
|
Hanse |
- Tech: Guilds
- Civilization: Germany
- Building: Market
| 0 | 175 |
- +2
Gold
|
- +5%
Production in this City for each Trade Route your Civilization has with a City-State
- Incoming Trade Routes generate +3
Gold for the City, and +1 Gold for the Trade Route owner.
- Market in this City gain +2
Gold
- -1 Unhappiness from Poverty
- Nearby Bananas: +2
Gold
- Nearby Coffee: +1
Production and Gold
- Nearby Tea: +2
Gold
- Nearby Tobacco: +2
Gold
|
Harappan Reservoir |
- Tech: Engineering
- Civilization: India
- Building: Granary
| 1 | 100 |
- +2
Faith
|
- +50
Food when completed.
- Carries over 10% of
Food after City growth.
- +1
Food from Lakes and Oases.
- Farms worked by this City gain +1
Food
- -1 Unhappiness from Poverty
- Nearby Wheat: +1
Food
- Nearby Maize: +1
Food
- Nearby Rice: +1
Food
- Nearby Bananas: +1
Food
|
Hippodrome |
- Tech: Metal Casting
- Civilization: Byzantine Empire
- Building: Palace
| 0 | 65 | |
- Free Arena in the City.
- +10%
Gold and Culture on Empire during WLTKD
- On construction of the Hippodrome, and at the beginning of every new Era, a WLTKD is triggered in all Cities
- All Arenas gain +1
Gold
- All Circuses gain +1
Culture
- -1 Unhappiness from Boredom
|
Homestead |
- Tech: Chivalry
- Civilization: Thirteen Colonies
| 1 | 150 |
- +1
Production
|
- Increases the Military Supply Cap from Population in the City by 10%
- On completion, the city immediately claims all Horse, Sheep, Cattle and Bison within 3 tiles of the City and gain 10
Production for each tile claimed, scaling with Era
- Nearby Horses: +1
Food, Production and Gold
- Nearby Sheep: +1
Food, Production and Gold
- Nearby Cattle: +1
Food, Production and Gold
- Nearby Bison: +1
Food, Production and Gold
|
Hudson's Bay Company |
- Tech: Guilds
- Civilization: Canada
| 0 | 65 | N/A |
- Receive an additional copy of all Luxury Resources around this City
- Incoming TR generate +2
Gold for the City
- All Customs Houses and Banks gain +1
Culture
- All Forts and Citadels on Empire gain +1
Food and Production
- Free Customs House in the City
- -1 Unhappiness from Poverty in all Cities
|
Huey Teocalli |
- Tech: Theology
- Civilization: Aztec Empire
| 0 | 65 | N/A |
- +2
Faith and Gold to all Temples
- -1 Unhappiness from Religious Unrest in all Cities
- Whenever you enter a Golden Age, permanently gain +2
Food and Faith in the City, and +2 XP for Units trained in all Cities on Empire (max +30)
|
Ikanda |
- Tech: Bronze Working
- Civilization: The Zulu
| 0 | 55 |
- +1
Culture
|
- Grants unique Promotions to all Melee Units
- +15 XP to all Units
- Increases the Military Unit Supply Cap by 2
- -1 Unhappiness from Distress
|
Independence Hall |
- Tech: Architecture
- Civilization: USA
| 0 | 65 |
- +2
Culture
- +10%
Culture
|
Culture cost of adopting new Policies reduced by 5%
- Unlocks Hoover Dam, West Point and Smithsonian Institute
- -1 Unhappiness from Boredom in all Cities
- +3
Culture and Gold if Themed
|
Iziko |
- Tech: Drama and Poetry
- Civilization: Zulu Kingdom
- Building: Monument
| 0 | 100/100 |
- +2
Faith
|
- +15% Great Writer and Great Musician Rate in the City
- All Writers' Guilds produce +1
Gold
- Whenever a Unit gains a level, receive
Culture in the City, scaling with Unit level
- Nearby Dyes: +1
Gold
- Nearby Silk: +1
Culture
- Nearby Lapis Lazuli: +1
Gold
- +2
Culture when Themed
|
Kabuki Theater |
- Tech: Acoustics
- Civilization: Japan
| 2 | 300/175 |
- +3
Culture
- +5%
Culture
|
- Internal TR to or from this City generate 25
Culture when completed, scaling with Era.
- +25% Great Musician Rate
- All Musicians' Guilds produce +1
Gold
|
Laguna |
- Tech: Compass
- Civilization: Republic of Venice
| 1 | 175 |
- +10%
Gold
|
- +15%
Production of Naval Units
- Increases Military Supply by 2
- +2
Production from Sea Resources an an additional Production to Fish worked by the City
- Sea TR gain +75% Ranged and +4
Gold
- 25% of the City's
Gold is converted into Golden Age Points
|
Lamassu Gate |
- Tech: Military Strategy
- Civilization: Neo-Assyrian Empire
| 0 | 55 |
- +1
Faith
|
- 6 Defense
- +225 HP
- Military Supplied by this City's population increased by 10%
- Increases the City's Strike Ranged by 1
- +3
Production and Culture to Courthouse in the City
- Empire Needs Modifier is reduced by 5% in this City
|
Longhouse |
- Tech: Calendar
- Civilization: The Iroquois
| 0 | 55 |
- +1
Culture
- +2
Food
|
- +1
Production from Forests, Jungles, Marshes and Plantations worked by this City
|
Marae |
- Tech: The Wheel
- Civilization: Hawaii
| 0 | 35 |
- +1
Science
- +1
Culture
|
- +5
Science and Golden Age Points whenever a Citizen is born in this City, scaling with Era.
|
Murano Glassworks |
- Tech: Guilds
- Civilization: Venice
- Building: Piazza San Marco, not Arsenale di Venezia or Rialto District
| 0 | 65 | N/A |
- 2 Artist Specialist Slot
- GPTI and Villages worked by all Cities gain +2
Food
- +5
Science if Themed
|
Museum of Modern Art |
- Tech: Archaeology
- Civilization: USA
- Building: Independence Hall, not West Point, not Hoover Dam
| 6 | 750 | N/A |
Gold costs of acquiring new tiles reduced by 25% in every City
- +2
Culture and Science to all Museums, Research Labs and World Wonders
|
Nilometer |
- Tech: Masonry
- Civilization: Mamluks Egypt
| 0 | 75 |
- +1
Culture
- +2
Food
- +2
Production
|
- 1 Flax Resource spawns near the City
|
Ostrog |
- Tech: Fortification
- Civilization: Russia
| 2 | 450 | N/A |
- 12 Defense
- +200 HP
- -2 Damage
- +1
Production and Gold to Mines and Strategic Resources
- Allows the City's Ranged Strike to ignore Line of Sight
- Military Units Supplied by this City's population increased by 10%
- Enemy Units must expend 1 extra Movement per tile if they move into a tile worked by this City
- Empire Size Modifier is reduced by 5% in this City
|
Pairidaeza |
- Tech: Currency
- Civilization: Persia
| 1 | 150 | N/A |
- +25% Great People Points in the City
- Musician, Writer and Artist Specialists produce +1
Culture
- 1 Specialist in this City no longer produces Unhappiness from Urbanization
- +20%
Gold in the City during a Golden Age
- Nearby Oases: +2
Gold
- Nearby Citrus: +1
Food and Gold
- Nearby Cocoa: +2
Gold
- Nearby Cloves: +1
Faith and Gold
- Nearby Pepper: +1
Faith and Gold
- Nearby Nutmeg: +1
Gold and Production
|
Piazza San Marco |
- Tech: Writing
- Civilization: Venice
- Building: Palace
| 0 | 65 | N/A |
- +20% Great People rate in City
- Increases the Military Unit Supply Cap by 2
- Unlocks access to the Murano Glassworks, Arsenale di Venezia and Rialto District once Guilds is researched
|
Pitz Court |
- Tech: Masonry
- Civilization: The Maya
| 1 | 75 |
- +2
Culture
- +2
Faith
|
- Barracks and Armory in this City gain +1
Production
- Grants
Science and Faith at the end of every Long Count
- Land Units trained in this City receive the k'atun Ahaw Promotion, which grants new abilities for every 15 turns the Unit has been alive
- Nearby Perfume: +1
Gold
- Nearby Olives: +1
Food
|
Pogost - Stage 1: Market |
- Tech: Guilds
- Civilization: Russian Empire
- Building: Market
| 0 | 175 | N/A |
- 1 Merchant Specialist Slot
- +10%
Gold from City Connection in this City
- +1
Gold to Villages and Towns
- Incoming TR grants +4
Gold to City Owner and +3 Gold to TR Owner
- -1 Unhappiness
- Unlocks two additional buildings
- Nearby Bananas: +2
Gold
- Nearby Coffee: +1
Production and Gold
- Nearby Tea: +2
Gold
- Nearby Tobacco: +2
Gold
|
Pogost - Stage 2: Intendant's Residention |
- Tech: Architecture
- Civilization: Russian Empire
- Building: Pogost - Stage 1: Market
| 0 | Free |
- +2
Science
- +2 Great Scientist Points
|
- +1
Production to Villages and Towns
|
Pogost - Stage 3: Eastern Orthodox Church |
- Tech: Scientific Theory
- Civilization: Russian Empire
- Building: Pogost - Stage 2: Intendant's Residention
| 0 | Free |
- +2
Faith
|
- 25% of the City's
Faith is converted into Science
- +1
Faith to Villages and Towns
|
Qila |
- Tech: Chivalry
- Civilization: Mughal Empire
- Building: Walls
| 1 | 150 |
- +2
Culture
- +1 Great Artist Points
|
- 10 Defense
- +150 HP
- +50 City HP for every National Wonder and World World built in the City
- Empire Needs Modifier is reduced by 10% in this City
|
Qullqa |
- Tech: Pottery
- Civilization: Inca Empire
| 0 | 35 |
- +3
Food
- +1
Production
|
- Units stationed in this City heal 5 HP every turn, regardless of any actions taken
- +50
Food when completed
- 15% of
Food is carried over after a new Citizen is born
- Allows
Food to be moved from this City along TR inside your civilization
|
Riad |
- Tech: Theology
- Civilization: Sultanate of Morocco
| 0 | 150 | |
- +25% Great People generation in this City.
- 1 Specialist in this City no longer produces Unhappiness from Urbanization
- Nearby Oases: +2
Gold
- Nearby Citrus: +1
Food and Gold
- Nearby Cocoa: +2
Gold
- Nearby Cloves: +1
Faith or Gold
- Nearby Pepper: +1
Faith or Gold
- Nearby Nutmeg: +1
Gold and Production
|
Rialto District |
- Tech: Guilds
- Civilization: Venice
- Building: Piazza San Marco, not Arsenale di Venezia or Murano Glassworks
| 0 | 65 | N/A |
- 2 Merchant Specialist
- Costs of
Gold purchases in all Cities reduced by 10% (15% in the Capital)
- Provides 1 Additional Delegate in the WC for every 50
Gold per turn produced (caps at 25% of all City-States ever alive)
|
Royal Library |
- Tech: Writing
- Civilization: Assyria
| 0 | 65 |
- +2
Science
|
- +20%
Science in the City during Golden Ages
- All Libraries produce +1
Science
- Provides a free Library in the City
- -1 Unhappiness from Illiteracy in all Cities
- +3
Production and Science if Themed
|
Runestone |
- Tech: Sailing
- Civilization: Denmark
| 0 | 75 | N/A |
- When a Unit created by this City pillages a Tile, gain 10
Gold and Culture in this City, scaling with Era.
- +1
Food and +2 Gold from Coast and Ocean Tiles.
- Form a City Connection with other Cities via water if they also have Runestones.
|
Sachem's Council |
- Tech: Writing
- Civilization: Haudenosaunee
| 0 | 65 | |
- 2 Civil Servant Specialist Slots
- All Civil Servants gain +1
Culture
- All Chanceries gain +2
Gold
- +10%
Production of Diplomatic Units
- A free Emissary Unit appears on completion
|
Sambadrome |
- Tech: Acoustics
- Civilization: Brazil
| 2 | 300/175 |
- +2
Culture
|
- +10%
Gold, Culture and Science during Golden Ages
- +33% Great Musician Points in the City
- Musicians' Guilds in the City adds +1
Gold
- Starts 10 turns of Carnival when completed
|
Satrap's Court |
- Tech: Philosophy
- Civilization: Achaemenid Empire
| 0 | 100 |
- +1
Gold
- +1 Happiness
|
- 1 Merchant Specialist Slot
- +1
Gold for Scientist, Engineer and Merchant Specialists in the City
- Eliminates extra Unhappiness from Occupied City
|
Schützenstand |
- Tech: Fortification
- Civilization: Austrian Empire
- Building: Castle
| 2 | 450 | N/A |
- 15 Defense
- +250 HP
- City has Indirect Fire
- Military Units supplied by this City's population increased by 20%
- Heals Garrisoned Units by 10 HP, regardless of action
- +1
Production and Culture from each City-State Ally.
- 20 XP for Gunpowder Units
- Empire Needs Modifier is reduced by 5% in this City
|
Seowon |
- Tech: Education
- Civilization: Korea
- Building: Library
| 1 | 150/150 |
- +1
Science
|
- +15%
Science in the City during Golden Ages
- Gain 25% of the
Science output of the City as an instant boost to your current Research when a Citizen is born in this City
- -1 Unhappiness from Illiteracy
|
Siege Foundry |
- Tech: Iron Working
- Civilization: The Ottomans
| 1 | 75 |
- +2
Production
|
- 1 Engineer Specialist Slot
- Engineer Specialists gain +1
Production
- +50%
Production towards Siege Units
- All Siege Units trained in this City receive the Volley Promotion
- Nearby Iron: +1
Gold
- Nearby Copper: +1
Production
|
Skola |
- Tech: Scientific Theory
- Civilization: Swedish Empire
- Building: University
| 0 | 400/200 |
- +3
Science
|
- 2 Scientist Specialist Slot
- Allows Archaeologists to be built in this City
- +25% Great Person Rate in this City
- All Specialists generate +1
Science in this City
- -1 Unhappiness from Illiteracy
|
Slater Mill |
- Tech: Industrialization
- Civilization: USA
- Building: Independence Hall
| 6 | 750 | N/A |
Gold costs of acquiring new tiles reduced by 25% in every City
- +4
Gold and Production to all Factories, Stock Exchanges and World Wonders on Empire.
|
Steam Mill |
- Tech: Steam Power
- Civilization: British Empire
- Building: Cloth Mill
| 3 | 625 |
- +6
Production
- +10%
Production
|
- Manufactories worked by the City gain +4
Production
- 2 Specialists in this City no longer produce unhappiness from Urbanization
- When you complete a building from the Industrial Era or later, gain 10% of its construct costs as Points towards a Great Engineer
- +2
Production to Engineer Specialists
|
Stele | | 0 | 35 |
- +1
Culture
- +2
Food
|
- +67% faster border growth in this City
- +25%
Food during Golden Ages
- +25% Great People generation in this City
|
Strategeion |
- Tech: Philosophy
- Civilization: Macedon
| 0 | 100 | N/A |
- Removes Unhappiness from Occupied Cities
- On completion, spawns a Stratego, which can construct Katoikia
- +1
Production and Culture to Nearby Katoikia
|
Tabya |
- Tech: Construction
- Civilization: Songhai
| 0 | 55 |
- +1
Production
|
- Grants +1
Production to all River tiles near the City.
- +10%
Production when constructing Buildings in this City.
- Nearby Marble: +1
Production
- Nearby Stone: +1
Production
- Nearby Salt: +1
Gold
- Nearby Jade: +1
Gold
|
Tetraconch |
- Tech: Philosophy
- Civilization: Byzantium
- Building: Shrine
| 1 | 100 |
- +1
Culture
- +3
Faith
|
- -1 Unhappiness from Religious Unrest
- Doubles Religious Pressure generated by Trade Routes
- +25% Religious Pressure
- Nearby Incense: +1
Gold
- Nearby Wine: +1
Culture
- Nearby Amber: +1
Culture
|
Tophet |
- Tech: Agriculture
- Civilization: Carthage
| 0 | 35 |
- +1
Culture
- +1
Faith
|
- Gain 10
Culture in the City whenever a Unit is purchased, scaling with Era.
- Units purchased in this City receive 15 additional XP
|
Ulticur |
- Tech: Physics
- Civilization: The Huns
| 0 | 65 |
- +4
Production
|
- Gain +20
Science as an instant boost whenever a Building is constructed in the City, scaling with Era
- Provides 4 Iron
- All Stables gain +2
Culture and Production
- +1 Great General Points to all GPTI
|
University of Coimbra |
- Tech: Education
- Civilization: Portuguese Empire
| 0 | 65 | N/A |
- Provides a free Great Scientist
- Provides a free University
- All Universities gain +2
Gold and +1 Science
- +50
Culture every time you research a Technology, scaling with Era
- -1 Unhappiness from Illiteracy
|
Veche Hall |
- Tech: Theology
- Civilization: Kievan Rus'
| 1 | 150 | N/A |
- 1 Civil Servant specialist slot
- +15% Great People generation in this City.
- 1 Specialist in this City no longer produces Unhappiness from Urbanization
- Civil Servants in the City generate +1
Culture.
- +25%
Civil Servant generation
- Nearby Oases: +2
Gold
- Nearby Citrus: +1
Food, +1 Gold
- Nearby Cocoa: +2
Gold
- Nearby Cloves: +1
Faith, +1 Gold
- Nearby Pepper: +1
Faith, +1 Gold
- Nearby Nutmeg: +1
Gold, +1 Production
|
Waag |
- Tech: Civil Service
- Civilization: Dutch Empire
- Building: Market
| 0 | 250 | N/A |
- When you spend
Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into Science
- Caravansaries and Customs House in the City gain +3
Gold
- +1
Gold, Culture and Production in this City for every Global Monopoly on Empire
- -2 Unhappiness from Poverty
- Nearby Gold: +2
Gold
- Nearby Silver: +1
Gold and Production
- Nearby Gems: +1
Culture and Gold
|
Walls of Babylon |
- Tech: Construction
- Civilization: Babylon
| 0 | 55 | N/A |
- 8 Defense
- +175 HP
- Military Units Supplied by this City's population increased by 10%
- Scientists in this City generate +1
Gold and Science
- Empire Size Modifier Modifier is reduced by 5% in this City
|
Wat |
- Tech: Theology
- Civilization: Siam
| 1 | 175 | N/A |
- 1 Scientist Specialist Slot
- +1
Science from Temples and Shrines in this City
- +1
Culture from Jungle and Forest tiles worked by this City
- -1 Unhappiness from Distress
|
West Point |
- Tech: Military Science
- Civilization: USA
- Building: Independence Hall, not Hoover Dam, not Museum of Modern Art
| 6 | 750 | N/A |
Gold costs of acquiring new tiles reduced by 25% in every City
- +4
Production and +2 Science to all Military Academies, Military Bases and all World Wonders
|
White Tower |
- Tech: Machinery
- Civilization: England
| 0 | 65 |
- +2
Culture
|
- Provides 2 free Iron
- Contains a pre-built Great Work of Art
- +15
Science and Gold when you construct a building in this City, scaling with Era.
- +2
Production to Armories and Castles in all Cities
|
Yassa Court |
- Tech: Philosophy
- Civilization: Mongol Empire
| 3 | 100 | N/A |
- 10 Defense
- +200 HP
- Automatically constructed in all Unoccupied Cities after discovering Philosophy
- Eliminates Extra Unhappiness from an Occupied City
- +20%
Production towards Ranged, Siege, Mounted and Armor Military Units
- +10
Science, Culture and Gold for every Yassa Court on Empire whenever you conquer a City, scaling with Era
|