Late game
Building|1.12|1.13|+/-
Stock Exchange|500|680|+36%
Laboratory|500|680|+36%
Workshop|220|370|+68%
Nuke Plant|900|920|+2%
Spaceship|900|920|+2%
Police|540|600|(+11%)
NIA|100+25|600|(+171%)
Building|1.12|1.13|+/-
Hospital|480|470|-2%
Med Lab|650|600|-8%
Museum|540|470|-13%
School|540|470|-13%
Factory|650|530|-18%
Stadium|900|780|-13%
Solar|900|780|-13%
Hydro|650|530|-18%
Military Base|900|530|-41%
Broadcast Tower|900|600|-33%
Military Academy|900|470|-48%
I see one very large late decrease (that might not even matter since you can build CN instead), 4 big ones, 2 modest decreases, 2 very large but situational decreases, and the hospital/med labs also are much improved buildings plus cost less. This is measured against two trivial increases, and 3 big ones. Police stations are actually more like a decrease since you only need to build one of them now (although it was rare I built more than 3-4 before).
By comparison.... here's the early and mid.
Early
Building|1.12|1.13|+/-
City Hall|0|70|+70
Summer Palace|0|70|+70
Aqueduct|120|190|+58%
Temple|180|240|+33%
Colosseum|220|280|+27%
Harbor|140|190|+36%
Circus|140|190|+36%
Market|120|150|+25%
Barracks|100|110|+10%
Stable|100|110|+10%
Granary|100|110|+10%
Walls|100|110|+10%
Library|140|150|+7%
Amphitheater|180|190|+6%
Water Mill|140|150|+7%
Mentor|70|70|0
Monument|70|70|0
Shrine|100|70|-30%
Stone Works|140|110|-21%
Courthouse|140+10x|280|(+17%)
Almost everything went up in cost, at the point in the game where we have less production available and still limited gold. Stone Works without happiness also decrease the value of settlement near stone/marble, so that building is really weak as is to the point I'd be building a lot fewer of them where before they were almost an essential part of my expansionist strategies.
Middle
Building|1.12|1.13|+/-
Seaport|290|420|+45%
Theatre|360|470|+31%
Warehouse|220|320|+45%
Lighthouse|120|190|+58%
Forge|180|240|+33%
Mint|180|240|+33%
University|290|320|+10%
Armory|290|320|+10%
Garden|220|240|+9%
Bank|360|370|+3%
Observatory|360|360|0
Constable|290|280|-3%
Castle|290|280|-3%
Smith|220|190|-14%
Opera|360|320|-11%
Arsenal|540|370|-31%
3 coastal buildings went up and one happiness building (all large) versus one production building and one culture building (both modest), and a situational wall (very large). And again, we should have limited production available at this point and somewhat less gold than before.
In general, I am happy with the late game building costs. I don't say that this is itself a problem that they're generally lower than before. I have specific quibbles or concerns over the increases in value of the buildings involved but they're mostly fair reductions or increases. The problem is that production capacity increases faster now too at that point (both by potentially having -50% purchase costs on rush-buying, more still on units, and by having significantly higher +% modifiers on production in production centers). Production should have stayed mostly the same if these costs were coming down (or the costs should have gone up, which is likely less desirable). Late-game costs only really increased for gold/science construction, conquerors rebuilding lower tiers, coastal empires (which also got a big nerf to available production) and people building new cities (something I thought we would want to avoid penalising further). A culture win or someone needing some extra happiness or seeking to build up their military power likely saw their costs go way down. Someone in between probably saw it go sideways at worst from still filling out earlier tiers, and probably down as the game progresses as they gain more production and see cheaper, faster construction of wonders and units along with several buildings.
The early-mid game building costs are probably too high at the point in the game when production did stay the same (or even decreased). Coastal building cost increases are fine too. But only if coastal cities could gain local production via beliefs or policies.