New Buildings
Aquifer: Adds Food on Desert Tiles.
Bioflue plant adds oil and needs cereal or sugar, consumes food.
Breeder reactor adds uranium and requires a laboratory.
Brewery: Makes Beer Luxury, requires and improves Wheat and Rice.
Candy factory makes Candy and requires and improves sugar and cocoa.
Cannery: Adds and improves Food.
Car Factory: Makes Car Luxury, requires the new Steel Mill.
Carpentry: Very early weak Production building.
Cathedral alternate: Buildable Cathedral, only historically Christian nations may build it.
Charcoal furnace adds coal and needs a nearby forest, consumes production.
Coal Plant: Main power plant, requires Coal.
Copper Network: Mild bonus to City Science, Gold and Culture output.
Desalination Plant: Adds Food, City must be built on the coast.
Electrical Grid: Adds production per pop and improves Food.
Fiber Optics: Mild bonus to City Science and Gold. Adds culture per pop.
Fish Hatchery: Adds Food to Coast Tiles.
Fusion Plant: Powerful late game main power plant.
Gas Plant: Main power plant, requires Oil.
Geothermal Plant: Main power plant, City must be next to a mountain.
Horse breeder adds horses and needs grasslands, consumes food.
Iron mine adds iron and needs a nearby mountain.
Jeweler makes Jewelry and requires and improves gold, silver and gems.
Mandir: New religious building which improves Cows, only historically Hindu nations may build it.
Merchants Guild: Improves the Gold value of some Luxuries.
Mosque alternate: Buildable Mosque, only historically Muslim nations may build it.
Oil Refinery: Improves Oil, improves City production output.
Pagoda alternate: Buildable Pagoda, only culturally Asian nations may build it.
Particle accelerator: Powerful late game Science building, requires Iron.
Perfumery: Makes Perfume Luxury, requires and improves Incense and Spice.
Qanat: Adds Food on Desert Tiles, requires fresh water.
Race Track: Adds hapiness, requires Horse.
Saltern: Makes Salt Luxury, City must be on a Desert coast.
Sculptors guild makes Sculptures luxury and requires and improves clay, marble and stone.
Sewer: Early Growth building, splits function with Aquaduct.
Soft Drink Factory: Makes Soft Drink Luxury, requires and improves Sugar and Citrus.
Steel Mill: Additional Factory, requires and improves Coal and Iron.
Sun Pyramid: New religious building which improves units, only culturally American (-USA +Zulu) nations may build it.
Supercomputer: Very powerful late game Science building.
Supermarket: Adds Gold per pop and improves City Gold output.
Tannery: Makes Leather Luxury, requires and improves Cow and Deer.
Tax Collector: Very early weak Economic building.
Textile Mill: Adds Gold to textile related resources.
Tidal Plant: Adds Production to Coast Tiles.
Trade Company: Improves the Gold value of some Luxuries.
Treatment Plant: Improves the growth of the City.
Wind Farm: Main power plant, City must be on a hill.