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Civilization V: Buildings
By vexing at 2011-12-02 00:51
Image Building Civ   Yields   Help Text gold Gold Upkeep production Cost gold Cost Technology Requires
Palace +3 Science
+3 Production
+1 Culture
+3 Gold
+2.5 Strength
Indicates this City is the capital Capital of the empire. trade Connecting other Cities to the capital Capital by Road will produce additional gold Gold. 0 0 0
Monument +2 Culture The Monument increases the Culture of a city speeding the growth of the city's territory and the civilization's acquisition of Social Policies. 1 40 280
Granary +2 Food Each source of Wheat Bananas and Deer worked by this City produce +1 food Food. 1 60 340 Pottery
Stone Works +1 Production Each source of Marble and Stone worked by this City produce +1 production Production. City must have at least one of these resources improved with a Quarry. City must not be in Plains. 1 75 320 Calendar
Library +1 research Science for every 2 citizen Citizens in this City. 1 75 400 Writing
Paper Maker China +2 Gold +1 research Science for every 2 citizen Citizens in this City. +2gold Gold. 0 75 400 Writing
Circus +2 Happy City must have an improved source of Horses or Ivory nearby. 0 75 400 Trapping
Water Mill +2 Food
+1 Production
City must be built next to a River. 2 75 400 The Wheel River
Floating Gardens The Aztecs +15% Food
+2 Food
+1 Production
+15% food Food. Each worked Lake tile provides +2 food Food. City must be built next to a River or Lake. 1 75 400 The Wheel Fresh Water
Walls +4 Strength Walls increase a city's Defense Strength making the city more difficult to capture. Walls are quite useful for cities located along a civilization's frontier. 0 75 400 Masonry
Walls of Babylon Babylon +7.5 Strength The Walls of Babylon increase the damage output of all the city's ranged attacks and increase the city's defense. 0 65 360 Masonry
Barracks +15 XP for all Units. 1 75 400 Bronze Working
Krepost Russia +15 XP for all Units. culture Culture and gold costs of acquiring new tiles reduced by 25% in this city. 1 75 400 Bronze Working
Lighthouse +1 food Food from Ocean Tiles. Each source of Fish worked by this City produces +1 food Food. City must be built on the coast. 1 75 400 Optics Water
Temple +3 Culture 2 100 500 Philosophy Monument
Burial Tomb Egypt +2 Happy
+2 Culture
Requires no gold Gold maintenance. Should this city be captured the amount of gold Gold plundered by the enemy is doubled. 0 100 500 Philosophy
Mud Pyramid Mosque Songhai +4 Culture Requires no gold Gold maintenance. 0 100 500 Philosophy Monument
Stable +15% production Production when building Mounted Units. Each source of Horses Sheep and Cattle worked by this City produce +1 production Production. City must have at least one of these resources improved with a Pasture. 1 100 500 Horseback Riding
Courthouse Eliminates extra unhappy Unhappiness from an occupied Occupied City. 4 100 600 Mathematics
Colosseum +2 Happy The Colosseum increases a civilization's happy Happiness. It cannot provide more Happiness than there are citizen Citizens in a city. 1 100 500 Construction
Monastery +2 Culture +2 culture Culture per turn from Incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. 0 120 580 Theology
Garden +25% greatperson Great People generation in this City. City must be built next to a River or Lake. 1 120 580 Theology Fresh Water
Market +25% Gold
+2 Gold
The Market significantly increases a city's output of gold. 0 120 580 Currency
Bazaar Arabia +25% Gold
+2 Gold
Provides 1 extra copy of each improved luxury resource near this City. Each source of Oil and each Oasis provide +2 gold Gold. 0 120 580 Currency
Mint Each source of Gold and Silver worked by this City produces +2 gold Gold. City must have at least one of these resources mined nearby. 0 120 580 Currency
Aqueduct 40% of food Food is carried over after a new citizen Citizen is born. 1 100 400 Engineering
Forge +15% production Production when building Land Units. Each source of Iron worked by this City produces +1 production Production. City must have a mined source of Iron nearby. 1 120 580 Metal Casting
Workshop +10% Production
+2 Production
The Workshop speeds a city's production. 2 120 580 Metal Casting
Longhouse The Iroquois +2 Production +1 production Production from each worked Forest tile. 2 100 500 Metal Casting
Harbor Forms a connected Trade Route with the capital Capital over water (if they're not already connected connected by land). +1 production Production from Sea Resources worked by this City. City must be built on the coast. 3 120 580 Compass Water
University +33% Science +2 research Science from Jungle tiles worked by this City. City must have a Library. 2 160 660 Education Library
Wat Siam +33% Science
+3 Culture
2 160 660 Education Library
Castle +4 Strength City must have Walls. 0 160 720 Chivalry Walls
Mughal Fort India +2 Culture
+6 Strength
Provides gold after Flight researched. City must have Walls. 0 150 680 Chivalry Walls
Armory +15 XP for all Units. City must have a Barracks or Krepost. 1 160 720 Machinery Barracks
Observatory +50% Science City must be built next to a Mountain. 0 200 780 Astronomy
Opera House +4 Culture 2 200 740 Acoustics Temple
Bank +25% Gold City must have a Market. 0 200 780 Banking Market
Satrap's Court Persia +2 Happy
+25% Gold
+2 Gold
City must have a Market. 0 200 780 Banking Market
Theatre +3 Happy It cannot provide more happy Happiness than there are citizen Citizens in a city. City must have a Colosseum. 2 200 740 Printing Press Colosseum
Seaport +1 production Production and gold Gold from Sea Resources worked by this City. +15% production Production when building Naval Units. City must be built on the coast. 2 250 1000 Navigation Harbor Water
Windmill +2 Production +10% production Production when constructing Buildings. City must not be built on Hills. 2 250 1000 Economics Flatland
Museum +5 Culture 3 300 920 Archaeology Opera House
Public School +3 Science +1 research Science for every 2 citizen Citizens in this City. City must have a University. 3 300 920 Scientific Theory University
Military Academy +15 XP for all Units. City must have an Armory. 1 300 920 Military Science Armory
Arsenal +6 Strength City must have a Castle or Mughal Fort. 0 300 1150 Rifling Castle
Hospital +5 Food The Hospital is an Industrial-era building. It's useful when you want to create a large city, fast. 2 360 1050 Biology Aqueduct
Factory +10% Production
+4 Production
Requires 1 Coal. 3 360 1050 Steam Power Workshop
Stock Exchange +33% Gold City must have a Bank. 0 500 1550 Electricity Bank
Military Base +12 Strength City must have an Arsenal. 0 500 1690 Telegraph Arsenal
Broadcast Tower +33% Culture
+3 Culture
+33% culture Culture in this City. City must have a Museum. 3 500 1350 Radio Museum
Hydro Plant +1 production Production in every tile next to a River. Requires 1 Aluminum. City must be built next to a River. 3 500 1350 Plastics River
Research Lab +50% Science
+4 Science
City must have a Public School. 3 500 1350 Plastics Public School
Medical Lab 25% of food Food is carried over after a new citizen Citizen is born (effect stacks with Aqueduct). 3 500 1350 Penicillin Hospital
Stadium +4 Happy It cannot provide more happy Happiness than there are citizen Citizens in a city. City must have a Theatre. 2 500 1350 Mass Media Theatre
Solar Plant +15% Production
+5 Production
City must be built on or next to Desert and must not contain a Nuclear Plant. 3 360 1050 Ecology Factory
Nuclear Plant +15% Production
+5 Production
Requires 1 Uranium. City must not contain a Solar Plant. 3 360 1050 Nuclear Fission Factory
Spaceship Factory +50% production Production when building Spaceship Parts. Requires 1 Aluminum. City must have a Factory. 3 360 1050 Robotics Factory

 
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