City Center

Palace


+1 Culture

+5 Gold

+2 Production

+2 Science

+1 Housing

+2 Amenities

1 Great Work slot (holds any type)

Monument


+1 Culture

Provides +1 Loyalty per turn in this city. If the city already has maximum Loyalty, also provides an additional +1 Culture.

Production Cost = 30

Granary


+1 Food

+2 Housing

Production Cost = 32

Ancient Walls


Provides Walls around the City Center and Encampment district. Walls allow Ranged Strikes from the City Center and Encampment district, and must be defeated before a city can be assaulted. Provides 1 Tourism after advancing to the Conservation Civic.

Production Cost = 40

Water Mill


+1 Food

+1 Production

Bonus resources improved by Farms gain +1 Food each. City must be adjacent to a River.

Production Cost = 40

Flood Barrier


Protects Coastal Lowland tiles in this city from flooding. Initial build cost and per turn maintenance are variable based on the number of Coastal Lowlands in this city and the current sea level. If constructed after some of a city's tiles have been flooded, those tiles can be repaired in full. Submerged tiles however are never recoverable.

Must be built in a city with one or more Coastal Lowland tiles. Will not be pillaged if the city is captured.

Production Cost = 40

Palgum


+2 Production

+1 Housing

A building unique to Babylon. +1 Housing and +2 Production. Freshwater tiles receive +1 Food. City must be adjacent to a River.

Production Cost = 40

Sewer


+2 Housing

Production Cost = 100

Medieval Walls


Increases the strength of your outer defenses. Provides 2 Tourism after advancing to the Conservation Civic. This city is not affected by Battering Rams.

Production Cost = 110

Tsikhe


+4 Faith

A building unique to Georgia. Lower Production cost and higher outer defenses than Renaissance Walls. Provides +3 Tourism after advancing to the Conservation Civic. Provides +4 Faith. When in a Golden Age the Tourism and Faith are +100%.

Production Cost = 130

Renaissance Walls


Raises the strength of your outer defenses to the highest possible level. Provides 3 Tourism after advancing to the Conservation Civic. This city is not affected by Siege Towers or Battering Rams.

Production Cost = 150

Holy Site

Shrine


+2 Faith

1 Citizen slot

1 Great Prophet point per turn.

Hero units claimed or recalled in this City have 10% longer Lifespans. Allows the purchasing of Missionaries. Missionaries can only be purchased with Faith.

Production Cost = 35

Temple


+4 Faith

1 Citizen slot

1 Great Prophet point per turn.

1 Relic slot

Recalling Heroes in this city costs 15% less Faith. Allows the purchasing of Apostles, Gurus, Inquisitors, and with the proper belief, Warrior Monks. These units can only be purchased with Faith.

Production Cost = 60

Stave Church


+4 Faith

1 Citizen slot

1 Great Prophet point per turn.

1 Relic slot

A building unique to Norway. Required to purchase Apostles and Inquisitors with Faith. Holy Site districts get an additional standard adjacency bonus from Woods. +1 Production to each coastal resource tile in this city.

Production Cost = 60

Prasat


+6 Faith

1 Citizen slot

1 Great Prophet point per turn.

1 Relic slot

+6 Faith. A building unique to Khmer. Replaces the Temple. Required to purchase Apostles and Inquisitors with Faith. +0.5 Culture for every population in this city. Once Flight is researched receive +10 Tourism if the city population is 10 or higher and +20 Tourism if the city population is 20 or higher.

Production Cost = 60

Cathedral


+3 Faith

1 Citizen slot

1 Great Work of Religious Art slot

Citizen Yields (per citizen in this district):
+1 Faith

Production Cost = 95

Gurdwara


+3 Faith

+2 Food

+1 Housing

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

Production Cost = 95

Meeting House


+3 Faith

+2 Production

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

Production Cost = 95

Mosque


+3 Faith

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

Missionary and Apostles created here have +1 spread.

Production Cost = 95

Pagoda


+3 Faith

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

+1 Diplomatic Favor per turn.

Production Cost = 95

Synagogue


+5 Faith

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

Production Cost = 95

Wat


+3 Faith

+2 Science

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

Production Cost = 95

Stupa


+3 Faith

+1 Amenities

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

Production Cost = 95

Dar-e Mehr


+3 Faith

1 Citizen slot

Citizen Yields (per citizen in this district):
+1 Faith

+1 additional Faith for each era since constructed or last repaired. Cannot be pillaged by natural disasters.

Production Cost = 95

Encampment

Barracks


+1 Production

+1 Housing

1 Citizen slot

1 Great General point per turn.

+25% combat experience for all melee and ranged land units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).

May not be built in an Encampment district that already has a Stable.

Production Cost = 45

Basilikoi Paides


+1 Production

+1 Housing

1 Citizen slot

1 Great General point per turn.

A building unique to Macedon.+25% combat experience for all melee, ranged land units, and Hetairoi trained in this city. Gain Science equal to 25% of the unit's cost when a non civilian unit is created in this city.

Strategic Resource Stockpiles increased +10 (on Standard Speed).

May not be built in an Encampment district that already has a Stable.

Production Cost = 45

Stable


+1 Production

+1 Housing

1 Citizen slot

1 Great General point per turn.

+25% combat experience for all cavalry and siege class units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).

May not be built in an Encampment district that already has a Barracks.

Production Cost = 60

Ordu


+1 Production

+1 Housing

1 Citizen slot

1 Great General point per turn.

A building unique to Mongolia. Grants an ability that gives +1 Movement to Heavy and Light Cavalry trained in this city. +25% combat experience for all cavalry and siege class units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).

May not be built in an Encampment district that already has a Barracks.

Production Cost = 60

Armory


+3 Production

1 Citizen slot

1 Great General point per turn.

+25% combat experience for all land units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).

Production Cost = 97

Military Academy


+4 Production

+1 Housing

1 Citizen slot

1 Great General point per turn.

Citizen Yields (per citizen in this district):
+1 Production

+25% combat experience for all land units trained in this city.
Strategic Resource Stockpiles increased +10 (on Standard Speed).
Allows Corps and Armies to be trained directly. Corps and Army training costs reduced 25%.

Production Cost = 165

Campus

Library


+2 Science

1 Citizen slot

1 Great Scientist point per turn.

Production Cost = 45

University


+4 Science

+1 Housing

1 Citizen slot

1 Great Scientist point per turn.

Production Cost = 125

Madrasa


+5 Science

+1 Housing

1 Citizen slot

1 Great Scientist point per turn.

Bonus Faith equal to the adjacency Science bonus of its district.

A building unique to Arabia. Bonus Faith equal to the adjacency bonus of the Campus district.

Production Cost = 125

Navigation School


+4 Science

+1 Housing

1 Citizen slot

1 Great Admiral point per turn.

1 Great Scientist point per turn.

A building unique to Portugal. +25% Production towards naval units in this city. +1 Science for every two coast or lake tiles in this city. +1 Great Admiral and +1 Great Scientist point per turn.

Production Cost = 125

Research Lab


+3 Science

1 Citizen slot

1 Great Scientist point per turn.

5 Science additionally when Powered

Citizen Yields (per citizen in this district):
+1 Science

Production Cost = 220

Harbor

Lighthouse


+1 Housing

1 Citizen slot

1 Great Admiral point per turn.

+25% combat experience for all naval units trained in this city. +1 Food on all Coast tiles for this city. +2 Housing if this city is adjacent to coast. +1 Trade Route capacity, if this city does not yet have a Market building.

Production Cost = 60

Shipyard


+1 Food

1 Citizen slot

1 Great Admiral point per turn.

Bonus Production equal to the adjacency Gold bonus of its district.

+25% combat experience for all naval units trained in this city. Bonus Production equal to the adjacency bonus of the Harbor district. +1 Production on all unimproved Coast and Lake tiles for this city.

Production Cost = 145

Seaport


+2 Food

+2 Gold

+1 Housing

1 Citizen slot

1 Great Admiral point per turn.

Citizen Yields (per citizen in this district):
+1 Food

+25% combat experience for all naval units trained in this city. Allows Fleets and Armadas to be trained directly. Fleet and Armada training costs reduced 25%. +2 Gold on all Coast tiles for this city.

Production Cost = 220

Commercial Hub

Market


+2 Gold

1 Citizen slot

1 Great Merchant point per turn.

+1 Trade Route capacity, if this city does not yet have a Lighthouse building.

Production Cost = 60

Sukiennice


+2 Gold

1 Citizen slot

1 Great Merchant point per turn.

A building unique to Poland. International Trade Routes from this city gain +2 Production; domestic Trade Routes gain +4 Gold. +1 Trade Route capacity, if this city does not yet have a Lighthouse building.

Production Cost = 60

Grand Bazaar


+5 Gold

1 Citizen slot

1 Great Merchant point per turn.

A building unique to the Ottomans. Accumulate 1 extra Strategic resource for every different type of Strategic resource this city has improved. Receive 1 Amenity for every Luxury resource this city has improved.

Production Cost = 110

Bank


+5 Gold

1 Citizen slot

1 Great Merchant point per turn.

Production Cost = 145

Stock Exchange


+4 Gold

1 Citizen slot

1 Great Merchant point per turn.

7 Gold additionally when Powered

Citizen Yields (per citizen in this district):
+2 Gold

Production Cost = 165

Entertainment Complex

Tlachtli


+2 Culture

+2 Faith

+2 Amenities

1 Great General point per turn.

A building unique to the Aztecs. Provides 2 Amenities, +2 Culture, +2 Faith, and a Great General Point. Provides +1 Tourism after advancing to the Conservation Civic.

Production Cost = 67

Arena


+1 Culture

+2 Amenities

Provides 1 Tourism after advancing to the Conservation Civic.

Production Cost = 75

Zoo


+1 Amenities

Bonus Amenity extends to each city center within 6 tiles. This bonus applies once to a city, and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses. +1 Science to each Rainforest and Marsh tile in this city.

Production Cost = 180

Thermal Bath


+2 Production

+2 Amenities

A building unique to Hungary. +2 Amenities and +2 Production extends to each city center within 6 tiles. These bonuses apply once to a city, and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses.

This city receives +3 Tourism and +2 additional Amenities if there is at least one Geothermal Fissure in this city's borders.

Production Cost = 180

Stadium


+1 Amenities

2 Amenities from entertainment additionally when Powered

Bonus Amenities extend to each city center within 6 tiles. This bonus applies once to a city, and multiple copies of this building within 6 tiles of a city center do not provide additional bonuses. +2 Tourism if the city population is 10 or higher and +5 Tourism if the city population is 20 or higher.

Production Cost = 240

Theater Square

Amphitheater


+2 Culture

1 Citizen slot

1 Great Writer point per turn.

2 Great Works of Writing slots

Production Cost = 75

Marae


1 Citizen slot

A building unique to the Māori. +1 Culture and Faith to all of this city's tiles with a passable feature or natural wonder. After Flight is researched receive +1 Tourism to all of this city's tiles with a feature or natural wonder. Costs no maintenance. Has no Great Work slots.

Production Cost = 75

Art Museum


+2 Culture

1 Citizen slot

2 Great Artist points per turn.

3 Great Works of Art slots

1 Great Writer point per turn.

Holds Great Works of Art. May not be built in a Theater Square district that already has an Archaeological Museum.

Production Cost = 145

Archaeological Museum


+2 Culture

1 Citizen slot

2 Great Artist points per turn.

3 Artifact slots

1 Great Writer point per turn.

Holds Artifacts. May not be built in a Theater Square district that already has an Art Museum.

Production Cost = 145

Broadcast Center


+2 Culture

1 Citizen slot

1 Great Artist point per turn.

1 Great Work of Music slot

4 Culture additionally when Powered

Citizen Yields (per citizen in this district):
+1 Culture

2 Great Musician points per turn.

Production Cost = 220

Film Studio


+2 Culture

1 Citizen slot

1 Great Artist point per turn.

1 Great Work of Music slot

4 Culture additionally when Powered

Citizen Yields (per citizen in this district):
+1 Culture

2 Great Musician points per turn.

A building unique to America. +100% Tourism pressure from this city towards other civilizations when the game enters the Modern era.

Production Cost = 220

Government Plaza

Audience Chamber


+2 Amenities and +4 Housing in Cities with Governors
-2 Loyalty in Cities without Governors.
Awards +1 Governor Title.

Production Cost = 75

Ancestral Hall


50% increased Production toward Settlers in this City.
New cities receive a free Builder.
Awards +1 Governor Title.

Production Cost = 75

Warlord's Throne


Capturing an enemy City grants 20% bonus Production in all Cities for 5 turns.
Awards +1 Governor Title.

Production Cost = 75

Queen's Bibliotheque


2 Great Artist points per turn.

2 Great Works of Art slots

2 Great Works of Music slots

2 Great Works of Writing slots

2 Great Musician points per turn.

2 Great Writer points per turn.

A building unique to Sweden. This building provides 2 slots of Writing, Music, and any type of Art.
Awards +1 Governor Title.

Production Cost = 108

Foreign Ministry


+3 Diplomatic Favor. Leveraging City States costs half Gold.
City State units gain +4 Combat Strength if you are the City State's Suzerain (including Leveraged Units).
Awards +1 Governor Title.

Production Cost = 145

Intelligence Agency


+1 Spy and Spy capacity.
All Spy Operations have a higher chance of success.
Awards +1 Governor Title.

Production Cost = 145

Grand Master's Chapel


+5 Faith

Grants the ability to buy land units with Faith.
Pillaging Improvements and Districts provides bonus Faith.
Awards +1 Governor Title.

Production Cost = 145

War Department


All units heal up to 20 hit points when they eliminate a unit.
Awards +1 Governor Title.

Production Cost = 220

National History Museum


4 Great Work slots (holds any type)

Provides 4 slots for any Great Work.
Awards +1 Governor Title.

Production Cost = 220

Royal Society


Builders gain the ability to use all of their charges to provide bonus Production to a District Project. Once per city per turn.
Awards +1 Governor Title.

Production Cost = 220

Preserve

Grove


Grants +1 Food and +1 Faith to adjacent unimproved Charming tiles. Increased to +2 Food, +2 Faith, +2 Culture for adjacent unimproved Breathtaking tiles.

Production Cost = 75

Sanctuary


Grants +1 Science and +1 Gold to adjacent unimproved Charming tiles. Increased to +2 Science, +2 Gold, +2 Production for adjacent unimproved Breathtaking tiles.

Production Cost = 220

Diplomatic Quarter

Consulate


+2 Influence Points per turn. Enemy Spy's level is reduced by 1 when targeting this city or cities with Encampments.

Production Cost = 75

Chancery


+3 Influence Points per turn. When this civilization captures or kills an enemy Spy, receive 50 Science for every level of the enemy Spy.

Production Cost = 145

Industrial Zone

Workshop


+3 Production

1 Citizen slot

1 Great Engineer point per turn.

Production Cost = 97

Coal Power Plant


1 Citizen slot

1 Great Engineer point per turn.

Bonus Production equal to the adjacency Production bonus of its district.

Citizen Yields (per citizen in this district):
+1 Production

Automatically converts any amount of Coal into Power for cities within 6 tiles that need it each turn, at the rate of:
1 Coal 4 Power
Heavy CO2 into the atmosphere

Production Cost = 150

Factory


+3 Production

1 Citizen slot

1 Great Engineer point per turn.

3 Production additionally when Powered

Its Production bonus is extended to all City Centers within 6 tiles that do not already have a bonus from this building type.

Production Cost = 165

Electronics Factory


+3 Production

1 Citizen slot

1 Great Engineer point per turn.

5 Production additionally when Powered

A building unique to Japan. Provides +4 Culture to this city after researching the Electricity technology. Its Production bonus is extended to all City Centers within 6 tiles that do not already have a bonus from this building type.

Production Cost = 165

Oil Power Plant


+3 Production

1 Citizen slot

1 Great Engineer point per turn.

Citizen Yields (per citizen in this district):
+1 Production

Automatically converts any amount of Oil into Power for cities within 6 tiles that need it each turn, at the rate of:
1 Oil 4 Power
Moderate CO2 into the atmosphere
Its Production bonus is extended to all City Centers within 6 tiles that do not already have a bonus from a Power Plant building.

Production Cost = 180

Nuclear Power Plant


+4 Production

+3 Science

1 Citizen slot

1 Great Engineer point per turn.

Citizen Yields (per citizen in this district):
+1 Production

Automatically converts any amount of Uranium into Power for cities within 6 tiles that need it each turn, at the rate of:
1 Uranium 16 Power
Miniscule CO2 into the atmosphere
Once built, as a Nuclear Power Plant ages, there is an increased chance for a Nuclear Accident to occur. Its Production and Science bonus is extended to all City Centers within 6 tiles that do not already have a bonus from a Power Plant building.

Production Cost = 240

Water Park

Ferris Wheel


+3 Culture

+2 Amenities

+2 Tourism.

Production Cost = 145

Aquarium


+1 Amenities

Bonus Amenity extends to each city center within 9 tiles. This bonus applies once to a city, and multiple copies of this building within 9 tiles of a city center do not provide additional bonuses. +1 Science to each coastal resource, Shipwreck, and Reef tile in this city.

Production Cost = 180

Aquatics Center


+1 Amenities

2 Amenities from entertainment additionally when Powered

Bonus Amenities extend to each city center within 9 tiles. This bonus applies once to a city, and multiple copies of this building within 9 tiles of a city center do not provide additional bonuses. +2 Tourism for each Wonder built in this city on or adjacent to a Coast tile.

Production Cost = 240

Aerodrome

Hangar


+2 Production

+25% combat experience for air units trained in this city. +1 air unit slot in Aerodrome district.

Production Cost = 190

Airport


+4 Production

2 Production additionally when Powered

+50% combat experience for air units trained in this city. +1 air unit slot in Aerodrome district. Allows the ability to airlift land units between Aerodrome districts with Airports after the Rapid Deployment civic is unlocked.

Production Cost = 240

Neighborhood

Food Market


+4 Food

2 Food additionally when Powered

Can only be built once in a city, even if the city has multiple Neighborhoods.

Production Cost = 190

Shopping Mall


+2 Gold

+1 Amenities

2 Gold additionally when Powered

1 Amenity from entertainment additionally when Powered

+4 Tourism. Can only be built once in a city, even if the city has multiple Neighborhoods.

Production Cost = 220

Dam

Hydroelectric Dam


Provides the city +6 Power from renewable water sources.

Production Cost = 220