Requirement
|
Building
|
Effect
|
200 Faith
|
Cathedral
|
+1 Happiness, +1 Culture, +1 Faith, 1 Great Work of Art slot
|
150 Faith
|
Monastery
|
+2 Culture, +2 Faith, +1 Culture and +1 Faith for Wine and Incense
|
200 Faith
|
Mosque
|
+1 Happiness,+2 Culture, +3 Faith
|
200 Faith
|
Pagoda
|
+2 Happiness, +2 Culture, +2 Faith
|
n/a
|
Monument
|
+2 Culture
|
Pottery
|
Granary
|
+2 Food, +1 Food for Wheat, Banana and Citrus
|
Pottery
|
Shrine
|
+1 Faith
|
Calendar
|
Stone Works
|
+1 Happiness, +1 Production, +1 Production on Marble and Stone
|
Writing
|
Library
|
+1 Science for every 2 Citizens
|
Trapping
|
Circus
|
+2 Happiness
|
The Wheel
|
Water Mill
|
+2 Food, +1 Production
|
Masonry
|
Walls
|
+5 City Combat Strength, +50 City HP
|
Bronze Working
|
Barracks
|
+15 XP for all military units built in the city
|
Optics
|
Lighthouse
|
+1 Food from sea tiles, +1 Food from Fish, +1 Production on sea resources
|
Horseback Riding
|
Caravansary
|
50% increase in the range of land trade routes, +2 Gold from trade routes to another civ
|
Horseback Riding
|
Stable
|
+15% Production of mounted units, +1 Production for every Horses, Sheep and Cattle
|
Mathematics
|
Courthouse
|
Reduces Unhappiness from occupied cities
|
Construction
|
Colosseum
|
+2 Happiness
|
Philosophy
|
Temple
|
+2 Faith
|
Drama and Poetry
|
Amphitheater
|
+1 Culture, 1 Great Work of Writing slot
|
Currency
|
Market
|
+25% Gold, +1 Gold, +1 Gold per incoming trade route
|
Currency
|
Mint
|
+2 Gold for Gold and Silver
|
Engineering
|
Aqueduct
|
+40% of the Food is carried over after a new Citizen is born
|
Theology
|
Garden
|
+25% Great People generation
|
Metal Casting
|
Forge
|
+15% Production of land units,+1 Production for Iron
|
Metal Casting
|
Workshop
|
+2 Production, +10% Production
|
Compass
|
Harbor
|
Forms a city connection with the capital, 50% increase in the range of naval trade routes, +2 Gold from naval trade routes
|
Education
|
University
|
+33% Science, +2 Science from jungle tiles
|
Chivalry
|
Castle
|
+7 City Combat Strength, +25 City HP
|
Steel
|
Armory
|
+15 XP for all military units built in the city
|
Astronomy
|
Observatory
|
+50% Science
|
Acoustics
|
Opera House
|
+1 Culture, 1 Great Work of Music slot
|
Banking
|
Bank
|
+25% Gold, +2 Gold, +1 Gold per incoming trade route
|
Banking
|
Constabulary
|
-25% enemy spy stealing rate
|
Printing Press
|
Zoo
|
+2 Happiness
|
Navigation
|
Seaport
|
+15% Production for naval units, +1 Production and +1 Gold from sea resources
|
Economics
|
Windmill
|
+2 Production, +10% Production for buildings
|
Metallurgy
|
Arsenal
|
+9 City Combat Strength, +25 City HP
|
Archeology
|
Museum
|
+1 Culture, 2 Great Work of Art slots
|
Scientific Theory
|
Public School
|
+1 Science per 2 Population, +3 Science
|
Industrialization
|
Factory
|
+10% Production, +4 Production
|
Military Science
|
Military Academy
|
+15 XP for all military units built in the city
|
Biology
|
Hospital
|
+5 Food
|
Electricity
|
Hydro Plant
|
+1 Production in every tile without a mountain next to a river
|
Electricity
|
Police Station
|
-25% enemy spy stealing rate
|
Electricity
|
Stock Exchange
|
+3 Gold, +25% Gold
|
Refrigeration
|
Hotel
|
50% of Culture output of Wonders and tile improvements added to Tourism, +50% Tourism for Great Works
|
Refrigeration
|
Stadium
|
+2 Happiness
|
Radio
|
Broadcast Tower
|
+2 Culture, +33% Culture, 1 Great Work of Music slot
|
Replaceable Parts
|
Military Base
|
+12 City Combat Strength, +25 City HP
|
Plastics
|
Research Lab
|
+50% Science, +4 Science
|
Penicillin
|
Medical Lab
|
+25% Food carried over after new Citizen is born
|
Radar
|
Airport
|
50% Culture from Wonders and tile improvements added to Tourism, +50% Tourism from Great Works
|
Ecology
|
Solar Plant
|
+15% Production, +5 Production
|
Nuclear Fission
|
Nuclear Plant
|
+15% Production, +5 Production, requires 1 Uranium
|
Ecology
|
Recycling Center
|
2 Aluminum
|
Telecommunication
|
Bomb Shelter
|
-75% Population loss on nuclear attack
|
Robotics
|
Spaceship Factory
|
+50% Production of Spaceship Parts, +3 Production
|