List of buildings in CivBE

== Overview ==
Buildings are constructed in cities for various effects. As in all Civilization games, buildings are one of the major sources of city stats and bonuses, and each type may only be built once in each city. Not including Wonders, there are 72 unique buildings that can be constructed in each city as of the Rising Tide expansion.
=== Requirements ===
Most buildings require a certain technology to be researched before they can be built. In the Rising Tide expansion, some buildings can be unlocked combining artifacts. Other requirements might include level and/or a certain improved resource within the city's surrounding tiles. Aquatic cities and land-based cities have buildings that exclusive to aquatic cities, whereas there are also land only buildings.
=== Cost ===
All buildings cost to build. Alternatively, they may be purchased outright with at the following rate:
\mathit{round}( \frac{(30 \times \mathit{Cost} \times \mathit{GameSpeedPercent})^{0.75}}{10} ) \times 10
In this equation Cost stands for the cost at the normal game speed, and GameSpeedPercent is either 0.67 (Quick), 1 (Normal), 1.33 or 3, depending on the game speed.
 also can purchase buildings.
=== Maintenance ===
Buildings that do not produce cost at least 1 to maintain. Some quest options remove this maintenance for a building type. Some buildings also take up strategic resources. Note that this is distinct from requiring that strategic resource nearby. Selling a building will remove the maintenance associated with that building and return any strategic resources used by the building to the pool. In Rising Tide buildings unlocked using Artifacts also do not require maintenance.
=== Quest options ===
All buildings except the and buildings unlocked with artifacts have a quest associated with them. For every building of that type that you control, there is a 5% chance per turn of the quest activating. This will give you a choice between two bonuses. Most apply a local bonus to each instance of the building itself, while others apply a global bonus to your colony regardless of how many of that type of building you have. Unless specified otherwise, the bonuses are local and permanent.
== List of buildings ==
There are several different overlapping ways to categorize the buildings in Civilization Beyond Earth. The buildings listed below are organized by yield.
=== buildings ===
	Building	Requirements	cost	Maint	Effect	Quest options
	 	 	40 	1 	
* +2 
* +2	
* -1 maintenance
* +1
	 	(Land Only) 	125 	1 	
* +2 
* +2	
* Units heal +5 HP per turn (global)
* +1 , +1
	 	2 	225 	1 	
* +3 
* +1 from trade routes
* +3	
* +1 Covert Agent (global)
* +10% worker speed (global)
	 	 	245 	1 	
* +2 
* +1 from 
* 2 Artist slots
* +3	
* +2 
* Free virtue (global)
	 	4 	310 	1 	
* 4 Artist slots	
* 10% of carried over after city growth
* +1 spy (global)
	 	5 	330 	11 	
* +4 
* +1 Transcendence Victory point per turn	
* +2 
* +2
	 	7 	390 	1 	
* +15%	
* +5% 
* +5%
=== buildings ===
	Building	Requirements	cost	Effect	Quest options
	 	 	105 	
* +3 
* 2 Trader slots	
* +2 
* +1
	 	2 	190 	
* +3 
* +1 from 
* 2 Trader slots	
* One-time +1000 (global)
* +3 , +2 from (global)
	 	 	220 	
* +3 
* +2 from 
* 2 Trader slots	
* +1 
* +1
	 	4 	265 	
* +3 	
* +2 
* +1
	 	 	500 	
* +2 
* +10% 
* +2 Trader slots	
* +5% 
* +2 orbital coverage
	 	Geophysics 	110 	
*+4 	
* +1 
* +2
=== buildings ===
	Building	Requirements	cost	Maint	Effect	Quest options
	 	(Land Only) 	80 	1 	
* +2 
* +1 from Desert
* -1 from Flood Plains	
* +1 
* +1
	 	 	210 	1 	
* +2 
* +1 from 
* 1 Grower slots	
* +10% carried over on city growth
* +1
	 	 	255 	1 	
* +1 from Tundra
* 4 Grower slots	
* +1 
* +1
	 	4 	265 	1 	
* +3 
* +1 from	
* One-time +450 (global)
* One-time +1 population in all cities (global)
	 	8 	390 	1 	
* +5 	
* +10% 
* +10%
	 	 	415 	1 	
* 30% carried over after city growth
* 2 Scientist slots	
* +10% 
* +10%
	 	 	445 	1 	
* +2 
* 3 Grower slots
* +3	
* +5% 
* +10% worker speed (global)
=== buildings ===
	Building	Requirements 	cost	Maint	Effect	Quest options
	 	 	60 	1 	
* +1 
* +1	
* +1 
* +15 city HP
	 	 	90 	1 	
* +1 
* +1 
* +1 from Marsh	
* +1 
* +5% towards military units
	 	 	95 	1 	
* +2 	
* +1 
* +1
	 	2 	200 	1 	
* +2 
* +1 
* +3	
* +3 , -1 maintenance
* +1
	 	4 	265 	1 	
* +20% 
* +1 from	
* +1 
* +1
	 	 	350 	1 	
* +3 
* +2 Scientist slots	
* +2 
* +1
	 	5 	370 	12 	
* +4 
* +1 from	
* +1 unit sight range (global)
* +2
	 	 	400 	1 	
* +4 
* +2 Artist slots	
* +5% 
* +10%
	 	10(Land Only)	430 	14 	
* +20%	
* +5% 
* +10%
=== buildings ===
	Building	Requirements	cost	Maint	Effect	Quest options
	 	 	80 	1 	
* +2 	
* +1 
* +1 Expedition Module for explorers (global)
	 	 	100 	1 	
* +2 
* +1 from	
* +2 orbital coverage
* +5 city
	 	2 	180 	1 	
* +10% 
* +1 from 
* 1 Scientist slot	
* One-time +450 (global)
* +5 (global)
	 	 	185 	1 	
* +3 
* +1 from 
* +2	
* +1 
* -1 maintenance
	 	4 	255 	1 	
* +10% 
* +1 from	
* +1 
* +10% towards military units
	 	 	310 	1 	
* 3 Scientist slots	
* +5% 
* One free tech (global)
	 	8 	390 	1 	
* +15%	
* +10% 
* Units heal +10 HP per turn (global)
	 	8 	470 	14 	
* +10% 
* +3	
* +1 
* +1
	 	10 	470 	14 	
* +15% 
* +2	
* +1 per level
* +1 per level
=== /Trade buildings ===
	Building	Requirements 	cost	Maint	Effect	Quest options
	 	 	60 	1 	
* +1 
* Allows trade routes to be built
* +2	
* +1 
* +2
	 	 	75 	1 	
* +2 
* +1 from internal or Station trade routes	
* +1 
* +10% worker speed (global)
	 	 	210 	1 	
* +2 
* +1 from trade routes (international)
* 2 Engineer slots	
* +1 , -1 maintenance
* +1
	 	4 	290 	1 	
* +3 
* +1 from	
* +1 
* +1
	 	 	310 	1 	
* +2 
* +2 from	
* +2 from (global)
* +4 (global)
	 	Physics(Aquatic only) 	130 	1 	
*+2 ,
*+20% Naval Unit	
* +1 
* +10% Production for Naval Units
	 	(Land Only) 	90 	1 	
* +10% for land units	
* +1 orbital coverage
* +5% for military units
	 	5 	390 	12 	
* +4 	
* +2 
* +2 , -1 maintenance
	 	7 	430 	12 	
* +3 
* +10%	
* +1 per rank
* +1 per rank
	 	8(Land Only) 	500 	1 	
* +5 	
* +5% , -1 maintenance
* +5%
	 	8 	470 	12 	
* +2 
* +15%	
* +2 from (global)
* +4 (global)
	 	10 	470 	14 	
* +15%	
* +2 from (global)
* +4 (global)
	 	Unlocked with Artifacts	200 	None 	
*+50% yields from domestic Trade Routes	
=== Defensive buildings ===
	Building	Requirements 	cost	Maint	Effect	Quest options
	 	 	120 	1 	
* Prevents aliens from approaching within 2 tiles of the city
* Only discourages alien movement in Rising Tide	
* +1 repel range
* Trade units cannot be attacked by Aliens (global)
	 	 	125 	1 	
* +18 city 
* +15 city HP
* +3 orbital strike range	
* +5 city 
* +1 orbital strike range
	 	 	150 	1 	
* +10 city 
* +40 city HP	
* +10 city HP
* -1 maintenance
	 	 	235 	1 	
* +5 city HP
* -2 maximum Intrigue for this city
* -1 maximum Intrigue for this city in Rising Tide	
* Spies rank up ? faster (global)
* +10 city HP
	 	 	310 	1 	
* +20 city 
* +20 city HP	
* +15 city 
* +1 spy (global)
	 	 	375 	1 	
* +24 city 
* +10 city HP
* 2 Engineer slots	
* +10 city HP
* +10% city strength
	 	(Aquatic only) 	415 	1 	
*+2 
*+50 City HP	
*+5% 
*+20 City Hit Points
	 	(Aquatic only) 	255 	2 	
*25 City Defense
*Reveals invisible units with 2 tiles	
*+1 
*+5 City Strength
	 	(Aquatic only) 	150 	1 	
*+20% City Strike Damage	
*+10% City Strike Damage
*+5 City Strength
	 	Unlocked with Artifacts	50 	None 	
*+10 City Defense
*Military Units begin with a free promotion	
=== Other buildings ===
	Building	Requirements 	cost	Maint	Effect	Quest options
	 	7 	500 	0 	
* +1 
* +1 
* +1 
* +1 
* +1	
* +10% 
* +5% , +5% , +5% , +5% , +5%
	 	Unlocked with Artifacts 	200 	None 	
*Work 2 more tiles than a city has Citizens	
	 	 	130 	1 	
* +3 orbital coverage	
* +1 orbital coverage
* +10% towards orbital units
	 	 	600 	1 	
* +1 Transcendence Victory point per turn	
* None
	 	 	500 	1 	
* +40% for orbital units
* +3 orbital coverage	
* +2 orbital coverage
* +10% for orbital units
	 	Unlocked with Artifacts 	100 	None 	
*+10% yields while at war	
	 	Unlocked with Artifacts 	50 	None 	
*+100% for Orbital Units
*+2 city orbital coverage	
	 	 	160 	1 	
* +1 from 
* +1 from 
* 1 Trader slot	
* +2 from (global)
* +2 from (global)
	 	Planetary Survey
Originally required until the October 2015 patch(Aquatic only)	210 	1 	
*+2 
*-30% cost to Move City	
*-10% to move cities
*+1
	 	(Coast and Aquatic only)	150 	1 	
* +1 from water tiles in the base game
* +1 from water tiles in Rising Tide	
* -1 maintenance
* +1
	 	Unlocked with Artifacts 	200 	None 	
* +2 
* units heal after 1 turn	
== Alternative Categories for Buildings ==
*Artifacts (CivBE) 
*Aquatic gameplay (CivBE) 
By Affinity
*Harmony Buildings
*Purity Buildings
*Supremacy Buildings
==References==
Energy buildings do not require maintenance
Category:Civilization: Beyond Earth
 
Category:Lists (CivBE)