List of buildings in Civ5

This is the list of buildings in Civ5, as of the Brave New World expansion.
The Gods & Kings expansion added 13 new buildings to the game. The Brave New World expansion added 8 new buildings to the game, and removed one old building. The Fall 2013 patch also included one new building.
Note that certain buildings are unique to certain civilizations and replace a generic building of that era. They are marked as such, and appear under the heading of the generic building they replace. See also the Notes section to see which civilization the unique building belongs to. These buildings have the same technological requirements as the generic building they replace, but sometimes their other requirements are different. Their unique bonuses are marked in green.
== Religious ==
Religious buildings were introduced in the Gods & Kings expansion pack and may only be purchased with . These buildings include the updated version of the Monastery, previously a bonus building that could only be built in a city with or resources nearby.
Building	Cost*	Effect 	Notes
 	200 	+1 +3 ( +1 )+1 1 Specialist slot( 1 of Art slot) 	
*Requires Cathedrals religious belief
 	150 	+2 +2 +1 and on and resource tiles worked by the city	
*Requires Monasteries religious belief
 	200 	+1 +2 +3 	
*Requires Mosques religious belief
 	200 	+2 +2 +2 	
*Requires Pagodas religious belief
* Cost is relative - it assumes the game's speed is set to Standard, and increases as you progress through the eras.
== Ancient Era ==
Building	Maintenancecost	Effect 	Notes
 	1 	+15 experience for all units trained in the city	
: 	1 	+15 experience for all units trained in the city	
*Unique to the Zulus
: 	1 	+15 experience for all units trained in the city	
*Unique to Russia
 	- 	+2 local 	
*City must have or resource nearby
 	1 	+2 +1 on , and resource worked by the city 	
* Allows for movement of via trade routes
 	1 	+1 per 2 in the city 	
: 	 	+1 per 2 in the city 	
*Unique to China
: 	1 	+1 per 2 in the city 	
*Unique to Assyria
 	1 	+2 	
: 	1 	+2 	
*Unique to Ethiopia
 	1 	+1 	
: 	1 	 	
*Unique to the Maya
 	1 	+1 +1 on and resource worked by the city+1 	
*City must have or nearby
*City cannot be built on plains
 	- 	+5 +50 HP 	
: 	- 	 	
*Unique to Babylon
 	2 	+2 +1 	
*City must border a river
: 	 	+2 +1 	
*Unique to the Aztecs
*City must border a river
== Classical Era ==
Building	Maintenancecost	Effect 	Notes
 	2 	+3 ( +1 )1 Specialist slot( 1 of Writing slot) 	
*Requires Monument or Stele
 	1 	+40% is carried over after a new citizen is born 	
 	- 	+50% range for land trade routes originating from this city+2 when connecting to another civ	
 	1 	+2 local 	
 	4 	Eliminates the Occupied status of a city, reducing 	
*Can only be built in Occupied cities
 	1 	+1 on worked sea tiles+1 on worked resource +1 on all worked Sea resources 	
*City must be built on a coast
 	- 	+2 ( +1 )+25% 1 Specialist slot Increases from trade routes to this city 	
: 	- 	+2 +25% 1 Specialist slot Increases from trade routes to this city 	
*Unique to Arabia
 	- 	+2 on worked gold and resource 	
*City must have gold or silver nearby
 	1 	+1 on worked , and resource +15% for mounted units 	
*City must have a Pasture nearby
: 	 	+15% and for mounted units 	
*Unique to Poland
*City must have a Pasture nearby
 	2 	+2 	
*Requires Shrine or Pyramid
: 	 	+2 	
*Unique to Egypt
*Requires Shrine
: 	 	+2 	
*Unique to Songhai
*Requires Shrine
== Medieval Era ==
Building	Maintenancecost	Effect 	Notes
 	1 	+15 experience for all units trained in the city 	
*Requires Barracks or Krepost or Ikanda
 	- 	+7 +25 HP 	
*Requires Walls or Walls of Babylon
: 	- 	+7 +25 HP 	
*Unique to India
*Requires Walls
 	1 	+15% for land units+1 on worked resource 	
*City must have nearby
 	1 	+25% Great Person generation 	
*City must border a river or a lake
: 	1 	+25% Great Person generation 	
*Unique to Indonesia
*
 	2 	+1 on worked Sea Resources (not in BNW)Forms a trade route across water Extends Sea Trade Routes' range from this city and increases from them when connecting to a civilization	
*City must be built on a coast
 	2 	+33% +2 on worked jungle tiles2 Specialist slots 	
*Requires Library or Paper Maker or Royal Library
: 	2 	+33% +2 on worked jungle tiles2 Specialist slots 	
*Unique to Siam
*Requires Library
 	2 	+2 +10% 1 Specialist slot 	
* Allows for movement of via trade routes
: 	2 	+2 1 Specialist slot 	
*Unique to the Iroquois
* Allows for movement of via trade routes
== Renaissance Era ==
Building	Maintenancecost	Effect 	Notes
 	- 	+9 +25 HP 	
*Requires Castle or Mughal Fort
 	- 	+2 +25% 1 Specialist slot 	
*Requires Market or Bazaar
: 	- 	+2 +25% 1 Specialist slot 	
*Unique to Germany
*Requires Market
: 	- 	+25% 1 Specialist slot 	
*Unique to Persia
*Requires Market
 	1 	-25% enemy spy stealing rate 	
 	- 	+50% 	
*City must border a mountain
 	1 	+4 ( +1 )1 Specialist slot( 1 of Music slot)	
*Requires Amphitheater
: 	 	+4 ( +1 )1 Specialist slot( 1 of Music slot)	
*Unique to the Celts
*Requires Amphitheater
 	2 	+15% for naval units+1 , from sea resources 	
*City must be built on a coast
*Requires Harbor
 	2 	+3 	
*Requires Colosseum
* Replaced by Zoo
 	2 	+2 +10% for Buildings1 Specialist slot 	
*City cannot be built on hills
: 	2 	+2 1 Specialist slot 	
*Unique to Austria
*
 	2 	+2 local 	
*Requires Colosseum
== Industrial Era ==
Building	Maintenancecost	Effect 	Notes
 	3 	+4 +10% 2 Specialist slots 	
*Requires Workshop or Longhouse
*Requires 1
 	2 	+5 	
*Requires Aqueduct
 	3 	+1 on worked tiles bordering a river 	
*City must border a river
*Requires 1
 	1 	+15 experience for all units trained in the city	
*Requires Armory
 	3 	+5 ( +1 )2 Specialist slots( 2 of Art slots) 	
*Requires Opera House or Ceilidh Hall
 	1 	-25% enemy spy stealing rate 	
*Requires Constabulary
 	3 	+3 +1 per 2 in the city1 Specialist slot 	
*Requires University or Wat
 	- 	+3 +33% ( +25%)2 Specialist slots 	
*Requires Bank or Satrap's Court or Hanse
== Modern Era ==
Building	Maintenancecost	Effect 	Notes
 	3 	+3 ( +1 )+33% 1 of Music slot 	
*Requires Museum
 	- 	50% of from Wonders and Improvements is added to the output of the city+50% from s	
 	- 	+12 +25 HP 	
*Requires Arsenal
 	3 	+4 +50% 1 Specialist slot 	
*Requires Public School
 	2 	+4 ( +2 local ) 	
*Cannot provide more than the number of in the city
*Requires Theatre or Zoo
== Atomic Era ==
Building	Maintenancecost	Effect 	Notes
 	5 	50% of from Wonders and Improvements is added to the output of the city+50% from sAllows airlifting military units to other cities with an Airport	
*Airlifting doesn't work on Trade units, Naval units, and Work Boat
 	3 	+25% is carried over after a new citizen is born 	
*Requires Hospital
*Effect stacks with the Aqueduct
 	3 	+5 +15% 	
*Requires 1 
*City cannot have a Solar Plant
 	3 	+2 resource 	
*There can be 5 of these buildings in a single empire at most
 	3 	+5 +15% 	
*City must border or be built on a desert
*City cannot have a Nuclear Plant
== Information Era ==
Building	Maintenancecost	Effect 	Notes
 	1 	-75% loss from nuclear attack	
 	3 	+3 +50% for Spaceship parts 	
*Requires Factory
*Requires 1
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Category:Building lists
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