List of buildings in Civ6

__NOTOC__
The following is a list of buildings in Civilization VI and its expansions, sortable by district and era.
Building 	District	Unlocked with 	Era 	Effects & notes
 	 	Empire 	None 	
* +2 
* +1 
* +2 
* +5 
* +1 
* +1 ( +2 ) from Entertainment
* +1 slot for a Great Work (any type)
* +3 Combat Strength for the city ("Palace Guard")
* +1 Loyalty per turn from each Citizen
 	 	None 	Ancient 	
Vanilla:
* +2 
:
* +1 Loyalty
* +1 
* +1 additional if city is at maximum Loyalty.
Heroes & Legends:
* +1 Loyalty
* +1 
* +1 additional if city is at maximum Loyalty.
* If devoted to a Hero, contains 2 Heroic Relics slots.
 	 	 	Ancient 	
* +1 
* +2
 	 	 	Ancient 	
* +2 (boosted by Rationalism policy card).
* +1 Citizen slot.
* +1 point per turn.
* +2 for each Scientific City-State with 3 s.
** With Ethiopia Pack: +1 for each Scientific City-State with 1 .
* +1 with Great Scientist Hypatia activated.
 	 	 	Ancient 	
Standard game:
* +2 (boosted by Simultaneum policy card).
* +1 Citizen slot.
* +1 point per turn.
* +2 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 3 s.
** With Ethiopia Pack: +1 for each Religious City-State with 1 .
* Allows purchasing of Missionaries in this city.
Heroes & Legends:
* +2 (boosted by Simultaneum policy card).
* +1 Citizen slot.
* +1 point per turn.
* +2 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 3 s.
** With Ethiopia Pack: +1 for each Religious City-State with 1 .
* Allows purchasing of Missionaries in this city.
* Heroes claimed or recalled in this city have 10% longer Lifespan.
 	 	 	Ancient 	
* Provides Outer Defense for the city and the Encampment (if available) that must be depleted before the city itself is assaulted.
* +100 Outer Defense.
* +3 Combat Strength
* Becomes obsolete after Steel, which automatically builds defenses in every city.
* +1 (with Monarchy)
* +1 (with Conservation)
 	 	 	Ancient 	
* +1 
* +1 
* +1 Citizen slot
* +1 point per turn
* +2 toward units for each Militaristic City-State with 3 s.
** With Ethiopia Pack: +1 toward units for each Militaristic City-State with 1 .
* +25% combat experience for all melee, ranged and anti-cavalry units trained in this city
* Strategic Resource stockpiles increased by 10
* Cannot be built if has already been built in this district
Added in Persia and Macedon Civilization & Scenario Pack.(Macedon)	 	 	Ancient 	
* +1 
* +1 
* +1 Citizen slot
* +1 point per turn
* +2 toward units for each Militaristic City-State with 3 s.
** With Ethiopia Pack: +1 toward units for each Militaristic City-State with 1 .
* +25% combat experience for all melee, ranged, anti-cavalry, siege units and Hetairoi trained in this city
* Gain equal to 25% of the unit's cost when a non-civilian unit is created in this city
* Strategic Resource stockpiles increased by 10
* Cannot be built if has already been built in this district
 	 	 	Ancient 	
* +1 
* +1 
* +1 from local bonus resources improved by Farms.
* City must be adjacent to a River.
Added in Babylon Pack.(Babylon) 	 	Irrigation 	Ancient 	
* +2 
* +1 
* +1 to all tiles adjacent to a source of Fresh Water.
* City must be adjacent to a River.
Added in Vietnam & Kublai Khan Pack. 	 	 	Ancient 	
* +1 and to adjacent unimproved tiles with Charming Appeal
* Yields increased to +2 , and for adjacent unimproved tiles with Breathtaking Appeal
 	 	 	Classical 	
* +2 (boosted by Grand Opera policy card)
* +1 Citizen slot
* +1 point per turn
* +2 Great Work of Writing slots
* +2 for each Cultural City-State with 3 s.
** With Ethiopia Pack: +1 for each Cultural City-State with 1 .
(Māori) 	 	 	Classical 	
* +1 and to all of this city's tiles with a passable feature.
* +1 to all of this city's tiles with a feature (with Flight).
* +2 for each Cultural City-State with 3 s.
** With Ethiopia Pack: +1 for each Cultural City-State with 1 .
* No maintenance cost.
* No Great Work slots.
 	 	 	Classical 	
* +1 
* +1 in Coast and Lake tiles controlled by the city
* +1 
* +1 
* +1 Citizen slot
* +1 point per turn.
* +25% combat XP for all naval units trained in this city.
* +1 capacity if this city doesn't have a .
* +2 additional if City Center is adjacent to Coast or Lake.
* +2 for each Trade City-State with 3 s.
** With Ethiopia Pack: +2 for each Trade City-State with 1 .
 	 	 	Classical 	
* +1 
* +1 
* +1 Citizen slot
* +1 point per turn
* +25% combat experience for all cavalry and siege units trained in this city
* +2 toward units for each Militaristic City-State with 3 s.
** With Ethiopia Pack: +1 toward units for each Militaristic City-State with 1 .
* Strategic Resource stockpiles increased by 10
* Cannot be built if has already been built in this district
(Mongolia) 	 	 	Classical 	
* +1 
* +1 
* +1 Citizen slot
* +1 point per turn
* +25% combat experience for all cavalry and siege units trained in this city
* +1 for all cavalry units trained in this city
* +2 toward units for each Militaristic City-State with 3 s.
** With Ethiopia Pack: +1 toward units for each Militaristic City-State with 1 .
* Strategic Resource stockpiles increased by 10
* Cannot be built if has already been built in this district
 	 	 	Classical 	
* +2 from entertainment
* +1 
* +1 after discovering Conservation
(Aztec) 	 	 	Classical 	
* +2 
* +1 point per turn
* Lower cost (135 vs. 150)
* +2 from Entertainment
* +1 ( 2 )
* +1 after developing the Conservation civic
 	 	 	Classical 	
* +3 (boosted by Free Market policy card)
* +1 Citizen slot
* +1 point per turn.
* +4 for each Trade City-State with 3 s.
** +2 for each Trade City-State with 3 s.
** With Ethiopia Pack: +2 for each Trade City-State with 1 .
* +1 capacity if this city doesn't have a .
Added in Poland Civilization & Scenario Pack.(Poland) 	 	 	Classical 	
* +3 (boosted by Free Market Policy Card)
* +1 Citizen slot
* +1 point per turn
* +4 from domestic s.
* +2 from international s.
* +1 capacity if this city doesn't have a .
* +4 for each Trade City-State with 3 s.
** +2 for each Trade City-State with 3 s.
** With Ethiopia Pack: +2 for each Trade City-State with 1 .
 	 	 	Classical 	
Standard game:
* +4 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 point per turn
* +1 Relic slot
* +4 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 6 s.
** With Ethiopia Pack: +2 for each Religious City-State with 3 s.
* Allows purchasing of Apostles, Gurus, Inquisitors (after an Apostle uses its Launch Inquisition ability), and Warrior Monks (with the proper belief) in this city.
Heroes & Legends:
* +4 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 point per turn
* +1 Relic slot
* +4 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 6 s.
** With Ethiopia Pack: +2 for each Religious City-State with 3 s.
* Allows purchasing of Apostles, Gurus, Inquisitors (after an Apostle uses its Launch Inquisition ability), and Warrior Monks (with the proper belief) in this city.
* Recalling Heroes in this city costs 15% less .
Added in Khmer and Indonesia Civilization & Scenario Pack.(Khmer) 	 	 	Classical 	
Standard game:
* +6 (boosted by Simultaneum Policy Card)
* +1 Citizen slot
* +1 point per turn
* +1 Relic slots
* +4 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 6 s.
** With Ethiopia Pack: +2 for each Religious City-State with 3 s.
* Allows purchasing of Apostles, Gurus, Inquisitors (after an Apostle uses its Launch Inquisition ability), and Warrior Monks (with the proper belief) in this city
* +0.5 for every Population in this city
* Provides 10 if the city has between 10 and 19 Population, and 20 instead if the city has 20 or more Population after Flight is researched.
Heroes & Legends:
* +6 (boosted by Simultaneum Policy Card)
* +1 Citizen slot
* +1 point per turn
* +1 Relic slots
* +4 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 6 s.
** With Ethiopia Pack: +2 for each Religious City-State with 3 s.
* Allows purchasing of Apostles, Gurus, Inquisitors (after an Apostle uses its Launch Inquisition ability), and Warrior Monks (with the proper belief) in this city
* +0.5 for every Population in this city
* Provides 10 if the city has 10 or more Population, and 20 if the city has 20 or more Population after Flight is researched.
* Recalling Heroes in this city costs 15% less .
(Norway) 	 	 	Classical 	
Standard game:
* Holy Site gets an additional standard adjacency bonus (+1) from Woods.
* +1 for every coastal resource and worked by the city
* +4 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 point per turn
* +1 Relic slot
* +4 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 6 s.
** With Ethiopia Pack: +2 for each Religious City-State with 3 s.
* Allows purchasing of Apostles, Gurus, Inquisitors (after an Apostle uses its Launch Inquisition ability), and Warrior Monks (with the proper belief) in this city.
Heroes & Legends:
* Holy Site gets an additional standard adjacency bonus (+1) from Woods.
* +1 for every coastal resource worked by the city
* +4 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 point per turn
* +1 Relic slot
* +4 with Choral Music follower belief.
* +1 with Religious Community follower belief.
** +3 and +2 with Feed the World follower belief.
* +2 for each Religious City-State with 6 s.
** With Ethiopia Pack: +2 for each Religious City-State with 3 s.
* Allows purchasing of Apostles, Gurus, Inquisitors (after an Apostle uses its Launch Inquisition ability), and Warrior Monks (with the proper belief) in this city.
* Recalling Heroes in this city costs 15% less .
 	 	Tier 1 Government	Classical 	
* 50% increased toward Settlers in this city
* New cities receive a free Builder
* Awards +1 Governor Title
* Cannot be built if or has already been built in this district
 	 	Tier 1 Government	Classical 	
* +2 and +4 in Cities with Governors.
* -2 Loyalty in Cities without Governors.
* Awards +1 Governor Title.
* Cannot be built if or has already been built in this district.
 	 	Tier 1 Government	Classical 	
* Capturing an enemy City grants 20% bonus in all Cities for 5 turns.
* Awards +1 Governor Title.
* Cannot be built if or has already been built in this district.
 	 	Religious Belief 	None 	
* +3 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* +1 Great Work of Religious Art slot
* Requires the Cathedral Worship Belief to be constructed.
 	 	Religious Belief 	None 	
* +3 (boosted by Simultaneum policy card)
* +1 additional for each era since constructed or last repaired (not boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 additionally per Specialist in this district
* Cannot be pillaged by natural disasters.
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Dar-e Mehr Worship Belief to be constructed.
 	 	Religious Belief 	None 	
Vanilla and :
* +3 (boosted by Simultaneum policy card)
* +2 
* +1 Citizen slot
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
:
* +3 (boosted by Simultaneum policy card)
* +2 
* +1 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Gurdwara Worship Belief to be constructed.
 	 	Religious Belief 	None 	
* +3 (boosted by Simultaneum policy card)
* +2 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Meeting House Worship Belief to be constructed.
 	 	Religious Belief 	None 	
* +3 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Missionaries and Apostles purchased in this Holy Site gain 1 additional "Spread Religion" charge
* Requires the Mosque Worship Belief to be constructed.
 	 	Religious Belief 	None 	
Vanilla and :
* +3 (boosted by Simultaneum policy card)
* +1 
* +1 Citizen slot
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Pagoda Worship Belief to be constructed.
:
* +3 (boosted by Simultaneum policy card)
* +1 per turn
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Pagoda Worship Belief to be constructed.
 	 	Religious Belief 	None 	
* +3 (boosted by Simultaneum policy card)
* +1 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Stupa Worship Belief to be constructed.
 	 	Religious Belief 	None 	
* +5 (boosted by Simultaneum policy card)
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Synagogue Worship Belief to be constructed.
 	 	Religious Belief 	None 	
* +3 (boosted by Simultaneum policy card)
* +2 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* With Ethiopia Pack: +3 for each Religious City-State with 6 s
* Requires the Wat Worship Belief to be constructed.
 	 	 	Medieval 	
* +2 
** +3 
* +1 Citizen slot
* +1 point per turn
* +3 for each time Great Engineer Leonardo da Vinci activated.
* +2 toward wonders, buildings, and districts for each Industrial City-State with 3 s.
** With Ethiopia Pack: +1 toward wonders, buildings, and districts for each Industrial City-State with 1 .
 	 	 	Medieval 	
* +2 ( +3 )
* +1 Citizen slot
* +1 point per turn
* +25% combat experience for all melee, anti-cavalry, ranged, cavalry, and siege units trained in this city
* Allows training of Military Engineers in this city
* +2 toward units for each Militaristic City-State with 6 s.
* Strategic Resource stockpiles increased by 10
 	 	 	Medieval 	
* +100 Outer Defense Strength
* +3 Combat Strength (total of +6 Combat Strength from previous Walls)
* Becomes obsolete with Steel, which automatically builds defenses in every city.
* Cannot be purchased with .
* +1 (with Monarchy, total of +2 from previous Walls)
* +2 (with Conservation, total of +3 from previous Walls)
Added in Ethiopia Pack. 	 	 	Medieval 	
* +2 s per turn.
* Spies operate at one level lower when targeting this city or cities with Encampments.
* +2 toward units for each Militaristic City-State with 3 s.
* +2 toward wonders, buildings, and districts for each Industrial City-State with 3 s.
* +2 for each Scientific City-State with 3 s.
* +2 for each Cultural City-State with 3 s.
* +4 for each Trade City-State with 3 s.
* +2 for each Religious City-State with 3 s.
 	 	 	Medieval 	
* +4 (boosted by Rationalism policy card)
* +1 
* +1 Citizen slot
* +1 point per turn
* +2 for each Scientific City-State with 6 s.
** With Ethiopia Pack: +2 for each Scientific City-State with 3 s.
* +2 with activated.
Added in Portugal Pack.(Portugal) 	 	 	Medieval 	
* +25% toward naval units in this city
* +1 for every two Coast or Lake tiles in this city
* +1 point per turn
* +4 (boosted by Rationalism policy card)
* +1 
* +1 Citizen slot
* +1 point per turn
* +2 for each Scientific City-State with 6 s.
** With Ethiopia Pack: +2 for each Scientific City-State with 3 s.
* +2 with activated.
(Arabia) 	 	 	Classical 	
* +5 (boosted by Rationalism policy card)
* Provides bonus equal to the adjacency bonus of its district
* +1 
* +1 Citizen slot
* +1 point per turn
* +2 for each Scientific City-State with 6 s.
** With Ethiopia Pack: +2 for each Scientific City-State with 3 s.
* +2 with Great Scientist Isaac Newton activated.
 	 	Tier 2 Government	Medieval/Renaissance	
* Levying City-States costs half .
* City-State units gain +4 Combat Strength if you are the City-State's Suzerain (including levied units).
* Awards +1 Governor Title.
* +3 per turn.
* Cannot be built if , , or has already been built in this district.
 	 	Tier 2 Government	Medieval/Renaissance	
* Grants the ability to buy land military units with .
* Pillaging improvements and s provides bonus .
* Awards +1 Governor Title.
* +5 .
* Cannot be built if , , or has already been built in this district.
 	 	Tier 2 Government	Medieval/Renaissance	
* +1 Spy and Spy capacity.
* All Spy Operations have a higher chance of success.
* Awards +1 Governor Title.
* Cannot be built if , , or has already been built in this district.
(Kristina) 	 	Tier 2 Government	Medieval/Renaissance	
* +2 points per turn.
* +2 points per turn.
* +2 points per turn.
* +2 Great Work of Writing slots.
* +2 Great Work of Art slots.
* +2 Great Work of Music slots.
* Awards +1 Governor Title.
* Cannot be built if Foreign Ministry, Grand Master's Chapel, or Intelligence Agency has already been built in this district.
 	 	 	Renaissance 	
* +5 (boosted by Free Market policy card)
* +1 Citizen slot
* +1 point per turn
* +2 Great Works slots for any type with Great Merchant Giovanni de' Medici activated.
* +4 for each Trade City-State with 6 s.
** +2 for each Trade City-State with 6 s.
** With Ethiopia Pack: +4 for each Trade City-State with 3 s.
(Ottomans) 	 	 	Renaissance 	
* +5 (boosted by Free Market policy card)
* +1 Citizen slot
* +1 point per turn
* +2 for each Trade City-State with 6 s.
** With Ethiopia Pack: +4 for each Trade City-State with 3 s.
* Lower cost (220 vs. 290)
* Accumulate one extra Strategic resource for every different type of Strategic resources this city has improved.
* Receive 1 for every type of Luxury resource this city has improved.
* +2 Great Works Slots for any type with Great Merchant Giovanni de' Medici activated.
 	 	 	Renaissance 	
* +3 s per turn.
* When this civilization captures or kills an enemy Spy, receive 50 for every level of the enemy Spy.
* +3 toward units for each Militaristic City-State with 6 s.
* +3 toward wonders, buildings, and districts for each Industrial City-State with 6 s.
* +3 for each Scientific City-State with 6 s.
* +3 for each Cultural City-State with 6 s.
* +6 for each Trade City-State with 6 s.
* +3 for each Religious City-State with 6 s.
 	 	 	Renaissance 	
* +2 (boosted by Grand Opera policy card)
* +1 Citizen slot
* +1 point per turn
* +2 points per turn
* +2 for each Cultural City-State with 6 s.
** With Ethiopia Pack: +2 for each Cultural City-State with 3 s.
* +3 Great Work of Art slots
** Theming bonus: Doubles output when displaying Great Works of the same type from different Great Artists
* Cannot be built if has already been built in this district
 	 	 	Renaissance 	
* +2 (boosted by Grand Opera policy card)
* +1 Citizen slot
* +1 point per turn
* +2 points per turn
* +2 for each Cultural City-State with 6 s.
** With Ethiopia Pack: +2 for each Cultural City-State with 3 s.
* +3 Artifact slots (+6 if playing as England in vanilla Civilization VI and Rise and Fall)
** Theming bonus: Doubles output when displaying Artifacts of the same era from different civilizations
* Allows training and maintaining 1 , while there are free Artifact slots in the Museum
* Cannot be built if has already been built in this district
 	 	 	Renaissance 	
* +25% combat experience for all naval units trained in this city
* Bonus equal to the adjacency bonus of this district
* +1 to all unimproved Coast and Lake tiles in the city
* +1 Citizen slot
* +1 point per turn
 	 	 	Renaissance 	
* +100 Outer Defense Strength
* +3 Combat Strength (total of +9 Combat Strength from previous Walls)
* Becomes obsolete with Steel, which automatically builds defenses in every city.
* Cannot be purchased with .
* +1 (with Monarchy, total of +3 from previous Walls)
* +3 (with Conservation, total of +6 from previous Walls)
* +2 with Military Research policy card
* +2 (with Monarchy)
(Georgia) 	 	 	Renaissance 	
* Lower cost (260 vs. 305 ( 300)).
* +4 .
* +200 Outer Defense Strength.
* +3 Combat Strength (total of +9 Combat Strength from previous Walls)
* +1 (with Monarchy, total of +3 from previous Walls)
* +2 (with Monarchy)
* Becomes obsolete with Steel, which automatically builds defenses in every city.
* Cannot be purchased with .
* +3 (with Conservation, total of +6 from previous Walls and +9 in a )
* +2 with Military Research policy card
* +100% and while in a
 	 	 	Industrial 	
Vanilla and :
* +3 to all City Centers within 6 tiles of the Factory's Industrial Zone.
* +1 Citizen slot.
* +1 point per turn
* +2 with Great Engineer James Watt activated.
:
* +3 to all City Centers within 6 tiles of the Factory's Industrial Zone.
* +3 additional to all City Centers within 6 tiles when Powered.
* Base Load: 2 
* +1 Citizen slot.
* +1 point per turn
* +2 with Great Engineer James Watt activated.
(Japan) 	 	 	Industrial 	
Vanilla and :
* +4 to all City Centers within 6 tiles of the Electronics Factory's Industrial Zone
* +1 Citizen slot
* +1 point per turn
* +4 (with )
* +2 with Great Engineer James Watt activated.
:
* +3 to all City Centers within 6 tiles of the Electronics Factory's Industrial Zone
* +5 additionally when Powered
* Base Load: 2 
* +1 Citizen slot
* +1 point per turn
* +4 (with )
* +2 with Great Engineer James Watt activated.
 	 	 	Industrial 	
* Grants bonus equal to the district's current adjacency bonus.
* Converts into for this city and other cities whose City Centers are within 6 tiles. (Conversion rate: 1 → 4 )
* +1 Citizen slot.
* +1 additionally per Specialist in this district
* +1 point per turn.
* +2 and +4 with Third Alternative policy card.
* With Ethiopia Pack: +3 toward wonders, buildings, and districts for each Industrial City-State with 6 s.
* Heavy CO2 emissions into the atmosphere.
* Cannot be built if Oil Power Plant or Nuclear Power Plant has already been built in this district
 	 	 	Industrial 	
* +25% combat experience for all melee, anti-cavalry, ranged, cavalry, and siege units trained in this city
* +25% faster Corps and Army training
* +3 ( +4 )
* +1 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* +1 point per turn
* +1 ( +2 ) with Military Research policy card
* +4 ( +2 and +4 ) with Third Alternative policy card
* +15% towards Space Race projects with Integrated Space Cell policy card
* With Ethiopia Pack: +3 toward units for each Militaristic City-State with 6 s.
* Strategic Resource stockpiles increased by 10
 	 	 	Industrial 	
* +2
 	 	 	Industrial 	
Vanilla and :
* +7 (boosted by Free Market policy card)
* +1 Citizen slot
* +1 point per turn
* With Ethiopia Pack: +6 for each Trade City-State with 6 s.
:
* +4 (boosted by Free Market policy card)
* +7 additionally when Powered.
* Base Load: 3 
* +1 Citizen slot
* +2 additionally per Specialist in this district
* +1 point per turn
* With Ethiopia Pack: +6 for each Trade City-State with 6 s.
In the Monopolies and Corporations game mode, the Stock Exchange can store 3 Corporation products.
 	 	 	Industrial 	
* +1 from Entertainment to all City Centers within 6 tiles of this Zoo's Entertainment Complex
* +1 to each Rainforest and Marsh tile in this city
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
(Hungary) 	 	 	Industrial 	
* +2 from entertainment to all City Centers within 6 tiles of the Thermal Bath's Entertainment Complex.
* +2 to all City Centers within 6 tiles of the Thermal Bath's Entertainment Complex.
* +3 and +2 additional to this city if there is at least one Geothermal Fissure within its borders.
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
 	 	 	Industrial 	
* +2 from entertainment
* +2 
* +3
 	 	 	Industrial 	
* +1 from entertainment. This bonus 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 to each coastal resource and in this city.
* +1 to each Reef tile in this city.
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
 	 	 	Modern 	
* +2 (1 in ) air unit slots in this 
* +25% combat experience for all air units trained in this city
* +2
 	 	 	Modern 	
* +25% Faster Fleet and Armada training.
* +25% combat experience for all naval units trained in this city.
* +2 to all Coast or Lake tiles owned by this city.
* +2 
* +2 
* +1 
* +1 Citizen slot
* +1 additionally per Specialist in this district.
* +1 point per turn.
* +1 ( +2 ) with Military Research policy card
* +15% towards Space Race projects with Integrated Space Cell policy card
* With Ethiopia Pack: +6 for each Trade City-State with 6 s.
In the Monopolies and Corporations game mode, the Seaport can store 3 Corporation products.
(Vanilla and only) 	 	 	Modern 	
* +4 to all City Centers within 6 tiles of this Power Plant's Industrial Zone
* +1 Citizen slot
* +1 point per turn
* +4 with the Third Alternative policy card
* With Ethiopia Pack: +3 toward wonders, buildings, and districts for each Industrial City-State with 6 s.
 	 	 	Modern 	
* +3 to all City Centers within 6 tiles of this Power Plant's Industrial Zone
* Converts into for this city and other cities whose City Centers are within 6 tiles. (Conversion rate: 1 → 4 )
* +1 Citizen slot.
* +1 additionally per Specialist in this district
* +1 point per turn.
* +2 and +4 with Third Alternative policy card.
* With Ethiopia Pack: +3 toward wonders, buildings, and districts for each Industrial City-State with 6 s.
* Moderate CO2 emissions into the atmosphere.
 	 	 	Modern 	
Vanilla and :
* +4 (boosted by Grand Opera policy card)
* +1 Citizen slot
* +1 point per turn
* +2 points per turn
* With Ethiopia Pack: +3 for each Cultural City-State with 6 s.
* +1 Great Work of Music slot
:
* +2 (boosted by Grand Opera policy card)
* +4 additionally when Powered
* Base Load: 3 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* +1 point per turn
* +2 points per turn
* With Ethiopia Pack: +3 for each Cultural City-State with 6 s.
* +1 Great Work of Music slot
* +3 with Disinformation Campaign policy card
(America) 	 	 	Modern 	
Vanilla and :
* +4 (boosted by Grand Opera policy card)
* +1 Citizen slot
* +1 point per turn
* +2 points per turn
* With Ethiopia Pack: +3 for each Cultural City-State with 6 s.
* +1 Great Work of Music slot
* +100% pressure from this city towards other civilizations which had entered the Modern Era.
:
* +2 (boosted by Grand Opera policy card)
* +4 additionally when Powered
* Base Load: 3 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* +1 point per turn
* +2 points per turn
* With Ethiopia Pack: +3 for each Cultural City-State with 6 s.
* +1 Great Work of Music slot
* +100% pressure from this city towards other civilizations which had entered the Modern Era.
* +3 with Disinformation Campaign policy card activated.
 	 	 	Modern 	
Vanilla and :
* +5 (boosted by Rationalism)
* +1 Citizen slot
* +1 points per turn
* +4 with Third Alternative
* With Ethiopia Pack: +3 for each Scientific City-State with 6 s.
* +4 with Great Scientist Albert Einstein activated.
:
* +3 (boosted by Rationalism)
* +5 additionally when Powered.
* Base Load: 3 
* +1 Citizen slot
* +1 additionally per Specialist in this district
* +1 points per turn
* +4 and +2 with Third Alternative
* With Ethiopia Pack: +3 for each Scientific City-State with 6 s.
* +4 with Great Scientist Albert Einstein activated.
 	 	Tier 3 Government	Modern 	
* Provides 4 slots for any Great Work.
* Awards +1 Governor Title.
* Cannot be built if or has already been built in this district.
 	 	Tier 3 Government	Modern 	
*Builders gain the ability to use all their charges to provide bonus to a District Project (2% of the project's cost per build charge used). Once per city per turn.
* Awards +1 Governor Title.
* Cannot be built if or has already been built in this district.
 	 	Tier 3 Government	Modern 	
* All units heal up to 20 hit points when they eliminate a unit.
* Awards +1 Governor Title.
* Cannot be built if or has already been built in this district.
 	 	 	Modern 	
:
* +3 
* Limit of one per city (even if the city has multiple Neighborhoods).
* Cannot be built if Shopping Mall has already been built in one of this city's districts.
:
* +4 
* +2 additionally when ed
* Base Load: 1 
* Limit of one per city (even if the city has multiple Neighborhoods).
* Cannot be built if Shopping Mall has already been built in one of this city's districts.
 	 	 	Modern 	
:
* +4 
* +2 
* +1 from entertainment
* Limit of one per city (even if the city has multiple Neighborhoods).
* Cannot be built if Food Market has already been built in one of this city's districts.
:
* +4 
* +2 
* +2 additionally when Powered
* +1 from entertainment
* +1 additionally when Powered
* Base Load: 1 
* Limit of one per city (even if the city has multiple Neighborhoods).
* Cannot be built if Food Market has already been built in one of this city's districts.
 	 	 	Modern 	
* Provides 6 to the city from renewable water sources.
 	 	 	Modern 	
* +1 and to adjacent unimproved tiles with Charming Appeal
* Yields increased to +2 , and for adjacent unimproved tiles with Breathtaking Appeal
 	 	 	Atomic 	
Vanilla and :
* +2 air unit slots in the Aerodrome
* +50% combat experience for air units trained in this city
* +3 
* Allows the ability to airlift land units between Aerodromes with Airports after Rapid Deployment is unlocked
:
* +1 air unit slot in the Aerodrome
* +50% combat experience for air units trained in this city
* +4 
* +2 additionally when Powered
* Base Load: 1 
* Allows the ability to airlift land units between Aerodromes with Airports after Rapid Deployment is unlocked
 	 	 	Atomic 	
Vanilla:
* +2 from entertainment to all City Centers within 6 tiles of this Stadium's Entertainment Complex. (boosted by Sports Media policy card)
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
:
* +2 from entertainment to all City Centers within 6 tiles of this Stadium's Entertainment Complex. (boosted by Sports Media policy card)
* +2 if the city Population is 10 or higher and +5 if the city Population is 20 or higher.
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
:
* +1 from entertainment to all City Centers within 6 tiles of this Stadium's Entertainment Complex. (boosted by Sports Media policy card)
* +2 from entertainment additionally when Powered.
* +2 if the city Population is between 10 and 19, and +5 instead if the city Population is 20 or higher.
* Base Load: 2 .
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
 	 	 	Atomic 	
:
* +2 from entertainment to every City Center within 9 tiles.
* +2 for each Wonder built in this city on or adjacent to a Coast or Lake tile.
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
:
* +1 from entertainment to every City Center within 9 tiles.
* +2 from entertainment additionally when Powered.
* +2 for each Wonder built in this city on or adjacent to a Coast or Lake tile.
* Base Load: 2 .
* +1 and +3 tiles radius with Great Engineer Joseph Paxton activated.
 	 	 	Atomic 	
* Constructed automatically around each Coastal Lowland tile belonging to the city; it protects them from flooding when sea level rises due to Climate change.
* Initial cost and per turn maintenance are variable based on the number of Coastal Lowland tiles in this city and the current sea level. The formula is (80 x coastal lowland tiles) + (80 x coastal lowland tiles x flood level).
* If constructed after some of the city's tiles have been flooded, those tiles can be repaired in full and used again, along with anything that's on them. Does not affect submerged tiles as these are lost forever and cannot be recovered.
* Will not be pillaged if the city is captured.
* Must be built in a city with one or more Coastal Lowland tiles.
* Cannot be Purchased with .
 	 	 	Atomic 	
* +4 
* +3 
* The and bonuses extend to all City Centers within 6 tiles of this Nuclear Power Plant's Industrial Zone
* Converts into for this city and other cities whose City Centers are within 6 tiles. (Conversion rate: 1 → 16 )
* +1 Citizen slot
* +1 additionally per Specialist in this district
* +1 point per turn
* +2 and +4 with Third Alternative policy card.
* With Ethiopia Pack: +3 toward wonders, buildings, and districts for each Industrial City-State with 6 s.
* Minuscule CO2 into the atmosphere
* Increasing risk of nuclear accidents as the plant's reactor ages
== Secret Societies mode buildings ==
Building 	District	Unlocked with	Era 	Effects & notes
(Voidsingers) 	 	None 	Ancient 	
Standard game:
* +1 Loyalty
* +1 
* +1 additional if city is at maximum Loyalty.
* +4 
* +1 slot for Great Works (any type).
Heroes & Legends:
* +1 Loyalty
* +1 
* +1 additional if city is at maximum Loyalty.
* +4 
* +1 slot for Great Works (any type).
* If devoted to a , contains 2 Heroic Relics slots.
(Hermetic Order) 	 	 	Medieval 	
* +4 (boosted by Rationalism policy card)
* +2 
* +1 
* +1 Citizen slot
* +1 point per turn
* +1 point per turn
* +1 point per turn
* Grants equal to the adjacency bonus of the district.
* +2 for each Scientific City-State with 3 s.
* +2 with activated.
(Owls of Minerva)	 	 	Renaissance	
* +5 (boosted by Free Market policy card)
* +1 Citizen slot
* +2 point per turn
* Grants equal to the adjacency bonus of the district.
* Having a Harbor in this city provides +1 capacity
== Scenario-specific buildings ==
=== Gifts of the Nile ===
Building	District 	Unlocked with	Era 	Effects & notes
 	 	 	Ancient 	
* +2 
* +1 and on all Floodplains tiles
* City must be adjacent to a Nile River tile.
 	Holy Site	 	Ancient 	
* +2 
* +1 Citizen slot
* Can only be purchased with .
Shrine 	Holy Site	 	Ancient 	
* +4 
* +1 Citizen slot
* Can only be purchased with .
 	Holy Site	 	Classical	
* +5 
* +1 Citizen slot
* Can only be purchased with .
=== Jadwiga's Legacy ===
Building	District	Unlocked with 	Era 	Effects & notes
 	 	Religious Belief	None	
* +3 (boosted by Simultaneum Policy Card)
* +2 
* +1 Citizen slot
=== The Black Death ===
Building	District 	Unlocked with 	Era 	Effects & notes
 	 	 	Medieval	
* +2 
* +4 
* +4 Citizen slots
 	Walled Quarter	Civil Engineering	Medieval	
* Reduce plague duration in this city by 2 turns (to a minimum of 1).
* +1 Citizen slot.
 	Walled Quarter	Medicine 	Medieval	
* +2 
* +2 
* +2 
* Reduce the plague duration in this city by 1 turn (to a minimum of 1).
 	Walled Quarter	Medicine 	Medieval	
* +4 
* +4 Citizen slots
* +50% when building Scholars and Plague Doctors.
=== War Machine ===
Building	District 	Unlocked with	Era 	Effects & notes
 	City Center	Empire 	Industrial	
* +1 
* +1 Citizen slot
* Limit of one per civilization.
 	City Center	None 	Industrial	
* +300 Outer defense
 
Category:Lists (Civ6)
Category:Building lists