A comprehensive guide to buildings in Civilization V, detailing their costs, benefits, requirements, and strategic advantages for various eras.
This guide covers various buildings available in Sid Meier's Civilization V, categorized by their era and function. Each entry details its cost, maintenance, specialist slots, benefits, terrain requirements, technology prerequisites, required buildings, and conquest probability.
Renaissance Era Buildings
- Bank
- Cost: 250 Hammers
- Maintenance: 0 Gold
- Specialists: Merchant
- Benefits: +25% Gold for City
- Terrain Requirement: None
- Technology Requirement: Banking
- Required Buildings: Market/Bazaar
- Conquest Probability: 75%
- Flavor: Gold
- Military Academy
- Cost: 350 Hammers
- Maintenance: 3 Gold
- Specialists: None
- Benefits: +15XP to Land Units produced in the City
- Terrain Requirement: None
- Technology Requirement: Military Training
- Required Buildings: Barracks/Krepost
- Conquest Probability: 0%
- Flavor: Military Training
- Museum
- Cost: 350 Hammers
- Maintenance: 3 Gold
- Specialists: 2 Artists
- Benefits: +5 Culture
- Terrain Requirement: None
- Technology Requirement: Archaeology
- Required Buildings: Opera House
- Conquest Probability: 0%
- Flavor: Culture
- Observatory
- Cost: 200 Hammers
- Maintenance: 0 Gold
- Specialists: None
- Benefits: +50% Science for City
- Terrain Requirement: City built next to mountain tile
- Technology Requirement: Astronomy
- Required Buildings: None
- Conquest Probability: 66%
- Flavor: Science, Spaceship
- Opera House
- Cost: 250 Hammers
- Maintenance: 2 Gold
- Specialists: Artist
- Benefits: +4 Culture
- Terrain Requirement: None
- Technology Requirement: Acoustics
- Required Buildings: Temple/Burial Tomb/Mud Pyramid Mosque
- Conquest Probability: 0%
- Flavor: Culture
- Public School
- Cost: 350 Hammers
- Maintenance: 3 Gold
- Specialists: Scientist
- Benefits: +1 Culture, +1 Science per Citizen
- Terrain Requirement: None
- Technology Requirement: Scientific Theory
- Required Buildings: University/Wat
- Conquest Probability: 66%
- Flavor: Science, Culture, Military Training, Spaceship
- Satrap's Court
- Cost: 250 Hammers
- Maintenance: 0 Gold
- Specialists: Merchant
- Replaces: Bank for Persia
- Benefits: +2 Happiness, +2 Gold, +25% Gold for City
- Terrain Requirement: None
- Technology Requirement: Banking
- Required Buildings: Market
- Conquest Probability: 75%
- Flavor: Gold, Happiness
Other Buildings
- avor - Military Training
- Production Cost: 100 Hammers
- Maintenance: 1 Gold
- Specialists: None
- Benefits: +25% Great Person Points
- Terrain Requirement: Next to Fresh Water (Lake/River)
- Technology Requirement: Theology
- Required Buildings: None
- Conquest Probability: 66%
- Flavor: Great People
- Garden
- Cost: 100 Hammers
- Maintenance: 1 Gold
- Specialists: None
- Benefits: +25% Great Person Points
- Terrain Requirement: Next to Fresh Water (Lake/River)
- Technology Requirement: Theology
- Required Buildings: None
- Conquest Probability: 66%
- Flavor: Great People
- Harbour
- Cost: 120 Hammers
- Maintenance: 3 Gold
- Specialists: None
- Benefits: Allows trade routes over water (connects trade routes over sea), +25% Production of Naval Units
- Terrain Requirement: Coastal City
- Technology Requirement: Compass
- Required Buildings: None
- Conquest Probability: 66%
- Flavor: Naval, Water Connection
- Longhouse
- Cost: 100 Hammers
- Maintenance: 2 Gold
- Specialists: Engineer
- Replaces: Forge for Iroquois
- Benefits: +15% Production of Land Units, +1 Production for each tile of Forest, +2 Production
- Terrain Requirement: None
- Technology Requirement: Metal Casting
- Required Buildings: None
- Conquest Probability: 66%
- Flavor: Production, Growth
- Market
- Cost: 120 Hammers
- Maintenance: 0 Gold
- Specialists: Merchant
- Benefits: +2 Gold, +25% Gold for City
- Terrain Requirement: None
- Technology Requirement: Currency
- Required Buildings: None
- Conquest Probability: 75%
- Flavor: Gold
- Mint
- Cost: 120 Hammers
- Maintenance: 0 Gold
- Specialists: None
- Benefits: +3 Gold for each tile of Gold or Silver
- Terrain Requirement: Nearby tile of Gold or Silver near city
- Technology Requirement: Currency
- Required Buildings: None
- Conquest Probability: 0%
- Flavor: Gold
- Monastary
- Cost: 100 Hammers
- Maintenance: 0 Gold
- Specialists: None
- Benefits: +3 Culture, +2 Culture for each tile of Incense or Wine
- Terrain Requirement: Nearby source of Incense or Wine near city
- Technology Requirement: Theology
- Required Buildings: None
- Conquest Probability: 0%
- Flavor: Culture
- Mughal Fort
- Cost: 180 Hammers
- Maintenance: 0 Gold
- Specialists: None
- Replaces: Castle for India
- Benefits: +9 Combat Strength, +2 Culture, +3 Gold after learning Flight
- Terrain Requirement: None
- Technology Requirement: Chivalry
- Required Buildings: Walls
- Conquest Probability: 0%
- Flavor: City Defence
- University
- Cost: 200 Hammers
- Maintenance: 3 Gold
- Specialists: 2 Scientists
- Benefits: +2 Science for each tile of Jungle, +50% Science for City
- Terrain Requirement: None
- Technology Requirement: Education
- Required Buildings: Library
- Conquest Probability: 66%
- Flavor: Science, Spaceship
- Wat
- Cost: 200 Hammers
- Maintenance: 2 Gold
- Specialists: 2 Scientists
- Replaces: University for Siam
- Benefits: +3 Culture, +2 Science for each tile of Jungle, +50% Science for city
- Terrain Requirement: None
- Technology Requirement: Education
- Required Buildings: Library
- Conquest Probability: 66%
- Flavor: Science, Culture
- Workshop
- Cost: 120 Hammers
- Maintenance: 2 Gold
- Specialists: Engineer
- Benefits: +2 Production, +15% Production of Buildings
- Terrain Requirement: None
- Technology Requirement: Metal Casting
- Required Buildings: None
- Conquest Probability: 66%
- Flavor: Production, Growth
- Seaport
- Cost: 180 Hammers
- Maintenance: 2 Gold
- Specialists: None
- Benefits: (Incomplete in source)
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