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