Granary
Granaries let you move Food along internal Trade Routes between your cities. Use this to help your cities flourish as soon as they are created. Your nation expands more aggressively because of this. The Food itself is generated by the Trade Route (it's not taken from one city to give to the other), so don’t worry about losing Food. This is especially useful for coastal cities, as sea Trade Routes double the bonus Food generated in this fashion. In some cases, you may see your satellite cities grow faster than the Capital! Of course, your cities can feed Food back to the Capital if growth is beginning to weaken there.
| Cost | 60 Production |
| Maintenance | 1 |
| Yield | 2 Food |
| Comment | Wheat, Bananas, and Deer each add +1 Food, allows internal Trade Route from this city to create Food |
| Prerequisite | Pottery |
Krepost
The bonus that the Krepost provided used to be 50% and has been reduced to 25%. Despite this reduction, it remains an excellent building for helping Russia expand through buying new tiles and producing more experienced units to secure the land.
| Cost | 75 Production |
| Maintenance | 1 |
| Yield | None |
| Comment | Adds 15 XP for all Units trained in this city, Culture and Gold cost of acquiring new tiles reduced by 25% in this city, unique building for Russia |
| Prerequisite | Bronze Working |
Lighthouse
Lighthouses now increase Production for sea resources worked by their city, a bonus that used to belong to the Harbor. Make sure to build them in your coastal cities to maximize how much you get out of the water. Hurry to get Work Boats and a Lighthouse in any place that has multiple Fish; the result is a coastal city with a sudden rush of Food and Production, making it an all-around perfect settlement.
| Cost | 75 Production |
| Maintenance | 1 |
| Comment | Adds 1 Food to Water tiles and an additional +1 for worked Fish, +1 Production from sea resources worked by this city, city must be built on the coast |
| Prerequisite | Optics |
Harbor
The Harbor is now an essential building for oversea Trade. It has decreased maintenance cost, increases the distance your Cargo Ships can travel to form Trade Routes by 50%, and increases the amount of Gold generated by sea Trade Routes to another civilization.
This building used to provide a bonus to sea resources, but the bonus has now been moved to the Lighthouse. This is more than compensated by the Trade rewards you’ll find in the sea lanes. Harbors do not affect Food or Production for internal Trade Routes.
| Cost | 90 Production |
| Maintenance | 2 |
| Comment | Forms a Trade Route with the Capital over water (if they're not already connected by land), +50% sea Trade Route range, +2 Gold when connecting to another civilization by sea trade, city must be built on the coast |
| Prerequisite | Compass |
Market
Markets now produce less Gold by themselves, but reward your focus on Trade Routes. For International Trade Routes, Markets provide_+2 Gold to the city owner and +1 for the Trade Route owner. Everyone benefits!
Also, financial cities still need Markets to rake in the cash. Even if you aren't planning on using Trade Routes in a given city, it's still going to need a Market at some point!
| Cost | 100 Production |
| Maintenance | N/A |
| Yield | 1 Gold |
| Comment | Adds 25% Gold and a Merchant slot to the city |
| Prerequisite | Currency |
Mughal Fort
Mughal Forts no longer provide a bonus to Gold. Instead, they provide a boost to Tourism after Flight has been researched. Use it to contribute to a Cultural Victory as well as for its strong defensive benefits.
| Cost | 150 Production |
| Maintenance | N/A |
| Yield | 25 Hit Points, 7 Combat Strength, 2 Culture |
| Comment | Unique Indian building, provides +2 Tourism after Flight researched, city must have Walls, replaces Castle |
| Prerequisite | Chivalry |
University
These fine institutions now allow Archaeologists to be created. Use them for their bonuses to Science and send out Archaeologists to bring back Artifacts and Great Works to benefit Tourism.
| Cost | 160 Production or 200 Faith |
| Maintenance | 2 |
| Comment | Adds 33% Science, +2 Science from Jungle tiles worked by this city, city must have a Library, adds 2 Scientist slots |
| Prerequisite | Education |
Wat
Siam gets the Wat instead of the University and receives a small Culture boost from each one in addition to the Science bonus. They also fill the University prerequisite for training Archaeologists.
| Cost | 160 Production |
| Maintenance | 2 |
| Yield | 3 Culture |
| Comment | Unique Siamese building, adds 33% Science, +2 Science from Jungle tiles worked by this city, city must have a Library, adds 2 Scientist slots, replaces University |
| Prerequisite | Education |
Workshop
Workshops allow Production to be sent through internal Trade Routes. Supercharge Production in the Capital by sending Caravans from nearby cities to it (useful for quickly building Wonders) or reverse the process to help the satellite cities grow faster than they would be able to on their own.
Naval routes send double the Production, allowing coastal cities to grow much faster than before when you take advantage of this.
| Cost | 120 Production |
| Maintenance | 2 |
| Yield | 2 Production |
| Comment | Adds 10% Production and an Engineer slot, allows Production over Trade Routes |
| Prerequisite | Metal Casting |
Bank
Much like the Market, this supports Trade through a mutually beneficial bonus for the Trade Route owner and city owner. It also increases the city's Gold yield by 25% and grants a Merchant slot for even more Gold. No Trade hub is complete without one!
| Cost | 200 Production |
| Maintenance | N/A |
| Comment | +2 Gold, adds 25% Gold and a Merchant slot, city must have a Market |
| Prerequisite | Banking |
Museum
The initial bonus for the Museum is not very high, but it makes up for it in the Tourism and Culture potential with the slots for Great Works of Art or Artifacts. No one wants to visit an empty Museum, so if you don’t have the Great Works, wait until you have something to put in it. Have Archaeologists dig up relics to facilitate this.
| Cost | 300 Production |
| Maintenance | 1 |
| Yield | 1 Culture |
| Comment | 2 slots for Great Work of Art or Artifacts, the city must have an Opera House |
| Prerequisite | Archeology |
Opera House
Much like the Museum, the initial bonus for the Opera House is minimal now. Once a few Great Musicians have created Great Works of Music, the Tourism and Culture rewards will be substantial. Use a Musicians' Guild to help feed your musical appetites.
| Cost | 200 Production |
| Maintenance | 1 |
| Yield | 1 Culture |
| Comment | Adds a Great Work of Music slot, requires an Amphitheater in the city |
| Prerequisite | Acoustics |
Satrap's Court
The Satrap’s Court provides a little Happiness, some Gold, and adds the same Trade Route benefit as the Bank of +2 Gold to the city owner and +1 to the Trade Route owner. It is a fantastic addition to every Persian Trade city.
| Cost | 200 Production |
| Maintenance | N/A |
| Yield | 2 Happiness, 3 Gold |
| Comment | Unique Persian building, adds 25% Gold and a Merchant slot, city must have a Market, replaces the Bank |
| Prerequisite | Banking |
Theatre
The Theatre used to be unlocked by researching Printing Press and provided a small boost in Happiness for a relatively inexpensive cost. They have been replaced by a new building called the Zoo, which functions in the same way. There is now a theatre Wonder called the Globe Theatre.
| Cost | N/A |
| Maintenance | N/A |
| Yield | N/A |
| Prerequisite | N/A |
Broadcast Tower
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This is a way to make your Culture and Tourism boom. The 33% boost will instantly be of use to any civilization that has been diligently pursuing the avenues of Cultural Victory, and the Great Work slot is an extra bonus to benefit Tourism. Victory through Culture/Tourism begins as a slow process, but it snowballs with each new Great Work, Wonder, and cultural building.
| Cost | 500 Production |
| Maintenance | 3 |
| Yield | 1 Culture |
| Comment | Empty Great Work of Music slot, adds 33% Culture in this city, city must have a Museum |
| Prerequisite | Radio |
Stock Exchange
The Stock Exchange now grants a +3 Gold bonus, but has been reduced from 33% to only a 25% Gold bonus for the City. It remains a solid financial building for any city with a Bank.
| Cost | 360 Production |
| Maintenance | N/A |
| Comment | +3 Gold, adds +25% Gold and 2 Merchant slots, city must have a Bank |
| Prerequisite | Electricity |
Stadium
Stadiums are the last recourse for a civilization struggling to keep the populace happy. If you’ve built every other Happiness building, made all the right bribes to City-States, and tapped out all of your Luxuries, then look into building a Stadium.
The bonus provided by the Stadium has decreased from 4 to 2, and they still require a substantial Production investment, so only use them as a last resort to keep the people of your civilization from boiling over. Late-game Ideologies often serve as a good source of Happiness, if you're having problems.
| Cost | 500 Production |
| Maintenance | 2 |
| Yield | 2 Happiness |
| Comment | Cannot provide more Happiness than the population of the city, city must have a Zoo |
| Prerequisite | Refrigeration |