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UNCIV · BUILDINGS

Every Building: Cost, Upkeep and Effects

All 55 regular buildings, read straight from Unciv's data.

01

Conclusion

Unciv's built-in ruleset has 55 regular buildings (not counting wonders and civilization-unique replacements). Below, each is listed with its tech, the building it requires, production cost, gold upkeep and every effect.

Like wonders, most buildings take their cost from the tech column that unlocks them, so buildings from the same column cost the same. Watch the upkeep column: it's paid in gold every turn, so building everything everywhere isn't free.

An analysis-based guide: this guide is based on our analysis of Unciv's Buildings and Techs data files. It describes what the data shows and is not a guarantee of results.
02

Every Building by Era

No tech required

BuildingTechRequiresCostUpkeepEffects
Cathedral————
  • +3 Culture
  • +1 Faith
  • +1 Happiness
  • +1 Artist slot
  • Unbuildable
  • Only available (when religion is enabled)
Monastery————
  • +2 Culture
  • +2 Faith
  • +1 Culture, +1 Faith from Wine tiles in this city
  • +1 Culture, +1 Faith from Incense tiles in this city
  • Unbuildable
  • Only available (when religion is enabled)
  • Destroyed when the city is captured
Mosque————
  • +2 Culture
  • +3 Faith
  • +1 Happiness
  • Unbuildable
  • Only available (when religion is enabled)
Pagoda————
  • +2 Culture
  • +2 Faith
  • +2 Happiness
  • Unbuildable
  • Only available (when religion is enabled)
Monument——401
  • +2 Culture
  • Destroyed when the city is captured

Ancient era

BuildingTechRequiresCostUpkeepEffects
ShrinePottery—401
  • +1 Faith
  • Only available (when religion is enabled)
GranaryPottery—601
  • +2 Food
  • +1 Food from Deer tiles in this city
  • +1 Food from Bananas tiles in this city
  • +1 Food from Wheat tiles in this city
BarracksBronze Working—751
  • New Military units start with 15 XP in this city
  • Destroyed when the city is captured
CircusTrapping—75—
  • +2 Happiness
LibraryWriting—751
  • +1 Science per 2 population in this city
Stone WorksCalendar—751
  • +1 Production
  • +1 Happiness
  • Must not be on Plains
  • +1 Production from Stone tiles in this city
  • +1 Production from Marble tiles in this city
WallsMasonry—75—
  • +5 city defense
  • +50 city HP
  • Destroyed when the city is captured
Water MillThe Wheel—752
  • +2 Food
  • +1 Production
  • Must be on River

Classical era

BuildingTechRequiresCostUpkeepEffects
LighthouseOptics—751
  • Must be next to Coast
  • +1 Food from Ocean tiles in this city
  • +1 Food from Coast tiles in this city
  • +1 Food from Fish tiles in this city
AmphitheaterDrama and PoetryMonument1002
  • +3 Culture
  • +1 Artist slot
  • Destroyed when the city is captured
AqueductEngineering—1001
  • 40% Food is carried over after population increases in this city
ColosseumConstruction—1001
  • +2 Happiness
CourthouseMathematics—1004
  • Removes extra unhappiness from annexed cities
  • Can only be built (in Annexed cities)
MarketCurrency—100—
  • +2 Gold
  • +25% Gold
  • +1 Merchant slot
MintCurrency—100—
  • +2 Gold from Gold Ore tiles in this city
  • +2 Gold from Silver tiles in this city
StableHorseback Riding—1001
  • +15% Production when constructing Mounted units in this city
  • +1 Production from Cattle tiles in this city
  • +1 Production from Horses tiles in this city
  • +1 Production from Sheep tiles in this city
TemplePhilosophyShrine1002
  • +2 Faith
  • Only available (when religion is enabled)
  • Destroyed when the city is captured

Medieval era

BuildingTechRequiresCostUpkeepEffects
ForgeMetal Casting—1201
  • +15% Production when constructing Land units in this city
  • +1 Production from Iron tiles in this city
GardenTheology—1201
  • +25% Great Person generation in this city
  • Must be next to Fresh water
HarborCompass—1203
  • +1 Production from Water resource tiles in this city
  • Connects trade routes over water
  • Must be next to Coast
WorkshopMetal Casting—1202
  • +2 Production
  • +10% Production
  • +1 Engineer slot
ArmorySteelBarracks1601
  • New Military units start with 15 XP in this city
  • Destroyed when the city is captured
CastleChivalryWalls160—
  • +7 city defense
  • +25 city HP
  • Destroyed when the city is captured
UniversityEducationLibrary1602
  • +33% Science
  • +2 Scientist slots
  • +2 Science from Jungle tiles in this city

Renaissance era

BuildingTechRequiresCostUpkeepEffects
ConstabularyBanking—1601
  • Only available (when espionage is enabled)
  • -25% enemy spy effectiveness in this city
BankBankingMarket200—
  • +2 Gold
  • +25% Gold
  • +1 Merchant slot
ObservatoryAstronomyLibrary200—
  • +50% Science
  • Must be next to Mountain
Opera HouseAcousticsAmphitheater2002
  • +4 Culture
  • +1 Artist slot
  • Destroyed when the city is captured
TheatrePrinting PressColosseum2002
  • +3 Happiness
SeaportNavigationHarbor2502
  • +1 Production, +1 Gold from Water resource tiles in this city
  • Must be next to Coast
  • +15% Production when constructing Water units in this city
WindmillEconomics—2502
  • +2 Production
  • +1 Engineer slot
  • Must not be on Hill
  • +10% Production when constructing All buildings in this city
ArsenalMetallurgyCastle300—
  • +9 city defense
  • +25 city HP
  • Destroyed when the city is captured

Industrial era

BuildingTechRequiresCostUpkeepEffects
Military AcademyMilitary ScienceArmory3001
  • New Military units start with 15 XP in this city
  • Destroyed when the city is captured
MuseumArchaeologyOpera House3003
  • +5 Culture
  • +2 Artist slots
  • Destroyed when the city is captured
Police StationElectricityConstabulary3001
  • Only available (when espionage is enabled)
  • -25% enemy spy effectiveness in this city
Public SchoolScientific TheoryUniversity3003
  • +3 Science
  • +1 Scientist slot
  • +1 Science per 2 population in this city
FactoryIndustrializationWorkshop3603
  • +4 Production
  • +10% Production
  • +2 Engineer slots
HospitalBiologyAqueduct3602
  • +5 Food
Hydro PlantElectricity—3603
  • Must be on River
  • +1 Production from River tiles in this city
Stock ExchangeElectricityBank360—
  • +3 Gold
  • +33% Gold
  • +2 Merchant slots

Modern era

BuildingTechRequiresCostUpkeepEffects
Broadcast TowerRadioMuseum5003
  • +3 Culture
  • +33% Culture
  • Destroyed when the city is captured
Military BaseReplaceable PartsArsenal500—
  • +12 city defense
  • +25 city HP
  • Destroyed when the city is captured
Research LabPlasticsPublic School5003
  • +4 Science
  • +50% Science
  • +1 Scientist slot
StadiumRefrigerationTheatre5002
  • +4 Happiness

Atomic era

BuildingTechRequiresCostUpkeepEffects
Medical LabPharmaceuticalsHospital5003
  • 25% Food is carried over after population increases in this city
Nuclear PlantNuclear FissionFactory5003
  • +5 Production
  • +15% Production
  • Only available (in cities without a Solar Plant)
Recycling CenterEcology—5003
  • Provides 2 Aluminum
  • Limited to 5 per Civilization
Solar PlantEcologyFactory5003
  • +5 Production
  • +15% Production
  • Must be next to Desert
  • Only available (in cities without a Nuclear Plant)

Information era

BuildingTechRequiresCostUpkeepEffects
Bomb ShelterTelecommunications—3001
  • Population loss from nuclear attacks -75% in this city
  • Damage to garrison from nuclear attacks -75% in this city
Spaceship FactoryRoboticsFactory3603
  • +3 Production
  • +50% Production when constructing Spaceship part units in this city

Cost is base production before difficulty and game speed. Upkeep is gold per turn. Unique buildings are on the Civilizations page; wonders on the Wonders page. Data from the game's own files (Civ V: Gods & Kings ruleset that ships with Unciv), read from the source at the commit of 2026-10-02. Updates and mods can change these numbers.

03

FAQ

Why do some religious buildings have no tech or cost?

Buildings such as the Cathedral, Monastery, Mosque and Pagoda come from religion (bought with faith), so they don't sit in the tech tree.

Does difficulty change building cost?

Yes, for you: 50% on Settler, 67% Chieftain, 85% Warlord, 100% from Prince up. See Difficulty.

Where are the unique buildings?

Each civilization's unique buildings, and what they replace, are on the Civilizations page.

More Unciv guides

Unciv guide home · All 34 Civilizations · City Growth and Happiness · City-States: Bonuses and Quests · Combat: Damage Formula and Calculator · Difficulty Levels Explained · Early Game: Key Numbers and Ancient Ruins · Every Promotion and Effect · Every Religion Belief · Every Unit's Stats by Era · Every World and National Wonder · Game Speed and Starting Era · Great People: Points and the Shared Pool · Mods: Installing and Popular Picks · Multiplayer: Playing Online · Social Policies and Policy Cost · Tech Tree: Every Tech and Unlock · Terrain, Resources and Improvements · Unciv vs Civilization V · Victory Conditions