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Civilization V Buildings - Complete List

Ancient Era

Barracks (80) | Maintenance - 1 | Yield - N/A | + 15% XP for all Units trained in this city. | PreReq - Bronze Working

Floating Gardens (120) | Maintenance - 1 | Yield - N/A | + 2 Food and overall + 15% Food increase. Each worked Lake tile is also +2 Food. City must be built next to a River or Lake. | PreReq - The Wheel | Aztec UB replaces Water Mill.

Granary (100) | Maintenance - 1 | Yield - N/A | + 2 Food. | PreReq - Potery.

Krepost (80) | Maintenance - 1 | Yield - N/A | + 15 XP for all Land Units trained in this city. Culture cost of acquiring new tiles reduced by 50% in this city | PreReq - Bronze Working | Russia UB replaces Barracks.

Library (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this City. | PreReq - Writing | Specialist: Scientist

Monument (60) | Maintenance - 1 | Yield - + 2 culture | Improved Cultural Growth. | PreReq - N/A

Paper Maker (80) | Maintenance - 1 | Yield - N/A | + 1 Science for every 2 citizens in this city. +4 Gold. | PreReq - Writing | China UB replaces ??. Specialist: Scientist

Walls (100) | Maintenance - 1 | Yield - N/A | + 7 Combat Strength for the city itself. | PreReq - Masonry

Water Mill (120) | Maintenance - 1 | Yield - N/A | + 2 Food. City must be built next to a river. | PreReq - The Wheel

Classical Era

Armory (130) | Maintenance - 3 | Yield - N/A | + 15% XP for all Land Units trained in this city. City must have a Barracks. | PreReq - Iron Working/Krepost/Barracks

Burial Tomb (120) | Maintenance - 0 | Yield - 2 Culture | + 2 Happiness empire wide. Requires no Gold Maintenance. Should this city be captured, the amount of Gold plundered by the enemy is doubled. | PreReq - Philosophy | Egypts UB replaces Temple.

Circus (150) | Maintenance - 4 | Yield - N/A | + 3 Happiness empire wide. City mus have an improved source of horses or Ivory nearby. | PreReq - Horseback Riding.

Coliseum (150) | Maintenance - 5 | Yield - N/A | + 4 Happiness empire wide. | PreReq - Construction

Courthouse (150) | Maintenance - 5 | Yield - N/A | Eliminates extra Unhappiness from an Occupied City. | PreReq - Mathematics

Lighthouse (80) | Maintenance - 1 | Yield - N/A | + 1 Food from Water Tiles. City must be built on the coast. | PreReq - Optics

Mud Pyramid Mosque (120) | Maintenance - 0 | Yield - 5 Culture | Requires no Gold Maintenance. | PreReq - Philosophy | Specialist: Artist

Stable (100) | Maintenance - 1 | Yield - N/A | + 25% Production when building Mounted Units. City must have a nearby source of horses with a pasture. | PreReq - Rorseback Riding | Requires: Horses

Temple (120) | Maintenance - 1 | Yield - 3 Culture | Produces Culture. | PreReq - Philosophy |Required Building: Monument. Specialist: Artist.

Medieval Era

Bazaar (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. Provides 1 extra copy of each improved luxury resource near this City. | PreReq - Currency | Unique UB for Arabia replaces Market. Specialist: Merchant

Castle (180) | Maintenance - 2 | Yield - N/A | + 9 Combat strength for the city itself. City must have walls. | PreReq - Chivalry/Walls

Forge (150) | Maintenance - 3 | Yield - N/A | + 15% Production when building Land Units. | PreReq - Metal Casting/Iron

Garden (120) | Maintenance - 2 | Yield - N/A | + 25% Great People generation in this city. City must be built next to a River or Lake. | PreReq - Theology | Specialist: Artist

Harbor (80) | Maintenance - 4 | Yield - N/A | Forms a trade route with the capital over water (if they're not already connected by land). +25% Production when building Naval Units. City Must be built on the coast. | PreReq - Compass

Longhouse (80) | Maintenance - 1 | Yield - N/A | +1 Production from each worked Forest tile. | PreReq - Metal Casting | UB for Iroquois. Specialist: Engineer

Market (120) | Maintenance - 0 | Yield - N/A | + 25% Gold. | PreReq - Currency. Specialist Merchant

Mint (120) | Maintenance - 0 | Yield - N/A | Each source of Gold and Silver worked by this city produces +3 Gold | PreReq - Currency

Monastery (120) | Maintenance - 2 | Yield - +3 culture | + 2 Culture per turn from incense and +2 from Wine nearby. City must have an improved source of at least one of these resources nearby. | PreReq - Theology

Mughal Fort (180) | Maintenance - 4 | Yield - +2 culture | + 9 combat strength for this city. Provides gold after flight researched. city must have walls. | PreReq - Chilvary/Walls | UB?? replaces Castle

University (200) | Maintenance - 4 | Yield - N/A | + 50% Science. +2from jungle tiles worked by this city. City must have library | PreReq - Education/Library Specialist: Scientist

Wat (200) | Maintenance - 4 | Yield - +3 Culture | + 50% Science | PreReq - Education | UB for Siamese replaces University. Specialist Scientist

Workshop (100) | Maintenance - 1 | Yield - N/A | + 20% production when constructing buildings. | PreReq - Metal Casting. Specialist: Engineer

Renaissance Era

Bank (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a market | PreReq – Banking/Bazaar/or Market. Specialist: Merchant

Military Academy (350) | Maintenance - 4 | Yield - N/A | + 15 XP for all Land Units trained in the city. City must have a barracks. | PreReq – Military Science/Barracks/or Krepost

Museum (350) | Maintenance - 7 | Yield - +5 Culture | The museum is a renaissance-rera building which increases the city’s culture output. The city must possess an Opera House in order to construct the museum. | PreReq – archeology/Opera House. Specialist: Artist

Observatory (180) | Maintenance - 3 | Yield - N/A | + 50% Science. City must be built next to a Mountain. | PreReq - Astronomy.

Opera House (220) | Maintenance - 4 | Yield - +5 Culture | The Opera House is a renaissance-era building which increases a city’s culture. The city needs to have a Temple or Mud Pyramid Mosque in order to construct the Opera House | PreReq – Acoustics/Mud Pyramid/or temple/Burial Tomb

Public School (260) | Maintenance - 6 | Yield - N/A | +50% Science. City must have a University | PreReq – Scientific Theory/Wat/or University. Specialist: Scientist

Satrap’s Court (220) | Maintenance - 0 | Yield - N/A | + 25% Gold. +2 Happiness empire wide. City must have a market. | PreReq – Banking/Bazaar/or Market. | UB or Persia replaces Bank. Specialist: Merchant

Seaport (180) | Maintenance - 4 | Yield - N/A | + 2 production for sea resources worked by this city. City must have at least one sea resource with fishing boats nearby. | PreReq - Navigation

Theatre (300) | Maintenance - 8 | Yield - +3 culture | + 4 Happiness empire wide. City must have a Coliseum. | PreReq – Printing Press/Coliseum

Windmill (180) | Maintenance - 4 | Yield - N/A | + 15% Production. City must not be built on hills. | PreReq – Economics. Specialist: Engineer

Industrial Era

Arsenal (350) | Maintenance - 4 | Yield - N/A | + 20% Production when building land units. City must have a Military Academy. | PreReq - Railroad/Military Academy

Broadcast Tower (600) | Maintenance - 10 | Yield - N/A | Doubles culture per turn in this city. City must have a museum. | PreReq – Radio/Museum

Factory (300) | Maintenance - 8 | Yield - N/A | + 25% Production. Requires 1 Coal. City must have a Workshop. | PreReq – Steam Power/Coal/Longhoust/or Workshop.

Hospital (400) | Maintenance - 6 | Yield - N/A | + 50% of food is carried over after a new citizen is born. | PreReq - Biology

Military Base (450) | Maintenance - 10 | Yield - N/A | + 12 Combat strength for the city itself. City must have a castle. | PreReq – Telegraph/Mughal Fort/or Castle

Stock Exchange (600) | Maintenance - 0 | Yield - N/A | + 25% Gold. City must have a bank. | PreReq – Electricity/Satrap’s Court/or Bank. Specialist: Merchant

Modern Era

Hydro Plant (600) | Maintenance - 10 | Yield - N/A | + 1 Production in every tile next to a River. Requires 1 Aluminum. City Must be built next to a River. | PreReq - Aluminum

Medical lab (500) | Maintenance - 10 | Yield - N/A | 25% of food is carried over after a new citizen is born (effects stacks with Hospital) | PreReq - Penicillin

Nuclear Plant (600) | Maintenance - 10 | Yield - N/A | +25% Production. Requires 1 Uranium | PreReq - Uranium

Research lab (600) | Maintenance - 10 | Yield - N/A | + 100% Science. City must have a public school. | PreReq – Plastics/Public School. Specialist: Scientist.

Solar Plant (600) | Maintenance - 10 | Yield - N/A | + 25% Production. City must be built on or next to Desert. | PreReq – Ecology

Spaceship Factory (450) | Maintenance - 10 | Yield - N/A | + 50% Production when building spaceship parts. Requires 1 Aluminum. City must have factory. | PreReq – Robotics/Factory

Stadium (450) | Maintenance - 10 | Yield - N/A | + 4 Happiness empire wide. City must have a theatre. | PreReq – Mass Media/Theatre

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