Once a District has been built in a City, players can begin populating it with correlating Buildings. Buildings can be built through the "Production Menu" similarly to how the district was built. Some buildings have prerequisites, such as other buildings (they'll show up grayed out) or Technology or Civic requirements (these buildings will not be visible in the Production menu). Some buildings are available to build before any districts are placed, such as the Monument. These buildings reside in the City Center.
The Palace[edit | edit source]
The palace is a special building in Civilization VI that's part building, part wonder. The palace appears in the first city you build, which makes that city the Capital of your empire. If your capital city is captured, your palace will be rebuilt in another city, making that city your new capital. If you subsequently retake your original capital, the palace will move back to its original location. The palace provides a small amount of Production, Science, Gold, and Culture to your civilization, as well as a single Great Work slot.
Maintenance[edit | edit source]
In addition to the Production cost, most buildings will have a per-turn maintenance cost to keep them in prime shape. You can review the different maintenance costs for each of the given Buildings or in the Civilopedia, or within the tooltip of each building on the production menu. You can also review the maintenance costs of all your buildings by mousing over the Gold icon at the very top of the UI screen.
Specialists[edit | edit source]
List of buildings[edit | edit source]
|List of Ancient Era Buildings|
|Building Name||District||Buildings Provide||Additional Bonus||Requirements||Cost|
|Granary||City Center|| +1 Food
|Requires a City Center District.||50 Production|
|Monument||City Center||+2 Culture||Requires a City Center District.||50 Production|
|Shrine||Holy Site||+2 Faith||+1 Great Prophet Point per turn||Requires a Holy Site District.||50 Production|
|Library||Campus||+2 Science||+1 Great Scientist Point per turn||Requires a Campus District.||53 Production|
|Ancient Walls||City Center||City Defense||Requires a City Center District.||80 Production|
|Barracks||Encampment|| +1 Production
+1 Great General Point per turn.
|+25% combat experience for all melee and ranged units trained in this city.|| May not be built in an Encampment District that already has a Stable.
Requires a Encampment District.
|Water Mill||City Center|| +1 Food
|Rice and Wheat Resources are +1 Food each.||City must be adjacent to a River. Requires a City Center District.||65 Production|
|List of Renaissance Era Buildings|
|Shipyard||Harbor||+1 Great Admiral Point per turn.||+25% combat experience for all naval units trained in this city. Bonus Production equal to the adjacency bonus of the Harbor District.||Requires a Harbor District.||265 Production|