Structure Size Road
Access
Desirability Workers Cost Levies [*]
per month
Rotate
[*]
Monument
[*]
Description
Effect Range
water-relatedWater-related structures
Reservoir 3x3 no -6 3 none 80 dn none nono Creates pipe network.
Aqueduct 1x1 no none none none 8 dn [ps] none nono Links Reservoirs together.
Fountain 1x1 no none none 4 15 dn none nono Desirable water for housing; [HS]
Well 1x1 no -1 1 none 5 dn none nono Undesirable water for housing; [HS]
health-relatedHealth-related structures
Barber 1x1 yes +2 2 2 25 dn none nono [HS] [He]
Baths 2x2 yes +4 4 10 50 dn none nono Needs pipe access to Reservoir; [HS] [He]
Doctor 1x1 yes none none 5 30 dn none nono Helps to prevent disease; [HS] [He]
Hospital 3x3 yes -1 2 30 300 dn none nono Helps to cure disease; 1500 patients; [HS] [C] [He]
religiousReligious structures
Altar [*] 1x1 yes +4 3 none 50 dn none yesno 50 people/one god.
Small Temple 2x2 yes +4 6 2 50 dn 4 dn yesno 750 people/one god; [HS] [C]
Large Temple [***] 3x3 yes +14 5 5 150 dn 8 dn yes4 marble 3000 people/one god; [HS] [C]
Grand Temple [*] 7x7 yes +20 5 50 2500 dn 44 dn noyes 5000 people/one god; [C] [B] [1]
Pantheon [*] 7x7 yes +20 5 50 3500 dn 48 dn noyes Priest walker coverage to all 5 gods and 1500 people/all gods; [C] [B] [1]
Lararium [*] 1x1 yes +4 3 none 45 dn none nono 10 people/all gods.
Oracle [***] 2x2 no +8 6 none 200 dn 4 dn no2 marble 500 people/all gods; [C]
Small Mausoleum [*] 2x2 no -8 [D+] 5 none 300 dn 2 dn yes2 marble 500 people/all gods; [He]
Large Mausoleum [*] 3x3 no -10 [D+] 6 none 750 dn 2 dn yesyes 750 people/all gods; [He]
Nymphaeum [*] 3x3 no +12 6 none 250 dn 4 dn no4 marble 750 people/all gods.
educationEducation structures
School [**] 2x2 yes -2 2 10 50 dn none nono 75/225 children; [HS] [C]
Library [**] 2x2 yes +4 4 20 75 dn none nono 800/1700 people; [HS] [C]
Academy [**] 3x3 yes +4 [D+] 4 30 100 dn none nono 100/150 young people; [HS] [C]
Mission Post 2x2 yes -3 2 20 100 dn none nono Peaceful contact with natives.
entertainmnetEntertainment structures
Theater [**] 2x2 yes +2 2 8 50 dn none nono Needs actors; 500/1200 people; [HS] [C]
Tavern [*] 2x2 yes -2 [D+] 6 8 40 dn none nono Needs wine and meat/fish; 1200 people; [HS] [SO] [Co]
Amphitheater 3x3 yes +4 4 12 100 dn none nono Needs actors and gladiators; 1200 people; [HS]
Arena [*] 3x3 yes -3 3 25 500 dn none nono Needs gladiators and lion tamers; 2500 people; [HS]
Colosseum [***] 5x5 yes -3 3 100 1500 dn 36 dn noyes Needs gladiators and lion tamers; all people; [Q] [HS] [C] [1]
Hippodrome [***] 5x15 yes -3 3 150 3500 dn 72 dn yesyes Needs charioteers; all people; [Q] [HS] [C] [1]
Actor Colony 3x3 yes +2 2 5 50 dn none nono Supplies Theater and Amphitheater.
Gladiator School 3x3 yes -3 3 8 75 dn none nono Supplies Amphitheater and Arena/Colosseum.
Lion House 3x3 yes -3 3 8 75 dn none nono Supplies Arena/Colosseum.
Chariot Maker 3x3 yes -3 3 10 75 dn none nono Supplies Hippodrome.
admin-relatedAdministration or Government structures
Desirability, Small [*] 1x1 no +3 3 none 12 dn none yesno Improves desirability; [D]
Desirability, Medium [*] 2x2 no +10 4 none 60 dn none yesno Improves desirability; [D]
Desirability, Large [*] 3x3 no +14 5 none 150 dn none yesno Improves desirability; [D]
Governor's House 3x3 yes +12 3 none 150 dn none nono Improves desirability.
Governor's Villa 4x4 yes +20 4 none 400 dn none nono Greatly improves desirability.
Governor's Palace 5x5 yes +28 5 none 700 dn none nono Greatly improves desirability.
Gardens 1x1 no +3 3 none 12 dn [ps] none nono Improves desirability. Allows walkers.
Overgrown Gardens [*] 1x1 no +3 3 none 12 dn [ps] none nono Improves desirability. Disallows walkers.
Garden Gate [*] 1x1 over 0 0 none 12 dn none nono 5 types; [R]
Plaza 1x1 over +4 2 none 15 dn [ps] none nono Placed over roads; improves desirability.
Roadblock [*] 1x1 over none none none 12 dn none yesno 6 colors; [R]
Forum 2x2 yes +3 2 6 75 dn none nono Collects taxes.
Senate 5x5 yes +8 6 30 400 dn none nono Stores tax money & improves desirability; [1]
City Mint [*] 3x3 yes -3 3 40 250 dn none yesyes Allows Gold <=> Dn conversion; requires Senate; [1] [S]
Triumphal Arch 3x3 no +18 [D+] 5 none 0 dn [A] none yesno Greatly improves desirability; [R]
engineeringEngineering structures
Engineer's Post 1x1 yes none none 5 30 dn none nono Maintains buildings.
Low Bridge 1xX no none none none 40 dn [ps] none nono Blocks ship passage.
Ship Bridge 1xX no none none none 100 dn [ps] none nono Allows ships to pass.
Shipyard 2x2 yes -8 3 10 100 dn none nono Builds fishing boats.
Dock 3x3 yes -8 3 12 100 dn none nono Allows trade by sea; [SO] [S]
Wharf 2x2 yes -8 3 6 60 dn none nono Uses fishing boats to provide fish. Fish can be consumed in Tavern.
Work Camp [*] 3x3 yes -10 4 20 150 dn none nono Transports materials to monument construction sites; [Co]
Architect's Guild [*] 2x2 yes -8 4 12 200 dn none nono Constructs monuments.
Lighthouse [*] 3x3 yes +6 4 20 1250 dn 8 dn noyes Requires timber; [C] [Co] [B] [1]
securitySecurity structures
Palisade [*] 1x1 no none none none 6 dn [ps] none yesno Impedes invaders (weak).
Palisade Gate [*] 1x1 over none none none 6 dn none nono Impedes invaders (weak); [R]
Wall 1x1 no none none none 12 dn [ps] none nono Impedes invaders.
Tower 2x2 yes -8 3 6 150 dn 2 dn nono Placed over walls; supplies guards and ballista.
Gatehouse 2x2 no -4 3 none 100 dn none yesno Provides passage through walls; [R]
Prefecture 1x1 yes -2 2 6 30 dn none nono Police and firefighting.
Fort 4x7 no -20 6 none 1000 dn 8 dn yesno Base for soldiers.
Military Academy 3x3 yes -3 3 20 1000 dn none nono Improves soldier quality; [1]
Barracks 3x3 yes -6 3 10 150 dn none nono Allows Forts and Towers to recruit soldiers; [Co] [1] [S]
Supply Post [*] 3x3 yes -8 4 10 100 dn none nono Provides food for soldiers; [SO] [Co] [1]
Watchtower [*] 2x2 yes -6 3 8 100 dn none yesno Protects inner city.
industrialIndustrial structures
Farm, Fruit 3x3 yes +2 2 10 40 dn none nono Food source.
Farm, Olive 3x3 yes +2 2 10 40 dn none nono Raw material for oil.
Farm, Pig 3x3 yes -2 2 10 40 dn none nono Food source, also consumed in Tavern.
Farm, Vegetable 3x3 yes -2 2 10 40 dn none nono Food source.
Farm, Vine 3x3 yes +2 2 10 40 dn none nono Raw material for wine.
Farm, Wheat 3x3 yes -2 2 10 40 dn none nono Food source; most efficient in central provinces.
Raw Material, Marble Quarry 2x2 yes -6 4 10 50 dn none nono Marble for monuments. Must build near rocks.
Raw Material, Stone Quarry [*] 2x2 yes -6 4 10 60 dn none nono Stone for monuments. Must build near rocks.
Raw Material, Clay Pit 2x2 yes -3 2 10 40 dn none nono Raw material for pottery and bricks; required for City Mint. Must build near water.
Raw Material, Sand Pit [*] 2x2 yes -6 4 10 40 dn none nono Raw material for concrete and bricks. Must build near water.
Raw Material, Timber Yard 2x2 yes -4 3 10 40 dn none nono Raw material for furniture; required for monuments. Must build near trees.
Raw Material, Iron Mine 2x2 yes -6 4 10 50 dn none nono Raw material for weapons; required for City Mint. Must build near rocks.
Raw Material, Gold Mine [*] 2x2 yes -6 4 30 100 dn none nono Gold can be turned into Denarii in the City Mint; required for Pantheon. Must build near rocks.
Workshop, Pottery 2x2 yes -4 2 10 40 dn none nono Turns clay into pottery; [Co]
Workshop, Furniture 2x2 yes -4 2 10 40 dn none nono Turns timber into furniture; [Co]
Workshop, Oil 2x2 yes -4 2 10 50 dn none nono Turns olives into oil; [Co]
Workshop, Wine 2x2 yes -1 1 10 45 dn none nono Turns vines into wine, also consumed in Tavern; [Co]
Workshop, Weapons 2x2 yes -4 2 10 50 dn none nono Turns iron into weapons, used by legionaries; [Co]
Workshop, Brickworks [*] 2x2 yes -3 4 10 80 dn none nono Turns clay and sand into bricks; [Co]
Workshop, Concrete Maker [*] 2x2 yes -3 4 10 60 dn none nono Turns sand into concrete, needs Reservoir/Fountain/Well nearby, cannot be stored; [Co]
Market 2x2 yes -2 [D+] 6 5 40 dn none nono Distributes commodities to houses; [HS] [SO] [Co]
Granary 3x3 yes -4 2 6 100 dn none nono Stores food; [SO] [S]
Warehouse 3x3 yes -5 3 6 70 dn none yesno Stores goods for export and accepts imports; [SO] [S]
Caravanserai [*] 4x4 yes -10 4 20 500 dn 8 dn noyes Requires food; [SO] [Co] [B] [1]
Cart Depot [*] 2x2 yes -3 2 15 100 dn none nono Allows to move resources between two locations; [S]
Other
housingHousing 1x1 yes varies varies none 10 dn [ps] none nono Provides employees.
clearClear land 1x1 - - - - 2 dn [ps] - -- Demolish structures and trees.
roadRoad 1x1 - none none none 4 dn [ps] none nono Provides road access.
highwayHighway [*] 2x2 - none none none 100 dn [ps] 1 dn nono Provides 2x faster movement for destination walkers.
rubbleRubble 1x1 - -1 1 none - none -- Demolished, destroyed, collapsed or burned down structure ruins.

[*] Added in Augustus (except Statues).
[**] New in Augustus: covers more people if upgraded.
[***] Converted into monument in Augustus.
[ps] Per segment.
[1] Only one can exist in a city.
[A] Awarded by Caesar.
[B] Provides additional bonus for one time Dn investment.
[C] Helps Culture rating.
[Co] Requires and consumes commodities to function properly.
[D] All structures that only improve desirability fall there: Statues (5 new types), Trees (8), Parks (8), Paths (9), Ponds (2), and Obelisk (1).
[D+] Desirability increases with distance.
[He] Improves overall city health.
[HS] Housing service.
[Q] Provides unique function: Colosseum games, Hippodrome betting.
[SO] Features Special Orders button.
[R] Built over roads + features roadblock controls.
[S] Features some settings.

Structures with Pictures