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A Building Building is a permanent structure that can be constructed or purchased in a City City in Civilization VII and its expansions. Town Towns cannot construct Buildings, but they can purchase warehouses and a few other Buildings with Gold Gold instead. Each Building provides multiple bonuses like yields and other passive benefits and serve, alongside Tile Improvement Tile Improvements, as one of the primary ways to develop Settlement Settlements.

Mechanics[]

Most Building Buildings are unlocked through advancements in the Technology Technology tree, making investment in Science Science the primary method for developing large-scale infrastructure. They provide various benefits, with the most straightforward being increased yields. Additionally, most Buildings generate extra yields based on unique adjacency requirements, making placement a key strategic consideration.

Beyond yields, Building Buildings can also grant an effect to the Settlement in which they are placed; these range from additional Tile Improvement Tile Improvement bonuses to extra slots for Great Works, or even unique passive benefits. Additionally, constructed Buildings increase the urban population by +1 and allow population to be assigned as Specialist Specialists, further enhancing their yield output and making them essential for a City's long-term growth and efficiency.

Each Settlement Settlement starts with one main Building — the City Hall in regular Settlements and the Palace in the Capital Capital. These Buildings provide essential local yields such as Food Food, Production Production, and Happiness Happiness. As the game progresses, they increase in value with each Age, serving as the foundation for a Settlement's development.

Building construction and restrictions[]

Building Buildings are typically constructed in Cities Cities by either spending Production Production over time or purchasing them instantly with Gold Gold. To begin construction, the Building must be placed on an eligible tile within the Settlement's borders. However, certain rules and exceptions apply depending on the type of Settlement.

Towns[]

While the majority of Buildings are constructed in Cities, a select few can also be placed in Town Towns. However, since Towns convert all their Production Production into Gold Gold, they cannot construct Buildings the traditional way — all Buildings must be purchased with Gold Gold.

Buying Buildings in a Town increases its value and Gold Gold output, and more importantly, lowers the cost of converting that Town into a City City. For this reason, it is generally advisable to purchase key Buildings before conversion, as the total Gold Gold investment will be cheaper and your future City will start with a stronger developmental base. The following Buildings can be purchased in Towns:

Some civilizations have unique abilities that allow them to purchase additional Buildings in Towns, making their Towns more layered and powerful than normal ones.

Unrest[]

When a Settlement Settlement enters a state of Unrest Unrest, Building Buildings cannot be purchased with Gold Gold. However, construction and repair using Production Production remains available, allowing players to continue development manually until the Unrest is resolved.

Occupation[]

Construction of a Building Building will be halted if the tile it's being built on is occupied by an enemy unit. This includes any military unit from a hostile Independent Power Independent Power, City-State City-State, or civilization you are at war with.

This mechanic can be strategically exploited to disrupt a rival's development, as construction remains frozen for as long as the tile is occupied. Since the Building location cannot be changed once construction begins, this can leave a Building permanently stalled if the unit is not removed. However, once the enemy unit moves away or is eliminated, construction resumes as normal.

Repairing buildings[]

Once constructed, Building Buildings can be damaged by various gameplay elements. Damaged Buildings become unusable, no longer generating any yields, but they still incur maintenance costs. For this reason, it is advisable to repair damaged Buildings as soon as possible.

Damaged buildings appear at the top of the Building menu and can be repaired by spending Production Production or Gold Gold — similar to standard construction — but at only 50% of the original cost. Additionally, players can use the Repair all project to queue all damaged Buildings for reparation or fix them instantly with Gold Gold.

The following elements can damage Buildings:

Only Buildings that are still available in the current Age can be repaired. If a damaged Building is no longer available (i.e., it is outdated and not Ageless), it cannot be repaired and should be overbuilt with a valid modern replacement to remove it from the Settlement.

Buildings are usually not permanently destroyed under normal circumstances. However, there are a few exceptions where Buildings may be irreversibly damaged or completely removed from the map:

  • A Settlement Settlement is being razed after conquest — one District is permanently erased each turn until the entire Settlement, along with all its Buildings, are erased.
  • A Building is directly hit by a Nuclear Weapon, causing total destruction.

Types[]

Building Buildings can be categorized as either normal or Ageless Ageless.

  • Ageless Ageless Buildings — Retain their full yields and effects permanently, making them often more valuable.
  • Normal Buildings — Are tied to a specific Age. They lose all effects once the Age progresses, retaining only 2 base yields in the Exploration Age and 3 in the Modern Age based on their type. Additionally, if they are damaged after becoming outdated, they cannot be rebuilt, making them less durable over time.

Most Buildings can be placed only once per Settlement. The exceptions are walls and bridges, which are repeatable Building types and can be constructed multiple times as needed.

Standard yield[]

[1]

Beyond age classification, Building Buildings are also grouped by their primary yield type like Food Food and Science Science as shown in the images above (note that detailed info might be outdated and not 100% accurate). This classification determines how quickly they can be constructed and how effectively they generate yields, as certain Social Policies Social Policies can provide bonuses to specific Building types. A Building can belong to 2 types, for example, the Inn is classified as both a Happiness Happiness and a Food Food Building.

Warehouse[]

There is a special yield-type Building called a Warehouse. Warehouses come with unique bonuses and properties:

Warehouse buildings (Civ7)

Warehouse buildings infographic

  • They provide +1 Production Production or Food Food to specific Tile Improvement Tile Improvements, making them a valuable tool for localized development.
  • They are Ageless Ageless, meaning their bonuses are permanent and stackable.
  • Can be constructed in any Age once unlocked.
  • Do not get enhanced by adjacency bonuses.
  • Relatively cheap to build and cost no maintenance.
  • Town Towns can always purchase them with Gold Gold, providing a flexible option for rapid development.

However, warehouse Buildings permanently occupy a District slot, so careful consideration is required before placing them to avoid limiting future expansion. As more warehouses become available throughout the Ages, they allow for scaling growth based on the terrain a Settlement is working. That said, Building all warehouses is generally not advisable. Since they are isolated Buildings that don't benefit much from Specialist Specialists (despite being Ageless Ageless), and because they take up valuable space, their placement should be strategic.

A good rule of thumb is to choose one type of warehouse per yield (Production Production or Food Food) per Settlement per Age, based on the terrain you plan to utilize. For example, if your Settlement has a mix of vegetated tiles and Rough terrain, it would be more efficient to focus on Rough tiles for Production Production and develop around them — meaning you should build a Brickyard in Antiquity to boost Mines and other variants, while avoiding placing warehouses on scattered terrain types. Mixing yields too much would result in needing multiple warehouses with only half of their potential value. Similarly, for Food Food warehouses, if your Settlement has plenty of Coastal tiles or Navigable Rivers, constructing a Granary might not be necessary.

Of course, specific strategies and available space can alter this approach. In cases where you have ample land or resources, Building multiple warehouses may still be viable. Additionally, for Town Towns with excess Gold Gold, purchasing all available warehouses can be a strong option to accelerate both growth and income, particularly if you plan for the Settlement to remain a Town indefinitely.

Unique buildings[]

Finally, most civilizations also have access to unique Building Buildings that are exclusive to them. These Buildings are also Ageless Ageless, meaning they remain relevant throughout all eras, and they typically provide a combination of different base yields and adjacency bonuses, making them distinct from standard Buildings. Additionally, placing two unique Buildings within the same District forms a unique Quarter Quarter, further enhancing their overall benefits.

Maintenance[]

Each Building Building, regardless of its benefits, comes with an upkeep cost that deducts specific yields per turn. These costs vary based on the Building type:

As civilizations progress, maintenance costs increase, rising by 1 additional yield in the Exploration Age and by 2 in the Modern Age. This makes accumulating sufficient global Gold Gold reserves and local Happiness Happiness crucial to sustaining stable, prosperous Cities capable of continued expansion.

Additionally, outdated Buildings will keep all of their maintenance costs while providing minimal yields, making them expensive, low-quality assets that should be overbuilt as soon as possible.

Placement[]

Building Buildings provide dynamic bonuses based on their placement, so careful planning is essential to maximize long-term benefits and avoid blocking valuable future structures.

Restrictions[]

To place a Building on a tile, the tile must:

  1. Be within your Settlement Settlement's borders.
  2. Not be Open Ocean, Ice, Mountainous, or a Natural Wonder Natural Wonder.
  3. Be free of Resource Resources.
  4. Be adjacent to a completed Building Building or within a District that is not a Quarter Quarter or adjacent to a completed Wonder Wonder that is already next to an urban District.

Some Buildings have stricter placement requirements, preventing certain Settlements from constructing them unless specific conditions are met. These restrictions naturally shape City development, encouraging expansion outward from the City Center City Center.

Urban districts and quarters[]

When construction begins, the Settlement generates an urban District on the tile. This process is irreversible and removes any prior Improvement Improvement on the tile.

  • Each District can house up to two Building Buildings, forming a Quarter Quarter when fully developed.
  • In the Modern Age, certain Buildings (like the Aerodrome) occupy an entire tile and cannot be placed within an existing District. Instead, they must be placed on a new tile, immediately forming a Quarter upon completion.

Adjacency bonuses[]

Each Building Building's yields (except warehouses) can be enhanced by strategically placing them next to other structures or terrain features that provide adjacency bonuses, similar to Districts in Civilization VI. Adjacency bonuses in Civilization VII are more straightforward, always granting +1 yield for each applicable adjacency. While every Building has its own preferred location for maximizing adjacency, most standard Buildings follow a consistent pattern:

For most Buildings, adjacency bonuses align with their base yield. However, some unique Buildings benefit from extra adjacencies that differ from their base yield, making them multi-yield assets. This makes optimal placement even more crucial to fully exploit their potential.

Adjacency Bonus (Civ7)

Schematic layout of ideal adjacency

The image to the right illustrates an "ideal" infrastructure layout for maximizing adjacency. As shown, a Science Science District gains +3 Science Science from nearby Resource Resources, a Culture Culture District gets +3 Culture Culture from adjacent Mountains, and a Gold Gold District receives +3 Gold Gold from the Coast. Additionally, the Colosseum Wonder Wonder in the center touches all three Districts, granting each an extra +1 yield. If all Districts contain two Buildings, a total of 24 bonus yields are generated purely from good placement.

Adjacency bonuses can be further amplified by placing Specialist Specialists in urban Districts. Specialists increase the adjacency bonus of their District by +50%. This means that a Specialist assigned to any of these Districts would grant an additional +4 yields on top of their base yields.

Aside from Specialists, in the Exploration Age, adjacency can also be enhanced by Social Policies Social Policies such as Enlightenment and Evangelism, which grant +1 Science Science and +1 Culture Culture, respectively, to each Building Building benefiting from that adjacency type. This does not mean adjacency is doubled for these Buildings. Instead, for example, if a Science Science Building receives +3 Science Science from adjacency bonuses, the Enlightenment policy increases it to +4 Science Science instead. This extra yield appears directly on the tile, meaning Specialists also synergize with it. A District with two Science Science Buildings and two Specialists would receive +4 extra Science Science from this Social Policy (+1 from each Building and +1 from each Specialist enhancing the extra adjacency bonus gained).

Considering these mechanics, players who plan ahead and identify optimal locations for their Buildings will be heavily rewarded — especially when aiming to complete the Enlightenment legacy path, where correctly placed Buildings and adjacency bonuses become absolutely mandatory for progress.

Warehouses[]

As mentioned before, warehouse Buildings are permanent and do not benefit from any adjacency bonuses, making their placement a critical decision. they should not be paired with high-adjacency Buildings where you may want Specialist Specialists later or be placed on ideal locations reserved for Wonder Wonders or key future expansions. However, due to their low cost and early availability, they can serve several strategic purposes in border expansion and City planning. Key benefits include:

  • Expanding Borders – When settling near a rival Settlement, purchasing warehouses can quickly claim valuable tiles and Resources before the opposing civilization has a chance to acquire them.
  • Reaching ideal tiles for other Buildings – Some highly valuable locations for yield-based Buildings (e.g., tiles with multiple adjacent mountains) may initially be out of reach. Constructing warehouses can help extend your urban sprawl to make these tiles available.
  • Accessing key Resource Resources faster – Warehouses can be placed over existing Improvements to free up Citizen Citizens, allowing them to work more valuable Resource7 tiles. Since warehouses do not rely on adjacency bonuses, their placement is flexible.
  • Crossing navigable Rivers – Bridges and Marine-based Buildings are limited in availability. However, early-game structures like the Fishing Quay can be placed on Navigable Rivers, providing a way to expand to the other side.
  • Completing Quarter Quarters efficiently – Several Buildings, such as the Palace and Blacksmith, benefit from adjacency to Quarters. Warehouses can be a cost-effective way to complete a Quarter and enhance the bonuses of these structures.

Overbuilding[]

As Ages progress, the concept of overbuilding comes into play, allowing newer Building Buildings to replace older ones within the same District. When a new Building is constructed, the existing Building with the lowest base Production Production cost (or the oldest when tied) is automatically replaced. This mechanic is crucial because outdated Buildings:

  • Provide only minimal yields.
  • Lose all effects.
  • No longer gain adjacency bonuses.
  • Do not count towards forming a Quarter Quarter.
  • Still keep all of their maintenance costs.

Furthermore, overbuilding can benefit from Social Policies Social Policies, making it a strategically advantageous choice. This system ensures that Cities continuously modernize their infrastructure while maximizing their long-term potential.

Exceptions to overbuilding[]

There are, however, some exceptions where keeping outdated Buildings is viable due to limited yield availability in later Ages.

Building Buildings that provide even a small amount of Influence Influence retain their Influence Influence yields when outdated, making them significantly more valuable than other standard Buildings. Influence Influence is especially scarce in the early stages of an Age, making these Buildings worth keeping despite their maintenance cost. Notable examples include:

  • Antiquity Age: Monument + Villa – Combining these on a tile with a moderate adjacency bonus from Mountains can be effective. However, avoid placing them in prime cultural locations where Specialist Specialist stacking will be crucial later. Additionally, the Villa does not require Happiness Happiness maintenance, increasing its value as an outdated District.
  • Exploration Age: Guildhall + Dungeon – These Buildings offer, besides Influence Influence, a mix of reduced Gold Gold maintenance costs and valuable Production Production, making them worth keeping in most situations.

Since these outdated Districts do not contribute to Quarters, it is best to position them in areas that maximize their usefulness during their active Age but do not interfere with future City planning.

If space permits, keeping outdated Happiness Happiness Buildings can also be beneficial since they do not require Happiness Happiness maintenance. This becomes especially valuable in the Modern Age, where much of the Happiness Happiness income from Resource Resources diminishes while large Cities Cities demand significantly more Happiness Happiness. Entering a new Age with a deep Happiness Happiness deficit can drastically reduce yields, so maintaining multiple outdated Happiness Happiness Buildings can help mitigate this issue. This allows Settlements to sustain their growth and development, reducing the impact of negative Happiness Happiness and enabling a stronger snowball effect upon entering a new Age.

List of buildings[]

References[]

  1. All building guide images are created by u/Karuw from Reddit. Original post (March 2025). Used under fair use.

See also[]

Civilization VII [edit]
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