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The following is a list of buildings in Civilization VII and its expansions.

Buildings[]

Only Warehouse buildings are ageless and can be purchased in Towns (unless specifically stated).

Additionally, unique buildings are also all ageless but can only be placed in Cities. Pairing two of these buildings in the same district will create a special unique quarter, that provides additional bonuses.

Adjacency Bonuses[]

Each building type (except Warehouses) benefits from specific terrain and structural adjacencies, but most follow these general rules:

Antiquity Age[]

All Antiquity buildings have 2 Gold Gold and 2 Happiness Happiness maintenance cost, with the following exceptions:

  • Warehouse buildings have no maintenance cost.
  • Gold buildings have no Gold Gold maintenance cost.
  • Happiness buildings have no Happiness Happiness maintenance cost.
  • The Garden also has no Happiness Happiness maintenance cost.
Building Unlocked Production cost Base yields and effects Adjacency Bonus Type Placement Requirement
Academy
Academy
Mathematics
Mathematics
195 Production +4 Science Science
Has 3 Codex Slots.
+1 Science Science per Wonder & Resource. Science N/A
Altar
Altar
Mysticism
Mysticism
90 Production +2 Happiness Happiness
Receives additional benefits from Pantheons.
+1 Culture Culture per Hawilt.
+1 Science Science per Vegetation.
+1 Happiness Happiness per Wonder, unique Quarter or any standard terrain feature.
Happiness N/A
Can be placed in towns
Amphitheater
Amphitheater
Engineering
Engineering
195 Production +4 Culture Culture.
+10% Production Production towards Wonders.
+1 Culture Culture per Mountain, Wonder, or Natural Wonder. Culture N/A
Ancient Bridge
Ancient Bridge
Engineering
Engineering
100 Production +4 Gold Gold.
Allows land units to cross without embarking.
N/A Gold Navigable River
Ancient Walls
Ancient Walls
Masonry
Masonry
60 Production +100 HP to the District
+15 Combat Strength Combat Strength to defending units on this tile.
N/A Fortification Town centre or adjacent to another Fortified District.
Arena
Arena
Military Training
Military Training
195 Production +4 Happiness Happiness.
+1 Happiness Happiness on Quarters.
+1 Happiness Happiness per Mountain, Natural Wonder, or Wonder. Happiness N/A
Barracks
Barracks
Bronze Working
Bronze Working
90 Production +2 Production Production.
Spawning location for trainedLand Units.
+10% Production Production towards Land Units.
+1 Production Production per Resource or Wonder. Military N/A
Bath
Bath
Currency
Currency
130 Production +4 Food Food.
+10% growth rate.
+1 Food Food per Coast, Navigable River or Wonder. Food River
Blacksmith
Blacksmith
Engineering
Engineering
130 Production +3 Production Production.
+1 Production Production on Quarters.
+1 Production Production per Resource or Wonder. Production N/A
Brickyard
Brickyard
Pottery
Pottery
55 Production +1 Production Production.
+1 Production Production on Clay Pits, Mines, and Quarries.
Warehouse
Production
N/A
City Hall
City Hall
N/A 150 Production +3 Food Food per Age.
+3 Production Production per Age.
+3 Happiness Happiness per Age.
Central N/A N/A
Fishing Quay
Fishing Quay
Sailing
Sailing
55 Production +1 Food Food.
+1 Food Food on Fishing Boats.
N/A Warehouse
Food
Coast, Lake, Navigable River.
Garden
Garden
Irrigation
Irrigation
90 Production +3 Food Food. +1 Food Food per Coast, Navigable River or Wonder. Food N/A
Granary
Granary
Agriculture
Agriculture
55 Production +1 Food Food.
+1 Food Food on Farms, Pastures, and Plantations.
N/A Warehouse
Food
N/A
Library
Library
Writing
Writing
90 Production +2 Science Science.
Has 2 Codex Slots.
+1 Science Science per Resource or Wonder. Science N/A
Lighthouse
Lighthouse
Navigation
Navigation
130 Production +3 Gold Gold
+2 Resource slots.
+1 Gold Gold per Coast, Navigable River or Wonder. Gold Coast
Market
Market
Currency
Currency
90 Production +2 Gold Gold.
+1 resource slot.
+1 Gold Gold per Coast, Navigable River or Wonder. Gold N/A
Monument
Monument
Masonry
Masonry
90 Production +2 Culture Culture.
+1 Influence Influence.
+1 Culture Culture per Mountain, Hawilt, Natural Wonder or Wonder. Culture
Diplomacy
N/A
Palace
Palace
N/A 500 Production +5 Food Food per Age.
+5 Production Production per Age.
+5 Happiness Happiness per Age.
+0.5 Science Science per Vegetated tile (Maya only). Central N/A
Saw Pit
Saw Pit
Animal Husbandry
Animal Husbandry
55 Production +1 Production Production
+1 Production Production on Camps and Woodcutters.
N/A Warehouse
Production
N/A
Villa
Villa
The Wheel
The Wheel
130 Production +3 Happiness Happiness.
+2 Influence Influence.
+1 Happiness Happiness per Mountain, Natural Wonder or Wonder. Diplomacy
Happiness
N/A

Antiquity Age unique buildings[]

Building Unique to Unlocked Production cost Base yields and effects Adjacency Bonus Type Placement Requirement
Basilica
Basilica
Roman
Roman
Civis Romanus
Civis Romanus
120 Production +4 Gold Gold. +1 Influence Influence per culture building or Wonder. Gold N/A
Temple of Jupiter
Temple of Jupiter
Exercitus Romanus
Exercitus Romanus
90 Production +3 Happiness Happiness. +1 Culture Culture per Happiness building or Wonder. Happiness N/A
Jalaw
Jalaw
Maya
Maya
Lords of Xibalba
Lords of Xibalba
90 Production +3 Happiness Happiness. +1 Culture Culture per Quarters or Wonder. Happiness N/A
K'uh Nah
K'uh Nah
Rain of Chaac
Rain of Chaac
120 Production +3 Science Science.
+2 additional Science Science if placed on Vegetation.
+1 Science Science per Wonder. Science N/A
Mastaba
Mastaba
Egyptian
Egyptian
Scales of Anubis
Scales of Anubis
90 Production +3 Culture Culture. +1 Gold Gold per Desert or Wonder. Culture N/A
Mortuary Temple
Mortuary Temple
Arrival of Hapi
Arrival of Hapi
120 Production +4 Gold Gold. +1 Happiness Happiness per Navigable River or Wonder. Gold N/A
Odeon
Odeon
Greek
Greek
Ekklesia
Ekklesia
90 Production +3 Happiness Happiness. +1 Culture Culture per Quarters or Wonder. Happiness N/A
Parthenon
Parthenon
Agoge
Agoge
120 Production +4 Culture Culture
+2 Influence Influence if placed on Rough terrain.
+1 Culture Culture per Wonder. Culture N/A
Dharamshala
Dharamshala
Mauryan
Mauryan
Acharya
Acharya
90 Production +3 Happiness Happiness. +1 Science Science per Quarters or Wonder. Happiness N/A
Vihara
Vihara
Acharya
Acharya
120 Production +3 Happiness Happiness. +1 Culture Culture per Mountain or Wonder. Happiness N/A

Exploration Age[]

All Exploration buildings have 3 Gold Gold and 3 Happiness Happiness maintenance cost, with the following exceptions:

  • Warehouse buildings have no maintenance cost.
  • Gold buildings have no Gold Gold maintenance cost.
  • Happiness buildings have no Happiness Happiness maintenance cost.
Building Unlocked Production cost Base yields and effects Adjacency Bonus Type Placement Requirement
Armorer
Armorer
Metallurgy
Metallurgy
200 Production +4 Production Production.
Spawn location for trained military units.
+1 Production Production per Resource or Wonder. Military N/A
Bank
Bank
Urban Planning
Urban Planning
250 Production +5 Gold Gold.
+1 Gold Gold on Quarters.
+1 Gold Gold per Coast, Navigable River or Wonder. Gold N/A
Bazaar
Bazaar
N/A 175 Production +3 Gold Gold
+1 Resource slot.
+1 Gold Gold per Coast, Navigable River or Wonder. Gold N/A
Dungeon
Dungeon
Castles
Castles
200 Production +2 Influence Influence.
+3 Production Production.
+1 Production Production per Resource and Wonder. Production
Diplomacy
N/A
Gristmill
Gristmill
Machinery
Machinery
175 Production +4 Food Food.
+1 Food Food on Farms, Pastures and Plantations.
N/A Warehouse
Food
River
Guildhall
Guildhall
Guilds
Guilds
200 Production +2 Influence Influence
+4 Gold Gold
+1 Gold Gold per Coast, Navigable River or Wonder Gold
Diplomacy
N/A
Hospital
Hospital
Urban Planning
Urban Planning
250 Production +5 Food Food.
+15% Growth Rate.
+1 Food Food per Coast, Navigable River or Wonder. Food N/A
Inn
Inn
Feudalism
Feudalism
200 Production +3 Food Food.
+2 Happiness Happiness.
+1 Food Food per Coast, Navigable River or Wonder. Food
Happiness
N/A
Kiln
Kiln
Guilds
Guilds
200 Production +3 Culture Culture.
+10% Production Production towards Wonders.
+1 Culture Culture per Mountain, Natural Wonder or Wonder. Culture N/A
Medieval Bridge
Medieval Bridge
Feudalism
Feudalism
200 Production +4 Gold Gold.
Allows land units to cross Navigable river without embarking.
N/A Gold Navigable River
Medieval Walls
Medieval Walls
Castles
Castles
150 Production Adds 100 HP to the District.
+15 Combat Strength Combat Strength to defending units on this tile.
N/A Fortification Town centre or adjacent to another Fortified District.
Menagerie
Menagerie
Architecture
Architecture
250 Production +5 Happiness Happiness.
+1 Happiness Happiness on Camps and Pastures.
+1 Happiness Happiness per Mountain, Natural Wonder or Wonder. Happiness N/A
Observatory
Observatory
Astronomy
Astronomy
200 Production +4 Science Science. +1 Science Science per Resource or Wonder. Science N/A
Pavilion
Pavilion
Architecture
Architecture
250 Production +5 Culture Culture.
+1 Happiness Happiness on Quarters.
+1 Culture Culture per Mountain, Natural Wonder or Wonder. Culture N/A
Sawmill
Sawmill
Machinery
Machinery
175 Production +3 Production Production.
+1 Production Production on Camps and Woodcutters.
N/A Warehouse
Production
River
Shipyard
Shipyard
Shipbuilding
Shipbuilding
200 Production +5 Production Production.
+10% Production Production towards Naval Units.
Spawn location for trained naval units.
+1 Production Production per Resource or Wonder|Wonder. Military N/A
Stonecutter
Stonecutter
N/A 175 Production +3 Production Production.
+1 Production Production on Mines and Quarries.
N/A Warehouse
Production
N/A
Temple
Temple
Piety
Piety
200 Production +4 Happiness Happiness.
Has 1 Relic slot.
Allows the creation of Missionary units in this Settlement Settlement.
+1 Happiness Happiness per Mountain, Natural Wonder or Wonder. Happiness N/A
University
University
Education
Education
200 Production +5 Science Science. +1 Science Science per Resource or Wonder. Science N/A
Wharf
Wharf
Cartography
Cartography
175 Production +4 Food Food.
+2 Resource slots.
N/A Food Coast or Navigable River

Exploration Age unique buildings[]

Building Unique to Unlocked Production cost Base yields and effects Adjacency Bonus Type Placement Requirement
Anjuvannam
Anjuvannam
Chola
Chola
Nagaram II
Nagaram II
280 Production +5 Gold Gold. +1 Gold Gold per Coast, Navigable River or Wonder. Gold
Military
Coast
Manigramam
Manigramam
Nagaram
Nagaram
240 Production +4 Happiness Happiness. +1 Happiness Happiness per Gold building or Wonder.
+1 Gold Gold per Wonder.
Happiness N/A
Casa de Contratación
Casa de Contratación
Spanish
Spanish
Council of the Indies II
Council of the Indies II
240 Production +5 Gold Gold. +1 Gold Gold per Coast, Navigable River or Wonder. Gold Homelands
Casa Consistorial
Casa Consistorial
Council of the Indies
Council of the Indies
240 Production +5 Culture Culture. +1 Culture Culture per Quarter and Wonder. Culture Adjacent to Coast in the Homelands
Mosque
Mosque
Abbasid
Abbasid
Round City
Round City
240 Production +4 Happiness Happiness.
Unlocks the ability to found a Religion.
+1 Culture Culture per Happiness building or Wonder.
+1 Happiness Happiness per Culture building or Wonder.
Happiness N/A
Madrasa
Madrasa
Mawla
Mawla
240 Production +5 Science Science. +1 Science Science per [[Quarter (Civ7)]|Quarter]], Science building or Wonder. Science N/A
Candi Bentar
Candi Bentar
Majapahit
Majapahit
Wayang
Wayang
280 Production +5 Culture Culture. +1 Culture Culture per Coast, Navigable River or Wonder. Culture N/A
Meru
Meru
Aliran Kepercayaan
Aliran Kepercayaan
200 Production +5 Happiness Happiness.
+2 Happiness Happiness on Natural Wonders.
+1 Happiness Happiness per Mountain or Wonder. Happiness N/A
Bailey
Bailey
Norman
Norman
Consuetudines et Justicie II
Consuetudines et Justicie II
200 Production +4 Culture Culture. +1 Culture Culture per Medieval Wall or Wonder. Culture
Fortification
N/A
Motte
Motte
Consuetudines et Justicie
Consuetudines et Justicie
200 Production +4 Happiness Happiness or +8 Happiness Happiness if placed on Rough terrain. +1 Happiness Happiness per Wonder. Happiness
Fortification
N/A

Modern Age[]

All Modern buildings have 4 Gold Gold and 4 Happiness Happiness maintenance cost, with the following exceptions:

  • Warehouse buildings have no maintenance cost.
  • Gold buildings have no Gold Gold maintenance cost.
  • Happiness buildings have no Happiness Happiness maintenance cost.
Building Unlocked Production cost Base yields and effects Adjacency Bonus Type Placement Requirements
Aerodrome
Aerodrome
Flight
Flight
700 Production +8 Production Production.
Allows construction of Air Units.
Spawn location for trained air units.
Packed Air Units have +1 Intercept Range.
N/A Military Flat Terrain.
Cannery
Cannery
Mass Production
Mass Production
600 Production +5 Food Food.
+10% Growth Rate.
+1 Food Food per Coast, Navigable River or Wonder. Food N/A
City Park
City Park
N/A 500 Production +4 Happiness Happiness.
+1 Happiness Happiness if placed on Vegetation.
+1 Happiness Happiness per Mountain, Natural Wonder or Wonder. Happiness N/A
Defensive Fortifications
Defensive Fortifications
Military Science
Military Science
500 Production Adds 100 HP to the District.
+15 Combat Strength Combat Strength to defending units on the tile.
N/A Fortification Adjacent to another Fortified District.
Department Store
Department Store
Urbanization
Urbanization
600 Production +5 Happiness Happiness.
+1 Resource slot.
+1 Happiness Happiness per Mountain, Natural Wonder or Wonder. Happiness N/A
Factory
Factory
Mass Production
Mass Production
600 Production +6 Production Production.
Allows one type of Factory Resource to be slotted in this Settlement Settlement.
+1 Resource slot.
+1 Production Production per Resource. Production Settlement Settlement connected to the Capital Capital by Railroad.

Can be purchased in towns

Grocer
Grocer
N/A 500 Production +4 Food Food.
+1 Food Food on Camps, Farms, Fishing Boats, Pastures, Plantations, and uncultivated rural tiles.
N/A Warehouse
Food
N/A
Ironworks
Ironworks
Steam Engine
Steam Engine
500 Production +4 Production Production.
+1 Production Production on Mines, Quarries, Woodcutters and Clay Pits.
N/A Warehouse
Production
N/A
Laboratory
Laboratory
Electricity
Electricity
650 Production +6 Science Science. +1 Science Science per Resource or Wonder. Science N/A
Launch Pad
Launch Pad
Rocketry
Rocketry
750 Production +8 Science Science
Unlocks the Launch Satellite project.
N/A Science Flat Terrain.
Military Academy
Military Academy
Military Science
Military Science
550 Production +5 Production Production.
Grants a free Level to Commanders trained in this City.
Spawn location for trained military units.
+1 Production Production per Resource or Wonder. Military N/A
Modern Bridge
Modern Bridge
Urbanization
Urbanization
500 Production +6 Gold Gold
Allows Land Units to cross Navigable river without embarking.
Unaffected by Floods.
N/A Gold Navigable River
Museum
Museum
Natural History
Natural History
550 Production +5 Culture Culture.
Has 3 Artifact slots.
+1 Culture Culture per Mountain, Natural Wonder or Wonder. Culture N/A
Opera House
Opera House
Urbanization
Urbanization
600 Production +6 Culture Culture.
+3 Influence Influence.
+1 Culture Culture per Mountain, Natural Wonder or Wonder. Culture N/A
Plague Hospital
Plague Hospital
200 Production
Port
Port
Steam Engine
Steam Engine
550 Production +5 Gold Gold.
+1 Resource slot.
Spawn location for trained naval units.
+1 Gold Gold per Coast, Navigable River or Wonder. Gold CoastCan be purchased in towns
Radio Station
Radio Station
Radio
Radio
700 Production +4 Happiness Happiness.
+6 Influence Influence.
+1 Happiness Happiness per Mountain, Natural Wonder or Wonder. Happiness
Diplomacy
N/A
Rail Station
Rail Station
Industrialization
Industrialization
650 Production +8 Gold Gold.
+10% Production Production towards training Units in Cities with a Railroad.
Upgrades any Roads to Settlement Settlements that also have a Rail Station into Railroads.
Allows Units to move from one Settlement Settlement with a Rail Station to another.
N/A Gold Tile must not have another Building.

Can be purchased in towns

Schoolhouse
Schoolhouse
Academics
Academics
550 Production +5 Science Science. +1 Science Science per Resource or Wonder. Science N/A
Stock Exchange
Stock Exchange
Electricity
Electricity
650 Production +6 Gold Gold.
+1 Gold Gold on Quarters.
+1 Gold Gold per Coast, Navigable River or Wonder. Gold N/A
Tenement
Tenement
Radio
Radio
650 Production +6 Food Food.
+1 Happiness Happiness on Quarters.
+1 Food Food per Coast, Navigable River or Wonder. Food N/A

Modern Age unique buildings[]

Building Unique to Unlocked Production cost Base yields and effects Adjacency Bonus Type Placement Requirements
Jukogyo
Jukogyo
Meiji Japanese
Meiji Japanese
Bunmei Kaika
Bunmei Kaika
650 Production +5 Production Production. +1 Production Production per Coast or Wonder. Production N/A
Ginkō
Ginkō
Oath in Five Articles
Oath in Five Articles
650 Production +5 Gold Gold. +1 Happiness Happiness per Gold building or Wonder. Gold N/A
Jardin à la Française
Jardin à la Française
French Imperial
French Imperial
Voie Triomphale
Voie Triomphale
650 Production +5 Culture Culture. +1 Happiness Happiness per Culture building or Wonder. Culture N/A
Salon
Salon
Belle Époque
Belle Époque
650 Production +5 Happiness Happiness. +1 Culture Culture per Happiness building or Wonder. Happiness N/A
Portal de Mercaderes
Portal de Mercaderes
Mexican
Mexican
Planes Políticos
Planes Políticos
650 Production +5 Culture Culture. +1 Gold Gold per Gold building or Wonder. Culture N/A
Catedral
Catedral
Planes Políticos
Planes Políticos
650 Production +5 Culture Culture. +1 Happiness Happiness per Culture building or Wonder. Culture N/A
Railyard
Railyard
American
American
Captains of Industry
Captains of Industry
650 Production +5 Production Production. +1 Production Production per Quarter or Wonder. Production N/A
Steel Mill
Steel Mill
Yankee Ingenuity
Yankee Ingenuity
650 Production +6 Production Production. +1 Gold Gold per Resource or Wonder. Production N/A
Shiguan
Shiguan
Qing
Qing
Kang Xi Tax Reformation
Kang Xi Tax Reformation
650 Production +6 Science Science. +1 Happiness Happiness per Happiness building or Wonder. Science N/A
Qianzhuang
Qianzhuang
Open Customs
Open Customs
650 Production +5 Gold Gold. +1 Gold Gold per Gold building or Wonder. Gold N/A

Golden Age variants[]

Golden Age variants of buildings are acquired by completing certain Legacy Paths and spend the Golden Age Legacy Points accordingly to upgrade common buildings into their Golden Age variants. Golden Age buildings preserve all yields, effects and adjacency bonuses through the Age transition into the next Age, but will revert to their common counterparts after that Age is over. There are currently 3 Golden Age buildings in the game:

See also[]

Civilization VII [edit]
Lists
Concepts
Miscellaneous
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