Civilization VII Cheatsheet

Buildings

Overview table about all the buildings you can build in your cities.





Building
Age
Production Cost Base Yield Gets Yield From Adjacency Adds Yield To Notes
FISHING QUAY FISHING QUAY
Antiquity - ageless
prodcost 55
+1 food
none
+1 food to:
Fishing Boats
must be placed on coast, lake, or navigable river
GRANARY GRANARY
Antiquity - ageless
prodcost 55
+1 food
none
+1 food to:
Farms, Pastures, and Plantations
BRICKYARD BRICKYARD
Antiquity - ageless
prodcost 55
+1 production
none
+1 production to:
Clay Pits, Mines, and Quarries
SAW PIT SAW PIT
Antiquity - ageless
prodcost 55
+1 production
none
+1 production to:
Camps, Woodcutters
ANCIENT BRIDGE ANCIENT BRIDGE
Antiquity
prodcost 60
+4 gold
none
none
must be placed on navigable river land units can move across without needing to embark
MONUMENT MONUMENT
Antiquity
prodcost 90
+2 culture +1 influence
+1 culture for adjacent:
- mountain- natural wonder- wonder
none
MARKET MARKET
Antiquity
prodcost 90
+2 gold
+1 gold for adjacent:
- coastal terrain- navigable river terrain- wonder
none
must be placed on a river
ALTAR ALTAR
Antiquity
prodcost 90
+2 happiness
+1 happiness for adjacent:
- wonder
none
gets additional bonuses from Pantheon
BARRACKS BARRACKS
Antiquity
prodcost 90
+2 production
+1 production for adjacent:
- ressource- wonder
+10% production towards land units
LIBRARY LIBRARY
Antiquity
prodcost 90
+2 science
+1 science for adjacent:
- ressource- wonder
none
2 relic slots
GARDEN GARDEN
Antiquity
prodcost 90
+3 food
1+ food for adjacent:
- coastal terrain- navigable river terrain- wonder
none
LIGHTHOUSE LIGHTHOUSE
Antiquity
prodcost 130
+3 gold
+1 gold for adjacent:
- coastal terrain- navigable river terrain- wonder
none
+ 2 resource slots must be placed on coast
VILLA VILLA
Antiquity
prodcost 130
+3 happiness +2 influence
+1 happiness for adjacent:
- mountain- natural wonder- wonder
none
BLACKSMITH BLACKSMITH
Antiquity
prodcost 130
+3 production
+1 production for adjacent:
- ressource- wonder
+1 production to:
quarters
BATH BATH
Antiquity
prodcost 130
+4 food
+1 food for adjacent:
- coastal terrain- navigable river terrain- wonder
+10% growth rate
must be placed on a river
AMPHITHEATER AMPHITHEATER
Antiquity
prodcost 195
+4 culture
+1 culture for adjacent:
- mountain- natural wonder- wonder
+10% production towards wonders
ARENA ARENA
Antiquity
prodcost 195
+4 happiness
+1 happiness for adjacent:
- mountain- natural wonder- wonder
+1 happiness to:
quarters
ACADEMY ACADEMY
Antiquity
prodcost 195
+4 science
+1 science for adjacent:
- ressource- wonder
none
3 codex slots
SAWMILL SAWMILL
Exploration - ageless
prodcost 175
+3 production
none
+1 production to:
Camps, Woodcutters
must be placed on a river
STONECUTTER STONECUTTER
Exploration - ageless
prodcost 175
+3 production
none
+1 production to:
Clay Pits, Mines, and Quarries
GRISTMILL GRISTMILL
Exploration - ageless
prodcost 175
+4 food
none
+1 food to:
Farms, Pastures, and Plantations
must be placed on a river
WHARF WHARF
Exploration
prodcost 175
+4 food
+1 food for adjacent:
- coastal terrain- navigable river terrain- wonder
none
+ 2 resource slots must be placed on coast or navigable river
INN INN
Exploration
prodcost 200
+3 food +2 happiness
+1 food for adjacent:
- coastal terrain- navigable river terrain- wonder
none
DUNGEON DUNGEON
Exploration
prodcost 200
+3 production +2 influence
+1 production for adjacent:
- ressource- wonder
KILN KILN
Exploration
prodcost 200
+4 culture
+1 culture for adjacent:
- mountain- natural wonder- wonder
+10% production towards wonders
MEDIEVAL BRIDGE MEDIEVAL BRIDGE
Exploration
prodcost 200
+4 gold
none
none
must be placed on navigable river land units can move across without needing to embark
GUILDHALL GUILDHALL
Exploration
prodcost 200
+4 gold +2 influence
+1 gold for adjacent:
- coastal terrain- navigable river terrain- wonder
none
TEMPLE TEMPLE
Exploration
prodcost 200
+4 happiness
+1 happiness for adjacent:
- mountain- natural wonder- wonder
none
1 relic slot unlocks missionaries in this settlement
ARMORER ARMORER
Exploration
prodcost 200
+4 production
+1 production for adjacent:
- ressource- wonder
+10% production towards land units
OBSERVATORY OBSERVATORY
Exploration
prodcost 200
+4 science
+1 science for adjacent:
- ressource- wonder
none
SHIPYARD SHIPYARD
Exploration
prodcost 200
+5 production
+1 production for adjacent:
- ressource- wonder
+10% production towards naval units
must be placed on coast adjacent to land
UNIVERSITY UNIVERSITY
Exploration
prodcost 200
+5 science
+1 science for adjacent:
- ressource- wonder
+1 science to quarters
BANK BANK
Exploration
prodcost 250
+2 gold
+1 gold for adjacent:
- coastal terrain- navigable river terrain- wonder
+1 gold to:
quarters
PAVILION PAVILION
Exploration
prodcost 250
+5 culture
+1 culture for adjacent:
- mountain- natural wonder- wonder
+1 happiness to:
quarters
HOSPITAL HOSPITAL
Exploration
prodcost 250
+5 food
+1 food for adjacent:
- coastal terrain- navigable river terrain- wonder
+15% growth rate
MENAGERIE MENAGERIE
Exploration
prodcost 250
+5 happiness
+1 happiness for adjacent:
- mountain- natural wonder- wonder
+1 happiness to:
Camps and Pastures
GROCER GROCER
Modern - ageless
prodcost 500
+4 food
none
+1 food to:
Camps, Farms, Fishing Boats, Pastures Plantations, uncultivated rural tiles
CITY PARK CITY PARK
Modern
prodcost 500
+4 happiness
+1 happiness for adjacent:
- mountain- natural wonder- wonder
+1 happiness on vegetation
IRONWORKS IRONWORKS
Modern - ageless
prodcost 500
+4 production
none
+1 production to:
Mines, Quarries Woodcutters, Clay Pits
MUSEUM MUSEUM
Modern
prodcost 550
+5 culture
+1 culture for adjacent:
- mountain- natural wonder- wonder
none
+3 artifact slots
PORT PORT
Modern
prodcost 550
+5 gold
+1 gold for adjacent:
- coastal terrain- navigable river terrain- wonder
none
+ 2 resource slots must be placed on coast adjacent to land
SCHOOLHOUSE SCHOOLHOUSE
Modern
prodcost 550
+5 science
+1 science for adjacent:
- ressource- wonder
none
MODERN BRIDGE MODERN BRIDGE
Modern
prodcost 550
+6 gold
none
none
must be placed on navigable river land units can move across without needing to embark
CANNERY CANNERY
Modern
prodcost 600
+5 food
+1 food for adjacent:
- coastal terrain- navigable river terrain- wonder
+10% growth rate
DEPARTMENT STORE DEPARTMENT STORE
Modern
prodcost 600
+5 happiness
+1 happiness for adjacent:
- mountain- natural wonder- wonder
none
+ 1 resource slot
OPERA HOUSE OPERA HOUSE
Modern
prodcost 600
+6 culture +3 influence
+1 culture for adjacent:
- mountain- natural wonder- wonder
none
FACTORY FACTORY
Modern
prodcost 600
+6 production
+1 production for adjacent:
- ressource
none
+ 1 resource slot Allows one type of Factory Resource to be slotted in this Settlement Must be built in a city connected to the Capital by Railroad.
LABORATORY LABORATORY
Modern
prodcost 650
+4 science
+1 science for adjacent:
- ressource- wonder
none
TENEMENT TENEMENT
Modern
prodcost 650
+6 food
+1 food for adjacent:
- coastal terrain- navigable river terrain- wonder
+1 happiness to:
quarters
STOCK EXCHANGE STOCK EXCHANGE
Modern
prodcost 650
+6 gold
+1 gold for adjacent:
- coastal terrain- navigable river terrain- wonder
+1 gold to:
quarters
RAIL STATION RAIL STATION
Modern
prodcost 650
+8 gold
none
none
+10% production towards training units Upgrades Any Road to Settlements that also have a Rail Station into Railroads Occupies a full tile.
RADIO STATION RADIO STATION
Modern
prodcost 700
+6 happiness +4 influence
+1 happiness for adjacent:
- mountain- natural wonder- wonder
none
AERODROME AERODROME
Modern
prodcost 700
+8 production
none
none
must be placed on Flat Terrain, required to train air units occupies a full tile