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Civilization IV: Colonization Buildings
By OSaft at 2008-10-07 10:56

The various buildings in Colonization allow your colonists to take raw resources and produce finished goods for sale. This process, be it the conversion of ore to tools or tobacco to cigars, greatly enhances your profits, allowing your economy to grow even more. Unlike Civilization IV, buildings in Colonization require colonists to work inside them in order to produce goods: that is, unless you assign gunsmiths to an armory, tools will not be converted to guns on their own. Thus, you must manage the production of resources carefully, since a settlement requires a relatively high population in order to produce significant amounts of finished goods.

When you establish a settlement, you receive some buildings for free. However, by building more advanced structures, you will be able to produce more resources per turn. Most buildings have three levels, and keep in mind that the more advanced the building level, the more colonists that can work in it. Also, some buildings require Tools to finish construction, so having an ample supply of Tools (made from Ore or purchased from Europe) is a good idea.

Note: There are 39 buildings in total, and the table below divides buildings up by type and is accurate as of Colonization v1.00. The information under the "Requires" column assumes Normal game speed.

 

Image Name Capacity Requires Benefit

Guns

Armory Armory 2 100 Hammers Allows 2 colonists to each produce 3 Guns from 3 Tools per turn
Magazine Magazine 3 350 Hammers
50 Tools
Armory
Allows 3 colonists to each produce 6 Guns from 6 Tools per turn
Arsenal Arsenal 3 900 Hammers
100 Tools
Magazine
Lumber Mill
+50% Guns production
Allows 3 colonists to each produce 6 Guns from 6 Tools per turn
Required to build Cannon

Tools

Blacksmith's House Blacksmith's House 2 - Allows 2 colonists to each produce 3 Tools from 3 Ore per turn
Blacksmith's Shop Blacksmith's Shop 3 150 Hammers
50 Tools
Blacksmith's House
Allows 3 colonists to each produce 6 Tools from 6 Ore per turn
Ironworks Ironworks 3 450 Hammers
100 Tools
Blacksmith's Shop
Lumber Mill
+50% Tools production
Allows 3 colonists to each produce 6 Tools from 6 Ore per turn

Production

Carpenter's Shop Carpenter's Shop 2 - Allows 2 colonists to each produce 3 Hammers from 3 Lumber per turn
Lumber Mill Lumber Mill 3 150 Hammers
80 Tools
Allows 3 colonists to each produce 6 Hammers from 6 Lumber per turn

Crosses

Church Church 2 50 Hammers Allows 2 colonists to each produce 3 Crosses per turn
Cathedral Cathedral 3 150 Hammers
50 Tools
Church
Allows 3 colonists to each produce 6 Crosses per turn

Cigars

Tobacconist's House Tobacconist's House 2 - Allows 2 colonists to each produce 3 Cigars from 3 Tobacco per turn
Tobacconist's Shop Tobacconist's Shop 3 90 Hammers
50 Tools
Tobacconist's House
Allows 3 colonists to each produce 6 Cigars from 6 Tobacco per turn
Cigar Factory Cigar Factory 3 270 Hammers
100 Tools
Tobacconist's Shop
Lumber Mill
+50% Cigars production
Allows 3 colonists to each produce 6 Cigars from 6 Tobacco per turn

Coats

Fur Trader's House Fur Trader's House 2 - Allows 2 colonists to each produce 3 Coats from 3 Furs per turn
Fur Trader's Post Fur Trader's Post 3 90 Hammers
50 Tools
Fur Trader's House
Allows 3 colonists to each produce 6 Coats from 6 Furs per turn
Coat Factory Coat Factory 3 270 Hammers
100 Tools
Fur Trader's Post
Lumber Mill
+50% Coats production
Allows 3 colonists to each produce 6 Coats from 6 Furs per turn

Education

Schoolhouse Schoolhouse 2 50 Hammers Allows 2 colonists to each produce 3 Education per turn
College College 3 150 Hammers
50 Tools
Schoolhouse
Allows 3 colonists to each produce 6 Education per turn
University University 3 450 Hammers
100 Tools
College
Lumber Mill
Allows 3 colonists to each produce 12 Education per turn

Naval

Dock Dock - 25 Hammers +2 food on water tiles
Dry Dock Drydock - 75 Hammers
50 Tools
Dock
+2 food on water tiles
Required to build Caravel, Privateer, and Merchantman
Shipyard Shipyard - 225 Hammers
100 Tools
Drydock
Lumber Mill
+2 food on water tiles
Required to build Frigate and Ship of the Line

Defense

Stockade Stockade - 30 Hammers +50% settlement defense
Fort Fort - 90 Hammers
50 Tools
Stockade
+50% settlement defense
Fortress Fortress - 270 Hammers
100 Tools
Fort
Lumber Mill
+50% settlement defense

Horses

Stable Stable 2 30 Hammers
50 Horses
Allows 2 colonists to each produce 2 Horses from 2 Food per turn
Horse Pasture Horse Pasture 2 20 Horses Unique building for Natives
Allows 2 colonists to each produce 2 Horses from 2 Food per turn
+100% Horses production
Ranch Ranch 3 90 Hammers
100 Horses
Stable
Allows 3 colonists to each produce 4 Horses from 4 Food per turn

Liberty Bells

Town Hall Town Hall 3 - Allows 3 colonists to each produce 3 Liberty Bells per turn
Printing Press Printing Press - 60 Hammers
20 Tools
+50% Liberty Bell production
Newspaper Newspaper - 180 Hammers
50 Tools
Printing Press
+50% Liberty Bell production

Rum

Rum Distiller's House Rum Distiller's House 2 - Allows 2 colonists to each produce 3 Rum from 3 Sugar per turn
Rum Distillery Rum Distillery 3 90 Hammers
50 Tools
Rum Distiller's House
Allows 3 colonists to each produce 6 Rum from 6 Sugar per turn
Rum Factory Rum Factory 3 270 Hammers
100 Tools
Rum Distillery
Lumber Mill
+50% Rum production
Allows 3 colonists to each produce 6 Rum from 6 Sugar per turn

Cloth

Weaver's House Weaver's House 2 - Allows 2 colonists to each produce 3 Cloth from 3 Cotton per turn
Weaver's Shop Weaver's Shop 3 90 Hammers
50 Tools
Weaver's House
Allows 3 colonists to each produce 6 Cloth from 6 Cotton per turn
Textile Mill Textile Mill 3 270 Hammers
100 Tools
Weaver's Shop
Lumber Mill
+50% Cloth production
Allows 3 colonists to each produce 6 Cloth from 6 Cotton per turn

Storage

Warehouse Warehouse - 30 Hammers Allows 200 total units of each good to be stored
Warehouse Expansion Warehouse Expansion - 90 Hammers
20 Tools
Warehouse
Lumber Mill
Allows 300 total units of each good to be stored
Sells excess goods in Europe for 50% of their retail value

 
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