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 | 2 | 100 Hammers | Allows 2 colonists to each produce 3 Guns from 3 Tools per turn | |
Magazine | 3 | 350 Hammers 50 Tools Armory |
Allows 3 colonists to each produce 6 Guns from 6 Tools per turn | |
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 | 2 | – | Allows 2 colonists to each produce 3 Tools from 3 Ore per turn | |
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 | 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 | 2 | – | Allows 2 colonists to each produce 3 Hammers from 3 Lumber per turn | |
Lumber Mill | 3 | 150 Hammers 80 Tools |
Allows 3 colonists to each produce 6 Hammers from 6 Lumber per turn | |
Crosses | ||||
Church | 2 | 50 Hammers | Allows 2 colonists to each produce 3 Crosses per turn | |
Cathedral | 3 | 150 Hammers 50 Tools Church |
Allows 3 colonists to each produce 6 Crosses per turn | |
Cigars | ||||
Tobacconist’s House | 2 | – | Allows 2 colonists to each produce 3 Cigars from 3 Tobacco per turn | |
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 | 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 | 2 | – | Allows 2 colonists to each produce 3 Coats from 3 Furs per turn | |
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 | 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 | 2 | 50 Hammers | Allows 2 colonists to each produce 3 Education per turn | |
College | 3 | 150 Hammers 50 Tools Schoolhouse |
Allows 3 colonists to each produce 6 Education per turn | |
University | 3 | 450 Hammers 100 Tools College Lumber Mill |
Allows 3 colonists to each produce 12 Education per turn | |
Naval | ||||
Dock | – | 25 Hammers | +2 food on water tiles | |
Drydock | – | 75 Hammers 50 Tools Dock |
+2 food on water tiles Required to build Caravel, Privateer, and Merchantman |
|
Shipyard | – | 225 Hammers 100 Tools Drydock Lumber Mill |
+2 food on water tiles Required to build Frigate and Ship of the Line |
|
Defense | ||||
Stockade | – | 30 Hammers | +50% settlement defense | |
Fort | – | 90 Hammers 50 Tools Stockade |
+50% settlement defense | |
Fortress | – | 270 Hammers 100 Tools Fort Lumber Mill |
+50% settlement defense | |
Horses | ||||
Stable | 2 | 30 Hammers 50 Horses |
Allows 2 colonists to each produce 2 Horses from 2 Food per turn | |
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 | 3 | 90 Hammers 100 Horses Stable |
Allows 3 colonists to each produce 4 Horses from 4 Food per turn | |
Liberty Bells | ||||
Town Hall | 3 | – | Allows 3 colonists to each produce 3 Liberty Bells per turn | |
Printing Press | – | 60 Hammers 20 Tools |
+50% Liberty Bell production | |
Newspaper | – | 180 Hammers 50 Tools Printing Press |
+50% Liberty Bell production | |
Rum | ||||
Rum Distiller’s House | 2 | – | Allows 2 colonists to each produce 3 Rum from 3 Sugar per turn | |
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 | 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 | 2 | – | Allows 2 colonists to each produce 3 Cloth from 3 Cotton per turn | |
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 | 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 | – | 30 Hammers | Allows 200 total units of each good to be stored | |
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 |