Civilization IV Buildings and Improvements guide detailing costs, production, and requirements for structures like the Schoolhouse, Shipyard, and University.
Buildings:
Tools
- Produces: 6 Rum per Citizen, +50% Rum Production
- Replaces: Rum Distiller's Shop, Rum Distiller's House
- Requires: Rum Distiller's Shop, Lumber Mill
Schoolhouse
- Cost: 50 Production Hammers, 0 Tools
- Produces: 3 Education per Citizen
- Required to Build: College
Shipyard
- Cost: 225 Production Hammers, 100 Tools
- Replaces: Docks, Drydocks
- Water Tiles: +2 Food
- Required to Build: Frigate, Ship of the Line
- Requires: Drydock, Lumber Mill
Stable
- Cost: 30 Production Hammers, 50 Horses
- Produces: 2 Horses per Citizen
- Required to Build: Ranch
Stockade
- Cost: 30 Production Hammers, 0 Tools
- Defense: 50%
- Required to Build: Fort
Textile Mill
- Cost: 270 Production Hammers, 100 Tools
- Produces: 6 Cloth per Citizen, +50% Cloth Production
- Replaces: Weaver's House, Weaver's Shop
- Requires: Weaver's Shop, Lumber Mill
Tobacconist's House
- Cost: 30 Production Hammers, 0 Tools
- Produces: 3 Cigars per Citizen
- Required to Build: Tobacconist's Shop
Tobacconist's Shop
- Cost: 90 Production Hammers, 50 Tools
- Produces: 6 Cigars per Citizen
- Replaces: Tobacconist's House
- Required to Build: Cigar Factory
- Requires: Tobacconist's House
Town Hall
- Produces: 3 Liberty Bells per Citizen
University
- Cost: 450 Production Hammers, 100 Tools
- Produces: 12 Education per Citizen
- Replaces: Schoolhouse, College
- Requires: College, Lumber Mill
Warehouse
- Cost: 30 Production Hammers, 0 Tools
- Goods Storage: +100
- Required to Build: Warehouse Expansion
Warehouse Expansion
- Cost: 90 Production Hammers, 20 Tools
- Goods Storage: +200
- Replaces: Warehouse
- Goods over capacity are sold at 50% of Europe Prices
- Requires: Warehouse, Lumber Mill
Weaver's House
- Cost: 30 Production Hammers, 0 Tools
- Produces: 3 Cloth per Citizen
- Required to Build: Weaver's Shop
Weaver's Shop
- Cost: 90 Production Hammers, 50 Tools
- Produces: 6 Cloth per Citizen
- Replaces: Weaver's House
- Required to Build: Textile Mill
- Requires: Weaver's House
Improvements:
Improvements are small structures on map tiles that can help or hinder your colonies. Most are built, but two are randomly generated by the map.
Ancient Ruins
Explore these tiles with your units, Scouts tend to have a better time. You might find treasure, gold, reveal the map, gain Converted Natives or Colonists, have units go missing, or face hostile natives.
Burial Grounds
These are more dangerous. Disturbing them can anger local Natives, sour relations, and lead to attacks or a declaration of war. However, you can find treasure that requires a Galleon to ship back to Europe, or pay a significant part of the treasure to the King for a ship.
Farm
- On Flatlands only
- +1 Food, +1 Cotton, +1 Tobacco, +1 Sugar
- Pillage yields 5 Gold on average
An expert can get an extra 2 food from a Farm, supporting another colony member and increasing production of Rum, Cloth, and Cigars.
Lodge
- +1 Lumber, +1 Fur
- Pillage yields 5 Gold on average
Useful for Lumberjacks and increases fur production. Lumber is important for production hammers, leading to more units being built.
Mine
- On Mountains only
- +1 Silver, +1 Ore
- Pillage yields 5 Gold on average
Silver is the most expensive material to sell back to Europe.
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