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Part 19
Civilization VI

Part 19

Explore the various buildings and improvements in Civilization VI. Learn about their costs, production bonuses, and strategic requirements to optimize your empire's growth and efficiency.

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Explore the various buildings and improvements in Civilization VI. Learn about their costs, production bonuses, and strategic requirements to optimize your empire's growth and efficiency.

This section details various buildings and improvements available in Civilization VI, outlining their costs, production yields, and prerequisites for construction.

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 structures built on tiles that can aid or hinder colonies. Most are built, but two are randomly generated by the map. This is noted as being significantly less comprehensive than in Civ 4.

Ancient Ruins

Ancient Ruins are map tiles that can be explored by units, with Scouts having a higher success rate. Outcomes can vary widely, including unit loss, hostile native encounters, map reveals, treasure discovery, gold acquisition, or finding Converted Natives or Colonists. They are considered a 'Pandora's Box' due to their unpredictable nature.

Burial Grounds

These are more dangerous due to potential adverse consequences. Disturbing Burial Grounds can anger local Natives, leading to soured relations and potential attacks, effectively a declaration of war. However, they can also yield treasure that requires a Galleon to ship back to Europe, or can be obtained by paying a significant portion to the King for a ship.

Farm

  • +1 Food
  • +1 Cotton
  • +1 Tobacco
  • +1 Sugar
  • Can only be built on Flatlands
  • Pillage yields 5 Gold on average

Farms are essential for increasing food production and supporting more colonists. They also boost the production of raw materials like Rum, Cloth, and Cigars.

Lodge

  • +1 Lumber
  • +1 Fur
  • Pillage yields 5 Gold on average

Lodges are useful for increasing Lumber and Fur production. Lumber is crucial for increasing production hammers, which in turn speeds up unit construction.

Mine

  • +1 Silver
  • +1 Ore
  • Pillage yields 5 Gold on average

Mines are particularly valuable for Silver, the most expensive tradeable material. They must be built on mountains to access the silver deposits.

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