Civilization IV: Colonization: Buildings

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.

ImageNameCapacityRequiresBenefit
Guns
ArmoryArmory2100 HammersAllows 2 colonists to each produce 3 Guns from 3 Tools per turn
MagazineMagazine3350 Hammers
50 Tools
Armory
Allows 3 colonists to each produce 6 Guns from 6 Tools per turn
ArsenalArsenal3900 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 HouseBlacksmith’s House2Allows 2 colonists to each produce 3 Tools from 3 Ore per turn
Blacksmith's ShopBlacksmith’s Shop3150 Hammers
50 Tools
Blacksmith’s House
Allows 3 colonists to each produce 6 Tools from 6 Ore per turn
IronworksIronworks3450 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 ShopCarpenter’s Shop2Allows 2 colonists to each produce 3 Hammers from 3 Lumber per turn
Lumber MillLumber Mill3150 Hammers
80 Tools
Allows 3 colonists to each produce 6 Hammers from 6 Lumber per turn
Crosses
ChurchChurch250 HammersAllows 2 colonists to each produce 3 Crosses per turn
CathedralCathedral3150 Hammers
50 Tools
Church
Allows 3 colonists to each produce 6 Crosses per turn
Cigars
Tobacconist's HouseTobacconist’s House2Allows 2 colonists to each produce 3 Cigars from 3 Tobacco per turn
Tobacconist's ShopTobacconist’s Shop390 Hammers
50 Tools
Tobacconist’s House
Allows 3 colonists to each produce 6 Cigars from 6 Tobacco per turn
Cigar FactoryCigar Factory3270 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 HouseFur Trader’s House2Allows 2 colonists to each produce 3 Coats from 3 Furs per turn
Fur Trader's PostFur Trader’s Post390 Hammers
50 Tools
Fur Trader’s House
Allows 3 colonists to each produce 6 Coats from 6 Furs per turn
Coat FactoryCoat Factory3270 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
SchoolhouseSchoolhouse250 HammersAllows 2 colonists to each produce 3 Education per turn
CollegeCollege3150 Hammers
50 Tools
Schoolhouse
Allows 3 colonists to each produce 6 Education per turn
UniversityUniversity3450 Hammers
100 Tools
College
Lumber Mill
Allows 3 colonists to each produce 12 Education per turn
Naval
DockDock25 Hammers+2 food on water tiles
Dry DockDrydock75 Hammers
50 Tools
Dock
+2 food on water tiles
Required to build Caravel, Privateer, and Merchantman
ShipyardShipyard225 Hammers
100 Tools
Drydock
Lumber Mill
+2 food on water tiles
Required to build Frigate and Ship of the Line
Defense
StockadeStockade30 Hammers+50% settlement defense
FortFort90 Hammers
50 Tools
Stockade
+50% settlement defense
FortressFortress270 Hammers
100 Tools
Fort
Lumber Mill
+50% settlement defense
Horses
StableStable230 Hammers
50 Horses
Allows 2 colonists to each produce 2 Horses from 2 Food per turn
Horse PastureHorse Pasture220 HorsesUnique building for Natives
Allows 2 colonists to each produce 2 Horses from 2 Food per turn
+100% Horses production
RanchRanch390 Hammers
100 Horses
Stable
Allows 3 colonists to each produce 4 Horses from 4 Food per turn
Liberty Bells
Town HallTown Hall3Allows 3 colonists to each produce 3 Liberty Bells per turn
Printing PressPrinting Press60 Hammers
20 Tools
+50% Liberty Bell production
NewspaperNewspaper180 Hammers
50 Tools
Printing Press
+50% Liberty Bell production
Rum
Rum Distiller's HouseRum Distiller’s House2Allows 2 colonists to each produce 3 Rum from 3 Sugar per turn
Rum DistilleryRum Distillery390 Hammers
50 Tools
Rum Distiller’s House
Allows 3 colonists to each produce 6 Rum from 6 Sugar per turn
Rum FactoryRum Factory3270 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 HouseWeaver’s House2Allows 2 colonists to each produce 3 Cloth from 3 Cotton per turn
Weaver's ShopWeaver’s Shop390 Hammers
50 Tools
Weaver’s House
Allows 3 colonists to each produce 6 Cloth from 6 Cotton per turn
Textile MillTextile Mill3270 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
WarehouseWarehouse30 HammersAllows 200 total units of each good to be stored
Warehouse ExpansionWarehouse Expansion90 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