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A list of Buildings, Improvements, Quarters, and Fortifications in Civilization VII (Civ 7). Read on to see all unique and non-unique Buildings from each Age and their effects in this guide.
| Click to Jump to a Section | |||
|---|---|---|---|
| Buildings | Improvements | Quarters | Fortifications |
| Building | Effect |
|---|---|
Academy
|
+4 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder Has 3 Codex slots Antiquity Science Building |
Altar
|
+2 Happiness +1 Happiness for each adjacent Wonder Receives additional benefits from Pantheons Antiquity Happiness Building Can be purchased in Towns |
Amphitheater
|
+4 Culture +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture for each adjacent Wonder +10% Production towards Wonders Antiquity Culture Building |
Ancient Bridge
|
+4 Gold Allows Land Units to move over a Navigable River without having to Embark Cheaper to build where a Road has already formed a Ferry across the River Antiquity Gold Building Must be placed on a Navigable River Pillaged by any Flood |
Arena
|
+4 Happiness +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder Antiquity Happiness Building +1 Happiness on Quarters |
Barracks
|
+2 Production +1 Production for each adjacent Resource +1 Production for each adjacent Wonder Antiquity Military Building Land Units trained in this settlement will spawn at this Building's location +10% Production towards Land Units |
Bath
|
+4 Food +1 Food for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder Antiquity Food Building +10% Growth Rate Must be placed on a River |
Blacksmith
|
+3 Production +1 Production for each adjacent Resource +1 Production for each adjacent Wonder Antiquity Production Building +1 Production on Quarters |
Brickyard
|
+1 Production +1 Production on Clay Pits, Mines, and Quarries Warehouse Production Building Ageless Buildable in all Ages Can be purchased in towns |
Fishing Quay
|
+ 1 Food +1 Food on Fishing Boats Warehouse Food Building Ageless Buildable in all Ages Can be purchased in Towns Must be placed on Coast, a Lake tile, or a Navigable River |
Garden
|
+3 Food +1 Food for each adjacent Coastal Terrain +1 Food for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder Antiquity Food Building |
Golden Age Academy
|
+4 Culture +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture foreach adjacent Wonder |
Golden Age Ampitheater
|
+4 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder |
Granary
|
+1 Food +1 Food on Farms, Pastures, and Plantations Warehouse Food Building Ageless Buildable in all Ages Can be purchased in Towns |
Gristmill
|
+4 Food +1 Food on Farms, Pastures, and Plantations Warehouse Food Building Persistent Can be purchased in Towns Must be placed on a River |
Library
|
+2 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder Has 2 Codex slots Antiquity Science Building |
Lighthouse
|
+3 Gold +1 Gold for each adjacent Coastal Terrain +1 Gold for each adjacent Navigable River Terrain +1 Gold for each adjacent Wonder Increases the number of Resources that may be assigned to this Settlement by 2 Antiquity Gold Building Must be placed on a Coast tile |
Market
|
+2 Gold +1 Gold for each adjacent Coastal Terrain +1 Gold for each adjacent Navigable River Terrain +1 Gold for each adjacent Wonder Increases number of Resources that may be assigned to this Settlement by 1 Antiquity Gold Building |
Monument
|
+2 Culture +1 Influence +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture for each adjacent Wonder Antiquity Culture and Diplomacy Building |
Observatory
|
+4 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder Exploration Science Building |
Saw Pit
|
+1 Production +1 Production on Camps and Woodcutters Warehouse Production Building Ageless Buildable in all Ages Can be purchased in towns |
Sawmill
|
+3 Production +1 Production on Camps and Woodcutters Warehouse Production Building Persistent Can be purchased in Towns Must be placed on a River |
Stonecutter
|
+3 Production |
Villa
|
+3 Happiness +2 Influence +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder Antiquity Happiness Building |
| Building | Effect |
|---|---|
Mastaba
(Egypt) |
+3 Culture +! Gold Adjacency for Desert Terrain and Wonders Ageless |
Mortuary Temple
(Egypt) |
+4 Gold +1 Happiness Adjacency for Navigable Rivers and Wonderes Ageless |
Parthenon
(Greece) |
+4 Culture +2 Influence if placed on Rough Terrain +1 Culture adjacency for Wonders Ageless |
Odeon
(Greece) |
+3 Happiness +1 Culture Adjacency for Quarters and Wonders Ageless |
Dharamshala
|
+3 Happiness +1 Science Adjacency for Quarters and Wonders Mauryan Unique Happiness Building Ageless |
Vihara
|
+ Happiness +1 Culture Adjacency for Mountains and Wonders Ageless |
Jalaw
(Maya) |
+3 Happiness +1 Culture Adjacency for Quarters and Wonders Ageless |
K'uh Nah
(Maya) |
+3 Science +2 Science if placed on Vegetation +1 Science Adjacency for Wonders Ageless |
Temple of Jupiter
(Rome) |
+3 Happiness +1 Culture Adjacency for Happiness Buildings and Wonders Ageless |
Basilica
(Rome) |
+4 Gold +1 Influence Adjacency for Culture Buildings and Wonders Roman Unique Gold Building Ageless |
| Building | Effect |
|---|---|
Armorer
|
+4 Production +1 Production for each adjacent Resource +1 Production for each adjacent Wonder Exploration Military Building Military units trained in this Settlement will spawn at this building's location +10% Production towards land units |
Bank
|
+5 Gold +1 Gold for each adjacent Navigable River Terrain +1 Gold for each adjacent Coastal Terrain +1 Gold for each adjacent Wonder +1 Gold on Quarters Exploration Gold Building |
Bazaar
|
+3 Gold +1 Gold for each adjacent Coastal Terrain +1 Gold for each adjacent Navigable River Terrain +1 Gold for each adjacent Wonder |
Dungeon
|
+2 Influence +3 Production +1 Production for each adjacent Resource +1 Production for each adjacent Wonder Exploration Diplomacy and Production Building |
Guildhall
|
+2 Influence +4 Gold +1 Gold for each Navigable River Terrain +1 Gold for each Coastal Terrain +1 Gold for each adjacent Wonder Exploration Gold and Diplomacy Building |
Hospital
|
+4 Food +1 Food for each adjacent Coastal Terrain +1 for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder +15% Growth Rate Exploration Gold Building |
Inn
|
+3 Food +1 Happiness +1 Food for each adjacent Coastal Terrain +1 for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder Exploration and Food Happiness Building |
Kiln
|
+4 Culture +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture for each adjacent Wonder Exploration Culture Building +10% Production towards Wonders |
Medieval Bridge
|
+4 Gold Allows Land Units to move over a Navigable River without having to Embark Cheaper to build where a Road has already formed a Ferry across the River Exploration Gold Building Must be placed on a Navigable River |
Menagerie
|
+5 Happiness +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder +1 Happiness on Camps and Pastures Exploration Happiness Building |
Palace
|
+15 Food, +15 Production, +15 Happiness |
Pavilion
|
+5 Culture +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture for each adjacent Wonder +1 Happiness on Quarters Exploration Culture Building |
Shipyard
|
+5 Production +1 Production for each adjacent Resource +1 Production for each adjacent Wonder Exploration Military Building Naval units trained in this Settlement will spawn at this building's location Must be placed on Coast Adjacent to land +10% Production towards land units |
Temple
|
+4 Happiness +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder Has 1 Relic slot Allows the creation of Missionary Units in this Settlement Exploration Happiness Building Can be purchased in Towns |
University
|
+5 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder +1 Science on Quarters Exploration Science Building |
Wharf
|
+4 Food +1 Food for each adjacent Coastal Terrain +1 for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder Increases the number of Resources that may be assigned to this settlement by 2 Exploration Food Building Must be placed on Coast or a Navigable River |
| Building | Effect |
|---|---|
Madrasa
(Abbasid) |
+5 Science +1 Science Adjacency for Quarters, Science Buildings, and Wonders Ageless |
Mosque
(Abbasid) |
+4 Happiness +1 Culture Adjacency for Happiness Buildings and Wonders +1 Happiness Adjacency for Culture Buildings and Wonders Unlocks the ability to found a Religion Ageless |
Manigramam
(Chola) |
+4 Happiness +1 Gold Adjacency for Quarters and Wonders +1 Happiness Adjacency for Gold Buildings and Wonders Ageless |
Anjuvannam
(Chola) |
+5 Gold +1 Gold Adjacency for Coastal Terrain, Navigable Rivers, and Wonders +50% Production towards Naval Units Chola Unique Gold and Military Building Ageless Must be placed adjacent to Coast |
Candi Bentar
(Majapahit) |
+5 Culture +1 Culture Adjacency for Coastal Terrain, Navigable Rivers, and Wonders Majapahit Unique Culture Building Ageless |
Meru
(Majapahit) |
+5 Happiness +1 Happiness Adjacency for Mountains and Wonders +2 Happiness on Natural Wonders Ageless |
Motte
(Norman) |
+4 Happiness +4 Happiness if placed on Rough Terrain Happiness adjacency for Wonders Ageless All Fortified Districts must be conquered to capture a Settlement |
Bailey
(Norman) |
+4 Culture +1 Culture Adjacency for Medieval Wall and Wonders Norman Unique Culture Building and Fortification Ageless All Fortified Districts must be conquered to capture a Settlement |
Casa Consistorial
(Spain) |
+5 Culture +1 Culture Adjacency for Quarters and Wonders Spanish Unique Culture Building Ageless Must be built in the Homelands adjacent to Coast |
Casa de Contratación
(Spain) |
+5 Gold +1 Gold Adjacency for Navigable Rivers, Resources, and Wonders Spanish Unique Gold Building Ageless Must be built in the Homelands |
| Building | Effect |
|---|---|
Aerodrome
|
+8 Production Modern Military Building Required to train Air Units Air Units trained in this City will spawn at this Building's Location Packed Air Units have a +1 Intercept Range Must be placed on Flat Terrain Occupies a full tile and cannot be paired with another Building |
Cannery
|
+5 Food +1 Food for each adjacent Coastal Terrain +1 for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder +10% Growth Rate Modern Food Building |
City Hall
|
+9 Food, +9 Production, +9 Happiness |
City Park
|
+4 Happiness +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder |
Department Store
|
+5 Happiness +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder Increases the number of Resources that may be assigned to this Settlement by 1 Modern Happiness Building |
Factory
|
+6 Production +1 Production for each adjacent Resource Allows one Type of Factory Resource to be slotted in this Settlement Increases the number of Resources that may be assigned to this Settlement by 1 Modern Resource Building Must be in a Settlement connected to the Capital by Railroad |
Grocer
|
+4 Food |
Ironworks
|
+4 Production +1 Production on Mines, Quarries, Woodcutters, and Clay Pits Warehouse Production Building Ageless Buildable in all ages Can be purchased in towns |
Laboratory
|
+6 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder +1 Science on Quarters Modern Science Building |
Launch Pad
|
+8 Science Unlocks the Launch Satellite Project Modern Science Building Must be placed on Flat Terrain Occupies a full tile and cannot be paired with another Building |
Military Academy
|
+5 Production +1 Production for each adjacent Resource +1 Production for each adjacent Wonder Grants a free Level to new Commanders trained in this City Military Units trained in this City will spawn at this Building's location Modern Military Building |
Modern Bridge
|
+5 Gold Allows Land Units to move over a Navigable River without having to Embark Cheaper to build where a Road has already formed a Ferry across the River Modern Gold Building Must be placed on a Navigable River Unaffected by Floods |
Museum
|
+5 Culture +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture for each adjacent Wonder |
Opera House
|
+5 Culture +1 Culture for each adjacent Mountainous Terrain +1 Culture for each adjacent Natural Wonder +1 Culture for each adjacent Wonder +3 Influence Modern Culture Building |
Port
|
+5 Gold +1 Gold for each adjacent Coastal Terrain +1 Gold for each adjacent Navigable River Terrain +1 Gold for each adjacent Wonder Increases the number of Resources that may be assigned to City by 2 Modern Gold Building Naval units trained in this City will spawn at this building's location Must be placed on Coast adjacent to land |
Radio Station
|
+4 Influence +6 Happiness +1 Happiness for each adjacent Mountainous Terrain +1 Happiness for each adjacent Natural Wonder +1 Happiness for each adjacent Wonder Modern Diplomacy and Happiness Building |
Rail Station
|
+8 Gold +10% Production towards Training Units in Cities with a Railroad When built, upgrades any Roads to Settlements that also have a Rail Station into Railroads Railroads allow units to move from one Settlement with a Rail Station to another Modern Gold Building Occupies a full tile and cannot be paired with another Building Can be purchased in Towns |
Schoolhouse
|
+5 Science +1 Science for each adjacent Resource +1 Science for each adjacent Wonder Modern Science Building |
Stock Exchange
|
+5 Gold +1 Gold for each adjacent Coastal Terrain +1 Gold for each adjacent Navigable River Terrain +1 Gold for each adjacent Wonder +1 Gold on Quarters Modern Gold Building |
Tenement
|
+6 Food +1 Happiness +1 Food for each adjacent Coastal Terrain +1 for each adjacent Navigable River Terrain +1 Food for each adjacent Wonder Modern Food Building |
| Building | Effect |
|---|---|
Steel Mill
(America) |
+6 Production Gold adjacency for Resources and Wonders Ageless |
Railyard
(America) |
+5 Production +1 Production Adjacency for Quarters and Wonders Ageless |
Jardin à la Française
(French Empire) |
+5 Culture +1 Happiness Adjacency for Culture Buildings and Wonders Ageless |
Salon
(French Empire) |
+5 Happiness +1 Culture Adjacency for Happiness Buildings and Wonders Ageless |
Ginkō
|
+5 Gold +1 Gold Adjacency for Gold Buildings and Wonders Meiji Japan Unique Gold Building Ageless |
Jukogyo
|
Production base Production adjacency with Coast Increased Resource Slots |
Catedral
(Mexico) |
+5 Culture +1 Happiness Adjacency for Culture Buildings and Wonders Mexican Unique Culture Building Ageless |
Portal de Mercaderes
(Mexico) |
+5 Culture +1 Gold Adjacency for Gold Buildings and Wonders Ageless |
Shiguan
(Qing China) |
+6 Science +1 Happiness Adjacency for Happiness Buildings and Wonders Ageless |
Qianzhuang
(Qing China) |
+5 Gold +1 Gold Adjacency for Gold Buildings and Wonders Ageless |
| Click to Jump to a Section | |||
|---|---|---|---|
| Buildings | Improvements | Quarters | Fortifications |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Hawilt
(Aksum) |
+2 Gold +1 Culture for each adjacent Hawilt +1 Culture for each adjacent Wonder Does not remove Warehouse bonuses on a tile Must be placed on Flat Terrain Ageless |
Great Wall (Han)
(Han China) |
+2 Culture +1 Happiness for each adjacent Great Wall +6 Combat Strength for Units defending in the tile Ageless Does not remove Warehouse bonuses on a tile Can only be built in a line Cannot branch or fork |
Baray
(Khmer) |
Adds Food Increased Food on all Floodplains in this Settlement Must be placed on a flat tile One per Settlement |
Potkop
(Mississippian) |
+1 Gold +1 Food for each adjacent Resource Mississipian Unique Improvement Ageless Does not remove Warehouses bonuses on a tile Must be placed on flat terrain |
Pairidaeza
(Persia) |
+1 Culture +1 Gold Persian Unique Improvement Ageless Does not remove Warehouse bonuses on a tile Cannot be placed adjacent to another Pairidaeza |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Lo'i Kalo
(Hawai'i) |
+3 Food +2 Production Adjacent Farms receive +1 Culture Ageless Does not remove Warehouse bonuses on a tile Must be placed on Grassland or Tropical |
Terrace Farm
(Inca) |
Incan Unique Improvement Ageless Does not remove Warehouse bonuses on a tile Must be placed on Rough Terrain adjacent to a Mountain |
Great Wall (Ming)
(Ming China) |
+5 Culture +1 Gold for each adjacent Fortification Constructible Ming Unique Improvement Ageless Counts as Fortification, +6 Combat Strength when defending Does not remove Warehouse bonuses on a tile Can only be built in a line Cannot branch or fork |
Ortöö
(Mongolia) |
+5 Gold Restores movement to any Mongol Unit at its location Mongolian Unique Improvement Ageless Does not remove Warehouses bonuses on a tile Cannot be placed on Rough, River, or a tile with feature |
Mawaskawe Skote
(Shawnee) |
+4 Food +1 Gold for each adjacent Resource Must be placed on Vegetated Terrain and not adjacent to another Mawaskawe Skote Shawnee Unique Improvement Ageless |
Caravanserai
(Songhai) |
+5 Gold +1 Gold for each adjacent Resource Ageless Does not remove Warehouse bonuses on a tile Must be built on Desert or Plains |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Kabaka's Lake
(Buganda) |
+3 Happiness Receives Lake yield bonuses, including yields for all Buganda's abilities and the Muzibu Azaala Mpanga Wonder Ageless Does not remove Warehouse bonuses on a tile Must be placed on Flat Terrain One per Settlement |
Stepwell
(Mughal) |
+2 Gold +2 Food for each adjacent Farm Mughal Unique Improvement Ageless Does not remove Warehouse bonuses on a tile Must be placed on Flat Terrain Cannot be placed adjacent to another Stepwell |
Staatseisenbahn
(Prussia) |
Railroad replacement Automatically placed via normal Railroad rules when a Rail Station Building is constructed in two connected Cities Increased Gold and Production on Rural tiles with a Staatseisenbahn Unique Improvement in your territory |
Obshchina
(Russia) |
+4 Food for each adjacent Farm +2 Culture in Tundra Russian Empire Unique Improvement Ageless Does not remove Warehouse bonuses on a tile Cannot be placed adjacent to another Obshchina |
Bang
(Siam) |
+3 Culture +3 Happiness Siamese Unique Improvement Ageless Does not remove Warehouse bonuses on a tile Must be placed on a Navigable River |
| Click to Jump to a Section | |||
|---|---|---|---|
| Buildings | Improvements | Quarters | Fortifications |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Hawilt
(Aksum) |
+2 Gold +1 Culture for each adjacent Hawilt +1 Culture for each adjacent Wonder Does not remove Warehouse bonuses on a tile Must be placed on Flat Terrain Ageless |
Great Wall (Han)
(Han China) |
+2 Culture +1 Happiness for each adjacent Great Wall +6 Combat Strength for Units defending in the tile Ageless Does not remove Warehouse bonuses on a tile Can only be built in a line Cannot branch or fork |
Baray
(Khmer) |
Adds Food Increased Food on all Floodplains in this Settlement Must be placed on a flat tile One per Settlement |
Potkop
(Mississippian) |
+1 Gold +1 Food for each adjacent Resource Mississipian Unique Improvement Ageless Does not remove Warehouses bonuses on a tile Must be placed on flat terrain |
Pairidaeza
(Persia) |
+1 Culture +1 Gold Persian Unique Improvement Ageless Does not remove Warehouse bonuses on a tile Cannot be placed adjacent to another Pairidaeza |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Ulema
(Abbasid) |
+1 Science to all Specialists in this City Created by constructing the Madrasa and Mosque in the same District |
Five Hundred Lords
(Chola) |
+5 Land Trade Route range and +15 Naval Trade Route range Created by constructing the Anjuvannam and Manigramam in the same District |
Pura
(Majapahit) |
Receive 1 Relic when completed Created by constructing the Candi Bentar and Meru inthe same District |
Donjon
(Norman) |
Receive a free Chevaler Unit when completed Created by constructing the Bailey and Motte in the same District |
Plaza
(Spain) |
+2 Gold in this Settlement for every Settlement in Distant Lands Created by constructing the Casa Consistorial and Casa de Contratacion in the same District |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Industrial Park
(America) |
+2 Food in this City for every Resource assigned to this City Created by constructing the Railyard and Steel Mill in the same District |
Avenue
(French Empire) |
+2 Happiness on Quarters in this City Created by constructing the Jardin a la Francaise and Salon in the same District |
Zaibatsu
|
+1 Gold and Production on Buildings in adjacent District Created by constructing the Ginko and Jukogyo in the same District |
Zócalo
(Mexico) |
+2 Culture for every Tradition slotted into the Government Created by constructing the Cathedral and Portal de Mercaderes in the same District |
Huiguan
(Qing China) |
+25% Influence in this Settlement Created by constructing the Qianzhuang and Shiguan in the same District |
| Click to Jump to a Section | |||
|---|---|---|---|
| Buildings | Improvements | Quarters | Fortifications |
| Building | Effect |
|---|---|
Ancient Walls
|
Adds 100 HP to the District and +15 Combat Strength to Units defending in this tile All Fortified Districts must be conquered to capture a Settlement Antiquity Fortification Must be built adjacent to another Fortified District |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Medieval Walls
|
Adds 100 HP to the District and +15 Combat Strength to Units defending in the tile All Fortified Districts must be conquered to capture a Settlement Exploration Fortification Must be built adjacent to another Fortified District |
| There are no buildings in this section. |
| Building | Effect |
|---|---|
Defensive Fortifications
|
Adds 100 HP to the District and +15 Combat Strength to Units defending in the tile All Fortified Districts must be conquered to capture a Settlement Modern Fortification Must be built adjacent to another Fortified District |
| There are no buildings in this section. |
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