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Civilization VII

Civ 7 Buildings and Improvements

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★ Start Here: How to Play | Early Game
★ See the Best Leaders and Civs
Tech, Civics, Buildings, Units, & Wonders
Economic, Military, Science, Culture Victories
★Recommended Guides: Treasure Fleets
Map Types | Trade Routes | Migrants

Civ 7 List of Buildings
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.

List of Buildings

Click to Jump to a Section
Buildings Improvements Quarters Fortifications

Antiquity Age Buildings

Non-Unique Antiquity Age Buildings

Building Effect
AcademyAcademy +4 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
Has 3 Codex slots
Antiquity Science Building
AltarAltar +2 Happiness
+1 Happiness for each adjacent Wonder
Receives additional benefits from Pantheons
Antiquity Happiness Building
Can be purchased in Towns
AmphitheaterAmphitheater +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 BridgeAncient 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
ArenaArena +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
BarracksBarracks +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
BathBath +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
BlacksmithBlacksmith +3 Production
+1 Production for each adjacent Resource
+1 Production for each adjacent Wonder
Antiquity Production Building
+1 Production on Quarters
BrickyardBrickyard +1 Production
+1 Production on Clay Pits, Mines, and Quarries
Warehouse Production Building
Ageless
Buildable in all Ages
Can be purchased in towns
Fishing QuayFishing 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
GardenGarden +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 AcademyGolden 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 AmpitheaterGolden Age Ampitheater +4 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
GranaryGranary +1 Food
+1 Food on Farms, Pastures, and Plantations
Warehouse Food Building
Ageless
Buildable in all Ages
Can be purchased in Towns
GristmillGristmill +4 Food
+1 Food on Farms, Pastures, and Plantations
Warehouse Food Building
Persistent
Can be purchased in Towns
Must be placed on a River
LibraryLibrary +2 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
Has 2 Codex slots
Antiquity Science Building
LighthouseLighthouse +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
MarketMarket +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
MonumentMonument +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
ObservatoryObservatory +4 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
Exploration Science Building
Saw PitSaw Pit +1 Production
+1 Production on Camps and Woodcutters
Warehouse Production Building
Ageless
Buildable in all Ages
Can be purchased in towns
SawmillSawmill +3 Production
+1 Production on Camps and Woodcutters
Warehouse Production Building
Persistent
Can be purchased in Towns
Must be placed on a River
StonecutterStonecutter +3 Production
VillaVilla +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

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Unique Antiquity Age Buildings

Building Effect
MastabaMastaba
(Egypt)
+3 Culture
+! Gold Adjacency for Desert Terrain and Wonders
Ageless
Mortuary TempleMortuary Temple
(Egypt)
+4 Gold
+1 Happiness Adjacency for Navigable Rivers and Wonderes
Ageless
ParthenonParthenon
(Greece)
+4 Culture
+2 Influence if placed on Rough Terrain
+1 Culture adjacency for Wonders
Ageless
OdeonOdeon
(Greece)
+3 Happiness
+1 Culture Adjacency for Quarters and Wonders
Ageless
DharamshalaDharamshala
+3 Happiness
+1 Science Adjacency for Quarters and Wonders
Mauryan Unique Happiness Building
Ageless
ViharaVihara
+ Happiness
+1 Culture Adjacency for Mountains and Wonders
Ageless
JalawJalaw
(Maya)
+3 Happiness
+1 Culture Adjacency for Quarters and Wonders
Ageless
KK'uh Nah
(Maya)
+3 Science
+2 Science if placed on Vegetation
+1 Science Adjacency for Wonders
Ageless
Temple of JupiterTemple of Jupiter
(Rome)
+3 Happiness
+1 Culture Adjacency for Happiness Buildings and Wonders
Ageless
BasilicaBasilica
(Rome)
+4 Gold
+1 Influence Adjacency for Culture Buildings and Wonders
Roman Unique Gold Building
Ageless

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Exploration Age Buildings

Non-Unique Exploration Age Buildings

Building Effect
ArmorerArmorer +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
BankBank +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
BazaarBazaar +3 Gold
+1 Gold for each adjacent Coastal Terrain
+1 Gold for each adjacent Navigable River Terrain
+1 Gold for each adjacent Wonder
DungeonDungeon +2 Influence
+3 Production
+1 Production for each adjacent Resource
+1 Production for each adjacent Wonder
Exploration Diplomacy and Production Building
GuildhallGuildhall +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
HospitalHospital +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
InnInn +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
KilnKiln +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 BridgeMedieval 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
MenagerieMenagerie +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
PalacePalace +15 Food, +15 Production, +15 Happiness
PavilionPavilion +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
ShipyardShipyard +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
TempleTemple +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
UniversityUniversity +5 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
+1 Science on Quarters
Exploration Science Building
WharfWharf +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

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Unique Exploration Age Buildings

Building Effect
MadrasaMadrasa
(Abbasid)
+5 Science
+1 Science Adjacency for Quarters, Science Buildings, and Wonders
Ageless
MosqueMosque
(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
ManigramamManigramam
(Chola)
+4 Happiness
+1 Gold Adjacency for Quarters and Wonders
+1 Happiness Adjacency for Gold Buildings and Wonders
Ageless
AnjuvannamAnjuvannam
(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 BentarCandi Bentar
(Majapahit)
+5 Culture
+1 Culture Adjacency for Coastal Terrain, Navigable Rivers, and Wonders
Majapahit Unique Culture Building
Ageless
MeruMeru
(Majapahit)
+5 Happiness
+1 Happiness Adjacency for Mountains and Wonders
+2 Happiness on Natural Wonders
Ageless
MotteMotte
(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
BaileyBailey
(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 ConsistorialCasa 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 ContrataciónCasa 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

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Modern Age Buildings

Non-Unique Modern Age Buildings

Building Effect
AerodromeAerodrome +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
CanneryCannery +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 HallCity Hall +9 Food, +9 Production, +9 Happiness
City ParkCity Park +4 Happiness
+1 Happiness for each adjacent Mountainous Terrain
+1 Happiness for each adjacent Natural Wonder
+1 Happiness for each adjacent Wonder
Department StoreDepartment 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
FactoryFactory +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
GrocerGrocer +4 Food
IronworksIronworks +4 Production
+1 Production on Mines, Quarries, Woodcutters, and Clay Pits
Warehouse Production Building
Ageless
Buildable in all ages
Can be purchased in towns
LaboratoryLaboratory +6 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
+1 Science on Quarters
Modern Science Building
Launch PadLaunch 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 AcademyMilitary 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 BridgeModern 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
MuseumMuseum +5 Culture
+1 Culture for each adjacent Mountainous Terrain
+1 Culture for each adjacent Natural Wonder
+1 Culture for each adjacent Wonder
Opera HouseOpera 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
PortPort +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 StationRadio 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 StationRail 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
SchoolhouseSchoolhouse +5 Science
+1 Science for each adjacent Resource
+1 Science for each adjacent Wonder
Modern Science Building
Stock ExchangeStock 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
TenementTenement +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

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Unique Modern Age Buildings

Building Effect
Steel MillSteel Mill
(America)
+6 Production
Gold adjacency for Resources and Wonders
Ageless
RailyardRailyard
(America)
+5 Production
+1 Production Adjacency for Quarters and Wonders
Ageless
Jardin à la FrançaiseJardin à la Française
(French Empire)
+5 Culture
+1 Happiness Adjacency for Culture Buildings and Wonders
Ageless
SalonSalon
(French Empire)
+5 Happiness
+1 Culture Adjacency for Happiness Buildings and Wonders
Ageless
GinkōGinkō
+5 Gold
+1 Gold Adjacency for Gold Buildings and Wonders
Meiji Japan Unique Gold Building
Ageless
JukogyoJukogyo
Production base
Production adjacency with Coast
Increased Resource Slots
CatedralCatedral
(Mexico)
+5 Culture
+1 Happiness Adjacency for Culture Buildings and Wonders
Mexican Unique Culture Building
Ageless
Portal de MercaderesPortal de Mercaderes
(Mexico)
+5 Culture
+1 Gold Adjacency for Gold Buildings and Wonders
Ageless
ShiguanShiguan
(Qing China)
+6 Science
+1 Happiness Adjacency for Happiness Buildings and Wonders
Ageless
QianzhuangQianzhuang
(Qing China)
+5 Gold
+1 Gold Adjacency for Gold Buildings and Wonders
Ageless

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List of Improvements

Click to Jump to a Section
Buildings Improvements Quarters Fortifications

Antiquity Age Improvements

Non-Unique Antiquity Age Improvements

There are no buildings in this section.

▲ Back to Top ▲

Unique Antiquity Age Improvements

Building Effect
HawiltHawilt
(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)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
BarayBaray
(Khmer)
Adds Food
Increased Food on all Floodplains in this Settlement
Must be placed on a flat tile
One per Settlement
PotkopPotkop
(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
PairidaezaPairidaeza
(Persia)
+1 Culture +1 Gold
Persian Unique Improvement
Ageless
Does not remove Warehouse bonuses on a tile
Cannot be placed adjacent to another Pairidaeza

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Exploration Age Improvements

Non-Unique Exploration Age Improvements

There are no buildings in this section.

▲ Back to Top ▲

Unique Exploration Age Improvements

Building Effect
LoLo'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 FarmTerrace 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)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
OrtööOrtöö
(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 SkoteMawaskawe 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
CaravanseraiCaravanserai
(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

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Modern Age Improvements

Non-Unique Modern Age Improvements

There are no buildings in this section.

▲ Back to Top ▲

Unique Modern Age Improvements

Building Effect
KabakaKabaka'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
StepwellStepwell
(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
StaatseisenbahnStaatseisenbahn
(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
ObshchinaObshchina
(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
BangBang
(Siam)
+3 Culture +3 Happiness
Siamese Unique Improvement
Ageless
Does not remove Warehouse bonuses on a tile
Must be placed on a Navigable River

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List of Quarters

Click to Jump to a Section
Buildings Improvements Quarters Fortifications

Antiquity Age Quarters

Non-Unique Antiquity Age Quarters

There are no buildings in this section.

▲ Back to Top ▲

Unique Antiquity Age Quarters

Building Effect
HawiltHawilt
(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)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
BarayBaray
(Khmer)
Adds Food
Increased Food on all Floodplains in this Settlement
Must be placed on a flat tile
One per Settlement
PotkopPotkop
(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
PairidaezaPairidaeza
(Persia)
+1 Culture +1 Gold
Persian Unique Improvement
Ageless
Does not remove Warehouse bonuses on a tile
Cannot be placed adjacent to another Pairidaeza

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Exploration Age Quarters

Non-Unique Exploration Age Quarters

There are no buildings in this section.

▲ Back to Top ▲

Unique Exploration Age Quarters

Building Effect
UlemaUlema
(Abbasid)
+1 Science to all Specialists in this City
Created by constructing the Madrasa and Mosque in the same District
Five Hundred LordsFive 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
PuraPura
(Majapahit)
Receive 1 Relic when completed
Created by constructing the Candi Bentar and Meru inthe same District
DonjonDonjon
(Norman)
Receive a free Chevaler Unit when completed
Created by constructing the Bailey and Motte in the same District
PlazaPlaza
(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

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Modern Age Quarters

Non-Unique Modern Age Quarters

There are no buildings in this section.

▲ Back to Top ▲

Unique Modern Age Quarters

Building Effect
Industrial ParkIndustrial 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
AvenueAvenue
(French Empire)
+2 Happiness on Quarters in this City
Created by constructing the Jardin a la Francaise and Salon in the same District
ZaibatsuZaibatsu
+1 Gold and Production on Buildings in adjacent District
Created by constructing the Ginko and Jukogyo in the same District
ZócaloZócalo
(Mexico)
+2 Culture for every Tradition slotted into the Government
Created by constructing the Cathedral and Portal de Mercaderes in the same District
HuiguanHuiguan
(Qing China)
+25% Influence in this Settlement
Created by constructing the Qianzhuang and Shiguan in the same District

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List of Fortifications

Click to Jump to a Section
Buildings Improvements Quarters Fortifications

Antiquity Age Fortifications

Non-Unique Antiquity Age Fortifications

Building Effect
Ancient WallsAncient 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

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Unique Antiquity Age Fortifications

There are no buildings in this section.

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Exploration Age Fortifications

Non-Unique Exploration Age Fortifications

Building Effect
Medieval WallsMedieval 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

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Unique Exploration Age Fortifications

There are no buildings in this section.

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Modern Age Fortifications

Non-Unique Modern Age Fortifications

Building Effect
Defensive FortificationsDefensive 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

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Unique Modern Age Fortifications

There are no buildings in this section.

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Civilization VII (Civ 7) Related Guides

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