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Distance, availability, and extra research are some reasons why you can't build a factory in Civilization VII (Civ 7). See all the reasons why you can't build a factory here and what you can do to build one.
List of Contents
In the Patch 3 (1.0.1) Update, it was confirmed that the inability to build factories in distant lands was due to a bug, despite meeting the requirements. To resolve this, update your game to the latest patch, and you should be able to build factories afterward.
Civ 7 All Patch Notes and Updates
Since Modern Age trades are conducted by trains, with roads becoming railroads, having a Rail Station in all your settlements is required to circulate trade. If you don't have one, factories might not appear on your list, so make sure to add a Rail Station before building factories.
For distant land trades, you also need to have Ports. Simply build one in both the distant region and the mainland, and the option to build a factory should appear—provided the distance between them is short enough.
Technology | Unlocks | Mastery |
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+1 Settlement Limit
Cannery
Cannery Base Yield: +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. (Building) Factory
Factory Base Yield: +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. (Building) |
+1 Food on Food Buildings
Sabotage Shipping
Sabotage Shipping Destroy all Ports and Rail Stations in a target city. +1 Food on Fishing Boats and Pastures
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Rail Station
Rail Station Base Yield: +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. (Building) Field Gun
Field Gun Tier 2 Modern Ranged Unit. Stronger on attack than defense. (Unit) Howitzer
Howitzer Tier 2 Modern Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) Rifle Infantry
Rifle Infantry Tier 2 Modern Infantry Unit. (Unit) Marine
Marine Tier 2 American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train. (Unit) |
+3 Combat Strength for Infantry Units
+1 Production on Mines and Woodcutters
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Cruiser (Unit)
Dreadnought (Unit)
Landship (Unit)
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+3 Combat Strength for Cavalry Units
+1 Production on Production Buildings
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Defensive Fortifications
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. (Building) Military Academy
Military Academy Base Yield: +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. (Building) Red Fort
Red Fort Base Yield: +4 Gold. Acts as a Fortified District that must be conquered. +50 HP to this tile and all City Centers. Ageless. Must be adjacent to a District. (Building) |
None |
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Ironworks
Ironworks Base Yield: +4 Production. +1 Production on Mines, Quarries, Woodcutters, and Clay Pits. Warehouse Production Building. Ageless. Buildable in all ages. Can be purchased in towns. (Building) Port
Port Base Yield: +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. (Building) Merchant
Merchant Civilian who can establish a Trade Route to import Resources from a foreign Settlement. (Unit) Ironclad
Ironclad Tier 1 Modern Light Naval Unit. Has the Skirmish ability, +50% Combat Strength from Flanking. (Unit) |
+1 Production on Camps
+1 Food on Farm and Plantations
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These are all the technologies needed to unlock factories, railroads, and ports. All of them are available in the Modern Age, and the earliest you can study are Military Science and Industrialization to access the other branching techs.
Factories also rely on the distance between the foreign region and the mainland. Make sure to expand any settlements closer to the mainland by allowing them to grow further until both territories are at least one to three tiles away.
Civ 7 Why Can't You Build a Factory?
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