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┗ Map Types | Trade Routes | Migrants
Guilds is a Technology from the Exploration Age in Civilization VII (Civ 7). Read on to see the effects and unlocks of Guilds in this guide.
List of Contents
| Guilds | Age |
|---|---|
Guilds
|
Exploration |
| Preceding Tech | Succeeding Tech |
| Machinery, Astronomy, Cartography | Metallurgy, Shipbuilding, Education |
| Unlocks |
|---|
|
・Guildhall (Building) Base Yield: +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. ・Kiln (Building) Base Yield: +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. |
| Mastery |
|
・+1 Gold on Gold Buildings ・+1 Production on Clay Pits and Mines |

| All Antiquity Age Technologies |
Agriculture
|
Sailing
|
Pottery
|
|---|---|---|
Animal Husbandry
|
Writing
|
Irrigation
|
Masonry
|
Currency
|
Bronze Working
|
The Wheel
|
Navigation
|
Engineering
|
Military Training
|
Mathematics
|
Iron Working
|
Future Tech (Antiquity)
|
||
| All Exploration Age Technologies |
Machinery
|
Astronomy
|
Cartography
|
Castles
|
Heraldry
|
Feudalism
|
Guilds
|
Metallurgy
|
Shipbuilding
|
Education
|
Metal Casting
|
Architecture
|
Gunpowder
|
Urban Planning
|
Future Tech (Exploration)
|
| All Modern Age Technologies |
Academics
|
Steam Engine
|
Military Science
|
Electricity
|
Urbanization
|
Combustion
|
Industrialization
|
Radio
|
Flight
|
Mass Production
|
Mobilization
|
Armor
|
Aerodynamics
|
Rocketry
|
Future Tech (Modern)
|
Civ 7 Guilds Technology and Effects


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