Civ IV: Colonization Civ IV: Colonization Colonizopedia Screenshots Video Reviews Previews Classic Colonization Game Topics Strategies Downloads Screenshots Video Cheats Reviews
Definitions
Pop = Minimum population to start construction.

Hammers = Number of hammers required to finish construction.

Tools = Number of tools required to finish construction.

X = Building automatically exists after founding a colony - no construction is necessary.

Colonization Buildings

The buildings in Sid Meier's Colonization are important for cross and liberty bells production, refining of raw materials, education and more. When you found a colony it already has the most basic structures, but improving them and constructing new ones can greatly further your cause in the New World. To construct buildings you must assign colonists to work in the Carpenter's Shop or Lumber Mill, and make sure you have a steady supply of lumber. You will also need tools for more advanced buildings and units.

ARMORY
ARSENAL
BLACKSMITH'S HOUSE
BLACKSMITHS'S SHOP
CARPENTER'S SHOP
CATHEDRAL
CHURCH
CIGAR FACTORY
COAT FACTORY
COLLEGE
CUSTOM HOUSE
DOCKS
DRYDOCKS
FORT
FORTRESS
FUR TRADER'S HOUSE
FUR TRADING POST
IRON WORKS
LUMBER MILL
MAGAZINE
NEWSPAPER
PRINTING PRESS
RUM DISTILLER'S HOUSE
RUM DISTILLERY
RUM FACTORY
SCHOOLHOUSE
SHIPYARD
STABLES
STOCKADE
TEXTILE MILL
TOBACCONIST'S HOUSE
TOBACCONIST'S SHOP
TOWN HALL
UNIVERSITY
WAREHOUSE
WAREHOUSE EXPANSIONS
WEAVER'S HOUSE
WEAVER'S SHOP

 

Stockade

A stockade is a low wooden barricade made of poles, sharpened at the top, with loop holes for firing muskets, and crude inside shelves for gunners. The construction of a stockade around a settlement represents a significant effort from the community and is a symbol of a willingness to stay for a while. Once the stockade is completed, the population of the colony may not voluntarily be reduced to less than 3. A unit defending a colony inside a stockade has its defense strength increased by 100 %.

Pop: 3 | Hammers: 64 | Tools: 0 | Top

Fort

A fort is a substantial improvement over the stockade and can be built when the population reaches 4 and already has a stockade in place. The stockade is reinforced with metal braces, artillery is installed to cover exposed approaches, and substantial defensive planning is evident. A fort overlooking the ocean will slow the progress of foreign vessels and open fire on them if they venture too close. The defense strength of a unit defending a colony in a fort is increased by 150 %.

Pop: 3 | Hammers: 120 | Tools: 100 | Top

Fortress

A fortress is an upgraded fort that can be built when the population of the colony reaches 8 and already has a fort in place. The stout wooden barricade is reinforced and, in critical spots, replaced by stone masonry. Embrasures now house the artillery, which is more extensively used. Well-planned, overlapping fields of fire characterize the exterior approaches. A fortress overlooking the ocean will slow the progress of foreign vessels and open fire on them if they venture too close. Units receive a 200 % defense bonus inside fortresses.

Pop: 8 | Hammers: 320 | Tools:200 | Top

Armory

Your people can construct an armory, a metal-working facility which allows the steady construction of muskets out of tools. The armory allows your carpenters to make artillery units, and your gunsmiths to convert tools into muskets.

Pop: 1 | Hammers: 52 | Tools: 0 | Top

Magazine

An armory can be upgraded into a magazine when the colony's population reaches 8. A magazine doubles the output of muskets if the required tools are available.

Pop: 8 | Hammers: 120 | Tools: 50 | Top

Arsenal

A magazine can be upgraded into an arsenal when the colony's population is 8. An arsenal doubles the output of muskets, if the required tools are available.

Pop: 8 | Hammers: 240 | Tools: 100 | Top

Docks

Docks are the moorings and wharves necessary to process fish garnered from the various fishing beds and fisheries scattered along the coasts of the New World. Docks allow your colonists to work as fishermen in any ocean or lake square adjacent to the colony.

Pop: 1 | Hammers: 52 | Tools: 0 | Top

Drydocks

Drydocks include facilities and equipment for repairing ships and boats that have been damaged in naval combat. There is a drydock in your mother country at all times, but your people can construct a drydock in any coastal colony which already contains docks and has a population of 6. Whenever a naval unit is damaged, it is placed automatically in the nearest drydock for repairs. The presence of drydocks in a colony enables that colony to repair damaged ships, instead of having them returned to Europe.

Pop: 4 | Hammers: 80 | Tools: 50 | Top

Shipyard

Shipyards are facilities that contain all equipment necessary to build ships. The presence of a shipyard in a colony enables carpenters to construct ships.

Pop: 8 | Hammers: 240 | Tools: 100 | Top

Town Hall

A town hall is one of the first structures the founders put together. It provides a place where the colonists from the surrounding area can gather to discuss issues facing the community. This is the first inkling of colonial government. A colonist in the meeting house produces Liberty Bells, which represent growing nationalism and colonial government. An elder statesman in a meeting house produces many Liberty Bells.

Pop: X | Hammers: X | Tools: X | Top

Schoolhouse

To begin educating your citizenry, you must build a schoolhouse. It can be built when your population is 4. The schoolhouse allows the following specialists to teach their skills to other colonists:

Expert Farmer
Expert Fisherman
Expert Silver Miner
Expert Ore Miner
Expert Lumberjack
Master Fur Trapper
Master Carpenter
Hardy Pioneer
Seasoned Scout

Pop: 4 | Hammers: 64 | Tools: 0 | Guide to education in Colonization | Top

College

A Schoolhouse can be upgraded to a college when the population reaches 8. It functions identically to the schoolhouse, except: Two specialists may teach simultaneously, and the following additional skills may be taught:

Master Sugar Planter
Master Cotton Planter
Master Tobacco Planter
Master Distiller
Master Weaver
Master Tobacconist
Master Fur Trader
Master Blacksmith
Master Gunsmith
Veteran Soldier

Pop: 8 | Hammers: 160 | Tools: 50 | Top

University

A college may be upgraded to a university when the population reaches 10. It functions like a college, except:Three specialists may teach simultaneously, and the following additional skills may be taught:

Jesuit MissionaryFirebrand PreacherElder Statesman

Pop: 10 | Hammers: 200 | Tools: 100 | Top

Warehouse

Normally, the storage facilities in each of your colonies can hold up to 100 of each cargo type. Your carpenters can construct a larger warehouse. A warehouse can hold up to 200 of each cargo type.

Pop: 1 | Hammers: 80 | Tools: 0 | Top

Warehouse Expansions

Normally, a warehouse can hold up to 200 of each cargo type. Your carpenters can construct an expansion to the warehouse, which adds another 100 to the total capacity. A warehouse with an expansion looks exactly like the normal warehouse, but a "2" is superimposed on it. With a Warehouse Expansion, your colony can hold up to 300 of each cargo type.

Pop: 1 | Hammers: 80 | Tools: 20 | Top

Stables

Stables are built in a colony to increase breeding of horses. Once the stables are completed, horse reproduction is doubled.

Pop: 1 | Hammers: 64 | Tools: 0 | Top

Custom House

After Peter Stuyvesant has joined the Continental Congress, your carpenters may construct custom houses. A custom house serves as a permanent arrangement between the colony that constructs it and the mother country. Once completed, you sell goods and commodities on a regular basis to Europe, and the logistics are taken care of for you. You no longer have to load and unload cargo or move the ships. A custom house also allows trade with Europe to continue after the Rebellion has begun; otherwise, access to European markets is closed. No cargo can be bought through the Custom House, it is only an arrangement for selling cargo.

To control which items to sell, click the Custom House in the colony screen and select which cargo to sell and which cargo not to sell. Note that in the colony screen the cargo numbers at the bottom turns green for the cargo types selected for trade through the Custom House.

Pop: 1* | Hammers: 160 | Tools: 50 | Top

*Peter Stuyvesant in Congress.

Printing Press

Printing presses and newspapers provide a forum for public expression. This public forum can create a sense of community and brotherhood which generates feelings of patriotism within a colony. When the the printing press is completed, Liberty Bell production within the colony is increased by 50%.

Pop: 1 | Hammers: 52 | Tools: 20 | Top

Newspaper

Newspapers provide a forum for public expression of concerns facing the people. This public forum can create a sense of community and brotherhood which generates feelings of patriotism within a colony. When the the newspaper is completed, Liberty Bell production within the colony is increased by 100%.

Pop: 4 | Hammers: 120 | Tools: 50 | Top

Weaver's House

A new strain of cotton is used by the Indians in America, and some colonists work with it to weave a fine grade of cloth. A colonist working in the weaver's house can produce cloth if there is cotton available to work with. Any cloth produced accumulates in the warehouse.

Pop: X | Hammers: X | Tools: X | Top

Weaver's Shop

A weaver's shop in a colony increases the output of cloth by any weavers. The colony must have a population of at least 4 to begin construction of a weaver's shop.

Pop: 1 | Hammers: 64 | Tools: 20 | Top

Textile Mill

A weaver's shop may be upgraded into a textile mill. A textile mill dramatically increases the efficiency of operations and thus produces more cloth per unit of cotton. Your Continental Congress must contain Adam Smith and the population of the colony must be at least 8 to begin construction of this facility.

Pop: 8 | Hammers: 160 | Tools: 100 | Top

Tobacconist's House

Some of the colonists have discovered tobacco from the natives and are already learning how to cure and dry the weed and to make cigars from it. Someday, this crop may grow into a major industry. A colonist working in the tobacconist's house can produce cigars if there is tobacco available. Any cigars produced accumulate in the warehouse.

Pop: X | Hammers: X | Tools: X | Top

Tobacconist's Shop

A tobacconist's shop in a colony increases the output of cigars by any tobacconists. The colony must have a population of at least 4 to begin construction of a tobacconist's shop.

Pop: 1 | Hammers: 64 | Tools: 20 | Top

Cigar Factory

The tobacconist's shop may be upgraded into a cigar factory. A cigar factory dramatically increases the efficiency of operations, and thus produces more cigars per unit of tobacco. Your Continental Congress must contain Adam Smith and the population of the colony must be at least 8 to begin construction of this facility.

Pop: 8 | Hammers: 160 | Tools: 100 | Top

Distiller's House

In some areas, fine cane sugar can be cultivated; some of the natives cultivate large fields of it. The colonists know that it can be processed to produce rum. A colonist in the distiller's house can produce rum if there is sugar on hand to work with. The rum is bottled and stored in the warehouse.

Pop: X | Hammers: X | Tools: X | Top

Rum Distillery

A rum distillery in a colony increases the output of rum by any distillers. The colony must have a population of at least 4 to begin construction of a distillery.

Pop: 1 | Hammers: 64 | Tools: 20 | Top

Rum Factory

A distillery may be upgraded into a rum factory. A rum factory dramatically increases the efficiency of operations, and thus produces more rum per unit of sugar. Your Continental Congress must contain Adam Smith and the population of the colony must be at least 8 to begin construction of this facility.

Pop: 8 | Hammers: 160 | Tools: 100 | Top

Fur Trader's House

One of the first things your colonists notice when they get to America is the incredible abundance of fur-bearing mammals and the tremendous use that some of the Indians make of these pelts. They also realized the profit that can be made from selling the fur or making clothing from it. A colonist working in the fur trader's house can produce coats, if there is fur available to work with. The coats will accumulate in the warehouse.

Pop: X | Hammers: X | Tools: X | Top

Fur Trading Post

A fur trader's shop in a colony increases the output of coats by any traders. The colony must have a population of at least 4 to begin construction of a fur trader's shop.

Pop: 1 | Hammers: 56 | Tools: 20 | Top

Coat Factory

A fur trader's shop may be upgraded into a coat factory. A coat factory dramatically increases the efficiency of operations, and thus produces more coats per unit of fur. Your Continental Congress must contain Adam Smith and the population of the colony must be at least 8 to begin construction of this facility.

Pop: 6 | Hammers: 160 | Tools: 100 | Top

Carpenter's Shop

The community builds a carpenter's shop because of the obvious need for constructing all sorts of items for the good of the community. A colonist working in a carpenter's shop produces hammers, which accumulate to construct buildings and structures in the settlement. Note, however, that the carpenter needs lumber to create hammers.

Pop: X | Hammers: X | Tools: X | Top

Lumber Mill

The humble carpenter's shop can be improved and upgraded to make those working there more effective. You may upgrade a carpenter's shop into a lumber mill when the population of the colony reaches 3. It doubles the output of hammers from any colonists working there (but requires an equal amount of lumber, of course).

Pop: 3 | Hammers: 52 | Tools: X | Top

Church

A church may be constructed almost immediately upon landing on the shores of the New World. The population of a colony need only be 3. This causes increased cross production instantly, but putting colonists to work in the new structure creates many more.

Pop: 3 | Hammers: 64 | Tools: X | Top

Cathedral

A church may be upgraded to a cathedral when the population reaches 8, dramatically increasing the colony's cross production and that of any colonists preaching there. Important! There is a bug in the earlier versions of the game which requires you to have a population of 16 to build the Cathedral. This is fixed in the patch colv30, which can be found in the downloads section. Download colv30.

Pop: 8 | Hammers: 176 | Tools: 100 | Top

Blacksmith's House

The Colonial community helps build the blacksmith's house for much the same reasons as the carpenter's shop. They realize the need for basic metal goods -- tools, repairs of existing implements, and so on. A colonist working in the blacksmith shop can produce tools, which accumulate in the settlement's warehouse. The blacksmith needs ore to produce tools.

Pop: X | Hammers: X | Tools: X | Top

Blacksmith's House

A Blacksmith's House may be expanded into a larger facility that increases the production of tools. You may begin the project when the colony's population reaches 4.

Pop: 2 | Hammers: 64 | Tools: 20 | Top

Iron Works

Your colonists may construct an Ironworks when the population of the colony reaches 8. It is a major facility for metal-working/production and dramatically increases tool output. The Ironworks is a factory level building and may not be built until Adam Smith joins your Continental Congress.

Pop: 8 | Hammers: 320 | Tools: 100 | Top