Colony Management & Buildings
City management is an important part of Civ 4 Colonization. From the colony screen you are able to assign citizens to work the surrounding tiles of the city, collecting raw materials, or work in any of the city's buildings. Colonists can be moved between different tiles and buildings by using the drag-and-drop function.
If you would like to send a colonist off to another city or make a soldier or pioneer out of him, simply drag him down to the "garrison" area and select a profession: plain colonist (no change), missionary, scout (requires horses), pioneer (requires tools) or soldier (requires guns). If there is only one colonist left in the city, he will not be able to leave. In other words, abandoning a colony is not possible as long as there is enough food available.
An overview of any goods stored in this city runs along the bottom of the screen. The blue numbers indicate how much is stored in the city. There's also a number to indicate whether you are running a surplus (green) or a deficit (yellow/red).
Wagon trains and ships are found in the "transport" area . Load and unload cargo by dragging and dropping the cargo. If you want to load or unload a specific amount, hold down the SHIFT key while using the drag-and-drop function. Trade and logistics can also be automated by using the "export" and "import" functions - click the "Governor" button to the right of the building queue in the image above.
The colony screen is also where you select your building projects. There are buildings for many different purposes, such as:
• Producing liberty bells for rebel sentiment and founding fathers.
• Producing
crosses for increased immigration.
• Producing more hammers for getting new and improved buildings or founding father points.
• Producing tools, guns, ships and cannons.
• Converting raw materials into luxury commodities such as textiles, coats, rum and cigars.
• Educating unskilled citizens to become specialists.
A new city automatically starts with the most basic 1st level buildings. The cost of completing a new building or unit is stated in hammers and tools, and war ships require guns as well. The more advanced buildings naturally cost more in both hammers and tools.
Assign citizens to work at the Carpenter's Shop in order to ramp up hammer production, but make sure you have sufficient lumber available. Increase hammer production even more by assigning Master Carpenters and Expert Lumberjacks, and by upgrading to the powerful Lumber Mill building. The Lumber Mill doubles hammer production, and it is required to build most of the 3rd level factory buildings.
You probably won't be able to build all the buildings in all of your cities, and why should you? Plan ahead and specialize your cities for certain tasks. Look at the surrounding tiles to decide what a city might become. Lots of mined hills will produce large quantities of iron ore, which can then be converted into tools and guns. Grassland tiles with a tobacco resource might become a cigar producing city.
To set up a building queue, hold down the SHIFT key while clicking a new project. That project will then be added at the end of your current list. If you would like to add a project at the beginning of the list, hold down the Ctrl key. If you want to keep on building something indefinitely, say if you wanted to mass-produce cannons, hold down the ALT key while selecting your building project. The city will now continue to build the same thing until you decide to change it.
BUILDINGS
Here's the building projects list, including units and founding father points. The list is sorted by categories, with the lower level building first and then higher level buildings after that. The lower level building is always required to build a higher level building, and the higher level building usually replaces the lower level building.
Left to right : Name, image, effect, cost, capacity.
H = hammers, T = tools, G = guns, h=horses.
| LIBERTY BELLS | ||||
| Town Hall | ![]() |
Produces 1 liberty bell on its own +3 bells per working colonist (+6 w/Statesman) |
Free | 3 |
| Printing Press | ![]() |
Increases bells production by 50% | 60 H 20 T |
3 |
| Newspaper | ![]() |
Increases bells production by 100% | 180 H 50 T |
3 |
| GOODS STORAGE | ||||
| Warehouse |
![]() |
Increases storage capacity to 200 | 30 H |
- |
| Warehouse Expansion | ![]() |
Increases storage capacity to 300. Sells surplus goods for 1/2 price in Europe. Requires Lumber Mill |
90 H 20 T |
- |
| COLONY IMPROVEMENT | ||||
| Carpenter's Shop | ![]() |
Produces hammers +3 per colonist, +6 per Master Carpenter |
Free | 2 |
| Lumber Mill | ![]() |
Increases hammer production 100%. Required to build 3rd tier buildings, such as factories. |
150 H 80 T |
3 |
| EDUCATION | ||||
| Schoolhouse | ![]() |
Makes it possible to educate unskilled colonists. | 50 H | 2 |
| College | ![]() |
Doubles the speed of education. Allows for up to 3 students | 150 H 50 T |
3 |
| University | ![]() |
Doubles education compared to College. Requires Lumber Mill |
450 H 100 T |
3 |
| RELIGION - IMMIGRATION | ||||
| Church | ![]() |
Produces crosses for immigration. +3 per colonist, and +6 per Firebrand Preacher. | 50 H | 2 |
| Cathedral | ![]() |
Doubles cross production. +6 per colonist, +12 per Firebrand Preacher. | 150 H 50 T |
3 |
| PROTECTION | ||||
| Stockade | ![]() |
+50% defensive bonus | 30 H | - |
| Fort | ![]() |
+100% defensive bonus | 90 H 50 T |
- |
| Fortress | ![]() |
+150% defensive bonus Requires Lumber Mill |
270 H 100 T |
- |
| MARITIME BUILDINGS | ||||
| Dock | ![]() |
Water tiles get +2 food | 25 H | - |
| Drydock | ![]() |
Additional +2 food per water tile |
75 H 50 T |
- |
| Shipyard | ![]() |
Additional +2 food per water tile Allows production of Frigate and Ship of the Line Requires Lumber Mill |
225 H 100 T |
- |
| TOOLS | ||||
| Blacksmith's House | ![]() |
Turns iron ore into tools. +3 per colonist, +6 per Master Blacksmith |
Free | 2 |
| Blacksmith's Shop | ![]() |
Doubles tools production. |
150 H 50 T |
3 |
| Ironworks | ![]() |
Increases tools production 50% without using additional ore. +9 tools per colonists for the cost of 6 iron ore. (Expert x2) Requires Lumber Mill |
450 H 100 T |
3 |
| GUNS & CANNONS | ||||
| Armory | ![]() |
Turns tools into guns. +3 per colonist, +6 per Master Gunsmith Allows for the production of Cannons |
100 H | 2 |
| Magazine | ![]() |
Increases guns production +6 per colonist, +12 per Master Gunsmith |
300 H 50 T |
3 |
| Arsenal | ![]() |
Increases guns production without using additional tools. +9 guns per colonist for the cost of 6 tools. (Expert x2) Requires Lumber Mill |
900 H 100 T |
3 |
| HORSES | ||||
| Stable | ![]() |
Turns food into horses. +2 per colonist, +4 per Master Rancher |
30 H 50 h |
2 |
| Ranch | ![]() |
Doubles horse production. +4 per colonist, +8 per Master Rancher |
90 H 100 h |
3 |
| CIGARS | ||||
| Tobacconist's House | ![]() |
Turns tobacco into cigars |
Free | 2 |
| Tobacconist's Shop | ![]() |
Doubles output of cigars 6 cigars per colonist (Expert x2) |
90 H 50 T |
3 |
| Cigar Factory | ![]() |
Increases cigars prod. by 50% without using more tobacco 9 cigars per colonist for the cost of 6 tobacco (Expert x2) Requires Lumber Mill |
270 H 100 T |
3 |
| COATS | ||||
| Fur Trader's House | ![]() |
Turns fur into coats 3 coats per colonist (Expert x2) |
Free | 2 |
| Fur Trading Post | ![]() |
Doubles coats production 6 coats per colonist (Expert x2) |
90 H 50 H |
3 |
| Coat Factory | ![]() |
Increases coats prod. by 50% without using more fur 9 coats per colonist for the cost of 6 fur (Expert x2) Requires Lumber Mill |
270 H 100 T |
3 |
| RUM | ||||
| Rum Distiller's House | ![]() |
Turns sugar into rum 3 rum per colonist (Expert x2) |
- | 2 |
| Rum Distiller | ![]() |
Doubles rum production 6 rum per colonist (Expert x2) |
90 H 50 T |
3 |
| Rum Factory | ![]() |
Increases rum prod. by 50% without using additional sugar 9 rum per colonist for the cost of 6 sugar (Expert x2) Requires Lumber Mill |
270 H 100 T |
3 |
| TEXTILES | ||||
| Weaver's House | ![]() |
Turns cotton into textiles 3 textiles per colonist (Expert x2) |
Free | 2 |
| Weaver's Shop | ![]() |
Doubles textiles production 6 textiles per colonist (Expert x2) |
90 H 50 T |
3 |
| Textile Mill | ![]() |
Increases textiles prod. by 50% without using more cotton 9 textiles per colonist for the cost of 6 sugar (Expert x2) Requires Lumber Mill |
270 H 100 T |
3 |
| UNITS | ||||
| Cannon | ![]() |
Requires Armory, Magazine or Arsenal | 200 H 40 T |
|
| Caravel | ![]() |
Requires Drydock | 100 H 30 T |
|
| Merchantman | ![]() |
Requires Drydock | 200 H 60 T |
|
| Galleon | ![]() |
Requires Drydock | 300 H 100 T |
|
| Privateer | ![]() |
Requires Drydock | 200 H 60 T 100 G |
|
| Frigate | ![]() |
Requires Shipyard (Shipyard requires Lumber Mill) |
300 H 200 T 200 G |
|
| Ship of the Line | ![]() |
Requires Shipyard (Shipyard requires Lumber Mill) |
400 H 300 T 300 G |
|
| FOUNDING FATHER POINTS | ||||
| Exploration points | Increases your exploration points | |||
| Trade Points | Increases your trade points | |||
| Religious Points | Increases your religious points | |||
| Military Points | Increases your military points | |||
| Political Points | Increases your political points | |||
| *Founding father points run until the player changes production to something else. | ||||













































