Sid Meier's Colonization/Buildings

From StrategyWiki, the video game walkthrough and strategy guide wiki
cleanup
cleanup

This article could use a cleanup in order to be more legible and/or presentable. Please help improve this article in any way possible. Remember to follow our editing guidelines when improving existing articles. If you can improve this page, please edit it, or help by discussing possible changes on the talk page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

Colonization configuration files seem to contain some extra buildings (like "Capitol") including the costs of free buildings (you can remove them only by editing a save file; in normal play every colony has all the free buildings), and size/upkeep data, which serves no obvious purpose. They may be artifacts of game mechanics that were abandoned during development.

The population figures are taken from DOS Colonization's configuration file "names.txt". Certain buildings (Cathedral) have different requirements in other versions.

You can construct buildings with population requirements higher than what your colony has by temporarily transferring colonists into the colony, starting construction, and then transferring the colonists back out. The building will still finish. This can be helpful if lack of rebel support would otherwise force you to wait several turns to make another colonist slot available. Don't do this in a colony which is under siege, however, or you'll have trouble transferring the colonists out.

Table[edit]

This shows the cost in hammers and tools, and requirements in minimum colony population and buildings that must be present (dependencies on free buildings not listed).

You can make level 3 buildings (Factories) only if you have Level 2 buildings of the same kind plus Adam Smith.

  • Stockade 64 hammers, 3 population
  • Fort 120 hammers, 100 tools, 3 population, Stockade
  • Fortress 320 hammers, 200 tools, 8 population, Fort
  • Armory 52 hammers
  • Magazine 120 hammers, 50 tools, 8 population, Armory
  • Arsenal 240 hammers, 100 tools, 8 population, Magazine
  • Docks 52 hammers
  • Drydock 80 hammers, 50 tools, 4 population, Docks
  • Shipyard 240 hammers, 100 tools, 8 population, Drydocks
  • Schoolhouse 64 hammers, 4 population
  • College 160 hammers, 50 tools, 8 population, Schoolhouse
  • University 200 hammers, 100 tools, 10 population, College
  • Warehouse 80 hammers
  • Warehouse Expansion 80 hammers, 20 tools, Warehouse
  • Stable 64 hammers
  • Custom House 160 hammers, 50 tools
  • Printing Press 52 hammers, 20 tools
  • Newspaper 120 hammers, 50 tools, 4 population, Printing Press
  • Weaver's House free
  • Weaver's Shop 64 hammers, 20 tools
  • Textile Mill 160 hammers, 100 tools, 8 population, Weaver's Shop, Smith
  • Tobacconist's House free
  • Tobacconist's Shop 64 hammers, 20 tools
  • Cigar Factory 160 hammers, 100 tools, 8 population, Tobacconist's Shop, Smith
  • Rum Distiller's House free
  • Rum Distillery 64 hammers, 20 tools
  • Rum Factory 160 hammers, 100 tools, 8 population, Rum Factory, Smith
  • Fur Trader's House free
  • Fur Trading Post 56 hammers, 20 tools
  • Fur Factory 160 hammers, 100 tools, 6 population, Fur Factory, Smith
  • Carpenter's Shop free
  • Lumber Mill 52 hammers, 3 population
  • Church 64 hammers, 3 population
  • Cathedral 176 hammers, 100 tools, 8 population, Church
  • Blacksmith's House free
  • Blacksmith's Shop 64 hammers, 20 tools
  • Iron Works 240 hammers, 100 tools, 8 population, Blacksmith's Shop, Smith