Buildings
Civilization 4's buildings add yields, happiness, health, culture, defense and specialist slots to the city that builds them, such as the Granary (60 hammers, keeps half the food after growth), the Library (90, +25% research and 2 Scientists) and the Courthouse (120, halves the city's maintenance). The base manual's early order is a Warrior, an explorer, a Worker and a Settler, then Barracks and Walls.
A building in Civilization 4 improves only the city that builds it, adding production, research, gold, culture, happiness, health, defense or specialist slots: the Granary (60 hammers) keeps half a city's food after it grows, the Library (90) adds 25% research and two Scientist slots, and the Courthouse (120) halves the city's maintenance, per the Warlords manual's building chart (pp. 129-135). Each needs a technology and sometimes another building, a resource or a religion. Firaxis counted 100 buildings on its 2005 feature comparison. Civilization-specific replacements are on Unique Units and Buildings; national wonders such as Wall Street and Oxford University are on National Wonders and Projects.
Quick facts
| Cheapest | Monument (30 hammers) |
| First food building | Granary (Pottery, 60) |
| First research building | Library (Writing, 90) |
| Maintenance cut | Courthouse (Code of Laws, 120): -50% in its city |
| Biggest gold building | Bank (Banking, 200): +50% gold |
| Production | Forge (+25%), Factory (+25%, +50% with power) |
| Beyond the Sword additions | Customs House, Industrial Park, Intelligence Agency, Levee, Public Transportation, Security Bureau |
| Half cost by trait | Each leader trait halves one or two buildings (Granary and Harbor for Expansive, for example) |
Source: Warlords manual, charts pp. 129-135; Beyond the Sword manual, p. 26; Civilization IV manual, p. 159.
What to build first
The base manual's "Early Objectives" give an order for a new civilization: a Warrior fortified in the capital, a unit to explore, a Worker once you know the techs it needs, and a Settler with an escort, then Barracks and Walls once Masonry is known, per the base game's manual (pp. 59-60). After that it names temples (once you have a religion), granaries for faster growth, libraries for research and work boats for fish and crabs, and closes with "Try stuff out and see what happens." The early builds in more depth are on Early Game Strategy.
Two rules shape early building. A city building a Worker or Settler does not grow, because its food goes into the unit, and production beyond what an item needs carries over to the next item, per the base manual (pp. 59, 176). Each building also adds to a city's culture, which pushes its borders out.
Standard buildings
These are the buildings every civilization can build in Warlords, with their costs in hammers at Normal speed:
| Building | Cost | Tech (and requirement) | Effect |
|---|---|---|---|
| Monument | 30 | Mysticism | +1 culture |
| Barracks | 50 | none | New land units start with 3 experience |
| Walls | 50 | Masonry | +50% defense against pre-gunpowder units |
| "Theatre" | 50 | Drama | +1 happy per 10% culture rate, 2 Artists, +1 happy from dye |
| Granary | 60 | Pottery | Keeps 50% of food after growth; +1 health from corn, rice, wheat |
| Lighthouse | 60 | Sailing | +1 food on water tiles |
| Monastery | 60 | Meditation (and its religion) | +10% research; trains that religion's Missionaries |
| Stable | 60 | Animal Husbandry | New mounted units start with 2 experience (added in Warlords) |
| Temple | 80 | Priesthood (and its religion) | +1 happy, 1 Priest |
| Harbor | 80 | Compass | +50% trade route yield; +1 health from clam, crab, fish |
| Library | 90 | Writing | +25% research, 2 Scientists |
| Aqueduct | 100 | Mathematics, Masonry | +2 health |
| Castle | 100 | Engineering, Walls | +50% defense against pre-gunpowder units |
| Courthouse | 120 | Code of Laws | -50% maintenance |
| Colosseum | 120 | Construction | +1 happy, +1 per 20% culture rate |
| Forge | 120 | Metal Casting | +25% production, 1 Engineer, +1 happy from gems, gold, silver, -1 health |
| Jail | 120 | Constitution | -25% war unhappiness |
| Drydock | 120 | Steel | New ships start with 4 experience; ships built 50% faster |
| Market | 150 | Currency | +25% gold, 2 Merchants, +1 happy from fur, ivory, silk, whale |
| Grocer | 150 | Guilds, Currency | +25% gold, +1 health from banana, spices, sugar, wine |
| Observatory | 150 | Astronomy | +25% research, 1 Scientist |
| Supermarket | 150 | Refrigeration | +1 health from cow, deer, pig, sheep |
| Bank | 200 | Banking | +50% gold |
| University | 200 | Education, Library | +25% research |
| Hospital | 200 | Medicine | +3 health |
| Factory | 250 | Assembly Line | +25% production (+50% with power), 2 Engineers, -1 health |
| Laboratory | 250 | Computers, Observatory | +25% research, +50% spaceship production, 1 Scientist, -1 health |
| Coal Plant | 150 | Assembly Line, Factory | Power from coal, -2 health |
| Hydro Plant | 200 | Plastics, Factory | Power |
| Nuclear Plant | 250 | Fission, Factory | Power from uranium, small chance of meltdown |
| Recycling Center | 300 | Ecology | No unhealthiness from buildings |
Source: Warlords manual, charts pp. 129-135 (Stable, p. 34; Barracks after patch 1.61, p. 104); Civilization IV manual, pp. 49, 122.
The manuals disagree on Barracks. The base manual (p. 44) gives new units 2 experience points; the Warlords manual (p. 104), the later one, says patch 1.61 made Barracks cheaper (50 instead of 60) with 3 experience instead of 4. Walls and Castles also stop helping once your defenders are gunpowder units: the base manual says Musketmen and later units get no benefit from them, only from culture.
Religious buildings
Each religion has its own Temple, Monastery and Cathedral, and a city can hold one of each for every religion present in it. The Warlords manual's charts give the Temple (80, +1 happy, 1 Priest), the Monastery (60, +10% research, trains Missionaries) and the Cathedral (300, needs Music and three Temples of that religion, +2 happy while it is your State Religion, 2 Priests). The seven cathedrals have their own names, such as the Buddhist Stupa, the Christian Cathedral and the Islamic Mosque, and you may build one per three Temples of the religion, per the base manual (p. 81).
Shrines are the eighth religious building: only a Great Prophet can build one, only in the religion's Holy City, and it pays +1 gold per turn for every city in the world with that religion, per the base manual (pp. 80-81). GameSpot's walkthrough notes that Monasteries go obsolete with Scientific Method. The religions themselves are on Religions.
The Palace, Courthouses and the Forbidden Palace
The Palace makes its city the capital, so the place it stands decides every other city's distance cost. A new Palace can be built elsewhere to move the capital (160 hammers, 4 or more cities in the Warlords chart), and the old one disappears, per the base manual (p. 47). Courthouses halve each city's maintenance, and with 6 Courthouses and 8 or more cities you can build the Forbidden Palace (200), a second center of government, per the Warlords manual (p. 135). Why maintenance matters is on Economy.
Leader traits and half-cost buildings
Every leader trait builds certain buildings at half cost (from Warlords on, "double speed"), per the base manual (p. 159) and the Warlords manual:
| Trait | Faster buildings |
|---|---|
| Aggressive | Barracks, Drydock |
| Creative | Colosseum, "Theatre" |
| Expansive | Granary, Harbor |
| Financial | Bank (patch 1.61 removed this bonus) |
| Industrious | Forge |
| Organized | Courthouse, Lighthouse |
| Philosophical | University |
| Spiritual | Temple |
| Protective (Warlords) | Walls, Castle |
| Charismatic (Warlords) | +1 happy from Monument and Broadcast Tower |
Source: Civilization IV manual, p. 159; Warlords manual, pp. 17, 35; v1.61 Patch Changes (civiv.com, archived). The traits' other effects are on Leader Traits.
Unique buildings
Warlords gave every civilization a unique building that replaces a standard one, per the Warlords manual (p. 16). The Beyond the Sword manual (p. 27) gives the Persian Apothecary as its example: it replaces the Grocer and adds +2 health that the Grocer lacks. Every unique building is listed on Unique Units and Buildings.
Beyond the Sword changes
Beyond the Sword added six buildings for every civilization, the Customs House, Industrial Park, Intelligence Agency, Levee, Public Transportation and Security Bureau, per the Beyond the Sword manual (p. 26), which names them but leaves their costs and effects to the in-game Civilopedia. The same manual says Factories now cause unhealthiness when run on coal or oil, the Palace gives +1 espionage point, and the Courthouse, Castle and Jail give espionage points or bonuses (p. 45). The Courthouse, Jail, Intelligence Agency and Security Bureau also allow Spy specialists (p. 18); see Espionage.
Frequently asked questions
What should I build first in Civ 4? The Civilization 4 manual's early order is a Warrior to guard the capital, a unit to explore, a Worker once you have the techs it needs and a Settler with an escort, then Barracks and Walls, per the base manual. Temples, Granaries and Libraries come next.
What does a Courthouse do in Civ 4? A Civilization 4 Courthouse (Code of Laws, 120 hammers) halves its city's maintenance, and 6 of them with 8 or more cities unlock the Forbidden Palace, per the Warlords manual. In Beyond the Sword it also gives espionage and allows a Spy specialist.
What does the Granary do in Civ 4? The Civilization 4 Granary (Pottery, 60 hammers) keeps 50% of a city's food after each growth and adds +1 health from corn, rice and wheat, per the Warlords manual. Expansive leaders build it twice as fast.
What does a Library do in Civ 4? A Civilization 4 Library (Writing, 90 hammers) adds 25% research and allows 2 Scientist specialists, per the Warlords manual. It is required for a University and for the National Epic and Great Library.
What does the Forge do in Civ 4? The Civilization 4 Forge (Metal Casting, 120 hammers) adds 25% production, allows 1 Engineer and gives +1 happy from gems, gold and silver, but costs 1 health, per the Warlords manual. Industrious leaders build it twice as fast.
How many Barracks experience points in Civ 4? In the base Civilization 4 game, Barracks gave new units 2 experience points; the Warlords manual says patch 1.61 set them at 3 and cut their cost from 60 to 50 hammers.
Can you build every building in every city in Civ 4? Most Civilization 4 buildings can go in any city that meets their tech and requirements, but religious buildings need their religion in the city, Harbors and Lighthouses need the coast, and a city may hold at most two national wonders, per the base manual.
Sources
- Sid Meier's Civilization IV manual (with Soren Johnson's "Afterwords"), 2K Games and Firaxis Games, 2005, read Oct 21, 2026
- Civilization IV: Warlords manual, 2K Games and Firaxis Games, 2006, read Oct 21, 2026
- Civilization IV: Beyond the Sword manual, 2K Games and Firaxis Games, 2007, read Oct 21, 2026
- v1.61 Patch Changes, 2K Games and Firaxis Games (civiv.com, archived), 2006, read Oct 21, 2026
- Civilization IV compare features, 2K Games and Firaxis Games (civiv.com, archived), 2005, read Oct 21, 2026
- Civilization IV Walkthrough, GameSpot (Doug Radcliffe), Jan 18, 2006, read Oct 21, 2026
Photos
See also
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Unique Units and BuildingsEvery Civilization 4 civilization has one unique unit that replaces a standard unit, such as Rome's Praetorian in place of the Swordsman, and since Warlords one unique building that replaces a standard building, such as Rome's Forum in place of the Market: 34 of each with both expansions. -
National Wonders and ProjectsIn Civilization 4 every civilization can build each national wonder once (Heroic Epic, National Epic, Wall Street, Oxford University and the rest), and each city can hold only two of them. Projects are big one-time builds: the Manhattan Project enables nukes for everyone, the Apollo Program unlocks the spaceship parts, the Internet grants techs and SDI intercepts nukes. -
Early Game StrategyCivilization 4's manual opens with a Warrior fortified in the capital, a unit to explore, a Worker once its techs are known, then Settlers with escorts to cities on rivers, coasts and resources about 4 to 5 tiles apart, expanding only as fast as city maintenance allows. -
ReligionsCivilization 4 has seven religions (Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism and Taoism) with identical effects; each is founded by the first civilization to discover its technology, in a Holy City that can later build the religion's shrine. Religions spread on their own and by missionaries, and a shared or rival State Religion shapes how the AI leaders treat you. -
EconomyCivilization 4's economy runs on commerce, which a slider splits between research (100% at the start), gold, culture after Drama and, in Beyond the Sword, espionage; gold pays city maintenance (rising with the number of cities and their distance from the Palace), civic upkeep, unit support and inflation. Courthouses halve a city's maintenance, and trade routes, cottages and Markets raise income. -
Leader TraitsEvery Civilization 4 leader has two of 11 traits: Aggressive, Creative, Expansive, Financial, Industrious, Organized, Philosophical and Spiritual from the base game, and Charismatic, Imperialistic and Protective from Warlords. Each gives a standing bonus and builds some buildings at double speed.