Sid Meier's Civilization VII

Sid Meier's Civilization VII

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'Does not remove warehouse bonuses' Unique Improvements?
I'm a little unclear on what it means by some civs unique improvements that state 'does not remove warehouse bonuses' in the description.

A few of the civs have them, like Aksum, Mississippi, Shawnee. They take up a whole tile on their own, so no making quarters with them, and there are a number of them able to be obtained through becoming Suzerain of City States.

There is not useful information in the Civpedia for them either.

I thought at first you could put them over the ageless warehouse buildings like the Granary or Sawpit, making a quarter, but no, in initial testing that is not possible. With Mississipi I appeared to only be able to put them on rural tile improvements?

I just started a game with Aksum, I dont seem to be able to put it down anywhere, and I have plenty of flat terrain.

So I'm confused about what is actually their rules.

I also dont understand why the yields they offer seem so miniscule compared to the other civ unique districts that combine to make unique quarters. One of them seems to be only +1 gold! Compare that to, say, one of Greece's districts/buildings, +5 culture and +1 influence per adjacency (which combines with another building offering similar levels of yield increase).

I surely hope I'm simply misunderstanding or missing something there.

Edit: some grammar, improved clarity
Last edited by (Rúna); Feb 10 @ 5:53am
Originally posted by Dark Sun Gwyndolin:
"Unique Improvements" are rural rather than urban buildings. You place them over a "normal" rural improvement and it upgrades it to the unique version, keeping all its existing bonuses.

Example: you're playing Mississippi, and have a farm next to two improved resources. The Potkop gives 1 food adjacency per resource, plus 1 gold as base. Doesn't sound like much, but if you build it over the farm, you would get 2 food, 1 gold, IN ADDITION to whatever the farm was already providing. "Does not remove warehouse bonuses" means that if the settlement has any warehouses (e.g. a Granery, which buffs farms), it would buff the farm-turned-Potkop as well (with +1 food, in this case).

In most cases, the bonuses for Unique Improvements are small, but they're very cheap to build / buy, and they add up. If you have spare gold, you should definitely place them where you can.
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Showing 1-6 of 6 comments
From one of the dev diaries:

Warehouse Buildings

Warehouse Buildings play a pivotal role in maximizing yields from Improvements. These buildings provide bonuses based on the number of similar Improvements in a settlement. For example, a Granary boosts Food production from Farms, Plantations, and Pastures. They become focal points in Settlements with dense agricultural or industrial development, rewarding careful planning and optimal placement.

There's a chart here https://civilization.2k.com/civ-vii/game-guide/dev-diary/managing-your-empire/#:~:text=Warehouse%20Buildings%20play%20a%20pivotal,Farms%2C%20Plantations%2C%20and%20Pastures.
Oaks Feb 10 @ 5:59am 
Originally posted by The Reluctant Geek:
From one of the dev diaries:

Warehouse Buildings

Warehouse Buildings play a pivotal role in maximizing yields from Improvements. These buildings provide bonuses based on the number of similar Improvements in a settlement. For example, a Granary boosts Food production from Farms, Plantations, and Pastures. They become focal points in Settlements with dense agricultural or industrial development, rewarding careful planning and optimal placement.

There's a chart here https://civilization.2k.com/civ-vii/game-guide/dev-diary/managing-your-empire/#:~:text=Warehouse%20Buildings%20play%20a%20pivotal,Farms%2C%20Plantations%2C%20and%20Pastures.
This does not explain what OP is asking about unique buildings which don't "remove the bonus".
Andra Feb 10 @ 6:00am 
Basically, they can be put over a tile without removing the tile's natural yields. Most buildings cannot be, and wipe the tile flat before adding their own bonuses.
Last edited by Andra; Feb 10 @ 6:00am
The author of this thread has indicated that this post answers the original topic.
"Unique Improvements" are rural rather than urban buildings. You place them over a "normal" rural improvement and it upgrades it to the unique version, keeping all its existing bonuses.

Example: you're playing Mississippi, and have a farm next to two improved resources. The Potkop gives 1 food adjacency per resource, plus 1 gold as base. Doesn't sound like much, but if you build it over the farm, you would get 2 food, 1 gold, IN ADDITION to whatever the farm was already providing. "Does not remove warehouse bonuses" means that if the settlement has any warehouses (e.g. a Granery, which buffs farms), it would buff the farm-turned-Potkop as well (with +1 food, in this case).

In most cases, the bonuses for Unique Improvements are small, but they're very cheap to build / buy, and they add up. If you have spare gold, you should definitely place them where you can.
Last edited by Dark Sun Gwyndolin; Feb 10 @ 6:00am
(Rúna) Feb 10 @ 6:00am 
Originally posted by The Reluctant Geek:
From one of the dev diaries:

Warehouse Buildings

Warehouse Buildings play a pivotal role in maximizing yields from Improvements. These buildings provide bonuses based on the number of similar Improvements in a settlement. For example, a Granary boosts Food production from Farms, Plantations, and Pastures. They become focal points in Settlements with dense agricultural or industrial development, rewarding careful planning and optimal placement.

There's a chart here https://civilization.2k.com/civ-vii/game-guide/dev-diary/managing-your-empire/#:~:text=Warehouse%20Buildings%20play%20a%20pivotal,Farms%2C%20Plantations%2C%20and%20Pastures.


Thank for the chart, but I dont think that addresses my issue. I already know what a warehouse building is, but I'm confused on their association with the unique tile improvements on some civs.
(Rúna) Feb 10 @ 6:17am 
Originally posted by Dark Sun Gwyndolin:
"Unique Improvements" are rural rather than urban buildings. You place them over a "normal" rural improvement and it upgrades it to the unique version, keeping all its existing bonuses.

Example: you're playing Mississippi, and have a farm next to two improved resources. The Potkop gives 1 food adjacency per resource, plus 1 gold as base. Doesn't sound like much, but if you build it over the farm, you would get 2 food, 1 gold, IN ADDITION to whatever the farm was already providing. "Does not remove warehouse bonuses" means that if the settlement has any warehouses (e.g. a Granery, which buffs farms), it would buff the farm-turned-Potkop as well (with +1 food, in this case).

In most cases, the bonuses for Unique Improvements are small, but they're very cheap to build / buy, and they add up. If you have spare gold, you should definitely place them where you can.


Originally posted by Andra:
Basically, they can be put over a tile without removing the tile's natural yields. Most buildings cannot be, and wipe the tile flat before adding their own bonuses.


Thank you both for explaining this. I was thinking in this direction, but after having no option to place down Aksums one anywhere, I second guessing myself.

Hoping stuff like this will be address in the upcoming Civpedia work from the devteam
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Date Posted: Feb 10 @ 5:50am
Posts: 6