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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.
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.
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.
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