Specialists 1
Production Cost 200
Unlocked at Banking
The Bank is a building available in the Renaissance Era.

Game Info

Building a Bank requires a Market or any of its replacements.

  • +2 Gold Gold
  • +25% Gold Gold
  • +1 Gold Gold per incoming Traderoute Trade Route
  • Has 1 slot for a Merchant Specialist

With Social Policies / Tenets:

  • Mercantilism (Commerce): +1 Science Science
  • Capitalism (Freedom): +1 Happy Happiness


A bank is an institute where citizens can place their money to keep it safe. The banker collects the deposits and lends them out to other people, who pay back the money they've been loaned, plus an additional fee (or "interest"). The banker passes along some of the profits to the depositors, and reinvests the remainder. A successful banking system requires a working currency and laws ensuring that most borrowers will repay their loans if able.

Banks are remarkable engines for growth in a civilization. If a city needs something - a new granary, for instance - no individual citizen may be able to afford to construct it. However, since it contains the savings of many different citizens, the bank can afford to loan the builder the money. Once the granary is constructed the builder can use the profits to pay back the bank, and the city's citizens all benefit from the cool new granary (as well as from the interest they've earned on their deposits).

Banks in Europe and the United States have gotten something of a bad rap in recent years, but this is generally because many of them dabbled in risky investment schemes or because they made loans to clearly unsuitable people. A well-run bank is a godsend to a community, especially to a poorer one.

Unique Building Replacements

Icon Building Civilization Yields
Estate Poland-Lithuania (Sigismund II)
  • +1 Gold Gold from Horses, Sheep, and Cattle
  • +1 Happy Local Happiness for each different type of these resources worked
Hanse Germany (Bismarck)
  • +5% Production Production per Trade Route with a City-State
Hudson's Bay Company Canada (Lester B. Pearson)
  • +1 Gold Gold from Forts
  • Trained units receive the Colonial Capitalism promotion (+1 Gold Gold while on a Fort or Citadel and +15% Strength Combat Strength when starting a turn on a Trading Post)
Palazzo Milan (Gian Galeazzo)
  • Grant Greatperson Great Merchant points equal to 10% of the city's Gold Gold output
  • +4 Strength City Strength
  • Doubles Gold Gold acquired when the city is captured
Satrap's Court Persia (Darius I)
  • +1 additional Gold Gold
  • +2 Happy Happiness
Templar House Jerusalem (Baldwin IV)
  • Instant Gold reward upon sending Trade Routes, based on Faith output of Cities.
  • Unlocked at Chivalry
Wine Company Portugal (Pombal)
  • Provides 1 Gold Gold for every Luxury Resource tile in range of the city when a foreign Trade Unit ends its turn in range
  • If built in a coastal city, Luxury Resources provide double quantity

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