Civilization V Customisation Wiki
Advertisement
Seaport
Seaport
Building Requirements Coastal city
Production Cost 250
Maintenance 2
Unlocked at Navigation

The Seaport is a building available in the Renaissance Era.

Game Info[]

Building a Seaport requires a Harbor or any of its replacements.

  • +1 Production Production and +1 Gold Gold from worked Sea Resources
  • +15% Production Production towards Naval Units

With Social Policies / Tenets:

  • Naval Tradition (Exploration): +1 Happy Happiness
  • Merchant Navy (Exploration): +1 Gold Gold

Overview[]

A seaport is a modern super-harbor. It is a deep-water port which has facilities to handle the largest tankers and transports. Seaports usually contain a forest of cranes for the rapid unloading of cargo, which is then transported away via a bewildering maze of railroad tracks and roads. Modern seaports are controlled by harbor-masters in high-tech control rooms equipped with radar, satellite feeds, and sophisticated computers employing complex tracking software.

Unique Building Replacements[]

Icon Building Civilization Yields
PittCustoms
Customs Office United Kingdom (Pitt the Younger)
  • Provides usual bonuses of the Seaport.
  • Incoming International Traderoute Trade Routes receive +1 Gold Gold for every Strategic Resource improved by this City, and provide you with +2 Gold Gold for every Luxury Resource improved by the origin city.
DMSAngolaUB
Deep Water Port Angola (Agostinho Neto)
  • Retains the effects of the Seaport.
  • Yields Gold Gold per source of a specified Resource near this City or the Target City of outgoing Traderoute Trade Routes.
  • When a Peace Deal is signed, a new required Resource is specified, boosting the base yield of the Deep Water Port.
BurkinaFasoBuildingIcon
Freight Station Burkina Faso (Thomas Sankara)
  • No requirements or effects of the regular Seaport.
  • City must be connected to the Capital.
  • +2 Production Production per domestic Trade Route to or from the City.
  • +1 CultureIcon Culture on Roads and Rails.
  • Provides a Trade Route slot in the first three Cities it is built.
JFDCanadaUB
Merchant Shipyard Canada (Mackenzie King)
  • Building Cargo Ships adds half Production Production toward Naval Melee and Naval Ranged Units in this City at the same time.
JFD GreatQing UB
Naval War College Great Qing (Cixi)
  • Naval Units trained in this city begin with doubled XP from Buildings.
  • Provides a free Arsenal in this city.
Icon Shibazhi Port
Shibazhi Seaport Taiwan (Koxinga)
  • Contains a Merchant specialist slot
  • Merchant Specialists in its city (up to 5) increase Happy Happiness by 1 apiece, and the length of Sea Trade Routes by 10% apiece
SvalbardWhalingStation
Whaling Station Svalbard (Odd Olsen Ingerø)
  • Reduced maintenance cost
  • Yields extra Production production and Gold gold from sea resources
  • Yields Science science after ecology.
PanamaUB
Zona Libre Panama (Manuel Amador)
  • Grants foreign Traderoute Sea Trade Routes +50% range so long as the origin city has at least one Traderoute Sea Trade Route to a city with a Zona Libre.
Building Types
Ancient Era
BarracksCircusGranaryLibraryMonumentShrineStone WorksWallsWater Mill
Classical Era
AmphitheaterAqueductCaravansaryColosseumCourthouseLighthouseMarketMintStableTemple
Medieval Era
ArmoryCastleForgeGardenHarborUniversityWorkshop
Renaissance Era
ArsenalBankConstabularyObservatoryOpera HouseSeaportWindmillZoo
Industrial Era
FactoryHospitalHydro PlantMilitary AcademyMuseumPolice StationPublic SchoolStock Exchange
Modern Era
Broadcast TowerHotelMilitary BaseResearch LabStadium
Atomic Era
AirportMedical LabNuclear PlantRecycling CenterSolar Plant
Information Era
Bomb ShelterSpaceship Factory
National Wonders
Circus MaximusEast India CompanyGrand TempleHermitageHeroic EpicIronworksNational CollegeNational EpicNational Intelligence AgencyNational Visitor CenterOxford UniversityPalace
Guilds
Artists' GuildMusicians' GuildWriters' Guild
Advertisement