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Improvement

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The various Improvement in Civilization VI.

Improvements are built by particular units on almost any tile within your cities that is not occupied by a city center, district, mountain, natural wonder, or world wonder. The type of improvement that can be built on a tile is determined by the qualities of the tile including the terrain and resources.

Improvements[edit | edit source]

Improvement Yield Bonus (Research Requirement) Tile Requirement Prerequisite Built By Notes
Icon improvement farm.png Farm +1 Icon main food.png Food, +0.5 Icon housing.png Housing
+1 Icon main food.png Food per 2 adjacent Farms (Feudalism until Replaceable Parts)
+1 Icon main food.png per adjacent Farm (Replaceable Parts)
Grasslands, Plains None Builder Does not remove Floodplains
Icon improvement camp.png Camp +1 Icon main gold.png Gold, +0.5 Icon housing.png Housing
+1 Icon main production.png Production (Mercantilism)
+1 Icon main gold.png Gold (Synthetic Materials)
Fur, Ivory, Deer, or Truffles Animal Husbandry Builder Provides a copy of the Luxury Resource
Icon improvement pasture.png Pasture +1 Icon main production.png Production, +0.5 Icon housing.png Housing
+1 Icon main food.png Food (Exploration)
+1 Icon main production.png Production (Robotics)
Cattle, Sheep, or Horses Animal Husbandry Builder If built on Horses, provides a copy of that Strategic Resource
Icon improvement mine.png Mine +1 Icon main production.png Production
+1 Icon main production.png Production (Apprenticeship)
+1 Icon main production.png Production (Industrialization)
Hill terrain or mineable resource Mining Builder If built on appropriate Strategic or Luxury resource, provides a copy of that resource
Icon improvement quarry.png Quarry +1 Icon main production.png Production
+1 Icon main gold.png Gold (Banking)
+1 Icon main production.png Production (Rocketry)
Stone, Marble, or Gypsum Mining Builder If built on Gypsum or Marble, provides a copy of that Luxury Resource
Icon improvement fort.png Fort Occupying unit receives +4 Defense Strength and 2 turns of fortification Flat or Hill terrain Siege Tactics Military Engineer -
Icon improvement plantation.png Plantation +1 Icon main gold.png Gold, +0.5 Icon housing.png Housing
+1 Icon main food.png Food (Scientific Theory)
+1 Icon main gold.png Gold (Globalization)
Specific resources Irrigation Builder If built on appropriate Luxury Resource, provides a copy of that resource
Only gets the bonus from Globalization once even if researched multiple times
Icon improvement lumber mill.png Lumber Mill +1 Icon main production.png Production
+1 Icon main production.png Production (Steel)
+1 Icon main production.png Production if adjacent to a River
Woods Machinery Builder Does not remove Woods
Icon improvement fishing boats.png Fishing Boats +1 Icon main food.png Food, +0.5 Icon housing.png Housing
+1 Icon main gold.png Gold (Cartography)
+1 Icon main food.png Food (Plastics)
Coast or Ocean resource Sailing Builder If built on Pearls or Whales, provides a copy of that resource
Icon unitoperation build route.png Roads Ancient: Flat movement cost of 1 regardless of terrain.
Classical: Bridges (move across rivers with no penalty)
Industrial: Movement cost reduced to 0.75.
Modern: Movement cost reduced to 0.5.
Passable terrain - Military Engineer, Trader Road bonuses vary by era
Icon improvement airstrip.png Airstrip Supports up to 3 Air Units Flat terrain Flight Military Engineer -
Icon Seaside Resort.png Seaside Resort +2 Icon Tourism.png Tourism and +1 Icon main gold.png Gold per Appeal Coastal terrain with appeal of Breathtaking or above Radio Builder -
Icon improvement oil well.png Oil Well +2 Icon main production.png Production Oil Resource on land Combustion Builder Provides a copy of the Oil resource
Icon improvement offshore oil rig.png Offshore Platform +2 Icon main production.png Production Oil resource on water Plastics Builder Provides a copy of the Oil resource
Icon improvement missile silo.png Missile Silo Weapon Capacity: 1 Flat terrain Rocketry Military Engineer Allows placement and launch of nuclear weapons

Unique Tile Improvements[edit | edit source]

Improvement Yield Bonus (Research Requirement) Tile Requirement Prerequisite Built By Country Notes
Template:Alcázar Alcázar +2 Icon Culture.png Culture
Occupying unit receives +4 Icon map pin strength.png Defense Strength, and automaticly gains 2 turns of fortification
- - Builder Granada City-State Suzerain bonus
Icon improvement chateau.png Château +2 Icon Culture.png Culture
+2 Icon Culture.png Culture if adjacent to a Wonder
+1 Icon main gold.png Gold if adjacent to a Luxury Resource
Adjacent to River Humanism Builder France
Icon improvement colossal head.png Colossal Head +2 Icon Faith.png Faith
+1 Icon Culture.png Culture (Humanism)
+1 Icon Faith.png Faith per 2 adjacent Woods or 2 adjacent Rainforest
Not Snow - Builder La Venta City-State Suzerain bonus
Icon improvement great wall.png Great Wall Units gain +4 Icon map pin strength.png Defense Strength and 2 turns of fortification
+1 Icon main gold.png Gold per adjacent Great Wall (Masonry)
+1 Icon Culture.png Culture per adjacent Great Wall (Castles)
- Masonry Builder China
Icon improvement kurgan.png Kurgan +1 Icon Faith.png Faith, +1 Icon main gold.png Gold
+1 Icon Faith.png Faith per adjacent Pasture
Flat land Animal Husbandry Builder Scythia
Icon improvement mission.png Mission +2 Icon Faith.png Faith
+2 Icon main science.png Science (Cultural Heritage)
+2 Icon Faith.png Faith if not on home continent
+1 Icon main science.png if adjacent to a Campus district
- Exploration Builder Spain
Template:Monastery Monastery +2 Icon Faith.png Faith
+15 HP healing for friendly religious units on this tile that has not attacked this turn
- - Builder Armagh City-State Suzerain bonus
Icon improvement roman fort.png Roman Fort Units gain +4 Icon map pin strength.png Defense Strength and 2 turns of fortification - Iron Working (for Legion) Legion Rome
Icon improvement sphinx.png Sphinx +1 Icon Culture.png Culture, +1 Icon Faith.png Faith
+1 Icon Culture.png Culture (Natural History)
+2 Icon Faith.png Faith if adjacent to a Wonder
Not adjacent to another Sphinx Craftsmanship Builder Egypt Does not remove Floodplains
Icon improvement stepwell.png Stepwell +1 Icon main food.png Food, +1 Icon housing.png Housing
+1 Icon Faith.png Faith (Feudalism)
+1 Icon housing.png Housing (Sanitation)
+1 Icon main food.png Food (Professional Sports)
+1 Icon Faith.png Faith if adjacent to a Holy Site district
+1 Icon main food.png Food if adjacent to a Farm
Flat land not adjacent to another Stepwell Irrigation Builder India
Icon improvement ziggurat.png Ziggurat +2 Icon main science.png Science
+1 Icon Culture.png Culture (Natural History)
+1 Icon Culture.png Culture if adjacent to a River
Flat land - Builder Sumeria

See Also[edit | edit source]