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
Improvement | Yield Bonus (Research Requirement) | Tile Requirement | Prerequisite | Built By | Notes |
---|---|---|---|---|---|
Farm | +1 Food, +0.5 Housing +1 Food per 2 adjacent Farms (Feudalism until Replaceable Parts) +1 per adjacent Farm (Replaceable Parts) |
Grasslands, Plains | None | Builder | Does not remove Floodplains |
Camp | +1 Gold, +0.5 Housing +1 Production (Mercantilism) +1 Gold (Synthetic Materials) |
Fur, Ivory, Deer, or Truffles | Animal Husbandry | Builder | Provides a copy of the Luxury Resource |
Pasture | +1 Production, +0.5 Housing +1 Food (Exploration) +1 Production (Robotics) |
Cattle, Sheep, or Horses | Animal Husbandry | Builder | If built on Horses, provides a copy of that Strategic Resource |
Mine | +1 Production +1 Production (Apprenticeship) +1 Production (Industrialization) |
Hill terrain or mineable resource | Mining | Builder | If built on appropriate Strategic or Luxury resource, provides a copy of that resource |
Quarry | +1 Production +1 Gold (Banking) +1 Production (Rocketry) |
Stone, Marble, or Gypsum | Mining | Builder | If built on Gypsum or Marble, provides a copy of that Luxury Resource |
Fort | Occupying unit receives +4 Defense Strength and 2 turns of fortification | Flat or Hill terrain | Siege Tactics | Military Engineer | - |
Plantation | +1 Gold, +0.5 Housing +1 Food (Scientific Theory) +1 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 |
Lumber Mill | +1 Production +1 Production (Steel) +1 Production if adjacent to a River |
Woods | Machinery | Builder | Does not remove Woods |
Fishing Boats | +1 Food, +0.5 Housing +1 Gold (Cartography) +1 Food (Plastics) |
Coast or Ocean resource | Sailing | Builder | If built on Pearls or Whales, provides a copy of that resource |
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 |
Airstrip | Supports up to 3 air units | Flat terrain | Flight | Military Engineer | - |
Seaside Resort | +2 Tourism and +1 Gold per Appeal | Coastal terrain with appeal of Breathtaking or above | Radio | Builder | - |
Oil Well | +2 Production | Oil Resource on land | Combustion | Builder | Provides a copy of the Oil resource |
Offshore Platform | +2 Production | Oil resource on water | Plastics | Builder | Provides a copy of the Oil resource |
Missile Silo | Weapon Capacity: 1 | Flat terrain | Rocketry | Military Engineer | Allows placement and launch of nuclear weapons |
Unique Tile Improvements
Improvement | Yield Bonus (Research Requirement) | Tile Requirement | Prerequisite | Built By | Country | Notes |
---|---|---|---|---|---|---|
Template:Alcázar Alcázar | +2 Culture Occupying unit receives +4 Defense Strength, and automaticly gains 2 turns of fortification |
- | - | Builder | Granada | City-State Suzerain bonus |
Château | +2 Culture +2 Culture if adjacent to a Wonder +1 Gold if adjacent to a Luxury Resource |
Adjacent to River | Humanism | Builder | France | |
Colossal Head | +2 Faith +1 Culture (Humanism) +1 Faith per 2 adjacent Woods or 2 adjacent Rainforest |
Not Snow | - | Builder | La Venta | City-State Suzerain bonus |
Great Wall | Units gain +4 Defense Strength and 2 turns of fortification +1 Gold per adjacent Great Wall (Masonry) +1 Culture per adjacent Great Wall (Castles) |
- | Masonry | Builder | China | |
Kurgan | +1 Faith, +1 Gold +1 Faith per adjacent Pasture |
Flat land | Animal Husbandry | Builder | Scythia | |
Mission | +2 Faith +2 Science (Cultural Heritage) +2 Faith if not on home continent +1 if adjacent to a Campus district |
- | Exploration | Builder | Spain | |
Template:Monastery Monastery | +2 Faith +15 HP healing for friendly religious units on this tile that has not attacked this turn |
- | - | Builder | Armagh | City-State Suzerain bonus |
Roman Fort | Units gain +4 Defense Strength and 2 turns of fortification | - | Iron Working (for Legion) | Legion | Rome | |
Sphinx | +1 Culture, +1 Faith +1 Culture (Natural History) +2 Faith if adjacent to a Wonder |
Not adjacent to another Sphinx | Craftsmanship | Builder | Egypt | Does not remove Floodplains |
Stepwell | +1 Food, +1 Housing +1 Faith (Feudalism) +1 Housing (Sanitation) +1 Food (Professional Sports) +1 Faith if adjacent to a Holy Site district +1 Food if adjacent to a Farm |
Flat land not adjacent to another Stepwell | Irrigation | Builder | India | |
Ziggurat | +2 Science +1 Culture (Natural History) +1 Culture if adjacent to a River |
Flat land | - | Builder | Sumeria |