Resources are special commodities found in limited quantities on the map. In Civilization VI, when a resource is worked (or there's production), it provides bonuses to an empire. To work a resource players need to either construct a specific tile improvement with a builder (on land) or expending a Fishing Boats (on water), or settle a City on top of the resource. Bonuses vary from increased yield (production, food, etc.) to a number of units of Iron, Uranium, Gold or some other strategic or luxury resources necessary for producing specific units and buildings, usually as well as for providing more happiness to Citizens.
Bonus resources
Bonus resources provide local yield boosts of food, production, or gold when improved.
Bonus resources may be harvested, which permanently removes the resource in return for 25 times their yield (on Normal speed).
Founding a city on a bonus resource does not grant any additional resource yield beyond the resource yield already shown on the tile. This means a city does not act like an improvement on a bonus resource.[1]
The Bonus Resources in Civilization VI | ||||
---|---|---|---|---|
Resource | Resource Yields | Improved by | Notes | |
Bananas | +1 Food | Plantation | - | |
Cattle | +1 Food | Pasture | - | |
Copper | +2 Gold | Mine | - | |
Crabs | +2 Gold | Fishing Boats | - | |
Deer | +1 Production | Camp | - | |
Fish | +1 Food | Fishing Boats | - | |
Rice | +1 Food | Farm | +1 with Water Mill | |
Sheep | +1 Food | Pasture | - | |
Stone | +1 Production | Quarry | - | |
Wheat | +1 Food | Farm | +1 with Water Mill |
Strategic resources
These resources are required to build certain units. Most are invisible until revealed by a particular technology.
Building the appropriate improvement on a strategic resource gives access to 1 copy of that resource. With 2 copies of a strategic resource any City may build any number of units requiring that strategic resource. A City with the appropriate district (Encampment, Harbor, or Aerodrome) or a civilization with the Resource Management policy (unlocked by Conservation) only requires 1 copy.
Unique units never require strategic resources.
Founding a city on a strategic resource provides the strategic resource but not the resource yields.
The Strategic Resources in Civilization VI | ||||
---|---|---|---|---|
Resource | Resource Yields | Revealed by | Improved by | Required for |
Aluminum | +1 Science | Advanced Flight | Mine | Jet Bomber Jet Fighter |
Coal | +2 Production | Steam Power | Mine | Ironclad Battleship |
Horses | +1 Food +1 Production |
(no tech required) | Pasture | Horseman Cavalry |
Iron | +1 Production +1 Science |
Bronze Working | Mine | Swordsman Knight |
Niter | +1 Food +1 Production |
Gunpowder | Mine | Musketman Bombard |
Oil | +3 Production | Combustion | Oil Well (on land) Offshore Oil Rig (on water, requires Plastics) |
Tank Aircraft Carrier |
Uranium | +2 Production | Nuclear Fission | Mine | Modern Armor Nuclear Submarine |
Luxury resources
These resources provide Amenities to cities. A city can only benefit from a single luxury resource once. By default each unique luxury resource provides 4 Amenities (i.e. +1 Amenities to each of up to 4 cities), however, a few provide 6. Having more than one copy of a luxury resource provides no additional direct benefit, but they may be traded away to other civilizations.
Founding a city on a luxury resource provides the luxury resource as well as the resource yields.
The Luxury Resources in Civilization VI | ||||
---|---|---|---|---|
Resource | Resource Yields | Improved/Accessed By | ||
Cinnamon | (off-map) | Accessible only though the Suzerain bonus of the City-State of Zanzibar. 6 Amenities (1 per city). | ||
Citrus | +2 Food | Plantation | ||
Cloves | (off-map) | Accessible only though the Suzerain bonus of the City-State of Zanzibar. 6 Amenities (1 per city). | ||
Cocoa | +3 Gold | Plantation | ||
Coffee | +1 Culture | Plantation | ||
Cosmetics | (off-map) | Accessible only through Great Merchant Helena Rubinstein (Atomic Era). | ||
Cotton | +3 Gold | Plantation | ||
Diamonds | +3 Gold | Mine | ||
Dyes | +1 Faith | Plantation | ||
Furs | +1 Food +1 Gold |
Camp | ||
Gypsum | +1 Production +1 Gold |
Mine | ||
Incense | +1 Faith | Plantation | ||
Ivory | +1 Production +1 Gold |
Camp | ||
Jade | +1 Culture | Mine | ||
Jeans | (off-map) | Accessible only through Great Merchant Levi Strauss (Atomic Era). | ||
Marble | +1 Culture | Quarry | ||
Mercury | +1 Science | Mine | ||
Pearls | +1 Faith | Fishing Boats | ||
Perfume | (off-map) | Accessible only through Great Merchant Estee Lauder (Information Era). 6 Amenities (1 per city). | ||
Salt | +1 Food +1 Gold |
Mine | ||
Silk | +1 Culture | Plantation | ||
Silver | +3 Gold | Mine | ||
Spices | +2 Food | Plantation | ||
Sugar | +2 Food | Plantation | ||
Tea | +1 Science | Plantation | ||
Tobacco | +1 Faith | Plantation | ||
Toys | (off-map) | Accessible only through Great Merchant John Spilsbury (Industrial Era). | ||
Truffles | +3 Gold | Camp | ||
Whales | +1 Food +1 Gold |
Fishing Boats | ||
Wine | +1 Food +1 Gold |
Plantation |
Artifact resources
Artifacts can be unearthed by Archaeologists after building an Archaeological Museum. They function as Great Works and are stored in the Archaeological Museum of the City where the Archaeologist was built.
The Terracotta Army Wonder allows Archaeologists to enter foreign lands without Open Borders.
The Artifact Resources in Civilization VI | ||||
---|---|---|---|---|
Resource | Revealed By | Notes | ||
Antiquity Site | Natural History | On land | ||
Shipwreck | Cultural Heritage | On water |
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