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Tile improvements are buildings or installations constructed in terrain outside of cities, generally by Workers. Each improvement changes the properties of the tile where it's built, usually adding potential such as tile yields to it. Improvements are unlocked via certain technologies.

Improvements built on certain strategic and luxury resources are required for an empire to access the resources' special properties.

MechanicsEdit

With the exception of Great Tile Improvements, most improvements can be built by a Worker (or a Work Boat at sea), given the appropriate technology and provided that the tile meets the requirements. Improvements remove forests and jungles unless otherwise specified (notably the Trading Post and Camp). Building with a Worker requires several turns, while the Work Boat finishes the improvement instantaneously.

Improvements are susceptible to pillaging by enemies, including Barbarians. When any improvement is pillaged, it will be inactive until repaired by a Worker (including Great Tile Improvements).

Improvement yields, (which includes both relevant increases depending on the resource, as well as bonuses from appropriate technologies such as Fertilizer), will be added to the base terrain yield combined with increased yields from the resource itself(yields provided "when worked by a city").

There are some improvements only available to certain civilizations. And finally, there are certain improvements that can only be built by using Great People. This article lists all improvements in Civilization V

Standard ImprovementsEdit

These improvements can be built by a worker anywhere there is appropriate terrain. Some may also connect resources.

Tile improvements Built on Effect
Farm (Civ5) Farm Plains, Grassland, Desert
Hill and Tundra with fresh water
Bonuses: Wheat
+1 20xFood5
+1 20xFood5 with Civil Service (fresh water)
+1 20xFood5 with Fertilizer (non-fresh water)
Fort (Civ5) Fort Plains, Grassland, Hill, Desert, Tundra, Snow +50% Defense
Lumber mill (Civ5) Lumber mill Forest +1 20xProduction5
+1 20xProduction5 with Scientific Theory
Does not remove Forest
Mine (Civ5) Mine Hill
Strategics: Iron, Coal, Aluminum, Uranium
Luxuries: Gold, Silver, Copper, Gems, Salt
+1 20xProduction5
+1 20xFood5 on Salt (Civ5) Salt
+1 20xProduction5 with Chemistry
+1 20xProduction5 on 20xCoal5 Coal, 20xAluminum5 Aluminum, 20xUranium5 Uranium
Trading post (Civ5) Trading post Plains, Grassland, Hill, Desert, Tundra +1 20xGold5
+1 20xGold5 with Economics
+1 20xGold5 with Commerce policy finisher
+1 20xScience5 with Free Thought policy
Does not remove Forest or Jungle

Transportation ImprovementsEdit

These improvements can be built on any passable land tile, including outside your own territory. They can be built alongside any other improvement, and do not remove forests or jungles.

Tile improvements Effect
Roads (Civ5) Roads -1 20xGold5 upkeep per turn
x2 movement speed (x3 with Machinery)
+1.25 20xGold5 per city population for a city connected to the Capital
Railroads (Civ5) Railroads -2 20xGold5 upkeep per turn
x3 movement speed to a minimum of 10
+25% 20xProduction5 bonus for a city connected to the Capital

Resource ImprovementsEdit

These improvements can only be built on an appropriate resource. Both luxury and strategic resources will be connected. Mine excepted, these improvements are the only way to connect Luxuries.

Tile improvements Built on Effect
Camp (Civ5) Camp Bonuses: Deer, Bison
Luxuries: Furs, Truffles, Ivory
+1 20xGold5 on Luxuries
+1 20xProduction5 on Deer, Bison
+1 20xGold5 with Economics
Does not remove Forest
Fishing boats (Civ5) Fishing boats Bonuses: Fish
Luxuries: Whales, Crabs, Pearls
+1 20xFood5 on Fish, Whales, Crabs
+1 20xGold5 on Pearls
+1 20xGold5 with Compass
Offshore platform (Civ5) Offshore platform
Oil well (Civ5) Oil well
Strategics: Oil +3 20xProduction5
Pasture (Civ5) Pasture Bonuses: Sheep, Cattle
Strategics: Horses
+1 20xProduction5 on Horses, Cattle
+1 20xFood5 on Sheep
+1 20xFood5 with Fertilizer
Plantation (Civ5) Plantation Bonuses: Bananas
Luxuries: Incense, Wine, Cotton, Dyes, Sugar, Spices, Silk, Citrus, Cocoa
+1 20xGold5 on Luxuries
+2 20xFood5, -1 20xProduction5 on Bananas (must remove Jungle)
+1 20xFood5 with Fertilizer
Quarry (Civ5) Quarry Bonuses: Stone
Luxuries: Marble
+1 20xProduction5
+1 20xProduction5 with Chemistry

Great Tile ImprovementsEdit

These improvements are built by Great People, with the exception of the Landmark in Brave New World. All great tile improvements can be built on any passable land terrain type. With regards to resources, they will only connect any strategic resources on the tile. While they get additional bonus yield from technology, they do not get an increase from the type of strategic resource. They do not have any effect on luxuries nor bonus resources.

Great tile improvements Built by Effect
Academy (Civ5) Academy Great Scientist +8 20xScience5
+2 20xScience5 with Scientific Theory
+2 20xScience5 with Atomic Theory
Citadel (Civ5) Citadel Great General +100% Defense
Damages all enemy units that end their turn adjacent 33% of their Health
GodsKings5 clear Annexes all nearby tiles into your empire's territory when built (must be constructed on a tile in or bordering your own territory)
Customs house (Civ5) Customs house Great Merchant +4 20xGold5
+1 20xGold5 with Economics
Holy site (Civ5) Holy site GodsKings5 clear Great Prophet +6 20xfaith5
+3 20xGold5 with Theocracy
+3 20xCulture5 with Piety finisher
Landmark (Civ5) Landmark Great Artist (vanilla and GodsKings5 clear)
Archaeologist (BNW-only)
+6 20xCulture5 (vanilla and GodsKings5 clear)
+1 20xCulture5 for each Era of age of the Archaeological site (BNW-only)
Manufactory (Civ5) Manufactory Great Engineer +4 20xProduction5
+1 20xProduction5 with Chemistry

GodsKings5 clear Valid only in the Gods & Kings expansion pack.

BNW-only Valid only in the Brave New World expansion pack.

Unique Tile ImprovementsEdit

These improvements are only available to certain civilizations, but do not replace a generic one. Unique Improvements are not used to connect any resources (for example, a Brazilwood Camp may not be placed on Bananas).

Unique tile improvements Unique to Built on Effect
Brazilwood camp (Civ5) Brazilwood camp BNW-only Brazil Jungle Does not remove Jungle
+2 20xGold5
+2 20xCulture5 with Acoustics
Chateau (Civ5) Chateau BNW-only France Next to a Luxury, but not next to another Chateau +1 20xGold5
+2 20xCulture5
+50% Defense
+2 20xGold5 and +1 20xCulture5 with Flight
Feitoria (Civ5) Feitoria BNW-only Portugal City-State coastal territory (No Resource on the tile) 1 copy of each of the City-State's Luxuries
+50% Defense
Pillaging counts as an act of war
Kasbah (Civ5) Kasbah BNW-only Morocco Desert +1 20xFood5
+1 20xProduction5
+1 20xGold5
+50% Defense
Moai (Civ5) Moai Polynesia Coastal territory +1 20xCulture5
+1 20xCulture5 per adjacent Moai
+1 20xGold5 with Flight
Polder (Civ5) Polder GodsKings5 clear Netherlands Marsh, Flood Plains +3 20xFood5
+1 20xProduction5  and +2 20xGold5 with Economics
Terrace farm (Civ5) Terrace farm Inca Hill +1 20xFood5
+1 20xFood5 per adjacent Mountain
+1 20xFood5 with Civil Service (on fresh water tiles)
+1 20xFood5 with Fertilizer (on non-fresh water tiles)
Civilization V [edit]
Gods & KingsBrave New World

Lists
BuildingsCivsDLCImprovementsPromotionsResourcesScenariosSocial PoliciesTechnologiesTerrainUnique AbilitiesUnitsWonders

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AncientClassicalMedievalRenaissanceIndustrialModernFuture† • Atomic‡ • Information

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Guides etc.
AchievementsMathematicsModdingMajor PatchesSoundtrackCivilopedia

† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World