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Resources (Civ6)

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BackArrowGreen Back to Civilization VI

Resources are special commodities found in limited quantities on the map. As in all Civilization games, they are essential to your empire's development, and an important reason to seize and hold territory.

Accessing ResourcesEdit

In order to gain access to and make use of a resource, you will need to expand your territory onto its tile and have a Citizen6 Citizen from a nearby city work it. Strategic and luxury resources must also be improved with the appropriate tile improvement. Accessing resources provides many benefits, including increased tile yields (Civ6Production Production, Civ6Food Food, etc.), the ability to produce new military units, and extra Amenities6 Amenities for your civilization.

Resource SpawningEdit

All resources appear at the very start of the game, when the map is first generated - unlike in Civilization: Beyond Earth, resources cannot be created by player actions. Each type of resource is tied to a certain type or types of terrain or a terrain feature, and will not appear on any others. Thus, if you're familiar with which resources are prevalent around your starting terrain, you will be able to guess what you will find nearby without even exploring.

Types of ResourcesEdit

Bonus ResourcesEdit

Bonus resources are the most frequently found type of resource, and the most versatile in a strategic sense. They provide bonus Civ6Food Food, Civ6Production Production, or Civ6Gold Gold to the tile's yield, thus benefiting a nearby city, and can be improved further for even greater benefits. But that's not all:

  • Bonus resources may be Harvested by a Builder - a new gameplay action which gives a significant, one-time boost which benefits the city owning the tile. The boost is comprised of a large quantity of the same bonus yield which the resource inherently provides to the tile (+25 Civ6Food Food, +25 Civ6Production Production, or +50 Civ6Gold Gold, scaling by era). However, harvesting a bonus resource permanently removes it from the map. Harvesting is unlocked with certain early technologies (e.g. Pottery allows the harvesting of Wheat and Rice).
  • Bonus resources may also be Removed, and city districts or Wonders placed on their tiles. Note that "Harvesting" is different from "Removing" for purposes of resources gained - when you Harvest the resource, you gain the bonus mentioned above; when you remove it, you don't gain anything! So, when you plan to use a tile with a resource (or terrain feature) on it, think ahead and have a Builder harvest it beforehand, instead of just placing something there and losing the opportunity to gain lump sums of Civ6Food Food, Civ6Production Production or even Civ6Gold Gold!

Some bonus resources may be required for certain Wonders. For example, Stonehenge must be built next to Stone.

Resource Base Yield Modifier Improvement Notes
Bananas (Civ6) Bananas +1 Civ6Food Food Plantation Harvest with Irrigation.
Copper (Civ6) Copper +2 Civ6Gold Gold Mine Harvest with Mining.
Cattle (Civ6) Cattle +1 Civ6Food Food Pasture Harvest with Animal Husbandry
Crabs (Civ6) Crabs +2 Civ6Gold Gold Fishing Boat Harvest with Celestial Navigation
Deer (Civ6) Deer +1 Civ6Production Production Camp Harvest with Animal Husbandry
Fish (Civ6) Fish +1 Civ6Food Food Fishing Boats Harvest with Celestial Navigation
Rice (Civ6) Rice +1 Civ6Food Food Farm Harvest with Pottery. +1 Civ6Food Food with Water Mill
Sheep (Civ6) Sheep +1 Civ6Food Food Pasture Harvest with Animal Husbandry
Stone (Civ6) Stone +1 Civ6Production Production Quarry Harvest with Masonry. +2 Civ6Faith Faith with Quarry and Stone Circles
Wheat (Civ6) Wheat +1 Civ6Food Food Farm Harvest with Pottery. +1 Civ6Food Food with Water Mill

Strategic ResourcesEdit

Strategic resources are those that are important from a military standpoint. They also provide some bonuses to tile yields, but more importantly, when the relevant tile improvement is built on them, they provide access to vital materials which allow you to build important military units (e.g. Horses are needed to produce Horsemen and Iron is needed to produce Swordsmen).

All strategic resources except Horses are hidden at the beginning of the game - they do not appear on the map until you develop technologies to reveal each resource. You can place districts, Wonders, and even cities on tiles which contain unrevealed resources - in this case, upon discovering the relevant technology, you will gain use of the resource as if it were already improved. However, if there is a tile improvement on top of a strategic resource that doesn't match it (e.g. a Farm on a Uranium resource), you will need to remove it and build the right one to access the resource.

Strategic resource supply for the empire is handled differently than in Civilization V. There are no more multiple counts of a resource per each source - there is only 1 count, the same as luxury resources. One count of a strategic resource, however, is now enough to produce an unlimited quantity of the respective units - the catch is that only specialty districts may produce them with a single count of resource available. That means that all land units that require Iron may only be produced in a city with an Encampment district, while all naval units requiring Coal may only be produced in a city with a Harbor. If you have access to 2 or more sources of a strategic resource, however, all cities with applicable production capabilities will be able to produce the units! So, you will no longer need Encampments to produce Swordsmen in a city, for example.

Resource Enables Base Yield Modifier Improvement Notes
Horses (Civ6) Horses Horseman, Cavalry +1 Civ6Production Production, +1 Civ6Food Food Pasture Tech not required to see. Found on flatland Grassland and Plains.
Iron (Civ6) Iron Knight, Swordsman +1 Civ6Science Science Mine Revealed by Bronze Working. Found on Hills.
Niter (Civ6) Niter Musketman, Bombard +1 Civ6Production Production, +1 Civ6Food Food Mine Revealed by Gunpowder. Found on flatland only.
Coal (Civ6) Coal Ironclad, Battleship +2 Civ6Production Production Mine Revealed by Steam Power. Found on Hills.
Oil (Civ6) Oil Tank, Aircraft Carrier +3 Civ6Production Production Oil Well, Offshore Platform Revealed by Combustion. Found both on land and at sea.
Aluminum (Civ6) Aluminum Modern Era Planes +1 Civ6Science Science Mine Revealed by Advanced Flight. Found only in Desert.
Uranium (Civ6) Uranium Nuclear Devices, Nuclear Submarines, Modern Armor +2 Civ6Production Production Mine Revealed by Nuclear Fission. Found everywhere.
Antiquity Site (Civ6) Antiquity Site Artifacts Land Revealed by Natural History. It is located on land, and may be developed by Archaeologists to produce Artifact6 Artifacts.
Shipwreck (Civ6) Shipwreck Artifacts Sea Revealed by Cultural Heritage. Located on water tiles only, it may be developed by Archaeologists to produce Artifact6 Artifacts.

Luxury ResourcesEdit

Luxury resources are commodities highly prized by citizens, and thus help increase their happiness by granting Amenities6 Amenities. Most luxuries are provided by the land, and you can access them by improving a tile that contains the resource. Some, however, are exclusive products of specific city-states and may only be obtained via achieving Suzerainty with them. Yet others are the lifework of Great Merchants, who you will need to attract to your civilization in order to access the resource.

Each luxury resource provides +1 Amenities6 Amenities for the 4 (6 in some rare cases) cities that need it the most. Note that extra counts of the same resource will not supply more cities! So, these extra luxuries may always be traded to other civs.

Luxury resource tiles provide a more varied tile yield bonuses than bonus and strategic resources. Those include Civ6Gold Gold, Civ6Faith Faith and Civ6Culture Culture, which aren't normally found on any terrain, and makes these resources quite valuable.

Resource Base Yield Modifier Improvement Notes
Cinnamon (Civ6) Cinnamon Suzerainty with Zanzibar
Citrus (Civ6) Citrus +2 Civ6Food Food Plantation +1 Gold with Plantation
Cloves (Civ6) Cloves Suzerainty with Zanzibar
Cocoa (Civ6) Cocoa +3 Civ6Gold Gold Plantation +1 Gold with Plantation
Coffee (Civ6) Coffee +1 Civ6Culture Culture Plantation +1 Gold with Plantation
Cosmetics (Civ6) Cosmetics Merchant6 Helena Rubinstein
Cotton (Civ6) Cotton +3 Civ6Gold Gold Plantation +1 Gold with Plantation
Dyes (Civ6) Dyes +1 Civ6Faith Faith Plantation +1 Gold with Plantation
Furs (Civ6) Furs +2 Civ6Gold Gold Camp +1 Gold with Camp
Diamonds (Civ6) Diamonds +3 Civ6Gold Gold Mine +1 Production from Mines
Gypsum (Civ6) Gypsum +1 Civ6Production Production, +1 Civ6Gold Gold Mine +1 Production from Quarry. +2 Civ6Faith Faith with Quarry and Stone Circles
Incense (Civ6) Incense +1 Civ6Faith Faith Plantation +1 Gold from Plantation
Ivory (Civ6) Ivory +1 Civ6Production Production, +1 Civ6Gold Gold Camp +1 Gold with Camp
Jade (Civ6) Jade +1 Civ6Culture Culture Mine +1 Production from Mine
Jeans (Civ6) Jeans Merchant6 Levi Strauss
Marble (Civ6) Marble +1 Civ6Culture Culture Quarry +1 Production from Quarry. +2 Civ6Faith Faith with Quarry and Stone Circles
Mercury (Civ6) Mercury +1 Civ6Science Science Mine +1 Production from Mines
Pearls (Civ6) Pearls +1 Civ6Faith Faith Fishing Boats +1 food with Fishing Boat
Perfume (Civ6) Perfume Merchant6 Estée Lauder
Salt (Civ6) Salt +1 Civ6Food Food, +1 Civ6Gold Gold Mine +1 Production from Mines
Silk (Civ6) Silk +1 Civ6Culture Culture Plantation +1 Gold with Plantation
Silver (Civ6) Silver +3 Civ6Gold Gold Mine +1 Production from Mines
Spices (Civ6) Spices +2 Civ6Food Food Plantation +1 Gold with Plantation
Sugar (Civ6) Sugar +2 Civ6Food Food Plantation +1 Gold with Plantation
Tea (Civ6) Tea +1 Civ6Science Science Plantation +1 Gold with Plantation
Tobacco (Civ6) Tobacco +1 Civ6Faith Faith Plantation +1 Gold with Plantation
Toys (Civ6) Toys Merchant6 John Spilsbury
Truffles (Civ6) Truffles +3 Civ6Gold Gold Camp +1 Gold with Camp
Whales (Civ6) Whales +1 Civ6Gold Gold Fishing Boats +1 food with Fishing Boat
Wine (Civ6) Wine +1 Civ6Gold Gold, +1 Civ6Food Food Plantation +1 Gold with Plantation
Civilization VI [edit]

Lists
AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsImprovementsLeadersPantheonsPolicy CardsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformation

Concepts
AmenitiesBarbariansCityCombatDiplomacy (GossipWarmongering) • EspionageEureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTrade RoutesVictory

Statistics
Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

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