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Resources (Civ6)

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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.

When a resource is "worked" by a Citizen6 Citizen from a nearby city, it provides a certain bonus for the city, and thus for the civilization. Bonuses vary from increased tile yields (Civ6Production Production, Civ6Food Food, etc.) to access to strategic resources for military units or extra Amenities for your civilization.

All resources may be improved via tile improvements, which are needed to gain access to strategic and luxury resources. A tile improvement is a special class of building that is placed on the terrain.

Bonus ResourcesEdit

Bonus resources are the most frequently found type of resource. When improved, they provide a bonus to the tile's yield of Civ6Food Food, Civ6Production Production, or Civ6Gold Gold. Some bonus resources may be required for certain Wonders. For example, Stonehenge must be built next to Stone.

Bonus resources may be harvested by a Builder to give a significant, one-time boost which benefits the nearest city. 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, scalable 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). Note that "harvesting" is different from "removing", which is what happens when you place a District or a Wonder in a tile which contains a resource. When you Harvest the resource, you will 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 of time and have a Builder harvest it beforehand.

Resource Base Yield Modifier Improvement Notes
Bananas +1 Food Plantation +1 Gold with Plantation
Copper +2 Gold Mine +1 Production from Mine, Harvest at Mining.
Cattle +1 Food Pasture +1 Production with Pasture, Harvest at Animal Husbandry
Crabs +2 Gold Fishing Boat +1 Food with Fishing Boat
Deer +1 Production Camp +1 Gold with Camp
Fish +1 Food Fishing Boats +1 food with Fishing Boat, Harvest at Celestial Navigation.
Rice6 Rice +1 Food Farm +1 Food with Farms, harvest for 34 food (Pottery). +1 Food with Water Mill.
Sheep6 Sheep +1 Food Pasture +1 Production with Pasture, Harvest at Animal Husbandry.
Stone6 Stone +1 Production Quarry +1 Production from Quarry, Harvest at Masonry
Wheat6 Wheat +1 Food Farm +1 Production from Farms, Harvest at Pottery.

+1 Food with Water Mill.

Strategic ResourcesEdit

Strategic resources are those that are important from a military standpoint. They also provide improvement to tile yields, but when improved they provide access to resources that allow you to build certain units (e.g. Horses are needed to produce Horsemen and Iron is needed to produce Swordsmen).

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 won't need Encampment anymore to produce Swordsmen in a city, for example.

Resource Enables Base Yield Modifier Improvement Notes
Horses Horseman, Cavalry +1 Production +1 Food Pasture Tech not required to see, +1 Production with Pastures. Need 2 Horses to build Cavalry (only 1 with Encampment)
Iron Knight, Swordsman +1 Science Mine Revealed by Bronze Working, +1 Production from Mines
Niter Musketmen, Bombard +1 Production +1 Food Mine Revealed by Gunpowder
Coal Ironclad, Battleships +2 Production Mine Revealed by Steam Power
Oil Tanks +3 Production Oil Well, Offshore Platform Revealed by Combustion
Aluminium Modern Era Planes +1 Science Mine Revealed by Advanced Flight
Uranium Nuclear Devices +2 Production Mine Revealed by Nuclear Fission
Antiquity Site Artifacts Land Revealed by Natural History, found by Archaeologists and produces Artifacts.
Shipwreck Artifacts Sea Revealed by Cultural Heritage, found by Archaeologists and produces Artifacts.

Luxury ResourcesEdit

Luxury resources are commodities highly prized by citizens, and thus help increase their happiness by granting Amenities6 Amenities. Most luxuries are accessible from the terrain, 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 only granted by activating certain Great People!

Each Luxury resource provides +1 Amenities for the 4 cities that need it the most. Of courseLuxuries may always be traded to other civs.

Luxury resource source 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 tiles quite valuable.

Resource Base Yield Modifier Improvement Notes
Cinnamon Suzerainty with Zanzibar
Citrus6 Citrus +2 Food Plantation +1 Gold with Plantation
Cloves Suzerainty with Zanzibar
Cocoa +3 Gold Plantation +1 Gold with Plantation
Coffee +1 Culture Plantation +1 Gold with Plantation
Cosmetics Merchant6 Helena Rubinstein
Cotton +3 Gold Plantation +1 Gold with Plantation
Dyes +1 Faith Plantation +1 Gold with Plantation
Furs +2 Gold Camp +1 Gold with Camp
Gems (Civ6) Diamonds +3 Gold Mine +1 Production from Mines
Gypsum +1 Production +1 Gold Mine +1 Production from Quarry
Incense +1 Faith Plantation +1 Gold from Plantation
Ivory +1 Production, +1 Gold Camp +1 Gold with Camp
Jade +1 Culture Mine +1 Production from Mine
Jeans Merchant6 Levi Strauss
Marble +1 Culture Quarry +1 Production from Quarry
Mercury6 Mercury +1 Science Mine +1 Production from Mines
Pearls +1 Faith Fishing Boats +1 food with Fishing Boat
Perfume Merchant6 Estée Lauder
Salt +1 Food, +1 Gold Mine +1 Production from Mines
Silk +1 Culture Plantation +1 Gold with Plantation
Silver6 Silver +3 Gold Mine +1 Production from Mines
Spices +2 Food Plantation +1 Gold with Plantation
Sugar +2 Food Plantation +1 Gold with Plantation
Tea +1 Science Plantation +1 Gold with Plantation
Tobacco +1 Faith Plantation +1 Gold with Plantation
Toys Merchant6 John Spilsbury
Truffles +3 Gold Camp +1 Gold with Camp
Whales +1 Gold Fishing Boats +1 food with Fishing Boat
Wine +1 Gold +1 Food Plantation +1 Gold with Plantation
Civilization VI [edit]

Lists
BeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsLeadersImprovementsPolicy CardsPromotionsResourcesTechnologiesTerrainUnitsWonders

Concepts
AgendaAmenitiesBarbariansBordersCityContinentCultureDiplomacyEspionageEureka MomentFaithFoodGoldGossipGovernmentGreat PeopleGreat WorksMapMovementProductionReligionScienceTourismTrade RoutesTileVictoryWarmongering

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

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