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.
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 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 ( Production, Food, etc.), the ability to produce new military units, and extra Amenities for your civilization.
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 resources are the most frequently found type of resource, and the most versatile in a strategic sense. They provide bonus Food, Production, or 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 Food, +25 Production, or +50 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 so city districts or Wonders can be 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 Food, Production or even Gold!
|Resource||Base Yield Modifier||Improvement||Notes|
|Bananas||+1 Food||Plantation||Harvest with Irrigation.|
|Copper||+2 Gold||Mine||Harvest with Mining.|
|Cattle||+1 Food||Pasture||Harvest with Animal Husbandry|
|Crabs||+2 Gold||Fishing Boat||Harvest with Celestial Navigation|
|Deer||+1 Production||Camp||Harvest with Animal Husbandry|
|Fish||+1 Food||Fishing Boats||Harvest with Celestial Navigation|
|Rice||+1 Food||Farm||Harvest with Pottery. +1 Food with Water Mill|
|Sheep||+1 Food||Pasture||Harvest with Animal Husbandry|
|Stone||+1 Production||Quarry||Harvest with Masonry. +2 Faith with Quarry and Stone Circles|
|Wheat||+1 Food||Farm||Harvest with Pottery. +1 Food with Water Mill|
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||Horseman, Cavalry||+1 Production, +1 Food||Pasture||Tech not required to see. Found on flatland Grassland and Plains.|
|Iron||Knight, Swordsman||+1 Science||Mine||Revealed by Bronze Working. Found on Hills.|
|Niter||Musketman, Bombard||+1 Production, +1 Food||Mine||Revealed by Gunpowder. Found on flatland only.|
|Coal||Ironclad, Battleship||+2 Production||Mine||Revealed by Steam Power. Found on Hills.|
|Oil||Tank, Aircraft Carrier||+3 Production||Oil Well, Offshore Platform||Revealed by Combustion. Found both on land and at sea.|
|Aluminum||Modern Era Planes||+1 Science||Mine||Revealed by Advanced Flight. Found only in Desert.|
|Uranium||Nuclear Devices, Nuclear Submarines, Modern Armor||+2 Production||Mine||Revealed by Nuclear Fission. Found everywhere.|
|Antiquity Site||Artifacts||Land||Revealed by Natural History. It is located on land, and may be developed by Archaeologists to produce Artifacts.|
|Shipwreck||Artifacts||Sea||Revealed by Cultural Heritage. Located on water tiles only, it may be developed by Archaeologists to produce Artifacts.|
Luxury resources are commodities highly prized by citizens, and thus help increase their happiness by granting 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 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 Gold, Faith and Culture, which aren't normally found on any terrain, and makes these resources quite valuable.
|Resource||Base Yield Modifier||Improvement||Notes|
|Cinnamon||Suzerainty with Zanzibar|
|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|
|Cotton||+3 Gold||Plantation||+1 Gold with Plantation|
|Dyes||+1 Faith||Plantation||+1 Gold with Plantation|
|Furs||+2 Gold||Camp||+1 Gold with Camp|
|Diamonds||+3 Gold||Mine||+1 Production from Mines|
|Gypsum||+1 Production, +1 Gold||Mine||+1 Production from Quarry. +2 Faith with Quarry and Stone Circles|
|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|
|Marble||+1 Culture||Quarry||+1 Production from Quarry. +2 Faith with Quarry and Stone Circles|
|Mercury||+1 Science||Mine||+1 Production from Mines|
|Pearls||+1 Faith||Fishing Boats||+1 food with Fishing Boat|
|Salt||+1 Food, +1 Gold||Mine||+1 Production from Mines|
|Silk||+1 Culture||Plantation||+1 Gold with Plantation|
|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|
|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 |