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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.

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 Amenities6 Amenities for your civilization.

All resources may be improved via tile improvements, which are also 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 (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
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 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 resources are hidden in the beginning of the game (meaning they do not appear on the map), with the exception of Horses. You need to develop technologies to reveal each resource. Note that you can place Districts and Wonders on tiles which will in the future turn out to contain a resource (you can also found Cities)! In such case, upon discovering the relevant technology, you will gain use of the resource, as if it were already improved. If, however, there is a Tile Improvement there, you will need to remove it and build the right one.

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 on 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 Artifacts.
Shipwreck (Civ6) Shipwreck Artifacts Sea Revealed by Cultural Heritage. Located on coastal tiles only, it may be developed by Archaeologists to 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 Amenities6 Amenities for the 4 cities that need it the most. Of course, luxuries 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 (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
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
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
AmenitiesBarbariansCityCombatContinentDiplomacy (Gossip, Warmongering) • EspionageEureka MomentGovernmentGreat PeopleGreat WorksMap (Borders) • MovementReligionTrade RoutesTileVictory

Statistics
Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

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