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Tile improvements are modifications on tiles created by units to improve tile yields, gain resources, improve a civilization's defense, or provide infrastructure.

Basics Edit

Although most improvements are constructed by Builders, there are some which are considered of particular importance for military purposes, and are thus entrusted to the Military Engineer. (The Roman Fort is an exception here - it can only be built by a Roman Legion.) Constructing an improvement consumes one build charge. Improvements may also be removed, which also consumes one charge.

In most cases, tile improvements may only be built within a civilization's territory or in a City-State when the player is the Suzerain. All of the Military Engineer's improvements save the Missile Silo are exceptions to this rule, and may also be constructed on neutral terrain.

All tile improvements except Farms are unlocked by researching technologies. The Farm is considered the primordial improvement learned when your tribe developed Agriculture and thus jumped the gap from the life of the hunter-gatherer to civilized life.

Tile improvements may only be constructed on certain types of terrain, or on resources. They may not be constructed on tiles that already contain a city district or wonder. Like districts, some improvements gain an adjacency bonus for being built next to certain types of terrain, other improvements, resources, or wonders.

Like districts, improvements may be pillaged by hostile forces such as Barbarians. A Builder will have to repair them before they can regain their functions; this action doesn't consume a charge.

Housing from Tile Improvements Edit

There are several tile improvements which are connected with Housing6 Housing, one of the new features in Civilization VI. They are the Farm, the Pasture, the Camp, Fishing Boats, and the Plantation. All of them serve as alternatives to city Housing6 Housing, and besides their yield boosts provide 0.5 Housing6 Housing each to the city working them. Thus, a city controlling land suitable for building these improvements has an alternative source of Housing6 Housing for its farmers, ranchers, hunters, and fishermen, and is able to grow its Citizen6 Population faster.

List of Tile ImprovementsEdit

Standard ImprovementsEdit

Name Technology/Civic Terrain Resource Base Yield Modifier & Notes
Farm (Civ6) Farm Grasslands, Plains, or Resource.

Can build Farms on Grassland Hills and Plains Hills with Civil Engineering.

Wheat6 Wheat

Rice6 Rice

+1 Civ6Food Food
Adds 0.5 Housing6 Housing

+1 Civ6Food Food for each adjacent Farm when 3 Farms are adjacent to each other (Feudalism),
+1 Civ6Food Food for each adjacent Farm improvement (Replaceable Parts).

Mine (Civ6) Mine Mining Hills or Resource Copper, Gems (Civ6) Diamonds, Iron, Mercury6 Mercury, Niter, Coal, Aluminum, Uranium +1 Civ6Production Production

+1 Civ6Production Production (Apprenticeship),
+1 Civ6Production Production (Industrialization).

Quarry (Civ6) Quarry Mining Only on Resource Stone6 Stone, Marble, Gypsum +1 Civ6Production Production

+1 Civ6Gold Gold (Banking),
+1 Civ6Production Production (Rocketry)

Plantation (Civ6) Plantation Irrigation Only on Resource Bananas, Citrus6 Citrus, Cocoa, Coffee, Cotton, Dyes, Silk, Sugar, Tea, Tobacco, Wine +1 Civ6Gold Gold
Adds 0.5 Housing6 Housing

+1 Civ6Food Food Food (Scientific Theory),
+1 Civ6Gold Gold (Globalization).

Camp (Civ6) Camp Animal Husbandry Only on Resource Deer, Fur, Ivory, Truffles +1 Civ6Gold Gold
Adds 0.5 Housing6 Housing

+1 Civ6Production Production (Mercantilism),
+1 Civ6Gold Gold (Synthetic Materials)

Pasture (Civ6) Pasture Animal Husbandry Only on Resource Sheep6 Sheep, Horses, Cattle6 Cattle +1 Civ6Production Production
Adds 0.5 Housing6 Housing

+1 Civ6Food Food (Exploration),
+1 Civ6Production Production (Robotics).

Fishing Boats (Civ6) Fishing Boats Sailing Only on Resource Fish, Crabs, Whales, Pearls +1 Civ6Food Food
Adds 0.5 Housing6 Housing

+1 Civ6Gold Gold (Cartography),
+1 Civ6Food Food (Plastics)

Lumber Mill (Civ6) Lumber Mill Machinery Only on Woods feature Woods +1 Civ6Production Production

+1 Civ6Production Production if adjacent to River,
+1 Civ6Production Production (Steel).

Fort (Civ6) Fort Siege Tactics Occupying unit receives +4 Defense Strength and 2 turns of fortification.

May also be built by a Military Engineer or a Roman Legion.

Airstrip (Civ6) Airstrip Flight Flat Terrain +3 Aircraft Capacity

Built by Military Engineer.

Seaside Resort (Civ6) Seaside Resort Radio Coastal Desert,

Coastal Plains,
Coastal Grassland

Minimum Appeal of "Breathtaking" Provides double the tile's Appeal in Tourism6 Tourism.

Double Tourism6 Tourism Output from Cristo Redentor. Also provides the tile's Appeal in Civ6Gold Gold

Oil Well (Civ6) Oil Well Combustion Only on Land Tiles with Oil resource Oil +2 Civ6Production Production
Missile Silo (Civ6) Missile Silo Rocketry +1 Missile Capacity

Built by Military Engineer, Acts as launch site for Nuclear and Thermonuclear Devices

Offshore Oil Rig (Civ6) Offshore Oil Rig Plastics Only on Sea Tiles with Oil resource Oil +2 Civ6Production Production


Roads are a special type of improvement connecting cities and districts, and providing faster land travelling. Roads may not be built by Builders; aside from Traders, which build roads as they establish TradeRoute6 Trade Routes, only the Military Engineer unit can build roads. Every district and wonder automatically creates a road on its tile, which remains even if the feature is pillaged or the city is razed.

Roads themselves can be manually pillaged by a marauding combat unit.

In later eras, roads will upgrade with technology reducing movement cost. Roads within city borders will upgrade automatically; those outside must be repaved by Traders.

Name Era Notes
Ancient Roads Ancient No movement penalties for terrain
Classical Roads Classical Adds bridges over rivers
Industrial Roads Industrial 0.75 movement speed cost
Modern Roads Modern 0.50 movement speed cost

Unique Tile ImprovementsEdit

These improvements are only available to certain civilizations, but do not replace a generic one. They are not used to connect resources.

Name Civilization Technology/Civic Terrain Base Yield Modifier & Notes
Alcázar Granada Suzerainty bonus Any terrain +2 Civ6Culture Culture

Occupying unit receives +4 Defense Strength and 2 turns of fortification.

Chateau (Civ6) Chateau France Must be next to river +1 Civ6Culture Culture (additional +1 if adjacent to a Wonder)

+1 Civ6Gold Gold if adjacent to a luxury resource

Colossal Heads (Civ6) Colossal Heads La Venta Suzerainty bonus Any terrain +2 Civ6Faith Faith
Great Wall (Civ6) Great Wall China Masonry Must be on city border Defense boost

+1 Civ6Culture Culture, +1 Civ6Gold Gold, and +1 Tourism6 Tourism

Kurgan (Civ6) Kurgan Scythia Animal Husbandry Cannot be built on hills +1 Civ6Faith Faith, +1 Civ6Gold Gold

+1 Civ6Faith Faith and +1 Civ6Gold Gold for each adjacent Pasture

Mission (Civ6) Mission Spain Exploration +1 Civ6Faith Faith

+1 Civ6Faith Faith when built on foreign continent
+1 Civ6Science Science if adjacent to a Campus

Monastery Armagh Suzerainty bonus Any terrain +2 Civ6Faith Faith
Sphinx (Civ6) Sphinx Egypt Crafsmanship Any terrain +1 Civ6Culture Culture, +1 Civ6Faith Faith

+2 Civ6Faith Faith for each adjacent Wonder

Stepwell (Civ6) Stepwell India Irrigation +1 Civ6Food Food, +1 Housing6 Housing

+1 Civ6Food Food for each adjacent Farm
+1 Civ6Faith Faith if adjacent to a Holy Site

Ziggurat (Civ6) Ziggurat Sumeria Cannot be built on hills +2 Civ6Science Science

+1 Civ6Culture Culture when next to river

National ParksEdit

Main article: National Park (Civ6)

National Parks are not tile improvements per se. They can only be created by Naturalists by designating the tiles which are to form part of the National Park. The Naturalist is consumed after this action.

Civilization VI [edit]

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