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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 does not consume any charges. Removing features from the map, such as Stone or Woods, does consume a charge, however.

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. Floodplains cannot support any improvements except Farms and certain unique improvements (see below). Improvements 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.

Special Improvements Edit

There are certain improvements which may only be constructed under special circumstances. These include the Colossal Heads, which may only be constructed if you're the Suzerain of the La Venta city-state; and the Fishery, which may only be constructed in the territory of a city where a particular Governor is stationed currently, and only after she acquires a certain title (see below).

Note, however, that once constructed these improvements will continue functioning even though the necessary conditions for their placement have vanished (e.g. if Liang is removed from the city later, the Fishery will continue functioning normally).

On that note, the Seaside Resort will continue functioning even if the Appeal of its tile falls bellow 4 - the only effect will be the diminishment of its Civ6Gold Gold and Tourism6 Tourism yield.

List of Tile ImprovementsEdit

Standard ImprovementsEdit

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

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

Wheat6 Wheat, Rice6 Rice +1 Civ6Food Food

+0.5 Housing6 Housing
+1 Civ6Food Food for every adjacent Farm when 3 Farms are adjacent to each other (Feudalism)
+1 Civ6Food Food for every adjacent Farm improvement (Replaceable Parts)

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

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

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

+2 Civ6Gold Gold (Banking)
+1 Civ6Production Production (Rocketry)

Plantation (Civ6) Plantation Irrigation Only on resource Bananas (Civ6) Bananas, Citrus6 Citrus, Cocoa (Civ6) Cocoa, Coffee (Civ6) Coffee, Cotton (Civ6) Cotton, Dyes (Civ6) Dyes, Silk (Civ6) Silk, Sugar (Civ6) Sugar, Tea (Civ6) Tea, Tobacco (Civ6) Tobacco, Wine (Civ6) Wine, Olives (Civ6) Olives +2 Civ6Gold Gold

+0.5 Housing6 Housing
+1 Civ6Food Food (Scientific Theory)
+2 Civ6Gold Gold (Globalization)

Camp (Civ6) Camp Animal Husbandry Only on resource Deer (Civ6) Deer, Furs (Civ6) Furs, Ivory (Civ6) Ivory, Truffles (Civ6) Truffles +1 Civ6Gold Gold

+0.5 Housing6 Housing
+1 Civ6Production Production (Mercantilism)
+1 Civ6Gold Gold (Synthetic Materials)

Pasture (Civ6) Pasture Animal Husbandry Only on resource Sheep6 Sheep, Horses (Civ6) Horses, Cattle6 Cattle +1 Civ6Production Production

+0.5 Housing6 Housing
+1 Civ6Food Food (Exploration)
+1 Civ6Production Production (Robotics)

Fishing Boats (Civ6) Fishing Boats Sailing Only on resource Fish (Civ6) Fish, Crabs (Civ6) Crabs, Whales (Civ6) Whales, Pearls (Civ6) Pearls, Amber (Civ6) Amber, Turtles (Civ6) Turtles +1 Civ6Food Food

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

Built by Military Engineer.

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 (4+) 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 (Civ6) Oil +2 Civ6Production Production
Missile Silo (Civ6) Missile Silo Rocketry Only on flat land +1 Missile Capacity

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

Offshore Oil Rig (Civ6) Offshore Oil Rig Plastics Only on sea tiles with Oil resource Oil (Civ6) Oil +2 Civ6Production Production

RoadsEdit

Main article: Roads (Civ6)

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 Speed
Ancient Roads Ancient 1 Civ6Movement Movement. No movement penalties for terrain.
Classical Roads Classical 1 Civ6Movement Movement. Adds bridges over Rivers.
Industrial Roads Industrial 0.75 Civ6Movement Movement.
Modern Roads Modern 0.5 Civ6Movement Movement.

Unique ImprovementsEdit

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

Unless otherwise noted, unique improvements cannot be built on tiles that contain woods or rainforest.

Name Civilization Technology/Civic Restrictions Base Yield Modifier & Notes
Alcázar (Civ6) Alcázar Granada Suzerainty bonus Cannot be adjacent to another Alcázar +2 Civ6Culture Culture

Occupying unit receives +4 Civ6StrengthIcon Defense Strength and 2 turns of fortification.

Château (Civ6) Château France Humanism Must be next to river +2 Civ6Culture Culture

+1 Appeal to adjacent tiles
+2 Civ6Culture Culture if adjacent to a Wonder
+1 Civ6Gold Gold if adjacent to a luxury resource

Chemamull (Civ6) Chemamull R&F-Only Mapuche Craftsmanship Minimum Appeal of Breathtaking (4+) Provides Civ6Culture Culture equal to 75% of its tile's Appeal.
Colossal Heads (Civ6) Colossal Heads La Venta Suzerainty bonus +2 Civ6Faith Faith

+1 Civ6Faith Faith for every 2 adjacent woods or rainforest
+1 Civ6Culture Culture (Humanism)

Roman Fort (Civ6) Roman Fort Rome Iron Working Occupying unit receives +4 Defense Strength and 2 turns of fortification.

(Same as standard Fort, but available earlier.)
Built by Roman Legion.

Golf Course (Civ6) Golf Course R&F-Only Scotland Reformed Church Cannot be built on desert or desert hills +1 Amenities6 Amenity

+2 Civ6Gold Gold
+1 Appeal to adjacent tiles
+1 Civ6Culture Culture if adjacent to a City Center
+1 Civ6Culture Culture if adjacent to an Entertainment Complex
+1 Housing6 Housing (Globalization)
Tiles with Golf Courses cannot be swapped.

Great Wall (Civ6) Great Wall China Masonry Must be on territory border Occupying unit receives +4 Civ6StrengthIcon Defense Strength.

+1 Civ6Gold Gold for every adjacent Great Wall
+1 Civ6Culture Culture for every adjacent Great Wall (Castles)

Kampung (Civ6) Kampung* Indonesia Shipbuilding Must be adjacent to a coastal resource +1 Civ6Production Production

+1 Housing6 Housing
+1 Civ6Food Food for each adjacent Fishing Boat
+1 Housing6 Housing (Mass Production)
+1 Civ6Production Production (Civil Engineering)
+1 Tourism6 Tourism per bonus Civ6Food Food on tile (Flight)

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

+1 Civ6Gold Gold
+1 Civ6Faith Faith for every adjacent Pasture
+1 Civ6Gold Gold (Guilds)
+1 Civ6Gold Gold (Capitalism)

Mekewap (Civ6) Mekewap R&F-Only Cree Pottery Must be built adjacent to a Bonus or Luxury Resource and cannot be adjacent to another Mekewap +1 Civ6Production Production

+1 Housing6 Housing
+1 Civ6Gold Gold for every adjacent Luxury Resource
+1 Civ6Food Food for every two adjacent Bonus Resources
+1 additional Civ6Food Food for every adjacent Bonus Resource (Conservation)
+1 additional Civ6Gold Gold for every two adjacent Luxury Resources (Cartography)
+1 additional Civ6Production Production and Housing6 Housing (Civil Service)

Mission (Civ6) Mission Spain Exploration +2 Civ6Faith Faith

+2 Civ6Faith Faith when built on a foreign continent
+2 Civ6Science Science if adjacent to a Campus
+2 Civ6Science Science (Cultural Heritage)

Monastery (Civ6) Monastery Armagh Suzerainty bonus Cannot be built adjacent to another Monastery +2 Civ6Faith Faith

Provides +15 HP healing every turn for friendly religious units.

Nubian Pyramid (Civ6) Nubian Pyramid* Nubia Masonry Must be built on desert or floodplains +1 Civ6Faith Faith

+1 Civ6Food Food if adjacent to a City Center
+1 Civ6Science Science if adjacent to a Campus
+1 Civ6Gold Gold if adjacent to a Commercial Hub
+1 Civ6Gold Gold if adjacent to a Harbor
+1 Civ6Faith Faith if adjacent to a Holy Site
+1 Civ6Production Production if adjacent to an Industrial Zone
+1 Civ6Culture Culture if adjacent to a Theater Square

Outback Station (Civ6) Outback Station* Australia Guilds Cannot be built on snow, tundra, grassland hills, or plains hills +1 Civ6Food Food

+1 Civ6Production Production
+0.5 Housing6 Housing
+1 Civ6Food Food for every adjacent Pasture
+1 Civ6Production Production for every 2 adjacent Outback Stations (Steam Power)
+1 Civ6Food Food for every 2 adjacent Outback Stations (Rapid Deployment)

Pairidaeza (Civ6) Pairidaeza* Persia Early Empire Cannot be built on snow or tundra and cannot be adjacent to another Pairidaeza +1 Civ6Culture Culture

+2 Civ6Gold Gold
+2 Appeal to adjacent tiles
+1 Civ6Culture Culture (Diplomatic Service)
+1 Civ6Culture Culture for every adjacent Theater Square or Holy Site
+1 Civ6Gold Gold for every adjacent City Center or Commercial Hub

Polder (Civ6) Polder R&F-Only Netherlands Guilds Must be built on coast or lake with at least three adjacent land tiles +1 Civ6Food Food

+1 Civ6Food Food for every adjacent Polder
+1 Civ6Production Production
+0.5 Housing6 Housing
+4 Civ6Gold Gold (Civil Engineering)
+2 additional Civ6Food Food and +1 additional Civ6Production Production (Replaceable Parts)
Increases Civ6Movement Movement cost of tile to 3.

Sphinx (Civ6) Sphinx Egypt Craftsmanship Can be built on floodplains

Cannot be built adjacent to another Sphinx

+1 Civ6Culture Culture, +1 Civ6Faith Faith

+1 Appeal to adjacent tiles
+1 Civ6Culture Culture (Natural History)
+2 Civ6Faith Faith if adjacent to a Wonder

Stepwell (Civ6) Stepwell India Irrigation Cannot be built on hills or adjacent to another Stepwell +1 Civ6Food Food

+1 Housing6 Housing
+1 Civ6Food Food if adjacent to a Farm
+1 Civ6Faith Faith if adjacent to a Holy Site
+1 Civ6Faith Faith (Feudalism)
+1 Civ6Food Food (Professional Sports)
+1 Housing6 Housing (Sanitation)

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

+1 Civ6Culture Culture (Natural History)
+1 Civ6Culture Culture when next to a river

* This improvement belongs to a DLC civilization.
R&F-Only Added in the Rise and Fall expansion pack.

Governor ImprovementsR&F-OnlyEdit

Governor improvements are a new type of tile improvement introduced in Rise and Fall. They can be built in any city to which a Surveyor Governor with the requisite title has been assigned.

Name Title Restrictions Base Yield Modifier & Notes
City Park (Civ6) City Park Parks and Recreation Cannot be built adjacent to another City Park +2 Appeal to adjacent tiles

+1 Civ6Culture Culture
+1 Amenities6 Amenity if adjacent to water

Fishery (Civ6) Fishery Aquaculture Must be built on coast +1 Civ6Food Food

+1 additional Civ6Food Food if adjacent to a sea resource

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]
Rise and FallGathering Storm

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

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFutureGS-Only

Concepts
AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) CombatDiplomacy (EmergenciesR&F-OnlyGossipGrievancesGS-Only WarmongeringWorld CongressGS-Only) Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

Statistics
Civ6Culture CultureCiv6Faith FaithTemplate:Favour6GS-OnlyCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.