Tile improvements are modifications on tiles created by Builders to improve tile yields, gain resources, or provide infrastructure.
Basics
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. Constructing an improvement consumes one Builder or Engineer 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.
Tile Improvements providing Housing
There are several tile improvements which are connected with Housing Housing, one of the new features in Civilization VI. They are the Farm, the Pasture, the Camp and Fishing Boats. All of them serve as alternatives to city Housing, and besides their yield boosts provide 0.5 Housing each to the city working them. Thus, a city controlling land suitable for building these improvements has an alternative source of Housing Housing - rural housing areas for the farmers, and is able to grow its Population faster.
List of Tile Improvements
Standard Improvements
Name | Technology/Civic | Terrain | Resource | Base Yield Modifier & Notes |
---|---|---|---|---|
Farm | Grasslands, Plains, or Resource.
Can build Farms on Grassland Hills and Plains Hills with Civil Engineering. |
Wheat Wheat
Rice Rice |
+1 Food Adds 0.5 Housing Housing +1 Food for each adjacent Farm when 3 Farms are adjacent to each other (Feudalism), | |
Mine | Mining | Hills or Resource | Copper, Diamonds Diamonds, Iron, Mercury Mercury, Niter, Coal, Aluminum, Uranium | +1 Production
+1 Production (Apprenticeship), |
Quarry | Mining | Only on Resource | Stone Stone, Marble, Gypsum | +1 Production
+1 Gold (Banking), |
Plantation | Irrigation | Only on Resource | Bananas, Citrus Citrus, Cocoa, Coffee, Cotton, Dyes, Silk, Sugar, Tea, Tobacco, Wine | +1 Gold Adds 0.5 Housing Housing +1 Food Food (Scientific Theory), |
Camp | Animal Husbandry | Only on Resource | Deer, Fur, Ivory, Truffles | +1 Gold Adds 0.5 Housing Housing +1 Production (Mercantilism), |
Pasture | Animal Husbandry | Only on Resource | Sheep Sheep, Horses, Cattle Cattle | +1 Production Adds 0.5 Housing Housing +1 Food (Exploration), |
Fishing Boats | Sailing | Only on Resource | Fish, Crabs, Whales, Pearls | +1 Food Adds 0.5 Housing Housing +1 Gold (Cartography), |
Lumber Mill | Machinery | Only on Woods feature | Woods | +1 Production
+1 Production if adjacent to River, |
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 | Flight | Flat Terrain | +3 Aircraft Capacity
Built by Military Engineer. | |
Seaside Resort | Radio | Coastal Desert,
Coastal Plains, |
Minimum Appeal of "Breathtaking" | Provides double the tile's Appeal in Tourism.
Double Tourism Output from Cristo Redentor. Also provides the tile's Appeal in Gold |
Oil Well | Combustion | Only on Land Tiles with Oil resource | Oil | +2 Production |
Missile Silo | Rocketry | +1 Missile Capacity
Built by Military Engineer, Acts as launch site for Nuclear and Thermonuclear Devices | ||
Offshore Oil Rig | Plastics | Only on Sea Tiles with Oil resource | Oil | +2 Production |
Roads
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 trade routes, only the Military Engineer and Legion 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 Improvements
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 |
---|---|---|---|---|
Alcazar | Granada | Suzerainty bonus | Any terrain | +2 Culture
|
Chateau | France | Must be next to river | +1 Culture (additional +1 if adjacent to a Wonder)
| |
Colossal Heads | La Venta | Suzerainty bonus | Any terrain | +2 Faith |
Great Wall | China | Masonry | Must be on city border | Defense boost |
Kurgan | Scythia | Animal Husbandry | Cannot be built on hills | +1 Faith, +1 Gold |
Mission | Spain | Exploration | +1 Faith
| |
Monastery | Armagh | Suzerainty bonus | Any terrain | +2 Faith |
Sphinx | Egypt | Crafsmanship | Any terrain | +1 Culture, +1 Faith |
Stepwell | India | Irrigation | +1 Food, +1 Housing Housing
| |
Ziggurat | Sumeria | Cannot be built on hills | +2 Science
|
National Parks
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. For more info on them go here.
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
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Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |