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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 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 Housing - rural housing areas for the farmers, and is able to grow its Citizen Population faster.

List of Tile Improvements

Standard Improvements

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

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

Wheat Wheat Wheat

Rice Rice Rice

+1 Food Food
Adds 0.5 Housing Housing Housing

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

Mine Mine Mining Hills or Resource Copper, Diamonds Diamonds Diamonds, Iron, Mercury Mercury Mercury, Niter, Coal, Aluminum, Uranium +1 Production Production

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

Quarry Quarry Mining Only on Resource Stone Stone Stone, Marble, Gypsum +1 Production Production

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

Plantation Plantation Irrigation Only on Resource Bananas, Citrus Citrus Citrus, Cocoa, Coffee, Cotton, Dyes, Silk, Sugar, Tea, Tobacco, Wine +1 Gold Gold
Adds 0.5 Housing Housing Housing

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

Camp Camp Animal Husbandry Only on Resource Deer, Fur, Ivory, Truffles +1 Gold Gold
Adds 0.5 Housing Housing Housing

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

Pasture Pasture Animal Husbandry Only on Resource Sheep Sheep Sheep, Horses, Cattle Cattle Cattle +1 Production Production
Adds 0.5 Housing Housing Housing

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

Fishing Boats Fishing Boats Sailing Only on Resource Fish, Crabs, Whales, Pearls +1 Food Food
Adds 0.5 Housing Housing Housing

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

Lumber Mill Lumber Mill Machinery Only on Woods feature Woods +1 Production Production

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

Fort 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 Airstrip Flight Flat Terrain +3 Aircraft Capacity

Built by Military Engineer.

Seaside Resort Seaside Resort Radio Coastal Desert,

Coastal Plains,
Coastal Grassland

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

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

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

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

Offshore Oil Rig Offshore Oil Rig Plastics Only on Sea Tiles with Oil resource Oil +2 Production 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 Culture


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

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


+1 Gold Gold if adjacent to a luxury resource

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


+1 Culture Culture, +1 Gold Gold, and +1 Tourism Tourism

Kurgan Kurgan Scythia Animal Husbandry Cannot be built on hills +1 Faith Faith, +1 Gold Gold


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

Mission Mission Spain Exploration +1 Faith Faith


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

Monastery Monastery Armagh Suzerainty bonus Any terrain +2 Faith Faith
Sphinx Sphinx Egypt Crafsmanship Any terrain +1 Culture Culture, +1 Faith Faith


+2 Faith Faith for each adjacent Wonder

Stepwell Stepwell India Irrigation +1 Food Food, +1 Housing Housing Housing


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

Ziggurat Ziggurat Sumeria Cannot be built on hills +2 Science Science


+1 Culture Culture when next to river

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]
Rise and FallGathering StormNew Frontier PassLeader Pass
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R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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