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Tile improvements are modifications on tiles created by units to improve tile yields, access resources, improve a civilization's defense, or provide infrastructure. They are the most common way for a civilization, apart from developing its cities, to ensure its advancement in the game.

Note that it is not necessarily better to improve every tile if you don't have the Citizen Population to work them all. Though some improvements can be built on appropriate terrain types without additional resources, it is wise prioritize the improvement of tiles with bonus, luxury, or strategic resources to gain access to those resources.

Basics[]

The vast majority of tile improvements are constructed and maintained by a new civilian unit: the Builder. However, there are some which are great engineering challenges, or are considered of particular importance for military purposes, and are thus entrusted to the more advanced Military Engineer. Some civilization-specific improvements, such as the Roman Fort and the , are exceptions, and are constructed by the civilization's unique unit (the Roman Legion and the Māori Toa, respectively).

Unlike buildings or districts, improvements are constructed in a single turn, but each construction consumes one Build charges (Civ6) build charge of the respective unit. Given that Builders and Military Engineers disappear after all their charges are spent, players are now forced to evaluate carefully what improvements to place, and when.

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

All tile improvements except Farms are unlocked by researching technologies (or in rare cases, civics). The Farm is considered the foundational 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. Improvements may not be constructed on tiles that already contain a District District (including a City Center) or wonder. Also, in most cases they cannot be constructed on tiles with removable features (Woods, Rainforest, or Marsh, which will have to be removed first), unless there is a resource present which is accessed through this improvement.

Like districts, some improvements gain an adjacency bonus for being built next to certain types of terrain, other improvements, resources, or wonders.

You can always replace improvements later if you decide you can use their tile in a better way. Remember that, unlike District Districts and wonders, they are non-permanent - they can be removed, which takes a single action of a Builder and doesn't consume a Build charges (Civ6) build charge. Other units with Build charges (Civ6) build charges may also remove any type of improvement for free.

Like districts, improvements can be pillaged by hostile forces such as Barbarians. Pillaged improvements cease to function until a Builder repairs them (which doesn't consume a Build charges (Civ6) build charge). Mostly, pillaging an improvement heals the unit or awards its owner with Gold Gold or Faith Faith; pillaging a road awards no spoils.

In Gathering Storm, disasters may also pillage improvements, or even remove them from the tile outright.

Accessing resources via improvements[]

Besides tile yield boosts, the most important function of an improvement, when built on a strategic or luxury resource, is to grant your civilization access to this resource's special function. For the former, it means the ability to build specific military units (or, in some cases, use it to generate Power Power in Gathering Storm); for the latter, it means additional Amenities Amenities for your empire. In both cases you will be able to also trade these resources with other players.

Note that each specific resource requires a certain tile improvement to access. For example, Iron Iron can only be accessed with a Mine, while Cotton Cotton requires a Plantation. This detail is usually a no-brainer, since the game doesn't let your Builder construct anything but the required improvement when on a resource tile. The situation is different, however, when it comes to strategic resources which you have recently revealed by researching a new tech, and which turn out to be in a tile with a different type of improvement already constructed on it. In this case, you won't gain access to this resource's special function until you remove the existing improvement and replace it with the correct one.

Housing from tile improvements[]

There are several tile improvements which also provide Housing Housing, one of the new features in Civilization VI. The most common ones to do this are the Farm, the Pasture, the Camp, Fishing Boats, and the Plantation, besides other special improvements. All of them serve as alternatives to city Housing Housing, and besides their yield boosts provide 0.5 Housing Housing each to the city owning them. Thus, a city controlling land suitable for building these improvements has an alternative source of Housing Housing for its farmers, ranchers, hunters, and fishermen, and is able to grow its Citizen Population faster.

Tiles do not need to be worked in order to supply Housing Housing to their cities. Tile improvements that are built outside the workable (3-hex) range will supply Housing Housing if they are unique but will not if they are standard.

Technological development and many special improvements grant access to even more improvements, providing additional Housing Housing. Pay attention to descriptions as you advance and use these new opportunities!

Power from tile improvements[]

Gathering Storm introduces a new game mechanic called Power Power, and there are several late game improvements which can provide it: Wind Farms, Solar Farms, Offshore Wind Farms, and Geothermal Plants. They are all sustainable energy alternatives to the traditional Power Plants, which consume Coal Coal, Oil Oil, and Uranium Uranium to power your cities. The good news is that collectively, all of these improvements can be constructed on practically any terrain (Solar Farms on flat tiles, Wind Farms on Hills tiles, Offshore Wind Farms on Coast tiles); Geothermal Plants are more restricted and can be constructed only on Geothermal Fissures. These can make good use of all these tiles in your territory you can't otherwise take advantage of, while traditional sources of Power Power must be constructed in districts. For more info, head here.

Special improvements[]

There are certain improvements which may only be constructed under special circumstances. Excluding the Governor-specific improvements, they can be divided in two groups:

  • City-state specific improvements, which become available to the Suzerain of a particular city-state.
  • Civilization specific improvements, available only to specific civilizations.

These improvements do not replace generic ones - they are available as extra options and may often be built on terrain which can otherwise accept no standard improvement. Special improvements are not used to connect resources and, unless otherwise noted, cannot be built on tiles that contain Woods, Rainforest, or Marsh.

Note, however, that once constructed these improvements will continue functioning even if the necessary conditions for their placement have vanished - for example, if you're no longer the Suzerain of the relevant city-state, if that city-state doesn't exist anymore (has been conquered and thus had its special functions extinguished), or if Liang is removed from the city.

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

Improvements' adjacency bonuses[]

Many improvements also enjoy adjacency bonuses: the first and most important one of them is the Farm, which gets additional Food Food for other nearby Farms; but many unique improvements also get diverse bonuses from nearby terrain, features, or other improvements. Read improvement descriptions carefully and plan accordingly to make the best use of your space!

Some improvements also grant adjacency bonuses to nearby tiles. For example, the City Park enhances nearby tiles' Appeal rating by 2.

List of tile improvements[]

Roads[]

Roads are a special type of improvement that connect cities and districts and expedite overland travel. Roads may not be built by Builders; aside from Traders, which build roads as they establish Trade Route Trade Routes, only Military Engineers 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 Movement cost. Roads within city borders will upgrade automatically; those outside must be repaved by Traders.

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

Related achievements[]

If You Build It, They Will Come
If You Build It, They Will Come
Have 6 Improvements at one time.
A quote from Field of Dreams, a 1989 film in which a farmer builds a baseball diamond in his cornfield.

See also[]

Civilization VI Improvements [edit]
Standard AirstripCampFarmFishing BoatsFortGeothermal Plant GS-OnlyLumber MillMineMissile SiloMountain Tunnel GS-OnlyNational ParkOffshore Oil RigOffshore Wind Farm GS-OnlyOil WellPasturePlantationQuarryRailroad GS-OnlySeaside ResortSeastead GS-OnlySki Resort GS-OnlySolar Farm GS-OnlyWind Farm GS-Only
Unique ChâteauChemamull R&F-OnlyFeitoria1Golf Course R&F-OnlyGreat WallHacienda1Ice Hockey Rink GS-OnlyKampung1KurganMekewap R&F-OnlyMissionNubian Pyramid1Open-Air Museum GS-OnlyOutback Station1 GS-OnlyPairidaeza1Polder R&F-OnlyQhapaq Ñan GS-OnlyRock-Hewn Church1Roman FortSphinxStepwellTerrace Farm GS-OnlyZiggurat
City-state Alcázar1Batey1Cahokia Mounds GS-OnlyColossal HeadsMahavihara1Moai GS-OnlyMonastery1Nazca Line GS-OnlyTrading Dome1
Governor R&F-Only City Park R&F-OnlyFishery R&F-Only
Modes only Barricade4Corporation3Industry3Modernized Trap4Reinforced Barricade4Trap4Vampire Castle2
1 Requires DLC2 Secret Societies mode only • 3 Monopolies and Corporations mode only • 4 Zombie Defense mode only

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

Civilization VI [edit]
Rise and FallGathering StormNew Frontier PassLeader Pass
Lists
Concepts
Miscellaneous
R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.
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