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Revision as of 17:34, 19 May 2018

BackArrowGreen Back to Civilization V

Blue arrow right Go to the list of terrains
Blue arrow right Go to the list of resources


Tile improvements are buildings or installations constructed in terrain outside of cities, generally by Workers. Each improvement changes the properties of the tile where it's built, usually adding potential such as tile yields to it. Improvements are unlocked via certain technologies.

Improvements built on certain strategic and luxury resources are required for an empire to access the resources' special properties.

Mechanics

With the exception of Great Tile Improvements, most improvements can be built by a Worker (or a Work Boat at sea), given the appropriate technology and provided that the tile meets the requirements. Improvements remove forests and jungles unless otherwise specified (notably the Trading Post and Camp). Building with a Worker requires several turns, while the Work Boat finishes the improvement instantaneously.

Improvements are susceptible to pillaging by enemies, including Barbarians. When any improvement is pillaged, it will be inactive until repaired by a Worker (including Great Tile Improvements).

Improvement yields, (which includes both relevant increases depending on the resource, as well as bonuses from appropriate technologies such as Fertilizer), will be added to the base terrain yield combined with increased yields from the resource itself(yields provided "when worked by a city").

There are some improvements only available to certain civilizations. And finally, there are certain improvements that can only be built by using Great People. This article lists all improvements in Civilization V

Standard Improvements

These improvements can be built by a worker anywhere there is appropriate terrain. Some may also connect resources.

Tile improvements Built on Effect
Farm Farm Plains, Grassland, Desert
Hill and Tundra with fresh water
Bonuses: Wheat
+1 Food Food
+1 Food Food with Civil Service (fresh water)
+1 Food Food with Fertilizer (non-fresh water)
Fort Fort Plains, Grassland, Hill, Desert, Tundra, Snow +50% Defense
Lumber mill Lumber mill Forest +1 Production Production
+1 Production Production with Scientific Theory
Does not remove Forest
Mine Mine Hill
Strategics: Iron, Coal, Aluminum, Uranium
Luxuries: Gold, Silver, Copper, Gems, Salt
+1 Production Production
+1 Food Food on Salt Salt
+1 Production Production with Chemistry
+1 Production Production on Coal Coal Coal, Aluminum Aluminum Aluminum, Uranium Uranium Uranium
Trading post Trading post Plains, Grassland, Hill, Desert, Tundra +1 Gold Gold
+1 Gold Gold with Economics
+1 Gold Gold with Commerce policy finisher
+1 Science Science with Free Thought policy
Does not remove Forest or Jungle

Transportation Improvements

These improvements can be built on any passable land tile, including outside your own territory. They can be built alongside any other improvement, and do not remove forests or jungles.

Tile improvements Effect
Roads Roads -1 Gold Gold upkeep per turn
x2 movement speed (x3 with Machinery)
+1.25 Gold Gold per city population for a city connected to the Capital
Railroads Railroads -2 Gold Gold upkeep per turn
x3 movement speed to a minimum of 10
+25% Production Production bonus for a city connected to the Capital

Resource Improvements

These improvements can only be built on an appropriate resource. Both luxury and strategic resources will be connected. Mine excepted, these improvements are the only way to connect Luxuries.

Tile improvements Built on Effect
Camp Camp Bonuses: Deer, Bison
Luxuries: Furs, Truffles, Ivory
+1 Gold Gold on Luxuries
+1 Production Production on Deer, Bison
+1 Gold Gold with Economics
Does not remove Forest
Fishing boats Fishing boats Bonuses: Fish
Luxuries: Whales, Crabs, Pearls
+1 Food Food on Fish, Whales, Crabs
+1 Gold Gold on Pearls
+1 Gold Gold with Compass
Offshore platform Offshore platform
Oil well Oil well
Strategics: Oil +3 Production Production
Pasture Pasture Bonuses: Sheep, Cattle
Strategics: Horses
+1 Production Production on Horses, Cattle
+1 Food Food on Sheep
+1 Food Food with Fertilizer
Plantation Plantation Bonuses: Bananas
Luxuries: Incense, Wine, Cotton, Dyes, Sugar, Spices, Silk, Citrus, Cocoa
+1 Gold Gold on Luxuries
+2 Food Food, -1 Production Production on Bananas (must remove Jungle)
+1 Food Food with Fertilizer
Quarry Quarry Bonuses: Stone
Luxuries: Marble
+1 Production Production
+1 Production Production with Chemistry

Great Tile Improvements

These improvements are built by Great People, with the exception of the Landmark in Brave New World. All great tile improvements can be built on any passable land terrain type. With regards to resources, they will only connect any strategic resources on the tile. However, they do not get additional bonuses from technology, nor the type of strategic resource. They do not have any effect on luxuries nor bonus resources.

Great tile improvements Built by Effect
Academy Academy Great Scientist +8 Science Science
+2 Science Science with Scientific Theory
+2 Science Science with Atomic Theory
Citadel Citadel Great General +100% Defense
Damages all enemy units that end their turn adjacent 33% of their Health
GodsKings5 clear Annexes all nearby tiles into your empire's territory when built (must be constructed on a tile in or bordering your own territory)
Customs house Customs house Great Merchant +4 Gold Gold
+1 Gold Gold with Economics
Holy site Holy site GodsKings5 clear Great Prophet +6 Faith Faith
+3 Gold Gold with Theocracy
+3 Culture Culture with Piety finisher
Landmark Landmark Great Artist (vanilla and GodsKings5 clear)
Archaeologist (BNW-only)
+6 Culture Culture (vanilla and GodsKings5 clear)
+1 Culture Culture for each Era of age of the Archaeological site (BNW-only)
Manufactory Manufactory Great Engineer +4 Production Production
+1 Production Production with Chemistry

GodsKings5 clear Added in the Gods & Kings expansion pack.

Template:BraveNewWorldonly

Unique Tile Improvements

These improvements are only available to certain civilizations, but do not replace a generic one. Unique Improvements are not used to connect any resources (for example, a Brazilwood Camp may not be placed on Bananas).

Unique tile improvements Unique to Built on Effect
Brazilwood camp Brazilwood camp BNW-only Brazil Jungle Does not remove Jungle
+2 Gold Gold
+2 Culture Culture with Acoustics
Chateau Chateau BNW-only France Next to a Luxury, but not next to another Chateau +1 Gold Gold
+2 Culture Culture
+50% Defense
+2 Gold Gold and +1 Culture Culture with Flight
Feitoria Feitoria BNW-only Portugal City-State coastal territory (No Resource on the tile) 1 copy of each of the City-State's Luxuries
+50% Defense
Pillaging counts as an act of war
Kasbah Kasbah BNW-only Morocco Desert +1 Food Food
+1 Production Production
+1 Gold Gold
+50% Defense
Moai Moai Polynesia Coastal territory +1 Culture Culture
+1 Culture Culture per adjacent Moai
+1 Gold Gold with Flight
Polder Polder GodsKings5 clear Netherlands Marsh, Flood Plains +3 Food Food
+1 Production Production and +2 Gold Gold with Economics
Terrace farm Terrace farm Inca Hill +1 Food Food
+1 Food Food per adjacent Mountain
+1 Food Food with Civil Service (on fresh water tiles)
+1 Food Food with Fertilizer (on non-fresh water tiles)
Civilization V [edit]
Gods & KingsBrave New World
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† Only in vanilla Civ5
‡ Only in Gods & Kings and Brave New World