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+ | | +1 {{Food5}}<br />+1 {{Food5}} with [[Civil Service (Civ5)|Civil Service]] (fresh water)<br />+1 {{Food5}} with [[Fertilizer (Civ5)|Fertilizer]] (non-fresh water)<!--<br />+1 {{Food5}} on {{Wheat5}} Wheat--> |
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Revision as of 17:34, 19 May 2018
Back to Civilization V
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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 | Plains, Grassland, Desert Hill and Tundra with fresh water Bonuses: Wheat |
+1 Food +1 Food with Civil Service (fresh water) +1 Food with Fertilizer (non-fresh water) |
Fort | Plains, Grassland, Hill, Desert, Tundra, Snow | +50% Defense |
Lumber mill | Forest | +1 Production +1 Production with Scientific Theory Does not remove Forest |
Mine | Hill Strategics: Iron, Coal, Aluminum, Uranium Luxuries: Gold, Silver, Copper, Gems, Salt |
+1 Production +1 Food on Salt +1 Production with Chemistry +1 Production on Coal Coal, Aluminum Aluminum, Uranium Uranium |
Trading post | Plains, Grassland, Hill, Desert, Tundra | +1 Gold +1 Gold with Economics +1 Gold with Commerce policy finisher +1 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 | -1 Gold upkeep per turn x2 movement speed (x3 with Machinery) +1.25 Gold per city population for a city connected to the Capital |
Railroads | -2 Gold upkeep per turn x3 movement speed to a minimum of 10 +25% 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 | Bonuses: Deer, Bison Luxuries: Furs, Truffles, Ivory |
+1 Gold on Luxuries +1 Production on Deer, Bison +1 Gold with Economics Does not remove Forest |
Fishing boats | Bonuses: Fish Luxuries: Whales, Crabs, Pearls |
+1 Food on Fish, Whales, Crabs +1 Gold on Pearls +1 Gold with Compass |
Offshore platform Oil well |
Strategics: Oil | +3 Production |
Pasture | Bonuses: Sheep, Cattle Strategics: Horses |
+1 Production on Horses, Cattle +1 Food on Sheep +1 Food with Fertilizer |
Plantation | Bonuses: Bananas Luxuries: Incense, Wine, Cotton, Dyes, Sugar, Spices, Silk, Citrus, Cocoa |
+1 Gold on Luxuries +2 Food, -1 Production on Bananas (must remove Jungle) +1 Food with Fertilizer |
Quarry | Bonuses: Stone Luxuries: Marble |
+1 Production +1 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 | Great Scientist | +8 Science +2 Science with Scientific Theory +2 Science with Atomic Theory |
Citadel | Great General | +100% Defense Damages all enemy units that end their turn adjacent 33% of their Health 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 | Great Merchant | +4 Gold +1 Gold with Economics |
Holy site | Great Prophet | +6 Faith +3 Gold with Theocracy +3 Culture with Piety finisher |
Landmark | Great Artist (vanilla and ) Archaeologist () |
+6 Culture (vanilla and ) +1 Culture for each Era of age of the Archaeological site () |
Manufactory | Great Engineer | +4 Production +1 Production with Chemistry |
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 | Brazil | Jungle | Does not remove Jungle +2 Gold +2 Culture with Acoustics |
Chateau | France | Next to a Luxury, but not next to another Chateau | +1 Gold +2 Culture +50% Defense +2 Gold and +1 Culture with Flight |
Feitoria | 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 | Morocco | Desert | +1 Food +1 Production +1 Gold +50% Defense |
Moai | Polynesia | Coastal territory | +1 Culture +1 Culture per adjacent Moai +1 Gold with Flight |
Polder | Netherlands | Marsh, Flood Plains | +3 Food +1 Production and +2 Gold with Economics |
Terrace farm | Inca | Hill | +1 Food +1 Food per adjacent Mountain +1 Food with Civil Service (on fresh water tiles) +1 Food with Fertilizer (on non-fresh water tiles) |
Civilization V [edit] |
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Gods & Kings • Brave New World |
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† Only in vanilla Civ5 ‡ Only in Gods & Kings and Brave New World |