Back to the Tile improvement article
The following is a list of tile improvements in Civilization VI and its expansions.
This list excludes different types of Roads, since you can still further improve tiles containing Roads with another improvement.
Standard[]
These improvements are available to all civilizations after researching their respective technologies or civics.
City-state[]
These improvements can be built by any civilization that is the Suzerain of the specified city-state. Thus, whether you can construct these improvements with your Builders will depend on whether that particular city-state is present in your game and whether you are their Suzerain. Once built, these improvements stay there permanently, even if the territory they are built in changes hands, or the relevant city-state gets conquered. However, when pillaged, these improvements cannot be repaired if the city-state is no longer independent (i.e., its city-state status is lost to a civilization through military conquest or Loyalty flipping).
Name | City-state | Placement | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|
![]() Alcázar |
![]() Granada |
Cannot be built adjacent to another Alcázar. | +2 ![]() Occupying unit receives +4 ![]() Provides ![]() ![]() |
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![]() Batey |
![]() Caguana |
Must be built on flat land.
Cannot be built adjacent to another Batey. |
+1 ![]() +1 ![]() ![]() Provides ![]() |
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![]() Cahokia Mounds ![]() |
![]() Cahokia |
Must be built on flat land including Floodplains.
Cannot be built on Snow or adjacent to another Cahokia Mounds. |
+3 ![]() +1 ![]() +1 ![]() +1 ![]() ![]() +1 ![]() +1 additional ![]() |
Healing |
![]() Colossal Heads |
![]() La Venta |
Cannot be built on Snow. | +2 ![]() +1 ![]() ![]() +1 ![]() ![]() +1 ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Mahavihara |
![]() Nalanda |
Must be built on flat land.
Cannot be built adjacent to another Mahavihara. |
+2 ![]() +1 ![]() +1 ![]() +1 ![]() The first one constructed unlocks a random technology. |
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![]() Moai ![]() |
![]() Rapa Nui |
Must be built on Grassland, Plains, or Volcanic Soil (including Hills variants).
Cannot be built adjacent to Rainforest. |
+1 ![]() +1 ![]() +2 ![]() +1 ![]() Additional ![]() ![]() |
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![]() Monastery |
![]() Armagh |
Cannot be built adjacent to another Monastery. | +2 ![]() Provides +15 HP healing every turn for friendly religious units. +1 ![]() ![]() +1 ![]() ![]() +1 additional ![]() ![]() |
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![]() Nazca Line ![]() |
![]() Nazca |
Must be built on flat desert tiles. | +1 ![]() +1 additional ![]() +1 ![]() +1 ![]() +1 Appeal. Tiles with a Nazca Line cannot be worked. |
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![]() Trading Dome |
![]() Samarkand |
Cannot be built adjacent to another Trading Dome. | +2 ![]() +1 ![]() International ![]() ![]() |
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Unique[]
These tile improvements are tied to a specific civilization or leader, and as such will only be available to a player who is using that civilization or leader. When areas on the map that contain unique improvements change hands (i.e. their controlling city gets conquered by another civilization), these improvements simply vanish and their tile becomes "virgin" land.
The only exception to this rule is the Feitoria. Feitorias have to be built in foreign land by Portuguese Naus and will stay there even if the parent city gets conquered by a third party civilization. However, if the parent city is conquered by Portugal, all Feitorias inside will be removed.
Name | Civilization/ Leader |
Technology/ Civic |
Placement | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|---|
![]() Château |
![]() French |
![]() Humanism |
Must be built adjacent to a Bonus or Luxury Resource. Cannot be adjacent to another Château. |
+2 ![]() +1 ![]() +1 Appeal +1 ![]() ![]() +2 ![]() |
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![]() Chemamull ![]() |
![]() Mapuche |
![]() Craftsmanship |
Minimum Appeal of Breathtaking (4+) | +1 ![]() Provides ![]() |
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![]() Feitoria [1] |
![]() Portuguese |
![]() Cartography |
Must be on a Coast or Lake tile adjacent to land and a Bonus or Luxury Resource in the territory of another civilization or city-state with whom you have Open Borders. Cannot be adjacent to another Feitoria. Cannot be removed. |
+4 ![]() +1 ![]() +4 ![]() ![]() ![]() |
TBC |
![]() Golf Course ![]() |
![]() Scottish |
![]() Reformed Church |
Cannot be built on Desert or Desert Hills. Limited to 1 per city. Tiles with Golf Courses cannot be swapped. |
+1 ![]() ![]() ![]() +2 ![]() +1 Appeal to adjacent tiles +1 ![]() +1 ![]() +1 ![]() |
Healing |
![]() Great Wall |
![]() Chinese |
![]() Masonry |
Must be on territory border | Vanilla and ![]() Occupying unit receives +4 ![]() +1 ![]() +1 ![]() ![]() Occupying unit receives +4 ![]() +2 ![]() ![]() +2 ![]() |
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![]() Hacienda [1] |
![]() Gran Colombian |
![]() Mercantilism |
Must be built on Grassland, Grassland Hills, Plains, or Plains Hills. | +2 ![]() +1 ![]() +1 ![]() +1 ![]() ![]() Plantations and Haciendas receive +1 ![]() ![]() |
Healing |
![]() Ice Hockey Rink ![]() |
![]() Canadian |
![]() Colonialism |
Must be built on Tundra, Tundra Hills, Snow, or Snow Hills. Limited to 1 per city. Tiles with Hockey Rinks cannot be swapped. |
+1 ![]() +2 Appeal +1 ![]() +2 ![]() ![]() +4 ![]() |
Healing |
![]() Kampung [1] |
![]() Indonesian |
![]() Shipbuilding |
Must be adjacent to a coastal resource. | +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() ![]() |
Healing |
![]() Kurgan |
![]() Scythian |
![]() Animal Husbandry |
Cannot be built on Hills. | +1 ![]() +3 ![]() +1 ![]() ![]() Provides ![]() ![]() |
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![]() Mekewap ![]() |
![]() Cree |
![]() Pottery |
Must be built adjacent to a Bonus or Luxury Resource. Cannot be adjacent to another Mekewap. |
+1 ![]() +1 ![]() +2 ![]() +1 additional ![]() ![]() +1 ![]() ![]() |
Healing |
![]() Mission |
![]() Spanish |
![]() Education |
+2 ![]() +2 ![]() ![]() ![]() ![]() +1 ![]() +2 ![]() ![]() ![]() |
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![]() Nubian Pyramid [1] |
![]() Nubian |
![]() Masonry |
Must be built on Desert or Floodplains. | +2 ![]() +2 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() |
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![]() Open-Air Museum ![]() |
![]() Swedish |
![]() Nationalism |
Limited to 1 per city. Tiles with an Open-Air Museum cannot be swapped. |
+2 Loyalty for this city +2 ![]() ![]() |
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![]() Outback Station [1] |
![]() Australian |
![]() Guilds |
Cannot be built on Snow, Tundra, Grassland Hills, or Plains Hills. | +1 ![]() +1 ![]() +0.5 ![]() +1 ![]() +1 ![]() +1 ![]() |
Healing |
![]() Pā ![]() |
![]() Māori |
![]() Construction |
Can only be built by Toa. | Occupying unit receives +4 ![]() A Māori unit occupying a Pā heals even if they just moved or attacked. Built by Māori Toa. |
None |
![]() Pairidaeza[1] |
![]() Persian |
![]() Early Empire |
Cannot be built on Snow or Tundra or adjacent to another Pairidaeza. | +1 ![]() +2 ![]() +2 Appeal to adjacent tiles +1 ![]() +1 ![]() +1 ![]() |
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![]() Polder ![]() |
![]() Dutch |
![]() Guilds |
Must be built on Coast or Lake with at least three adjacent land tiles. | +1 ![]() +1 ![]() ![]() +1 ![]() +0.5 ![]() +4 ![]() +1 ![]() Increases ![]() |
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![]() Qhapaq Ñan ![]() |
![]() Pachacuti |
![]() Foreign Trade |
Must be built adjacent to a Mountain. | Allows units to move into it and exit through another Qhapaq Ñan at the cost of 2 ![]() Cannot be pillaged or removed |
Cannot be plundered |
![]() Rock-Hewn Church[1] |
![]() Ethiopian |
![]() Drama and Poetry |
Must be built on Hills or Volcanic Soil.
Cannot be adjacent to another Rock-Hewn Church. |
+1 ![]() +1 ![]() Provides ![]() +1 Appeal |
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![]() Roman Fort |
![]() Roman |
![]() Iron Working |
Can only be built by Legion. | Occupying unit receives +4 ![]() Built by Roman Legion |
None |
![]() Sphinx |
![]() Egyptian |
![]() Craftsmanship |
Can be built on Floodplains or adjacent to another Sphinx. | +1 ![]() +1 ![]() +1 Appeal to adjacent tiles ( ![]() +1 ![]() +2 ![]() +1 additional ![]() |
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![]() Stepwell |
![]() Indian |
![]() Irrigation |
Cannot be built on Hills or adjacent to another Stepwell. | +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() +1 ![]() |
Healing |
![]() Terrace Farm ![]() |
![]() Incan |
Must be built on Grassland Hills, Plains Hills, or Desert Hills. | +1 ![]() +0.5 ![]() +1 ![]() +2 ![]() +1 ![]() |
Healing | |
![]() Ziggurat |
![]() Sumerian |
Cannot be built on Hills. | +2 ![]() +1 ![]() +1 ![]() |
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Governor[]
Governor improvements are a new type of tile improvement introduced in Rise and Fall. They can be built in any city to which a Surveyor Governor with the requisite title has been assigned.
Name | Title | Placement | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|
![]() City Park |
Parks and Recreation | Cannot be built adjacent to another City Park | +2 Appeal to adjacent tiles +1 ![]() +1 ![]() +2 ![]() ![]() |
Healing |
![]() Fishery |
Aquaculture | Must be built on coast | +1 ![]() +1 additional ![]() +1 ![]() ![]() |
Healing |
National Park[]
- Main article: National Park (Civ6)
National Parks are not tile improvements per se. They can only be created by Naturalists or Mounties by designating the tiles which are to form part of the National Park. A Naturalist will be consumed after expending its charge to establish a National Park.
Name | Technology/Civic | Placement | Effects |
---|---|---|---|
![]() National Park |
![]() Conservation |
Can be established in a 4-tile area shaped like a vertical diamond. All 4 tiles must belong to the same city and have Appeal ratings of Charming (2) or higher. | Provides ![]() ![]() ![]() |
Game mode-specific improvements[]
Secret Societies[]
Monopolies and Corporations[]
Zombie Defense[]
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.