Back to the Tile improvement article
The following is a list of tile improvements in Civilization VI and its expansions.
This list excludes two special types of improvements, Roads (since you can still further improve tiles containing Roads with another improvement) and National Parks (since a National Park consists of 4 tiles).
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 | Restrictions | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|
Alcázar |
Granada |
Cannot be built adjacent to another Alcázar. | +2 Culture
Occupying unit receives +4 Defense Strength and 2 turns of fortification. |
Faith |
Batey |
Caguana |
Cannot be built on hills or adjacent to another Batey. | +1 Culture
+1 Culture for every adjacent Bonus Resource and Entertainment Complex, increasing to +2 Culture (with Exploration). |
Faith |
Cahokia Mounds |
Cahokia |
Cannot be built adjacent to another Cahokia Mounds. | +3 Gold.
+1 Amenity from the first Cahokia Mounds in the city. |
Healing |
Colossal Heads |
La Venta |
+2 Faith
+1 Faith for every 2 adjacent Woods or Rainforest (Vanilla & ) |
Faith | |
Mahavihara |
Nalanda |
Must be built on flat land.
Cannot be built adjacent to another Mahavihara. |
+2 Science
+1 Housing +1 Science for every adjacent Campus. The first one constructed unlocks a random technology. |
Faith |
Moai |
Rapa Nui |
Cannot be built adjacent to a Rainforest Tile. | +1 Culture
+1 Culture for every 2 adjacent Moai |
Faith |
Monastery |
Armagh |
Cannot be built adjacent to another Monastery. | +2 Faith Provides +15 HP healing every turn for friendly religious units. +1 Faith for every 2 adjacent districts. |
Faith |
Nazca Line |
Nazca |
Must be built on flat desert tiles. | +1 Faith to adjacent tiles.
+1 additional Faith to adjacent tiles with a resource. |
Faith |
Trading Dome |
Samarkand |
Cannot be built adjacent to another Trading Dome. | +2 Gold
+1 Gold for every adjacent luxury resource. International Trade Routes sent from cities with Trading Domes generate +1 Gold for each Trading Dome present. |
Gold |
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.
Name | Civilization/ Leader |
Technology/ Civic |
Restrictions | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|---|
Château |
French |
Humanism |
Must be built adjacent to a River | Vanilla and
2 Culture +1 Appeal to adjacent tiles +2 Culture if adjacent to a Wonder +1 Gold if adjacent to a luxury resource 2 Culture +1 Appeal to adjacent tiles +1 Culture for each adjacent Wonder, increasing to +2 Culture with Flight |
Faith |
Chemamull |
Mapuche |
Craftsmanship |
Minimum Appeal of Breathtaking (4+) | Provides Culture equal to 75% of its tile's Appeal. | Faith |
Golf Course |
Scottish |
Reformed Church |
Cannot be built on Desert or Desert Hills Limited to 1 per city |
+1 Amenity ( +2 Amenities)
+2 Gold |
Healing |
Great Wall |
Chinese |
Masonry |
Must be on territory border | Vanilla and
Occupying unit receives +4 Defense Strength. +1 Culture Occupying unit receives +4 Defense Strength. +2 Gold and additional +2 Gold for every adjacent Great Wall. |
Gold |
Hacienda [1] |
Gran Colombian |
Mercantilism |
Must be built on Grassland, Grassland Hills, Plains or Plains Hills. | +2 Gold+1 Production
+1 Housing +1 Food from every 2 adjacent Plantations (increasing to +1 Food every Plantation with Replaceable Parts). Plantations and Haciendas receive +1 Production for every 2 adjacent Haciendas (increasing to +1 Production for every Hacienda with Rapid Deployment). |
Healing |
Ice Hockey Rink |
Canadian |
Colonialism |
Must be built on Tundra, Tundra Hills, Snow, or Snow Hills Limited to 1 per city |
+1 Amenity
+2 Appeal |
Healing |
Kampung [1] |
Indonesian |
Shipbuilding |
Must be adjacent to a coastal resource | +1 Production
+1 Housing |
Healing |
Kurgan |
Scythian |
Animal Husbandry |
Cannot be built on Hills | +1 Faith
+1 Gold |
Faith |
Mekewap |
Cree |
Pottery |
Must be built adjacent to a Bonus or Luxury Resource and cannot be adjacent to another Mekewap | +1 Production
+1 Housing |
Healing |
Mission |
Spanish |
Exploration |
Vanilla and +2 Faith
+2 Faith if on a different continent than your Capital +2 Science if built next to a Campus district +2 Science (requires Cultural Heritage) +2 Faith +2 Faith additionally, 1 Food, 1 Production if on a different continent than your Capital. +1 Science for every adjacent Campus and Holy Site. +2 Science (requires Cultural Heritage) |
Faith | |
Nubian Pyramid [1] |
Nubian |
Masonry |
Must be built on Desert or Floodplains | +1 Faith
+1 Food if adjacent to a City Center |
Faith |
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 Culture and +2 Tourism (with Flight) for each type of terrain (Grassland, Plains, Snow, Tundra and Desert) in which at least one Swedish city is founded. |
Faith |
Outback Station [1] |
Australian |
Guilds |
Cannot be built on Snow, Tundra, Grassland Hills, or Plains Hills | +1 Food
+1 Production |
Healing |
Pā |
Māori |
Construction |
Can only be built by Toa | Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification.
A Māori unit occupying a Pā heals even if they just moved or attacked. |
None |
Pairidaeza[1] |
Persian |
Early Empire |
Cannot be built on Snow or Tundra and cannot be adjacent to another Pairidaeza | +1 Culture
+2 Gold |
Faith |
Polder |
Dutch |
Guilds |
Must be built on Coast or Lake with at least three adjacent land tiles | +1 Food
+1 Food for every adjacent Polder |
Faith |
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 Movement.
Cannot be pillaged or removed. |
None |
Rock-Hewn Church[1] |
Ethiopian |
Drama and Poetry |
Cannot be adjacent to another Rock-Hewn Church. | +1 Faith.
+1 Faith for every adjacent Mountain and Hills tile. Provides Tourism after researching Flight. +1 Appeal. |
Faith |
Roman Fort |
Roman |
Iron Working |
Can only be built by Legion. | Occupying unit receives +4 Defense Strength and 2 turns of fortification.
(Same as standard Fort, but available earlier.) |
None |
Sphinx |
Egyptian |
Craftsmanship |
Can be built on Floodplains Cannot be built adjacent to another Sphinx |
+1 Culture, +1 Faith
+1 Appeal to adjacent tiles (+2 Appeal in
) |
Faith |
Stepwell |
Indian |
Irrigation |
Cannot be built on Hills or adjacent to another Stepwell | +1 Food
+1 Housing |
Healing |
Terrace Farm |
Incan |
Must be built on Grassland Hills, Plains Hills, or Desert Hills | +1 Food
+0.5 Housing |
Healing | |
Ziggurat |
Sumerian |
Cannot be built on Hills | +2 Science
+1 Culture (Natural History) |
Gold |
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 | Restrictions | Base Yield Modifier & Notes |
---|---|---|---|
City Park |
Parks and Recreation | Cannot be built adjacent to another City Park | +2 Appeal to adjacent tiles +1 Culture |
Fishery |
Aquaculture | Must be built on coast | +1 Food
+1 additional Food for each adjacent sea resource |
Added in the Rise and Fall expansion pack.
Added in the Gathering Storm expansion pack.
Civilization VI [edit] | |
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Rise and Fall • Gathering Storm • New Frontier Pass • Leader Pass | |
Lists | |
Concepts
| |
Miscellaneous | |
Added in the Rise and Fall expansion pack. Added in the Gathering Storm expansion pack. |