Civilization Wiki
Advertisement

BackArrowGreen Back to Civilization VI

BackArrowGreen 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.

Name Technology/
Civic
Where can be placed Resource Base Yield Modifier & Notes Plunder
Farm
Farm
Grassland
Grassland
Plains
Plains
Floodplains
Floodplains
also on
Grassland (Hills)
Grassland (Hills)
Plains (Hills)
Plains (Hills)
with Civil Engineering
Wheat Wheat
Rice Rice
Maize Maize

+1 Food Food
+0.5 Housing Housing
+1 Food Food with two adjacent Farms (Feudalism)
+1 Food Food for each adjacent Farm (Replaceable Parts)

Healing
Mine
Mine
Mining
Mining
Hills
Hills and on land tiles with resource
Copper Copper
Diamonds Diamonds
Gold Ore Gold Ore
Iron Iron
Jade Jade
Mercury Mercury
Salt Salt
Niter Niter
Coal Coal
Aluminum Aluminum
Uranium Uranium
Amber Amber

-1 Appeal
+1 Production Production
+1 Production Production (Apprenticeship)
+1 Production Production (Industrialization)
GS-Only +1 Production Production (Smart Materials)

Gold Gold
Quarry
Quarry
Mining
Mining
Only on resource Stone Stone
Marble Marble
Gypsum Gypsum

-1 Appeal
+1 Production Production
+2 Gold Gold (Banking) (Vanilla and R&F-Only only)
+1 Production Production (Rocketry)
GS-Only +1 Production Production (Gunpowder)
GS-Only +1 Production Production (Predictive Systems)

Faith Faith
Plantation
Plantation
Irrigation
Irrigation
Only on resource Bananas Bananas
Citrus Citrus
Cocoa Cocoa
Coffee Coffee
Cotton Cotton
Dyes Dyes
Silk Silk
Sugar Sugar
Tea Tea
Tobacco Tobacco
Wine Wine
Olives Olives

+2 Gold Gold
+0.5 Housing Housing
+1 Food Food (Scientific Theory)
+2 Gold Gold (Globalization)

Faith Faith
Camp
Camp
Animal Husbandry
Animal Husbandry
Only on resource Deer Deer
Furs Furs
Ivory Ivory
Truffles Truffles
Honey Honey

+2 Gold Gold
+0.5 Housing Housing
+1 Food Food (Mercantilism)
+1 Production Production (Mercantilism)
+1 Gold Gold (Synthetic Materials)

Faith Faith
Pasture
Pasture
Animal Husbandry
Animal Husbandry
Only on resource Sheep Sheep
Cattle Cattle
Horses Horses

+1 Production Production
+0.5 Housing Housing
+1 Food Food (Stirrups)
+1 Production Production (Robotics)

Faith Faith
Fishing Boats
Fishing Boats
Sailing
Sailing
Only on resource Fish Fish
Crabs Crabs
Whales Whales
Pearls Pearls
Amber Amber
Turtles Turtles

+1 Food Food
+0.5 Housing Housing
+2 Gold Gold (Cartography)
+1 Food Food (Plastics)

Healing
Lumber Mill
Lumber Mill
Machinery
Machinery
Woods
Woods
Rainforest
Rainforest
(GS-Only only) (Mercantilism)

Vanilla and R&F-Only
+1 Production Production
+1 Production Production if adjacent to a River
+1 Production Production (Steel)
GS-Only
+2 Production Production
+1 Production Production (Steel)
+1 Production Production (Cybernetics)

Gold Gold
Fort
Fort
Siege Tactics
Siege Tactics
Any land Occupying unit receives +4 Defense Strength and 2 turns of fortification.
Built by a Military Engineer.
None
Airstrip
Airstrip
Flight
Flight
Flat terrain -1 Appeal
+3 Aircraft Capacity
Built by a Military Engineer.
None
Seaside Resort
Seaside Resort
Radio
Radio
Only Coastal
Grassland
Grassland
Plains
Plains
Desert
Desert
Minimum Appeal of Breathtaking (4+) Provides double the tile's Appeal in Tourism Tourism. (Double Tourism Tourism Output from Cristo Redentor).

Also provides the tile's Appeal in Gold Gold.

Gold Gold
Geothermal Plant
Geothermal Plant GS-Only
Synthetic Materials
Synthetic Materials
Only on
Geothermal Fissure
Geothermal Fissure
+2 Production Production
+1 Science Science
+4 Power Power
Gold Gold
Wind Farm
Wind Farm GS-Only
Composites
Composites
Hills
Hills
+1 Production Production
+1 Gold Gold
+2 Power Power
Gold Gold
Solar Farm
Solar Farm GS-Only
Satellites
Satellites
Grassland
Grassland
Plains
Plains
Tundra
Tundra
Desert
Desert
+1 Production Production
+1 Gold Gold
+2 Power Power
Gold Gold
Offshore Wind Farm
Offshore Wind Farm GS-Only
Predictive Systems
Predictive Systems
Lake
Lake
Coast
Coast
+1 Production Production
+1 Gold Gold
+2 Power Power
Gold Gold
Ski Resort
Ski Resort GS-Only
Professional Sports
Professional Sports
Mountains
Mountains

+1 Amenity Amenity
Provides Tourism Tourism equal to the tile's Appeal.
Cannot be built next to another Ski Resort.

None
Oil Well
Oil Well
Steel
Steel
Only on land tiles with Oil resource Oil Oil

-1 Appeal
+2 Production Production

Gold Gold
Offshore Oil Rig
Offshore Oil Rig
Plastics
Plastics
Only on sea tiles with Oil resource Oil Oil

-1 Appeal
+2 Production Production

Gold Gold
Missile Silo
Missile Silo
Rocketry
Rocketry
Only on flat land

Acts as launch site for Nuclear and Thermonuclear Devices.
Built by a Military Engineer.

None
Mountain Tunnel
Mountain Tunnel GS-Only
Chemistry
Chemistry
Mountains
Mountains
Allows units to move into it and exit through another Mountain Tunnel at the cost of 2 Moves Movement.
Built by a Military Engineer.

Cannot be pillaged or removed.

None
Railroad
Railroad GS-Only
Steam Power
Steam Power
0.25 Moves Movement.

Built by a Military Engineer.

Seastead
Seastead GS-Only
Seasteads
Seasteads
Lake
Lake
Coast
Coast
Ocean
Ocean

+2 Food Food
+1 Production Production from each adjacent Fishing Boat.
Fishing Boats receive +1 Production Production from each adjacent Seastead.
+1 Culture Culture and Tourism Tourism for each adjacent Reef.
+2 Housing Housing.

Healing

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
Alcázar
Granada
Granada
Cannot be built adjacent to another Alcázar. +2 Culture Culture

Occupying unit receives +4 Strength Defense Strength and 2 turns of fortification.
Provides Science Science equal to 50% of the tile's Appeal. GS-Only

Faith Faith
Batey
Batey
Caguana
Caguana
Cannot be built on hills or adjacent to another Batey. +1 Culture Culture

+1 Culture Culture for every adjacent Bonus Resource and Entertainment Complex, increasing to +2 Culture Culture (with Exploration).
Provides Tourism Tourism after researching Flight

Faith Faith
Cahokia Mounds
Cahokia Mounds GS-Only
Cahokia
Cahokia
Cannot be built adjacent to another Cahokia Mounds. +3 Gold Gold.

+1 Amenity Amenity from the first Cahokia Mounds in the city.
+1 Amenity Amenity from the second Cahokia Mounds in the city (with Natural History)
+1 Food Food for every 2 adjacent District Districts (with Feudalism) or for every district (with Replaceable Parts).
+1 Housing Housing.
+1 additional Housing Housing (with Cultural Heritage)

Healing
Colossal Heads
Colossal Heads
La Venta
La Venta
+2 Faith Faith

+1 Faith Faith for every 2 adjacent Woods or Rainforest (Vanilla & R&F-Only)
+1 Culture Culture (Humanism) (Vanilla & R&F-Only)
+1 Faith Faith for every 2 adjacent rainforests (or every 2 adjacent woods), increasing to +1 Faith Faith for every adjacent rainforest (or every woods) (with Humanism). GS-Only
Tourism Tourism from Faith Faith with Flight unlocked. GS-Only

Faith Faith
Mahavihara
Mahavihara
Nalanda
Nalanda
Must be built on flat land.

Cannot be built adjacent to another Mahavihara.

+2 Science Science

+1 Housing Housing
+1 Faith Faith for every adjacent Holy Site.

+1 Science Science for every adjacent Campus.

The first one constructed unlocks a random technology.

Faith Faith
Moai
Moai GS-Only
Rapa Nui
Rapa Nui
Cannot be built adjacent to a Rainforest Tile. +1 Culture Culture

+1 Culture Culture for every 2 adjacent Moai
+2 Culture Culture if on or adjacent to a Volcanic Soil tile.
+1 Culture Culture if adjacent to a Coast or Lake tile.
Additional Culture Culture and Tourism Tourism as advanced through Technology and Civics Tree.

Faith Faith
Monastery
Monastery
Armagh
Armagh
Cannot be built adjacent to another Monastery. +2 Faith Faith
Provides +15 HP healing every turn for friendly religious units.

+1 Faith Faith for every 2 adjacent districts. GS-Only
+1 Housing Housing. GS-Only
+1 additional Housing Housing (with Colonialism). GS-Only

Faith Faith
Nazca Line
Nazca Line GS-Only
Nazca
Nazca
Must be built on flat desert tiles. +1 Faith Faith to adjacent tiles.

+1 additional Faith Faith to adjacent tiles with a resource.
+1 Food Food to adjacent Desert and Desert Hills.
+1 Production Production to adjacent flat tiles (with Mass Production).
+1 Appeal.
Tiles with a Nazca Line cannot be worked.

Faith Faith
Trading Dome
Trading Dome
Samarkand
Samarkand
Cannot be built adjacent to another Trading Dome. +2 Gold Gold

+1 Gold Gold for every adjacent luxury resource.

International Trade Route Trade Routes sent from cities with Trading Domes generate +1 Gold Gold for each Trading Dome present.

Gold 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
Château
French
French
Humanism
Humanism
Must be built adjacent to a River Vanilla and

R&F-Only:

2 Culture Culture

+1 Appeal to adjacent tiles

+2 Culture Culture if adjacent to a Wonder

+1 Gold Gold if adjacent to a luxury resource

GS-Only:

2 Culture Culture

+1 Appeal to adjacent tiles

+1 Culture Culture for each adjacent Wonder, increasing to +2 Culture Culture with Flight
+1 Gold Gold if adjacent to a luxury resource

Faith Faith
Chemamull
Chemamull R&F-Only
Mapuche
Mapuche
Craftsmanship
Craftsmanship
Minimum Appeal of Breathtaking (4+) Provides Culture Culture equal to 75% of its tile's Appeal. Faith Faith
Golf Course
Golf Course R&F-Only
Scottish
Scottish
Reformed Church
Reformed Church
Cannot be built on Desert or Desert Hills

Limited to 1 per city
Tiles with Golf Courses cannot be swapped.

+1 Amenity Amenity (GS-Only +2 Amenities Amenities)

+2 Gold Gold
+1 Appeal to adjacent tiles
+1 Culture Culture if adjacent to a City Center
+1 Culture Culture if adjacent to an Entertainment Complex
+1 Housing Housing (Globalization)

Healing
Great Wall
Great Wall
Chinese
Chinese
Masonry
Masonry
Must be on territory border Vanilla and

R&F-Only:

Occupying unit receives +4 Strength Defense Strength.
+1 Gold Gold for every adjacent Great Wall

+1 Culture Culture

GS-Only:

Occupying unit receives +4 Strength Defense Strength.

+2 Gold Gold and additional +2 Gold Gold for every adjacent Great Wall.
+2 Culture Culture for every adjacent Great Wall (Castles)

Gold Gold
Hacienda
Hacienda [1]
Gran Colombian
Gran Colombian
Mercantilism
Mercantilism
Must be built on Grassland, Grassland Hills, Plains or Plains Hills. +2 Gold Gold+1 Production Production

+1 Housing Housing

+1 Food Food from every 2 adjacent Plantations (increasing to +1 Food Food every Plantation with Replaceable Parts).

Plantations and Haciendas receive +1 Production Production for every 2 adjacent Haciendas (increasing to +1 Production Production for every Hacienda with Rapid Deployment).

Healing
Ice Hockey Rink
Ice Hockey Rink GS-Only
Canadian
Canadian
Colonialism
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 Amenity Amenity

+2 Appeal
+1 Culture Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile
+2 Food Food and Production Production (with Professional Sports)
+4 Culture Culture if adjacent to a Stadium

Healing
Kampung
Kampung [1]
Indonesian
Indonesian
Shipbuilding
Shipbuilding
Must be adjacent to a coastal resource +1 Production Production

+1 Housing Housing
+1 Food Food for each adjacent Fishing Boat
+1 Housing Housing (Mass Production)
+1 Production Production (Civil Engineering)
+1 Tourism Tourism per bonus Food Food on tile (Flight)

Healing
Kurgan
Kurgan
Scythian
Scythian
Animal Husbandry
Animal Husbandry
Cannot be built on Hills +1 Faith Faith

+1 Gold Gold
+1 Faith Faith for every adjacent Pasture
+1 Gold Gold (Guilds)
+1 Gold Gold (Capitalism)

Faith Faith
Mekewap
Mekewap R&F-Only
Cree
Cree
Pottery
Pottery
Must be built adjacent to a Bonus or Luxury Resource and cannot be adjacent to another Mekewap +1 Production Production

+1 Housing Housing
+1 Gold Gold if adjacent to a Luxury Resource, increasing to +2 Gold Gold for each adjacent Luxury Resources (with Cartography)
+1 additional Production Production and Housing Housing (with Civil Service)
+1 Food Food for every two adjacent Bonus Resources, increasing to +1 Food Food for each adjacent Bonus Resource (with Conservation)

Healing
Mission
Mission
Spanish
Spanish
Exploration
Exploration
Vanilla and R&F-Only+2 Faith Faith

+2 Faith Faith if on a different continent than your Capital Capital

+2 Science Science if built next to a Campus district

+2 Science Science (requires Cultural Heritage)

GS-Only

+2 Faith Faith

+2 Faith Faith additionally, 1 Food Food, 1 Production Production if on a different continent than your Capital Capital.

+1 Science Science for every adjacent Campus and Holy Site.

+2 Science Science (requires Cultural Heritage)

Faith Faith
Nubian Pyramid
Nubian Pyramid [1]
Nubian
Nubian
Masonry
Masonry
Must be built on Desert or Floodplains +1 Faith Faith

+1 Food Food if adjacent to a City Center
+1 Science Science if adjacent to a Campus
+1 Gold Gold if adjacent to a Commercial Hub
+1 Gold Gold if adjacent to a Harbor
+1 Faith Faith if adjacent to a Holy Site
+1 Production Production if adjacent to an Industrial Zone
+1 Culture Culture if adjacent to a Theater Square

Faith Faith
Open-Air Museum
Open-Air Museum GS-Only
Swedish
Swedish
Nationalism
Nationalism
Limited to 1 per city

Tiles with an Open-Air Museum cannot be swapped

+2 Loyalty for this city

+2 Culture Culture and +2 Tourism Tourism (with Flight) for each type of terrain (Grassland, Plains, Snow, Tundra and Desert) in which at least one Swedish city is founded.

Faith Faith
Outback Station
Outback Station [1]
Australian
Australian
Guilds
Guilds
Cannot be built on Snow, Tundra, Grassland Hills, or Plains Hills +1 Food Food

+1 Production Production
+0.5 Housing Housing
+1 Food Food for every adjacent Pasture
+1 Production Production for every 2 adjacent Outback Stations (Steam Power)
+1 Food Food for every 2 adjacent Outback Stations (Rapid Deployment)

Healing
Pā
GS-Only
Māori
Māori
Construction
Construction
Can only be built by Toa Occupying unit receives +4 Strength Defense Strength and automatically gains 2 turns of fortification.

A Māori unit occupying a Pā heals even if they just moved or attacked.
Built by Māori Toa.

None
Pairidaeza
Pairidaeza[1]
Persian
Persian
Early Empire
Early Empire
Cannot be built on Snow or Tundra and cannot be adjacent to another Pairidaeza +1 Culture Culture

+2 Gold Gold
+2 Appeal to adjacent tiles
+1 Culture Culture (Diplomatic Service)
+1 Culture Culture for every adjacent Theater Square or Holy Site
+1 Gold Gold for every adjacent City Center or Commercial Hub

Faith Faith
Polder
Polder R&F-Only
Dutch
Dutch
Guilds
Guilds
Must be built on Coast or Lake with at least three adjacent land tiles +1 Food Food

+1 Food Food for every adjacent Polder
+1 Production Production
+0.5 Housing Housing
+4 Gold Gold (Civil Engineering)
+2 additional Food Food and +1 additional Production Production (Replaceable Parts)
Increases Moves Movement cost of tile to 3.

Faith Faith
Qhapaq Ñan
Qhapaq Ñan GS-Only
Pachacuti
Pachacuti
Foreign Trade
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 Moves Movement.

Cannot be pillaged or removed.

None
Rock-Hewn Church
Rock-Hewn Church[1]
Ethiopian
Ethiopian
Drama and Poetry
Drama and Poetry
Cannot be adjacent to another Rock-Hewn Church. +1 Faith Faith.

+1 Faith Faith for every adjacent Mountain and Hills tile. Provides Tourism Tourism after researching Flight. +1 Appeal.

Faith Faith
Roman Fort
Roman Fort
Roman
Roman
Iron Working
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.)
Built by Roman Legion.

None
Sphinx
Sphinx
Egyptian
Egyptian
Craftsmanship
Craftsmanship
Can be built on Floodplains

Cannot be built adjacent to another Sphinx

+1 Culture Culture, +1 Faith Faith

+1 Appeal to adjacent tiles (+2 Appeal in GS-Only)
+1 Culture Culture (Natural History)
+2 Faith Faith if adjacent to a Wonder
+1 additional Culture Culture if built on Floodplains GS-Only

Faith Faith
Stepwell
Stepwell
Indian
Indian
Irrigation
Irrigation
Cannot be built on Hills or adjacent to another Stepwell +1 Food Food

+1 Housing Housing
+1 Food Food if adjacent to a Farm
+1 Faith Faith if adjacent to a Holy Site
+1 Faith Faith (Feudalism)
+1 Food Food (Professional Sports)
+1 Housing Housing (Sanitation)

Healing
Terrace Farm
Terrace Farm GS-Only
Incan
Incan
Must be built on Grassland Hills, Plains Hills, or Desert Hills +1 Food Food

+0.5 Housing Housing
+1 Food Food for each adjacent Mountain
+2 Production Production for each adjacent Aqueduct
+1 Production Production if adjacent to fresh water and not an Aqueduct

Healing
Ziggurat
Ziggurat
Sumerian
Sumerian
Cannot be built on Hills +2 Science Science

+1 Culture Culture (Natural History)
+1 Culture Culture when next to a River

Gold Gold
  1. 1.0 1.1 1.2 1.3 1.4 1.5 This improvement belongs to a DLC civilization.

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
City Park
Parks and Recreation Cannot be built adjacent to another City Park +2 Appeal to adjacent tiles

+1 Culture Culture
+1 Amenity Amenity if adjacent to water
+ 2 Culture Culture additionally if Liang is in the city GS-Only

Fishery
Fishery
Aquaculture Must be built on coast +1 Food Food

+1 additional Food Food for each adjacent sea resource
+ 1 Production Production additionally if Liang is in the city GS-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.
Advertisement