Back to Tile improvement (Civ6)
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 Culture Occupying unit receives +4 Defense Strength and 2 turns of fortification. Provides Tourism equal to its Culture output (Req. Flight). Provides Science equal to 50% of the tile's Appeal. |
Faith |
Batey |
Caguana |
Must be built on flat land.
Cannot be built adjacent to another Batey. |
+1 Culture +1 Culture for every adjacent Bonus Resource and Entertainment Complex, increasing to +2 Culture (Req. Exploration). Provides Tourism equal to its Culture output (Req. Flight). |
Faith |
Cahokia Mounds |
Cahokia |
Must be built on flat land including Floodplains.
Cannot be built on Snow or adjacent to another Cahokia Mounds. |
+3 Gold +1 Amenity from the first Cahokia Mounds in the city. +1 Amenity from the second Cahokia Mounds in the city (Req. Natural History) +1 Food for every 2 adjacent Districts (Req. Feudalism) or for every district (Req. Replaceable Parts). +1 Housing +1 additional Housing (Req. Cultural Heritage). |
Healing |
Colossal Heads |
La Venta |
Cannot be built on Snow. | +2 Faith +1 Faith for every 2 adjacent Woods or Rainforest (Vanilla & ) +1 Culture (Req. Humanism) (Vanilla & ) +1 Faith for every 2 adjacent rainforests (or every 2 adjacent woods), increasing to +1 Faith for every adjacent rainforest (or every woods) (Req. Humanism). Provides Tourism equal to its Faith output (Req. Flight). |
Faith |
Mahavihara |
Nalanda |
Must be built on flat land.
Cannot be built adjacent to another Mahavihara. |
+2 Science +1 Housing +1 Faith for every adjacent Holy Site. +1 Science for every adjacent Campus increasing to +2 Science for every adjacent Campus (Req. Scientific Theory). The first one constructed unlocks a random technology. |
Faith |
Moai |
Rapa Nui |
Must be built on Grassland, Plains, or Volcanic Soil (including Hills variants).
Cannot be built adjacent to Rainforest. |
+1 Culture +1 Culture for every 2 adjacent Moai, increasing to +1 Culture for every adjacent Moai (Req. Medieval Faires). +2 Culture if on or adjacent to a Volcanic Soil tile. +1 Culture if adjacent to a Coast or Lake tile. Provides Tourism equal to its Culture output (Req. Flight). |
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. +1 Housing. +1 additional Housing (Req. Colonialism). |
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. +1 Food to adjacent Desert and Desert Hills (Req. Civil Service). +1 Production to adjacent flat tiles (Req. Mass Production). +1 Appeal. Tiles with a Nazca Line cannot be worked. |
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.
The only exception to this rule is the Feitoria. Feitorias can only be built by Portuguese Naus in foreign land 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 Culture +1 Gold +1 Appeal to adjacent tiles +1 Culture for each adjacent Wonder, increasing to +2 Culture per Wonder (Req. Flight) +2 Gold if built on a River Provides Tourism equal to its Culture output (Req. Flight). |
Faith |
Chemamull |
Mapuche |
Craftsmanship |
Minimum Appeal of Breathtaking (4+) | +1 Production Provides Culture equal to 75% of its tile's Appeal. Provides Tourism equal to its Culture output (Req. Flight). |
Faith |
Feitoria [1] |
Portuguese |
Cartography |
Lake Coast Must be 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 Gold +1 Production +4 Gold and +1 Production to Portuguese Trade Routes to this city |
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 Amenity ( +2 Amenities) +2 Gold +1 Appeal to adjacent tiles +1 Culture if adjacent to a City Center +1 Culture for each adjacent Entertainment Complex +1 Housing (Req. Globalization) Provides Tourism equal to its Culture output (Req. Flight). |
Healing |
Great Wall |
Chinese |
Masonry |
Must be on territory border | Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification. +1 Gold for every adjacent Great Wall. (Vanilla & ) +1 Culture for every adjacent Great Wall (Req. Flight). (Vanilla & ) +2 Gold +2 Gold for every adjacent Great Wall. +2 Culture for every adjacent Great Wall (Req. Castles). Provides Tourism equal to its Culture output (Req. Flight). |
Gold |
Hacienda [1] |
Gran Colombian |
Mercantilism |
Must be built on Grassland, Grassland Hills, Plains, or Plains Hills. | +2 Gold +1 Production +0.5 Housing +1 Food from every 2 adjacent Plantations, increasing to +1 Food for every Plantation with (Req. Replaceable Parts). +1 Production for every 2 adjacent Haciendas, increasing to +1 Production for every Hacienda with (Req. Rapid Deployment). |
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 Amenity +2 Appeal to adjacent tiles +1 Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile +2 Food and Production (Req. Professional Sports) +4 Culture if adjacent to a Stadium. Provides Tourism equal to its Culture output (Req. Flight). |
Healing |
Kampung [1] |
Indonesian |
Shipbuilding |
Lake Coast Must be adjacent to a coastal resource. |
+1 Production +1 Housing +1 Food for each adjacent Fishing Boat +1 Housing (Req. Mass Production) +1 Production (Req. Civil Engineering) Provides Tourism equal to its Food output (Req. Flight). |
Healing |
Kurgan |
Scythian |
Animal Husbandry |
Cannot be built on Hills. | +1 Faith +3 Gold +1 Faith for each adjacent Pasture, increasing to +2 Faith for each adjacent Pasture (Req. Stirrups). Provides Tourism equal to its Faith output (Req. Flight). |
Faith |
Mekewap |
Cree |
Pottery |
Must be built adjacent to a Bonus or Luxury Resource. Cannot be adjacent to another Mekewap. |
+1 Production +1 Housing +2 Gold for each adjacent Luxury Resources (Req. Cartography). +1 additional Production and Housing (Req. Civil Service). +1 Food for every two adjacent Bonus Resources, increasing to +1 Food for each adjacent Bonus Resource (Req. Conservation). |
Healing |
Mission |
Spanish |
Education |
+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 (Req. Cultural Heritage) +2 Loyalty per turn for cities with a Mission next to the City Center and not on the original Capital's continent |
Faith | |
Nubian Pyramid [1] |
Nubian |
Masonry |
Must be built on Desert or Floodplains. | +2 Faith +2 Food +1 Food if adjacent to a City Center +1 Science for each adjacent Campus +1 Gold for each adjacent Commercial Hub +1 Gold for each adjacent Harbor +1 Faith for each adjacent Holy Site +1 Production for each adjacent Industrial Zone +1 Culture for each adjacent Theater Square |
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 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 +0.5 Housing +1 Food for every adjacent Pasture +1 Production for every 2 adjacent Outback Stations (Req. Steam Power). +1 Food for every 2 adjacent Outback Stations (Req. Rapid Deployment). |
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. Built by Māori Toa. |
None |
Pairidaeza[1] |
Persian |
Early Empire |
Cannot be built on Snow or Tundra or adjacent to another Pairidaeza. | +1 Culture +2 Gold +1 Appeal to adjacent tiles +1 Culture (Req. Diplomatic Service) +1 Culture for every adjacent Theater Square or Holy Site +1 Gold for every adjacent City Center or Commercial Hub Provides Tourism equal to its Culture output (Req. Flight). |
Faith |
Polder |
Dutch |
Guilds |
Lake Coast Must be adjacent three land tiles. |
+1 Food +1 Food for every adjacent Polder, increasing to +2 Food for every adjacent Polder (Req. Replaceable Parts). +1 Production +0.5 Housing +4 Gold (Req. Civil Engineering). +1 Production for every adjacent Polder (Req. Replaceable Parts). Increases Movement cost of tile to 3 |
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 |
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 Faith +1 Faith for every adjacent Mountain and Hills tile +1 Appeal to adjacent tiles Provides Tourism equal to its Faith output (Req. Flight). |
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) Built by Roman Legion |
None |
Sphinx |
Egyptian |
Craftsmanship |
Can be built on Floodplains. Cannot be adjacent to another Sphinx. | +1 Culture +1 Faith +1 Appeal to adjacent tiles ( +2 Appeal) +1 Culture (Req. Natural History) +2 Faith if adjacent to a Wonder +1 additional Culture if built on Floodplains Provides Tourism equal to its Culture output (Req. Flight). |
Faith |
Stepwell |
Indian |
Irrigation |
Cannot be built on Hills or adjacent to another Stepwell. | +1 Food +1 Housing +1 Food if adjacent to a Farm +1 Faith if adjacent to a Holy Site +1 Faith (Req. Feudalism) +1 Food (Req. Professional Sports) +1 Housing (Req. Sanitation) |
Healing |
Terrace Farm |
Incan |
Must be built on Grassland Hills, Plains Hills, or Desert Hills. | +1 Food +1 Housing +1 Food for each adjacent Mountain +1 Food from every 2 adjacent Terrace Farms, increasing to +1 Food for every Terrace Farm (Req. Replaceable Parts) +2 Production for each adjacent Aqueduct +1 Production if adjacent to fresh water and not an Aqueduct |
Healing | |
Ziggurat |
Sumerian |
Cannot be built on Hills. | +2 Science +1 Culture (Req. Natural History) +1 Culture if next to a River Provides Tourism equal to its Culture output (Req. Flight). |
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 | Technology/ Civic |
Placement | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|---|
City Park |
Parks and Recreation | Games and Recreation |
Cannot be built adjacent to another City Park | +2 Appeal to adjacent tiles +1 Culture +1 Amenity if adjacent to water +2 Culture additionally if Liang is in the city Provides Tourism equal to its Culture output (Req. Flight). |
Healing |
Fishery |
Aquaculture | Sailing |
Lake Coast |
+1 Food +1 additional Food for each adjacent sea resource +1 Production additionally if Liang is in the city |
Healing |
National Park[]
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 Tourism equal to the total Appeal of all the tiles included in it, as well as 2 Amenities to the city that owns it and 1 Amenity to the four closest cities in your empire. |
Game mode-specific improvements[]
Secret Societies[]
Name | Secret Society | Title | Placement | Base Yield Modifier & Notes | Plunder |
---|---|---|---|---|---|
Vampire Castle | Sanguine Pact | Rising Hunger | Cannot be built on tiles with a resource or terrain feature | Duplicates yields from adjacent tiles and adds them to its own tile. These yields are provided directly to the Capital. Occupying unit receives +4 Defense Strength and 2 turns of fortification. |
Cannot be plundered |
Monopolies and Corporations[]
Name | Technology/ Civic |
Placement | Effects | Plunder |
---|---|---|---|---|
Corporation |
Economics |
Limit of one per city. Tiles with Corporations cannot be swapped. |
+4 Food +10 Production +3 Gold Doubles effect of Industry. Enables Create New Product project in city. Built by a Great Merchant. |
Gold |
Industry |
Limit of one per city. Tiles with Corporations cannot be swapped. |
+2 Food +2 Production +1 Gold +1 Great Merchant point |
Gold |
Zombie Defense[]
None of the improvements exclusive to this mode can be pillaged or have their tiles worked.
Name | Technology/Civic | Effects |
---|---|---|
Barricade |
Military Engineering |
Deals 10 HP damage to, and exerts zone of control on, hostile units passing through or adjacent to it. |
Modernized Trap |
Ballistics |
Deals 20 HP damage to, and depletes the movement of, hostile units passing through it. Built by a Military Engineer. |
Reinforced Barricade |
Rifling |
Deals 15 HP damage to, and exerts zone of control on, hostile units passing through or adjacent to it. Built by a Military Engineer. |
Trap |
Construction |
Deals 15 HP damage to, and depletes the movement of, hostile units passing through it. |
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. |