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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.

Name Technology/
Civic
Placement Resource Base Yield Modifier & Notes Plunder
Farm
Farm
Grassland
Grassland
Plains
Plains
Floodplains
Floodplains
Also on
Grassland (Hills)
Grassland (Hills)
Plains (Hills)
Plains (Hills)
(Req. Civil Engineering Civil Engineering)
Wheat Wheat
Rice Rice
Maize Maize
+1 Food Food
+0.5 Housing Housing
+1 Food Food with two adjacent Farms (Req. Feudalism Feudalism)
+1 Food Food for each adjacent Farm (Req. Replaceable Parts 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 (Req. Apprenticeship Apprenticeship)
+1 Production Production (Req. Industrialization Industrialization)
GS-Only +1 Production Production (Req. Smart Materials 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 (Req. Banking Banking) (Vanilla and R&F-Only only)
+1 Production Production (Req. Rocketry Rocketry)
GS-Only +1 Production Production (Req. Gunpowder Gunpowder)
GS-Only +1 Production Production (Req. Predictive Systems Predictive Systems)
Faith Faith
Plantation
Plantation
Irrigation
Irrigation
Only on resource Bananas Bananas
Citrus Citrus
Cocoa Cocoa
Coffee Coffee
Cotton Cotton
Dyes Dyes
Incense Incense
Silk Silk
Spices Spices
Sugar Sugar
Tea Tea
Tobacco Tobacco
Wine Wine
Olives Olives
+2 Gold Gold
+0.5 Housing Housing
+1 Food Food (Req. Scientific Theory Scientific Theory)
+2 Gold Gold (Req. Globalization 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 (Req. Mercantilism Mercantilism)
+1 Production Production (Req. Mercantilism Mercantilism)
+1 Gold Gold (Req. Synthetic Materials 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 (Req. Stirrups Stirrups)
+1 Production Production (Req. Robotics Robotics)
Faith Faith
Fishing Boats
Fishing Boats
Sailing
Sailing
Lake
Lake
Coast
Coast
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 (Req. Cartography Cartography)
+1 Food Food (Req. Plastics Plastics)
Healing
Lumber Mill
Lumber Mill
Machinery
Machinery
Woods
Woods
Rainforest
Rainforest
(GS-Only only) (Req. Mercantilism Mercantilism)
Vanilla and R&F-Only:
+1 Production Production
+1 Production Production if adjacent to a River
+1 Production Production (Req. Steel Steel)

GS-Only:
+2 Production Production
+1 Production Production (Req. Steel Steel)
+1 Production Production (Req. Cybernetics 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 the tile's Appeal in Tourism Tourism.
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 Oil resource Oil Oil -1 Appeal
+2 Production Production
Gold Gold
Offshore Oil Rig
Offshore Oil Rig
Plastics
Plastics
Lake
Lake
Coast
Coast
Only on Oil 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 Movement Movement.
Built by a Military Engineer.
Cannot be pillaged or removed.
Cannot be plundered
Railroad
Railroad GS-Only
Steam Power
Steam Power
0.25 Movement Movement
Built by a Military Engineer.
None
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 Placement 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 Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Provides Science Science equal to 50% of the tile's Appeal. GS-Only
Faith Faith
Batey
Batey
Caguana
Caguana
Must be built on flat land.

Cannot be built adjacent to another Batey.

+1 Culture Culture
+1 Culture Culture for every adjacent Bonus Resource and Entertainment Complex, increasing to +2 Culture Culture (Req. Exploration Exploration).
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Faith Faith
Cahokia Mounds
Cahokia Mounds GS-Only
Cahokia
Cahokia
Must be built on flat land including Floodplains.

Cannot be built on Snow or 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 (Req. Natural History Natural History)
+1 Food Food for every 2 adjacent District Districts (Req. Feudalism Feudalism) or for every district (Req. Replaceable Parts Replaceable Parts).
+1 Housing Housing
+1 additional Housing Housing (Req. Cultural Heritage Cultural Heritage).
Healing
Colossal Heads
Colossal Heads
La Venta
La Venta
Cannot be built on Snow. +2 Faith Faith
+1 Faith Faith for every 2 adjacent Woods or Rainforest (Vanilla & R&F-Only)
+1 Culture Culture (Req. Humanism 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) (Req. Humanism Humanism). GS-Only
Provides Tourism Tourism equal to its Faith Faith output (Req. Flight Flight). 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 increasing to +2 Science Science for every adjacent Campus (Req. Scientific Theory Scientific Theory).
The first one constructed unlocks a random technology.
Faith Faith
Moai
Moai GS-Only
Rapa Nui
Rapa Nui
Must be built on Grassland, Plains, or Volcanic Soil (including Hills variants).

Cannot be built adjacent to Rainforest.

+1 Culture Culture
+1 Culture Culture for every 2 adjacent Moai, increasing to +1 Culture Culture for every adjacent Moai (Req. Medieval Faires Medieval Faires).
+2 Culture Culture if on or adjacent to a Volcanic Soil tile.
+1 Culture Culture if adjacent to a Coast or Lake tile.
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
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 (Req. Colonialism 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 (Req. Civil Service Civil Service).
+1 Production Production to adjacent flat tiles (Req. Mass Production 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.

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
Château
French
French
Humanism
Humanism
Must be built adjacent to a Bonus or Luxury Resource.
Cannot be adjacent to another Château.
+2 Culture Culture
+1 Gold Gold
+1 Appeal to adjacent tiles
+1 Culture Culture for each adjacent Wonder, increasing to +2 Culture Culture per Wonder (Req. Flight Flight)
+2 Gold Gold if built on a River
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Faith Faith
Chemamull
Chemamull R&F-Only
Mapuche
Mapuche
Craftsmanship
Craftsmanship
Minimum Appeal of Breathtaking (4+) +1 Production Production
Provides Culture Culture equal to 75% of its tile's Appeal.
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Faith Faith
Feitoria
Feitoria [1]
Portuguese
Portuguese
Cartography
Cartography
Lake
Lake
Coast
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 Gold
+1 Production Production
+4 Gold Gold and +1 Production Production to Portuguese Trade Route Trade Routes to this city
TBC
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 for each adjacent Entertainment Complex
+1 Housing Housing (Req. Globalization Globalization)
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Healing
Great Wall
Great Wall
Chinese
Chinese
Masonry
Masonry
Must be on territory border Occupying unit receives +4 Strength Defense Strength and automatically gains 2 turns of fortification.
+1 Gold Gold for every adjacent Great Wall. (Vanilla & R&F-Only)
+1 Culture Culture for every adjacent Great Wall (Req. Flight Flight). (Vanilla & R&F-Only)
+2 Gold Gold GS-Only
+2 Gold Gold for every adjacent Great Wall. GS-Only
+2 Culture Culture for every adjacent Great Wall (Req. Castles Castles). GS-Only
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
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
+0.5 Housing Housing
+1 Food Food from every 2 adjacent Plantations, increasing to +1 Food Food for every Plantation with (Req. Replaceable Parts Replaceable Parts).
+1 Production Production for every 2 adjacent Haciendas, increasing to +1 Production Production for every Hacienda with (Req. Rapid Deployment 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 to adjacent tiles
+1 Culture Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile
+2 Food Food and Production Production (Req. Professional Sports Professional Sports)
+4 Culture Culture if adjacent to a Stadium.
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Healing
Kampung
Kampung [1]
Indonesian
Indonesian
Shipbuilding
Shipbuilding
Lake
Lake
Coast
Coast
Must be adjacent to a coastal resource.
+1 Production Production
+1 Housing Housing
+1 Food Food for each adjacent Fishing Boat
+1 Housing Housing (Req. Mass Production Mass Production)
+1 Production Production (Req. Civil Engineering Civil Engineering)
Provides Tourism Tourism equal to its Food Food output (Req. Flight Flight).
Healing
Kurgan
Kurgan
Scythian
Scythian
Animal Husbandry
Animal Husbandry
Cannot be built on Hills. +1 Faith Faith
+3 Gold Gold
+1 Faith Faith for each adjacent Pasture, increasing to +2 Faith Faith for each adjacent Pasture (Req. Stirrups Stirrups).
Provides Tourism Tourism equal to its Faith Faith output (Req. Flight Flight).
Faith Faith
Mekewap
Mekewap R&F-Only
Cree
Cree
Pottery
Pottery
Must be built adjacent to a Bonus or Luxury Resource.
Cannot be adjacent to another Mekewap.
+1 Production Production
+1 Housing Housing
+2 Gold Gold for each adjacent Luxury Resources (Req. Cartography Cartography).
+1 additional Production Production and Housing Housing (Req. Civil Service Civil Service).
+1 Food Food for every two adjacent Bonus Resources, increasing to +1 Food Food for each adjacent Bonus Resource (Req. Conservation Conservation).
Healing
Mission
Mission
Spanish
Spanish
Education
Education
+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 (Req. Cultural Heritage Cultural Heritage)
R&F-Only +2 Loyalty per turn for cities with a Mission next to the City Center and not on the original Capital Capital's continent
Faith Faith
Nubian Pyramid
Nubian Pyramid [1]
Nubian
Nubian
Masonry
Masonry
Must be built on Desert or Floodplains. +2 Faith Faith
+2 Food Food
+1 Food Food if adjacent to a City Center
+1 Science Science for each adjacent Campus
+1 Gold Gold for each adjacent Commercial Hub
+1 Gold Gold for each adjacent Harbor
+1 Faith Faith for each adjacent Holy Site
+1 Production Production for each adjacent Industrial Zone
+1 Culture Culture for each adjacent 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 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 (Req. Steam Power Steam Power).
+1 Food Food for every 2 adjacent Outback Stations (Req. Rapid Deployment 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 or adjacent to another Pairidaeza. +1 Culture Culture
+2 Gold Gold
+1 Appeal to adjacent tiles
+1 Culture Culture (Req. Diplomatic Service Diplomatic Service)
+1 Culture Culture for every adjacent Theater Square or Holy Site
+1 Gold Gold for every adjacent City Center or Commercial Hub
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Faith Faith
Polder
Polder R&F-Only
Dutch
Dutch
Guilds
Guilds
Lake
Lake
Coast
Coast
Must be adjacent three land tiles.
+1 Food Food
+1 Food Food for every adjacent Polder, increasing to +2 Food Food for every adjacent Polder (Req. Replaceable Parts Replaceable Parts).
+1 Production Production
+0.5 Housing Housing
+4 Gold Gold (Req. Civil Engineering Civil Engineering).
+1 Production Production for every adjacent Polder (Req. Replaceable Parts Replaceable Parts).
Increases Movement 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 Movement Movement
Cannot be pillaged or removed
Cannot be plundered
Rock-Hewn Church
Rock-Hewn Church[1]
Ethiopian
Ethiopian
Drama and Poetry
Drama and Poetry
Must be built on Hills or Volcanic Soil.

Cannot be adjacent to another Rock-Hewn Church.

+1 Faith Faith
+1 Faith Faith for every adjacent Mountain and Hills tile
+1 Appeal to adjacent tiles
Provides Tourism Tourism equal to its Faith Faith output (Req. Flight Flight).
Faith Faith
Roman Fort
Roman Fort
Roman
Roman
Iron Working
Iron Working
Can only be built by Legion. Occupying unit receives +4 Strength 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 adjacent to another Sphinx. +1 Culture Culture
+1 Faith Faith
+1 Appeal to adjacent tiles (GS-Only +2 Appeal)
+1 Culture Culture (Req. Natural History Natural History)
+2 Faith Faith if adjacent to a Wonder
+1 additional Culture Culture if built on Floodplains GS-Only
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
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 (Req. Feudalism Feudalism)
+1 Food Food (Req. Professional Sports Professional Sports)
+1 Housing Housing (Req. Sanitation Sanitation)
Healing
Terrace Farm
Terrace Farm GS-Only
Incan
Incan
Must be built on Grassland Hills, Plains Hills, or Desert Hills. +1 Food Food
+1 Housing Housing
+1 Food Food for each adjacent Mountain
+1 Food Food from every 2 adjacent Terrace Farms, increasing to +1 Food Food for every Terrace Farm (Req. Replaceable Parts Replaceable Parts)
+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 (Req. Natural History Natural History)
+1 Culture Culture if next to a River
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Gold Gold
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 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 Technology/
Civic
Placement Base Yield Modifier & Notes Plunder
City Park
City Park
Parks and Recreation Games and Recreation
Games 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
Provides Tourism Tourism equal to its Culture Culture output (Req. Flight Flight).
Healing
Fishery
Fishery
Aquaculture Sailing
Sailing
Lake
Lake
Coast
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
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
National Park
Conservation
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 Tourism equal to the total Appeal of all the tiles included in it, as well as 2 Amenities Amenities to the city that owns it and 1 Amenity 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 Vampire Castle Sanguine Pact 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 Capital.
Occupying unit receives +4 Strength Defense Strength and 2 turns of fortification.
Cannot be plundered

Monopolies and Corporations[]

Name Technology/
Civic
Placement Effects Plunder
Corporation
Corporation
Economics
Economics
Limit of one per city.
Tiles with Corporations cannot be swapped.
+4 Food Food
+10 Production Production
+3 Gold Gold
Doubles effect of Industry.
Enables Create New Product project in city.
Built by a Great Merchant.
Gold Gold
Industry
Industry

Currency
Currency

Limit of one per city.
Tiles with Corporations cannot be swapped.
+2 Food Food
+2 Production Production
+1 Gold Gold
+1 Great Merchant Great Merchant point
Gold Gold

Zombie Defense[]

None of the improvements exclusive to this mode can be pillaged or have their tiles worked.

Name Technology/Civic Effects
Barricade
Barricade
Military Engineering
Military Engineering
Deals 10 HP damage to, and exerts zone of control on, hostile units passing through or adjacent to it.
Modernized Trap
Modernized Trap
Ballistics
Ballistics
Deals 20 HP damage to, and depletes the movement of, hostile units passing through it.
Built by a Military Engineer.
Reinforced Barricade
Reinforced Barricade
Rifling
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
Trap
Construction
Construction
Deals 15 HP damage to, and depletes the movement of, hostile units passing through it.

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.
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