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The following is a list of tile improvements in Civilization VII and its expansions.

Antiquity Age[]

Standard improvements[]

Improvement Improvement Placement
Clay Pit
Clay Pit
Wet
Expedition Base
Expedition Base
Natural Wonder Natural Wonders
Farm
Farm
Flat
Woodcutter
Woodcutter
Vegetated
Fishing Boat
Fishing Boat
Coastal and Navigable River
Tiles with Dyes Dyes, Fish Fish, and Pearls Pearls.
Mine
Mine
Rough
Tiles with Gold Gold, Iron Iron, Salt Salt, and Silver Silver.
Camp
Camp
Tiles with Ivory Ivory, Camels Camels, and Hides Hides.
Pasture
Pasture
Tiles with Horses Horses and Wool Wool.
Plantation
Plantation
Tiles with Cotton Cotton, Dates Dates, Incense Incense, Silk Silk, and Wine Wine.
Quarry
Quarry
Tiles with Gypsum Gypsum, Jade Jade, Kaolin Kaolin, and Marble Marble.

Civilization unique improvements[]

Improvement Improvement Unique to Unlocked by Provides Placement
Baray
Baray
Khmer
Khmer
Mousong +3 Food Food. +1 Food Food on all Floodplains in this Settlement Settlement. Improvements, Buildings and Districts in this Settlement Settlement do not get pillaged by floods. Must be built on a Flat tile. One per Settlement Settlement.
Great Wall
Great Wall
Han
Han
Zhi Counts as a Fortification. +2 Culture Culture. +1 Happiness Happiness for adjacent Great Wall segments. Increased Combat Strength Combat Strength for any units defending on this tile. Can only be built in a line.
Hawilt
Hawilt
Aksumite
Aksumite
Periplus of the Erythraean Sea +2 Gold Gold. +1 Culture Culture for each adjacent Wonder Wonder or Hawilt. Must be built on a Flat tile.
Pairidaeza
Pairidaeza
Persian
Persian
Satrapies +1 Culture Culture and Gold Gold. +1 Happiness Happiness for adjacent Quarter Quarters. Cannot be adjacent to another Pairidaeza.
Potkop
Potkop
Mississippian
Mississippian
Earthworks +1 Gold Gold. +1 Food Food for each adjacent Resource Resource. Must be built on a Flat tile.

City-state unique improvements[]

Improvement Improvement City-State Type Effects Placement
Emporium
Emporium
Economic +2 Gold Gold.
+2 Gold Gold in Cities Cities if they have at least one Resource Resource assigned to them.
Cannot be adjacent to another Emporium.
Hillfort
Hillfort
Militaristic +2 Production Production.
+1 Sight Sight and +5 HP HP healing per turn to Military Units on this tile.
+6 Combat Strength Combat Strength when defending.
Rough terrain.
Megalith
Megalith
Cultural +2 Culture Culture.
+1 Food Food for every adjacent Rural tile.
Flat terrain.
Step Pyramid
Step Pyramid
Scientific +2 Science Science.
+1 Happiness Happiness for every adjacent River tile.
Tiles with a natural Happiness Happiness yield.

Exploration Age[]

Standard improvements[]

Improvement Improvement Placement
Clay Pit
Clay Pit
Wet
Expedition Base
Expedition Base
Natural Wonder Natural Wonders
Mountainous (Inca only)
Farm
Farm
Flat
Woodcutter
Woodcutter
Vegetated
Tiles with Cocoa Cocoa and Spices Spices.
Fishing Boat
Fishing Boat
Coastal and Navigable River
Tiles with Dyes Dyes, Fish Fish, Pearls Pearls, and Whales Whales.
Mine
Mine
Rough
Tiles with Gold Gold, Iron Iron, Silver Silver, and Niter Niter.
Camp
Camp
Tiles with Camels Camels, Furs Furs, Ivory Ivory, and Truffles Truffles.
Pasture
Pasture
Tiles with Horses Horses.
Plantation
Plantation
Tiles with Cotton Cotton, Dates Dates, Incense Incense, Silk Silk, Sugar Sugar, Tea Tea and Wine Wine.
Quarry
Quarry
Tiles with Gypsum Gypsum, Jade Jade, Kaolin Kaolin, and Marble Marble.

Civilization unique improvements[]

Improvement Improvement Unique to Unlocked by Provides Placement
Caravanserai
Caravanserai
Songhai
Songhai
Ships of the Desert +5 Gold Gold. +1 Gold Gold when adjacent to Navigable Rivers and Resource Resources. Must be built on a Desert or Plains tile.
Hidden Fortress
Hidden Fortress
Bulgarian
Bulgarian
+4 Production Production. +3 Combat Strength Combat Strength and Stealth for units on this tile. Counts as Fortification. Must be built on Rough terrain not adjacent to another Hidden Fortress.
Lo'i Kalo
Lo'i Kalo
Hawaiian
Hawaiian
Ohana +3 Food Food and +2 Production Production. Adjacent Farms receive +1 Culture Culture. Must be built on a Grassland or Tropical tile.
Mawaskawe Skote
Mawaskawe Skote
Shawnee
Shawnee
Wiyehi Simekofi +4 Food Food. +1 Gold Gold for each adjacent Resource Resource. Must be built on a Vegetated tile not adjacent to another Mawaskawe Skote.
Ming Great Wall
Ming Great Wall
Ming
Ming
Nine Garrisons Counts as a Fortification. +5 Culture Culture. +1Gold Gold for adjacent Fortifications. Can only be built in a line.
Örtöö
Örtöö
Mongolian
Mongolian
Ulus +5 Gold Gold. When a military unit moves on to this tile, its Movement Movement is restored. Cannot be built on Rough, River, or a tile with a Feature.
Terrace Farm
Terrace Farm
Incan
Incan
Mit'a +4 Food Food. +1 Gold Gold for each adjacent Building. Can only be built on a Rough tile without a River or Feature.

City-state unique improvements[]

Improvement Improvement City-State Type Effects Placement
Company Post
Company Post
Economic +4 Gold Gold.
+1 Food Food and +1 Production Production in Distant Lands.
+2 Gold Gold if there is at least one Resource Resource assigned to this Settlement Settlement.
Cannot be adjacent to another Company Post.
Kasbah
Kasbah
Militaristic +1 Culture Culture, Gold Gold and Science Science.
+6 Combat Strength Combat Strength when defending.
Desert tiles.
Monastery
Monastery
Scientific +4 Science Science.
+3 Happiness Happiness if this Settlement Settlement follows your Religion.
Cannot be adjacent to a District.
Stone Head
Stone Head
Cultural +4 Culture Culture.
+1 Culture Culture for every adjacent Stone Head.
Tiles with a natural Happiness Happiness yield.

Modern Age[]

Standard improvements[]

Improvement Improvement Placement
Clay Pit
Clay Pit
Wet
Expedition Base
Expedition Base
Natural Wonder Natural Wonders
Mountainous
Farm
Farm
Flat
Woodcutter
Woodcutter
Vegetated
Tiles with Cocoa Cocoa, Quinine Quinine, Rubber Rubber, and Spices Spices.
Fishing Boat
Fishing Boat
Coastal and Navigable River
Tiles with Fish Fish, Pearls Pearls, and Whales Whales.
Mine
Mine
Rough
Tiles with Coal Coal, Gold Gold, Iron Iron, Niter Niter, and Silver Silver.
Camp
Camp
Tiles with Furs Furs, Ivory Ivory and Truffles Truffles.
Oil Rig
Oil Rig
Tiles with Oil Oil.
Pasture
Pasture
Tiles with Horses Horses.
Plantation
Plantation
Tiles with Citrus Citrus, Coffee Coffee, Cotton Cotton, Silk Silk, Sugar Sugar, Tea Tea, Tobacco Tobacco, and Wine Wine.
Quarry
Quarry
Tiles with Jade Jade, Kaolin Kaolin, and Marble Marble.

Civilization unique improvements[]

Improvement Improvement Unique to Unlocked by Provides Placement
Bang
Bang
Siamese
Siamese
Nine Gems +3 Culture Culture and Happiness Happiness. Must be built on a Navigable River.
Highland Power Station
Highland Power Station
Nepalese
Nepalese
+3 Production Production. +3 Culture Culture. Can only be built on Mountainous terrain by a Sherpa using its Claim Mountain special ability.
Kabaka's Lake
Kabaka's Lake
Bugandan
Bugandan
'Nnalubaale +3 Happiness Happiness. Receives Lake (Civ7) yield bonuses, including yields for all Buganda's abilities and the Muzibu Azaala Mpanga Wonder Wonder. Must be built on Flat terrain. One per Settlement Settlement.
Obshchina
Obshchina
Russian
Russian
Serfdom +2 Food Food on all Farms in this Settlement Settlement. +2 Culture Culture if built on a Tundra tile.
Does not remove Warehouse bonuses on a tile.
Must be built on an existing Tile Improvement Tile Improvement not adjacent to another Obshchina.
Staatseisenbahn
Staatseisenbahn
Prussian
Prussian
+2 Gold Gold and Production Production on Rural tiles with a Staatseisenbahn in your territory. Automatically built via normal Railroad rules when a Rail Station is constructed in two connected Cities Cities.
Stepwell
Stepwell
Mughal
Mughal
Zabt +2 Gold Gold. +2 Food Food from adjacent Farms. Must be built on a Flat tile not adjacent to another Stepwell.

City-state unique improvements[]

Improvement Improvement City-State Type Effects Placement
Entrepôt
Entrepôt
Economic +5 Gold Gold.
+1 Gold Gold on every Navigable River tile in this Settlement Settlement.
Must be built on a Navigable River tile not adjacent to another Entrepôt.
Institute
Institute
Scientific +5 Science Science.
+2 Science Science on adjacent Wet or Vegetated terrain.
Cannot be adjacent to another Institute.
Open-Air Museum
Open-Air Museum
Cultural +5 Culture Culture.
+2 Science Science for each adjacent Tropical tile.
+2 Culture Culture for each adjacent Tundra tile.
+2 Gold Gold for each adjacent Desert tile.
One per Settlement Settlement.
Shore Battery
Shore Battery
Militaristic +5 Production Production.
+3 Ranged Strength Ranged Strength and +1 Range Range to ranged and siege units in this tile.
+5 HP HP healing per turn to military units on this tile.
Adjacent to Coast.

See also[]

Civilization VII [edit]
Lists
Concepts
Miscellaneous