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{{Improvement (Civ6) |
{{Improvement (Civ6) |
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− | |name = Mine |
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− | |game = Civilization VI |
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|req = Mining |
|req = Mining |
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+ | |plunder = {{Gold6}} |
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|effect = +1 {{Production6}}<br/> |
|effect = +1 {{Production6}}<br/> |
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-1 {{Link6|Appeal}}<br /> |
-1 {{Link6|Appeal}}<br /> |
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− | +1 {{Production6}} |
+ | +1 {{Production6}} {{Req6|Apprenticeship}}<br/> |
− | +1 {{Production6}} |
+ | +1 {{Production6}} {{Req6|Industrialization}}<br/> |
− | +1 {{Production6}} |
+ | +1 {{Production6}} {{Req6|Ruhr Valley}}<br/> |
− | +1 {{Production6}} for strategic resources |
+ | +1 {{Production6}} ({{GS}} and +1 {{Faith6}}) for strategic resources {{Req6|God of Craftsmen}}<br/> |
− | +2 {{Faith6}} for bonus or luxury resources |
+ | +2 {{Faith6}} for bonus or luxury resources {{Req6|Religious Idols}}<br/> |
+ | Provides {{Tourism6}} equal to its {{Culture6}} output {{Req6|Flight}}<br/> |
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− | {{GS}} +1 {{Production6}} |
+ | {{GS}} +1 {{Production6}} {{Req6|Smart Materials}} |
− | |terrain = Hills |
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|res = Iron, Niter, Coal, Aluminum, Uranium, Diamonds, Jade, Mercury, Salt, Silver, Amber, Copper |
|res = Iron, Niter, Coal, Aluminum, Uranium, Diamonds, Jade, Mercury, Salt, Silver, Amber, Copper |
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+ | }} |
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⚫ | |||
+ | |||
⚫ | The '''Mine''' is a standard {{Link6|tile improvement}} in ''[[Civilization VI]]''. It requires {{Link6|Mining}} and may be built on any featureless {{Link6|Hills}} {{Link6|tile}}, [[Volcanic Soil (Civ6)|Volcanic Soil]] or on certain {{Link6|resource}}s. If it is built on Luxury or Strategic Resources, then the {{Link6|city}} will gain use of that resource. |
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* Effects: |
* Effects: |
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** +1 additional {{Production6}} (requires [[Apprenticeship (Civ6)|Apprenticeship]]) |
** +1 additional {{Production6}} (requires [[Apprenticeship (Civ6)|Apprenticeship]]) |
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** +1 additional {{Production6}} (requires [[Industrialization (Civ6)|Industrialization]]) |
** +1 additional {{Production6}} (requires [[Industrialization (Civ6)|Industrialization]]) |
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− | ** +1 |
+ | ** +1 {{Production6}} ({{GS}} and +1 {{Faith6}}) with [[God of Craftsmen (Civ6)|God of Craftsmen]] [[Pantheon (Civ6)|pantheon]] when built on [[Resource (Civ6)#Strategic|Strategic Resources]] |
− | ** + |
+ | ** +2 {{Faith6}} with [[Religious Idols (Civ6)|Religious Idols]] pantheon when built on [[Resource (Civ6)#Bonus|Bonus]] or [[Resource (Civ6)#Luxury|Luxury Resources]] |
− | ** Provides adjacency bonus for [[Industrial Zone (Civ6)|Industrial Zones]] (+1 {{Production6}} |
+ | ** Provides [[Adjacency bonus (Civ6)|adjacency bonus]] for [[Industrial Zone (Civ6)|Industrial Zones]] (+1 {{Production6}}, +½ in {{GS}}). |
** {{GS}} +1 additional {{Production6}} (requires [[Smart Materials (Civ6)|Smart Materials]]) |
** {{GS}} +1 additional {{Production6}} (requires [[Smart Materials (Civ6)|Smart Materials]]) |
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+ | ** [[Nubian (Civ6)|Nubia]] only: +1 {{Production6}} when built on [[Resource (Civ6)#Strategic|strategic resources]], and +2 {{Gold6}} on [[Resource (Civ6)#Bonus|bonus]] and [[Resource (Civ6)#Luxury|luxury resources]] |
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+ | ** [[Korean (Civ6)|Korea]] only: +1 {{Science6}} for each adjacent [[Seowon (Civ6)|Seowon]] |
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+ | ** [[Malian (Civ6)|Mali]] only: -1 {{Production6}}, +4 {{Gold6}} |
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+ | ** [[Wilfrid Laurier (Civ6)|Wilfrid Laurier]] only: +2 {{Production6}} when built on [[Tundra (Civ6)|Tundra]], [[Tundra (Hills) (Civ6)|Tundra Hills]], [[Snow (Civ6)|Snow]], [[Snow (Hills) (Civ6)|Snow Hills]] |
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+ | ** [[Gallic (Civ6)|Gaul]] only: +1 {{Culture6}}, grant a +0.5 adjacency bonus for [[District (Civ6)|districts]] and trigger a [[Culture Bomb (Civ6)|Culture Bomb]] when built, claiming surrounding unowned [[Tile (Civ6)|tiles]] |
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* Access: |
* Access: |
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− | ** Strategic Resources: {{Iron6}} |
+ | ** Strategic Resources: {{Iron6}}, {{Niter6}}, {{Coal6}}, {{Aluminum6}}, {{Uranium6}} |
− | ** Bonus Resources: {{Copper6}} |
+ | ** Bonus Resources: {{Copper6}} |
− | ** Luxury Resources: {{ |
+ | ** Luxury Resources: {{Amber6}} {{R&F}}, {{Diamonds6}}, {{Jade6}}, {{Mercury6}}, {{Salt6}}, {{Silver6}} |
− | |||
− | {{RiseandFall}} |
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== Strategy == |
== Strategy == |
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− | The Mine is, as always, one of the most important improvements for your empire |
+ | The Mine is, as always, one of the most important improvements for your empire. It is your earliest and most reliable {{Production6}} booster and gives access to most [[Resource (Civ6)#Strategic|strategic resources]] in the game. |
Its greatest advantage is that it may be built on any Hill tile, right from the start of the game (or more accurately, after you research one of the first techs), and these are ''very'' common. Also, a relatively early tech, [[Apprenticeship (Civ6)|Apprenticeship]], boosts its yield, which is very important in the middle game. |
Its greatest advantage is that it may be built on any Hill tile, right from the start of the game (or more accurately, after you research one of the first techs), and these are ''very'' common. Also, a relatively early tech, [[Apprenticeship (Civ6)|Apprenticeship]], boosts its yield, which is very important in the middle game. |
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− | Normally, a Mine cannot be built on a tile with [[Woods (Civ6)|Woods]] or [[Rainforest (Civ6)|Rainforest]], but an exception is made if any mineable resource |
+ | Normally, a Mine cannot be built on a tile with [[Woods (Civ6)|Woods]] or [[Rainforest (Civ6)|Rainforest]], but an exception is made if any mineable resource (such as {{Amber6}}) or late-game Strategic Resource (such as {{Uranium6}}) is found on such a tile. In this case the Mine will be built and the feature preserved - which will also preserve its {{Production6}} bonus, of course. |
+ | |||
⚫ | Use Mines not only to increase the basic {{Production6}} output of cities, but also to provide [[Adjacency bonus (Civ6)|adjacency bonuses]] to your [[Industrial Zone (Civ6)|Industrial Zones]] - each Mine provides a +1 bonus (+½ in ''[[Civilization VI: Gathering Storm|Gathering Storm]]''). If you have a city controlling a large expanse of Hills, you may build Mines over all of them, excluding a spot in the center, where you can place an Industrial Zone for a whopping increase in {{Production6}}! |
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+ | |||
⚫ | |||
+ | |||
+ | Building a Mine over any resource unlocks the {{Eureka6}} for [[Wheel (Civ6)|Wheel]]. Building three Mines triggers the {{Eureka6}} for Apprenticeship. Building a Mine over {{Iron6}} triggers the {{Eureka6}} for [[Iron Working (Civ6)|Iron Working]]. Building a Mine over {{Niter6}} triggers the {{Eureka6}} for [[Rifling (Civ6)|Rifling]]. Building a Mine over {{Coal6}} (and an [[Ironclad (Civ6)|Ironclad]]) triggers the {{Eureka6}} for [[Steel (Civ6)|Steel]]. Building a Mine over {{Aluminum6}} triggers the {{Eureka6}} for [[Nanotechnology (Civ6)|Nanotechnology]]. Building a Mine over {{Uranium6}} triggers the {{Inspiration6}} for [[Venture Politics (Civ6)|Venture Politics]]. |
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⚫ | Use Mines not only to increase the basic {{Production6}} output of cities, but also to provide adjacency bonuses to your [[Industrial Zone (Civ6)|Industrial |
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+ | {{/Civilopedia}} |
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+ | == See also == |
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⚫ | |||
+ | * [[Mine]] in other games |
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+ | {{Improvements (Civ6)}} |
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− | The extraction of valuable (or sometimes not so valuable) minerals is as much part of civilization as farming or making war. Even in “pre-historic” times, the Neolithic hunter-gatherers dug flint out of seams, creating mines such as those at Grimes Graves (c. 4000 BC). The Egyptians mined malachite, the Greeks silver, the Romans tin and lead, and every civilization since has found something in the earth they needed or wanted. Most of the work until the Industrial Revolution was done by hand, whether the mining was an open pit or underground tunnel, by slaves or wage-slaves using picks and shovels and hammers. Some of civilization's first great corporations were mining concerns, and prospectors pushed the frontiers ever outward. Today, machines do all the hard work – the prospecting and mining and refining. So efficient are they at stripping out everything valuable and moving on that there are currently upwards of 560 thousand abandoned mines in the United States alone. |
Latest revision as of 07:48, 4 January 2024
Back to the list of tile improvements
The Mine is a standard tile improvement in Civilization VI. It requires Mining and may be built on any featureless Hills tile, Volcanic Soil or on certain resources. If it is built on Luxury or Strategic Resources, then the city will gain use of that resource.
- Effects:
- +1 Production
- -1 Appeal
- +1 additional Production (requires Apprenticeship)
- +1 additional Production (requires Industrialization)
- +1 Production ( and +1 Faith) with God of Craftsmen pantheon when built on Strategic Resources
- +2 Faith with Religious Idols pantheon when built on Bonus or Luxury Resources
- Provides adjacency bonus for Industrial Zones (+1 Production, +½ in ).
- +1 additional Production (requires Smart Materials)
- Nubia only: +1 Production when built on strategic resources, and +2 Gold on bonus and luxury resources
- Korea only: +1 Science for each adjacent Seowon
- Mali only: -1 Production, +4 Gold
- Wilfrid Laurier only: +2 Production when built on Tundra, Tundra Hills, Snow, Snow Hills
- Gaul only: +1 Culture, grant a +0.5 adjacency bonus for districts and trigger a Culture Bomb when built, claiming surrounding unowned tiles
- Access:
Strategy[]
The Mine is, as always, one of the most important improvements for your empire. It is your earliest and most reliable Production booster and gives access to most strategic resources in the game.
Its greatest advantage is that it may be built on any Hill tile, right from the start of the game (or more accurately, after you research one of the first techs), and these are very common. Also, a relatively early tech, Apprenticeship, boosts its yield, which is very important in the middle game.
Normally, a Mine cannot be built on a tile with Woods or Rainforest, but an exception is made if any mineable resource (such as Amber) or late-game Strategic Resource (such as Uranium) is found on such a tile. In this case the Mine will be built and the feature preserved - which will also preserve its Production bonus, of course.
Use Mines not only to increase the basic Production output of cities, but also to provide adjacency bonuses to your Industrial Zones - each Mine provides a +1 bonus (+½ in Gathering Storm). If you have a city controlling a large expanse of Hills, you may build Mines over all of them, excluding a spot in the center, where you can place an Industrial Zone for a whopping increase in Production!
As of Gathering Storm, the evolving opportunities provided by Volcanic Soil (especially when it comes to previously unsuitable flat tiles) are yet another consideration when deciding where to place Mines.
Building a Mine over any resource unlocks the Eureka for Wheel. Building three Mines triggers the Eureka for Apprenticeship. Building a Mine over Iron triggers the Eureka for Iron Working. Building a Mine over Niter triggers the Eureka for Rifling. Building a Mine over Coal (and an Ironclad) triggers the Eureka for Steel. Building a Mine over Aluminum triggers the Eureka for Nanotechnology. Building a Mine over Uranium triggers the Inspiration for Venture Politics.
Civilopedia entry[]
The extraction of valuable (or sometimes not so valuable) minerals is as much part of civilization as farming or making war. Even in “pre-historic” times, the Neolithic hunter-gatherers dug flint out of seams, creating mines such as those at Grimes Graves (c. 4000 BC). The Egyptians mined malachite, the Greeks silver, the Romans tin and lead, and every civilization since has found something in the earth they needed or wanted. Most of the work until the Industrial Revolution was done by hand, whether the mining was an open pit or underground tunnel, by slaves or wage-slaves using picks and shovels and hammers. Some of civilization's first great corporations were mining concerns, and prospectors pushed the frontiers ever outward. Today, machines do all the hard work – the prospecting and mining and refining. So efficient are they at stripping out everything valuable and moving on that there are currently upwards of 560 thousand abandoned mines in the United States alone.
See also[]
- Mine in other games