Civilization Wiki
Register
mNo edit summary
Tag: Visual edit
(Redundant. Page already says it can be built on Volcanic soil and hills)
Tags: Source edit Mobile edit Mobile web edit
 
(33 intermediate revisions by 14 users not shown)
Line 1: Line 1:
 
{{Improvement (Civ6)
 
{{Improvement (Civ6)
|name = Mine
 
|game = Civilization VI
 
 
|req = Mining
 
|req = Mining
  +
|plunder = {{Gold6}}
 
|effect = +1 {{Production6}}<br/>
 
|effect = +1 {{Production6}}<br/>
 
-1 {{Link6|Appeal}}<br />
 
-1 {{Link6|Appeal}}<br />
+1 {{Production6}} (requires {{Link6|Apprenticeship}})<br/>
+
+1 {{Production6}} {{Req6|Apprenticeship}}<br/>
+1 {{Production6}} (requires {{Link6|Industrialization}})<br/>
+
+1 {{Production6}} {{Req6|Industrialization}}<br/>
+1 {{Production6}} (requires {{Link6|Ruhr Valley}})<br/>
+
+1 {{Production6}} {{Req6|Ruhr Valley}}<br/>
+1 {{Production6}} for strategic resources (requires God of Craftsmen)<br/>
+
+1 {{Production6}} ({{GS}} and +1 {{Faith6}}) for strategic resources {{Req6|God of Craftsmen}}<br/>
+2 {{Faith6}} for bonus or luxury resources (requires Religious Idols)<br/>
+
+2 {{Faith6}} for bonus or luxury resources {{Req6|Religious Idols}}<br/>
  +
Provides {{Tourism6}} equal to its {{Culture6}} output {{Req6|Flight}}<br/>
{{GS}} +1 {{Production6}} (requires {{Link6|Smart Materials}})
+
{{GS}} +1 {{Production6}} {{Req6|Smart Materials}}
|terrain = Hills
 
 
|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
  +
}}
}}The '''Mine''' is a standard {{Link6|tile improvement}} in ''[[Civilization VI]]''. It requires [[Mining (Civ6)|Mining]] and may be built on any {{Link6|Hills}} tile, or on certain {{Link6|resources}}. If it is built on Luxury or Strategic Resources, then the {{Link6|city}} will gain use of that resource.
 
  +
 
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.
   
 
* Effects:
 
* Effects:
Line 20: Line 21:
 
** +1 additional {{Production6}} (requires [[Apprenticeship (Civ6)|Apprenticeship]])
 
** +1 additional {{Production6}} (requires [[Apprenticeship (Civ6)|Apprenticeship]])
 
** +1 additional {{Production6}} (requires [[Industrialization (Civ6)|Industrialization]])
 
** +1 additional {{Production6}} (requires [[Industrialization (Civ6)|Industrialization]])
** +1 additional {{Production6}} with [[God of Craftsmen (Civ6)|God of Craftsmen]] Pantheon when built on [[Resources (Civ6)#Strategic Resources|Strategic Resources]]
+
** +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]]
** +1 {{Faith6}} with [[Religious Idols (Civ6)|Religious Idols]] Pantheon when built on [[Resources (Civ6)#Bonus Resources|Bonus]] or [[Resources (Civ6)#Luxury Resources|Luxury 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}} per 2 Mines).
+
** Provides [[Adjacency bonus (Civ6)|adjacency bonus]] for [[Industrial Zone (Civ6)|Industrial Zones]] (+1 {{Production6}}, in {{GS}}).
 
** {{GS}} +1 additional {{Production6}} (requires [[Smart Materials (Civ6)|Smart Materials]])
 
** {{GS}} +1 additional {{Production6}} (requires [[Smart Materials (Civ6)|Smart Materials]])
  +
** [[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]]
  +
** [[Korean (Civ6)|Korea]] only: +1 {{Science6}} for each adjacent [[Seowon (Civ6)|Seowon]]
  +
** [[Malian (Civ6)|Mali]] only: -1 {{Production6}}, +4 {{Gold6}}
  +
** [[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]]
  +
** [[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]]
 
* Access:
 
* Access:
** Strategic Resources: {{Iron6}} Iron, {{Niter6}} Niter, {{Coal6}} Coal, {{Aluminum6}} Aluminum, {{Uranium6}} Uranium
+
** Strategic Resources: {{Iron6}}, {{Niter6}}, {{Coal6}}, {{Aluminum6}}, {{Uranium6}}
** Bonus Resources: {{Copper6}} Copper
+
** Bonus Resources: {{Copper6}}
** Luxury Resources: {{Diamonds6}} Diamonds, {{Jade6}} Jade, {{Mercury6}} Mercury, {{Salt6}} Salt, {{Silver6}} Silver ({{R&F}} {{Amber6}} Amber)
+
** Luxury Resources: {{Amber6}} {{R&F}}, {{Diamonds6}}, {{Jade6}}, {{Mercury6}}, {{Salt6}}, {{Silver6}}
 
{{RiseandFall}}
 
   
 
== Strategy ==
 
== Strategy ==
The Mine is, as always, one of the most important improvements for your empire, being one of the only two which can be built on tiles without [[Resources (Civ6)|Resources]] (along with [[Farm (Civ6)|Farm]]). It is your earliest and most reliable {{Production6}} booster, besides giving access to most [[Resources (Civ6)#Strategic|strategic resources]] in the game.
+
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.
   
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 is found on such a tile (such as [[Amber (Civ6)|Amber]], or late-game Strategic Resource (such as {{Uranium6}} Uranium). In this case the Mine will be built and the feature preserved - which will also preserve its {{Production6}} bonus, of course.
+
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 ( 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}}!
  +
 
As of ''Gathering Storm'', the evolving opportunities provided by [[Volcanic Soil (Civ6)|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 {{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]].
   
 
== Civilopedia entry ==
Use Mines not only to increase the basic {{Production6}} output of cities, but also to provide adjacency bonuses to your [[Industrial Zone (Civ6)|Industrial Zone Districts]] - each Mine provides a +1 bonus (1/2 in ''GS)''! 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}}!
 
  +
{{/Civilopedia}}
   
  +
== See also ==
As of ''[[Civilization VI: Gathering Storm|Gathering Storm]]'', the evolving opportunities provided by [[Volcanic Soil (Civ6)|Volcanic Soil]] (especially when it comes to previously unsuitable flat tiles) are yet another consideration when deciding where to place Mines.
 
  +
* [[Mine]] in other games
   
  +
{{Improvements (Civ6)}}
==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.
 

Latest revision as of 07:48, 4 January 2024

BackArrowGreen 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.

Strategy[]

The Mine is, as always, one of the most important improvements for your empire. It is your earliest and most reliable Production 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 Amber) or late-game Strategic Resource (such as Uranium 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 Production bonus, of course.

Use Mines not only to increase the basic Production 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 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 Eureka for Wheel. Building three Mines triggers the Eureka Eureka for Apprenticeship. Building a Mine over Iron Iron triggers the Eureka Eureka for Iron Working. Building a Mine over Niter Niter triggers the Eureka Eureka for Rifling. Building a Mine over Coal Coal (and an Ironclad) triggers the Eureka Eureka for Steel. Building a Mine over Aluminum Aluminum triggers the Eureka Eureka for Nanotechnology. Building a Mine over Uranium Uranium triggers the Inspiration 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[]

Civilization VI Improvements [edit]
Standard AirstripCampFarmFishing BoatsFortGeothermal Plant GS-OnlyLumber MillMineMissile SiloMountain Tunnel GS-OnlyNational ParkOffshore Oil RigOffshore Wind Farm GS-OnlyOil WellPasturePlantationQuarryRailroad GS-OnlySeaside ResortSeastead GS-OnlySki Resort GS-OnlySolar Farm GS-OnlyWind Farm GS-Only
Unique ChâteauChemamull R&F-OnlyFeitoria1Golf Course R&F-OnlyGreat WallHacienda1Ice Hockey Rink GS-OnlyKampung1KurganMekewap R&F-OnlyMissionNubian Pyramid1Open-Air Museum GS-OnlyOutback Station1 GS-OnlyPairidaeza1Polder R&F-OnlyQhapaq Ñan GS-OnlyRock-Hewn Church1Roman FortSphinxStepwellTerrace Farm GS-OnlyZiggurat
City-state Alcázar1Batey1Cahokia Mounds GS-OnlyColossal HeadsMahavihara1Moai GS-OnlyMonastery1Nazca Line GS-OnlyTrading Dome1
Governor R&F-Only City Park R&F-OnlyFishery R&F-Only
Modes only Barricade4Corporation3Industry3Modernized Trap4Reinforced Barricade4Trap4Vampire Castle2
1 Requires DLC2 Secret Societies mode only • 3 Monopolies and Corporations mode only • 4 Zombie Defense mode only

R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.