Civilization Wiki
Tags: Visual edit apiedit
Tags: Visual edit apiedit
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Revision as of 11:37, 3 October 2016

Resources are special commodities found in limited quantities on the map. When a resource is "worked" via a tile improvement, it provides a bonus for your city. Bonuses vary from increased tile yield (production, food, etc.), a strategic resource for military, or by providing Amenities for your civilization.

Resources are split into 3 different types; Bonus Resources just improve basic tile yields and can be boosted with tile improvement and may be required for certain wonders i.e. Stonehenge is required to be built next to Stone, Strategic Resources also provide improvement to tile yields but when improved they provide a quantity of resources that allow you to build certain units i.e. Horseman require Horses (use 1 per unit) and Iron for Swordsman (use 1 per unit) and finally there are Luxury Resources that provide the improve tile yields but more importantly the bonus +1 to a cities Amenities - this is a "local Happiness" modifier that cities need in order to continue to grow and produce efficiently.

Tile improvements are are unlocked with Technology apart from farming which is available from the start of the game. Animal Husbandry unlocks Pastures and Camps, Mining unlocks Mines and Quarries, Irrigation unlocks Plantations, Sailing unlocks Fishing Boats. All these actions take 1 builder charge and are built instantaneously. Improving Tiles (on resources or on base tiles) increases housing by 0.5 in all instances thereby incentivising improvement and city spacing to get larger cities.

An alternative to building Tile Improvement is to use the builders charge to harvest the resource, this gives a one time large bonus resource (of the type the resource improves the base tile i.e. harvesting rice will generate food) and remove the resource feature from the map permanently, with the focus of Civ 6 on tile management and tile placement rules - it may be necessary to harvest a resource in order to gain a benefit if another district or wonder may need to be built there. Confirmation needed: If a district or wonder is placed over a resource without harvesting the resource is removed and nothing is gained by the player.

Repairing pillaged tiles does not use a builder charges.

Bonus Resources

Resource Base Yield Modifier Improvement Notes
Bananas +1 Food Plantation +1 Gold with Plantation, harvest for 25 Food
Copper +2 Gold Mine +1 Production from Mine
Cows +1 Food Pasture +1 Production with Pasture
Crabs +2 Gols Fishing Boat +1 Food with Fishing Boat
Deer +1 Production Camp +1 Gold with Camp
Fish +1 Food Fishing Boats +1 food with Fishing Boat
Rice +1 Food Farm +1 Food with Farms, harvest for 34 food
Sheep +1 Food Pasture +1 Production with Pasture
Stone +1 Production Quarry +1 Production from Quarry
Wheat +1 Food Farm +1 Production from Farms

Strategic Resources

Resource Enables Base Yield Modifier Improvement Notes
Horses Cavalry units +1 Production +1 Food? Pasture Tech not required to see. +1 Production with Pastures. need 2 Horses to build cavalry (only 1 with Encampment)
Iron Knight +1 Science Mine revealed with Bronze Working, +1 Production from Mines
Nitre Musketmen Mine Revealed by Gunpowder
Oil Oil Well, Offshore Platform

Luxury Resources

Luxury resources are commodities highly prized by citizens, and thus grant Amenities. Most must be claimed by an empire's city borders, while some are exclusively obtained via suzerainty with certain city-states. Confirmation needed: Luxury resources (unlike Civ 5) only provide +1 Amenities for a limited number of cities (4 cities to be precise) therefore larger/Wider empires (5+ cities) need to have more copies of a luxury resource in order to provide amenities for all their cities. i.e. an wide empire of 5 cities and 3 copies of Mercury will need to keep 2 of them for the additional amenity to apply to all of them and can trade the 3rd).

Resource Base Yield Modifier Improvement Notes
Cinnamon Available only from Zanzibar
Citrus Plantation +1 Gold with Plantation
Cloves Available only from Zanzibar
Cocoa +3 Gold Plantation +1 Gold with Plantation
Coffee +1 Culture Plantation +1 Gold with Plantation
Cotton +3 Gold Plantation +1 Gold with Plantation
Dyes Plantation +1 Gold with Plantation
Furs Camp +1 Gold with Camp
Gems +3 Gold Mine +1 Production from Mines
Gypsum Mine +1 Production from Quarry
Ivory Camp +1 Gold with Camp
Jade +1 Culture Mine +1 Production from Mine
Marble +1 Culture Quarry +1 Production from Quarry
Mercury +1 Science Mine +1 Production from Mines
Pearls Fishing Boats +1 food with Fishing Boat
Salt Mine +1 Production from Mines
Silk Plantation +1 Gold with Plantation
Spices Plantation +1 Gold with Plantation
Sugar Plantation +1 Gold with Plantation
Tea Plantation +1 Gold with Plantation
Tobacco Plantation +1 Gold with Plantation
Truffles Camp +1 Gold with Camp
Whales Fishing Boats +1 food with Fishing Boat
Wine Plantation +1 Gold with Plantation
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.