Although most improvements are constructed by Builders, there are some which are great engineering challenges, or are considered of particular importance for military purposes, and are thus entrusted to the Military Engineer. (The Roman Fort is an exception here - it can only be built by a Roman Legion.) Constructing an improvement consumes one build charge in most cases. Improvements may also be removed, which does not consume any charges. Removing features from the map, such as Stone or Woods, does consume a charge, however.
In most cases, tile improvements may only be built within a civilization's territory or in a city-state when the player is the Suzerain. All of the Military Engineer's improvements save the Missile Silo are exceptions to this rule, and may also be constructed on neutral terrain.
All tile improvements except Farms are unlocked by researching technologies. The Farm is considered the primordial improvement learned when your tribe developed Agriculture and thus jumped the gap from the life of the hunter-gatherer to civilized life.
Tile improvements may only be constructed on certain types of terrain, or on resources. Floodplains cannot support any improvements except Farms and certain unique improvements (see below). Improvements may not be constructed on tiles that already contain a city district or wonder. Like districts, some improvements gain an adjacency bonus for being built next to certain types of terrain, other improvements, resources, or wonders.
Like districts, improvements may be pillaged by hostile forces such as Barbarians. A Builder will have to repair them before they can regain their functions; this action doesn't consume a charge.
Housing from Tile Improvements Edit
There are several tile improvements which are connected with Housing, one of the new features in Civilization VI. They are the Farm, the Pasture, the Camp, Fishing Boats, and the Plantation. All of them serve as alternatives to city Housing, and besides their yield boosts provide 0.5 Housing each to the city working them. Thus, a city controlling land suitable for building these improvements has an alternative source of Housing for its farmers, ranchers, hunters, and fishermen, and is able to grow its Population faster.
Special Improvements Edit
There are certain improvements which may only be constructed under special circumstances. These include the Colossal Heads, which may only be constructed if you're the Suzerain of the La Venta city-state; and the Fishery, which may only be constructed in the territory of a city where a particular Governor is stationed currently, and only after she acquires a certain title (see below).
Note, however, that once constructed these improvements will continue functioning even though the necessary conditions for their placement have vanished (e.g. if Liang is removed from the city later, the Fishery will continue functioning normally).
Improvements' Adjacency bonuses Edit
Many Improvements also enjoy Adjacency bonuses: the first and most important one of them is the Farm, which gets additional Food for other nearby Farms; but many Unique improvements also get diverse bonuses from nearby terrain, features, or other Improvements. Read carefully Improvement descriptions and plan accordingly to make the best use of your space!
List of Tile ImprovementsEdit
|Name||Technology/Civic||Terrain||Resource||Base Yield Modifier & Notes|
|Farm||Grasslands, Plains, Floodplains, or resource
Can build Farms on Grassland Hills and Plains Hills with Civil Engineering.
|Wheat, Rice|| +1 Food|
|Mine||Mining||Hills or resource||Copper, Diamonds, Iron, Mercury, Niter, Coal, Aluminum, Uranium, Amber|| +1 Production|
|Quarry||Mining||Only on resource||Stone, Marble, Gypsum|| +1 Production|
|Plantation||Irrigation||Only on resource||Bananas, Citrus, Cocoa, Coffee, Cotton, Dyes, Silk, Sugar, Tea, Tobacco, Wine, Olives|| +2 Gold|
|Camp||Animal Husbandry||Only on resource||Deer, Furs, Ivory, Truffles|| +1 Gold|
|Pasture||Animal Husbandry||Only on resource||Sheep, Horses, Cattle|| +1 Production|
|Fishing Boats||Sailing||Only on resource||Fish, Crabs, Whales, Pearls, Amber, Turtles|| +1 Food|
|Lumber Mill||Machinery||Only on Woods feature||Woods|| +1 Production|
|Fort||Siege Tactics||Any land||Occupying unit receives +4 Defense Strength and 2 turns of fortification.|
Built by Military Engineer.
|Airstrip||Flight||Flat terrain|| +3 Aircraft Capacity|
Built by Military Engineer.
|Seaside Resort||Radio||Coastal Desert,
|Minimum Appeal of Breathtaking (4+)||Provides double the tile's Appeal in Tourism.|
|Geothermal Plant||Synthetic Materials||Only on feature||Geothermal Fissure||+1 Production,|
|Wind Farm||Composites||Hills||+2 Production,|
|Solar Farm||Satellites||Flat land||+1 Production,|
|Ski Resort||Professional Sports||Mountain||Provides Tourism equal to the tile's Appeal.|
|Oil Well||Combustion||Only on land tiles with Oil resource||Oil||+2 Production|
|Offshore Oil Rig||Plastics||Only on sea tiles with Oil resource||Oil||+2 Production|
|Missile Silo||Rocketry||Only on flat land|| +1 Missile Capacity|
|Mountain Tunnel||Chemistry||Mountain||Allows units to move into it and exit through another Mountain Tunnel at the cost of 2 Movement. Built by Military Engineer.
Cannot be pillaged or removed.
- Main article: Roads (Civ6)
Roads are a special type of improvement connecting cities and districts, and providing faster land travelling. Roads may not be built by Builders; aside from Traders, which build roads as they establish Trade Routes, only the Military Engineer unit can build roads. Every district and wonder automatically creates a road on its tile, which remains even if the feature is pillaged or the city is razed.
Roads themselves can be manually pillaged by a marauding combat unit.
In later eras, roads will upgrade with technology reducing movement cost. Roads within city borders will upgrade automatically; those outside must be repaved by Traders.
|Ancient Roads||Ancient||1 Movement. No movement penalties for terrain.|
|Classical Roads||Classical||1 Movement. Adds bridges over Rivers.|
|Industrial Roads||Industrial||0.75 Movement.|
|Modern Roads||Modern||0.5 Movement.|
These tile improvements are only available to certain civilizations, but do not replace a generic one. They are not used to connect resources.
|Name||Civilization/Leader||Technology/Civic||Restrictions||Base Yield Modifier & Notes|
|Alcázar||Granada||Suzerainty bonus||Cannot be adjacent to another Alcázar|| +2 Culture
Occupying unit receives +4 Defense Strength and 2 turns of fortification.
|Château||France||Humanism||Must be next to River||+2 Culture|
|Chemamull||Mapuche||Craftsmanship||Minimum Appeal of Breathtaking (4+)||Provides Culture equal to 75% of its tile's Appeal.|
|Colossal Heads||La Venta||Suzerainty bonus||+2 Faith|
|Roman Fort||Rome||Iron Working||Occupying unit receives +4 Defense Strength and 2 turns of fortification.|
|Golf Course||Scotland||Reformed Church||Cannot be built on Desert or Desert Hills||+1 Amenity|
|Great Wall||China||Masonry||Must be on territory border|| Occupying unit receives +4 Defense Strength.|
|Ice Hockey Rink||Canada||Must be built on Tundra, Tundra Hills, Snow, or Snow Hills||+1 Amenity|
|Kampung||Indonesia||Shipbuilding||Must be adjacent to a coastal resource||+1 Production|
|Kurgan||Scythia||Animal Husbandry||Cannot be built on Hills||+1 Faith|
|Mekewap||Cree||Pottery||Must be built adjacent to a Bonus or Luxury Resource and cannot be adjacent to another Mekewap|| +1 Production
|Monastery||Armagh||Suzerainty bonus||Cannot be built adjacent to another Monastery|| +2 Faith|
Provides +15 HP healing every turn for friendly religious units.
|Nubian Pyramid||Nubia||Masonry||Must be built on Desert or Floodplains|| +1 Faith
+1 Food if adjacent to a City Center
|Outback Station||Australia||Guilds||Cannot be built on Snow, Tundra, Grassland Hills, or Plains Hills||+1 Food|
|Pā||Māori||Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification.|
|Pairidaeza||Persia||Early Empire||Cannot be built on Snow or Tundra and cannot be adjacent to another Pairidaeza||+1 Culture|
|Polder||Netherlands||Guilds||Must be built on Coast or Lake with at least three adjacent land tiles||+1 Food|
|Qhapaq Ñan||Pachacuti||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.
Cannot be pillaged or removed.
|Sphinx||Egypt||Craftsmanship|| Can be built on Floodplains|
Cannot be built adjacent to another Sphinx
|+1 Culture, +1 Faith|
|Stepwell||India||Irrigation||Cannot be built on Hills or adjacent to another Stepwell||+1 Food|
|Terrace Farm||Inca||Must be built on Grassland Hills, Plains Hills, or Desert Hills||+1 Food|
|Ziggurat||Sumeria||Cannot be built on Hills||+2 Science|
|Name||Title||Restrictions||Base Yield Modifier & Notes|
|City Park||Parks and Recreation||Cannot be built adjacent to another City Park|| +2 Appeal to adjacent tiles|
|Fishery||Aquaculture||Must be built on coast||+1 Food|
- Main article: National Park (Civ6)
National Parks are not tile improvements per se. They can only be created by Naturalists by designating the tiles which are to form part of the National Park. The Naturalist is consumed after this action.
|Civilization VI |
|Rise and Fall • Gathering Storm|