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Tile improvements are modifications on tiles created by units to improve tile yields, gain resources, improve a civilization's defense, or provide infrastructure.

Basics Edit

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 and the are exceptions here - they can only be built by a Roman Legion and a Māori Toa, respectively. Constructing an improvement consumes one build charge in most cases. Improvements may also be removed, which does not consume any charges.

In most cases, tile improvements may only be built within a civilization's territory or in a city-state when the player is its 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 (or in rare cases - Civics). 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. Improvements may not be constructed on tiles that already contain a city district or wonder. Also, in most cases they cannot be constructed on tiles with removable features (Woods, Rainforest, Marsh, which will have to be removed first), unless there is a resource present which is accessed through this improvement.

Like districts, some improvements gain an adjacency bonus for being built next to certain types of terrain, other improvements, resources, or wonders.

You can always replace Improvements later if you decide you can use their tile in a better way. Remember that, unlike districts and wonders they are non-permanent. It takes a single action of a Builder unit (which doesn't consume a charge) to remove an Improvement.

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.

In Gathering Storm disasters may also pillage Improvements, or even outright remove them from the tile.

Housing from Tile Improvements Edit

There are several tile improvements which also provide Housing6 Housing, one of the new features in Civilization VI. They are the Farm, the Pasture, the Camp, Fishing Boats, and the Plantation (and the Seastead in Gathering Storm), beside other special improvements. All of them serve as alternatives to city Housing6 Housing, and besides their yield boosts provide 0.5 Housing6 Housing each (2 for the Seasted) to the city working them. Thus, a city controlling land suitable for building these improvements has an alternative source of Housing6 Housing for its farmers, ranchers, hunters, and fishermen, and is able to grow its Citizen6 Population faster.

Power from Tile Improvements Edit

Gathering Storm introduces a new game system: Power (Civ6) Power, and there are several late game Improvements which can provide it: Wind Farm, Solar Farm, Offshore Wind Farm and Geothermal Plant. They are all sustainable energy alternatives to the traditional Power Plants which burn fossil fuel to power up your cities. The good news is that all, save the last one, may be constructed on practically all sort of terrains (the first one on flat tiles, the second one on Hill tiles, the last one in Coastal tiles), which makes good use of all these tiles in your territory you can't otherwise take advantage of. For more info, head here.

Special Improvements Edit

There are certain improvements which may only be constructed under special circumstances. Excluding the Governor - specific improvements, they can be divided in two groups:

  • City-State specific improvements, which become available to the Suzerain of a particular City-state;
  • Civilization specific improvements, available only to specific civilizations.

These Improvements do not replace generic ones - they are available as extra options and may often be built on terrain which can otherwise accept no Standard improvement. Special improvements are not used to connect resources and, unless otherwise noted, cannot be built on tiles that contain woods, rainforest or marsh.

Note, however, that once constructed these improvements will continue functioning even though the necessary conditions for their placement have vanished. For example, if you're no longer the Suzerain of the relevant City-State, if that City-State doesn't exist anymore (has been conquered and thus its special functions - extinguished) or if Liang is removed from the city.

On that note, the Seaside Resort will continue functioning even if the Appeal of its tile falls bellow 4 - the only effect will be the diminished Civ6Gold Gold and Tourism6 Tourism yield.

Improvements' Adjacency bonuses Edit

Many Improvements also enjoy Adjacency bonuses: the first and most important one of them is the Farm, which gets additional Civ6Food 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

Standard ImprovementsEdit

These improvements are available to all civilizations (after relevant research, of course).

Name Technology/
Civic
Where can be placed Resource Base Yield Modifier & Notes Plunder
Farm (Civ6)
Farm
None Grassland (Civ6) Grassland
Plains (Civ6) Plains
Floodplains (Civ6) Floodplains
also on
Grassland (Hills) (Civ6) Grassland (Hills)
Plains (Hills) (Civ6) Plains (Hills)
with Civil Engineering
Wheat (Civ6) Wheat
Rice (Civ6) Rice

+1 Civ6Food Food
+0.5 Housing6 Housing
+1 Civ6Food Food with two adjacent Farms (Feudalism)
+1 Civ6Food Food for each adjacent Farm (Replaceable Parts)

Healing
Mine (Civ6)
Mine
Mining Hills (Civ6) Hills and on land tiles with resource Copper (Civ6) Copper
Diamonds (Civ6) Diamonds
Gold Ore (Civ6) Gold Ore
Iron (Civ6) Iron
Jade (Civ6) Jade
Mercury (Civ6) Mercury
Salt (Civ6) Salt
Niter (Civ6) Niter
Coal (Civ6) Coal
Aluminum (Civ6) Aluminum
Uranium (Civ6) Uranium
Amber (Civ6) Amber

-1 Appeal
+1 Civ6Production Production
+1 Civ6Production Production (Apprenticeship)
+1 Civ6Production Production (Industrialization)
GS-Only +1 Civ6Production Production (Smart Materials)

Civ6Gold Gold
Quarry (Civ6)
Quarry
Mining Only on resource Stone (Civ6) Stone
Marble (Civ6) Marble
Gypsum (Civ6) Gypsum

-1 Appeal
+1 Civ6Production Production
+2 Civ6Gold Gold (Banking) (Vanilla and R&F-Only only)
+1 Civ6Production Production (Rocketry)
GS-Only +1 Civ6Production Production (Gunpowder)
GS-Only +1 Civ6Production Production (Predictive Systems)

Civ6Faith Faith
Plantation (Civ6)
Plantation
Irrigation Only on resource Bananas (Civ6) Bananas
Citrus (Civ6) Citrus
Cocoa (Civ6)Cocoa
Coffee (Civ6) Coffee
Cotton (Civ6) Cotton
Dyes (Civ6) Dyes
Silk (Civ6) Silk
Sugar (Civ6) Sugar
Tea (Civ6) Tea
Tobacco (Civ6) Tobacco
Wine (Civ6) Wine
Olives (Civ6) Olives

+2 Civ6Gold Gold
+0.5 Housing6 Housing
+1 Civ6Food Food (Scientific Theory)
+2 Civ6Gold Gold (Globalization)

Civ6Faith Faith
Camp (Civ6)
Camp
Animal Husbandry Only on resource Deer (Civ6) Deer
Furs (Civ6) Furs
Ivory (Civ6) Ivory
Truffles (Civ6) Truffles

+2 Civ6Gold Gold
+0.5 Housing6 Housing
+1 Civ6Production Production (Mercantilism)
+1 Civ6Gold Gold (Synthetic Materials)

Civ6Faith Faith
Pasture (Civ6)
Pasture
Animal Husbandry Only on resource Sheep (Civ6) Sheep
Cattle (Civ6) Cattle
Horses (Civ6) Horses

+1 Civ6Production Production
+0.5 Housing6 Housing
+1 Civ6Food Food (Exploration)
+1 Civ6Production Production (Robotics)

Civ6Faith Faith
Fishing Boats (Civ6)
Fishing Boats
Sailing Only on resource Fish (Civ6) Fish
Crabs (Civ6) Crabs
Whales (Civ6) Whales
Pearls (Civ6) Pearls
Amber (Civ6) Amber
Turtles (Civ6) Turtles

+1 Civ6Food Food
+0.5 Housing6 Housing
+1 Civ6Gold Gold (Cartography)
+1 Civ6Food Food (Plastics)

Healing
Lumber Mill (Civ6)
Lumber Mill
Machinery Woods (Civ6) Woods
Rainforest (Civ6) Rainforest
(GS-Only only) (Mercantilism)

Vanilla and R&F-Only
+1 Civ6Production Production
+1 Civ6Production Production if adjacent to a River
+1 Civ6Production Production (Steel)
GS-Only
+2 Civ6Production Production
+1 Civ6Production Production (Steel)
+1 Civ6Production Production (Cybernetics)

Civ6Gold Gold
Fort (Civ6)
Fort
Siege Tactics Any land Occupying unit receives +4 Defense Strength and 2 turns of fortification.
Built by Military Engineer.
None
Airstrip (Civ6)
Airstrip
Flight Flat terrain -1 Appeal
+3 Aircraft Capacity
Built by Military Engineer.
None
Seaside Resort (Civ6)
Seaside Resort
Radio Only Coastal
Grassland (Civ6) Grassland
Plains (Civ6) Plains
Desert (Civ6) Desert
Minimum Appeal of Breathtaking (4+) Provides double the tile's Appeal in Tourism6 Tourism. (Double Tourism6 Tourism Output from Cristo Redentor).

Also provides the tile's Appeal in Civ6Gold Gold.

Civ6Gold Gold
Geothermal Plant (Civ6)
Geothermal Plant GS-Only
Synthetic Materials Only on
Geothermal Fissure (Civ6) Geothermal Fissure
+2 Civ6Production Production
+1 Civ6Science Science
+4 Power (Civ6) Power
Civ6Gold Gold
Wind Farm (Civ6)
Wind Farm GS-Only
Composites Hills (Civ6) Hills +1 Civ6Production Production
+1 Civ6Gold Gold
+2 Power (Civ6) Power
Civ6Gold Gold
Solar Farm (Civ6)
Solar Farm GS-Only
Satellites Grassland (Civ6) Grassland
Plains (Civ6) Plains
Tundra (Civ6) Tundra
Desert (Civ6) Desert
+1 Civ6Production Production
+1 Civ6Gold Gold
+2 Power (Civ6) Power
Civ6Gold Gold
Offshore Wind Farm (Civ6)
Offshore Wind Farm GS-Only
Predictive Systems Lake (Civ6) Lake
Coast (Civ6) Coast
Ocean (Civ6) Ocean
+1 Civ6Production Production
+1 Civ6Gold Gold
+2 Power (Civ6) Power
Civ6Gold Gold
Ski Resort (Civ6)
Ski Resort GS-Only
Professional Sports Mountains (Civ6) Mountains

+1 Amenities6 Amenity
Provides Tourism6 Tourism equal to the tile's Appeal.
Cannot be built next to another Ski Resort.

None
Oil Well (Civ6)
Oil Well
Combustion Only on land tiles with Oil resource Oil (Civ6) Oil

-1 Appeal
+2 Civ6Production Production

Civ6Gold Gold
Offshore Oil Rig (Civ6)
Offshore Oil Rig
Plastics Only on sea tiles with Oil resource Oil (Civ6) Oil

-1 Appeal
+2 Civ6Production Production

Civ6Gold Gold
Missile Silo (Civ6)
Missile Silo
Rocketry Only on flat land

+1 Missile Capacity
Acts as launch site for Nuclear and Thermonuclear Devices.
Built by Military Engineer.

None
Mountain Tunnel (Civ6)
Mountain Tunnel GS-Only
Chemistry Mountains (Civ6) Mountains Allows units to move into it and exit through another Mountain Tunnel at the cost of 2 Civ6Movement Movement.
Built by Military Engineer.

Cannot be pillaged or removed.

None
Railroad (Civ6)
Railroad GS-Only
Steam Power 0.25 Civ6Movement Movement.
Seastead (Civ6)
Seastead GS-Only
Seasteads Lake (Civ6) Lake
Coast (Civ6) Coast
Ocean (Civ6) Ocean

+2 Civ6Food Food
+1 Civ6Production Production from each adjacent Fishing Boat.
Fishing Boats receive +1 Civ6Production Production from each adjacent Seastead.
+1 Civ6Culture Culture and Tourism6 Tourism for each adjacent Reef.
+2 Housing6 Housing.

Healing

City-State Specific Improvements Edit

These improvements can be built by any civilization who is the suzerain of the specified City-State. Thus, whether you can construct these improvements with your Builders will depend on whether that particular City-State is present in your game and whether you are their Suzerain. Once built, these improvements stay there permanently, even if the territory they are built in changes hands, or the relevant City-State gets conquered. However, when pillaged, these improvements cannot be repaired if the City-State is no longer independent (its City-State status is lost to a civilization through military conquest or loyalty flip).

Name City-State Restrictions Base Yield Modifier & Notes Plunder
Alcázar (Civ6)
Alcázar
Granada Cannot be built adjacent to another Alcázar +2 Civ6Culture Culture

Occupying unit receives +4 Civ6StrengthIcon Defense Strength and 2 turns of fortification.
Provides Civ6Science Science equal to 50% of the tile's Appeal. GS-Only

Civ6Faith Faith
Cahokia Mounds (Civ6)
Cahokia MoundsGS-Only
Cahokia Cannot be built adjacent to another Cahokia Mounds +3 Civ6Gold Gold.

+1 Amenities6 Amenity from the first Cahokia Mounds in the city.
+1 Amenities6 Amenity from the second Cahokia Mounds in the city (with Natural History)
+1 Civ6Food Food for every 2 adjacent districts (with Feudalism) or for every district (with Replaceable Parts).
+1 Housing6 Housing.
+1 additional Housing6 Housing (with Cultural Heritage)

Healing
Colossal Heads (Civ6)
Colossal Heads
La Venta +2 Civ6Faith Faith

+1 Civ6Faith Faith for every 2 adjacent Woods or Rainforest (Vanilla & R&F-Only)
+1 Civ6Culture Culture (Humanism) (Vanilla & R&F-Only)
+1 Civ6Faith Faith for every 2 adjacent rainforests (or every 2 adjacent woods) or for every adjacent rainforest (or every woods) with Humanism unlocked. GS-Only
Tourism6 Tourism from Civ6Faith Faith with Flight unlocked. GS-Only

Civ6Faith Faith
Moai (Civ6)
Moai GS-Only
Rapa Nui +1 Civ6Culture Culture

+1 Civ6Culture Culture for every 2 adjacent Moai
+2 Civ6Culture Culture if on or adjacent to a Volcanic Soil tile.
+1 Civ6Culture Culture if adjacent to a Coast or Lake tile.
Additional Civ6Culture Culture and Tourism6 Tourism as advanced through Technology and Civics Tree.

Civ6Faith Faith
Monastery (Civ6) Monastery Armagh Cannot be built adjacent to another Monastery +2 Civ6Faith Faith
Provides +15 HP healing every turn for friendly religious units.

+1 Civ6Faith Faith for every 2 adjacent districts. GS-Only
+1 Housing6 Housing. GS-Only
+1 additional Housing6Housing with Colonialism. GS-Only

Civ6Faith Faith
Nazca Line (Civ6)
Nazca Line GS-Only
Nazca Must be built on flat desert tiles. +1 Civ6Faith Faith to adjacent tiles.

+1 additional Civ6Faith Faith to adjacent tiles with a resource.
+1 Civ6Food Food to adjacent Desert and Desert Hills.
+1 Civ6Production Production to adjacent flat tiles (with Mass Production).
+1 Appeal.
Tiles with a Nazca Line cannot be worked.

Civ6Faith Faith

Civilization-Specific Improvements Edit

These tile improvements are tied to a specific civilization and, as such, will only be available to a player who plays with that specific civilization. When areas on the map containing unique civ-specific improvements change hands (i.e. their controlling city gets conquered by another civ) these improvements simply vanish and their tile becomes 'virgin' land.

Name Civilization/
Leader
Technology/
Civic
Restrictions Base Yield Modifier & Notes Plunder
Château (Civ6)
Château
French Humanism Must be built adjacent to a River 2 Civ6Culture Culture

+1 Appeal to adjacent tiles

+2 Civ6Culture Culture if adjacent to a Wonder

(GS-Only: +1 Civ6Culture Culture for each adjacent Wonder, doubling with Flight)
+1 Civ6Gold Gold if adjacent to a luxury resource

Civ6Faith Faith
Chemamull (Civ6)
Chemamull R&F-Only
Mapuche Craftsmanship Minimum Appeal of Breathtaking (4+) Provides Civ6Culture Culture equal to 75% of its tile's Appeal. Civ6Faith Faith
Roman Fort (Civ6)
Roman Fort
Rome Iron Working Occupying unit receives +4 Defense Strength and 2 turns of fortification.

(Same as standard Fort, but available earlier.)
Built by Roman Legion.

None
Golf Course (Civ6)
Golf Course R&F-Only
Scotland Reformed Church Cannot be built on Desert or Desert Hills

Limited to 1 per city
Tiles with Golf Courses cannot be swapped.

+1 Amenities6 Amenity

+2 Civ6Gold Gold
+1 Appeal to adjacent tiles
+1 Civ6Culture Culture if adjacent to a City Center
+1 Civ6Culture Culture if adjacent to an Entertainment Complex
+1 Housing6 Housing (Globalization)

Healing
Great Wall (Civ6)
Great Wall
China Masonry Must be on territory border Vanilla and

R&F-Only

Occupying unit receives +4 Civ6StrengthIcon Defense Strength.
+1 Civ6Gold Gold for every adjacent Great Wall (GS-Only: +2 Civ6Gold Gold and additional +2 Civ6Gold Gold for every adjacent Great Wall)
+1 Civ6Culture Culture (GS-Only: +2) for every adjacent Great Wall (Castles)

Civ6Gold Gold
Ice Hockey Rink (Civ6)
Ice Hockey Rink GS-Only
Canada Colonialism Must be built on Tundra, Tundra Hills, Snow, or Snow Hills

Limited to 1 per city
Tiles with Hockey Rinks cannot be swapped.

+1 Amenities6 Amenity

+2 Appeal
+1 Civ6Culture Culture for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile
+2 Civ6Food Food and Civ6Production Production (with Professional Sports)
+4 Civ6Culture Culture if adjacent to a Stadium

Healing
Kampung (Civ6)
Kampung [1]
Indonesia Shipbuilding Must be adjacent to a coastal resource +1 Civ6Production Production

+1 Housing6 Housing
+1 Civ6Food Food for each adjacent Fishing Boat
+1 Housing6 Housing (Mass Production)
+1 Civ6Production Production (Civil Engineering)
+1 Tourism6 Tourism per bonus Civ6Food Food on tile (Flight)

Healing
Kurgan (Civ6)
Kurgan
Scythia Animal Husbandry Cannot be built on Hills +1 Civ6Faith Faith

+1 Civ6Gold Gold
+1 Civ6Faith Faith for every adjacent Pasture
+1 Civ6Gold Gold (Guilds)
+1 Civ6Gold Gold (Capitalism)

Civ6Faith Faith
Mekewap (Civ6)
Mekewap R&F-Only
Cree Pottery Must be built adjacent to a Bonus or Luxury Resource and cannot be adjacent to another Mekewap +1 Civ6Production Production

+1 Housing6 Housing
+1 Civ6Gold Gold if adjacent to a Luxury Resource
+2 additional Civ6Gold Gold for each adjacent Luxury Resources (with Cartography)
+1 additional Civ6Production Production and Housing6 Housing (with Civil Service)
+1 Civ6Food Food for every two adjacent Bonus Resources (obsolete with Conservation)
+1 Civ6Food Food for each adjacent Bonus Resource (with Conservation)

Healing
Mission (Civ6)
Mission
Spain Exploration +2 Civ6Faith Faith

+2 Civ6Faith Faith when built on a foreign continent (GS-Only: +2 Civ6Faith Faith, +1 Civ6Food Food, +1 Civ6Production Production)
+2 Civ6Science Science if adjacent to a Campus (GS-Only: +1 Civ6Science Science for every adjacent Campus and Holy Site)
+2 Civ6Science Science (Cultural Heritage)

Civ6Faith Faith
Nubian Pyramid (Civ6)
Nubian Pyramid [1]
Nubia Masonry Must be built on Desert or Floodplains +1 Civ6Faith Faith

+1 Civ6Food Food if adjacent to a City Center
+1 Civ6Science Science if adjacent to a Campus
+1 Civ6Gold Gold if adjacent to a Commercial Hub
+1 Civ6Gold Gold if adjacent to a Harbor
+1 Civ6Faith Faith if adjacent to a Holy Site
+1 Civ6Production Production if adjacent to an Industrial Zone
+1 Civ6Culture Culture if adjacent to a Theater Square

Civ6Faith Faith
Open-Air Museum (Civ6)
Open-Air Museum GS-Only
Sweden Nationalism Limited to 1 per city

Tiles with an Open-Air Museum cannot be swapped

+2 Loyalty for this city

+2 Civ6Culture Culture and +2 Tourism6 Tourism (with Flight) for each type of terrain (Grassland, Plains, Snow, Tundra and Desert) in which at least one Swedish city is founded.

Civ6Faith Faith
Outback Station (Civ6)
Outback Station [1]
Australia Guilds Cannot be built on Snow, Tundra, Grassland Hills, or Plains Hills +1 Civ6Food Food

+1 Civ6Production Production
+0.5 Housing6 Housing
+1 Civ6Food Food for every adjacent Pasture
+1 Civ6Production Production for every 2 adjacent Outback Stations (Steam Power)
+1 Civ6Food Food for every 2 adjacent Outback Stations (Rapid Deployment)

Healing
Pā (Civ6)
GS-Only
Māori Construction Can only be built by Toa Occupying unit receives +4 Civ6StrengthIcon Defense Strength and automatically gains 2 turns of fortification.

A Māori unit occupying a Pā heals even if they just moved or attacked.
Built by Māori Toa.

None
Pairidaeza (Civ6)
Pairidaeza[1]
Persia Early Empire Cannot be built on Snow or Tundra and cannot be adjacent to another Pairidaeza +1 Civ6Culture Culture

+2 Civ6Gold Gold
+2 Appeal to adjacent tiles
+1 Civ6Culture Culture (Diplomatic Service)
+1 Civ6Culture Culture for every adjacent Theater Square or Holy Site
+1 Civ6Gold Gold for every adjacent City Center or Commercial Hub

Civ6Faith Faith
Polder (Civ6)
Polder R&F-Only
Netherlands Guilds Must be built on Coast or Lake with at least three adjacent land tiles +1 Civ6Food Food

+1 Civ6Food Food for every adjacent Polder
+1 Civ6Production Production
+0.5 Housing6 Housing
+4 Civ6Gold Gold (Civil Engineering)
+2 additional Civ6Food Food and +1 additional Civ6Production Production (Replaceable Parts)
Increases Civ6Movement Movement cost of tile to 3.

Civ6Faith Faith
Qhapaq Ñan (Civ6)
Qhapaq Ñan GS-Only
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 Civ6Movement Movement.

Cannot be pillaged or removed.

None
Sphinx (Civ6)
Sphinx
Egypt Craftsmanship Can be built on Floodplains

Cannot be built adjacent to another Sphinx

+1 Civ6Culture Culture, +1 Civ6Faith Faith

+1 Appeal to adjacent tiles (+2 Appeal in GS-Only)
+1 Civ6Culture Culture (Natural History)
+2 Civ6Faith Faith if adjacent to a Wonder
+1 additional Civ6Culture Culture if built on Floodplains GS-Only

Civ6Faith Faith
Stepwell (Civ6)
Stepwell
India Irrigation Cannot be built on Hills or adjacent to another Stepwell +1 Civ6Food Food

+1 Housing6 Housing
+1 Civ6Food Food if adjacent to a Farm
+1 Civ6Faith Faith if adjacent to a Holy Site
+1 Civ6Faith Faith (Feudalism)
+1 Civ6Food Food (Professional Sports)
+1 Housing6 Housing (Sanitation)

Healing
Terrace Farm (Civ6)
Terrace Farm GS-Only
Inca Must be built on Grassland Hills, Plains Hills, or Desert Hills +1 Civ6Food Food

+0.5 Housing6 Housing
+1 Civ6Food Food for each adjacent Mountain
+2 Civ6Production Production for each adjacent Aqueduct
+1 Civ6Production Production if adjacent to fresh water and not an Aqueduct

Healing
Ziggurat (Civ6)
Ziggurat
Sumeria Cannot be built on Hills +2 Civ6Science Science

+1 Civ6Culture Culture (Natural History)
+1 Civ6Culture Culture when next to a River

Civ6Gold Gold
  1. 1.0 1.1 1.2 1.3 This improvement belongs to a DLC civilization.

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

RoadsEdit

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 TradeRoute6 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.

Name Era Speed
Ancient Roads Ancient 1 Civ6Movement Movement. No movement penalties for terrain.
Classical Roads Classical 1 Civ6Movement Movement. Adds bridges over Rivers.
Industrial Roads Industrial 0.75 Civ6Movement Movement.
Modern Roads Modern 0.5 Civ6Movement Movement.

Governor ImprovementsR&F-OnlyEdit

Governor improvements are a new type of tile improvement introduced in Rise and Fall. They can be built in any city to which a Surveyor Governor with the requisite title has been assigned.

 
Name Title Restrictions Base Yield Modifier & Notes
City Park (Civ6)
City Park
Parks and Recreation Cannot be built adjacent to another City Park +2 Appeal to adjacent tiles

+1 Civ6Culture Culture
+1 Amenities6 Amenity if adjacent to water
+ 2 Civ6Culture Culture additionally if Liang is in the city GS-Only

Fishery (Civ6)
Fishery
Aquaculture Must be built on coast +1 Civ6Food Food

+1 additional Civ6Food Food for each adjacent sea resource
+ 1 Civ6Production Production additionally if Liang is in the city GS-Only

National ParksEdit

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 [edit]
Rise and FallGathering Storm

Lists
AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsCompetitionsGS-OnlyDistrictsImprovementsLeadersPantheonsPolicy CardsProjectsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural Wonders)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationFutureGS-Only

Concepts
AgesR&F-OnlyAmenitiesBarbariansCity (CapitalGovernorsR&F-OnlyHousingLoyaltyR&F-OnlyPopulation) • ClimateGS-Only (Disasters) • CombatDiplomacy (EmergenciesR&F-OnlyEspionageGossipGrievancesGS-Only WarmongeringWorld CongressGS-Only) • Eureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTimelinesR&F-OnlyTrade RoutesVictory

Statistics
Civ6Culture CultureDiplomatic Favor (Civ6) Diplomatic FavorGS-OnlyCiv6Faith FaithCiv6Food FoodCiv6Gold GoldPower (Civ6) PowerGS-OnlyCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cardsUpdates

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

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