Civilization Wiki
Tag: Visual edit
(fix for removal of hard linebreaks)
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|{{Copper6}} Copper,<br />{{Diamonds6}} Diamonds,<br />{{GoldOre6}} Gold Ore,<br />{{Iron6}} Iron,<br />{{Jade6}} Jade,<br />{{Mercury6}} Mercury,<br />{{Salt6}} Salt,<br />{{Niter6}} Niter,<br />{{Coal6}} Coal,<br />{{Aluminum6}} Aluminum,<br />{{Uranium6}} Uranium,<br />{{Amber6}} Amber
 
|{{Copper6}} Copper,<br />{{Diamonds6}} Diamonds,<br />{{GoldOre6}} Gold Ore,<br />{{Iron6}} Iron,<br />{{Jade6}} Jade,<br />{{Mercury6}} Mercury,<br />{{Salt6}} Salt,<br />{{Niter6}} Niter,<br />{{Coal6}} Coal,<br />{{Aluminum6}} Aluminum,<br />{{Uranium6}} Uranium,<br />{{Amber6}} Amber
 
| -1 Appeal
 
| -1 Appeal
+1 {{Production6}}
+
+1 {{Production6}}<br />
 
+1 {{Production6}} ([[Apprenticeship (Civ6)|Apprenticeship]])<br />+1 {{Production6}} ([[Industrialization (Civ6)|Industrialization]])<br />
 
+1 {{Production6}} ([[Apprenticeship (Civ6)|Apprenticeship]])<br />+1 {{Production6}} ([[Industrialization (Civ6)|Industrialization]])
 
 
 
{{GS}} +1 {{Production6}} ([[Smart Materials (Civ6)|Smart Materials]])
 
{{GS}} +1 {{Production6}} ([[Smart Materials (Civ6)|Smart Materials]])
 
|{{Gold6}}
 
|{{Gold6}}
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{{Gypsum6}} Gypsum
 
{{Gypsum6}} Gypsum
 
| -1 Appeal
 
| -1 Appeal
+1 {{Production6}}
+
+1 {{Production6}}<br />
  +
+2 {{Gold6}} ([[Banking (Civ6)|Banking]]) ('''Vanilla''' and {{R&F}} only)<br />+1 {{Production6}} ([[Rocketry (Civ6)|Rocketry]])<br />
 
+2 {{Gold6}} ([[Banking (Civ6)|Banking]]) ('''Vanilla''' and {{R&F}} only)<br />+1 {{Production6}} ([[Rocketry (Civ6)|Rocketry]])
+
{{GS}} +1 {{Production6}} ([[Gunpowder (Civ6)|Gunpowder]])<br />
 
{{GS}} +1 {{Production6}} ([[Gunpowder (Civ6)|Gunpowder]])
 
 
 
{{GS}} +1 {{Production6}} ([[Predictive Systems (Civ6)|Predictive Systems]])
 
{{GS}} +1 {{Production6}} ([[Predictive Systems (Civ6)|Predictive Systems]])
 
 
|{{Faith6}}
 
|{{Faith6}}
 
|-
 
|-
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|{{PageIcon6|Woods}} {{PageIcon6|Rainforest}} ({{GS}} only) ([[Mercantilism (Civ6)|Mercantilism]])
 
|{{PageIcon6|Woods}} {{PageIcon6|Rainforest}} ({{GS}} only) ([[Mercantilism (Civ6)|Mercantilism]])
 
|
 
|
| '''''Vanilla''' ''and {{R&F}}
+
| '''''Vanilla''' ''and {{R&F}}<br />
 
+1 {{Production6}}<br />
 
 
+1 {{Production6}} if adjacent to River<br />+1 {{Production6}} ([[Steel (Civ6)|Steel]])<br />
+1 {{Production6}}
 
 
{{GS}}<br />
+1 {{Production6}} if adjacent to River<br />+1 {{Production6}} ([[Steel (Civ6)|Steel]])
 
 
+2 {{Production6}}<br />
 
 
+1 additional {{Production6}} (requires [[Steel (Civ6)|Steel]])<br />
{{GS}}
 
 
+2 {{Production6}}
 
 
+1 additional {{Production6}} (requires [[Steel (Civ6)|Steel]])
 
 
 
+1 additional {{Production6}} (requires [[Cybernetics (Civ6)|Cybernetics]])
 
+1 additional {{Production6}} (requires [[Cybernetics (Civ6)|Cybernetics]])
 
 
|{{Gold6}}
 
|{{Gold6}}
 
|-
 
|-
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|{{Oil6}} Oil
 
|{{Oil6}} Oil
 
|<nowiki>+2 </nowiki>{{Production6}}
 
|<nowiki>+2 </nowiki>{{Production6}}
 
 
-1 Appeal
 
-1 Appeal
 
|{{Gold6}}
 
|{{Gold6}}
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|{{Oil6}} Oil
 
|{{Oil6}} Oil
 
| +2 {{Production6}}
 
| +2 {{Production6}}
 
 
-1 Appeal
 
-1 Appeal
 
|{{Gold6}}
 
|{{Gold6}}
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|
 
|
 
|<nowiki>+2 </nowiki>{{Food6}}
 
|<nowiki>+2 </nowiki>{{Food6}}
  +
+1 {{Production6}} from each adjacent [[Fishing Boats (Civ6)|Fishing Boat]]. Fishing Boats receive +1 {{Production6}} from each adjacent Seastead.<br />
 
+1 {{Production6}} from each adjacent [[Fishing Boats (Civ6)|Fishing Boat]]. Fishing Boats receive +1 {{Production6}} from each adjacent Seastead.
+
+1 {{Culture6}} and {{Tourism6}} for each adjacent [[Reef (Civ6)|Reef]].<br />
 
+1 {{Culture6}} and {{Tourism6}} for each adjacent [[Reef (Civ6)|Reef]].
 
 
 
+2 {{Housing6}} Housing.
 
+2 {{Housing6}} Housing.
 
| Healing
 
| Healing
Line 357: Line 340:
 
| [[Humanism (Civ6)|Humanism]]
 
| [[Humanism (Civ6)|Humanism]]
 
| Must be next to River
 
| Must be next to River
 
|+2 {{Culture6}}
| '''''Vanilla''' ''and {{R&F}}
 
  +
+1 [[Appeal (Civ6)|Appeal]] to adjacent tiles<br />
 
 
+2 {{Culture6}} if adjacent to a [[Wonder (Civ6)|Wonder]] ({{GS}}: +1 {{Culture6}}, doubling with [[Flight (Civ6)|Flight]])<br />
+2 {{Culture6}}
 
 
+1 {{Gold6}} if adjacent to a [[Resources (Civ6)#Luxury Resources|luxury resource]]
 
+1 [[Appeal (Civ6)|Appeal]] to adjacent tiles<br />+2 {{Culture6}} if adjacent to a [[Wonder (Civ6)|Wonder]]<br />+1 {{Gold6}} if adjacent to a [[Resources (Civ6)#Luxury Resources|luxury resource]]
 
 
{{GS}}
 
 
+2 {{Culture6}}
 
 
+1 {{Link6|Appeal}}
 
 
+1 {{Culture6}} for each adjacent {{Link6|Wonder}}, doubling to +2 {{Culture6}} each with [[Flight (Civ6)|Flight]].
 
 
+1 {{Gold6}} for each adjacent [[Resources (Civ6)#Luxury Resources|luxury resource]]
 
 
 
|{{Faith6}}
 
|{{Faith6}}
 
|-
 
|-
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| [[Masonry (Civ6)|Masonry]]
 
| [[Masonry (Civ6)|Masonry]]
 
| Must be on territory border
 
| Must be on territory border
 
| '''''Vanilla''' ''and {{R&F}}
| '''''Vanilla''' ''and {{R&F}}Occupying [[Units (Civ6)|unit]] receives +4 {{Strength6}} Defense Strength.<br />+1 {{Gold6}} for every adjacent Great Wall<br />+1 {{Culture6}} for every adjacent Great Wall ([[Castles (Civ6)|Castles]])
 
 
{{GS}}
 
 
Occupying [[Units (Civ6)|unit]] receives +4 {{Strength6}} Defense Strength.
 
 
+2 {{Gold6}}
 
 
+2 {{Gold6}} for every adjacent Great Wall
 
   
 
Occupying [[Units (Civ6)|unit]] receives +4 {{Strength6}} Defense Strength.<br />
+2 {{Culture6}} for every adjacent Great Wall ([[Castles (Civ6)|Castles]])
 
  +
+1 {{Gold6}} for every adjacent Great Wall ({{GS}}: +2 {{Gold6}} and additional +2 {{Gold6}} for every adjacent Great Wall)<br />
 
+1 {{Culture6}} ({{GS}}: +2) for every adjacent Great Wall ([[Castles (Civ6)|Castles]])
 
|{{Gold6}}
 
|{{Gold6}}
 
|-
 
|-
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| [[Exploration (Civ6)|Exploration]]
 
| [[Exploration (Civ6)|Exploration]]
 
|
 
|
| '''''Vanilla''' ''and {{R&F}}+2 {{Faith6}}
+
| +2 {{Faith6}}
+2 {{Faith6}} when built on a foreign [[Continent (Civ6)|continent]]<br />+2 {{Science6}} if adjacent to a [[Campus (Civ6)|Campus]]<br />+2 {{Science6}} ([[Cultural Heritage (Civ6)|Cultural Heritage]])
+
+2 {{Faith6}} when built on a foreign [[Continent (Civ6)|continent]] ({{GS}}: +2 {{Faith6}}, +1 {{Food6}}, +1 {{Production6}})<br />
 
+2 {{Science6}} if adjacent to a [[Campus (Civ6)|Campus]] ({{GS}}: +1 {{Science6}} for every adjacent [[Campus (Civ6)|Campus]] and [[Holy Site (Civ6)|Holy Site]])<br />
 
 
+2 {{Science6}} ([[Cultural Heritage (Civ6)|Cultural Heritage]])
{{GS}}
 
 
+2 {{Faith6}}
 
 
+2 {{Faith6}} additionally, 1 {{Food6}}, 1 {{Production6}} if on a different [[Continent (Civ6)|continent]] than your {{Capital6}} Capital.
 
 
+1 {{Science6}} for every adjacent [[Campus (Civ6)|Campus]] and [[Holy Site (Civ6)|Holy Site]].
 
 
+2 {{Science6}} (requires {{Link6|Cultural Heritage}})
 
 
 
|{{Faith6}}
 
|{{Faith6}}
 
|-
 
|-
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Cannot be built adjacent to another Sphinx
 
Cannot be built adjacent to another Sphinx
 
| +1 {{Culture6}}, +1 {{Faith6}}
 
| +1 {{Culture6}}, +1 {{Faith6}}
+1 [[Appeal (Civ6)|Appeal]] to adjacent tiles (+2 Appeal in {{GS}})<br />+1 {{Culture6}} ([[Natural History (Civ6)|Natural History]])<br />+2 {{Faith6}} if adjacent to a [[Wonder (Civ6)|Wonder]]
+
+1 [[Appeal (Civ6)|Appeal]] to adjacent tiles (+2 Appeal in {{GS}})<br />
  +
+1 {{Culture6}} ([[Natural History (Civ6)|Natural History]])<br />
 
 
+2 {{Faith6}} if adjacent to a [[Wonder (Civ6)|Wonder]]<br/>
 
+1 additional {{Culture6}} if built on [[Floodplains (Civ6)|Floodplains]] {{GS}}
 
+1 additional {{Culture6}} if built on [[Floodplains (Civ6)|Floodplains]] {{GS}}
 
|{{Faith6}}
 
|{{Faith6}}

Revision as of 23:37, 8 September 2019

BackArrowGreen Back to Civilization VI

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

Basics

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

There are several tile improvements which also provide Housing Housing 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 Housing Housing Housing, and besides their yield boosts provide 0.5 Housing Housing 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 Housing Housing Housing for its farmers, ranchers, hunters, and fishermen, and is able to grow its Citizen Population faster.

Power from Tile Improvements

Gathering Storm introduces a new game system: Power 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

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 Gold Gold and Tourism Tourism yield.

Improvements' Adjacency bonuses

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

Standard Improvements

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 Farm None Grassland Grassland, Plains Plains,Desert Floodplains Desert Floodplains or resource;

also on Grassland (Hills) Grassland (Hills) and
Plains (Hills) Plains (Hills) with Civil Engineering

Wheat Wheat Wheat,

Rice Rice Rice

+1 Food Food

+0.5 Housing Housing Housing
+1 Food Food for every adjacent Farm when 3 Farms are adjacent to each other (Feudalism)
+1 Food Food for every adjacent Farm improvement (Replaceable Parts)

Healing
Mine Mine Mining Hills or resource Copper Copper Copper,
Diamonds Diamonds Diamonds,
Gold Ore Gold Ore Gold Ore,
Iron Iron Iron,
Jade Jade Jade,
Mercury Mercury Mercury,
Salt Salt Salt,
Niter Niter Niter,
Coal Coal Coal,
Aluminum Aluminum Aluminum,
Uranium Uranium Uranium,
Amber Amber Amber
-1 Appeal

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

Gold Gold
Quarry Quarry Mining Only on resource Stone Stone Stone,

Marble Marble Marble, Gypsum Gypsum Gypsum

-1 Appeal

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

Faith Faith
Plantation Plantation Irrigation Only on resource Bananas Bananas Bananas,
Citrus Citrus Citrus,
Cocoa CocoaCocoa,
Coffee Coffee Coffee,
Cotton Cotton Cotton,
Dyes Dyes Dyes,
Silk Silk Silk,
Sugar Sugar Sugar,
Tea Tea Tea,
Tobacco Tobacco Tobacco,
Wine Wine Wine,
Olives Olives Olives
+2 Gold Gold

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

Faith Faith
Camp Camp Animal Husbandry Only on resource Deer Deer Deer,
Furs Furs Furs,
Ivory Ivory Ivory,
Truffles Truffles Truffles
+1 Gold Gold

+0.5 Housing Housing Housing
+1 Production Production (Mercantilism)
+1 Gold Gold (Synthetic Materials)

Faith Faith
Pasture Pasture Animal Husbandry Only on resource Sheep Sheep Sheep,
Cattle Cattle Cattle,
Horses Horses Horses
+1 Production Production

+0.5 Housing Housing Housing
+1 Food Food (Exploration)
+1 Production Production (Robotics)

Faith Faith
Fishing Boats Fishing Boats Sailing Only on resource Fish Fish Fish,
Crabs Crabs Crabs,
Whales Whales Whales,
Pearls Pearls Pearls,
Amber Amber Amber,
Turtles Turtles Turtles
+1 Food Food

+0.5 Housing Housing Housing
+1 Gold Gold (Cartography)
+1 Food Food (Plastics)

Healing
Lumber Mill Lumber Mill Machinery Woods Woods Rainforest Rainforest (GS-Only only) (Mercantilism) Vanilla and R&F-Only

+1 Production Production
+1 Production Production if adjacent to River
+1 Production Production (Steel)
GS-Only
+2 Production Production
+1 additional Production Production (requires Steel)
+1 additional Production Production (requires Cybernetics)

Gold Gold
Fort Fort Siege Tactics Any land Occupying unit receives +4 Defense Strength and 2 turns of fortification.

Built by Military Engineer.

None
Airstrip Airstrip Flight Flat terrain +3 Aircraft Capacity

-1 Appeal
Built by Military Engineer.

None
Seaside Resort Seaside Resort Radio next to Coast on Grassland Grassland,
Plains Plains,
Desert Desert
Minimum Appeal of Breathtaking (4+) Provides double the tile's Appeal in Tourism Tourism. (Double Tourism Tourism Output from Cristo Redentor). Also provides the tile's Appeal in Gold Gold. Gold Gold
Geothermal Plant Geothermal Plant GS-Only Synthetic Materials Only on Geothermal Fissure Geothermal Fissure +2 Production Production,
+1 Science Science,
+4 Power Power
Gold Gold
Wind Farm Wind FarmGS-Only Composites Hills +1 Production Production,
+1 Gold Gold,
+2 Power Power
Gold Gold
Solar Farm Solar FarmGS-Only Satellites Flat land +1 Production Production,
+1 Gold Gold,
+2 Power Power
Gold Gold
Offshore Wind Farm Offshore Wind FarmGS-Only Predictive Systems Lake Lake, Coast Coast, Ocean Ocean +1 Production Production,
+1 Gold Gold,
+2 Power Power
Gold Gold
Ski Resort Ski Resort GS-Only Professional Sports Mountain Provides Tourism Tourism equal to the tile's Appeal.

+1  Amenities Amenities Amenity. Cannot be built next to another Ski Resort.

None
Oil Well Oil Well Combustion Only on land tiles with Oil resource Oil Oil Oil +2 Production Production

-1 Appeal

Gold Gold
Offshore Oil Rig Offshore Oil Rig Plastics Only on sea tiles with Oil resource Oil Oil Oil +2 Production Production

-1 Appeal

Gold Gold
Missile Silo 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 Mountain Tunnel GS-Only Chemistry Mountain Allows units to move into it and exit through another Mountain Tunnel at the cost of 2 Movement Movement Movement. Built by Military Engineer.

Cannot be pillaged or removed.

None
Railroad Railroad GS-Only Steam Power 0.25 Movement Movement Movement.
Seastead Seastead GS-Only Seasteads Lake Lake, Coast Coast, Ocean Ocean +2 Food Food

+1 Production Production from each adjacent Fishing Boat. Fishing Boats receive +1 Production Production from each adjacent Seastead.
+1 Culture Culture and Tourism Tourism for each adjacent Reef.
+2 Housing Housing Housing.

Healing

City-State Specific Improvements

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.

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

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

Faith Faith
Cahokia Mounds Cahokia MoundsGS-Only Cahokia +3 Gold Gold.

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

Healing
Colossal Heads Colossal Heads La Venta +2 Faith Faith

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

Faith Faith
Moai Moai GS-Only Rapa Nui +1 Culture Culture

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

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

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

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

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

Faith Faith

Civilization-Specific Improvements

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 Château France Humanism Must be next to River
2 Culture Culture +1 Appeal to adjacent tiles
+2 Culture Culture if adjacent to a Wonder (GS-Only: +1 Culture Culture, doubling with Flight)
+1 Gold Gold if adjacent to a luxury resource
Faith Faith
Chemamull Chemamull R&F-Only Mapuche Craftsmanship Minimum Appeal of Breathtaking (4+) Provides Culture Culture equal to 75% of its tile's Appeal. Faith Faith
Roman Fort 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 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 Amenities Amenities Amenity

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

Healing
Great Wall Great Wall China Masonry Must be on territory border Vanilla and R&F-Only

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

Gold Gold
Ice Hockey Rink 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 Amenities Amenities Amenity

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

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

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

Healing
Kurgan Kurgan Scythia Animal Husbandry Cannot be built on Hills +1 Faith Faith

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

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

+1 Housing Housing Housing
+1 Gold Gold if adjacent to a Luxury Resource
+1 Food Food for every two adjacent Bonus Resources
+1 additional Food Food for every adjacent Bonus Resource (Conservation)
+1 additional Gold Gold for every two adjacent Luxury Resources (Cartography)
+1 additional Production Production and Housing Housing Housing (Civil Service)

Healing
Mission Mission Spain Exploration +2 Faith Faith

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

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

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

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

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

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

Healing
Pā  GS-Only Māori Construction Can only be built by Toa Occupying unit receives +4 Strength 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 Pairidaeza[1] Persia Early Empire Cannot be built on Snow or Tundra and cannot be adjacent to another Pairidaeza +1 Culture Culture

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

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

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

Faith Faith
Qhapaq Ñan 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 Movement Movement Movement.

Cannot be pillaged or removed.

None
Sphinx Sphinx Egypt Craftsmanship Can be built on Floodplains

Cannot be built adjacent to another Sphinx

+1 Culture Culture, +1 Faith Faith

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

Faith Faith
Stepwell Stepwell India Irrigation Cannot be built on Hills or adjacent to another Stepwell +1 Food Food

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

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

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

Healing
Ziggurat Ziggurat Sumeria Cannot be built on Hills +2 Science Science

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

Gold 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.

Roads

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 Route Trade Route 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 Movement Movement Movement. No movement penalties for terrain.
Classical Roads Classical 1 Movement Movement Movement. Adds bridges over Rivers.
Industrial Roads Industrial 0.75 Movement Movement Movement.
Modern Roads Modern 0.5 Movement Movement Movement.

Governor ImprovementsR&F-Only

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 City Park Parks and Recreation Cannot be built adjacent to another City Park +2 Appeal to adjacent tiles

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

Fishery Fishery Aquaculture Must be built on coast +1 Food Food

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

National Parks

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 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.