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+1 {{Gold6}} ([[Synthetic Materials (Civ6)|Synthetic Materials]])
 
+1 {{Gold6}} ([[Synthetic Materials (Civ6)|Synthetic Materials]])

Revision as of 08:52, 27 April 2020

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
Floodplains Floodplains
also on
Grassland (Hills) Grassland (Hills)
Plains (Hills) Plains (Hills)
with Civil Engineering
Wheat Wheat Wheat
Rice Rice Rice

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

Healing
Mine 
Mine
Mining Hills Hills and on land tiles with 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

+2 Gold Gold
+0.5 Housing Housing Housing
+1 Food Food (Mercantilism)
+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 a River
+1 Production Production (Steel)
GS-Only
+2 Production Production
+1 Production Production (Steel)
+1 Production Production (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 -1 Appeal
+3 Aircraft Capacity
Built by Military Engineer.
None
Seaside Resort 
Seaside Resort
Radio Only Coastal
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 Farm GS-Only
Composites Hills Hills +1 Production Production
+1 Gold Gold
+2 Power Power
Gold Gold
Solar Farm 
Solar Farm GS-Only
Satellites Grassland Grassland
Plains Plains
Tundra Tundra
Desert Desert
+1 Production Production
+1 Gold Gold
+2 Power Power
Gold Gold
Offshore Wind Farm 
Offshore Wind Farm GS-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 Mountains Mountains

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

None
Oil Well 
Oil Well
Combustion Only on land tiles with Oil resource Oil Oil Oil

-1 Appeal
+2 Production Production

Gold Gold
Offshore Oil Rig 
Offshore Oil Rig
Plastics Only on sea tiles with Oil resource Oil Oil Oil

-1 Appeal
+2 Production Production

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 Mountains Mountains 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. 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 
Alcázar
Granada Cannot be built 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 Cannot be built adjacent to another Cahokia Mounds +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
French Humanism Must be built adjacent to a River 2 Culture Culture

+1 Appeal to adjacent tiles

+2 Culture Culture if adjacent to a Wonder

(GS-Only: +1 Culture Culture for each adjacent Wonder, 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
+2 additional Gold Gold for each adjacent Luxury Resources (with Cartography)
+1 additional Production Production and Housing Housing Housing (with Civil Service)
+1 Food Food for every two adjacent Bonus Resources (obsolete with Conservation)
+1 Food Food for each adjacent Bonus Resource (with Conservation)

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.

Related achievements

If You Build It, They Will Come
If You Build It, They Will Come
Have 6 Improvements at one time.
A quote from Field of Dreams, a 1989 film in which a farmer builds a baseball diamond in his cornfield.
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.