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The various {{PAGENAME}} in [[Civilization VI]]. Improvements are built by particular units on almost any tile within your cities that is not occupied by a city center, district, mountain, natural wonder, or world wonder. The type of improvement that can be built on a tile is determined by the qualities of the tile including the terrain and resources. ==Improvements== {|class="wikitable sortable" ! Improvement !! Yield Bonus (Research Requirement) !! Tile Requirement !! Prerequisite !! Built By !! Notes |- | {{Farm}} [[Farm]] || +1 {{Food}} [[Food]], +0.5 {{Housing}} [[Housing]]<br/>+1 {{Food}} [[Food]] per 2 adjacent Farms (Feudalism until Replaceable Parts)<br/>+1 {{Food}} per adjacent Farm (Replaceable Parts) || Grasslands, Plains || None || Builder || Does not remove Floodplains |- | {{Camp}} [[Camp]] || +1 {{Gold}} [[Gold]], +0.5 {{Housing}} [[Housing]]<br/>+1 {{Production}} [[Production]] (Mercantilism)<br/>+1 {{Gold}} [[Gold]] (Synthetic Materials) || Fur, Ivory, Deer, or Truffles || Animal Husbandry || Builder || Provides a copy of the Luxury Resource |- | {{Pasture}} [[Pasture]] || +1 {{Production}} [[Production]], +0.5 {{Housing}} [[Housing]]<br/>+1 {{Food}} [[Food]] (Exploration)<br/>+1 {{Production}} [[Production]] (Robotics) || Cattle, Sheep, or Horses || Animal Husbandry || Builder || If built on Horses, provides a copy of that Strategic Resource |- | {{Mine}} [[Mine]] || +1 {{Production}} [[Production]]<br/>+1 {{Production}} [[Production]] (Apprenticeship)<br/>+1 {{Production}} [[Production]] (Industrialization) || Hill terrain or mineable resource || Mining || Builder || If built on appropriate Strategic or Luxury resource, provides a copy of that resource |- | {{Quarry}} [[Quarry]] || +1 {{Production}} [[Production]]<br/>+1 {{Gold}} [[Gold]] (Banking)<br/>+1 {{Production}} [[Production]] (Rocketry) || Stone, Marble, or Gypsum || Mining || Builder || If built on Gypsum or Marble, provides a copy of that Luxury Resource |- | {{Fort}} [[Fort]] || Occupying unit receives +4 Defense Strength and 2 turns of fortification || Flat or Hill terrain || Siege Tactics || Military Engineer || - |- | {{Plantation}} [[Plantation]] || +1 {{Gold}} [[Gold]], +0.5 {{Housing}} [[Housing]]<br/>+1 {{Food}} [[Food]] (Scientific Theory)<br/>+1 {{Gold}} [[Gold]] (Globalization) || Specific resources || Irrigation || Builder || If built on appropriate Luxury Resource, provides a copy of that resource<br/>Only gets the bonus from Globalization once even if researched multiple times |- | {{Lumber Mill}} [[Lumber Mill]] || +1 {{Production}} [[Production]]<br/>+1 {{Production}} [[Production]] (Steel)<br/>+1 {{Production}} [[Production]] if adjacent to a River || Woods || Machinery || Builder || Does not remove Woods |- | {{Fishing Boats}} [[Fishing Boats]] || +1 {{Food}} [[Food]], +0.5 {{Housing}} [[Housing]]<br/>+1 {{Gold}} [[Gold]] (Cartography)<br/>+1 {{Food}} [[Food]] (Plastics) || Coast or Ocean resource || Sailing || Builder || If built on Pearls or Whales, provides a copy of that resource |- | {{Road}} [[Roads]] || Ancient: Flat movement cost of 1 regardless of terrain.<br/>Classical: Bridges (move across rivers with no penalty)<br/>Industrial: Movement cost reduced to 0.75.<br/>Modern: Movement cost reduced to 0.5. || Passable terrain || - || Military Engineer, Trader || Road bonuses vary by era |- | {{Airstrip}} [[Airstrip]] || Supports up to 3 [[Unit#Air_Combat_Units|air units]] || Flat terrain || Flight || Military Engineer || - |- | {{Seaside Resort}} [[Seaside Resort]] || +2 {{Tourism}} [[Tourism]] and +1 {{Gold}} [[Gold]] per [[Appeal]] || Coastal terrain with appeal of Breathtaking or above || Radio || Builder || - |- | {{Oil Well}} [[Oil Well]] || +2 {{Production}} [[Production]] || Oil Resource on land || Combustion || Builder || Provides a copy of the Oil resource |- | {{Offshore Platform}} [[Offshore Platform]] || +2 {{Production}} [[Production]] || Oil resource on water || Plastics || Builder || Provides a copy of the Oil resource |- | {{Missile Silo}} [[Missile Silo]] || Weapon Capacity: 1 || Flat terrain || Rocketry || Military Engineer || Allows placement and launch of nuclear weapons |} ==Unique Tile Improvements== {|class="wikitable sortable" ! Improvement !! Yield Bonus (Research Requirement) !! Tile Requirement !! Prerequisite !! Built By !! Country !! Notes |- | {{Alcázar}} [[Alcázar]] || +2 {{Culture}} [[Culture]]<br/>Occupying unit receives +4 {{Combat Strength}} Defense Strength, and automaticly gains 2 turns of fortification || - || - || Builder || [[Granada]] || City-State Suzerain bonus |- | {{Chateau}} [[Château]] || +2 {{Culture}} [[Culture]]<br/>+2 {{Culture}} [[Culture]] if adjacent to a Wonder<br/>+1 {{Gold}} [[Gold]] if adjacent to a Luxury Resource || Adjacent to River || Humanism || Builder || [[France]] || |- | {{Colossal Head}} [[Colossal Head]] || +2 {{Faith}} [[Faith]]<br/>+1 {{Culture}} [[Culture]] (Humanism)<br/>+1 {{Faith}} [[Faith]] per 2 adjacent Woods or 2 adjacent Rainforest || Not Snow || - || Builder || [[La Venta]] || City-State Suzerain bonus |- | {{Great Wall}} [[Great Wall]] || Units gain +4 {{Combat Strength}} Defense Strength and 2 turns of fortification<br/>+1 {{Gold}} [[Gold]] per adjacent Great Wall (Masonry)<br/>+1 {{Culture}} [[Culture]] per adjacent Great Wall (Castles) || - || Masonry || Builder || [[China]] || |- | {{Kurgan}} [[Kurgan]] || +1 {{Faith}} [[Faith]], +1 {{Gold}} [[Gold]]<br/>+1 {{Faith}} [[Faith]] per adjacent Pasture || Flat land || Animal Husbandry || Builder || [[Scythia]] || |- | {{Mission}} [[Mission]] || +2 {{Faith}} [[Faith]]<br/>+2 {{Science}} [[Science]] (Cultural Heritage)<br/>+2 {{Faith}} [[Faith]] if not on home continent<br/>+1 {{Science}} if adjacent to a Campus district || - || Exploration || Builder || [[Spain]] || |- | {{Monastery}} [[Monastery]] || +2 {{Faith}} [[Faith]]<br/>+15 HP healing for friendly religious units on this tile that has not attacked this turn || - || - || Builder || [[Armagh]] || City-State Suzerain bonus |- | {{Roman Fort}} [[Roman Fort]] || Units gain +4 {{Combat Strength}} Defense Strength and 2 turns of fortification || - || Iron Working (for Legion) || Legion || [[Rome]] || |- | {{Sphinx}} [[Sphinx]] || +1 {{Culture}} [[Culture]], +1 {{Faith}} [[Faith]]<br/>+1 {{Culture}} [[Culture]] (Natural History)<br/>+2 {{Faith}} [[Faith]] if adjacent to a Wonder || Not adjacent to another Sphinx || Craftsmanship || Builder || [[Egypt]] || Does not remove Floodplains |- | {{Stepwell}} [[Stepwell]] || +1 {{Food}} [[Food]], +1 {{Housing}} [[Housing]]<br/>+1 {{Faith}} [[Faith]] (Feudalism)<br/>+1 {{Housing}} [[Housing]] (Sanitation)<br/>+1 {{Food}} [[Food]] (Professional Sports)<br/>+1 {{Faith}} [[Faith]] if adjacent to a Holy Site district<br/>+1 {{Food}} [[Food]] if adjacent to a Farm || Flat land not adjacent to another Stepwell || Irrigation || Builder || [[India]] || |- | {{Ziggurat}} [[Ziggurat]] || +2 {{Science}} Science<br/>+1 {{Culture}} Culture (Natural History)<br/>+1 {{Culture}} Culture if adjacent to a River || Flat land || - || Builder || [[Sumeria]] || |} ==See Also== * [[Terrain]] [[Category:Tile Improvements]]
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