Civilization VI Wiki
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! Improvement !! Yield Bonus (Research Requirement) !! Tile Requirement !! Prerequisite !! Built By !! Country !! Notes
 
! Improvement !! Yield Bonus (Research Requirement) !! Tile Requirement !! Prerequisite !! Built By !! Country !! Notes
 
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| {{Chateau}} [[Château]] || +1 {{Culture}} [[Culture]]<br/>+2 {{Culture}} [[Culture]] if next to a Wonder<br/>+1 {{Gold}} [[Gold]] if adjacent to a Luxury Resource || Adjacent to River || Humanism || Builder || [[France]] ||
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| {{Chateau}} [[Château]] || +1 {{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]] ||
 
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| {{Colossal Head}} [[Colossal Head]] || +2 {{Faith}}<br/>+1 {{Culture}} (Humanism)<br/>+1 {{Faith}} for every 2 adjacent Woods or 2 adjacent Rainforest || Flat or Hill terrain other than Snow || - || Builder || [[La Venta]] (City-State Suzerain bonus) ||
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| {{Colossal Head}} [[Colossal Head]] || +2 {{Faith}}<br/>+1 {{Culture}} (Humanism)<br/>+1 {{Faith}} for every 2 adjacent Woods or 2 adjacent Rainforest || Not Snow || - || Builder || [[La Venta]] (City-State Suzerain bonus) ||
 
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| {{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]] ||
 
| {{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]] ||
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| {{Kurgan}} [[Kurgan]] || +1 {{Faith}} [[Faith]], +1 {{Gold}} [[Gold]]<br/>+1 {{Faith}} [[Faith]] per adjacent Pasture || Flat land || Animal Husbandry || Builder || [[Scythia]] ||
 
| {{Kurgan}} [[Kurgan]] || +1 {{Faith}} [[Faith]], +1 {{Gold}} [[Gold]]<br/>+1 {{Faith}} [[Faith]] per adjacent Pasture || Flat land || Animal Husbandry || Builder || [[Scythia]] ||
 
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| {{Mission}} [[Mission]] || +1 {{Faith}} [[Faith]]<br/>+2 {{Science}} [[Science]] (Cultural Heritage)<br/>+2 {{Faith}} [[Faith]] if not on home continent<br/>+1 {{Science}} if next to Campus district || - || Exploration || Builder || [[Spain]] || -
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| {{Mission}} [[Mission]] || +1 {{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]] ||
 
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| {{Roman Fort}} [[Roman Fort]] || Units gain +4 {{Combat Strength}} Defense Strength and 2 turns of fortification || - || Iron Working (for Legion) || Legion || [[Rome]] || -
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| {{Roman Fort}} [[Roman Fort]] || Units gain +4 {{Combat Strength}} Defense Strength and 2 turns of fortification || - || Iron Working (for Legion) || Legion || [[Rome]] ||
 
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| {{Sphinx}} [[Sphinx]] || +1 {{Culture}} [[Culture]], +1 {{Faith}} [[Faith]]<br/>+1 {{Culture}} [[Culture]] (Natural History)<br/>+2 {{Faith}} [[Faith]] if next to a Wonder || Not adjacent to another Sphinx || Craftsmanship || Builder || [[Egypt]] || -
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| {{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.
 
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| {{Stepwell}} [[Stepwell]] || +1 {{Food}} [[Food]], +1 {{Housing}} [[Housing]]<br/>+1 {{Faith}} [[Faith]] (Feudalism)<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 || - || Irrigation || Builder || [[India]] || -
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| {{Stepwell}} [[Stepwell]] || +1 {{Food}} [[Food]], +1 {{Housing}} [[Housing]]<br/>+1 {{Faith}} [[Faith]] (Feudalism)<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]] ||
 
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| {{Ziggurat}} [[Ziggurat]] || +2 {{Science}} Science<br/>+1 {{Culture}} Culture (Natural History)<br/>+1 {{Culture}} Culture if built next to River || - || Flat land || Builder || [[Sumeria]] || -
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| {{Ziggurat}} [[Ziggurat]] || +2 {{Science}} Science<br/>+1 {{Culture}} Culture (Natural History)<br/>+1 {{Culture}} Culture if adjacent to a River || Flat land || - || Builder || [[Sumeria]] ||
 
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Revision as of 05:16, 16 November 2016

The various Improvement 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

Improvement Yield Bonus (Research Requirement) Tile Requirement Prerequisite Built By Notes
Icon improvement farm Farm +1 Icon main food, +0.5 Icon housing Grasslands, Plains None Builder +1 Icon main food from every 2 adj. Farm tiles (Feudalism), +1 Icon main food from each adj. Farm (Replaceable Parts)
Icon improvement camp Camp +1 Icon main gold, +0.5 Icon housing, +1 Icon main production (Mercantilism), +1 Icon main gold (Synthetic Materials) Fur, Ivory, Deer, or Truffles Animal Husbandry Builder Provides a copy of the Luxury Resource
Icon improvement pasture Pasture +1 Icon main production, +0.5 Icon housing, +1 Icon main food (Exploration), +1 Icon main production (Robotics) Cattle, Sheep, or Horses Animal Husbandry Builder If built on Horses, provides a copy of that Strategic Resource
Icon improvement mine Mine +1 Icon main production, +1 Icon main production (Apprenticeship), +1 Icon main production (Industrialization) Hill terrain or mineable resource Mining Builder If built on appropriate Strategic or Luxury resource, provides a copy of that resource
Icon improvement quarry Quarry +1 Icon main production, +1 Icon main gold (Banking), +1 Icon main production (Rocketry) Stone, Marble, or Gypsum Mining Builder If built on Gypsum or Marble, provides a copy of that Luxury Resource
Icon improvement fort Fort Occupying unit receives +4 Defense Strength and 2 turns of fortification Flat or Hill terrain Siege Tactics Military Engineer -
Icon improvement plantation Plantation +1 Icon main gold, +0.5 Icon housing, +1 Food (Scientific Theory) Specific resources Irrigation Builder If built on appropriate Luxury Resource, provides a copy of that resource
Icon improvement lumber mill Lumber Mill +1 Icon main production, +1 Icon main production (Steel) Woods Machinery Builder +1 Icon main production if adjacent to a River
Icon improvement fishing boats Fishing Boats +1 Icon main food, +0.5 Icon housing, +1 Icon main gold (Cartography), +1 Icon main food (Plastics) Coast or Ocean resource Sailing Builder If built on Pearls or Whales, provides a copy of that resource
Icon unitoperation build route Roads Ancient: Flat movement cost of 1 regardless of terrain.
Classical: Bridges (move across rivers with no penalty)
Industrial: Movement cost reduced to 0.75.
Modern: Movement cost reduced to 0.5.
Passable terrain - Military Engineer, Trader Road bonuses vary by era (Ancient Roads, Medieval Roads, Industrial Roads, Modern Roads)
Icon improvement airstrip Airstrip Supports up to 3 Air Units Flat terrain Flight Military Engineer -
Icon Seaside Resort Seaside Resort +2 Icon Tourism Tourism and +1 Icon main gold Gold per Appeal Coastal terrain with appeal of Breathtaking or above Radio Builder -
Icon improvement oil well Oil Well +2 Icon main production Oil Resource on land Combustion Builder Provides a copy of the Oil resource
Icon improvement offshore oil rig Offshore Platform +2 Icon main production Oil resource on water Plastics Builder Provides a copy of the Oil resource
Icon improvement missile silo Missile Silo Weapon Capacity: 1 Flat terrain Rocketry Military Engineer Allows placement and launch of nuclear weapons

Unique Tile Improvements

Improvement Yield Bonus (Research Requirement) Tile Requirement Prerequisite Built By Country Notes
Icon improvement chateau Château +1 Icon Culture Culture
+2 Icon Culture Culture if adjacent to a Wonder
+1 Icon main gold Gold if adjacent to a Luxury Resource
Adjacent to River Humanism Builder France
Icon improvement colossal head Colossal Head +2 Icon Faith
+1 Icon Culture (Humanism)
+1 Icon Faith for every 2 adjacent Woods or 2 adjacent Rainforest
Not Snow - Builder La Venta (City-State Suzerain bonus)
Icon improvement great wall Great Wall Units gain +4 Icon map pin strength Defense Strength and 2 turns of fortification
+1 Icon main gold Gold per adjacent Great Wall (Masonry)
+1 Icon Culture Culture per adjacent Great Wall (Castles)
- Masonry Builder China
Icon improvement kurgan Kurgan +1 Icon Faith Faith, +1 Icon main gold Gold
+1 Icon Faith Faith per adjacent Pasture
Flat land Animal Husbandry Builder Scythia
Icon improvement mission Mission +1 Icon Faith Faith
+2 Icon main science Science (Cultural Heritage)
+2 Icon Faith Faith if not on home continent
+1 Icon main science if adjacent to a Campus district
- Exploration Builder Spain
Icon improvement roman fort Roman Fort Units gain +4 Icon map pin strength Defense Strength and 2 turns of fortification - Iron Working (for Legion) Legion Rome
Icon improvement sphinx Sphinx +1 Icon Culture Culture, +1 Icon Faith Faith
+1 Icon Culture Culture (Natural History)
+2 Icon Faith Faith if adjacent to a Wonder
Not adjacent to another Sphinx Craftsmanship Builder Egypt Does not remove Floodplains.
Icon improvement stepwell Stepwell +1 Icon main food Food, +1 Icon housing Housing
+1 Icon Faith Faith (Feudalism)
+1 Icon main food Food (Professional Sports)
+1 Icon Faith Faith if adjacent to a Holy Site district
+1 Icon main food Food if adjacent to a Farm
Flat land not adjacent to another Stepwell Irrigation Builder India
Icon improvement ziggurat Ziggurat +2 Icon main science Science
+1 Icon Culture Culture (Natural History)
+1 Icon Culture Culture if adjacent to a River
Flat land - Builder Sumeria

See Also