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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 |
+ | | {{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 || |
+ | | {{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 |
+ | | {{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]] || |
+ | | {{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 |
+ | | {{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 || |
+ | | {{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 |
+ | | {{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 |
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Farm | +1 , +0.5 | Grasslands, Plains | None | Builder | +1 from every 2 adj. Farm tiles (Feudalism), +1 from each adj. Farm (Replaceable Parts) |
Camp | +1 , +0.5 , +1 (Mercantilism), +1 (Synthetic Materials) | Fur, Ivory, Deer, or Truffles | Animal Husbandry | Builder | Provides a copy of the Luxury Resource |
Pasture | +1 , +0.5 , +1 (Exploration), +1 (Robotics) | Cattle, Sheep, or Horses | Animal Husbandry | Builder | If built on Horses, provides a copy of that Strategic Resource |
Mine | +1 , +1 (Apprenticeship), +1 (Industrialization) | Hill terrain or mineable resource | Mining | Builder | If built on appropriate Strategic or Luxury resource, provides a copy of that resource |
Quarry | +1 , +1 (Banking), +1 (Rocketry) | Stone, Marble, or Gypsum | Mining | Builder | If built on Gypsum or Marble, provides a copy of that Luxury Resource |
Fort | Occupying unit receives +4 Defense Strength and 2 turns of fortification | Flat or Hill terrain | Siege Tactics | Military Engineer | - |
Plantation | +1 , +0.5 , +1 Food (Scientific Theory) | Specific resources | Irrigation | Builder | If built on appropriate Luxury Resource, provides a copy of that resource |
Lumber Mill | +1 , +1 (Steel) | Woods | Machinery | Builder | +1 if adjacent to a River |
Fishing Boats | +1 , +0.5 , +1 (Cartography), +1 (Plastics) | Coast or Ocean resource | Sailing | Builder | If built on Pearls or Whales, provides a copy of that resource |
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) |
Airstrip | Supports up to 3 Air Units | Flat terrain | Flight | Military Engineer | - |
Seaside Resort | +2 Tourism and +1 Gold per Appeal | Coastal terrain with appeal of Breathtaking or above | Radio | Builder | - |
Oil Well | +2 | Oil Resource on land | Combustion | Builder | Provides a copy of the Oil resource |
Offshore Platform | +2 | Oil resource on water | Plastics | Builder | Provides a copy of the Oil resource |
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 |
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Château | +1 Culture +2 Culture if adjacent to a Wonder +1 Gold if adjacent to a Luxury Resource |
Adjacent to River | Humanism | Builder | France | |
Colossal Head | +2 +1 (Humanism) +1 for every 2 adjacent Woods or 2 adjacent Rainforest |
Not Snow | - | Builder | La Venta (City-State Suzerain bonus) | |
Great Wall | Units gain +4 Defense Strength and 2 turns of fortification +1 Gold per adjacent Great Wall (Masonry) +1 Culture per adjacent Great Wall (Castles) |
- | Masonry | Builder | China | |
Kurgan | +1 Faith, +1 Gold +1 Faith per adjacent Pasture |
Flat land | Animal Husbandry | Builder | Scythia | |
Mission | +1 Faith +2 Science (Cultural Heritage) +2 Faith if not on home continent +1 if adjacent to a Campus district |
- | Exploration | Builder | Spain | |
Roman Fort | Units gain +4 Defense Strength and 2 turns of fortification | - | Iron Working (for Legion) | Legion | Rome | |
Sphinx | +1 Culture, +1 Faith +1 Culture (Natural History) +2 Faith if adjacent to a Wonder |
Not adjacent to another Sphinx | Craftsmanship | Builder | Egypt | Does not remove Floodplains. |
Stepwell | +1 Food, +1 Housing +1 Faith (Feudalism) +1 Food (Professional Sports) +1 Faith if adjacent to a Holy Site district +1 Food if adjacent to a Farm |
Flat land not adjacent to another Stepwell | Irrigation | Builder | India | |
Ziggurat | +2 Science +1 Culture (Natural History) +1 Culture if adjacent to a River |
Flat land | - | Builder | Sumeria |