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Resources are special commodities found in limited quantities on the map. In Civilization VI, when a resource is worked (or there's production), it provides bonuses to an empire. To work a resource, players need to use a builder to either construct a specific tile improvement (on land) or build a Fishing Boats (on water), or they can settle a City on top of the resource. Bonuses range from an increased yield (production, food, etc.) to gaining access to a number of strategic and luxury resources such as Iron, Uranium, and Gold, some of which are necessary for producing specific units and buildings. Resources also provide more happiness to Citizens.

Bonus resources[]

Bonus resources provide local yield boosts of food, production, or gold when improved.

Bonus resources may be harvested, which permanently removes the resource in return for 25 times their yield (on Normal speed).

Founding a city on a bonus resource does not grant any additional resource yield beyond the resource yield already shown on the tile. This means a city does not act like an improvement on a bonus resource.[1]

The Bonus Resources in Civilization VI
Resource Resource Yields Improved by Notes
Bananas Bananas +1 Food Plantation -
Cattle Cattle +1 Food Pasture -
Copper Copper +2 Gold Mine -
Crabs Crabs +2 Gold Fishing Boats -
Deer Deer +1 Production Camp -
Fish Fish +1 Food Fishing Boats -
Rice Rice +1 Food Farm +1 with Water Mill
Sheep Sheep +1 Food Pasture -
Stone Stone +1 Production Quarry -
Wheat Wheat +1 Food Farm +1 with Water Mill

Strategic resources[]

These resources are required to build certain units. Most are invisible until revealed by a particular technology.

Building the appropriate improvement on a strategic resource gives access to 1 copy of that resource. With 2 copies of a strategic resource any City may build any number of units requiring that strategic resource. A City with the appropriate district (Encampment, Harbor, or Aerodrome) or a civilization with the Resource Management policy (unlocked by Conservation) only requires 1 copy.

Unique units never require strategic resources.

Founding a city on a strategic resource provides the strategic resource but not the resource yields.

The Strategic Resources in Civilization VI
Resource Resource Yields Revealed by Improved by Required for
Aluminum Aluminum +1 Science Advanced Flight Mine Jet Bomber
Jet Fighter
Coal Coal +2 Production Steam Power Mine Ironclad
Battleship
Horses Horses +1 Food
+1 Production
no tech required

(Animal Husbandry with early Gathering Storm livestreams)

Pasture Horseman
Cavalry
Iron Iron +1 Science Bronze Working Mine Swordsman
Knight
Niter Niter +1 Food
+1 Production
Gunpowder Mine Musketman
Bombard
Oil Oil +3 Production Combustion Oil Well (on land)
Offshore Oil Rig (on water, requires Plastics)
Tank
Aircraft Carrier
Uranium Uranium +2 Production Nuclear Fission Mine Modern Armor
Nuclear Submarine

Luxury resources[]

These resources provide Amenities to cities. A city can only benefit from a single luxury resource once. By default each unique luxury resource provides 4 Amenities (i.e. +1 Amenities to each of up to 4 cities), however, a few provide 6. Having more than one copy of a luxury resource provides no additional direct benefit, but they may be traded away to other civilizations.

Founding a city on a luxury resource provides the luxury resource as well as the resource yields.

The Luxury Resources in Civilization VI
Resource Resource Yields Improved/Accessed By
Amber +1 Culture Mine
Cinnamon Cinnamon (off-map) Accessible only though the Suzerain bonus of the City-State of Zanzibar.
6 Amenities (1 per city).
Citrus Citrus +2 Food Plantation
Cloves Cloves (off-map) Accessible only though the Suzerain bonus of the City-State of Zanzibar.
6 Amenities (1 per city).
Cocoa Cocoa +3 Gold Plantation
Coffee Coffee +1 Culture Plantation
Cosmetics Cosmetics (off-map) Accessible only through Great Merchant Helena Rubinstein (Atomic Era).
Cotton Cotton +3 Gold Plantation
Diamonds Diamonds +3 Gold Mine
Dyes Dyes +1 Faith Plantation
Furs Furs +1 Food
+1 Gold
Camp
Gypsum Gypsum +1 Production
+1 Gold
Mine
Incense Incense +1 Faith Plantation
Ivory Ivory +1 Production
+1 Gold
Camp
Jade Jade +1 Culture Mine
Jeans Jeans (off-map) Accessible only through Great Merchant Levi Strauss (Atomic Era).
Marble Marble +1 Culture Quarry
Mercury Mercury +1 Science Mine
Pearls Pearls +1 Faith Fishing Boats
Perfume Perfume (off-map) Accessible only through Great Merchant Estee Lauder (Information Era).
6 Amenities (1 per city).
Salt Salt +1 Food
+1 Gold
Mine
Silk Silk +1 Culture Plantation
Silver Silver +3 Gold Mine
Spices Spices +2 Food Plantation
Sugar Sugar +2 Food Plantation
Tea Tea +1 Science Plantation
Tobacco Tobacco +1 Faith Plantation
Toys Toys (off-map) Accessible only through Great Merchant John Spilsbury (Industrial Era).
Truffles Truffles +3 Gold Camp
Whales Whales +1 Food
+1 Gold
Fishing Boats
Wine Wine +1 Food
+1 Gold
Plantation

Artifact resources[]

Artifacts can be unearthed by Archaeologists after building an Archaeological Museum. They function as Great Works and are stored in the Archaeological Museum of the City where the Archaeologist was built.

The Terracotta Army Wonder allows Archaeologists to enter foreign lands without Open Borders.

The Artifact Resources in Civilization VI
Resource Revealed By Notes
Antiquity Site Antiquity Site Natural History On land
Shipwreck Shipwreck Cultural Heritage On water
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