List of improvements in Civ5

Tile improvements are buildings or installations constructed in terrain outside of cities, generally by Workers. Each improvement changes the properties of the tile where it's built, usually adding potential such as tile yields to it. Improvements are unlocked via certain technologies.
Improvements built on certain strategic and luxury resources are required for an empire to access the resources' special properties.
== Mechanics ==
With the exception of Great Tile Improvements, most improvements can be built by a Worker (or a Work Boat at sea), given the appropriate technology and provided that the tile meets the requirements. Improvements remove Forests and Jungles unless otherwise specified (notably the Trading Post and Camp). Building with a Worker requires several turns, while the Work Boat finishes the improvement instantaneously.
Improvements are susceptible to pillaging by enemies, including Barbarians. When any improvement is pillaged, it will be inactive until repaired by a Worker (including Great Tile Improvements).
Improvement yields, which include both relevant increases depending on the resource as well as bonuses from appropriate technologies such as Fertilizer, will be added to the base terrain yield combined with increased yields from the resource itself (yields provided when worked by a city).
There are some improvements only available to certain civilizations. And finally, there are certain improvements that can only be built by using Great People. This article lists all improvements in Civilization V.
== Standard Improvements ==
These improvements are available to all civilizations after researching the technologies that unlock them.
Name	Technology	Placement 		Base Yield Modifier & Notes
 	 	(if adjacent to ) (if adjacent to )		+1 +1 (if adjacent to fresh water) +1 (if NOT adjacent to fresh water)
 	 	Only on Resource 		+1 on and +1 on +1 +1 ( and )+1 for the ()
 	 	and on tiles with resource 		+1 +1 on +1 on , and +1 +1 ()
 	 	Only on Resource 		+1 +1 +1 ( and )
 	 	Only on Resource 		+2 and -1 on +1 on , , , , , , , and +1 +1 ( and )
 	 	Only on Resource 		+1 on and +1 on , and +1 +1 ( and )Does not remove Forest or Jungle
 	 	Only on Resource 		+1 +1 +1 ()+2 ( and )
 	 	 		+1 +1 Does not remove Forest
 	 	 		+50% Defensive Combat Strength for friendly s on the tile.
 	 	 		+1 +1 +1 (Req. finishing Policy Tree)+1 Does not remove Forest or Jungle
 	 	Only on land tiles with resource 		+3
 	 	Only on water tiles with resource 		+3
== Transportation Improvements ==
These improvements can be built on any passable land tile, including outside your own territory. They can be built alongside any other improvement, and do not remove Forests or Jungles.
Name 	Technology	Base Yield Modifier & Notes
 	 	-1 Establishes a when connecting a city to its owner's x2 speed increasing to x3 Allows crossing without losing points
Railroad	Railroad 	-2 Establishes a when connecting a city to its owner's Provides +25% to a city when connecting it to its owner's x3 (minimum speed 10 hexes/turn)Allows crossing without losing points
== Great Tile Improvements ==
These improvements are built by Great People, with the exception of the Landmark in Brave New World. All great tile improvements can be built on any passable land terrain type (except Oases). With regard to resources, they will only connect any strategic resources on the tile. While they get additional bonus yield from technology, they do not get an increase from the type of strategic resource. They do not have any effect on luxuries nor bonus resources.
Name	Built by 	Base Yield Modifier & Notes
 	 	+8 +2 +100% (Req. finishing Policy Tree) (Vanilla and only)+2 ( and )+4 ()+2 (Req. Historical Landmarks ) ()+2 for
 	 	+100% Defensive Combat Strength for friendly s on the tile.Damages all enemy units that end their turn adjacent 33% of their Health (Damage does not stack with other Citadels).Instantly annexes all adjacent tiles, as well as its own, into your empire's . (Must be constructed on a tile within or bordering your own territory.) ( and )
 	 	+4 +1 +100% (Req. finishing Policy Tree) (Vanilla and only)+4 ()
 	 	+6 +3 +3 (Req. finishing Policy Tree)+4 ()
 	(vanilla and ) ()	+6 (vanilla and )+1 for each Era of age of the Archaeological site ()
 	 	+4 +1 +100% (Req. finishing Policy Tree) (Vanilla and only)+4 ()
==Unique Improvements==
These improvements are available only to certain civilizations. Unlike unique buildings and unique units, they never replace standard improvements, and civilizations that don't have one will have a unique building or a second unique unit instead. Unique improvements cannot be used to connect resources (e.g., a Brazilwood Camp cannot be built on a tile with ), and any civilization that works a unique improvement's tile can benefit from its effects.
Name 	Civilization	Technology	Placement 	Base Yield Modifier & Notes
 	 	 	 	+2 +2 Does not remove Jungle
 	 	 	Adjacent to Luxury Resource tileNOT adjacent to another Chateau	+1 +2 +50% Defensive Combat Strength for friendly s on the tile.+2 +1
 	 	 	land tiles without Resources on a territory 	1 copy of each Luxury Resource the has.+50% Defensive Combat Strength for any s on the tile.Pillaging this improvement constitutes an act of war against Portugal.
 	 	 	 	+1 +1 +1 +50% Defensive Combat Strength for any s on the tile.
This improvement belongs to a DLC civilization.	 	 	land tiles 	+1 +1 for each adjacent Moai+1
 	 	 	 	+3 +1 +1
 	 	 	 	+1 +1 for each adjacent +1 (if adjacent to fresh water) +1 (if NOT adjacent to fresh water)
Category:Lists (Civ5)
Category:Improvements (Civ5)
Category:Civilization V
Category:Improvement lists