List of improvements in Civ6

The following is a list of tile improvements in Civilization VI and its expansions.
This list excludes different types of Roads, since you can still further improve tiles containing Roads with another improvement.
== Standard ==
These improvements are available to all civilizations after researching their respective technologies or civics.
Name	Technology/Civic	Placement 	Resource 	Base Yield Modifier & Notes 	Plunder
 	 	Also on 	 	+1 +0.5 +1 with two adjacent Farms +1 for each adjacent Farm 	Healing
 	 	and on land tiles with resource 	 	-1 Appeal+1 +1 +1 +1 	
 	 	Only on resource 	 	-1 Appeal+1 +2 (Vanilla and only)+1 +1 +1 	
 	 	Only on resource 	 	+2 +0.5 +1 +2 	
 	 	Only on resource 	 	+2 +0.5 +1 +1 +1 	
 	 	Only on resource 	 	+1 +0.5 +1 +1 	
 	 	Only on resource 	 	+1 +0.5 +2 +1 	Healing
 	 	( only) 	 	Vanilla and :+1 +1 if adjacent to a River+1 :+2 +1 +1 	
 	 	Any land 	 	Occupying unit receives +4 Defense Strength and 2 turns of fortification.Built by a Military Engineer. 	None
 	 	Flat terrain 	 	-1 Appeal+3 Aircraft CapacityBuilt by a Military Engineer. 	None
 	 	Only 	Minimum Appeal of Breathtaking (4+)	Provides the tile's Appeal in .Provides the tile's Appeal in . 	
 	 	Only on 	 	+2 +1 +4 	
 	 	 	 	+1 +1 +2 	
 	 	 	 	+1 +1 +2 	
 	 	 	 	+1 +1 +2 	
 	 	 	 	+1 Provides equal to the tile's Appeal.Cannot be built adjacent to another Ski Resort. 	None
 	 	Only on land tiles with resource	 	-1 Appeal+2 	
 	 	Only on resource 	 	-1 Appeal+2 	
 	 	Only on flat land 	 	Acts as launch site for Nuclear and Thermonuclear Devices.Built by a Military Engineer. 	None
 	 	 	 	Allows units to move into it and exit through another Mountain Tunnel at the cost of 2 .Built by a Military Engineer.Cannot be pillaged or removed.	Cannot be plundered
 	 	 	 	0.25 Built by a Military Engineer. 	None
 	 	 	 	+2 +1 from each adjacent Fishing Boat.Fishing Boats receive +1 from each adjacent Seastead.+1 and for each adjacent Reef.+2 	Healing
== City-state ==
These improvements can be built by any civilization that is the Suzerain of the specified city-state. Thus, whether you can construct these improvements with your Builders will depend on whether that particular city-state is present in your game and whether you are their Suzerain. Once built, these improvements stay there permanently, even if the territory they are built in changes hands, or the relevant city-state gets conquered. However, when pillaged, these improvements cannot be repaired if the city-state is no longer independent (i.e., its city-state status is lost to a civilization through military conquest or Loyalty flipping).
Name	City-state	Placement 	Base Yield Modifier & Notes 	Plunder
 	 	Cannot be built adjacent to another Alcázar. 	+2 Occupying unit receives +4 Defense Strength and 2 turns of fortification.Provides equal to its output .Provides equal to 50% of the tile's Appeal. 	
 	 	Must be built on flat land.
Cannot be built adjacent to another Batey.	+1 +1 for every adjacent Bonus Resource and Entertainment Complex, increasing to +2 .Provides equal to its output . 	
 	 	Must be built on flat land including Floodplains.
Cannot be built on Snow or adjacent to another Cahokia Mounds.	+3 +1 from the first Cahokia Mounds in the city.+1 from the second Cahokia Mounds in the city +1 for every 2 adjacent s or for every district .+1 +1 additional . 	Healing
 	 	Cannot be built on Snow. 	+2 +1 for every 2 adjacent Woods or Rainforest (Vanilla & )+1 (Vanilla & )+1 for every 2 adjacent rainforests (or every 2 adjacent woods), increasing to +1 for every adjacent rainforest (or every woods) . Provides equal to its output .	
 	 	Must be built on flat land.
Cannot be built adjacent to another Mahavihara.	+2 +1 +1 for every adjacent Holy Site.+1 for every adjacent Campus increasing to +2 for every adjacent Campus .The first one constructed unlocks a random technology. 	
 	 	Must be built on Grassland, Plains, or Volcanic Soil (including Hills variants).
Cannot be built adjacent to Rainforest.	+1 +1 for every 2 adjacent Moai, increasing to +1 for every adjacent Moai .+2 if on or adjacent to a Volcanic Soil tile.+1 if adjacent to a Coast or Lake tile.Provides equal to its output . 	
 	 	Cannot be built adjacent to another Monastery. 	+2 Provides +15 HP healing every turn for friendly religious units.+1 for every 2 adjacent districts. +1 . +1 additional . 	
 	 	Must be built on flat desert tiles. 	+1 to adjacent tiles.+1 additional to adjacent tiles with a resource.+1 to adjacent Desert and Desert Hills .+1 to adjacent flat tiles .+1 Appeal.Tiles with a Nazca Line cannot be worked. 	
 	 	Cannot be built adjacent to another Trading Dome.	+2 +1 for every adjacent luxury resource.International s sent from cities with Trading Domes generate +1 for each Trading Dome present. 	
== Unique ==
These tile improvements are tied to a specific civilization or leader and, as such, will only be available to a player who is using that civilization or leader. When areas on the map that contain unique improvements change hands (i.e., their controlling city gets conquered by another civilization), these improvements simply vanish, and their tile becomes "virgin" land.
The only exception to this rule is the Feitoria. Feitorias can only be built by Portuguese Naus in foreign land and will stay there even if the parent city gets conquered by a third-party civilization. However, if the parent city is conquered by Portugal, all Feitorias inside will be removed.
Name 	Civilization/Leader	Technology/Civic	Placement 	Base Yield Modifier & Notes 	Plunder
 	 	 	Must be built adjacent to a Bonus or Luxury Resource.Cannot be adjacent to another Château. 	+2 +1 +1 to adjacent tiles+1 for each adjacent , increasing to +2 per Wonder +2 if built on a Provides equal to its output . 	
 	 	 	Minimum Appeal of Breathtaking (4+) 	+1 Provides equal to 75% of its tile's Appeal.Provides equal to its output . 	
 	 	 	Must be adjacent to land and a Bonus or Luxury Resource in the territory of another civilization or city-state with whom you have Open Borders.Cannot be adjacent to another Feitoria.Cannot be removed.	+4 +1 +4 and +1 to Portuguese s to this city 	TBC
 	 	 	Cannot be built on Desert or Desert Hills.Limited to 1 per city.Tiles with Golf Courses cannot be swapped. 	+1 ( +2 )+2 +1 Appeal to adjacent tiles+1 if adjacent to a +1 for each adjacent +1 Provides equal to its output . 	Healing
 	 	 	Must be on territory border 	Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification.+1 for every adjacent Great Wall. (Vanilla & )+1 for every adjacent Great Wall . (Vanilla & )+2 +2 for every adjacent Great Wall. +2 for every adjacent Great Wall . Provides equal to its output .	
 	 	 	Must be built on Grassland, Grassland Hills, Plains, or Plains Hills. 	+2 +1 +0.5 +1 from every 2 adjacent Plantations, increasing to +1 for every Plantation with .+1 for every 2 adjacent Haciendas, increasing to +1 for every Hacienda with . 	Healing
 	 	 	Must be built on Tundra, Tundra Hills, Snow, or Snow Hills.Limited to 1 per city.Tiles with Hockey Rinks cannot be swapped. 	+1 +2 to adjacent tiles+1 for each adjacent Tundra, Tundra Hills, Snow, and Snow Hills tile+2 and +4 if adjacent to a Stadium.Provides equal to its output . 	Healing
This improvement belongs to a DLC civilization.	 	 	Must be adjacent to a coastal resource. 	+1 +1 +1 for each adjacent Fishing Boat+1 +1 Provides equal to its output . 	Healing
 	 	 	Cannot be built on Hills. 	+1 +3 +1 for each adjacent , increasing to +2 for each adjacent Pasture .Provides equal to its output . 	
 	 	 	Must be built adjacent to a Bonus or Luxury Resource.Cannot be adjacent to another Mekewap. 	+1 +1 +2 for each adjacent Luxury Resources .+1 additional and .+1 for every two adjacent Bonus Resources, increasing to +1 for each adjacent Bonus Resource . 	Healing
 	 	 	 	+2 +2 additionally, 1 , 1 if on a different continent than your +1 for every adjacent Campus and Holy Site+2 +2 Loyalty per turn for cities with a Mission next to the City Center and not on the original 's continent 	
This improvement belongs to a DLC civilization.	 	 	Must be built on Desert or Floodplains. 	+2 +2 +1 if adjacent to a +1 for each adjacent +1 for each adjacent +1 for each adjacent +1 for each adjacent +1 for each adjacent +1 for each adjacent 	
 	 	 	Limited to 1 per city.Tiles with an Open-Air Museum cannot be swapped. 	+2 Loyalty for this city+2 and +2 for each type of terrain (Grassland, Plains, Snow, Tundra and Desert) in which at least one Swedish city is founded. 	
This improvement belongs to a DLC civilization.	 	 	Cannot be built on Snow, Tundra, Grassland Hills, or Plains Hills. 	+1 +1 +0.5 +1 for every adjacent Pasture+1 for every 2 adjacent Outback Stations .+1 for every 2 adjacent Outback Stations . 	Healing
 	 	 	Can only be built by Toa. 	Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification.A Māori unit occupying a Pā heals even if they just moved or attacked.Built by Māori Toa. 	None
This improvement belongs to a DLC civilization.	 	 	Cannot be built on Snow or Tundra or adjacent to another Pairidaeza. 	+1 +2 +1 Appeal to adjacent tiles+1 +1 for every adjacent Theater Square or Holy Site+1 for every adjacent City Center or Commercial HubProvides equal to its output . 	
 	 	 	Must be adjacent three land tiles. 	+1 +1 for every adjacent Polder, increasing to +2 for every adjacent Polder .+1 +0.5 +4 .+1 for every adjacent Polder .Increases cost of tile to 3 	
 	 	 	Must be built adjacent to a Mountain. 	Allows units to move into it and exit through another Qhapaq Ñan at the cost of 2 Cannot be pillaged or removed 	Cannot be plundered
This improvement belongs to a DLC civilization.	 	 	Must be built on Hills or Volcanic Soil.
Cannot be adjacent to another Rock-Hewn Church. 	+1 +1 for every adjacent Mountain and Hills tile+1 Appeal to adjacent tilesProvides equal to its output . 	
 	 	 	Can only be built by Legion. 	Occupying unit receives +4 Defense Strength and 2 turns of fortification (Same as standard Fort, but available earlier)Built by Roman LegionDoesn't give Era Score 	None
 	 	 	Can be built on Floodplains. Cannot be adjacent to another Sphinx. 	+1 +1 +1 to adjacent tiles ( +2 Appeal)+1 +2 if adjacent to a Wonder+1 additional if built on Floodplains Provides equal to its output . 	
 	 	 	Cannot be built on Hills or adjacent to another Stepwell. 	+1 +1 +1 if adjacent to a Farm+1 if adjacent to a Holy Site+1 +1 +1 	Healing
 	 	 	Must be built on Grassland Hills, Plains Hills, or Desert Hills. 	+1 +1 +1 for each adjacent Mountain+1 from every 2 adjacent Terrace Farms, increasing to +1 for every Terrace Farm +2 for each adjacent Aqueduct+1 if adjacent to fresh water and not an Aqueduct 	Healing
 	 	 	Cannot be built on Hills. 	+2 +1 +1 if next to a Provides equal to its output . 	
== Governor ==
Governor improvements are a new type of tile improvement introduced in Rise and Fall. They can be built in any city to which a Surveyor Governor with the requisite title has been assigned.
Name	Title 	Technology/Civic	Placement 	Base Yield Modifier & Notes 	Plunder
 	Parks and Recreation	 	Cannot be built adjacent to another City Park	+2 Appeal to adjacent tiles+1 +1 if adjacent to +3 additionally if Liang is in the city Provides equal to its output .	Healing
 	Aquaculture 	 	 	+1 +1 additional for each adjacent sea resource+1 additionally if Liang is in the city 	Healing
==National Park==
National Parks are not tile improvements per se. They can only be created by Naturalists or Mounties by designating the tiles which are to form part of the National Park. A Naturalist will be consumed after expending its charge to establish a National Park.
Name	Technology/Civic	Placement 	Effects
 	 	Can be established in a 4-tile area shaped like a vertical diamond. All 4 tiles must belong to the same city and have Appeal ratings of Charming (2) or higher.	Provides equal to the total Appeal of all the tiles included in it, as well as 2 to the city that owns it and 1 to the four closest cities in your empire.
== Game mode-specific improvements==
=== Secret Societies===
Name	Secret Society	Title 	Placement 	Base Yield Modifier & Notes 	Plunder
 	 	Rising Hunger	Cannot be built on tiles with a resource or terrain feature	Duplicates yields from adjacent tiles and adds them to its own tile. These yields are provided directly to the .Occupying unit receives +4 Defense Strength and 2 turns of fortification.	Cannot be plundered
===Monopolies and Corporations===
Name	Technology/Civic	Placement 	Effects 	Plunder
 	 	Limit of one per city.Tiles with Corporations cannot be swapped.	+4 +10 +3 Doubles effect of Industry.Enables Create New Product project in city.Built by a Great Merchant.	
 	 	Limit of one per city.Tiles with Corporations cannot be swapped.	+2 +2 +1 +1 point 	
===Zombie Defense===
None of the improvements exclusive to this mode can be pillaged or have their tiles worked.
Name	Technology/Civic	Effects
 	 	Deals 10 HP damage to, and exerts zone of control on, hostile units passing through or adjacent to it.
 	 	Deals 20 HP damage to, and depletes the movement of, hostile units passing through it.Built by a Military Engineer.
 	 	Deals 15 HP damage to, and exerts zone of control on, hostile units passing through or adjacent to it.Built by a Military Engineer.
 	 	Deals 15 HP damage to, and depletes the movement of, hostile units passing through it.
== See also ==
* List of improvements in other games
 
Category:Lists (Civ6)
Category:Improvement lists