*This page last updated: 09 February, 2025 15:56 PST. (Log of recent changes)
Roads
Roads are no longer conventional improvements: they are automatically built between settlements within a certain distance (about 10 tiles). Roads can also be created by the formation of Trade Routes, or through a specific function of the Merchant.
Railroad
Any road between two Settlements is automatically upgraded to Railroad when both of the Settlements have a Rail Station. A rail connection between two Settlements allows units to travel instantly between them.
Bridges
Bridges are actually buildings in Civ VII. See here.
Tile Improvements
Tiles are automatically improved when you assign population to work that tile. Improvements can be removed by placing a building on the same tile, in which case the population will be freed up to be reassigned.
Farm
Built on: Flat tiles
Woodcutter
Built on: Vegetated tiles
Mine
Built on: Iron, Gold, Silver, Salt, Rough terrain?
Fishing Boats
Built on: Navigable Rivers, Coast tiles with resources
Clay Pit
Built on: Wet tiles
Plantation
Built on: Cotton, Dates, Silk, Wine
Camp
Built on: Camels, Fur, Ivory, Truffles
Pasture
Built on: Horses, Wool
Quarry
Built on: Marble, Gypsum, Jade, Stone
Oil Rig
Expedition Base
Built on: Mountain
Unique Improvements
-
Civilization unique improvements are unusual in that they must be placed on top of an existing normal improvement. The new improvement adds to the existing yields.
-
Unique improvements will persist when settlements are captured from enemy civilizations.
-
It appears that unique improvements can still be obtained by being suzerain of particular city-states.
-
I'm not certain, but I think that unique improvements persist across Ages and civilization switches.
Hawilt
Aksum unique improvement. +2 Gold. +1 Culture for adjacent Wonders and other Hawilti. Ageless. Does not remove Warehouse bonuses on a tile. Must be placed on flat terrain.
Han Great Wall
Han Unique Improvement. Ageless. Counts as a Fortification. Adds Culture. Increased Happiness for adjacent Great Wall segments. Increased Combat Strength for any Units defending on this tile. Can only be built in a line.
Ming Great Wall
Ming Unique Improvement. Ageless. Counts as a Fortification. Receive additional
Gold for adjacent Fortifications. Can only be built in a line.
Note: As far as I can tell, the Han and Ming versions of the Great Wall are
visually identical.
Baray
Khmer Unique improvement. Adds Food. Increased Food on all Floodplains in this Settlement. Must be placed on a flat tile. One per Settlement.
Caravanserai
Songhai unique Improvement. +5 Gold. Gold adjacency for Navigable Rivers and Resources. Ageless. Does not remove Warehouse bonuses on a tile. Must be built on Desert or Plains.
Mawaskawe Skote
Shawnee unique improvement. Adds Food. Increased Gold for each adjacent Resource. Must be placed on a Vegetated tile not adjacent to another Mawaskawe Skote.
Potkop
Mississippian Unique Improvement. Adds Gold. Adds Food for each adjacent Resource. Must be built on a flat tile.
Pairidaeza
Persian Unique Improvement. Adds Culture and Gold. Cannot be built adjacent to another Pairidaeza Improvement.
Terrace Farm
Inca Unique Improvement. Gains a high yield of Food, but can only be built on a Rough tile adjacent to a Mountain.
Ortöö
Mongol Unique Improvement. Gold base. When a Unit moves on to this tile, its Movement is restored. Cannot be placed on Rough, River, or a tile with a Feature.
Lo'i Kalo
Hawai'ian Unique Improvement. Adjacent Farms receive increased Culture. Must be placed on Grassland or Tropical tiles.
Obshchina
Russian Unique Improvement. Ageless. Increased Food from adjacent Farms. Increased Culture if built on a Tundra tile. Does not remove Warehouse bonuses on a tile. Cannot be built adjacent to another Obshchina Unique Improvement.
Bang
Siamese Unique Improvement. Culture and Happiness base. Increased Happiness on Urban Districts in this City. Must be placed on a Navigable River.
Kabaka's Lake
Bugandan Unique Improvement. Increased Happiness. Receives Lake yield bonuses, including yields for all Buganda's abilities and the Muzibu Azaala Mpanga Wonder.
Staatseisenbahn
Prussian Unique Improvement. Railroad replacement. Automatically placed via normal Railroad rules when a Rail Station Building is constructed in two connected Cities. Increased Gold and Production on Rural tiles with a Staatseisenbahn Unique Improvement in your territory.
Stepwell
Mughal unique improvement. +2 Food from adjacent Farms. Must be placed on Flat terrain. Cannot be adjacent to another Stepwell.
City-State Suzerain Improvements
These improvements can be built by the suzerain of a city-state which provides them as part of its suzerain bonus. This bonus appears to be variable depending on the city-state type.
Stone Head
Requires: Cultural city-state vassal
+ Culture; + Culture for adjacent Stone Heads; Must be placed on tiles with a
natural Happiness yield.
Hillfort
Requires: Militaristic city-state vassal (Antiquity Age)
Provides +2 Production. It also gives +3 Combat Strength, +1 sight, and +5
healing per turn to Military Units on the tile. Must be placed on Rough Terrain.
Megalith
Provides +2 Culture, +1 Food for every adjacent Rural tile. Must be placed on flat terrain.
Step Pyramid
Requires: Scientific city-state vassal
Provides +2 Science. +1 Happiness for every adjacent River tile. Must be placed
on tiles with a natural Happiness yield.
Company Post
Requires: Economic city-state vassal
provides +4 Gold. +1 Food and Production in Distance Lands.+2 Gold if there is
at least one Resource assigned to this Settlement. Cannot be adjacent to another
Company Post.
Monastery
Requires: Scientific city-state vassal (Exploration Age)
Provides +4 Science. +3 Happiness if this Settlement follows your Religion.
Cannot be placed adjacent to a district.
Kasbah
Requires: Militaristic city-state vassal (Exploration Age)
Provides +1 Culture, Gold and Science. +3 Combat Strength to units in this tile.
Must be placed on Desert.
Emporium
Note: Likely a Modern Economic city-state improvement.
Institute
Requires: Scientific city-state vassal (Modern Age)
+5 Science. +2 Science on adjacent Wet or Vegetated tiles. Does not remove
Warehouse bonuses on a tile. Cannot be adjacent to another Institute.
Open-Air Museum
Requires: Cultural city-state vassal (Modern Age)
Provides +5 Culture. +2 Science for each adjacent Tropical tile, +2 Culture for
each adjacent Tundra tile, and +2 Gold for each adjacent Desert tile. One Per
Settlement.