*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.