So, unique tile improvements are pretty underwhelming in Civ 6, to my taste so far. There are a couple of reasons for this.
First, the list:
Sphinx - Egypt - Culture and Faith
Chateau - France - Culture
Stepwell - India - Housing and Food (Bonus Faith)
Kurgan - Scythia - Faith and Gold
Ziggurat - Sumeria - Science and Culture
Mission - Spain - Faith and Science
Great Wall - China - Defence and Gold (Later Culture and Tourism)
Colossal Heads - La Venta City State Bonus -
So, what's wrong with them?
1st - They have to be worked to do anything.
2nd - Most of them don't provide bonuses to food or production, which are key early in the game, and still important late.
3rd - Most don't scale over time, unlike the basic tile improvements
4th - Several have significant restrictions on placement, and poor bonuses.
5th - The bonuses they do provide are paltry.
6th - They are removed when a city is conquered by another player or civ.
As a result almost all of them are never worth spending a builder charge on.
Making them more useful, and more interesting, isn't too tricky though.
Simply changing the first restriction I've listed would make them much more interesting. If they provided their bonuses without having to be worked, like districts, they would all be much better. However I think this is a less interesting way of doing it.
Better would be to making them scale over time with tech like the default improvements.
Those that have significant placement restrictions and/or adjacency bonuses are just generally weak, and could be buffed across the board.
Finally I don't see why they should be removed when the civ that built them doesn't control the city any more. This is annoying for the player if they lose and then recapture a city, less fun for a player that takes a city with some, and less interesting on the map if the diversity is snuffed out.
Thoughts of others?
First, the list:
Sphinx - Egypt - Culture and Faith
Chateau - France - Culture
Stepwell - India - Housing and Food (Bonus Faith)
Kurgan - Scythia - Faith and Gold
Ziggurat - Sumeria - Science and Culture
Mission - Spain - Faith and Science
Great Wall - China - Defence and Gold (Later Culture and Tourism)
Colossal Heads - La Venta City State Bonus -
So, what's wrong with them?
1st - They have to be worked to do anything.
2nd - Most of them don't provide bonuses to food or production, which are key early in the game, and still important late.
3rd - Most don't scale over time, unlike the basic tile improvements
4th - Several have significant restrictions on placement, and poor bonuses.
5th - The bonuses they do provide are paltry.
6th - They are removed when a city is conquered by another player or civ.
As a result almost all of them are never worth spending a builder charge on.
Making them more useful, and more interesting, isn't too tricky though.
Simply changing the first restriction I've listed would make them much more interesting. If they provided their bonuses without having to be worked, like districts, they would all be much better. However I think this is a less interesting way of doing it.
Better would be to making them scale over time with tech like the default improvements.
Those that have significant placement restrictions and/or adjacency bonuses are just generally weak, and could be buffed across the board.
Finally I don't see why they should be removed when the civ that built them doesn't control the city any more. This is annoying for the player if they lose and then recapture a city, less fun for a player that takes a city with some, and less interesting on the map if the diversity is snuffed out.
Thoughts of others?
Last edited: