And I don't mean where the improvement tile gets benefits, I mean where it GIVES benefits.
There's a major complaint that most of the unique improvements are relatively weak, especially compared to unique districts. They need to be worked to get a benefit (unlike the passive boosts from districts), and, especially early game, there's a limited number of citizens to do the working.
My suggestion would be to make it so you can only build a few of them (maybe one or two per city radius) - but they also give a boost to surrounding tiles (but not as strong as their own) - for instance a Sphinx could give +1 culture to each surrounding hex. Or perhaps just a district adjacency bonus (i.e. a holy site or theatre district next to the sphinx gets a +1 to it's base yield). This would make them a lot more 'unique' (in terms of placement, only a few on the map), and give some added benefit/passive bonus, and work into the Civ 6 model where city planning/placement is more important than having lots of population to work each tile.
Another way would be to calculate them in trade routes - i.e. each chateau in the destination city radius adds +1 culture to a trade route sent there (this would be contingent on strict limits - only one or two built).
There's a major complaint that most of the unique improvements are relatively weak, especially compared to unique districts. They need to be worked to get a benefit (unlike the passive boosts from districts), and, especially early game, there's a limited number of citizens to do the working.
My suggestion would be to make it so you can only build a few of them (maybe one or two per city radius) - but they also give a boost to surrounding tiles (but not as strong as their own) - for instance a Sphinx could give +1 culture to each surrounding hex. Or perhaps just a district adjacency bonus (i.e. a holy site or theatre district next to the sphinx gets a +1 to it's base yield). This would make them a lot more 'unique' (in terms of placement, only a few on the map), and give some added benefit/passive bonus, and work into the Civ 6 model where city planning/placement is more important than having lots of population to work each tile.
Another way would be to calculate them in trade routes - i.e. each chateau in the destination city radius adds +1 culture to a trade route sent there (this would be contingent on strict limits - only one or two built).