Guide to Builders

DanaLea

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Has anyone written a guide on builders? I'm looking for a list of all the actions it can do and when it gets each ability (tech or civic), special abilities for certain civs, policies that affect them, all that stuff. Also the late game npcs like archeologists, the one that builds the seaside resorts and nature parks, the engineers, the ones that CAN build roads?

I know in previous games you could chop a forest then plant a new one.. but can you do that in Civ6? I get confused about the specific things from version to version. I got the basics, like three times and it's gone, they don't build roads anymore.. etc.

Has anyone seen anything like this?
 
Not sure about a full guide but most of this information is fairly easily accessible in the Civilopedia.

Builders make seaside resorts
Military engineers can make roads, forts, and missile silos. They are trained from a city with an encampment and an armory.
Archaeologists create great works from antiquity sites and can be trained from a city with an archaeology museum.

Just to answer a few of the more specific questions. Maybe someone will make a more general guide but again you can check the civilopedia if you need the answer quicker.
 
As far as I know about Builders (and some searching could find), those are the improvements that are unlocked by the tech tree (I think no civic unlocks new abilities, except Conservation and a few UI):
  • They can build Farms from the start
  • Pottery: allows them to harvest Wheat and Rice
  • Mining: unlocks Mines and Quarries, allows them to chop Woods and harvest Copper
  • Animal Husbandry: unlocks Pastures and Camps, and allows harvesting of Cattle and Sheep
  • Sailing: unlocks Fishing Boats and allows them to embark
  • Irrigation: unlocks Plantations and allows them to clear Marshes
  • Bronze Working: allows them to chop Rainforest
  • Masonry: allows them to harvest Stone
  • Celestial Navigation: allows them to harvest Fish and Crabs
  • Machinery: Unlocks Lumber Mills
  • Radio: unlocks Seaside Resorts
  • Combustion: unlocks Oil Well (land Oil)
  • Plastics: unlocks Offshore Platforms (sea Oil)
The civics and policies that affect Builders are:
  • Craftsmanship (Ancient Era): Unlocks the 30% discount card for Builders (Ilkum)
  • Feudalism (Medieval Era): Unlocks the extra 2 Builder action card (Serfdom), but obsoletes Ilkum
  • Civil Engineering (Industrial Era): Unlocks the 30% discount and 2 extra actions card (Public Works), and obsoletes Serfdom
  • Conservation (Modern Era): Unlocks the Plant Woods ability (note that planted woods, AKA second-growth, can't be chopped for production, but you can put a Lumber Mill there).
As far as I know, the only Wonder that improves Builders are the Pyramids, which gives +1 action for every existing and future Builders, and grants a free Builder.

The UAs that affect them are:
  • Aztecs: Builders can spend a charge to complete 20% of a district, gets a Builder from Eagle Warrior kills (higher chance with larger strength difference)
  • China: Builders can spend a charge to complete 15% of an Ancient or Classical Wonder, and Builders get +1 charge
The UIs available as of now are (click link for more info from Wikia):
  • Australia: Outback Station, unlocked at Guilds (Medieval Era).
  • China: Great Wall, unlocked at Masonry (Ancient Era)
  • Egypt: Sphinx, unlocked at Craftsmanship (Ancient Era)
  • France: Chateau, unlocked at Humanism (Renaissance Era)
  • India: Stepwell, unlocked at Irrigation (Ancient Era)
  • Scythia: Kurgan, unlocked at Animal Husbandry (Ancient Era)
  • Spain: Mission, unlocked at Exploration (Renaissance Era)
  • Sumeria: Ziggurat, available from the beginning
Some City-States also grants some improvements if you're their suzerain:
  • Armagh: Monasteries (+2 Faith, provides healing for religious units)
  • Granada: Alcazar (+2 Culture, all units inside get +4 Combat Strength and 2 levels of fortification, for a +10 Combat Strength total)
  • La Venta: Colossal Heads (+2 Faith)
I think those shoulde be an exhaustive list of all improvements and Builder bonuses. Since it's quite a lengthy post, I'll put all tech improvements (except for UIs) in another one.
 
Improvement "power-ups" (not counting UIs) from civics, tech and religion:
  • Farms:
    • Feudalism (civic, Medieval Era): +1 food for every 2 adjacent Farms
    • Replaceable Parts (tech, Modern Era): +1 food for every adjacent Farm
  • Mines:
    • Apprenticeship (tech, Medieval Era): +1 production
    • Industrialization (tech, Industrial Era): +1 production
    • Gdd of Craftsmen (pantheon): +1 production if on Strategic Resources
    • Religious Idols (pantheon): +1 faith if on Luxury or Bonus Resources
  • Quarries:
    • Banking (tech, Renaissance Era): +1 gold
    • Rocketry (tech, Atomic Era): +1 production
    • Stone Circles (pantheon): +2 faith
  • Pastures:
    • Exploration (civic, Renaissance Era): +1 food
    • Robotics (tech, Information Era): +1 production
    • God of the Open Sky (pantheon): +1 culture
  • Plantations:
    • Scientific Theory (tech, Industrial Era): +1 food
    • Globalization (civic, Information Era): +1 gold
    • Goddess of Fesivals (pantheon): +1 food if on Wine, Incense, Cocoa, Tobacco, Coffee or Tea
    • Oral Tradition (pantheon): +1 Culture if on Bananas, Citrus, Cotton, Dyes, Silk, Spices or Sugar
  • Camp
    • Mercantilism (civic, Renaissance Era): +1 production
    • Synthetic Materials (tech, Atomic Era): +1 gold
    • Goddess of the Hunt (pantheon): +1 food
  • Fishing Boats
    • Cartography (tech, Renaissance Era): +1 gold
    • Plastics (tech, Atomic Era): +1 food
    • God of the Sea (pantheon): +1 production
  • Lumber Mill
    • Steel (tech, Modern Era): +1 production
    • Also +1 production if adjacent to a river
  • Seaside Resort
    • Cristo Redentor (Wonder, unlocked in the Modern Era with Mass Media): doubles tourism output
    • Computers (tech, Atomic Era): doubles tourism output
Other improvements made by miscellaneous civilian units:
  • Fort:
    • Built by Military Engineer (or Legions for Rome)
    • May be built in any terrain without woods or rainforest, and also in neutral territory.
    • Unlocked at Siege Tactics (Iron Working for Roman Forts built by Legions).
    • Units inside gain +4 Combat Strength and 2 levels of fortification, for a grand total of +10 Combat Strength.
    • Important note for Legion-built Forts: Those do not count towards Ballistics eureka
  • Airstrip:
    • Built by Military Engineer
    • Flat terrain only, but can be built in neutral territory
    • Unlocked at Flight
    • Has 3 slots for aircraft
  • Missile Silo:
    • Built by Military Engineer
    • Any terrain inside your territory
    • Unlocked at Rocketry
    • Allows launching nukes from the tile
  • National Park:
    • Built by Naturalist
    • Unlocked at Conservation
    • All tiles must have appeal of Charming or better, or include Natural Wonders or Mountains. They must be in a vertical diamond shape and no improvements or districts made on any of its tiles. All tiles must belong to a single city.
    • Gives tourism equal to the summed appeal of all 4 tiles, which is doubled with Computers. All original yields are retained.
 
Last edited:
You should get this stickied with the other guides at the top.
Absolutely, this is EXACTLY what I was looking for. Going to print this out for my Civ6 notebook.

I tried looking in the civopedia but couldn't figure out which tech allows me to chop woods/jungle/marshland and I wasn't even sure (but was hopeful) that planting a forest was even possible in Civ6! Thank you SO much!
 
Wow, that's a first for me, having someone making a pdf out of my post.

Though it's really far from good, and lacks some strategies (when it's best to chop, the Feudalism Builder rush etc.)
 
Note: Roman Forts are not "Forts" and do not qualify for the eureka requiring 2 forts in your territory.
Edited for that. Thanks for the reminder!
 
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