Quick overview over technologies that raise tile improvement yields

Arent11

Emperor
Joined
Nov 18, 2016
Messages
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That's just a little list I made for myself from the civilization wikia because such techs are key techs:

Apprenticeship: +1 production mines
Industrialization: +1 production mines
Steel: +1 production lumber mills

Feudalism: +1 food for each farm with 2 adjacent farms
Replaceable parts: +1 food for each adjacent farm (replaces feudalism bonus)
Banking: +1 gold quarries
Rocketry: +1 production quarries
Scientific theory: +1 food plantation
Globalization: +1 gold plantation
Mercantilism: +1 production camp
Synthetic materials: +1 gold camp
Exploration: +1 food pasture
Robotics: +1 production pasture
Cartography: +1 gold fishing boats
Plastics: +1 food fishing boats

Unique improvements:

Natural history: +1 culture ziggurats, +1 culture sphinx
Feudalism: +1 faith stepwell
Sanitation: +1 housing stepwell
Professional sports: +1 food stepwell
Cultural heritage: +2 science mission
Guilds: +1 gold kurgan
Capitalism: +1 gold kurgan
Castles: +1 culture for each adjacent great wall for great wall tile
 
Last edited:
The Feudalism rule above would be better expressed as "each farm with 2 adjacent farms gets a +1 bonus"

This layout F - F - F results in only the center Farm getting the bonus.

Also note that the Replaceable parts food bonus replaces the Feudalism bonus; unlike all others listed that stack.
 
The Feudalism rule above would be better expressed as "each farm with 2 adjacent farms gets a +1 bonus"

This layout F - F - F results in only the center Farm getting the bonus.

Also note that the Replaceable parts food bonus replaces the Feudalism bonus; unlike all others listed that stack.

Thanks for the comment, I edited that. I also want to ask people to check whether the unique tile improvement bonuses are really true. These are from civilization wikia & I noticed that there are sometimes little errors.
 
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