• Civilization 4: Terrain Improvements

    Standard Improvements Requires Yield Special
    buildroad.png Road
    All Land
    The Wheel - - - 1 move per 2 squares movement cost
    +1 square per move with Engineering
    Can cross rivers with Construction
    Connects trade network
    buildrailroad.png Railroad
    All Land
    Railroad - - - 1 move per 10 squares movement cost
    Connects trade network
    +1 Hammer to Mine, Lumbermill
    buildcottage.png Cottage
    Grassland, Plains, Floodplains
    Tundra next to Freshwater
    Grassland Hills
    Pottery 0 0 +1 Becomes Hamlet in 10 turns
    buildhamlet.png Hamlet
    Grown from Cottage
    Pottery 0 0 +2 Becomes Village in 20 turns
    Cannot be built directly
    buildvillage.png Village
    Grown from Hamlet
    Pottery 0 0 +3 +1 Commerce with Printing Press
    Becomes Town in 40 turns
    Cannot be built directly
    buildtown.png Town
    Grown from Village
    Pottery 0 0 +4 +1 Hammer with Universal Sufferage
    +1 Commerce with Printing Press
    +2 Commerce with Free Speech
    Cannot be built directly
    buildwindmill.png Windmill
    Hills
    Machinery +1 0 +1 +1 Hammer with Replaceable Parts
    +1 Commerce with Electricity
    buildwatermill.png Watermill
    Next to rivers
    Machinery 0 +1 0 +1 Food with State Property
    +1 Hammer with Replaceable Parts
    +2 Commerce with Electricity
    Only one side of river can be used
    buildlumbermill.png Lumber Mill
    Forest
    Replaceable Parts 0 +1 0 +1 Commerce next to river
    +1 Hammer with Railroad
    Does not destroy forest
    buildworkshop.png Workshop
    Grassland, Plains, Floodplains
    Tundra next to Freshwater
    Metal Casting -1 +1 0 +1 Food with State Property
    +1 Hammer with Guilds
    +1 Hammer with Chemistry
    buildfarm.png Farm
    Grassland, Plains, Floodplains
    Tundra next to Freshwater
    Agriculture 0 0 0 +1 Food with Irrigation
    +1 Food with Biology
    Carries Irrigation with Civil Service
    buildmine.png Mine
    Hills
    Mining 0 +2 0 Small Chance to Discover Resource
    +1 Hammer with Railraod
    buildfort.png Fort
    All Land
    Mathematics 0 0 0 +25% Tile Defense


    Resource Improvements Resources Yield Special
    buildfarm.png Farm
    Agriculture
    Corn +2 0 0 +1 Food with Irrigation
    +1 Food with Biology
    Carries Irrigation with Civil Service
    Wheat +2 0 0
    Rice +1 0 0
    buildmine.png Mine
    Mining
    Copper 0 +3 0 +1 Hammer with Railroad
    Iron 0 +3 0
    Coal 0 +3 0
    Uranium 0 0 +3
    Aluminum 0 +3 +1
    Gems 0 +1 +5
    Gold 0 +1 +6
    Silver 0 +1 +4
    buildcamp.png Camp
    Hunting
    Deer +2 0 0  
    Fur 0 0 +3
    Ivory 0 +1 +1
    buildplantation.png Plantation
    Calendar
    Bananas +2 0 0  
    Dyes 0 0 +4
    Incense 0 0 +5
    Silk 0 0 +3
    Spices +1 0 +2
    Sugar +1 0 +1
    buildquarry.png Quarry
    Masonry
    Marble 0 +1 +2  
    Stone 0 +2 0
    buildpasture.png Pasture
    Animal Husbandry
    Horse 0 +2 +1  
    Cow +1 +2 0
    Pig +3 0 0
    Sheep +2 0 +1
    buildwinery.png Winery
    Monarchy
    Wine +1 0 +2  
    buildfishingboats.png Fishing Boats
    Fishing
    Clam +2 0 0  
    Crab +2 0 0
    Fish +3 0 0
    buildwhalingboats.png Whaling Boats
    Optics
    Whales 0 +1 +2  
    buildwell.png Well
    Combustion
    Oil 0 +2 +1  
    buildoffshoreplatform.png Offshore Platform
    Plastics
    Oil 0 +2 +1  
    buildtribalvillage.png Tribal Village
    (non-player controlled)
    - - - - Bonus for discovering

    The yield given in these tables are the amount of Food, Hammers and Commerce the improvement gives in addition to the base (unimproved) value of the terrain the improvement is built upon. All resources also give a fixed bonus of 1 food, 1 hammer or 1 commerce to the base value of the terrain, in addition to the improvement bonus. This bonus is given even if you do not improve them, or build a different improvement than the standard one on them.

    For standard improvements the terrain types it can be built upon are listed below the name. Resource improvements can always be built on their respective resources, regardless of terrain. For them, the required technology is listed below the name instead.

    Farms and Mines are both standard improvements and resource improvements. The latter function overrules the former. So if you build them on one of their associated resources their effect is given in the second table, not the first.