Terrain determines what yields a tile will naturally have. This is represented by tile types.
Tiles[]
Tiles have other basic elements like elevation, which impact Unit Movement, Line of Sight, and Combat Strength.
Some tiles have special features which provide additional yields to them, like Oases, Caves, Rivers and so on. Some also have either Luxury or Strategic Resources.
Tile Name | Yields |
---|---|
Coastal Water | 1 |
Dry Grass | 1 |
Lake | 2 |
Prairie | 2 |
Stone Field | 1 |
Woodland | 1 |
Forest | 2 |
Rocky Field | 2 |
Mountain | 3 |
Rocky Forest | 3 |
Wasteland | none |
Ocean | none |
Sterile | none |
Natural Modifiers[]
Land/Sea | Modifier Name | Yields and Effects | Terrain Type |
---|---|---|---|
Land | Berry Bushes | +1 | Prairie, Dry Grass |
Black Soil | +2, +2 | Prairie, Dry Grass | |
Cave | +2 | Rocky Forest, Forest, Woodland | |
Clay | +1 | Rocky Field, Stone Field, Sterile | |
Crater | +1, +2 | Rocky Field, Stone Field, Sterile | |
Dimension Stones | +3 | Rocky Field, Stone Field, Sterile, Rocky Forest | |
Domesticable Animals | +2 | Rocky Forest, Forest, Woodland | |
Geysers | +2, +2 | Rocky Field, Stone Field, Sterile, Woodland, Dry Grass | |
Hot Springs | +1, +3 | Stone Field, Sterile, Woodland, Dry Grass | |
Huge Trees | +2 | Rocky Forest, Forest, Woodland | |
Hydrothermal Vents | +3 | Coastal Water, Lake | |
Marsh | +1, +1 | Prairie, Woodland, Dry Grass | |
Oasis | +3 | Stone Field, Sterile, Dry Grass | |
River | +1 | All land tiles | |
River Spring | +1 | All land tiles | |
Terra Rosa | +1, +2 | Prairie, Dry Grass | |
Volcano Earth | +1, +2 | Prairie, Dry Grass | |
Land & Sea | Waterfall | +2, +1 | Both land and sea tiles
Must next to a cliff and on a river/where the river ends |
Sea | Algae | +2Cost
-1 for naval units on the tile |
Ocean, Coastal Water |
Coral Reef | +1, +3 | Coastal Water | |
Fog | ∞ | Ocean, Coastal Water | |
Icebergs | ∞Impassable | Ocean, Coastal Water | |
Reefs | +4Cost
-2 for naval units on the tile |
Coastal Water | |
Sea Ice | ∞Impassable | Coastal Water | |
Turbulent Waters | +2Cost
-4 for naval units on the tile |
Ocean |
Cliffs[]
Tiles also have an elevation value: when the difference in elevation between two adjacent tiles is 2 or higher a Cliff is created to separate them. Differences in elevation, much like Terrain Types, can block the Line of Sight or Movement of Armies and Units. Units with the Cliffs Crosser ability can cross Cliffs but not Mountain tiles.
Rivers[]
Rivers consume all of a Unit’s remaining Movement Points to enter, and Units in Battles get a Combat Strength penalty while standing on a River Tile. This debuff is applied to either the Unit is attacking or defending. Moving up or down the same River only costs 1Movement Point, regardless of the Terrain Type of the Tiles that are crossed. If a Road or District is built on top of a River Tile then the Unit no longer needs to spend its remaining Movement Points to enter it.