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Civilization 4: Terrain

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  • Civilization 4: Terrain

    Base Terrain Yield Improvements Supported
    Grassland 2 0 0 Road, Railroad
    Farm (if irrigated)
    Cottage
    Workshop
    Watermill (if next to river)
    Plains 1 1 0 Road, Railroad
    Farm (if irrigated)
    Cottage
    Workshop
    Watermill (if next to river)
    Desert 0 0 0 Road, Railroad
    Watermill (if next to river)
    Tundra 1 0 0 Road, Railroad
    Farm (if next to river or lake)
    Cottage (if next to river or lake)
    Workshop (if next to river or lake)
    Watermill (if next to river)
    Ice 0 0 0 Road, Railroad
    Watermill (if next to river)
    Coast 1 0 2 -
    Ocean 1 0 1 -


    Terrain Features Yield Health Move Defense Improvements Supported
    Hills
    All Land
    -1 +1     +1 +25%

    Road, Railroad
    Mine
    Windmill
    Cottage (only on grassland)

    Forest
    Grassland, Plains, Tundra
    (Flat or Hills)
      +1   +0.50 +1 +50%

    Road, Railroad
    Lumber Mill
    All Other Improvements destroy Forest
    Negates river commerce bonus

    Jungle
    Grassland
    (Flat or Hills)
    -1     -0.25 +1 +50%

    Road, Railroad
    All Other Improvements destroy Jungle
    Negates river commerce bonus

    Floodplains
    Desert next to river
    (no Hills)
    +3     -0.40    

    Road, Railroad
    Farm
    Cottage
    Workshop
    Watermill
    Building City Destroys Floodplains

    River
    all Land
        +1       Flatlands
    Road, Railroad
    Farm (except on ice, desert)
    Cottage (except on ice, desert)
    Workshop (except on ice, desert)
    Watermill
    Source of fresh water
    Hills
    Road, Railroad
    Mine
    Windmill
    Cottage (only on grassland)
    Source of fresh water
    Oasis
    Desert
    +3   +2   +1   Road, Railroad
    Source of fresh water
    Cannot build cities
    Cannot build improvements
    Fallout
    All
    -3 -3  -3  -0.50 +1   Road, Railroad
    Cannot build improvements
    Can be scrubbed with worker
    Lake
    Water surrounded by land
    +1           None
    Source of fresh water
    Mountains
    All except Coast, Ocean
                Impassable
    Unusable
    Ice
    Ocean, Coast
                Impassable except by submarines
    Unusable

    Yield represtents the amount of Food, Hammers and Commerce the terrain  type gives when worked unimproved. For Terrain Features the number given is the bonus / malus to the normal value. Health indicates any Health bonus/malus the terrain gives to nearby cities. Move means the (extra) movement cost for this terrain, while defense is the extra defense. Please note that these bonusses stack. So a hills with a forest has +2 move and +75% defense. And while a Floodplains is given as +3 food, you will always see them as 3 / 0 / 1 because they are always next to a river.

    The improvements listed are exhaustive. Improvements not listed can not be build. For the base terrain types, the resources listed are the ones that can be build without any terrain features. Special resources are not counted here. The specific improvement for a resource can always be built, no matter what the terrain type or terrain features.

    The occurances for terrain features are what you normally see in the game. Using the world editor it is possible to make other arrangements, such as floodplains on top of grassland-hills. The bonusses  / malusses given in this table should still be correct, you should just add them for each terrain feature. You will never see such arrangements in normal games though.

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