Announcement

Collapse
No announcement yet.

Civilization 4: Terrain Improvements

Collapse
X
Collapse
  •  

  • 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.

      Posting comments is disabled.

    Latest Articles

    Collapse

    • Civilization IV: Civilization Reference
      by Martin Gühmann

      If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

      Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

      Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

      If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

      ...
      September 21, 2012, 16:01
    • Civilization IV: Unit Reference
      by Martin Gühmann

      If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

      Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

      Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

      If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

      ...
      September 1, 2012, 18:20
    • Civilization 4: Civics
      by Martin Gühmann
      Government Requires Benefits Upkeep Despotism - - Low Hereditary Rule Monarchy +1 Happiness per military unit stationed in city Low Representation Constitution +3 Beakers per specialist+2 Happiness in 5 largest cities Medium Police State Fascism +25% Military Unit Production-50% War Weariness High Universal Suffrage Democracy +1 Hammer from TownCan spend gold to finish production Medium Legal Requires Benefits Upkeep Barbarism - - Low Vassalage Feudalism New units receive +2 ExperienceLower Unit Support costs High Bureaucracy Civil Service +50% Hammers, +50% Gold in Capital Medium Nationhood Nationalism Can Draft 3 units per turn+2 Happiness from Barracks None Free Speech Liberalism +2 Commerce from Town+100% Culture in all cities Low Labor Requires Benefits Upkeep Tribalism - - Low Slavery Bronze Working Can sacrifice population to finish production Low Serfdom Feudalism Workers build improvements 50% faster Low Caste System Code of Laws Unlimited Artists, Scientists, Merchants Medium Emancipation Democracy +100% growth for cottage, hamlet, villageUnhappiness Penalty for civs w/out Emancipation Low Economy Requires Benefits Upkeep Decentralization - - Low Mercantilism Banking +1 free specialist per cityNo foreign trade routes Medium Free Market Economics +1 trade routes per city Medium State Property Communism No maintenance costs from distance+1 food from Workshop, Watermill Low Environmentalism Medicine +6 health in all cities+1 happiness from jungle, forest Medium Religion Requires Benefits Upkeep Paganism - - Low Organized Religion Monotheism Can build missionaries w/out monestaryCities w/state religion construct 25% faster High Theocracy Theology +2 experience in cities w/state religionNo non-state religion spread Medium Pacifism Pacifism +100% Great Person birth rate in cities w/state religion+1 support cost per unit None Free Religion Liberalism +10% research in all citiesNo state religion+1 happiness per religion per city Low ...
      July 26, 2012, 18:24
    • Civilization 4: Civilizations, Leaders & Traits
      by Martin Gühmann
      Civilization Leader 1 Leader 2 Starting Technologies Unique Units Cities Americans George Washington(Financial, Organized) Franklin D. Roosevelt(Industrious, Organized) FishingAgriculture Navy SEALReplaces Marine WashingtonNew YorkBostonPhiladelphiaAtlantaChicagoSeattleSan FranciscoLos AngelesHouston Arabs Saladin(Philosophical, Spiritual) None MysticismThe Wheel Camel ArcherReplaces Knights MeccaMedinaDamascusBaghdadNajranKufahBasraKhurasan AnjarFustat Aztecs Montezuma(Agressive, Spiritual) None MysticismHunting JaguarReplaces Swordsman TenochtitlanTeotihuacanTlatelolcoTexcocoTlaxcalaCa lixtlahuacaXochicalcoTlacopanAtzcapotzalcoTzintzun tzen Chinese Qin Shi Huang(Industrious, Financial) Mao Zedong(Philosophical, Organized) AgricultureMining Cho-Ko-NuReplaces Crossbowman BeijingShanghaiGuangzhouNanjingXianChengduHangzhou TianjinMacauShandong Egyptians Hatshepsut(Spiritual, Creative) None The WheelAgriculture War ChariotReplaces Chariot ThebesMemphisHeliopolisElephantineAlexandriaPirame ssesGizaByblosElamarnaHieraconpolis English Elizabeth(Philosophical, Financial) Victoria(Expansive, Financial) FishingMining RedcoatReplaces Rifleman LondonYorkNotthinghamHastingsCanterburryCoventryWa rwickNewcastleOxfordLiverpool French Louis XIV(Industrious, Creative) Napoleon(Aggressive, Industrious) The WheelAgriculture MusketeerReplaces Musketman ParisOrleansLyonsRheimsToursMarseillesChartresAvig nonBesanconRouen Germans Bismarck(Expansive, Industrious) Frederick(Philosophical, Creative) HuntingMining PanzerReplaces Tank BerlinHamburgMunichCologneFrankfurtEssenDortmundSt uttgartDusseldorfBremen Greeks Alexander(Philosophical, Aggressive) None FishingHunting PhalanxReplaces Spearman AthensSpartaThermopylaeCorinthDelphiPharsalosKnoss osArgosMycenaeHerakleia Incans Huanya Capac(Agressive, Financial) None MysticismAgriculture QuechuaReplaces Warrior CuzcoTiwanakuMachuOllantaytamboCorihuayachinaHuama ngaVilcasVilcabambaVitcosAndahuaylas Indians Gandhi(Spiritual, Industrious) Asoka(Spiritual, Organized) MysticismMining Fast WorkerReplaces Worker DelhiBombayMadrasBangaloreCalcuttaLahoreKarachiKol hapurJaipurHyderabod Japanese Tokugawa(Agressive, Organized) None FishingThe Wheel SamuraiReplaces Maceman KyotoOsakaTokyoEdoSatsumaKagoshimaNaraNagoyaIzumoN agasaki Malinese Mansa Musa(Spiritual, Financial) None The WheelMining SkirmisherReplaces Archer TimbuktuDjenneKumbisalehGaoWalataNianiAwdaghostTad mekkaTekeddaAwlil Mongols Genghis Khan(Aggressive, Expansive) Kublai Khan(Aggressive, Creative) The WheelHunting KeshikReplaces Horse Archer KarakorumBeshbalikTurfanHsiaOldsaraiNewsaraiSamarq andTabrizTiflisOtrar Persians Cyrus(Expansive, Creative) None AgricultureHunting ImmortalReplaces Chariot PersepolisPasargadaeSusaArbelaTarsusGordiumBactraS idonTyreSardis Romans Julius Caesar(Expansive, Organized) None FishingMining PraetorianReplaces Swordsman RomeAntiumCumaeNeapolisPisaeRavennaArretiumArpinum CirceiSetia Russians Catherine(Creative, Financial) Peter(Philosophical, Expansive) HuntingMining CossackReplaces Cavalry MoscowSt. PetersburgNovgorodRostovYaroslaviYekaterinburgYaku tskVladivostokSmolenskOrenburg Spanish Isabella(Spiritual, Expansive) None MysticismFishing ConquistadorReplaces Knight MadridBarcelonaSevilleCordobaToledoSantiagoSalaman caMurciaValenciaZaragoza Barbarians - - - - CherokeeAnasaziTeoihuacanOlmecZapotecChinookApache ChehalisIllinoisNavajo The Barbarians are not a full-fledged Civilization. They do not have a leader or Unique Unit and they don't develop full Culture. They can have independent units (both humans and animals) and cities, which spontaneously appear on the map in uninhabited regions. They behave more or less like a minor civ, they can cause trouble for players at any time. Trait Effect Aggressive Free Promotion (Combat I) - Melee Units - Gunpowder UnitsDouble Productin Speed of Barracks, Drydock Creative +2 Culture per CityDouble Productin Speed of Theatre, Colloseum Expansive +3 Health per CityDouble Productin Speed of Granary, Harbor Financial +1 commerce on plots with 2 or more commerce Industrious ...
      July 26, 2012, 18:04
    • Civilization 4: Civilopedia introduction
      by Martin Gühmann

      This section lists all known Civilizations and Leaders, Buildings, Wonders, Units, Promotions, Advances, Terrain Types, Improvements, Resources, and Civ4: Civics featured in Civilization IV. Most of the information in this section was taken directly from the ingame Civiliopedia. All information in this section has been updated for the latest version of the game, which is 1.61. Information on the warlords expansion is not included. There is (will be) a seperate Civilopedia for warlords.

      If you find any errors in the information presented here, please let us know.

      We have recently finished updating the Civilopedia. It should now be entirely up to date for the 1.61 patch. Our next project will be to write a seperate Civilopedia for the Warlords expansion.

      Last updated: November 30th, 2006

      ...
      July 25, 2012, 15:41
    • Civilization 4: Resources
      by Martin Gühmann
      Strategic Resources Effect Improvement Yield Revealed by Usage Aluminum Hills +1 Hammer Mine 0 +3 +1 Industrialism Modern Units SS parts Coal Hills +1 Hammer Mine 0 +3 0 Steam Power Railraods Ironclad Copper Grassland Plains +1 Hammer Mine 0 +3 0 Bronze Working Ancient Units Some Wonders Horse Grassland Plains +1 Hammer Pasture 0 +2 +1 Animal Husbandry Mounted Units Iron Desert Hills Grassland Plains +1 Hammer Mine 0 +3 0 Iron Working Ancient Units Medieval Units Marble Hills Tundra Plains +1 Hammer Quarry +0 +1 +2   Many Wonders Oil Desert Coast Ocean +1 Hammer Land Well 0 +2 +1 Scientific Method Industrial Units Modern Units Water Offshore Platform 0 +2 +1 Stone Desert Plains +1 Hammer Quarry 0 +2 0   Many Wonders Some Buildings Uranium Plains   Mine 0 0 +3 Physics Naval Units Nukes Luxury Resources Effect Improvement Yield Dye Grassland, Jungle, Plains +1 Commerce Plantation 0 0 +4 Fur Ice, Hills (Tundra), Tundra +1 Commerce Camp 0 0 +3 Gems ? +1 Commerce Mine 0 +1 +5 Gold Hills (Desert, Grassland, Plains) +1 Commerce Mine 0 +1 +6 Incense ? +1 Commerce Plantation 0 0 +5 Ivory Grassland, Jungle, Plains +1 Hammer Camp 0 +1 +1 Silk Forest +1 Commerce Plantation 0 0 +3 Silver Hills (Desert, Plains) +1 Commerce Mine 0 +1 +4 Spices Grassland, Plains +1 Commerce Plantation +1 0 +2 Sugar Plains +1 Food Plantation +1 0 +1 Wine Plains +1 Commerce Winery +1 0 +2 Whales Coast, Ocean +1 Food Whaling Boats 0 +1 +2 Food Resources Effect Improvement Yield Bananas Jungle +1 Food Plantation +2 0 0 Clam Coast +1 Food Fishing Boats +2 0 0 Corn Desert, Grassland +1 Food Farm +2 +0 +1 Cows Grassland, Plains +1 Food Pasture +1 +2 0 Crab Coast +1 Food Fishing Boats +2 0 0 Deer Plains, Tundra +1 Food Camp +2 0 0 Fish Coast, Ocean +1 Food Fishing Boats +3 0 0 Pigs Grassland, Hills (Grassland), Jungle +1 Food Pasture +3 0 0 Rice Grassland, Jungle +1 Food Farm +1 0 0 Sheep Grassland +1 Food Pasture +2 0 1 Wheat Plains +1 Food Farm +2 0 0 All resources (except Uranium) give a bonus to the base output of a tile. This bonus is listed the 'Effect' column. In addition all luxury resources give +1 happiness, and all food resources +1 health, to every connected city in your civilization, if they are improved. Strategic resources are needed to build certain units, and speed up the production of some buildings and wonders. Their effect is listed. Yield is the extra amount of Food, Hammers & Commerce that improving the resource yields to the tile the resource is on. Under the name of each resource, the terrain types on which the resource can be found are given. These are for standard map settings, obviously on custom-designed maps or map scripts this can be different....
      July 20, 2012, 18:24
    Working...
    X