While I'm in this thread, here are some terrain-types I'd like to see in the next Civ (some of these may have been mentioned by others before): glacier, arctic, shield-land, ice-flows, and ice cap.
Glacier: the food/shield/commerce production of this terrain would be 0/0/0, although being next to a river would still give the bonus commerce; no terrain improvements could be built on glacier (including irrigation, mines, and roads); no planting forests on glaciers; movement cost of 3; can't build cities on glacier
Arctic: production would be 0/0/0, but could be mined; in addition, could have roads built on them, but not rails; no planting forests in arctic terrain either; movement cost would be 2
Shield-Land: represents heavily eroded ancient mountains; a hybrid of hills and plains; production would be 1/1/0; irrigation would provide 1 additional food, mines 2 additional shields; movement cost would be 1; low (20%) defensive bonus; can contain forests
Ice-Flow: an overlay on top of coast, sea, or ocean terrain; high movement cost (of 3?); chance every turn for units occupying ice-flow tiles to sink (with lesser chance for more modern units to sink); production would be same as underlying terrain
Ice Cap: another water-based terrain; zero production; impassable except to units flagged to pass through or under this terrain (such as nuclear subs)
Glacier: the food/shield/commerce production of this terrain would be 0/0/0, although being next to a river would still give the bonus commerce; no terrain improvements could be built on glacier (including irrigation, mines, and roads); no planting forests on glaciers; movement cost of 3; can't build cities on glacier
Arctic: production would be 0/0/0, but could be mined; in addition, could have roads built on them, but not rails; no planting forests in arctic terrain either; movement cost would be 2
Shield-Land: represents heavily eroded ancient mountains; a hybrid of hills and plains; production would be 1/1/0; irrigation would provide 1 additional food, mines 2 additional shields; movement cost would be 1; low (20%) defensive bonus; can contain forests
Ice-Flow: an overlay on top of coast, sea, or ocean terrain; high movement cost (of 3?); chance every turn for units occupying ice-flow tiles to sink (with lesser chance for more modern units to sink); production would be same as underlying terrain
Ice Cap: another water-based terrain; zero production; impassable except to units flagged to pass through or under this terrain (such as nuclear subs)
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