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Terrain Edit


Name Yield Modifiers
20xMovement5 20xStrength5
Coast 2 20xFood 1
Desert 2
Grassland 2 20xFood 1
Hill 2 20xProduction 2 +10%
Mountain Impassable +10%
Ocean 1 20xFood 1
Plains 1 20xFood, 1 20xProduction 1
Snow 2
Tundra 1 20xFood 1

Features Edit


Name Yield Modifiers
20xMovement5 20xStrength5
Atoll 2 20xFood, 2 20xProduction 1
Fallout -3 20xFood, -3 20xProduction, -3 20xGold 2 +5%
Flood Plains 3 20xFood 1
Forest 2 20xFood, 1 20xProduction (Grassland)
1 20xFood, 2 20xProduction (Plains)
1 20xFood, 1 20xProduction (Tundra)
2 +25%
Ice None Impassable
Jungle 2 20xFood, 1 20xProduction 2 +10%
Lakes 2 20xFood, 1 20xGold 1
Marsh 3 20xFood 2 +5%
Oasis 3 20xFood, 2 20xGold 1 +5%
Rivers +1 20xFoodFloating Gardens+2 20xFood, 20xProduction, 20xScience5 Hydro Plant All Remaining Points 0% (-20% across a river)

Terrain Potential Edit

Below is a table with all terrain types and features and their potential:

Name Base Resource Improvements Modifiers
20xFood 20xProduction 20xGold 20xFood Food 20xProduction Production 20xGold Gold Other 20xMovement5 20xStrength5
Coast (Civ5) Coast 2 0 0** Lighthouse +1, Harbor +1 Seaport +1 Lighthouse +1, Seaport +1 1 0%
Desert (Civ5) Desert 0 0 0 Farm (+1, +1, +1, +1, +1, +1, +2) Farm (+1, +1) Farm (+1)

Village (+3, +1, +1)

Village ([[Currency|+1 20xCulture]], [[Free Thought (Rationalism)|+2 20xCulture, +3 20xScience5]]) 2 0%
Grassland (Civ5) Grassland 2 0 0 Farm (+1, +1, +1, +1, +1, +1, +2) Farm (+1, +1) Farm (+1)

Village (+3, +1, +1)

Village ([[Currency|+1 20xCulture]], [[Free Thought (Rationalism)|+2 20xCulture, +3 20xScience5]]) 1 0%
Hill (Civ5) Hill 0 2 0 Farm (+1, +1, +1, +1, +1, +2; must be next to fresh water) Farm (+1, +1)

Mine (+1, +1, +1, +1, +1, +1, +1, +1)

Farm (+1)

Village (+3, +1, +1)
Mine (+1)

Village ([[Currency|+1 20xCulture]], [[Free Thought (Rationalism)|+2 20xCulture, +3 20xScience5]]) 2† +10%
Mountain (Civ5) Mountain 0 0 0 N/A N/A N/A N/A +25%
Ocean (Civ5) Ocean 1 0 0** Lighthouse +1, Harbor +1 Seaport +1 Lighthouse +1, Seaport +1 1 0%
Plains (Civ5) Plains 1 1 0 Farm (+1, +1, +1, +1, +1, +1, +2) Farm (+1, +1) Village (+3, +1, +1) Village ([[Currency|+1 20xCulture]], [[Free Thought (Rationalism)|+2 20xCulture, +3 20xScience5]]) 1 0%
Snow (Civ5) Snow 0 0 0 N/A N/A N/A 2 0%
Tundra (Civ5) Tundra 1 0 0 N/A N/A Village (+3, +1, +1) Village ([[Currency|+1 20xCulture]], [[Free Thought (Rationalism)|+2 20xCulture, +3 20xScience5]]) 1 0%
Forest (Civ5) Forest*** 1/2 2/1 0 Clear-cut *(+1, 0, -1),

Herbalist or Longhouse +1

Clear-cut* (+1, 0, -1)
Lumber Mill (+1, +1, +1, +1, +1),

Workshop +1

Longhouse +1

Zoo +1,

Lumber Mill (+1)

+1 20xScience5University+1 20xFood Cernunnos, the Horned Stag 2‡ +25%
Jungle (Civ5) Jungle*** 2/1 1/2 0 Clear-cut *(-1, -2),

Herbalist or Longhouse +1

Clear-cut* (+2, +1),

Lumber Mill (+1, +1, +1, +1 ),

Workshop +1

Longhouse +1

Zoo +1Lumber Mill (+1, +1) +1 20xScience5University+1 20xProduction Cernunnos, the Horned Stag 2‡ +25%
Marsh (Civ5) Marsh* 3 0 0 Drain (-1) N/A N/A +1 20xFood, 20xFaithGoddess of Purity 2 -15%
Atoll (Civ5) Atoll 2 2 0** Lighthouse +1, Harbor +1, Seaport +1 Lighthouse +1, Seaport +1 +1 20xFaith, 20xProduction

God of the Sea

1 0%
Flood plains (Civ5) Flood plains 3 0 0 Farm (+1, +1) Harappan Reservoir +1 Village (+3, +1, +1) 1 -10%
Ice (Civ5) Ice 0 0 0 N/A N N/A N/A 0%
Lakes (Civ5) Lakes 3 1 0** Aqueduct +1,

Floating Gardens +2

N/A N/A +1 20xFood, 20xFaithGoddess of Purity N/A 0%
Oasis (Civ5) Oasis 3 0 1**** Aqueduct +1 N/A N/A 1 -10%

* The terrain tooltip indicates what forest/jungle/marsh tiles will turn into when cut/slashed/drained (respectively); very useful for planning
** 20xGold Gold potential was 1 prior to Brave New World (see below)
*** varies whether Plains, Grassland, or Tundra 2 20xFood, 1 20xProduction (Grassland)
1 20xFood, 2 20xProduction (Plains)
1 20xFood, 1 20xProduction (Tundra)


**** 3 with the Arabian unique building Bazaar
Incan units ignore movement cost for hills
Iroquois units move through friendly forest and jungle tiles as if a road was present


Natural Wonders Edit

Name Base Yield Scaling Yield Movement Cost Combat Modifier Notes
Cerro de Potosi (Civ5) Cerro de Potosi 2 20xProduction, 6 20xGold 2 20xProduction/ era Impassable
El Dorado (Civ5) El Dorado 8 20xGold 2 20xCulture/ era 2 +10% Grants 100 20xGold to the first player to discover it
Fountain of Youth (Civ5) Fountain of Youth 4 20xFood 2 20xScience5/ era 2 +10% Promotion 'Everlasting Youth' (+5 HP healed per turn) for newly created military units.
King Solomon's Mines (Civ5) King Solomon's Mines 4 20xProduction, 2 20xCulture 2 20xProduction/ era 2 +10%
Krakatoa (Civ5) Krakatoa 4 20xProduction, 2 20xCulture 2 20xScience5/ era Impassable
Lake Victoria (Civ5) Lake Victoria 4 20xFood, 2 20xScience5 2 20xFood/ era Impassable
Mt. Fuji (Civ5) Mt. Fuji 2 20xCulture, 4 20xFaith 2 20xCulture/ era Impassable
Mt. Kailash (Civ5) Mt. Kailash 6 20xFaith 2 20xFaith/ era Impassable
Mt. Kilimanjaro (Civ5) Mt. Kilimanjaro 420xCulture 2 20xCulture/ era Impassable Promotion 'Altitude Training' (Double speed through Hills and receive a combat bonus on Hills) for newly created military units.
Mt. Sinai (Civ5) Mt. Sinai 2 20xFaith, 4 20xCulture 2 20xFaith/ era Impassable
Old Faithful (Civ5) Old Faithful 6 20xScience5 2 20xCulture/ era +10%
Rock of Gibraltar (Civ5) Rock of Gibraltar 2 20xFood, 2 20xProduction, 2 20xGold, 2 20xCulture 2 20xGold/ era Impassable
Sri Pada (Civ5) Sri Pada 2 20xFood, 2 20xFaith 2 20xFood/ era Impassable Promotion 'Sacred Foodprint' (+2 mouvement) for newly created civilian units.
Barringer Crater (Civ5) Barringer Crater 2 20xProduction, 4 20xScience5 2 20xScience5/ era 2 +10%
Grand Mesa (Civ5) Grand Mesa 2 20xFood, 4 20xCulture 2 20xFood/ era 2 +10%
Great Barrier Reef (Civ5) Great Barrier Reef 2 20xFood, 2 20xProduction, 2 20xScience5 2 20xScience5/ era 2 +10% This Natural Wonder takes 2 tiles so effectively twice the yields shown apply.
Uluru (Civ5) Uluru 2 20xFood, 4 20xFaith 2 20xProduction/ era 2 +10%

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