Terrain


Terrain

In Civilization V, the world is made up of hexagonally-shaped “tiles” (also occasionally referred to as hexes and spaces). These tiles come in a variety of “terrain-types” – desert, plains, grassland, hills and so forth – and many also include “features” like forests and jungle.

These elements help to determine the tile’s usefulness to a nearby city as well as how easy or difficult it is to move through the tile. A tile’s terrain and features may have important effects upon any combat occurring there.

Resources

Resources are sources of food, productivity, or culture, or they provide other special bonuses to a civilization. They appear in certain hexes. Some are visible at the start of the game; others require the acquisition of specific technologies before you can see them. 

Terrain Types

There are nine basic terrain types in the game. (You may not see all nine in a 
given game, though.)

Explanation of Terrain Values:

City Yield: This is how much food, gold or productivity a nearby city can get from an unimproved tile of that type.

Movement Cost: The cost, in movement points (MPs) to enter the tile type.
Combat Modifier: The change in attack or defense strength of a unit occupying that tile type.

Coast

Coast hexes are the ocean hexes directly adjacent to land. They provide
food and gold to a nearby city. Only naval units and “embarked” land
units may enter coastal hexes.

Food: 1
Production: 0
Gold: 1
Combat Modifiers: None
Movement Cost: 1

Cannot build cities on coasts; only naval units or embarked units may
enter this kind of tile.

Desert

In general, desert hexes are remarkably unuseful. They provide no benefits
to cities (unless the desert contains an oasis or resource, of course),
and units occupying them receive a significant defensive penalty in combat.

Food: 0
Production: 0
Gold: 0
Combat Modifiers: -33%
Movement Cost: 1

Grassland

Generally, grassland produces the most food of any terrain type. Cities
constructed near grasslands will tend to grow faster than cities built elsewhere.

This tile’s major drawback is the defensive penalty that an unprepared
unit might get if attacked.

Food: 2
Production: 0
Gold: 0
Combat Modifiers: -33%
Movement Cost: 1

Hills

Hills are well, hilly. They’re difficult to farm and hard to move through,
but they provide good defensive bonuses and many different resources
can be found therein. In addition, units atop hills can see over “blocking
terrain.” Hills provide increased productivity to a nearby city, as well as
important combat bonuses.

Food: 0
Production: 2
Gold: 0
Combat Modifiers: +25%
Movement Cost: 2

Mountain

Mountains are tall upthrusts of terrain, impossible for non-flying units to
move through. They’re not particularly helpful to a civilization, except as
barriers to invasion.

Food: 0
Production: 0
Gold: 0
Combat Modifiers: +25%
Movement Cost: Impassable

Mountains are impassable except to air units.

Ocean

Ocean hexes are deep-water hexes. They provide food and gold to a
city, once the city has the technology to access them.

Food: 1
Production: 0
Gold: 1
Combat Modifiers: None
Movement Cost: 1

Oceans are only useful for Food and Gold once the nearby city has the
proper technologies to access them.

Plains

Plains provide a mix of food and production to a nearby city. A city 
surrounded by plains will grow more slowly than one in grassland, but it will
be far more productive.

Food: 1
Production: 1
Gold: 0
Combat Modifiers: -33%
Movement Cost: 1

Snow

Snow is quite unproductive, with no food or production benefit to a nearby
city. Of course a snow hex might contain a useful resource, but otherwise
they’re just cold and barren.

Food: 0
Production: 0
Gold: 0
Combat Modifiers: -33%
Movement Cost: 1

Tundra

Tundra is the semi-frozen land found in the world’s colder climates. It is
less useful than plains or grassland, but slightly better than desert. Nobody
builds cities in the tundra unless they’re desperate for resources – or
they’ve got nowhere else to go.

Food: 1
Production: 0
Gold: 0
Combat Modifiers: -33%
Movement Cost: 1

Terrain



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