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Terrain, Resources & Improvements

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Base Terrain
Terrain Features (Forests, jungle, hills, rivers -- "on top of" base terrain)
Resources (Special resources that give extra yield)
Improvements (How your pioneers can improve the land to increase yield)
Summary

BASE TERRAIN

Image Name Base Output Other
Coast Coast 1 Food Movement cost: 1 MP
Desert Desert 2 Ore Movement cost: 1 MP
+25% time to build improvements
Grassland Grassland 3 Food
3 Tobacco
Movement cost: 1 MP
Ice Ice 2 Fur Movement cost: 1 MP
+50% time to build improvements
Marsh Marsh 2 Food
3 Sugar
Movement cost: 1 MP
+25% time to build improvements
Ocean Ocean   Movement cost: 1 MP
Peak Peak 3 Ore
1 Silver
Movement cost: 2 MP
Defensive bonus +25%
Plains Plains 3 Food
3 Cotton
Movement cost: 1 MP
Tundra Tundra 2 Food
2 Fur
Movement cost: 1 MP
+25% time to build improvements

TERRAIN FEATURES
Terrain features must be considered on the basis of what base terrain type they are on. For example, grassland with forest will produce less food and tobacco, but yield plenty of lumber and some fur. Cutting down a forest (a task made by your pioneers), will leave a basic grassland terrain and remove the possibility for lumber and fur gathering, but increase output of food and tobacco.

Hills are found on various base terrains and change output to +3 ore and -1 food. Cotton/tobacco does not grow in hills even though it may be a hill with grasslands/plains. Hills may be covered by forest/jungle as well.

Tiles next to a river get a +1 base output, so look to settle near rivers whenever possible.

Image Name Exists on Output changes Movement
Forest Forest Grassland
Plains
Marsh
Tundra
Ice

-2 Foo/Sug/Cot/Tob
+6 Lumber
+3 Fur

Movement cost is 2
Defensive bonus +50%
Hills Hills Grassland
Plains
Desert
Tundra
Ice
-1 Food
+3 Ore
No Cot/Tob
Movement cost is 2
Defensive bonus +25%
Ice Ice Ocean   Impassable terrain
Jungle Jungle Grassland
Marsh
-2 Sug/Cot/Tob
+4 Lumber
Movement cost is 2
Defensive bonus +50%
Light Forest Light Forest Grassland
Plains
Tundra
-1 Foo/Cot/Tob
+2 Lumber
+2 Fur
Movement cost is 2
Defensive bonus +25%
River River Potentially on all land tiles +1 base output for all Penalty for attacking across river, unless attacker has the Amphibious promotion

RESOURCES
Some tiles have resources on them. These tiles produce vast amounts of a particular material, especially when there's an expert in that field working the tile.

Image Name Adds to base output Other notes
Banana Banana +2 Food *Cutting down jungle will remove banana
Use Expert Farmer for max yield
Corn Corn +3 Food Use Expert Farmer for max yield
Cotton Cotton +2 Cotton Use Expert Cotton Planter for max yield
Crab Crab +3 Food Use Expert Fisherman for max yield
Deer Deer +2 Food *Yields no food on Ice terrain
Use Expert Farmer for max yield
Fish Fish +4 Food Use Expert Fisherman for max yield
Fur Fur +2 Fur Use Expert Trapper for max yield
Iron Iron +2 Ore Use Expert Ore Miner for max yield
Silver Silver +2 Silver Use Expert Silver Miner for max yield
Sugar Sugar +2 Sugar Use Expert Sugar Planter for max yield
Tobacco Tobacco +2 Tobacco Use Expert Tobacco Planter for max yield

IMPROVEMENTS
Units equipped as pioneers are able to improve land to increase its output. Experts in the field, the Hardy Pioneers, build improvements twice as fast. Improving a tile costs a little gold, 20 gold on normal speed. Building a farm, lodge or mine, will increase the base output of a tile by +1. Building roads will reduce the movement cost of a tile to 0,5 MP. Pioneers are also able to cut down forests and jungle for free, but the tile must be within your cultural border.

Image Name Increased Output Other notes
Farm Farm +1 Fo/Co/Su/To Can only be built on flatlands
Pillage yields 5 gold on average
Lodge Lodge +1 Lumber/Fur Can only be built on forests/jungle
Pillage yields 5 gold on average
Mine Mine +1 Ore/Silver Pillage yields 5 gold on average
Road Road   Reduces movement cost to 0,5 MP for that tile
Other      
Ancient Ruins Ancient Ruins   May reveal goody when explored
Use Seasoned Scouts for better results
Burial Grounds Burial Grounds  

May reveal goody when explored
Use Seasoned Scouts for better results

Ruins Ruins   Razed/abandoned settlements

SUMMARY
To calculate a tile's potential output, simply add together the base output, then multiply by 2 if the tile is worked by an expert. Additional bonuses for Rebel Sentiment and Founding Fathers come on top of that.

Let's say you plan on growing tobacco on grassland with a river and a tobacco resource:

      Total
Base terrain Grassland 3 3
Terrain feature River +1 4
Resource Tobacco Resource +2 6
Improvement Farm +1 7
Worker type Expert Tobacco Planter x2 14
Founding Father John Rolfe, +25% Tobacco in all settlements +3,5 17,5
Rebel Sentiment 100% in settlement (Bonus for half of that) +7 24,5

So in the somewhat extreme example above, a base output of 7 may actually end up at a total of 24,5 tobacco from one tile.

To find out which other Founding Fathers provide increased materials production, go here.

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