Civ IV Colonization - Terrain, Resources & Improvements
Base Terrain
Terrain Features
Resources
Improvements
Summary
| Image | Name | Base Output | Other |
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Coast | 1 Food | Movement cost: 1 MP |
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Desert | 2 Ore | Movement cost: 1 MP +25% time to build improvements |
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Grassland | 3 Food 3 Tobacco |
Movement cost: 1 MP |
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Ice | 2 Fur | Movement cost: 1 MP +50% time to build improvements |
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Marsh | 2 Food 3 Sugar |
Movement cost: 1 MP +25% time to build improvements |
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Ocean | Movement cost: 1 MP | |
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Peak | 3 Ore 1 Silver |
Movement cost: 2 MP Defensive bonus +25% |
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Plains | 3 Food 3 Cotton |
Movement cost: 1 MP |
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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 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 the forest will leave a basic grassland terrain, removing the possibility for lumber and fur but increasing 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 |
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Forest | Grassland Plains Marsh Tundra Ice |
-2 Foo/Sug/Cot/Tob |
Movement cost is 2 Defensive bonus +50% |
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Hills | Grassland Plains Desert Tundra Ice |
-1 Food +3 Ore No Cot/Tob |
Movement cost is 2 Defensive bonus +25% |
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Ice | Ocean | Impassable terrain | |
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Jungle | Grassland Marsh |
-2 Sug/Cot/Tob +4 Lumber |
Movement cost is 2 Defensive bonus +50% |
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Light Forest | Grassland Plains Tundra |
-1 Foo/Cot/Tob +2 Lumber +2 Fur |
Movement cost is 2 Defensive bonus +25% |
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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 |
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Banana | +2 Food | *Cutting down jungle will remove banana Use Expert Farmer for max yield |
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Corn | +3 Food | Use Expert Farmer for max yield |
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Cotton | +2 Cotton | Use Expert Cotton Planter for max yield |
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Crab | +3 Food | Use Expert Fisherman for max yield |
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Deer | +2 Food | *Yields no food on Ice terrain Use Expert Farmer for max yield |
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Fish | +4 Food | Use Expert Fisherman for max yield |
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Fur | +2 Fur | Use Expert Trapper for max yield |
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Iron | +2 Ore | Use Expert Ore Miner for max yield |
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Silver | +2 Silver | Use Expert Silver Miner for max yield |
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Sugar | +2 Sugar | Use Expert Sugar Planter for max yield |
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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 100% faster than regular pioneers. Improving a tile costs a little gold. 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.
| Image | Name | Increased Output | Other notes |
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Farm | +1 Fo/Co/Su/To | Can only be built on flatlands Pillage yields 5 gold on average |
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Lodge | +1 Lumber/Fur | Can only be built on forests/jungle Pillage yields 5 gold on average |
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Mine | +1 Ore/Silver | Pillage yields 5 gold on average |
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Road | Reduces movement cost to 0,5 MP for that tile | |
| Other | |||
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Ancient Ruins | May reveal goody when explored Use Seasoned Scouts for better results |
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Burial Grounds | May reveal goody when explored |
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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.
































