Civilization

Civilization II Terrain Types
Basic Special 1 Special 2 Irrigate Mine Transform MP D
TerrainFST TerrainFST TerrainFST ResultTurns ResultTurns ResultTurns
Desert 0 1 0 Oasis 3 1 0 Oil 0 4 0 +1 5 +1 3 Plains 20 1 2
Plains 1 1 0 Buffalo 1 3 0 Wheat 3 1 0 +1 5 Forest 15 Grassland 20 1 2
Grassland 2 0 0 Grassland+ 2 1 0 - - - - +1 5 Forest 10 Hills 20 1 2
Forest 1 2 0 Pheasant 3 2 0 Silk 1 2 3 Plains 5 - - Grassland 20 2 3
Hills 1 0 0 Coal 1 2 0 Wine 1 0 4 +1 10 +3 10 Plains 20 2 4
Mountns 0 1 0 Gold 0 1 6 Iron 0 4 0 - - +1 10 Hills 20 3 6
Tundra 1 0 0 Musk Ox 3 1 0 Furs 2 0 3 +1 10 - - Desert 20 1 2
Glacier 0 0 0 Ivory 1 1 4 Oil 0 4 0 - - +1 15 Tundra 20 2 2
Swamp 1 0 0 Peat 1 4 0 Spice 3 0 4 Grassland 15 Forest 15 Plains 20 2 3
Jungle 1 0 0 Gems 1 0 4 Fruit 4 0 1 Grassland 15 Forest 15 Plains 20 2 3
Ocean 1 0 2 Fish 3 0 2 Whales 2 2 3 - - - - - - 1 2

Civilization II terraforming graph

terraforming graph

Civilization IV terrain types

Terrain Food Production Commerce Defense Movement Comments
Coast 1 0 2 10% 1  
Desert 0 0 0 0% 1  
Grassland 2 0 0 0% 1  
Snow 0 0 0 0% 1  
Ocean 1 0 1 0% 1  
Peak 0 0 0 0% X  
Plains 1 1 0 0% 1  
Tundra 1 0 0 0% 1  
Feature Food Production Commerce Defense Movement Comments
Fallout -3 -3 -3 0% 2 -0.5 health
Floodplains +3 0% 1 Desert only; -0.4 health
Forest +1 50% 2 Plains/Grassland/Tundra; +0.4 health
Hills -1 +1 25% 2
Ice 0% X Only Submarines can move through
Jungle -1 50% 2 Grassland; -0.25 health
Oasis +3 +2 0% 2 Desert only; fresh water source
River +1 +25% 1 +1 Health; no Commerce bonus to Snow, Jungle, or Forest
Improvement Food Production Commerce Build on Requires Comments
Camp Deer, Ivory, Fur Hunting
Cottage +1 Grassland/Hill, Grassland, Plains, Tundra/River, Floodplains Pottery Becomes Hamlet after 10 turns of being worked
Hamlet +2 see Cottage Pottery Becomes Village after 20 turns of being worked
Village +3, +4 with Printing Press see Cottage Pottery Becomes Town after 40 turns of being worked
Town +1 under Universal Suffrage +4, +5 with Printing Press, +7 with Printing Press under Free Speech see Cottage Pottery
Farm +1 with irrigation or Biology, +2 with Biology&irrigation Corn, Rice, Wheat or plains/grassland with water access or tundra with river Agriculture
Fishing Net +1, +2 @ Fish Clam, Crabs, Fish Fishing
Lumber Mill +1, +2 with railroad Forest Replaceable Parts
Mine +2, +3 with railroad, additional +1 @ Copper, Iron, Coal, Aluminum, -1 @ Silver, Gems, Gold +1 @ Aluminum, +3 @ Uranium, +4 @ Silver, +5 @ Gems, +6 @ Gold Copper, Iron, Silver, Gold, Gems, Coal, Aluminum, Uranium or hills Mining
Offshore Platform +1 +1 Oil (sea) Plastics
Pastures +1 @ Sheep, +2 @ Cattle/Pigs +1 @ Sheep/Horses Cattle, Horses, Pigs, Sheep Animal Husbandry
Plantation +1 @ Sugar/Spices, +2 @ Bananas +1 @ Sugar, +2 @ Spices, +3 @ Silk, +4 @ Dye, +5 @ Incense Bananas, Dye, Incense, Silk, Spices, Sugar Calendar
Quarry +1 @ Stone +2 @ Marble Marble, Stone Masonry
Railroad passable land Railroad Units can move 10 tiles; functions as trade network
Road passable land Wheel Faster movement and a trade network
Watermill 0, +1 under State Property +1, +2 with Replaceable Parts +1, +3 with Electricity flat land + river Machinery
Well +1 +1 Oil (land) Combustion
Whaling Boat +1 +2 Whales Optics
Windmill +1 +1, +2 with Replaceable Parts +1, +2 with Electricity hills Machinery
Winery +1 +2 Wine Monarchy
Workshop -1, 0 under State Property +1, +2 with Guilds or Chemistry, +3 with Guild&Chemistry flat land Machinery
Misc. Terrain Features Comments
Goody Hut Provides bonuses for the player that uncovered it
Razed City Sites of razed cities remain on the map
Worked Tile Worked tiles have their own animations and icons

Civilization city layouts

The same layouts are good for Civilization I, II, III, IV, Sid Meier's Alpha Centauri/Alien Crossfire and possibly other strategy games that use the same shape of city radius

  1. A simple non-overlapping layout - 4 wasted tiles, 20 workable tiles per city
  2. Another non-overlapping layout - 4 wasted tiles, 20 workable tiles per city
  3. An optimal non-overlapping layout - 3 wasted tiles, 20 workable tiles per city
  4. A very dense overlapping layout - no wasted tiles, 8 workable tiles per city
  5. A moderately dense overlapping layout - no wasted tiles, 15 workable tiles per city
  6. A chess knight layout - 1 wasted tile, 18 workable tiles per city
  7. An optimal overlapping layout - no wasted tiles, 19 workable tiles per city
  8. Another optimal overlapping layout - no wasted tiles, 19 workable tiles per city
  9. The same layout, rotated
Valid XHTML 1.0! Szymon Sokół <szymon@uci.agh.edu.pl>, 30.08.2004 (last modified 29.04.2010)