[Reference] Terrain, Improvements, and Improving Improvements

Bandobras Took

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I took these notes because I'm one of those people that can't remember the entire Tech Web. I'm putting them out there in case there are other people like me playing this game. :) Let me know if I missed anything or got something wrong, both of which are extremely likely. ;)

This covers terrain improvements and bonus and strategic resources. There were some funny things, like the fact that strategic resources do not of themselves add any yields to a tile.

Key:
<> = Required Tech
[] = Gives Affinity
[#] = Requires # Affinity
{} = Virtue Bonus
() = Yield
F = Food
P = Production
E = Energy

Food:

Farm +1
<Vertical Farming> [Purity] (+1 F, +1 E)
<Industrial Ecology> [Purity] (+1 P)
<Artificial Evolution> (+1 Science)
Ectogenesis Pod (Wonder) <Genetic Design> (+1 F)

Biowell <Bionics> +2, +1 Health, -2 E
<Alien Genetics> [Purity] (+1 Culture)

Terrascape <Terraforming> 2 (Sets Yield), -6 E
{Prosperity} +1

Orbital: Weather Controller <Climate Control> [Supremacy] +1

Production:
Mine +2
Biometallurgy [Supremacy] (+1 E)

Manufactory <Robotics> +3, -2 Health, -2 E
<Nanorobotics> [Harmony] (+1 Science)
{Industry} +2

Terrascape <Terraforming> 2 (Sets Yield), -6 E
{Prosperity} +1

Orbital: Orbital Fabricator <Geoscaping> [Supremacy] +1

Energy:
Generator +2
<Organics> (+1 E)
Xenomalleum Project <BioEngineering> (+2 E)
<Planetary Engineering> (+1 P)

Node <Autonomous Systems> [Supremacy] +2
<Hypercomputing> (+1 Science)

Orbital: Solar Collector <Photosystems> [Harmony] +1, Cities +20%

Culture:
Dome <Biology> +2 (-2 E)
<Biospheres> [Purity] (+1 E)

Terrascape <Terraforming> 2 (Sets Yield), -6 E
{Prosperity} +1

Orbital: Holomatrix <Civil Support> [Purity] +2

Military Effect:
Node <Autonomous Systems> [Supremacy]
<Hypercomputing> (+1 Science)

Science:
Array <Communications> (+1 Science, +1 E)
<Astrodynamics> (+1 Science)

Academy <Cognition> 3 (Sets Yield)
<Protogenetics> (+1 Culture)
{Knowledge} (+2 Science)

Orbital: Lasercom Satellite <Orbital Networks> Cities +15%

Orbital: Deep Space Telescope <Orbital Automation> Cities +25%

Resources:

The resource is listed, then the specific improvement, then any other bonus.

+1P +1E to Strategic Resources From Might
+1E to Basic Resources From Industry
+1P to Basic Resources From Prosperity

Algae (+1 F)
Work Barge <Planetary Survey> (+1 F)
Biofuel Plant <Biology> (+2 E)

Basalt (+1 P)
Quarry (+1 P)
<Power Systems> [Supremacy] (+1 P)

Chitin (+1 F)
Paddock (+1 P)
Biofactory <Organics> (+1 P)
<Alien Lifeforms> (+1 Culture)

Copper (+1 E)
Mine (+2P +1E)
Network <Computing> (+1 Science)
Biometallurgy [Supremacy] (+1 E)

Coral (+1 Culture)
Work Barge <Planetary Survey> (+1 Science, +1 P)

Fiber (+1 P)
Plantation (+1 P)
<Photosystems> [Harmony] (+1 F)

Firaxite
Firaxite Mine <Robotics> (+3 Science, -2 E)
Observatory <Physics> (+1 Science)
Holosuite <Cognition> (+1 Culture)
Neurolab <Cognition> (+1 Science)

Floatstone
Floatstone Quarry <Terraforming> (+3 E)

Fruit (+1F)
Plantation (+1F)
<Photosystems> [Harmony] (+1 F)

Fungus (+1F)
Plantation (+1 F)
<Photosystems> [Harmony] (+1 F)
Growlab <Biology> (+1 F)

Geothermal <Geophysics> (+2 E)
Geothermal Well <Geophysics> (+4 E)
<Power Systems> [Supremacy] (+1 E)

Gold (+1C)
Mine (+2 P, +1C)
Biometallurgy [Supremacy] (+1 E)

Petroleum <Chemisty>
Petroleum Well <Chemistry> (+1 P, +2 E, -2 E, -1 Health)
Petrochemical Plant <Biochemistry> (+1 P, +1 E)

Resilin (+1 P)
Paddock (+1 Science)
Bionics Lab <Bionics> (+1 P)
<Alien Lifeforms> (+1 Culture)

Silica (+1 Science)
Mine (+2 P, +1 Science)
Biometallurgy [Supremacy] (+1 E)

Titanium <Engineering>
Mine (+5 P)
Alloy Foundry <Fabrication> (+2 P)
Biometallurgy [Supremacy] (+1 E)

Tubers (+1 F)
Plantation (+2 F)
<Photosystems> [Harmony] (+1 F)

Xenomass
Xenomass Well <Alien Sciences> (+3 F, -2 E)
Xenofuel Plant <Alien Sciences> [Harmony 2] (+1 E)
Xenonursery <Alien Sciences> (+1 Science)
<Alien Domestication> [Harmony] (+1 Culture)
<Alien Genetics> [Purity] (+1 Science)
Cloning Plant <Genetic Design> (+1 P)

Terrain:

Terrain is listed here if something gives it a bonus. On a fun note, though, Desert hills get an extra energy.

Desert 1E
Vivarium <Ecology> (+1 F)

Marsh 1F
Cytonursery <Genetics> (+1 F)

Tundra 1F
Mass Digester <Organics> (+1 E)

Water
Water Refinery <Biochemistry> (+1 F, +1 P)
 
This is awesome, thank you. This is the sort of good, crunchy information that *ought* to be in a strategy guide, but that the Prima book is completely lacking in the slightest approach to.

That Prima thing is basically just a dump of the Civilopedia, with some attached useless screenshots for each entry and a bunch of messed up fields (like zeros instead of the correct numbers)
 
Interesting... I was not aware that Biowell, Node, Academy and Manufactory "set" the yield of the tile.

I always thought that only Terrascape did this.
 
As I said, I might be mistaken. I have built all improvements, but I haven't built all improvements everywhere, so I welcome corrections.

As a side note, when I wrote that it "sets" the "setting" is only within the respective category, e.g. an Academy will still retain the native food yield of the tile.

<Edit> Some more in-game play has confirmed that you are correct. Thanks!
 
Argghhh you beat me to posting a resource table chart.
(though I have to admit yours is a lot neater than mine)

Small stuff I saw when comparing charts:
(not completely sure if I'm right though cause the tech tree is sometimes inconsistent with actual yields)
Prosperity Tier 3: Joy from Variety 1 health

Thorium Reactor(building); Tech 1 Ring; Engineering +1E to silica

I my table it says petroleum well only gives ( +2E) and not the +1P.

Xeno Nursery(building); Tech 1.5; Alien Sciences; +1S to Xenomass

Ectogenesis pod (+2F) instead of +1F (this is from the tech web so not sure..)

Coral (+1F) not culture
Work Barge <Planetary Survey> (only +1 P) {the +1S is a lie from the tech web I think, cause when you hover over it only says +1P)

Titanium mine is only +3P
another +2P from alloy foundry
and second +2P from alloy foundry building quest


Fiber only (+1P) ??

Edit:
Floatstone quarries don't get the 'Power Systems' benefit.

There are also several important quests you are missing

My chart has most of the quests. I can post it later if you want, though its slightly incomplete and in a messy table format.
 
Prosperity Tier 3: Joy from Variety 1 health

I didn't include it because I'm uncertain of the mechanics. Is the health bonus per tile? The wording makes it sound like it only considers types, not tiles, which means it's more of just a global bonus and less to do with tile improvements, which is the focus of this reference.

Thorium Reactor(building); Tech 1 Ring; Engineering +1E to silica

Is this verified? I couldn't find any reference in-game, but my Silica tiles in my latest game do seem to have an energy I couldn't account for any other way (and I couldn't seem to sell my reactor to make sure).

I my table it says petroleum well only gives ( +2E) and not the +1P.

Improving it with my workers tells me production goes up, but I recall thinking that Oil is wonky. I'm also worried that the well might do different things depending one whether the Oil's on land or in the water.

Xeno Nursery(building); Tech 1.5; Alien Sciences; +1S to Xenomass

Added, thanks.

Ectogenesis pod (+2F) instead of +1F (this is from the tech web so not sure..)

I'll run a game later today if possible to double-check.

Coral (+1F) not culture
Work Barge <Planetary Survey> (only +1 P) {the +1S is a lie from the tech web I think, cause when you hover over it only says +1P)

In my games, unimproved Coral is a 1F tile, just as coast, and improving it adds +1 Production and Science to the tile yield display.

Fiber only (+1P) ??

So far as I can tell, unimproved Fiber adds 1 to a tile's production.

My chart has most of the quests. I can post it later if you want, though its slightly incomplete and in a messy table format.

Are there any quests which are not building-specific? I didn't include those quests because they can be found here.
 
I just ran a new game and built a Thorium Reactor, but showed no increase in Energy on Silica within the city's work radius.

And just checked Ectogenesis Pod; it is indeed only +1 for Farms.
 
I just ran a new game and built a Thorium Reactor, but showed no increase in Energy on Silica within the city's work radius.

And just checked Ectogenesis Pod; it is indeed only +1 for Farms.

Awesome for the double checking! :)

As for the fiber and coral yes I agree in improved fiber only adds one production, I it's your chart that says plus one culture. Likewise for coral with +F instead of +C.

Also thanks for correcting me with titanium. I was wondering how it got up to 10 production and kept falling short.

I'll see if I can check the oil refinerlater. As for the building quests, you're correct, however it's hard to find the relevant quest in the current order. l
 
As for the fiber and coral yes I agree in improved fiber only adds one production, I it's your chart that says plus one culture. Likewise for coral with +F instead of +C.

As far as I can tell, the Coral and Fiber entries are correctly typed.
 
Fiber (+1 P, +1 E)
Plantation (+1 P)
<Photosystems> [Harmony] (+1 F)

Unless I'm reading your this incorrectly it states that unimproved fiber gives +1 production and +1 energy while it should only be +1 production.

For the Coral and the petroleum well you were totally correct. Idk how I ended up writing +1 food instead of culture for coral. Petroleum well does give +1 P and +2 E as you stated earlier.

(P.S. sorry again for making you correct my mistakes :0 )

And thanks again for creating this awesome chart.
 

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Okay, I get what you're saying; sorry for the confusion. Fixed.
 
If
"Farm +1
<Vertical Farming> [Purity] (+1 F, +1 E)
<Industrial Ecology> [Purity] (+1 P)
<Artificial Evolution> (+1 Science)
Ectogenesis Pod (Wonder) <Genetic Design> (+1 F)"

then, why would we want to build a plantation on fruit, tubers or fungus?

"Fruit (+1F)
Plantation (+1F)
<Photosystems> [Harmony] (+1 F)

Tubers (+1 F)
Plantation (+2 F)
<Photosystems> [Harmony] (+1 F)

Fungus (+1F)
Plantation (+1 F)
<Photosystems> [Harmony] (+1 F)
Growlab <Biology> (+1 F)"

Are not the potential yield from Farms are way better!?
The resource gives bonus to the tile sure, but farm and plantation both give +1 F exept for tubers. Then late game farms are potentialy stronger with more upgrades. The virtues for extra
production or energy does not need the tile to have a plantation right?

Plantation gives at best +3 food while farm can give +3 food, 1 energy, 1 production and a science point!
 
If
"Farm +1
<Vertical Farming> [Purity] (+1 F, +1 E)
<Industrial Ecology> [Purity] (+1 P)
<Artificial Evolution> (+1 Science)
Ectogenesis Pod (Wonder) <Genetic Design> (+1 F)"

then, why would we want to build a plantation on fruit, tubers or fungus?

"Fruit (+1F)
Plantation (+1F)
<Photosystems> [Harmony] (+1 F)

Tubers (+1 F)
Plantation (+2 F)
<Photosystems> [Harmony] (+1 F)

Fungus (+1F)
Plantation (+1 F)
<Photosystems> [Harmony] (+1 F)
Growlab <Biology> (+1 F)"

Are not the potential yield from Farms are way better!?
The resource gives bonus to the tile sure, but farm and plantation both give +1 F exept for tubers. Then late game farms are potentialy stronger with more upgrades. The virtues for extra
production or energy does not need the tile to have a plantation right?

Plantation gives at best +3 food while farm can give +3 food, 1 energy, 1 production and a science point!

resources can't have farms on them...
also some of those farm boosts are late game techs
 
resources can't have farms on them...
also some of those farm boosts are late game techs

Does that still not make them just slightly better than a farm anyway?
plantation for farm, and with ectogenesis pod we get ths same as the bonus from fruit
and vertical farming cost the same on the tech web as photosystems....

Sould not atleast the plantation get a +1 buff for fruit atleast?
 
This thread is probably the best place for that discussion.
 
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