Terrain output value

SvenBent

Chieftain
Joined
Jan 14, 2014
Messages
25
i compiled this list for myself which sums up a terrain final output value in trade/gold production made it easier to see what kind of terrain you wanted around your cities

Terrain/resource Food Shield Trade "Final value"

Code:
		F S T
grass + shield  4 1 3	10
grassland	4 0 3	 9
plain		3 1 3	 8,5
hill		3 4 0	 8,5 +4trade with lake
Ocean		2 1 3	 7
Desert		1 1 3	 5,5


Mountain/Gold	1 3 12	16,5 
Desert/Oasis	6 3 3	15 
Glacier/Ivory	1 3 9	13,5
Plains/Buffalo	3 4 3	11,5 	
Hills/Coal	3 7 0	11,5 +4trade with lake
Jungle/Gems	1 0 9	10,5
Ocean/Fish	4 1 3	10
Tundra/Musk	6 1 0	10	
Forest/Pheasant	3 3 0    7,5	
Swamp/Peat	1 6 0	 7,5	


Hills/Wine	3 4 9	17,5
Swamp/Spice	4 0 9	15
Tundra/Furs	5 0 7	14,5
Plains/Wheat	6 1 3	13
Jungle Fruit	6 0 4	13
Desert/Oil	1 7 3	11,5
Forest/Silk	1 3 7	11,5
Ocean/Whale	3 3 4	11,5
Mountains/Iron	1 7 0	 8,5
Glacier/Oil	0 7 0    7

They are grouped after what kind of bonus resource group they are in. top one being no resource. that means that change of terrain will only change to another terrain/resource within the same group (except for grassland as it has no resource)



The calculation has been done the following way

2 food resource = one extra specialist in town = 3 extra trade (In science or gold).
1 trade = 1 trade/gold (actually this should be slightly higher as trade affects trade routes giving a slight boost in total city trade).
1 shield = 1 trade/gold (The gold production by using capitalization. Should be considered a bit higher due to production of freights).

All terrain, city & government improvements has been added into these values, so its mostly targeted against late game value.
For hills both airbase+mines trick has been used for these values. If you frown upon this tactic the value will be lower.



Its my recommendation to make sure to have tiles that gives at LEAST 21 shield production as that will results in a total production of 52 shields
just enough for one defense units, one settler and still have 50 shield to make 1 freight per turn when ever a trade resource is available.

This way you only lose 50gold to make a a freight.
If you only have 48 shield it will take two turns to make and you have lost 96 gold income to make the same freight unit.
 
Interesting table. Thanks for posting it. I have often wanted to create something similar to this but covering all eras and including cost. I always got bogged down in the complexity and details.

This is useful for calculating limit values and playing super high scoring games.

Question: what do you mean by "+4trade with lake"? Did you mean to say river instead of Lake? And if so, river adds a trade to any terrain it is on. Its effect is more dramatic where roads do not create a trade (anything other than plain, grass, and desert) but it is there nevertheless.

For hills both airbase+mines trick has been used for these values. If you frown upon this tactic the value will be lower.
I know Airbase adds farmland without destroying mines (which is what you get if you try to do it with a settler) but I have little experience with it. Looks like you have used the Airbase exploit for all terrain that can be mined (mountains and desert) rather than just hills. Is that so? If so, how come desert's shield output is not 3 (instead of 1)? Also, how did you get Fruit's food to be 6 and Spice's to be 4? Airbase does that?

Fur's food value seems to be wrong, is that a typo?
 
It's more convenient to do such things in an Excel file, so you can conveniently change the parameters when your perception of the value of trade relative to shields changes during a game.
 
It also looks like mountains are listed for 1 food. Mountains don't have food.
 
@ Ali ardavan
I utilized any trick/technology that works withing the game so this is absolute maximum values besides direct cheating. and yes i used airbase trick as much as possible.

and yes i meants +4 trade with river. Hills with rivers are good
I might look into the desert tile this weekend

I didnt do the airbase tricks + mine on desert thats why. i'll correct my table
and yes to spice and fruits airbase works as irrigation on the field. combined it with supermarket and you end up at 4 and 6 units of food


@ Lawsless
you are right i started this late in game as a reminder for my next game ( I just reinstalled going for it now). so i could remember what terrains to go for in the endgame.

@Simpeter
This is maximum resource output by using all technology and other resource boosters.
I mightrecheck mountains this weekend it could be a typo
Nope i was correct. mountains with airbase and mine gives 1 food.
I'll upload the screenshoots later
 
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