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"
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.
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.