brokguitar
Chieftain
The purpose of this guide is to allow you to have a visual look at
the terrain, resources, improvements, and city placement ideas by
using screen shots. Information that was not found in the game
manual or in the game civilpedia was taken from world builder and
play testing.
*This does not include any technology bonuses.(yet)
This is a link to stuporstars guide which gives great detail on terrain,improvements,
and how civics/technology bonus effect yields.
------------------------------------------------------------------
Lets start off by looking at what the basic terrain tiles you will expect to see in your game.
This picture allows you to get a feel for the look of the terrain, what features(such as hills,forest,etc..)
you can expect to see on the terrain and most importantly, how much Food (represented by bread slices),
Production(represented by hammers), and Commerce (represented by gold coins) is standardly given.
We will call this FPC for short.This is important because your city will use the surrounding terrains FPC to help
build units/buildings/wonders,grow population for larger cities, and have money to use/research science faster.
Food will become a loaf after it reaches 5 slices,
5 Hammers will turn into a anvil,
and 5 coins will turn into a moneybag.
I would like to point out the best producers of FPC. The floodplains and oasis(+3F/2C, not shown)tiles
have the highest amount of food with 3 slices. The highest productivity comes from a forested hill/plain
with 3 hammers.The highest producer of commerce comes from the coast tiles Worth 2 gold coins. Now
Lets look at the worst producers in the picture. There are two tile types that provide no FPC whatsoever,
these being the desert and snow tiles. Jungles will decrease the food output of a tile. Snow and jungle
tiles do not benefit from the extra commerce provided by rivers.
Terrain effects the movements of your units and some effect your cities health. Tiles without features
will cost 1mp to move units. Tiles with features(hills, forest, jungles) cost 2mp to move. Impassable
terrain include mountain peeksand glacier ice. Forests provide your city with a +0.4 health bonus
where floodplains have -0.4 and jungles a -0.25. Having a city next to a fresh water lake or river
will give your city a +2 to health.
Terrain tiles will provide defensive bonuses for a city or a unit allowed to use terrain defenses.
A hill tile by itself will provide you with a 25% bonus and is the only tile a city can gain a bonus off of.
A forest or jungle tile by itself will provide a 50% bonus. A hill tile with a forest or jungle on it will
provide you with 75% bonus. Any attack crossing a river will provide a extra 25% bonus to the
defender. This equals out to a total of 100% bonus if all conditions are met. After the discovery
of mathematics, you will be able to build a fort improvement giving a defense bonus of 25%. Building
a fort will result in chopping down a Forest/Jungle tile.
Forests will never grow on Desert or Snow tiles. Forests will remain on grass, plains, and
tundra only. Jungles will only grow on grassland tiles. Forests and Jungles will grow on hills
of these terrain types.
------------------------------------------------------------------
As you look around the map you will also notice Resources. Resources are very important to
your city. They not only provide bonuses for your city to grow larger and happier,they are necessary
for you to build a stronger military. When reading the charts, any number bonus is added to the
terrain types natural FPC. ex:CORN+1F(unimproved)+2F(improved) on a grass tile will provide 3Food(unimproved)
and 5 Food(improved).
Resources will come in these three categories:
Luxuries-All luxuries provide happiness bonuses for your city.
NAME---BONUS-----W/IMPROVEMENT
DYES---+1C--------+4C----(Plantation)
SUGAR--+1F--------+1F/+3C----(Plantation)
GEMS---+1C--------+1P/+5C----(Mine)
IVORY---+1P-------+1P/+1C----(Camp)
WINE----+1C-------+1F/+2C----(Winery)
SPICES--+1C-------+1F/+2C----(Plantation)
SILK-----+1C-------+3C--------(Plantation)
SILVER--+1C-------+1P/+4C----(Mine)
FURS----+1C-------+3C--------(Camp)
INCENSE-+1C-------+5C--------(Plantation)
GOLD----+1C--------+1P/+6C---(Mine)
WHALE---+1F-------+1P/+2C---(Whaling Boat)
Food-All foods provide health bonuses for your city.(exception of OASIS)
NAME-----BONUS--W/IMPROVEMENTS
BANANAS--+1F------+2F------(Plantation)
CLAM------+1F------+2F------(Fishing Boats)
CORN------+1F------+2F------(Farm)
COW------+1F-------+2P------(Pasture)
CRAB------+1F------+2F------(Fishing Boats)
DEER------+1F------+2F-------(Camp)
FISH------+1F------+3F-------(Fishing Boats)
PIG-------+1F------+3F-------(Pasture)
RICE------+1F------+1F-------(Farm)
SHEEP----+1F------+2/+1C----(Pasture)
WHEAT---+1F------+2F-------(Farm)
General/Strategic-Used to create new unit types for construction and/or provide faster wonder construction.
NAME------BONUS---W/IMPROVEMENTS
ALUMINUM--+1P------+3P/+1C-----(Mine)
COAL-------+1P------+3P--------(Mine)
COPPER----+1P-------+3P--------(Mine)
HORSES----+1P-------+2P/+1C---(Pasture)
IRON-------+1P-------+3P--------(Mine)
MARBLE----+1P-------+1P/+2C----(Quarry)
OIL--------+1P-------+2P/+1C----(Well or Offshore Platform)
STONE-----+1P-------+2P--------(Quarry)
URANIUM---+0--------+3C--------(Mine)
1)Incense will always be on the desert.
2)Bananas,Dyes,Rice,Spices,and Sugar will always be on grasslands.
3)Wine and Wheat are always in plains.
4)Fur are always on tundra or snow.
5)Ivory,Corn,Cows,Pig,Sheep,and Silks always on grasslands or plains.
(this has been edited since last posting, I found deer on plains tiles which never occured before while testing)
I tend to find the rest spread out on all terrain types.
This tiles may contain hills, forests, or jungle but still remain on this tile type.
Now we have a good idea about the terrain and resources, lets take a look what can be done on these tiles.
----------------------------------------------------------------
This photo gives a look at what can be done to improve the standard FPC output of terrain tiles.
Improvements can be built on terrain tiles after your city has produced a worker and you have
researched the corresponding technology. Improvements can drastically increase the FPC for
your city and should be done as soon as possible. Glacier ice, mountain peeks, and oasis tiles
cannot be improved.
A Cottage(shown above) is built to increase the commerce of a tile by one. After 10 turns,
cottages turn into Hamlets(+2C), Hamlets turn into Villages(+3C) after 20 turns,
and finally a village will turn into Towns(+4C) after 40 turns.
Roads have no added benefits besides connecting resources and adding movement to units.
Rails will add (+1P) to mines and lumber mills and better movement. Rails/Roads are not required to
get the full effects from improved tiles. Clearing a forest will deposit extra hammers for your city.
If you are building a improvement over a forest it is not necessary to clear it first because you will
receive the bonus hammers as normal. Jungles provide no extra hammers for clearing.
There are improvements used to acquire resources and provide their benefits to your city. For land tiles,
roads/rails must be linked from the resource to your city via trade network. For water tiles a work boat
must be constructed. Resources must be within your cultural boundaries to receive their benefits.
------------------------------------------------------------------
* WORKER TIMES FOR IMPROVEMENTS
WT=WORKER TURNS DNA=DOES NOT APPLY
*This does not include any technology, leader traits, or civic bonuses.
Improvement--GRASS/PLAINS TILE--W/FOREST--W/JUNGLE-
ROADS-------------2WT-----------2WT--------2WT------
RAILROAD-----------3WT----------3WT--------3WT------
FARM---------------5WT----------8WT--------9WT-----
WORKSHOP---------6WT----------9WT---------10WT---
COTTAGE-----------4WT----------7WT--------8WT-----
WATERMILL---------8WT----------11WT-------12WT----
PLANTATION--------5WT----------8WT--------9WT-----
MINE---------------4WT-----------7WT-------8WT-----
PASTURE-----------4WT-----------7WT-------8WT-----
CAMP--------------4WT-----------4WT--------4WT-----
QUARRY -----------6WT-----------9WT-------10WT----
WINERY -----------5WT-----------8WT-------DNA------
LUMBER MILL -------DNA----------8WT-------DNA------
WINDMILL----------5WT-----------8WT-------9WT-----
CHOP TILE----------DNA----------3WT-------4WT------
FORT---------------6WT----------9WT-------10WT----
IMPROVEMENT--TUNDRA--W/FOREST--SNOW--DESERT
ROADS----------3WT-----3WT--------3WT----3WT
RAILROAD-------4WT-----4WT--------5WT-----4WT
FARM-----------7WT----10WT-------DNA------8WT
WORKSHOP-----8WT----11WT--------DNA-----9WT
LUMBERMILL----DNA-----10WT-------DNA-----DNA
WATERMILL----10WT----14WT-------12WT----10WT
COTTAGE------5WT----- 9WT--------DNA-----6WT
CAMP----------5WT-----5WT--------6WT-----DNA
PLANTATION---DNA------DNA--------DNA------7WT
MINE-----------5WT----9WT--------5WT------6WT
PASTURE------5WT-----DNA---------DNA------DNA
CHOP TILE-----DNA-------4WT-------DNA-----DNA
FORT----------8WT------11WT-------9WT-----8WT
The techs workers need to make these improvements are as follows:
Hunting-allows Camps 40SP(science points)
Fishing-allows Fishing boats 40SP
Mining-allows Mine 50SP
Agriculture-allows Farms 60SP
Wheel-allows Roads 60SP
Pottery-allows Cottage 80SP
Masonry-allows Quarry 80SP
Animal Husbandry-allows Pasture 100SP
Bronze Working-allows Chop/Clear Forest 120SP
Iron Working-allows Chop/Clear jungle 200SP
Mathmatics-allows Forts 250SP
Monarchy-allows Winery 300SP
Calender-allows Plantations 350SP
Metal casting-allows Workshops 450SP
Optics-allows Whaling Boats 600SP
Machinery-allows Windmills and Watermills 700SP
Replaceable parts-allows Lumber mills 1600SP
Railroad-allows Railroads 2200SP
Combustion-allows Wells 2400SP
Plastics-allows Offshore Platform 4000SP
Civics choices may effect the FPC of a improved tile or the way a worker produces:
Universal Suffrage : +1 hammers gained from a Town
Bureaucracy:+50% hammers, +50% gold in capital
Free Speech:+2 gold gained from a Town
Serfdom:workers 50% faster
Emancipation:+100% growth for Cottage, Hamlet, Village
State Property:+1 food from Workshop & Watermill
Environmentalism:+1 happy from Jungle & Forest, +5 health in all cities
There are Leaders that effect the financial earnings of your cities by use of their traits.
Financial leaders such as: Catherine, Elizabeth, Huayna, Mansa, Qin, Washington, and Victoria
all receive a +1 Commerce bonus to all tiles receiving 2 Commerce.
If you would like to see what technologies add to the improvements FPC,
check out stuporstars guide.
-----------------------------------------------------------------
the terrain, resources, improvements, and city placement ideas by
using screen shots. Information that was not found in the game
manual or in the game civilpedia was taken from world builder and
play testing.
*This does not include any technology bonuses.(yet)
This is a link to stuporstars guide which gives great detail on terrain,improvements,
and how civics/technology bonus effect yields.
------------------------------------------------------------------
Lets start off by looking at what the basic terrain tiles you will expect to see in your game.
This picture allows you to get a feel for the look of the terrain, what features(such as hills,forest,etc..)
you can expect to see on the terrain and most importantly, how much Food (represented by bread slices),
Production(represented by hammers), and Commerce (represented by gold coins) is standardly given.
We will call this FPC for short.This is important because your city will use the surrounding terrains FPC to help
build units/buildings/wonders,grow population for larger cities, and have money to use/research science faster.
Food will become a loaf after it reaches 5 slices,
5 Hammers will turn into a anvil,
and 5 coins will turn into a moneybag.
I would like to point out the best producers of FPC. The floodplains and oasis(+3F/2C, not shown)tiles
have the highest amount of food with 3 slices. The highest productivity comes from a forested hill/plain
with 3 hammers.The highest producer of commerce comes from the coast tiles Worth 2 gold coins. Now
Lets look at the worst producers in the picture. There are two tile types that provide no FPC whatsoever,
these being the desert and snow tiles. Jungles will decrease the food output of a tile. Snow and jungle
tiles do not benefit from the extra commerce provided by rivers.
Terrain effects the movements of your units and some effect your cities health. Tiles without features
will cost 1mp to move units. Tiles with features(hills, forest, jungles) cost 2mp to move. Impassable
terrain include mountain peeksand glacier ice. Forests provide your city with a +0.4 health bonus
where floodplains have -0.4 and jungles a -0.25. Having a city next to a fresh water lake or river
will give your city a +2 to health.
Terrain tiles will provide defensive bonuses for a city or a unit allowed to use terrain defenses.
A hill tile by itself will provide you with a 25% bonus and is the only tile a city can gain a bonus off of.
A forest or jungle tile by itself will provide a 50% bonus. A hill tile with a forest or jungle on it will
provide you with 75% bonus. Any attack crossing a river will provide a extra 25% bonus to the
defender. This equals out to a total of 100% bonus if all conditions are met. After the discovery
of mathematics, you will be able to build a fort improvement giving a defense bonus of 25%. Building
a fort will result in chopping down a Forest/Jungle tile.
Forests will never grow on Desert or Snow tiles. Forests will remain on grass, plains, and
tundra only. Jungles will only grow on grassland tiles. Forests and Jungles will grow on hills
of these terrain types.
------------------------------------------------------------------
As you look around the map you will also notice Resources. Resources are very important to
your city. They not only provide bonuses for your city to grow larger and happier,they are necessary
for you to build a stronger military. When reading the charts, any number bonus is added to the
terrain types natural FPC. ex:CORN+1F(unimproved)+2F(improved) on a grass tile will provide 3Food(unimproved)
and 5 Food(improved).
Resources will come in these three categories:
Luxuries-All luxuries provide happiness bonuses for your city.
NAME---BONUS-----W/IMPROVEMENT
DYES---+1C--------+4C----(Plantation)
SUGAR--+1F--------+1F/+3C----(Plantation)
GEMS---+1C--------+1P/+5C----(Mine)
IVORY---+1P-------+1P/+1C----(Camp)
WINE----+1C-------+1F/+2C----(Winery)
SPICES--+1C-------+1F/+2C----(Plantation)
SILK-----+1C-------+3C--------(Plantation)
SILVER--+1C-------+1P/+4C----(Mine)
FURS----+1C-------+3C--------(Camp)
INCENSE-+1C-------+5C--------(Plantation)
GOLD----+1C--------+1P/+6C---(Mine)
WHALE---+1F-------+1P/+2C---(Whaling Boat)
Food-All foods provide health bonuses for your city.(exception of OASIS)
NAME-----BONUS--W/IMPROVEMENTS
BANANAS--+1F------+2F------(Plantation)
CLAM------+1F------+2F------(Fishing Boats)
CORN------+1F------+2F------(Farm)
COW------+1F-------+2P------(Pasture)
CRAB------+1F------+2F------(Fishing Boats)
DEER------+1F------+2F-------(Camp)
FISH------+1F------+3F-------(Fishing Boats)
PIG-------+1F------+3F-------(Pasture)
RICE------+1F------+1F-------(Farm)
SHEEP----+1F------+2/+1C----(Pasture)
WHEAT---+1F------+2F-------(Farm)
General/Strategic-Used to create new unit types for construction and/or provide faster wonder construction.
NAME------BONUS---W/IMPROVEMENTS
ALUMINUM--+1P------+3P/+1C-----(Mine)
COAL-------+1P------+3P--------(Mine)
COPPER----+1P-------+3P--------(Mine)
HORSES----+1P-------+2P/+1C---(Pasture)
IRON-------+1P-------+3P--------(Mine)
MARBLE----+1P-------+1P/+2C----(Quarry)
OIL--------+1P-------+2P/+1C----(Well or Offshore Platform)
STONE-----+1P-------+2P--------(Quarry)
URANIUM---+0--------+3C--------(Mine)
1)Incense will always be on the desert.
2)Bananas,Dyes,Rice,Spices,and Sugar will always be on grasslands.
3)Wine and Wheat are always in plains.
4)Fur are always on tundra or snow.
5)Ivory,Corn,Cows,Pig,Sheep,and Silks always on grasslands or plains.
(this has been edited since last posting, I found deer on plains tiles which never occured before while testing)
I tend to find the rest spread out on all terrain types.
This tiles may contain hills, forests, or jungle but still remain on this tile type.
Now we have a good idea about the terrain and resources, lets take a look what can be done on these tiles.
----------------------------------------------------------------
This photo gives a look at what can be done to improve the standard FPC output of terrain tiles.
Improvements can be built on terrain tiles after your city has produced a worker and you have
researched the corresponding technology. Improvements can drastically increase the FPC for
your city and should be done as soon as possible. Glacier ice, mountain peeks, and oasis tiles
cannot be improved.
A Cottage(shown above) is built to increase the commerce of a tile by one. After 10 turns,
cottages turn into Hamlets(+2C), Hamlets turn into Villages(+3C) after 20 turns,
and finally a village will turn into Towns(+4C) after 40 turns.
Roads have no added benefits besides connecting resources and adding movement to units.
Rails will add (+1P) to mines and lumber mills and better movement. Rails/Roads are not required to
get the full effects from improved tiles. Clearing a forest will deposit extra hammers for your city.
If you are building a improvement over a forest it is not necessary to clear it first because you will
receive the bonus hammers as normal. Jungles provide no extra hammers for clearing.
There are improvements used to acquire resources and provide their benefits to your city. For land tiles,
roads/rails must be linked from the resource to your city via trade network. For water tiles a work boat
must be constructed. Resources must be within your cultural boundaries to receive their benefits.
------------------------------------------------------------------
* WORKER TIMES FOR IMPROVEMENTS
WT=WORKER TURNS DNA=DOES NOT APPLY
*This does not include any technology, leader traits, or civic bonuses.
Improvement--GRASS/PLAINS TILE--W/FOREST--W/JUNGLE-
ROADS-------------2WT-----------2WT--------2WT------
RAILROAD-----------3WT----------3WT--------3WT------
FARM---------------5WT----------8WT--------9WT-----
WORKSHOP---------6WT----------9WT---------10WT---
COTTAGE-----------4WT----------7WT--------8WT-----
WATERMILL---------8WT----------11WT-------12WT----
PLANTATION--------5WT----------8WT--------9WT-----
MINE---------------4WT-----------7WT-------8WT-----
PASTURE-----------4WT-----------7WT-------8WT-----
CAMP--------------4WT-----------4WT--------4WT-----
QUARRY -----------6WT-----------9WT-------10WT----
WINERY -----------5WT-----------8WT-------DNA------
LUMBER MILL -------DNA----------8WT-------DNA------
WINDMILL----------5WT-----------8WT-------9WT-----
CHOP TILE----------DNA----------3WT-------4WT------
FORT---------------6WT----------9WT-------10WT----
IMPROVEMENT--TUNDRA--W/FOREST--SNOW--DESERT
ROADS----------3WT-----3WT--------3WT----3WT
RAILROAD-------4WT-----4WT--------5WT-----4WT
FARM-----------7WT----10WT-------DNA------8WT
WORKSHOP-----8WT----11WT--------DNA-----9WT
LUMBERMILL----DNA-----10WT-------DNA-----DNA
WATERMILL----10WT----14WT-------12WT----10WT
COTTAGE------5WT----- 9WT--------DNA-----6WT
CAMP----------5WT-----5WT--------6WT-----DNA
PLANTATION---DNA------DNA--------DNA------7WT
MINE-----------5WT----9WT--------5WT------6WT
PASTURE------5WT-----DNA---------DNA------DNA
CHOP TILE-----DNA-------4WT-------DNA-----DNA
FORT----------8WT------11WT-------9WT-----8WT
The techs workers need to make these improvements are as follows:
Hunting-allows Camps 40SP(science points)
Fishing-allows Fishing boats 40SP
Mining-allows Mine 50SP
Agriculture-allows Farms 60SP
Wheel-allows Roads 60SP
Pottery-allows Cottage 80SP
Masonry-allows Quarry 80SP
Animal Husbandry-allows Pasture 100SP
Bronze Working-allows Chop/Clear Forest 120SP
Iron Working-allows Chop/Clear jungle 200SP
Mathmatics-allows Forts 250SP
Monarchy-allows Winery 300SP
Calender-allows Plantations 350SP
Metal casting-allows Workshops 450SP
Optics-allows Whaling Boats 600SP
Machinery-allows Windmills and Watermills 700SP
Replaceable parts-allows Lumber mills 1600SP
Railroad-allows Railroads 2200SP
Combustion-allows Wells 2400SP
Plastics-allows Offshore Platform 4000SP
Civics choices may effect the FPC of a improved tile or the way a worker produces:
Universal Suffrage : +1 hammers gained from a Town
Bureaucracy:+50% hammers, +50% gold in capital
Free Speech:+2 gold gained from a Town
Serfdom:workers 50% faster
Emancipation:+100% growth for Cottage, Hamlet, Village
State Property:+1 food from Workshop & Watermill
Environmentalism:+1 happy from Jungle & Forest, +5 health in all cities
There are Leaders that effect the financial earnings of your cities by use of their traits.
Financial leaders such as: Catherine, Elizabeth, Huayna, Mansa, Qin, Washington, and Victoria
all receive a +1 Commerce bonus to all tiles receiving 2 Commerce.
If you would like to see what technologies add to the improvements FPC,
check out stuporstars guide.
-----------------------------------------------------------------