Stuporstar
Warlord
A Comprehensive Guide to The Cumulative Values of Terrain, Improvements and Resources.
Here is a complete breakdown of the types of terrain and their food, production and commerce values. There's a lot more to it than what was in the manual. Having a more in-depth understanding of these terrain values can really help your strategy when deciding where to build your cities. I've also made a list of worker improvements and their value modifications for each type of terrain. I've included the bonus value of resources as well, even though it's already in the manual, for completeness sake. There are five factors involved when using terrain effectively: terrain values, terrain feature values, improvement values, bonus resource values, and civics and tech bonuses, all of which accumulate.
Base Tile Values:
F = Food : P = Production : C = Commerce
Peak = 0 impassible
Ice = 0 impassible
Desert = 0
Snow = 0
Tundra = 1F
Ocean = 1F 1C
Coast = 1F 2C
Grassland = 2F
Plains = 1F 1P
The following types of terrain, or terrain features, modify the base terrain values:
Jungle = -1F (- health)
Hills = -1F 1P
Forest = 1P (+ health)
Floodplains = 3F (- heath)
Oasis = 3F 2C fresh water source (+ health)
River = 1C (+ health)
Rivers give no commerce bonus to Snow, Jungle or Forest tiles.
Cumulative Tile Values:
The base terrain types have a cumulative value when terrain features are added to them.
Grassland/Jungle = 1F
Snow/Forest = 1P
Tundra/Forest = 1F 1P
Plains/Forest = 1F 2P
Grassland/Forest = 2F 1P
Desert/Hill = 1P
Snow/Hill = 1P
Tundra/Hill = 1P
Plains/Hill = 2P
Grassland/Hill = 1F 1P
Grassland/Hill/Jungle = 1P
Snow/Hill/Forest = 2P
Tundra/Hill/Forest = 2P
Grassland/Hill/Forest = 1F 2P
Plains/Hill/Forest = 3P
A hill with a forest has just as much production as a hill with a mine, but with added health benefit, which leads me to...
Worker Improvements:
Terrain Specific Improvements
Desert: Nothing
Grassland, Plains, Floodplains: Farm (only by river until civil-service/biology), Cottage, Workshop, Watermill (by river)
Hills: Mine, Windmill (all), Cottage (except desert, tundra, snow)
Forest: Lumbermill, whatever you can build on the base tile (and remove forest)
Tundra (with river): Farm, Workshop, Cottage, Watermill
Snow (with river): Watermill
You cannot build improvements except roads/railroads on: Desert, and Snow or Tundra (without river, hills or forest)
A detailed breakdown of how improvements modify terrain values:
Farms: flatlands - can build on resources
Tech: Agriculture, Civil Service (can spread irrigation), Biology (can build farms without irrigation) +1F
Farm = 1F
Best income: 2F (Civil Service)
Best possible food: 5F 1C (Floodplains)
Best possible food with resource: 7F 2C (Wheat +2F 1C + Floodplains)
Agriculture:
Farms can only be built by rivers.
+ Plains = 2F 1P 1C
+ Grassland = 3F 1C
+ Floodplains = 4F 1C
Civil Service:
Farms can be irrigated and "chained" away from river tiles.
Farm (irrigated) on river = 2F
+ Plains= 3F 1P 1C
+ Grassland = 4F 1C
+ Floodplains = 5F 1C
Farm (irrigated) not on river = 2F
+ Plains = 3F 1P
+ Grassland = 4F
Biology:
Farms can be built anywhere without irrigation, but do not get the +1F irrigation bonus.
Farm (not irrigated) not on river = 1F
+ Plains = 2F 1P
+ Grassland = 3F
It's better to just chain your irrigated farms, however it may be useful if you are on a particular landmass that just has no way of reaching fresh water and desperately need to increase your food production.
Cottages: any workable tiles except Snow or Tundra (Tundra with river being the only exception)
Tech: Pottery, Printing Press +1C for Villages and Towns
Cottage = 1C
Hamlet = 2C (10 turns)
Village = 3C (20 turns)
Town = 4C (40 turns)
Printing Press:
Village = 4C
Town = 5C
Civic: Universal Suffrage (Democracy) +1P for town, Free Speech (Liberalism) +2C for town, Emancipation (Democracy) +100% growth for cottage, hamlet, and village
Best income: 1P 7C (Printing Press, Universal Suffrage, Free Speech)
Mines: any Hill tile - can build on resources
Tech: Mining, Railroads +1P if a railroad is added
Mine = 2P
+ Snow, Desert, Tundra, Grassland = 2P
+ Plains = 3P
Best income: 3P (with rairoad)
Best possible production: 5P 1C (Plains + railroad + river)
Best possible production with resource: 8P 2C (Aluminum +3P 1C + Plains + railroad + river)
Windmills: any Hill tile
Tech: Machinery, Replaceable Parts +1P, Electricity +1C
Windmill = 1F 1C
Machinery:
+ Snow, Desert, Tundra = 1F 1P 1C
+ Plains = 1F 2P 1C
+ Grassland = 2F 1P 1C
Replaceable Parts and Electricity:
Windmill = 2F 1P 2C
+ Snow, Desert, Tundra = 1F 2P 2C
+ Plains = 1F 3P 2C
+ Grassland = 2F 2P 2C
Best income: 1F 1P 2C (Replaceable Parts, Electricity)
Best possible production: 1F 3P 3C (Plains + river)
Best possible food: 2F 2P 3C (Grassland + river)
Workshop: flatlands
Tech: Metal Casting, Guilds +1P, Chemistry +1P
Workshop = -1F 1P
Metal Casting:
+ Tundra (must have river) = 1P (1C)
+ Grassland = 1F 1P
+ Plains = 2P
Chemistry and Guilds:
Workshop = -1F 3P
+ Tundra (must have river) = 3P (1C)
+ Grassland = 1F 3P
+ Plains = 4P
Civic: State Property (Communism) +1F
Best income: 3P (Guilds, Chemistry, State Property)
Best possible production: 1F 4P 1C (Plains + river + State Property)
Lumbermill:any forest tile
Tech: Replaceable Parts, Railroads +1P if built
Lumbermill = 1P
+ Snow = 2P
+ Tundra = 1F 2P
+ Grassland = 2F 2P
+ Tundra = 3P
+ Snow = 3P
+ Plains = 1F 3P
+ Grassland/Hill = 1F 3P
+ Plains/Hill = 4P
Best income: 3P 1C (1C from being near river, 1P from railroad, 1P from forest)
Best possible production: 5P 1C (Plains/Hill + river and railroad)
As you can see, keeping the forest will give you better production in the long run than if you chop it down to replace it with farms or cottages. On a forest/hill tile it is not worth replacing it with a mine early in the game because you will only get that 1P back and lose the health benefit in return.
Watermill: flatlands near river
Tech: Machinery, Replaceable Parts +1P, Electricity + 2C
Watermill = 1P + 1C from river
Tech: Machinery
+ Snow = 1P 1C
+ Tundra = 1F 1P 1C
+ Grassland = 2F 1P 1C
+ Plains = 1F 2P 1C
+ Floodplains = 3F 1P 1C
Replaceable Parts and Electricity:
Watermill = 2P 2C + 1C from river
+ Snow = 2P 3C
+ Tundra = 1F 2P 3C
+ Grassland = 2F 2P 3C
+ Plains = 1F 3P 3C
+ Floodplains = 3F 2P 3C
Civic: State Property (Communism) +1F
Best income: 1F 2P 2C (Replaceable Parts, Electricity, State Property)
Best possible food: 4F 2P 3C (floodplains + State Property)
Summary: a breakdown of which terrain improvements maximize income/production/food best would be:
Best Food
Farm +2F (5F 1C best terrain) (+2F 1C with resource)
Best Commerce
Cottage +1P 7C
Best Production
Workshop +3P (1F 4P 1C best terrain)
Mine +3P (5P 1C best terrain) (+3P 1C with resource)
Lumbermill +3P (5P 1C best terrain) + health bonus from forest
Best General
Windmill +1F 1P 2C (2F 2P 3C best terrain) (1F 3P 3C best terrain)
Watermill +1F 2P 2C (4F 2P 3C best terrain)
Resource Improvements and Tile Bonuses:
These improvements can be built wherever the resource is found. The improvements are non-terrain specific, though on a random map the resources tend to generate only on certain types of terrain. All these terrain values and bonuses are cumulative. This means that the 3P bonus with the improved resource iron, copper, coal or aluminum + 1P for the mine + 1-2P on a hill can equal up to a maximum of 6P on a single tile.
Farm
Tech: Agriculture
Resources:
Corn = Base 1F : Improved 2F +1 Health
Wheat = Base 1F : Improved 2F +1 Health
Rice = Base 1F : Improved 1F +1 Health
Pasture
Tech: Animal Husbandry
Resources:
Horse = Base 1P : Improved 2P 1C
Cow = Base 1F : Improved 1F 2P +1 Health
Pig = Base 1F : Improved 3F +1 Health
Sheep = Base 1F : Improved 2F 1C +1 Health
Camp
Tech: Hunting
Resources:
Deer = Base 1F : Improved 2F +1 Health
Fur (obsolete with Plastics) = Base 1C : Improved 3C +1 Happiness
Ivory (obsolete with Industrialism) = Base 1P : Improved 1P 1C +1 Happiness
Fishing Boats
Tech: Fishing
Resources:
Fish = Base 1F : Improved 3F +1 Health
Clam = Base 1F : Improved 2F +1 Health
Crab = Base 1F : Improved 2F +1 Health
Quarry
Tech: Masonry
Resources:
Stone = Base 1P : Improved 2P
Marble = Base 1P : Improved 1P 2C
Mine
Tech: Mining
Resources:
Silver = Base 1C : Improved 1P 4C +1 Happiness
Gems = Base 1C : Improved 1P 5C +1 Happiness
Gold = Base 1C : Improved 1P 6C +1 Happiness
Copper (Bronze Working) = Base 1P : Improved 3P
Iron (Iron Working) = Base 1P : Improved 3P
Coal (Steam Power) = Base 1P : Improved 3P
Aluminum (Industrialism) = Base 1P : Improved 3P 1C
Uranium (Physics) + Base 0 : Improved 3C
Well/Offshore Platform
Tech: Combustion/Plastics
Resources:
Oil (Scientific Method) = Base 1P : Improved 2P 1C
Winery
Tech: Monarchy
Resources:
Wine = Base 1C : Improved 1F 2C +1 Happiness
Whaling Boats
Tech: Optics
Resources:
Whales (obsolete with Combustion) = Base 1F : Improved 1P 2C +1 Happiness
Plantation
Tech: Calendar
Resources:
Banana = Base 1F : Improved 2F +2 Health
Dye = Base 1C : Improved 4C +1 Happiness
Incense = Base 1C : Improved 5C +1 Happiness
Silk = Base 1C : Improved 3C +1 Happiness
Spices = Base 1C : Improved 1F 2C +1 Happiness
Sugar = Base 1F : Improved 1F 1C +1 Happiness
That's all I have for now. I'm not going to do a full breakdown on the resources like I did with terrain and improvements. Too many permutations! I hope people will find this guide useful. Special thanks to Heroes for his best income breakdowns and added civics.
Here is a complete breakdown of the types of terrain and their food, production and commerce values. There's a lot more to it than what was in the manual. Having a more in-depth understanding of these terrain values can really help your strategy when deciding where to build your cities. I've also made a list of worker improvements and their value modifications for each type of terrain. I've included the bonus value of resources as well, even though it's already in the manual, for completeness sake. There are five factors involved when using terrain effectively: terrain values, terrain feature values, improvement values, bonus resource values, and civics and tech bonuses, all of which accumulate.
Base Tile Values:
F = Food : P = Production : C = Commerce
Peak = 0 impassible
Ice = 0 impassible
Desert = 0
Snow = 0
Tundra = 1F
Ocean = 1F 1C
Coast = 1F 2C
Grassland = 2F
Plains = 1F 1P
The following types of terrain, or terrain features, modify the base terrain values:
Jungle = -1F (- health)
Hills = -1F 1P
Forest = 1P (+ health)
Floodplains = 3F (- heath)
Oasis = 3F 2C fresh water source (+ health)
River = 1C (+ health)
Rivers give no commerce bonus to Snow, Jungle or Forest tiles.
Cumulative Tile Values:
The base terrain types have a cumulative value when terrain features are added to them.
Grassland/Jungle = 1F
Snow/Forest = 1P
Tundra/Forest = 1F 1P
Plains/Forest = 1F 2P
Grassland/Forest = 2F 1P
Desert/Hill = 1P
Snow/Hill = 1P
Tundra/Hill = 1P
Plains/Hill = 2P
Grassland/Hill = 1F 1P
Grassland/Hill/Jungle = 1P
Snow/Hill/Forest = 2P
Tundra/Hill/Forest = 2P
Grassland/Hill/Forest = 1F 2P
Plains/Hill/Forest = 3P
A hill with a forest has just as much production as a hill with a mine, but with added health benefit, which leads me to...
Worker Improvements:
Terrain Specific Improvements
Desert: Nothing
Grassland, Plains, Floodplains: Farm (only by river until civil-service/biology), Cottage, Workshop, Watermill (by river)
Hills: Mine, Windmill (all), Cottage (except desert, tundra, snow)
Forest: Lumbermill, whatever you can build on the base tile (and remove forest)
Tundra (with river): Farm, Workshop, Cottage, Watermill
Snow (with river): Watermill
You cannot build improvements except roads/railroads on: Desert, and Snow or Tundra (without river, hills or forest)
A detailed breakdown of how improvements modify terrain values:
Farms: flatlands - can build on resources
Tech: Agriculture, Civil Service (can spread irrigation), Biology (can build farms without irrigation) +1F
Farm = 1F
Best income: 2F (Civil Service)
Best possible food: 5F 1C (Floodplains)
Best possible food with resource: 7F 2C (Wheat +2F 1C + Floodplains)
Agriculture:
Farms can only be built by rivers.
+ Plains = 2F 1P 1C
+ Grassland = 3F 1C
+ Floodplains = 4F 1C
Civil Service:
Farms can be irrigated and "chained" away from river tiles.
Farm (irrigated) on river = 2F
+ Plains= 3F 1P 1C
+ Grassland = 4F 1C
+ Floodplains = 5F 1C
Farm (irrigated) not on river = 2F
+ Plains = 3F 1P
+ Grassland = 4F
Biology:
Farms can be built anywhere without irrigation, but do not get the +1F irrigation bonus.
Farm (not irrigated) not on river = 1F
+ Plains = 2F 1P
+ Grassland = 3F
It's better to just chain your irrigated farms, however it may be useful if you are on a particular landmass that just has no way of reaching fresh water and desperately need to increase your food production.
Cottages: any workable tiles except Snow or Tundra (Tundra with river being the only exception)
Tech: Pottery, Printing Press +1C for Villages and Towns
Cottage = 1C
Hamlet = 2C (10 turns)
Village = 3C (20 turns)
Town = 4C (40 turns)
Printing Press:
Village = 4C
Town = 5C
Civic: Universal Suffrage (Democracy) +1P for town, Free Speech (Liberalism) +2C for town, Emancipation (Democracy) +100% growth for cottage, hamlet, and village
Best income: 1P 7C (Printing Press, Universal Suffrage, Free Speech)
Mines: any Hill tile - can build on resources
Tech: Mining, Railroads +1P if a railroad is added
Mine = 2P
+ Snow, Desert, Tundra, Grassland = 2P
+ Plains = 3P
Best income: 3P (with rairoad)
Best possible production: 5P 1C (Plains + railroad + river)
Best possible production with resource: 8P 2C (Aluminum +3P 1C + Plains + railroad + river)
Windmills: any Hill tile
Tech: Machinery, Replaceable Parts +1P, Electricity +1C
Windmill = 1F 1C
Machinery:
+ Snow, Desert, Tundra = 1F 1P 1C
+ Plains = 1F 2P 1C
+ Grassland = 2F 1P 1C
Replaceable Parts and Electricity:
Windmill = 2F 1P 2C
+ Snow, Desert, Tundra = 1F 2P 2C
+ Plains = 1F 3P 2C
+ Grassland = 2F 2P 2C
Best income: 1F 1P 2C (Replaceable Parts, Electricity)
Best possible production: 1F 3P 3C (Plains + river)
Best possible food: 2F 2P 3C (Grassland + river)
Workshop: flatlands
Tech: Metal Casting, Guilds +1P, Chemistry +1P
Workshop = -1F 1P
Metal Casting:
+ Tundra (must have river) = 1P (1C)
+ Grassland = 1F 1P
+ Plains = 2P
Chemistry and Guilds:
Workshop = -1F 3P
+ Tundra (must have river) = 3P (1C)
+ Grassland = 1F 3P
+ Plains = 4P
Civic: State Property (Communism) +1F
Best income: 3P (Guilds, Chemistry, State Property)
Best possible production: 1F 4P 1C (Plains + river + State Property)
Lumbermill:any forest tile
Tech: Replaceable Parts, Railroads +1P if built
Lumbermill = 1P
+ Snow = 2P
+ Tundra = 1F 2P
+ Grassland = 2F 2P
+ Tundra = 3P
+ Snow = 3P
+ Plains = 1F 3P
+ Grassland/Hill = 1F 3P
+ Plains/Hill = 4P
Best income: 3P 1C (1C from being near river, 1P from railroad, 1P from forest)
Best possible production: 5P 1C (Plains/Hill + river and railroad)
As you can see, keeping the forest will give you better production in the long run than if you chop it down to replace it with farms or cottages. On a forest/hill tile it is not worth replacing it with a mine early in the game because you will only get that 1P back and lose the health benefit in return.
Watermill: flatlands near river
Tech: Machinery, Replaceable Parts +1P, Electricity + 2C
Watermill = 1P + 1C from river
Tech: Machinery
+ Snow = 1P 1C
+ Tundra = 1F 1P 1C
+ Grassland = 2F 1P 1C
+ Plains = 1F 2P 1C
+ Floodplains = 3F 1P 1C
Replaceable Parts and Electricity:
Watermill = 2P 2C + 1C from river
+ Snow = 2P 3C
+ Tundra = 1F 2P 3C
+ Grassland = 2F 2P 3C
+ Plains = 1F 3P 3C
+ Floodplains = 3F 2P 3C
Civic: State Property (Communism) +1F
Best income: 1F 2P 2C (Replaceable Parts, Electricity, State Property)
Best possible food: 4F 2P 3C (floodplains + State Property)
Summary: a breakdown of which terrain improvements maximize income/production/food best would be:
Best Food
Farm +2F (5F 1C best terrain) (+2F 1C with resource)
Best Commerce
Cottage +1P 7C
Best Production
Workshop +3P (1F 4P 1C best terrain)
Mine +3P (5P 1C best terrain) (+3P 1C with resource)
Lumbermill +3P (5P 1C best terrain) + health bonus from forest
Best General
Windmill +1F 1P 2C (2F 2P 3C best terrain) (1F 3P 3C best terrain)
Watermill +1F 2P 2C (4F 2P 3C best terrain)
Resource Improvements and Tile Bonuses:
These improvements can be built wherever the resource is found. The improvements are non-terrain specific, though on a random map the resources tend to generate only on certain types of terrain. All these terrain values and bonuses are cumulative. This means that the 3P bonus with the improved resource iron, copper, coal or aluminum + 1P for the mine + 1-2P on a hill can equal up to a maximum of 6P on a single tile.
Farm
Tech: Agriculture
Resources:
Corn = Base 1F : Improved 2F +1 Health
Wheat = Base 1F : Improved 2F +1 Health
Rice = Base 1F : Improved 1F +1 Health
Pasture
Tech: Animal Husbandry
Resources:
Horse = Base 1P : Improved 2P 1C
Cow = Base 1F : Improved 1F 2P +1 Health
Pig = Base 1F : Improved 3F +1 Health
Sheep = Base 1F : Improved 2F 1C +1 Health
Camp
Tech: Hunting
Resources:
Deer = Base 1F : Improved 2F +1 Health
Fur (obsolete with Plastics) = Base 1C : Improved 3C +1 Happiness
Ivory (obsolete with Industrialism) = Base 1P : Improved 1P 1C +1 Happiness
Fishing Boats
Tech: Fishing
Resources:
Fish = Base 1F : Improved 3F +1 Health
Clam = Base 1F : Improved 2F +1 Health
Crab = Base 1F : Improved 2F +1 Health
Quarry
Tech: Masonry
Resources:
Stone = Base 1P : Improved 2P
Marble = Base 1P : Improved 1P 2C
Mine
Tech: Mining
Resources:
Silver = Base 1C : Improved 1P 4C +1 Happiness
Gems = Base 1C : Improved 1P 5C +1 Happiness
Gold = Base 1C : Improved 1P 6C +1 Happiness
Copper (Bronze Working) = Base 1P : Improved 3P
Iron (Iron Working) = Base 1P : Improved 3P
Coal (Steam Power) = Base 1P : Improved 3P
Aluminum (Industrialism) = Base 1P : Improved 3P 1C
Uranium (Physics) + Base 0 : Improved 3C
Well/Offshore Platform
Tech: Combustion/Plastics
Resources:
Oil (Scientific Method) = Base 1P : Improved 2P 1C
Winery
Tech: Monarchy
Resources:
Wine = Base 1C : Improved 1F 2C +1 Happiness
Whaling Boats
Tech: Optics
Resources:
Whales (obsolete with Combustion) = Base 1F : Improved 1P 2C +1 Happiness
Plantation
Tech: Calendar
Resources:
Banana = Base 1F : Improved 2F +2 Health
Dye = Base 1C : Improved 4C +1 Happiness
Incense = Base 1C : Improved 5C +1 Happiness
Silk = Base 1C : Improved 3C +1 Happiness
Spices = Base 1C : Improved 1F 2C +1 Happiness
Sugar = Base 1F : Improved 1F 1C +1 Happiness
That's all I have for now. I'm not going to do a full breakdown on the resources like I did with terrain and improvements. Too many permutations! I hope people will find this guide useful. Special thanks to Heroes for his best income breakdowns and added civics.