JNR13
Prince
- Joined
- Oct 23, 2016
- Messages
- 354
A visual reference for the various terrains and features in Civ VII. Quite a few things have changed:
- There is now a "Tropical" terrain to distinguish more temperate grassland with pine forests from tropical grasslands with rainforest.
- Features have been grouped into tags such as "Vegetated" (Woods, Rainforest, Sage Brush) and "Wet" (Marsh, Swamp, Oasis, Watering Hole) which will be used for modifiers. The biome-specific differences are limited to base yields.
- Hills are now called "Rough" terrain because the map uses elevation on a larger scale than just single tiles.
- Snow is no longer its own terrain but grouped into Tundra. "Medium Snow" has been seen in a tooltip as well as different snow levels between eras. The mechanics are unclear still.
- Base yields have been reduced because cities now automatically grab all yields inside their territory (meaning that a city starts with grabbing the yields of *six* tiles right away). Yields have also been equalized so that Desert and Tundra starts are no longer as much at a disadvantage).
- Improvements are automatically picked based on terrain or resource on the tile. Each terrain has a corresponding improvement and they are arranged accordingly in this guide.
- Happiness is now a yield. It is not granted by default but based on the Appeal of the tile. I already made a separate post on that.
Volcanos and Geothermal Fissures (or Hot Springs?) also seem to be back, independent of terrain:
- There is now a "Tropical" terrain to distinguish more temperate grassland with pine forests from tropical grasslands with rainforest.
- Features have been grouped into tags such as "Vegetated" (Woods, Rainforest, Sage Brush) and "Wet" (Marsh, Swamp, Oasis, Watering Hole) which will be used for modifiers. The biome-specific differences are limited to base yields.
- Hills are now called "Rough" terrain because the map uses elevation on a larger scale than just single tiles.
- Snow is no longer its own terrain but grouped into Tundra. "Medium Snow" has been seen in a tooltip as well as different snow levels between eras. The mechanics are unclear still.
- Base yields have been reduced because cities now automatically grab all yields inside their territory (meaning that a city starts with grabbing the yields of *six* tiles right away). Yields have also been equalized so that Desert and Tundra starts are no longer as much at a disadvantage).
- Improvements are automatically picked based on terrain or resource on the tile. Each terrain has a corresponding improvement and they are arranged accordingly in this guide.
- Happiness is now a yield. It is not granted by default but based on the Appeal of the tile. I already made a separate post on that.
Volcanos and Geothermal Fissures (or Hot Springs?) also seem to be back, independent of terrain:
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