New terrain types:
- Arctic Coast: 2 commerce (like coast but -1 food)
- Atoll: 2 food 1 commerce, +100% improvement time (land tile representing Pacific atolls)
- Lagoon: 1 food 2 commerce, costs 2 moves, +50% defense (land tile looking like water, representing e.g. the Venetian lagoon)
- Moorland: 1 food, +1 commerce next to rivers (transition between grass and tundra to have less grassland in northern climates)
- Salt Flats: 1 production 2 commerce, +1 commerce next to rivers, costs 2 moves, +25% improvement time (desert alternative for variety)
- Salt Lake: 3 commerce (explicit terrain type representing salt lakes as opposed to freshwater lakes)
- Savanna: 1 food, +1 commerce next to rivers (transitional terrain between plains and grassland, less fertile rainforests)
- Semidesert: 1 production, +1 commerce next to rivers, founding cities requires river or coast (passable and slightly more productive desert alternative)
- Steppe: 1 production, +1 food next to rivers, founding cities requires river or coast (less fertile than plains, benefits for light cavalry)
- Desert, Tundra, Ice: impassable unless made passable by feature, cultural control, or unit ability
- Savanna: +1 food, needs to be removed for most improvements (make subtropical regions more fertile but less improvable)
- Taiga: -1 food, +1 production, +50% defense, costs 2 moves, +0.5 health, can only be removed with late tech (block exploitation of most northern climate regions)
- Forest: snowy, mediterranean, bamboo
- Marsh: swamp, reeds, jungle
- Island: cold, mediterranean, desert
- Millet: +1 food +1 health (1 city), +2 food with Farm
- Potato: +1 food +1 health (2 cities), +2 food with Farm
- Obsidian: +1 production, +2 commerce with Mine (copper alternative for some early units)
- Rare Earths: +1 commerce, +3 commerce with Mine, revealed with Metallurgy, enabled with Electronics (required by some lategame improvements and buildings)
- Citrus: +1 food +1 health (2 cities), +3 food with Orchard
- Dates: +1 food +1 health (2 cities), +3 food with Orchard
- Olives: +1 food +1 health (2 cities), +3 food with Orchard
- Cocoa: +1 food +1 happiness (3 cities), +1 food +2 commerce with Plantation
- Opium: +1 commerce +1 happiness (3 cities), +3 commerce with Plantation
- Rubber: +1 production, +2 production with Plantation (maybe required by some lategame buildings and units)
- Jade: +1 commerce +1 happiness (3 cities), -1 production +3 commerce with Quarry
- Salt: +1 commerce +1 health (3 cities), +1 food -1 production +2 commerce with Quarry
- Amber: +1 commerce +1 happiness (3 cities), +3 commerce with Mine or Harvesting Boat
- Dye: can also occur on water and be improved with Harvesting Boat
- Crab: crab (default), shrimp
- Dye: indigo (default), henna, murex, cochineal
- Gems: gems (default), diamonds, rubies, emeralds, sapphires, turquoise
- Citrus: lemons (default), oranges
- Sheep: sheep (default), llama
- Ivory: Asian elephant (default), African elephant
- Cows: Holstein (default), brown
- Spices: pepper (default), saffron, cinnamon, nutmeg, vanilla
- Pigs: pink (default), furry
Spoiler :
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