To be more specific, here's the info from the GlobalDefines
<Row Name="PLOT_INFLUENCE_DISTANCE_MULTIPLIER">
<Value>100</Value>
</Row>
<Row Name="PLOT_INFLUENCE_RING_COST">
<Value>100</Value>
</Row>
<Row Name="PLOT_INFLUENCE_WATER_COST">
<Value>25</Value>
</Row>
<Row Name="PLOT_INFLUENCE_IMPROVEMENT_COST">
<Value>-5</Value>
</Row>
<Row Name="PLOT_INFLUENCE_ROUTE_COST">
<Value>0</Value>
</Row>
<Row Name="PLOT_INFLUENCE_RESOURCE_COST">
<Value>-105</Value>
</Row>
<Row Name="PLOT_BUY_RESOURCE_COST">
<Value>-100</Value>
</Row>
<Row Name="PLOT_BUY_YIELD_COST">
<Value>10</Value>
</Row>
<Row Name="PLOT_INFLUENCE_YIELD_POINT_COST">
<Value>-1</Value>
</Row>
<Row Name="PLOT_INFLUENCE_NO_ADJACENT_OWNED_COST">
<Value>1000</Value>
</Row>
Hills and forests are more expensive because their "distance" is twice as large seeing they cost 2 moves.
So the game will always get all flat terrain in the second ring before claiming any hills or forests
unless you have a resource there. It will also claim flat tiles in the third ring before hills in the second ring if they have a higher yield, for example because of being next to a river.
All in all, as I said before: Doesn't like hills or forests, doesn't like river crossings much, likes resources
