1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

[Reference] Terrain, Improvements, and Improving Improvements

Discussion in 'CivBE - Strategy & Tips' started by Bandobras Took, Nov 3, 2014.

  1. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    I took these notes because I'm one of those people that can't remember the entire Tech Web. I'm putting them out there in case there are other people like me playing this game. :) Let me know if I missed anything or got something wrong, both of which are extremely likely. ;)

    This covers terrain improvements and bonus and strategic resources. There were some funny things, like the fact that strategic resources do not of themselves add any yields to a tile.

    Key:
    <> = Required Tech
    [] = Gives Affinity
    [#] = Requires # Affinity
    {} = Virtue Bonus
    () = Yield
    F = Food
    P = Production
    E = Energy

    Food:

    Farm +1
    <Vertical Farming> [Purity] (+1 F, +1 E)
    <Industrial Ecology> [Purity] (+1 P)
    <Artificial Evolution> (+1 Science)
    Ectogenesis Pod (Wonder) <Genetic Design> (+1 F)

    Biowell <Bionics> +2, +1 Health, -2 E
    <Alien Genetics> [Purity] (+1 Culture)

    Terrascape <Terraforming> 2 (Sets Yield), -6 E
    {Prosperity} +1

    Orbital: Weather Controller <Climate Control> [Supremacy] +1

    Production:
    Mine +2
    Biometallurgy [Supremacy] (+1 E)

    Manufactory <Robotics> +3, -2 Health, -2 E
    <Nanorobotics> [Harmony] (+1 Science)
    {Industry} +2

    Terrascape <Terraforming> 2 (Sets Yield), -6 E
    {Prosperity} +1

    Orbital: Orbital Fabricator <Geoscaping> [Supremacy] +1

    Energy:
    Generator +2
    <Organics> (+1 E)
    Xenomalleum Project <BioEngineering> (+2 E)
    <Planetary Engineering> (+1 P)

    Node <Autonomous Systems> [Supremacy] +2
    <Hypercomputing> (+1 Science)

    Orbital: Solar Collector <Photosystems> [Harmony] +1, Cities +20%

    Culture:
    Dome <Biology> +2 (-2 E)
    <Biospheres> [Purity] (+1 E)

    Terrascape <Terraforming> 2 (Sets Yield), -6 E
    {Prosperity} +1

    Orbital: Holomatrix <Civil Support> [Purity] +2

    Military Effect:
    Node <Autonomous Systems> [Supremacy]
    <Hypercomputing> (+1 Science)

    Science:
    Array <Communications> (+1 Science, +1 E)
    <Astrodynamics> (+1 Science)

    Academy <Cognition> 3 (Sets Yield)
    <Protogenetics> (+1 Culture)
    {Knowledge} (+2 Science)

    Orbital: Lasercom Satellite <Orbital Networks> Cities +15%

    Orbital: Deep Space Telescope <Orbital Automation> Cities +25%

    Resources:

    The resource is listed, then the specific improvement, then any other bonus.

    +1P +1E to Strategic Resources From Might
    +1E to Basic Resources From Industry
    +1P to Basic Resources From Prosperity

    Algae (+1 F)
    Work Barge <Planetary Survey> (+1 F)
    Biofuel Plant <Biology> (+2 E)

    Basalt (+1 P)
    Quarry (+1 P)
    <Power Systems> [Supremacy] (+1 P)

    Chitin (+1 F)
    Paddock (+1 P)
    Biofactory <Organics> (+1 P)
    <Alien Lifeforms> (+1 Culture)

    Copper (+1 E)
    Mine (+2P +1E)
    Network <Computing> (+1 Science)
    Biometallurgy [Supremacy] (+1 E)

    Coral (+1 Culture)
    Work Barge <Planetary Survey> (+1 Science, +1 P)

    Fiber (+1 P)
    Plantation (+1 P)
    <Photosystems> [Harmony] (+1 F)

    Firaxite
    Firaxite Mine <Robotics> (+3 Science, -2 E)
    Observatory <Physics> (+1 Science)
    Holosuite <Cognition> (+1 Culture)
    Neurolab <Cognition> (+1 Science)

    Floatstone
    Floatstone Quarry <Terraforming> (+3 E)

    Fruit (+1F)
    Plantation (+1F)
    <Photosystems> [Harmony] (+1 F)

    Fungus (+1F)
    Plantation (+1 F)
    <Photosystems> [Harmony] (+1 F)
    Growlab <Biology> (+1 F)

    Geothermal <Geophysics> (+2 E)
    Geothermal Well <Geophysics> (+4 E)
    <Power Systems> [Supremacy] (+1 E)

    Gold (+1C)
    Mine (+2 P, +1C)
    Biometallurgy [Supremacy] (+1 E)

    Petroleum <Chemisty>
    Petroleum Well <Chemistry> (+1 P, +2 E, -2 E, -1 Health)
    Petrochemical Plant <Biochemistry> (+1 P, +1 E)

    Resilin (+1 P)
    Paddock (+1 Science)
    Bionics Lab <Bionics> (+1 P)
    <Alien Lifeforms> (+1 Culture)

    Silica (+1 Science)
    Mine (+2 P, +1 Science)
    Biometallurgy [Supremacy] (+1 E)

    Titanium <Engineering>
    Mine (+5 P)
    Alloy Foundry <Fabrication> (+2 P)
    Biometallurgy [Supremacy] (+1 E)

    Tubers (+1 F)
    Plantation (+2 F)
    <Photosystems> [Harmony] (+1 F)

    Xenomass
    Xenomass Well <Alien Sciences> (+3 F, -2 E)
    Xenofuel Plant <Alien Sciences> [Harmony 2] (+1 E)
    Xenonursery <Alien Sciences> (+1 Science)
    <Alien Domestication> [Harmony] (+1 Culture)
    <Alien Genetics> [Purity] (+1 Science)
    Cloning Plant <Genetic Design> (+1 P)

    Terrain:

    Terrain is listed here if something gives it a bonus. On a fun note, though, Desert hills get an extra energy.

    Desert 1E
    Vivarium <Ecology> (+1 F)

    Marsh 1F
    Cytonursery <Genetics> (+1 F)

    Tundra 1F
    Mass Digester <Organics> (+1 E)

    Water
    Water Refinery <Biochemistry> (+1 F, +1 P)
     
  2. weregamer

    weregamer Gandhi of the Mongols

    Joined:
    Sep 6, 2006
    Messages:
    235
    Location:
    San Jose, CA
    This is awesome, thank you. This is the sort of good, crunchy information that *ought* to be in a strategy guide, but that the Prima book is completely lacking in the slightest approach to.

    That Prima thing is basically just a dump of the Civilopedia, with some attached useless screenshots for each entry and a bunch of messed up fields (like zeros instead of the correct numbers)
     
  3. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
    Messages:
    12,308
    Floatstone quarries don't get the 'Power Systems' benefit.

    There are also several important quests you are missing
     
  4. player1 fanatic

    player1 fanatic Fanatic

    Joined:
    Mar 19, 2002
    Messages:
    2,629
    Gender:
    Male
    Location:
    Belgrade, Serbia
    This is kind of information that I would expect Civilopedia to have.
    Which it does't.

    Good work!
     
  5. Japper007

    Japper007 Chieftain

    Joined:
    Oct 6, 2014
    Messages:
    307
    Gender:
    Male
    Location:
    The Netherlands
    :goodjob: Great job OP! :goodjob:

    You are still missing the +2 (right?) science for Academies from Knowledge.
     
  6. player1 fanatic

    player1 fanatic Fanatic

    Joined:
    Mar 19, 2002
    Messages:
    2,629
    Gender:
    Male
    Location:
    Belgrade, Serbia
    Interesting... I was not aware that Biowell, Node, Academy and Manufactory "set" the yield of the tile.

    I always thought that only Terrascape did this.
     
  7. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    As I said, I might be mistaken. I have built all improvements, but I haven't built all improvements everywhere, so I welcome corrections.

    As a side note, when I wrote that it "sets" the "setting" is only within the respective category, e.g. an Academy will still retain the native food yield of the tile.

    <Edit> Some more in-game play has confirmed that you are correct. Thanks!
     
  8. SammyKhalifa

    SammyKhalifa Warlord

    Joined:
    Sep 18, 2003
    Messages:
    2,812
    This is great. Thanks for taking the time!
     
  9. qwerty25

    qwerty25 Chieftain

    Joined:
    Mar 24, 2010
    Messages:
    399
    Argghhh you beat me to posting a resource table chart.
    (though I have to admit yours is a lot neater than mine)

    Small stuff I saw when comparing charts:
    (not completely sure if I'm right though cause the tech tree is sometimes inconsistent with actual yields)
    Prosperity Tier 3: Joy from Variety 1 health

    Thorium Reactor(building); Tech 1 Ring; Engineering +1E to silica

    I my table it says petroleum well only gives ( +2E) and not the +1P.

    Xeno Nursery(building); Tech 1.5; Alien Sciences; +1S to Xenomass

    Ectogenesis pod (+2F) instead of +1F (this is from the tech web so not sure..)

    Coral (+1F) not culture
    Work Barge <Planetary Survey> (only +1 P) {the +1S is a lie from the tech web I think, cause when you hover over it only says +1P)

    Titanium mine is only +3P
    another +2P from alloy foundry
    and second +2P from alloy foundry building quest


    Fiber only (+1P) ??

    Edit:
    My chart has most of the quests. I can post it later if you want, though its slightly incomplete and in a messy table format.
     
  10. player1 fanatic

    player1 fanatic Fanatic

    Joined:
    Mar 19, 2002
    Messages:
    2,629
    Gender:
    Male
    Location:
    Belgrade, Serbia
    I think it stacks with mine bonus. That why it gets +5 even in early game.
     
  11. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    I didn't include it because I'm uncertain of the mechanics. Is the health bonus per tile? The wording makes it sound like it only considers types, not tiles, which means it's more of just a global bonus and less to do with tile improvements, which is the focus of this reference.

    Is this verified? I couldn't find any reference in-game, but my Silica tiles in my latest game do seem to have an energy I couldn't account for any other way (and I couldn't seem to sell my reactor to make sure).

    Improving it with my workers tells me production goes up, but I recall thinking that Oil is wonky. I'm also worried that the well might do different things depending one whether the Oil's on land or in the water.

    Added, thanks.

    I'll run a game later today if possible to double-check.

    In my games, unimproved Coral is a 1F tile, just as coast, and improving it adds +1 Production and Science to the tile yield display.

    So far as I can tell, unimproved Fiber adds 1 to a tile's production.

    Are there any quests which are not building-specific? I didn't include those quests because they can be found here.
     
  12. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    I just ran a new game and built a Thorium Reactor, but showed no increase in Energy on Silica within the city's work radius.

    And just checked Ectogenesis Pod; it is indeed only +1 for Farms.
     
  13. qwerty25

    qwerty25 Chieftain

    Joined:
    Mar 24, 2010
    Messages:
    399
    Awesome for the double checking! :)

    As for the fiber and coral yes I agree in improved fiber only adds one production, I it's your chart that says plus one culture. Likewise for coral with +F instead of +C.

    Also thanks for correcting me with titanium. I was wondering how it got up to 10 production and kept falling short.

    I'll see if I can check the oil refinerlater. As for the building quests, you're correct, however it's hard to find the relevant quest in the current order. l
     
  14. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    As far as I can tell, the Coral and Fiber entries are correctly typed.
     
  15. qwerty25

    qwerty25 Chieftain

    Joined:
    Mar 24, 2010
    Messages:
    399
    Unless I'm reading your this incorrectly it states that unimproved fiber gives +1 production and +1 energy while it should only be +1 production.

    For the Coral and the petroleum well you were totally correct. Idk how I ended up writing +1 food instead of culture for coral. Petroleum well does give +1 P and +2 E as you stated earlier.

    (P.S. sorry again for making you correct my mistakes :0 )

    And thanks again for creating this awesome chart.
     

    Attached Files:

  16. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    Okay, I get what you're saying; sorry for the confusion. Fixed.
     
  17. fettson

    fettson Chieftain

    Joined:
    Nov 14, 2014
    Messages:
    2
    If
    "Farm +1
    <Vertical Farming> [Purity] (+1 F, +1 E)
    <Industrial Ecology> [Purity] (+1 P)
    <Artificial Evolution> (+1 Science)
    Ectogenesis Pod (Wonder) <Genetic Design> (+1 F)"

    then, why would we want to build a plantation on fruit, tubers or fungus?

    "Fruit (+1F)
    Plantation (+1F)
    <Photosystems> [Harmony] (+1 F)

    Tubers (+1 F)
    Plantation (+2 F)
    <Photosystems> [Harmony] (+1 F)

    Fungus (+1F)
    Plantation (+1 F)
    <Photosystems> [Harmony] (+1 F)
    Growlab <Biology> (+1 F)"

    Are not the potential yield from Farms are way better!?
    The resource gives bonus to the tile sure, but farm and plantation both give +1 F exept for tubers. Then late game farms are potentialy stronger with more upgrades. The virtues for extra
    production or energy does not need the tile to have a plantation right?

    Plantation gives at best +3 food while farm can give +3 food, 1 energy, 1 production and a science point!
     
  18. KrikkitTwo

    KrikkitTwo Immortal

    Joined:
    Apr 3, 2004
    Messages:
    12,308
    resources can't have farms on them...
    also some of those farm boosts are late game techs
     
  19. fettson

    fettson Chieftain

    Joined:
    Nov 14, 2014
    Messages:
    2
    Does that still not make them just slightly better than a farm anyway?
    plantation for farm, and with ectogenesis pod we get ths same as the bonus from fruit
    and vertical farming cost the same on the tech web as photosystems....

    Sould not atleast the plantation get a +1 buff for fruit atleast?
     
  20. Bandobras Took

    Bandobras Took Chieftain

    Joined:
    Jun 27, 2007
    Messages:
    1,890
    Location:
    Orem, UT
    This thread is probably the best place for that discussion.
     

Share This Page