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There was a lot of confusion before Civ5 was released about how much different tiles would be worth, and about the effects of building improvements on resources. This guide is an attempt to explain definitively how this all works. The information in it is based on testing things out by playing the game and from the XML.
Base Terrain
There are 5 base terrain types in Civ5. Below is a list of what they are and the base yields that they give (F=Food, H=Hammers, G=Gold)
Grassland (2F 0H 0G)
Plains (1F 1H 0G)
Tundra (1F 0H 0G)
Desert (0F 0H 0G)
Snow (0F 0H 0G) - Stays as 0 0 0 even with features on top, but is affected by resources
Mountains (0F 0H 0G)
Coast (1F 0H 1G)
Oceans (1F 0H 1G)
Features
Below are a list of features. Note that unlike in Civ4 the yields given below over ride the base terrain yields and are not commutative. A plains forest and a grassland forest have the same yields. In case of two features existing on the same hex, the one furthest up the list takes precedence.
Natural Wonders (0F 2H 3G)
Forest (1F 1H 0G)
Jungle (2F 0H 0G) - When cut always goes to Plain
Hill (0F 2H 0G)
Marsh (1F 0H 0G) - When drained goes to grassland
Flood Plains (2F 0H 0G)
Oasis (3F 0H 1G) - Note: unlike civ4 these only cost 1 movement point
Ice (0F 0H 0G) - Can only appear on coast/ocean tiles
Any tile next to a river gets +1G (is cumulative with everything else). Any tile next to a lake, river or oasis counts as having fresh water for the purpose of having a farm on it and Civil Service.
Improvements
These are built by workers (who have the relevant technology) and provide the benefits listed below. These are cumulative and stack on top of the natural yield of a tile. The information below is what improvements give as an added benefit if there is NO resource on top of it.
Farm - Can be built on flat desert, grassland, and plains and on Hills with access to fresh water - +1F 0H 0G. +1F if has fresher water and Civil Service, +1F if has no fresh water and Fertilizer
Mine - Can be built on non-Forested Hills - 0F +1H 0G
Lumber Mill - Can be built on any forests - 0F +1H 0G. +1H if has Steam Power
Trading Post - Can be built anywhere on land expect Snow - 0F 0H 2G. +2 Science if Free Thought Social Policy is active.
Fort - Can be built anywhere but forests. +50% defence bonus.
[roads, railways and GP improvements will be added later]
Resources
These can exist on top of features, and give benefits that are cumulative and stack with everything else. The only improvements that can be built on a hex with a resource is a fort and the corresponding improvement (listed below). In each case below is the effect that the resource has on a tile (in addition to the natural yield), and in brackets after it is the additional affect that an improvement built on that tile gives. Note that the last bit of information is given nowhere in the civilopedia or manual (what is given is the base bonus that these resource give - ie the numbers not in brackets). You need to have a worker on that hex to be told what it is.
NB: All of the items listed below which have a * by there name requires any jungle/swamp/forest to be chopped down. If you are trying to work out what the final yield will be of a tile after you build an improvement.
Bonus Resources:
Bananas (Plantation*) - +1F 0H 0G (+2F -1H 0G)
Cattle (Pasture*) - +1F 0H 0G (0F +1H 0G)
Deer (Camp) - +1F 0H 0G (+1F 0H 0G)
Fish (Fishing Boats) - +2F 0H 0G (0F 0H +2G)
Sheep (Pasture*) - +1F 0H 0G (+1F 0H 0G)
Wheat (Farm*) - +1F 0H 0G (0F 0H 0G)
Luxury Resources:
Cotton (Plantation*) - 0F 0H +2G (0F 0H +1G)
Dyes (Plantation*) - 0F 0H +2G (0F 0H +1G)
Furs (Camp) - 0F 0H +2G (0F 0H +1G)
Gems (Mine*) - 0F 0H +3G (0F 0H +1G)
Gold (Mine*) - 0F 0H +2G (0F 0H +1G)
Incense (Plantation*) - 0F 0H +2G (0F 0H +1G)
Ivory (Camp) - 0F 0H +2G (0F 0H +1G)
Marble (Quarry*) - 0F 0H +2G (0F +1H +1G)
Pearls (Fishing Boats) - 0F 0H +2G (0F 0H +1G)
Silk (Plantation*) - 0F 0H +2G (0F 0H +1G)
Silver (Mine*) - 0F 0H +2G (0F 0H +1G)
Spices (Plantation*) - 0F 0H +2G (0F 0H +1G)
Sugar (Plantation*) - 0F 0H +2G (+1F 0H +1G)
Whales (Fishing Boats) - +1F 0H +1G (0F 0H +1G)
Wine (Plantation*) - 0F 0H +2G (0F 0H +1G)
Strategic Resources:
Aluminium (Mine*) - 0F +1H 0G (0F +1H 0G) - Revealed by Electricity
Coal (Mine*) - 0F +1H 0G (0F +1H 0G) - Revealed by Scientific Theory
Horses (Pasture*) - 0F +1H 0G (0F +1H 0G) - Revealed by Animal Husbandry
Iron (Mine*) - 0F +1H 0G (0F 0H 0G) - Revealed by Iron Working
Oil (Well*/Off Shore Platform) - 0F +1H 0G (0F +1H 0G) - Revealed by Biology
Uranium (Mine*) - 0F +1H 0G (0F +1H 0G) - Revealed by Atomic Theory
Apart from the base yield everything is cumulative. So a Mine, on a Gem, on a Plain Hill by a river gives 0F 3H 5G
City Tile Yields
The yield given by the hex that the city is on works in the same way as in Civ4.
The city tile gives the largest between 2F and the amount of food produced by the tile. The largest between 2H and the amount of hammers produced by the tile. The largest between 1G and the amount of gold produced by the tile. Obviously, building a city automatically clears any forest/jungle/marsh on that tile. Cities built on a resource, and with the technology to 'harvest' that resource gain access to that resource.
What this means is that a city built anywhere always gives at least a minimum of 2F 2H 1G. Building a city on, for example, Cattle or Bananas, gives rise to a city that produces 3F 2H 1G. Note, however, that unlike in Civ4, building a city on a plain hill does not give the city any extra production, not unless some strategic resource is also found on that tile.
Food given by city buildings (Granary/Water Mill) is added to the city tile, and so is food given by City States.
Golden Ages
Golden ages give +1H to every tile which already produces at least 1H and +1G to every tile that produces at least 1G.
Base Terrain
There are 5 base terrain types in Civ5. Below is a list of what they are and the base yields that they give (F=Food, H=Hammers, G=Gold)
Grassland (2F 0H 0G)
Plains (1F 1H 0G)
Tundra (1F 0H 0G)
Desert (0F 0H 0G)
Snow (0F 0H 0G) - Stays as 0 0 0 even with features on top, but is affected by resources
Mountains (0F 0H 0G)
Coast (1F 0H 1G)
Oceans (1F 0H 1G)
Features
Below are a list of features. Note that unlike in Civ4 the yields given below over ride the base terrain yields and are not commutative. A plains forest and a grassland forest have the same yields. In case of two features existing on the same hex, the one furthest up the list takes precedence.
Natural Wonders (0F 2H 3G)
Forest (1F 1H 0G)
Jungle (2F 0H 0G) - When cut always goes to Plain
Hill (0F 2H 0G)
Marsh (1F 0H 0G) - When drained goes to grassland
Flood Plains (2F 0H 0G)
Oasis (3F 0H 1G) - Note: unlike civ4 these only cost 1 movement point
Ice (0F 0H 0G) - Can only appear on coast/ocean tiles
Any tile next to a river gets +1G (is cumulative with everything else). Any tile next to a lake, river or oasis counts as having fresh water for the purpose of having a farm on it and Civil Service.
Improvements
These are built by workers (who have the relevant technology) and provide the benefits listed below. These are cumulative and stack on top of the natural yield of a tile. The information below is what improvements give as an added benefit if there is NO resource on top of it.
Farm - Can be built on flat desert, grassland, and plains and on Hills with access to fresh water - +1F 0H 0G. +1F if has fresher water and Civil Service, +1F if has no fresh water and Fertilizer
Mine - Can be built on non-Forested Hills - 0F +1H 0G
Lumber Mill - Can be built on any forests - 0F +1H 0G. +1H if has Steam Power
Trading Post - Can be built anywhere on land expect Snow - 0F 0H 2G. +2 Science if Free Thought Social Policy is active.
Fort - Can be built anywhere but forests. +50% defence bonus.
[roads, railways and GP improvements will be added later]
Resources
These can exist on top of features, and give benefits that are cumulative and stack with everything else. The only improvements that can be built on a hex with a resource is a fort and the corresponding improvement (listed below). In each case below is the effect that the resource has on a tile (in addition to the natural yield), and in brackets after it is the additional affect that an improvement built on that tile gives. Note that the last bit of information is given nowhere in the civilopedia or manual (what is given is the base bonus that these resource give - ie the numbers not in brackets). You need to have a worker on that hex to be told what it is.
NB: All of the items listed below which have a * by there name requires any jungle/swamp/forest to be chopped down. If you are trying to work out what the final yield will be of a tile after you build an improvement.
Bonus Resources:
Bananas (Plantation*) - +1F 0H 0G (+2F -1H 0G)
Cattle (Pasture*) - +1F 0H 0G (0F +1H 0G)
Deer (Camp) - +1F 0H 0G (+1F 0H 0G)
Fish (Fishing Boats) - +2F 0H 0G (0F 0H +2G)
Sheep (Pasture*) - +1F 0H 0G (+1F 0H 0G)
Wheat (Farm*) - +1F 0H 0G (0F 0H 0G)
Luxury Resources:
Cotton (Plantation*) - 0F 0H +2G (0F 0H +1G)
Dyes (Plantation*) - 0F 0H +2G (0F 0H +1G)
Furs (Camp) - 0F 0H +2G (0F 0H +1G)
Gems (Mine*) - 0F 0H +3G (0F 0H +1G)
Gold (Mine*) - 0F 0H +2G (0F 0H +1G)
Incense (Plantation*) - 0F 0H +2G (0F 0H +1G)
Ivory (Camp) - 0F 0H +2G (0F 0H +1G)
Marble (Quarry*) - 0F 0H +2G (0F +1H +1G)
Pearls (Fishing Boats) - 0F 0H +2G (0F 0H +1G)
Silk (Plantation*) - 0F 0H +2G (0F 0H +1G)
Silver (Mine*) - 0F 0H +2G (0F 0H +1G)
Spices (Plantation*) - 0F 0H +2G (0F 0H +1G)
Sugar (Plantation*) - 0F 0H +2G (+1F 0H +1G)
Whales (Fishing Boats) - +1F 0H +1G (0F 0H +1G)
Wine (Plantation*) - 0F 0H +2G (0F 0H +1G)
Strategic Resources:
Aluminium (Mine*) - 0F +1H 0G (0F +1H 0G) - Revealed by Electricity
Coal (Mine*) - 0F +1H 0G (0F +1H 0G) - Revealed by Scientific Theory
Horses (Pasture*) - 0F +1H 0G (0F +1H 0G) - Revealed by Animal Husbandry
Iron (Mine*) - 0F +1H 0G (0F 0H 0G) - Revealed by Iron Working
Oil (Well*/Off Shore Platform) - 0F +1H 0G (0F +1H 0G) - Revealed by Biology
Uranium (Mine*) - 0F +1H 0G (0F +1H 0G) - Revealed by Atomic Theory
Apart from the base yield everything is cumulative. So a Mine, on a Gem, on a Plain Hill by a river gives 0F 3H 5G
City Tile Yields
The yield given by the hex that the city is on works in the same way as in Civ4.
The city tile gives the largest between 2F and the amount of food produced by the tile. The largest between 2H and the amount of hammers produced by the tile. The largest between 1G and the amount of gold produced by the tile. Obviously, building a city automatically clears any forest/jungle/marsh on that tile. Cities built on a resource, and with the technology to 'harvest' that resource gain access to that resource.
What this means is that a city built anywhere always gives at least a minimum of 2F 2H 1G. Building a city on, for example, Cattle or Bananas, gives rise to a city that produces 3F 2H 1G. Note, however, that unlike in Civ4, building a city on a plain hill does not give the city any extra production, not unless some strategic resource is also found on that tile.
Food given by city buildings (Granary/Water Mill) is added to the city tile, and so is food given by City States.
Golden Ages
Golden ages give +1H to every tile which already produces at least 1H and +1G to every tile that produces at least 1G.