Terrains
Coast
Gold: 1
Production: 0
Food: 1
Combat Modifiers: None
Movement Cost: 1
Notes: Cities cannot be built on coasts; Water units and embarked land units only may
pass through this type of tile.
Desert
Gold: 0
Production: 0
Food: 0
Combat Modifiers: -33%
Movement Cost: 1
Notes: One of the least useful terrain. No benefits (Unless it contains an oasis) and a combat penalty.
Grassland
Gold: 0
Production: 0
Food: 2
Combat Modifiers: -33%
Movement Cost: 1
Notes: Good food value for fast city growth. Defensive penalty.
Hills
Gold: 0
Production: 2
Food: 0
Combat Modifiers: +25%
Movement Cost: 2
Notes: Good production and defense bonuses, but no food value.
Mountain
Gold: 0
Production: 0
Food: 0
Combat Modifiers: +25%
Movement Cost: Air Units only.
Notes: Generally unuseful for city, except for defensive purposes. Only flying units may pass through.
Ocean
Gold: 1
Production: 0
Food: 1
Combat Modifiers: None
Movement Cost: 1
Notes: Technology required to access food and gold.
Plains
Gold: 0
Production: 1
Food: 1
Combat Modifiers: -33%
Movement Cost: 1
Notes: Production and Food for city. Not as much food as grasslands or as much production as hills. Defensive penalty.
Snow
Gold: 0
Production: 0
Food: 0
Combat Modifiers: -33%
Movement Cost: 1
Notes: Unproductive, battle penalty.
Tundra
Gold: 0
Production: 0
Food: 1
Combat Modifiers: -33%
Movement Cost: 1
Notes: Provides a little food. Defensive Penalty. Not recommended for building unless you have nowhere else to go.
Features
Fallout
Gold: -3
Production: -3
Food: -3
Combat Modifiers: -33%
Movement Cost: 2
Notes: Appears after nuclear strikes. Badly reduces tile output. Workers need to clear the fallout first in order to do any improvement work on the tiles.
Flood Plains
Gold: 0
Production: 0
Food: 2
Combat Modifiers: -33%
Movement Cost: 1
Notes: Good for food, defensive penalty.
Forest
Gold: 0
Production: 1
Food: 1
Combat Modifiers: +25%
Movement Cost: 2
Notes: Food and production, along with a combat bonus.
Ice
Gold: 0
Production: 0
Food: 0
Combat Modifiers: None
Movement Cost: Impassable
Notes: Not useful. Only flying units and submarine units may pass.
Jungle
Gold: 0
Production: -1
Food: 1
Combat Modifiers: +25%
Movement Cost: 2
Notes: Provides a defensive bonus, and a little food. Chop down to make plains.
Marsh
Gold: 0
Production: 0
Food: -1
Combat Modifiers: -33%
Movement Cost: 2
Notes: Not good for food, and significant penalty for combat.
Oasis
Gold: 1
Production: 0
Food: 3
Combat Modifiers: -33%
Movement Cost: 1
Notes: Makes a desert useful for growth. Combat penalty. Oases may only be found on Desert tiles.
Natural Wonders
City Yield: 3 gold, 2 production
Movement Cost: impassable
Combat Modifier: none
Notes: increase happiness permanently when first seen by a civilization
Rivers
City Yield Modifier: +1 gold to adjacent tiles..
Offensive Penalty: attacking unit gets -25% penalty to combat strength.
Movement Effect: Crossing a river uses up all movement points (no additional costs with road and construction tech)