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Terrain (Civ6)

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The term terrain encompasses the geographical features of the map in Civilization VI. As in recent Civilization titles, it consists of hexagonal tiles, each of which possesses certain properties and gameplay effects. At the most basic level, terrain is divided into land, which forms the inhabitable parts of the map, where most of the gameplay happens; and water, which envelops the land and completes the map.

Geographical Organization Edit

In Civilization VI all landmass is separated into continents, but continents are not necessarily always separated by water. As per game rules, when each map is initially formed, even if it joins all land into a single continuous landmass, the engine will still separate it logically into several continents. So, it is possible to see two land tiles next to each other which belong to different continents! On the other hand, it is possible for an island to belong to a nearby continent, even being fully separated by water.

The reason for this is because some gameplay effects involve different continents. So, for these to remain possible, on every map there is need for different continents, even if the land was created as a single, continuous landmass.

Terrain Features Edit

As in previous titles, all terrain in the game consists of a combination of three elements:

  1. Base terrain, which denotes the basic soil type of the tile and comes with pre-determined qualities;
  2. Terrain features, which are special formations of some sort (vegetation, relief, etc.) that build upon the qualities of the base terrain and add new gameplay elements to it;
  3. Resources, which are special minerals or vegetation, important for your civilization in some way.

Unlike in Civilization V, terrain features do NOT completely overwrite the base terrain yield, but rather add to it some bonus; resources stack on top of both base terrain and features. Another major change is that Tile Improvements now do not remove terrain features, and their bonuses simply stack on top of these of base terrain + features + resources! So, for example, a Hill on a Grassland terrain will have a total yield of 2 Civ6Food Food and 1 Civ6Production Production, while on a Plains terrain it will be 1 Civ6Food Food and 2 Civ6Production Production. When you build a Mine on it, the total yield (after all tech researched) will be 2 Civ6Food Food, 4 Civ6Production Production on Grassland, and 1 Civ6Food Food, 5 Civ6Production Production on Plains. As before, any additional resources stack with these base bonuses, and eventual Improvements.

Here follows a list of terrain types and features:

Base Terrain Edit

Base Yield Notes
Coast 1 Civ6Food Food, 1 Civ6Gold Gold All water tiles next to land
Desert None Can have some special features on it, such as Oasis
Grassland 2 Civ6Food Food
Lake 1 Civ6Food Food, 1 Civ6Gold Gold Small expanse of water, surrounded by land
Ocean 1 Civ6Food Food Water tiles far from land
Plains 1 Civ6Food Food, 1 Civ6Production Production
Tundra 1 Civ6Food Food Extensive regions in the north/south parts of the map
Snow None Extreme north/south of map, past tundra

Features Edit

Yield Modifiers Notes
Cliffs None Found on Coastal Hills; They block embarkation and disembarkation; increase Appeal.
Floodplains +3 Civ6Food Food Modify deserts. Found on flat land adjacent to rivers.
Hills +1 Civ6Production Production Provide Defense bonus.
Ice None Found on Ocean and Coast tiles; Impassable.
Marsh +1 Civ6Food Food Modifies grasslands.

Removing Marsh provides one-time Civ6Food Food in the city (Depending on Era).

Mountain None Cannot be worked and are Impassable, but they boost certain districts.
Oasis +3 Civ6Food Food, +1 Civ6Gold Gold Modifies deserts. Provides Fresh Water.
Rainforest +1 Civ6Food Food Modifies Plains. Decreases Appeal to adjacent tiles.

Removing a Rainforest provides one-time Civ6Food Food and Civ6Production Production in the city (Depending on Era).

River None Increases Appeal. Provides Fresh Water.
Woods +1 Civ6Production Production Increases Appeal to adjacent tiles.

Removing Woods provides one-time Civ6Production Production in the city (depending on Era).

Terrain Appeal Edit

Main article: Appeal (Civ6)

In Civilization VI, there is a brand new attribute associated with terrain: Appeal. Each tile receives an Appeal rating based on a combination of factors including the tile's base terrain and the features on and adjacent to it. Some Wonders and Great People also increase the Appeal rating of tiles.

The Appeal of a tile has some important gameplay effects, mainly related to Civ6Faith Faith, Tourism6 Tourism, and Housing6 Housing. For example, building Tourism6 Tourism-related buildings and improvements on or next to tiles with high Appeal will increase their effect! The Housing6 Housing output of Neighborhood districts also depends on the Appeal of the tile.

Natural WondersEdit

Main article: Natural wonder (Civ6)

In Civilization VI Natural Wonders also change. Most of them now cover more than 1 tile, but rather than providing bonus yields only to the tile where they're found, they now provide yields to all tiles adjacent to them (but not on the tiles where they're found)! This makes them potentially much more useful especially in the early game, as they can boost Civ6Faith Faith (allowing earlier access to Pantheons), Civ6Science Science (allowing faster progress through the tech tree), Civ6Gold Gold, Civ6Culture Culture (allowing quicker access to early Civics), Civ6Food Food, and Civ6Production Production. Furthermore, they provide Adjacency bonuses for Holy Site districts, which can boost immensely the early religious gameplay.

Note, however, that there is no bonus Happiness provided now when discovering the Natural Wonder, despite the really catchy animation that goes with it. Also, most special effects are gone, with certain exceptions.

Most Natural Wonder tiles are impassable.

Adjacency Bonuses Edit

The Natural Wonders that bestow bonuses to adjacent tiles are prime city locations. For example, a city on flat land has +2 Civ6Food Food and +1 Civ6Production Production (2 for hill) on its center tile, whereas a city adjacent to Mount Kilimanjaro has +4 Civ6Food Food and +1 Civ6Production Production (2 for hill) on its center tile.

Conversely, a city district will delete these adjacency bonuses, simply because the workers that work there won't use its land, but rather work in its specialty buildings. For example, an Aqueduct adjacent to Mount Kilimanjaro would not provide any Civ6Food Food, only the Housing6 Housing. Also note that most 'mountain' wonders do not actually work as mountain tiles, and for example can't be used for building Aqueducts.

List of Natural wondersEdit

 
Wonder Effects Size Requirements
Cliffs of Dover +3 Civ6Culture Culture and +2 Civ6Gold Gold on the Wonder tiles. They look like Grassland, but cannot be improved and provide no Civ6Food Food. 2 tiles Cliffs
"Under the White Cliff's battlemented crown, Hushed to a depth of more than Sabbath peace." -William Wordsworth
Crater Lake +1 Civ6Science Science and +4 Civ6Faith Faith in the Wonder tile; provides fresh water. 1 tile Lake
"Never again can I gaze upon the beauty spots of the Earth and enjoy them as being the finest thing I have ever seen. Crater Lake is above them all." -Jack London
Dead Sea +2 Civ6Faith Faith, +2 Civ6Culture Culture on wonder tiles, adjacent units completely heal when ending their turn on an adjacent tile 2 tiles Lake
"Like to the apples on the Dead Sea's shore, all ashes to the taste." -Lord Byron
Eyjafjallajökull1 Adjacent land tiles yield +1 Civ6Culture Culture and +2 Civ6Food Food.
"A number of stones rolled down the mountain, followed by an enormous and lofty column of flame, which allowed people in Holt to read as perfectly at night as if it had been day." -Liverpool Mercury
Galapagos Islands +2 Civ6Science Science to all adjacent tiles

(Two of the eight affected tiles gain a +4 bonus because of the overlap of adjacent tiles.)

2 tiles, impassable Coast
"The natural history of this archipelago is very remarkable: it seems to be a little world within itself." -Charles Darwin
Giant's Causeway1 Land combat units that enter adjacent plots receive the ability "Spear of Fionn" (+5 Civ6StrengthIcon Combat Strength).
"The remains of some mighty fabric, hurled into desolation by a tremendous earthquake, or some other equally terrible convulsion of nature." -Philip Dixon Hardy
Great Barrier Reef +3 Civ6Food Food, +2 Civ6Science Science 2 tiles Coast
"Organisms don't think of CO2 as a poison. Plants and organisms that make shells, coral, think of it as a building block." -Janine Benyus
Lysefjord1 Naval combat units that enter adjacent plots are granted their next promotion.
"The water is black and heavy, and subject to intermitting storms. In this sea, and in the midst of this solitude, rises a great sombre street---a street for no human footsteps. None ever pass through there; no ship ever ventures in." -Victor Hugo
Mount Everest +1 Civ6Faith Faith to adjacent tiles, religious units who move to an adjacent tile ignore hills permanently 3 tiles, impassable Mountain
"It is not the mountain we conquer but ourselves." -Sir Edmund Hillary
Mount Kilimanjaro +2 Civ6Food Food to adjacent tiles 1 tile, impassable Mountain
"As it turns out, Mount Kilimanjaro is not wi-fi enabled, so I had to spend two weeks in Tanzania talking to the people on my trip." -Nancy Bonds
Pantanal +2 Civ6Food Food, +2 Civ6Culture Culture on wonder tiles 4 tiles Marsh
"The Pantanal is the most complex intertropical alluvional plain of the planet and perhaps the least known area of the world." -Aziz Ab'Saber
Piopiotahi +1 Civ6Gold Gold, +1 Civ6Culture Culture and +2 Appeal to all adjacent tiles.

Breathtaking (5) Appeal

(Three of the nine affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)

3 tiles; impassable Coast
"But as I headed into the heart of New Zealand's fiordland that same child-like feeling, long lost, of pure unadulterated awe came rushing back. I knew the road to Milford Sound was good - but this good?" -Darroch Donald
Torres del Paine Doubles the (base) terrain yields of all adjacent tiles.

(Forest, Rainforest and Marsh bonus is unchanged.)

2 tiles, impassable Mountain
"Several closely situated granite peaks resembling tiger's teeth dramatically soar about a kilometer into the sky." -Howard Hillman
Tsingy de Bemaraha +1 Civ6Culture Culture, +1 Civ6Science Science to adjacent tiles 1 tile, impassable Mountain
"Tsingy is a 250-square-mile tiger trap made up on massive obelisks riddled with jagged spears. And yes, they will cut your pretty face." -Budd Erickson
Uluru2 +2 Civ6Culture Culture and +2 Civ6Faith Faith to adjacent tiles

+4 Appeal instead of the usual +2

1 tile, impassable
"What a grand sight this must present in the wet season; waterfalls in every direction!" -William Gosse
Yosemite +1 Civ6Gold Gold, +1 Civ6Science Science to adjacent tiles

(Two of the eight affected tiles gain +2 bonuses because of the overlap of adjacent tiles.)

2 tiles, impassable Mountain
"Yosemite Valley, to me, is always a sunrise, a glitter of green and golden wonder in a vast edifice of stone and space." -Ansel Adams

1 Available with the Vikings Scenario Pack DLC
2 Available with the Civilization VI February 2017 Update

Civilization VI [edit]

Lists
AgendasBeliefsBuildingsCity-StatesCivicsCivilizationsDistrictsImprovementsLeadersPantheonsPolicy CardsPromotionsResourcesScenariosTechnologiesTerrainUnits (Unique Units) • Wonders (Natural)

Eras
AncientClassicalMedievalRenaissanceIndustrialModernAtomicInformation

Concepts
AmenitiesBarbariansCityCombatDiplomacy (Gossip, Warmongering) • EspionageEureka MomentGovernmentGreat PeopleGreat WorksMap (AppealBordersContinentTile) • MovementReligionTrade RoutesVictory

Statistics
Civ6Culture CultureCiv6Faith FaithCiv6Food FoodCiv6Gold GoldCiv6Production ProductionCiv6Science ScienceTourism6 Tourism

Miscellaneous
DLCModdingSoundtrackStarting a new gameSteam AchievementsSteam trading cards

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