A Jungle is a type of terrain feature in Civilization V.
Game Info[]
Terrain feature found on Plains and Grassland tiles.
- Base yield: 2
Food
- +2
Science with University - +1
Culture yield with Sacred Path Religious belief
- +2
- Attributes:
- Permanently removed by the construction of any tile improvement except a Trading Post, Camp, or Brazilwood Camp on its tile.
- Can be cut down after researching Bronze Working, changing base yield to that of the underlying terrain.
Strategy[]
Jungle tiles have the potential to provide a wide array of bonuses on top of their base
Food yield, specifically to
Gold,
Science, and (situationally)
Culture, so it is advisable not to cut too many Jungles down — instead, build Trading Posts or, if applicable, Brazilwood Camps or regular Camps (for improving
Truffles that can rarely spawn in Jungles). Each of these improvements will provide some
Gold with a possible additional yield.
The +2
Science yield in cities with Universities makes Jungles valuable for achieving a science victory, so scientific players are encouraged to settle new cities near them. Trading Posts can increase the total yields further to +3
Science with the Free Thought social policy. If you're playing as Brazil and/or have a religion with the Sacred Path belief, Jungles can also be useful for cultural development. With Sacred Path, Jungles yield +1
Culture, while Brazilwood Camps provide +2
Culture with Acoustics.
Note that these benefits are only unlocked gradually over time. For civilizations that have a starting bias for Jungles (i.e., the Aztecs and Brazilians), Jungles initially provide little more than +2
Food, much like a flat Grassland tile. However, chopping down Jungles requires a more advanced technology (Bronze Working) than the one needed to chop down Forests (Mining), which might pose a problem if there are no better places for Farms or other important early-game improvements; moreover, Jungles don't provide a
Production bonus when removed. If you choose to keep Jungles, you won't be able to build Trading Posts there until you discover Guilds in the early Medieval Era; Education and Machinery, which unlock Universities and Brazilwood Camps, are available even later. As a result, your Jungle tiles are likely to be unused or underused for the first two eras.
Jungles are identical to Forests for movement and combat purposes. They provide a +25% defensive bonus to units in them, and moving through Jungles costs double
Movement for all units except Aztec Jaguars (and units that upgrade from them), which also get bonuses to
Combat Strength in Jungles. The Iroquois treat Jungles in friendly territory as roads, and their Mohawk Warriors also get a
Combat Strength bonus in Jungles, making them even more useful for these two civilizations. Note that Jungles, unlike Forests, do not give extra
Production in Iroquois cities with Longhouses.
Civilopedia entry[]
Dark, forbidding, and deadly to the uninitiated, jungles are a rich source of food to those with the skill and knowledge to live within them. However, jungles do not provide much in the way of materials, and a growing civilization may be tempted to mine them or turn them into cropland. However, military units situated in jungles receive a significant defensive bonus.
See also[]
- Rainforest (Civ5)
- Jungle in other games
| Civilization V Terrains [edit] | |
|---|---|
| Base | Coast • Desert • Grassland • Hill • Mountain • Ocean • Plains • Snow • Tundra |
| Features | Atoll • Fallout • Flood Plains • Forest • Ice • Jungle • Lakes • Marsh • Oasis • Rivers |
| Other | Ancient Ruins • Encampment |
| See also | Improvement • Natural wonder • Resource |