m (+ interwiki) |
|||
(18 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
{{terrain (Civ5) |
{{terrain (Civ5) |
||
|name = Jungle |
|name = Jungle |
||
− | |food = |
+ | |food = 2 |
− | |prod = -1 |
||
|gold = |
|gold = |
||
|combat = +25 |
|combat = +25 |
||
|movementcost = 2 |
|movementcost = 2 |
||
− | |res1 = |
+ | |res1 = Coal |
|res2 = Uranium |
|res2 = Uranium |
||
|res3 = Bananas |
|res3 = Bananas |
||
Line 12: | Line 11: | ||
|res5 = Dyes |
|res5 = Dyes |
||
|res6 = Spices |
|res6 = Spices |
||
+ | |res7 = Cocoa|res8 = Citrus}} |
||
− | }} |
||
⚫ | |||
− | Jungles are a terrain feature found only on [[plains_(Civ5)|plains]], making their effective base yield 2 {{food5}}. Though they provide increased food output, they impose a production penalty on the tile beneath them. The only tile improvement which can be constructed on jungle tiles without removing them is the trading post; all others will cause them to be removed forever. Unlike forests, jungles do ''not'' grant a one-time infusion of production points to the closest city when cut down and they cannot be exploited by lumbermills. For all these limitations, jungle tiles can produce science when worked by a city which contains a university. |
||
+ | Terrain feature found on [[Plains (Civ5)|plains]] and [[Grassland (Civ5)|grassland]] tiles. |
||
⚫ | |||
+ | *Base yield: 2 {{Food5}} Food; additional 2 {{Science5}} Science if a nearby city has [[University (Civ5)|University]]. |
||
⚫ | |||
+ | *{{PositiveText|+1 {{Culture5}} Culture yield with '''Sacred Path''' Religious belief}} |
||
+ | Permanently removed by the construction of any [[List of improvements in Civ5|tile improvement]] except a [[Trading Post (Civ5)|Trading Post]], [[Camp (Civ5)|Camp]], or [[Brazilwood Camp (Civ5)|Brazilwood Camp]] on its tile. Unlike a [[Forest (Civ5)|forest]], does not provide a one-time {{Production5}} Production bonus to the closest city when cut down. |
||
⚫ | |||
+ | |||
⚫ | |||
⚫ | '''Jungles''' can provide a wide array of bonuses, so if you manage to get your hands on the '''Sacred Path''' [[Religion (Civ5)|Pantheon]] belief, you might not want to cut your jungles down. Combined with the benefits of a University and thanks to the fact that you can build Trading Posts in jungles, you can turn your jungle tiles into powerhouses which each accumulate vast amounts of {{Science5}} Science, {{Gold5}} Gold, {{Culture5}} Culture and {{Food5}} Food in the early stages of the game. Moreover, the +25% defensive bonus will allow you to defend your empire with fewer units, letting you focus your attention (and production) on other things. On top of that, if your empire is covered in jungle, the movement cost of 2 essentially provides a slightly watered down version of the effects of a [[Great Wall (Civ5)|Great Wall]] without having to build it, making invasions especially cumbersome for potential enemies. Therefore, cities surrounded by jungle are actually ideal for empires going for a scientific or cultural victory. |
||
+ | |||
+ | ==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. |
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. |
||
+ | |||
+ | [[ru:Джунгли (Civ5)]] |
Revision as of 17:15, 18 September 2019
Game Info
Terrain feature found on plains and grassland tiles.
- Base yield: 2 Food Food; additional 2 Science Science if a nearby city has University.
- +1 Culture Culture yield with Sacred Path Religious belief
Permanently removed by the construction of any tile improvement except a Trading Post, Camp, or Brazilwood Camp on its tile. Unlike a forest, does not provide a one-time Production Production bonus to the closest city when cut down.
Strategy
Jungles can provide a wide array of bonuses, so if you manage to get your hands on the Sacred Path Pantheon belief, you might not want to cut your jungles down. Combined with the benefits of a University and thanks to the fact that you can build Trading Posts in jungles, you can turn your jungle tiles into powerhouses which each accumulate vast amounts of Science Science, Gold Gold, Culture Culture and Food Food in the early stages of the game. Moreover, the +25% defensive bonus will allow you to defend your empire with fewer units, letting you focus your attention (and production) on other things. On top of that, if your empire is covered in jungle, the movement cost of 2 essentially provides a slightly watered down version of the effects of a Great Wall without having to build it, making invasions especially cumbersome for potential enemies. Therefore, cities surrounded by jungle are actually ideal for empires going for a scientific or cultural victory.
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.