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|prod =
 
|prod =
 
|gold =
 
|gold =
|combat = -33
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|combat = -15
 
|movementcost = 2
 
|movementcost = 2
 
|res1 = Oil
 
|res1 = Oil
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Terrain feature found on [[Grassland (Civ5)|grasslands]].
 
Terrain feature found on [[Grassland (Civ5)|grasslands]].
   
*Base yield: 1 {{Food5}} Food.
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*Base yield: -1 {{Food5}} Food.
 
 
==Strategy==
 
==Strategy==
 
'''Marsh''' tiles can't be used for anything and limit movement without providing cover during battle, imposing a 15% penalty to units' {{Strength5}} Combat Strength. In most cases, players should drain marshes in their [[Territory (Civ5)|territory]] (which clears the marsh from the tile and turns the terrain into basic [[Grassland (Civ5)|grassland]]) as soon as they research [[Masonry (Civ5)|Masonry]]. [[Dutch (Civ5)|Dutch]] players, however, have a unique ability to build the [[Polder (Civ5)|Polder]], which grants +2 {{Food5}} Food (and later +1 {{Production5}} Production and +2 {{Gold5}} Gold, when they've researched [[Economics (Civ5)|Economics]]) on a marsh tile without having to clear it. It's highly beneficial for them to keep the marshes so that they can be used later!
Although rich in biodiversity, '''marshes''' have little to offer a hungry growing civilization, as they must be drained or otherwise altered before they provide any city bonuses. Note that military units in marshes receive a significant PENALTY when attacked.
 
   
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==Civilopedia entry==
In most cases, players should remove marshes ASAP, since they can't be used for anything and limit movement without providing cover during battle. [[Dutch (Civ5)|Dutch]] players, however, have a unique ability to build the [[Polder (Civ5)|Polder]], which grants +3 {{Food5}} Food (and later +1 {{Production5}} Production and +2 {{Gold5}} Gold) on a marsh tile without having to clear it. It's highly beneficial for them to keep the marshes so that they can be used later!
 
 
Although rich in biodiversity, marshes have little to offer a hungry growing civilization, as they must be drained or otherwise altered before they provide any city bonuses. Note that military units in marshes receive a significant PENALTY when attacked.
   
  +
[[ru:Болото (Civ5)]]
==Historical Info==
 
A type of wetland that is dominated by herbaceous rather than woody plant species. Marshes can often be found at the edges of lakes and streams, where they form a transition between the aquatic and terrestrial ecosystems. They are often dominated by grasses, rushes or reeds. If woody plants are present they tend to be low-growing shrubs. This form of vegetation is what differentiates marshes from other types of wetland such as swamps, which are dominated by trees, and mires, which are wetlands that have accumulated deposits of acidic peat.
 

Revision as of 17:23, 18 September 2019

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Game Info

Terrain feature found on grasslands.

  • Base yield: -1 Food Food Food.

Strategy

Marsh tiles can't be used for anything and limit movement without providing cover during battle, imposing a 15% penalty to units' Melee strength Melee strength Combat Strength. In most cases, players should drain marshes in their territory (which clears the marsh from the tile and turns the terrain into basic grassland) as soon as they research Masonry. Dutch players, however, have a unique ability to build the Polder, which grants +2 Food Food Food (and later +1 Production Production Production and +2 Gold Gold Gold, when they've researched Economics) on a marsh tile without having to clear it. It's highly beneficial for them to keep the marshes so that they can be used later!

Civilopedia entry

Although rich in biodiversity, marshes have little to offer a hungry growing civilization, as they must be drained or otherwise altered before they provide any city bonuses. Note that military units in marshes receive a significant PENALTY when attacked.