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A resource is a special commodity which typically gives bonus production to its tile, and also gives bonuses to all cities which have access to it. A resource on the map is called a tile resource if the context is unclear. A resource that a civilization has access to is just called a "resource"; unfortunately, there is no widely used term to disambiguate this usage from "tile resource." For the purposes of the wiki, we refer to tradeable resources as trade resources.

Seeing ResourcesEdit

Tile resources are shown on the main map using their own graphics. You can also turn on resource bubbles to more clearly locate them. Some tile resources will not be shown on the map until particular technologies are known; for example, Horses are not shown until a civilization knows the Animal Husbandry tech.

The trade resources that each particular city has access to are shown on the upper right portion of the city screen in iconic form, along with the effect that the resource has in that city. Strategic resources have no direct effect; some of them allow the building of particular military units, while others offer a production bonus to the construction of some buildings or wonders. Luxury and food resources will give one or two points of happiness or health.

Accessing ResourcesEdit

There are several means to gain access to a trade resource. These are reviewed in this section.

Via Tile DevelopmentEdit

The fundamental way one gets most trade resources is to "unlock" a tile resource by building its particular tile improvement on it. (Alternatively, forts also unlock all resources; however, since they give no production bonus to the tile, you will usually want to build the proper tile improvement.) The tile improvement which unlocks each particular resource is listed in its article. For example, Gems are unlocked by a Mine. To gain access to the trade resource in a city, all of the following conditions must hold:

  • The civilization controlling the tile must have the technology to enable that resource.
  • The tile must have the right tile improvement (or a fort) to unlock the resource.
  • The tile must have trade access to the city.

Generally, to get trade access a tile must be connected by road or river to a nearby city, which in turn is connected via land or sea to the city in question. When you build a road to a resource tile which you've improved, this is called hooking up that resource.

Via WondersEdit

There are three late-game trade resources - Hit Movies (Hit Movies), Hit Singles (Hit Singles), and Hit Musicals (Hit Musicals) - which are created via building particular wonders. When a civilization owns such a wonder, it obtains a certain number of the associated hits into its trade network. (The particular number of resources varies with the map size—more resources for larger maps.) Hits cause happiness in any civ and may be traded just as any other trade resource.

Via TradeEdit

Trade resources can also be gained by trading between civilizations. With trade access, one civ can make a deal with another to supply a trade resource, in return getting gold or some other trade resource.

Via a CorporationEdit

There are two trade resources, Oil and Aluminum, which can alternatively be accessed in a city by having a corporate branch there. Oil is available in all cities with Standard Ethanol. Aluminum is available in all cities with Aluminum Co.

Tables of Resources by TypeEdit

There are three main subtypes of resources: strategic resources, luxury resources, and food resources. These are described below, with a listing of the resources of each type.

Strategic ResourcesEdit

With the exception of Uranium, all strategic resources give +1 Hammer (Civ4) Production tile bonus on their tile regardless of what tile improvement it may have, so long as the resource has been revealed. Most of them give additional hammers when unlocked by the proper tile improvement.

Most strategic resources allow the building of certain military units, for example, a city must have access to Horses to build mounted units, Iron for Swordsmen, or Uranium for the ICBM. Most of them also give a +100% production bonus to certain buildings. Marble and Stone are exceptional in that they do not permit any military unit, and one or the other of them gives +100% Hammer (Civ4) to the building of most wonders.

Resource,
Tile bonus
Improvement
(Requires)
Improvement base yield Improvement bonus yield Revealed by Note
Aluminum Aluminum,
+1 Hammer (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
+1 Hammer (Civ4), +1 Coin (Civ4) Industrialism Also provided by Aluminum Co. (Civ4)
Coal Coal,
+1 Hammer (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
+1 Hammer (Civ4) Steam Power Allows building of railroad
Copper Copper,
+1 Hammer (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
+1 Hammer (Civ4) Bronze Working
Horse (Civ4) Horse,
+1 Hammer (Civ4)
Pasture
(Animal Husbandry)
none +2 Hammer (Civ4), +1 Coin (Civ4) Animal Husbandry +1 Happiness (Civ4) with Hippodrome (Byzantium only)
Iron Iron,
+1 Hammer (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
+1 Hammer (Civ4) Iron Working
Marble Marble,
+1 Hammer (Civ4)
Quarry
(Masonry)
+1 Hammer (Civ4) with a railroad +1 Hammer (Civ4), +2 Coin (Civ4) always revealed
Oil Oil,
+1 Hammer (Civ4)
Well
(Combustion)
or
Offshore Platform
(Plastics)
none +2 Hammer (Civ4), +1 Coin (Civ4) Scientific Method • Allows building of railroads
• Also provided by Standard Ethanol (Civ4)
Stone Stone,
+1 Hammer (Civ4)
Quarry
(Masonry)
+1 Hammer (Civ4) with a railroad +2 Hammer (Civ4) always revealed
Uranium Uranium Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
+3 Coin (Civ4) Physics • No tile bonus
• Enabled by Fission

Luxury ResourcesEdit

Most tile-based luxury resources give +1 Coin (Civ4) Commerce tile bonus on their tile regardless of what tile improvement it may have. The three exceptions are Ivory, which has a tile bonus of +1 Hammer (Civ4) Production, and Sugar and Whale, which both have a tile bonus of +1 Bread (Civ4) Food.

All tile-based luxury resources give additional Coin (Civ4) Commerce when unlocked by the proper tile improvement. Note that Gems, Gold, and Silver have a -1 Hammer (Civ4) improvement bonus yield, which decreases the Mine's Production from +2 Hammer (Civ4) (without a railroad) to +1 Hammer (Civ4).

All luxury resources give +1 Happiness (Civ4) Happiness to cities that have access to them. Many give an additional +1 Happiness (Civ4) Happiness with an appropriate building, whereas others give +1 Health (Civ4) Health.

Resource,
Tile bonus
Improvement
(Requires)
Improvement base yield Improvement bonus yield Effects Note
Dyes (Civ4) Dyes,
+1 Coin (Civ4)
Plantation
(Calendar)
none +4 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Theatre
Furs (Civ4) Furs,
+1 Coin (Civ4)
Camp
(Hunting)
none +3 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Market
Obsoleted by Plastics
Gems Gems,
+1 Coin (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
-1 Hammer (Civ4), +5 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Forge
Gold Gold,
+1 Coin (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
-1 Hammer (Civ4), +6 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Forge
Incense Incense,
+1 Coin (Civ4)
Plantation
(Calendar)
none +5 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Cathedral
Ivory Ivory,
+1 Hammer (Civ4)
Camp
(Hunting)
none +1 Hammer (Civ4), +1 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Market
Obsoleted by Industrialism
Silk Silk,
+1 Coin (Civ4)
Plantation
(Calendar)
none +3 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Market
Silver Silver,
+1 Coin (Civ4)
Mine
(Mining)
• +2 Hammer (Civ4)
• +1 Hammer (Civ4) with a railroad
-1 Hammer (Civ4), +4 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Forge
Spices Spices,
+1 Coin (Civ4)
Plantation
(Calendar)
none +1 Bread (Civ4), +2 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Health (Civ4) with Grocer
Sugar Sugar,
+1 Bread (Civ4)
Plantation
(Calendar)
none +1 Bread (Civ4), +1 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Health (Civ4) with Grocer
Whale Whale,
+1 Bread (Civ4)
Whaling Boats
(Optics)
none +1 Hammer (Civ4), +2 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Happiness (Civ4) with Market
Obsoleted by Combustion
Wine Wine,
+1 Coin (Civ4)
Winery
(Monarchy)
none +1 Bread (Civ4), +2 Coin (Civ4) • +1 Happiness (Civ4)
• +1 Health (Civ4) with Grocer

The three "Hit" luxury resources are exceptional in that they are not located on tiles. Instead, a monopoly is granted to whomever controls the resource's late-game wonder, either by building the wonder or by capturing it from another civilization.

"Hit" resource Wonder
(Requires)
Effects Effects
(Building bonus)
Effects
(Unique building bonus)
Hit Movies Hit Movies Hollywood
(Mass Media)
+1 Happiness (Civ4) +1 Happiness (Civ4) with Broadcast Tower +1 Happiness (Civ4) with Mall (America only)
Hit Musicals Hit Musicals Broadway
(Electricity)
+1 Happiness (Civ4) +1 Happiness (Civ4) with Broadcast Tower +1 Happiness (Civ4) with Mall (America only)
Hit Singles Hit Singles Rock 'n' Roll
(Radio)
+1 Happiness (Civ4) +1 Happiness (Civ4) with Broadcast Tower • +1 Happiness (Civ4) with Odeon (Greece only)
• +1 Happiness (Civ4) with Mall (America only)

Food ResourcesEdit

All food resources give +1 Bread (Civ4) Food tile bonus on their tile regardless of what tile improvement it may have. All of them give additional food when unlocked by the proper tile improvement.

All food resources give +1 Health (Civ4) Health to cities that have access to them, and an additional +1 Health (Civ4) Health with an appropriate building.

Resource,
Tile bonus
Improvement
(Requires)
Improvement base yield Improvement bonus yield Effects
Bananas (Civ4) Bananas,
+1 Bread (Civ4)
Plantation
(Calendar)
none +2 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Grocer
Clam Clam,
+1 Bread (Civ4)
Fishing Boats
(Fishing)
none +2 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Harbor
Corn Corn,
+1 Bread (Civ4)
Farm
(Agriculture)
• +1 Bread (Civ4) with irrigation
• +1 Bread (Civ4) with Biology
+2 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Granary
Cow Cow,
+1 Bread (Civ4)
Pasture
(Animal Husbandry)
none +1 Bread (Civ4), +2 Hammer (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Supermarket
Crab Crab,
+1 Bread (Civ4)
Fishing Boats
(Fishing)
none +2 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Harbor
Deer Deer,
+1 Bread (Civ4)
Camp
(Hunting)
none +2 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Supermarket
Fish Fish,
+1 Bread (Civ4)
Fishing Boats
(Fishing)
none +3 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Harbor
Pig Pig,
+1 Bread (Civ4)
Pasture
(Animal Husbandry)
none +3 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Supermarket
Rice Rice,
+1 Bread (Civ4)
Farm
(Agriculture)
• +1 Bread (Civ4) with irrigation
• +1 Bread (Civ4) with Biology
+1 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Granary
Sheep Sheep,
+1 Bread (Civ4)
Pasture
(Animal Husbandry)
none +2 Bread (Civ4), +1 Coin (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Supermarket
Wheat Wheat,
+1 Bread (Civ4)
Farm
(Agriculture)
• +1 Bread (Civ4) with irrigation
• +1 Bread (Civ4) with Biology
+2 Bread (Civ4) • +1 Health (Civ4)
• +1 Health (Civ4) with Granary

Calculating Tile YieldsEdit

By using the above tables, along with the yield data from Terrain, the tile yields of any given tile can be calculated. Below are some examples of how such yields are derived.

Example 1Edit

Resource (Civ4) tile yield example1

In this first example, a riverside plains-hill Windmill on top of Coal has a total yield of:

1 Bread (Civ4), 5 Hammer (Civ4), 2 Coin (Civ4)

The adjacent city contains a Levee. The Windmill is only partly upgraded: the technology Replaceable Parts has been discovered, the technology Electricity has not been discovered, and the Environmentalism civic is not being run.

Using the above tables, we see that Coal is unlocked by either a Mine or a Fort, and only a Mine can allow Coal's improvement bonus yield of +1 Hammer (Civ4). As a Windmill is being used instead, no improvement bonus yield is awarded. Additionally, even if the tile were connected to the civilization's capital by a road, the use of a Windmill means that the tile does not make available any Coal resource, neither for domestic use nor for foreign trade. Nonetheless, the tile may still be valuable to the adjacent city working it, due to the relatively high yield.

Category of Contribution Yield Contribution Bread (Civ4) Hammer (Civ4) Coin (Civ4)
Terrain Plains +1 +1 0
" Hill -1 +1 0
" No Terrain feature 0 0 0
" Adjacent river 0 0 +1
Resource Coal Coal tile bonus 0 +1 0
Improvement Windmill base yield +1 0 +1
" Replaceable Parts 0 +1 0
" No Electricity 0 0 0
" No Environmentalism 0 0 0
Improvement Bonus

from Resource

No Mine Bonus

from Coal Coal

0 0 0
Buildings River tile with Levee 0 +1 0
Total Yield on Tile ................................. 1 5 2

Example 2Edit

Resource (Civ4) tile yield example2

In this example, a grassland Mine on top of Gems, with no railroad, has a total yield of:

2 Bread (Civ4), 1 Hammer (Civ4), 6 Coin (Civ4)

Using the above tables, we see that Gems are unlocked by either a Mine or a Fort, with only a Mine allowing for the Gems' improvement bonus yield of +1 Hammer (Civ4). As a Mine is present, an improvement bonus of -1 Hammer (Civ4) +5 Coin (Civ4) is awarded, which dramatically increases the tile's Coin (Civ4) Commerce yield at the expense of a slight reduction of Hammer (Civ4) Production yield. Because the enabling Mining technology has been discovered, the unlocking Mine improvement is present, and the tile is connected to the civilization's capital city by road network, the Gems resource is made available to the civilization for domestic use or trade. If not traded away, the Gems provide +1 Happiness (Civ4) to all connected cities and an additional +1 Happiness (Civ4) to those with a Forge, with additional bonuses available to connected cities with Civilized Jewelers Inc. Civilized Jewelers Inc. (Civ4).

Category of contribution Yield Contribution Bread (Civ4) Hammer (Civ4) Coin (Civ4)
Terrain Grassland +2 0 0
" Flatland 0 0 0
" No Terrain feature 0 0 0
" No river 0 0 0
Resource Gems Gems tile bonus 0 0 +1
Improvement Mine base yield 0 +2 0
" No railroad 0 0 0
Improvement Bonus

from Resource

Mine Bonus

from Gems Gems

0 -1 +5
Buildings None
Total Yield on Tile ..................................... 2 1 6
Civilization IV [edit]
WarlordsBeyond the SwordColonization

BuildingsCivicsCivilizationsErasLeaders (Traits) • ReligionsResourcesSoundtrackTechnologiesTerrains (Tile Improvement) • Units (ClassPromotions)• Wonders

Hammer (Civ4) ProductionBeaker (Civ4) ScienceCulture (Civ4) CultureBread (Civ4)FoodEspionage (Civ4) EspionagePower (Civ4) PowerHealth (Civ4) Health

† Total conversion remake of the game Sid Meier's Colonization using Civilization IV engine
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