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Tag: Visual edit
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== Geographical Organization ==
 
== Geographical Organization ==
In ''Civilization VI'' all landmass is separated into [[Continent (Civ6)|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.
+
In ''Civilization VI'' all landmass is separated into [[Continent (Civ6)|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. This means that 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.
 
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.
   
  +
Map generation in ''Civilization VI ''is ever closer to real life! For example, [[Mountains (Civ6)|Mountains]] are often surrounded by [[Hills (Civ6)|Hills]], or Hills often form massives mimicking Highlands. ''Gathering Storm ''makes another step forward - Mountain chains are now often found at 'tectonic faults', where two continents join; and it is also there where the new [[Volcano (Civ6)|Volcanoes]] are found, showing earth's tectonic activity with their eruptions! [[River (Civ6)|Rivers]] are now surrounded by [[Floodplains (Civ6)|Floodplains]] when enough lowland tiles are close to each other.
== Terrain Features ==
 
  +
  +
== Mechanics ==
 
As in previous titles, all terrain in the game consists of a combination of three elements:
 
As in previous titles, all terrain in the game consists of a combination of three elements:
# '''Base terrain''', which denotes the basic soil type of the tile and comes with pre-determined qualities;
+
# '''Base terrain''', which denotes the basic soil type of the tile and comes with pre-determined qualities and yields;
# '''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;
+
# '''Terrain features''', which are special formations of some sort (vegetation, relief, etc.) that build upon the qualities (and yields) of the base terrain and add new gameplay elements to it;
# '''Resources, '''which are special minerals or vegetation, important for your civilization in some way.
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# '''Resources, '''which are special minerals or vegetation, important for your civilization in some way. They add the final touch to a tile's yields.
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 Improvement (Civ6)|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, [[Hills (Civ6)|Hills]] on a Grassland terrain will have a total yield of 2 {{Food6}} and 1 {{Production6}}, while on a Plains terrain it will be 1 {{Food6}} and 2 {{Production6}}. When you build a [[Mine (Civ6)|Mine]] on it, the total yield (after all tech researched) will be 2 {{Food6}}, 4 {{Production6}} on Grassland, and 1 {{Food6}}, 5 {{Production6}} on Plains. As before, any additional resources stack with these base bonuses, and eventual Improvements.
+
Unlike in ''[[Civilization V]]'', terrain features do ''not'' completely overwrite the base terrain yield, but rather add some bonus to it; resources stack on top of both base terrain and features. Another major change is that [[Tile improvement (Civ6)|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, [[Woods (Civ6)|Woods]] on a [[Grassland (Hills) (Civ6)|Grassland (Hills)]] tile will have a total yield of 2 {{Food6}} and 2 {{Production6}}, while on a [[Plains (Hills) (Civ6)|Plains (Hills)]] tile it will be 1 {{Food6}} and 3 {{Production6}}. If you build a [[Lumber Mill (Civ6)|Lumber Mill]] on it, the total yield (after all applicable [[Technologies (Civ6)|technologies]] have been researched) will be 2 {{Food6}}, 4 {{Production6}} on Grassland, and 1 {{Food6}}, 5 {{Production6}} on Plains (with 1 additional {{Production6}} in both cases if that Lumber Mill is next to a [[River (Civ6)|River]]).
  +
  +
Regarding classifications of [[Hills (Civ6)|Hills]] in ''Civilization VI'', it is no longer a terrain feature, the Hills variants of different terrains are now counted as terrains in their own rights. Therefore:
  +
* Unless clearly stated, a [[Wonder (Civ6)|Wonder]] that can be built on one terrain should not be assumed it can be also built on the Hills variant of that terrain. Same goes for abilities that interact with certain aspects of terrains. Examples:
  +
** [[Pyramids (Civ6)|Pyramids]] can be built on [[Desert (Civ6)|Desert]], not [[Desert (Hills) (Civ6)|Desert (Hills)]] while [[Jebel Barkal (Civ6)|Jebel Barkal]] can only be built on Desert (Hills), not Desert.
  +
** Wilfrid Laurier's leader ability explicitly states that it applies to 4 terrains: [[Snow (Civ6)|Snow]], [[Snow (Hills) (Civ6)|Snow (Hills)]], [[Tundra (Civ6)|Tundra]] and [[Tundra (Hills) (Civ6)|Tundra (Hills)]].
  +
* Since Hills are no longer a feature, they do not interact with bonuses granted by [[Reyna (Financier) (Civ6)|Reyna]]'s [[Forestry Management (Civ6)|Forestry Management]] or the [[Māori (Civ6)|Māori]]'s [[Marae (Civ6)|Marae]] or prevent [[Droughts (Civ6)|Droughts]].
  +
* Exceptions:
  +
** Bonuses of [[Petra (Civ6)|Petra]] and [[St. Basil's Cathedral (Civ6)|St. Basil's Cathedral]]: Despite the fact that these two wonders have explicit tooltips explaining whether or not they can be built on Hills variants, their bonuses do apply to Hills variants without mentioning so.
  +
** [[Russian (Civ6)|Russian]] civilization ability, Mother Russia, does apply to Tundra (Hills) without mentioning so.
  +
** The [[Open-Air Museum (Civ6)|Open-Air Museum]] counts terrains and their respective Hills variant as one for the purpose of providing {{Culture6}} and {{Tourism6}} bonuses.
  +
In vanilla ''Civilization VI ''and ''Rise and Fall ''base terrain yields were 'set in stone' - they could only be changed via certain [[Wonder (Civ6)|Wonders]]. That's not the case, however, in ''Gathering Storm''! The new [[Disasters (Civ6)|disaster system]] unleashes the forces of nature upon the world, which are capable of altering significantly base yields. Every time a disaster strikes the land, soil and minerals are carried by it, enriching the soil of even the most arid areas of the world. This means that there is a chance the disaster will add further yields to some or all affected tiles and they will remain for the rest of the game! Check individual Disaster descriptions for further info.
   
Here follows a list of terrain types and features:
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Here follows a list of terrain types and features with the default values of their yields and other qualities:
   
 
=== Base Terrain ===
 
=== Base Terrain ===
{| class="article-table"
+
{| class="wikitable sortable"
  +
! Terrain
!
 
!
 
 
! Base Yield
 
! Base Yield
 
! Notes
 
! Notes
 
|-
 
|-
| {{Icon6|Coast}}
+
| {{PageIcon6|Grassland}}
| [[Coast (Civ6)|Coast]]
 
| 1 {{Food6}}, 1 {{Gold6}}
 
| All water tiles next to land
 
|-
 
| {{Icon6|Desert}}
 
| [[Desert (Civ6)|Desert]]
 
| None
 
| Can have some special features on it, such as [[Oasis (Civ6)|Oasis]]
 
|-
 
| {{Icon6|Grassland}}
 
| [[Grassland (Civ6)|Grassland]]
 
 
| 2 {{Food6}}
 
| 2 {{Food6}}
 
|
 
|
 
|-
 
|-
 
|{{PageIcon6|Grassland (Hills)}}
|{{Icon6|Lake}}
 
  +
|2 {{Food6}}, 1 {{Production6}}
| [[Lake (Civ6)|Lake]]
 
  +
|Provides defense bonus of 3.
| 1 {{Food6}}, 1 {{Gold6}}
 
| Small expanse of water, surrounded by land
 
|-
 
| {{Icon6|Ocean}}
 
| [[Ocean (Civ6)|Ocean]]
 
| 1 {{Food6}}
 
| Water tiles far from land
 
 
|-
 
|-
| {{Icon6|Plains}}
+
| {{PageIcon6|Plains}}
| [[Plains (Civ6)|Plains]]
 
 
| 1 {{Food6}}, 1 {{Production6}}
 
| 1 {{Food6}}, 1 {{Production6}}
 
|
 
|
 
|-
 
|-
 
|{{PageIcon6|Plains (Hills)}}
| {{Icon6|Tundra}}
 
  +
|1 {{Food6}}, 2 {{Production6}}
| [[Tundra (Civ6)|Tundra]]
 
  +
|Provides defense bonus of 3.
| 1 {{Food6}}
 
| Extensive regions in the north/south parts of the map
 
 
|-
 
|-
| {{Icon6|Snow}}
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| {{PageIcon6|Desert}}
| [[Snow (Civ6)|Snow]]
 
 
| None
 
| None
 
| Can have some special features on it, such as [[Oasis (Civ6)|Oasis]].
| Extreme north/south of map, past tundra
 
 
|-
  +
|{{PageIcon6|Desert (Hills)}}
 
|1 {{Production6}}
  +
|Provides defense bonus of 3.
 
|-
 
| {{PageIcon6|Tundra}}
 
| 1 {{Food6}}
 
| Extensive regions in the north/south parts of the map.
 
|-
  +
|{{PageIcon6|Tundra (Hills)}}
  +
|1 {{Food6}}, 1 {{Production6}}
  +
|Provides defense bonus of 3.
 
|-
  +
|{{PageIcon6|Snow}}
  +
|None
 
|Extreme north/south of map, past [[Tundra (Civ6)|Tundra]].
 
|-
  +
|{{PageIcon6|Snow (Hills)}}
  +
|1 {{Production6}}
  +
|Provides defense bonus of 3.
 
|-
  +
| {{PageIcon6|Coast}}
 
| 1 {{Food6}}, 1 {{Gold6}}
  +
| All water tiles next to land. Provides +1 {{Housing6}} Housing bonus for cities settled there.
 
|-
 
| {{PageIcon6|Lake}}
 
| 1 {{Food6}}, 1 {{Gold6}}
 
| Small expanse of water, surrounded by land. Provides fresh water {{Housing6}} Housing bonus.
 
|-
 
| {{PageIcon6|Ocean}}
 
| 1 {{Food6}}
  +
| Water tiles far from land. Impassable before [[Cartography (Civ6)|Cartography]] is discovered.
 
|}
 
|}
   
 
=== Features ===
 
=== Features ===
{| class="article-table"
+
{| class="wikitable sortable"
  +
! Feature
!
 
!
 
 
! Yield Modifiers
 
! Yield Modifiers
 
! Notes
 
! Notes
 
|-
 
|-
|{{Icon6|Cataract}}
+
| {{PageIcon6|Woods}}
| [[Cataract (Civ6)|Cataract]]
 
| None
 
| Exclusive to [[Gifts of the Nile]]. Found on [[Nile River (Civ6)|Nile River]] tiles; takes 4 {{Movement6}} movement to cross.
 
|-
 
|
 
| [[Cliffs (Civ6)|Cliffs]]
 
| None
 
| Found on Coastal [[Hills (Civ6)|Hills]]. Blocks embarkation and disembarkation; increases Appeal.
 
|-
 
| {{Icon6|Floodplains}}
 
| [[Floodplains (Civ6)|Floodplains]]
 
| +3 {{Food6}}
 
| Modify [[Desert (Civ6)|deserts]]. Found on flat land adjacent to rivers.
 
|-
 
| {{Icon6|Grassland (Hills)}}
 
| [[Hills (Civ6)|Hills]]
 
 
| +1 {{Production6}}
 
| +1 {{Production6}}
  +
| Modifies [[Grassland (Civ6)|Grassland]], [[Grassland (Hills) (Civ6)|Grassland (Hills)]], [[Plains (Civ6)|Plains]], [[Plains (Hills) (Civ6)|Plains (Hills)]], [[Tundra (Civ6)|Tundra]] and [[Tundra (Hills) (Civ6)|Tundra (Hills)]]. +1 Appeal to adjacent tiles. Removing Woods provides one-time {{Production6}} bonus in the city (depending on era).
| Provide Defense bonus.
 
 
|-
 
|-
| {{Icon6|Ice}}
+
| {{PageIcon6|Rainforest}}
 
| +1 {{Food6}}
| [[Ice (Civ6)|Ice]]
 
 
| Modifies [[Plains (Civ6)|Plains]] and [[Plains (Hills) (Civ6)|Plains (Hills)]]. -1 Appeal to adjacent tiles. Removing Rainforest provides one-time {{Food6}} and {{Production6}} bonuses in the city (depending on era).
| None
 
| Found on Ocean and Coast tiles; Impassable.
 
 
|-
 
|-
| {{Icon6|Marsh}}
+
| {{PageIcon6|Marsh}}
| [[Marsh (Civ6)|Marsh]]
 
 
| +1 {{Food6}}
 
| +1 {{Food6}}
  +
| Modifies [[Grassland (Civ6)|Grasslands]]. -1 Appeal to adjacent tiles. Inflicts Defense penalty of -2. Removing Marsh provides one-time {{Food6}} bonus in the city (depending on era).
| Modifies [[Grassland (Civ6)|grasslands]].
 
Removing Marsh provides one-time {{Food6}} in the city (depending on era).
 
 
|-
 
|-
| {{Icon6|Mountains}}
+
| {{PageIcon6|River}}
| [[Mountains (Civ6)|Mountains]]
 
 
| None
 
| None
  +
| +1 Appeal to adjacent tiles. Provides fresh water {{Housing6}} Housing bonus. {{GS}} Can have areas of [[Floodplains (Civ6)|Floodplains]].
| Cannot be worked and is Impassable, but may boost certain [[Districts (Civ6)|districts]].
 
 
|-
 
|-
| {{Icon6|Oasis}}
+
| {{PageIcon6|Floodplains}}
 
| +3 {{Food6}}
| [[Oasis (Civ6)|Oasis]]
 
  +
| Modifies [[Desert (Civ6)|Deserts]] (in {{GS}} also [[Plains (Civ6)|Plains]] and [[Grassland (Civ6)|Grassland]]). Inflicts Defense penalty of -2. Found on flat land adjacent to Rivers.
  +
|-
  +
| {{PageIcon6|Oasis}}
 
| +3 {{Food6}}, +1 {{Gold6}}
 
| +3 {{Food6}}, +1 {{Gold6}}
| Modifies [[Desert (Civ6)|deserts]]. Provides Fresh Water.
+
| Modifies [[Desert (Civ6)|Deserts]]. +1 Appeal to adjacent tiles. Provides fresh water.
 
|-
 
|-
| {{Icon6|Rainforest}}
+
| {{PageIcon6|Mountains}}
 
| None
| [[Rainforest (Civ6)|Rainforest]]
 
  +
| Impassable. Cannot be worked, but may boost certain [[Districts (Civ6)|districts]]. +1 Appeal to adjacent tiles. Can be included in [[National Park (Civ6)|National Parks]].
| +1 {{Food6}}
 
| Modifies [[Plains (Civ6)|Plains]]. Decreases Appeal to adjacent tiles.
 
Removing Rainforest provides one-time {{Food6}} and {{Production6}} in the city (depending on era).
 
 
|-
 
|-
| {{Icon6|Reef}}
+
| {{PageIcon6|Cliffs}}
 
| None
| [[Reef (Civ6)|Reef]] {{R&F}}
 
 
| Found on [[Coastal (Civ6)|coastal]] [[Hills (Civ6)|Hills]]. Blocks embarkation and disembarkation.
  +
|-
 
| {{PageIcon6|Reef}}{{R&F}}
 
| +1 {{Food6}}, +1 {{Production6}}
 
| +1 {{Food6}}, +1 {{Production6}}
| Modifies [[Coast (Civ6)|Coasts]].
+
| Modifies [[Coast (Civ6)|Coasts]]. Provides Defense bonus of 3.
 
|-
 
|-
  +
| {{PageIcon6|Ice}}
|
 
| [[River (Civ6)|River]]
 
 
| None
 
| None
  +
| Impassable. Found on [[Ocean (Civ6)|Ocean]] and [[Coast (Civ6)|Coast]] tiles in the extreme north/south of the map. {{GS}} starts disappearing once [[Climate (Civ6)|Climate change]] kicks in.
| Increases Appeal. Provides Fresh Water.
 
 
|-
 
|-
| {{Icon6|Woods}}
+
| {{PageIcon6|Cataract}}
 
| None
| [[Woods (Civ6)|Woods]]
 
 
| Exclusive to [[Gifts of the Nile]]. Found on [[Nile River (Civ6)|Nile River]] tiles; takes 4 {{Movement6}} Movement to cross.
| +1 {{Production6}}
 
  +
|-
| Increases Appeal to adjacent tiles.
 
  +
|{{PageIcon6|Volcano}}{{GS}}
Removing Woods provides one-time {{Production6}} in the city (depending on era).
 
  +
|None
  +
|Modifies [[Mountains (Civ6)|Mountains]]. Impassable. Can erupt to boost yields and cause damages to surrounding tiles. Can either be dormant or active.
  +
|-
  +
|{{PageIcon6|Volcanic Soil}}{{GS}}
  +
|Variable
  +
|Found on land tiles near Volcanoes after suffering from eruptions.
  +
|-
  +
|{{PageIcon6|Geothermal Fissure}}{{GS}}
  +
|<nowiki>+1 </nowiki>{{Science6}}
  +
|Found near the foot of Mountains or Volcanoes.
 
|}
 
|}
 
{{RiseandFall}}
 
{{RiseandFall}}
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{{main|Appeal (Civ6)}}
 
{{main|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 {{Link6|Wonders}} and {{Link6|Great People}} also increase the Appeal rating of tiles.
+
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. {{Link6|Wonders}} and some {{Link6|Great People}} also increase the Appeal rating of tiles.
   
The Appeal of a tile has some important gameplay effects, mainly related to {{Faith6}}, {{Tourism6}}, and {{Housing6}} Housing. For example, building {{Tourism6}}-related [[Buildings (Civ6)|buildings]] and [[Tile improvement (Civ6)|improvements]] on or next to tiles with high Appeal will increase their effect! The {{Housing6}} Housing output of [[Neighborhood (Civ6)|Neighborhood]] districts also depends on the Appeal of the tile.
+
The Appeal of a tile has some important gameplay effects, mainly related to {{Tourism6}} and {{Housing6}} Housing. For example, building {{Tourism6}}-related [[Buildings (Civ6)|buildings]] and improvements on or next to tiles with high Appeal will increase their effect! The {{Housing6}} Housing bonus of [[Neighborhood (Civ6)|Neighborhood]] [[District (Civ6)|districts]] also depends on the Appeal of the tile.
   
 
==Natural Wonders==
 
==Natural Wonders==
 
{{main|Natural Wonder (Civ6)}}
 
{{main|Natural Wonder (Civ6)}}
   
Natural Wonders are unique terrain features that may be found scattered throughout the map, typically in an environment resembling the real-life surroundings of the wonder. Natural wonders cover between 1 and 4 [[Tile (Civ6)|tiles]], and provide powerful bonuses which are of great strategic importance to nearby civilizations. Though players cannot build [[District (Civ6)|districts]] or [[Improvements (Civ6)|improvements]] on wonder tiles, the bonuses they provide to their surroundings make them attractive locations for constructing [[City (Civ6)|cities]].
+
Natural Wonders are unique terrain features that may be found scattered throughout the map, typically in an environment resembling the real-life surroundings of the wonder. Natural wonders cover between 1 and 4 tiles, and provide powerful bonuses which are of great strategic importance to nearby civilizations. Though players cannot build districts or improvements on wonder tiles, the bonuses they provide to their surroundings make them attractive locations for constructing [[City (Civ6)|cities]].
   
It is important to note that while some natural wonders behave as modified versions of basic terrain features, this is not always the case. For instance, [[Mount Everest (Civ6)|Mount Everest]] and [[Mount Kilimanjaro (Civ6)|Mount Kilimanjaro]] are considered mountains, while [[Eyjafjallajökull (Civ6)|Eyjafjallajökull]] and [[Torres del Paine (Civ6)|Torres del Paine]] are not.
+
It is important to note that while some natural wonders behave as modified versions of basic terrain features, this is not always the case. For instance, [[Mount Everest (Civ6)|Mount Everest]] and [[Mount Kilimanjaro (Civ6)|Mount Kilimanjaro]] are considered [[Mountains (Civ6)|Mountains]], while [[Eyjafjallajökull (Civ6)|Eyjafjallajökull]] and [[Torres del Paine (Civ6)|Torres del Paine]] are not.
   
 
===Bonuses and Effects===
 
===Bonuses and Effects===
 
[[File:Natural_wonder_adjacency_demo_(Civ6).png|thumb|An illustration of how adjacency bonuses stack with [[Mount Roraima (Civ6)|Mount Roraima]]. Wonder tiles are shown in brown.]]
 
[[File:Natural_wonder_adjacency_demo_(Civ6).png|thumb|An illustration of how adjacency bonuses stack with [[Mount Roraima (Civ6)|Mount Roraima]]. Wonder tiles are shown in brown.]]
Though the bonuses provided by wonders differ in nature, all natural wonders have a few things in common. Players cannot build [[District (Civ6)|districts]], found [[City (Civ6)|cities]], construct [[Wonders (Civ6)|wonders]], or make [[Tile improvement (Civ6)|tile improvements]] on wonder tiles. All natural wonders provide +2 [[Appeal (Civ6)|Appeal]] to adjacent tiles, which makes them ideal spots for [[Neighborhood (Civ6)|Neighborhoods]] and [[National Park (Civ6)|National Parks]].
+
Though the bonuses provided by wonders differ in nature, all natural wonders have a few things in common. Players cannot build districts, found cities, construct wonders, or make tile improvements on natural wonder tiles. All natural wonders provide +2 Appeal to adjacent tiles, which makes them ideal spots for Neighborhoods and [[National Park (Civ6)|National Parks]].
   
Natural wonders can be broadly categorized into "passable" and "impassable" wonders (depending on whether or not [[Units (Civ6)|units]] can move on the wonder tiles). Generally speaking, passable wonders provide bonuses to the wonder tiles themselves, while impassable wonders provide bonuses to the surrounding landscape.
+
Natural wonders can be broadly categorized into "passable" and "impassable" wonders (depending on whether or not units can move on the wonder tiles). As a rule, passable wonders provide bonuses on the wonder tiles themselves, while impassable wonders provide bonuses to the surrounding landscape.
   
 
Passable wonders are usually modified forms of ordinary terrain features that provide extra {{Culture6}}, {{Science6}}, {{Gold6}}, or {{Faith6}} in addition to the normal yields from a tile of their type. Passable wonder tiles share some traits with terrain: [[Marsh (Civ6)|Marsh]] wonders (such as [[Pantanal (Civ6)|Pantanal]] and [[Ubsunur Hollow (Civ6)|Ubsunur Hollow]]) have a higher {{Movement6}} Movement cost, and [[Lake (Civ6)|Lake]] wonders (such as [[Crater Lake (Civ6)|Crater Lake]] and the [[Dead Sea (Civ6)|Dead Sea]]) provide fresh water to adjacent tiles. Passable wonders are most effective when incorporated into a city, as their tiles do not provide an adjacency bonus. Passable wonder tiles are significantly better than an unimproved tile of any kind, but are often less productive than an ordinary tile with an improvement or a district.
 
Passable wonders are usually modified forms of ordinary terrain features that provide extra {{Culture6}}, {{Science6}}, {{Gold6}}, or {{Faith6}} in addition to the normal yields from a tile of their type. Passable wonder tiles share some traits with terrain: [[Marsh (Civ6)|Marsh]] wonders (such as [[Pantanal (Civ6)|Pantanal]] and [[Ubsunur Hollow (Civ6)|Ubsunur Hollow]]) have a higher {{Movement6}} Movement cost, and [[Lake (Civ6)|Lake]] wonders (such as [[Crater Lake (Civ6)|Crater Lake]] and the [[Dead Sea (Civ6)|Dead Sea]]) provide fresh water to adjacent tiles. Passable wonders are most effective when incorporated into a city, as their tiles do not provide an adjacency bonus. Passable wonder tiles are significantly better than an unimproved tile of any kind, but are often less productive than an ordinary tile with an improvement or a district.
   
Most impassable wonders are modified forms of impassable terrain such as mountains and rock formations. Their bonuses extend to adjacent tiles, often providing extra {{Culture6}}, {{Science6}}, or {{Faith6}} to their surroundings. (Note that these bonuses stack for each adjacent tile - see diagram for a visual explanation.) Many impassable wonders also grant units a one-time bonus, such as a free [[Promotion (Civ6)|promotion]]. Impassable wonders are most effective when near the borders of a city, such that their adjacency bonus extends onto city tiles without wasting valuable space.
+
Most impassable wonders are modified forms of impassable terrain such as mountains and rock formations. Their bonuses extend to adjacent tiles, often providing extra {{Culture6}}, {{Science6}}, or {{Faith6}} to their surroundings. (Note that these bonuses stack for each adjacent tile - see diagram for a visual explanation.) Many impassable wonders also grant units a one-time bonus, such as a free [[Promotions (Civ6)|promotion]]. Impassable wonders are most effective when near the borders of a city, such that their adjacency bonus extends onto city tiles without wasting valuable space.
   
In ''[[Civilization VI: Rise and Fall|Rise and Fall]]'', each natural wonder grants +1 [[Era Score (Civ6)|Era Score]] when it is discovered, or +3 Score if the player is the first to do so.
+
In ''[[Civilization VI: Rise and Fall|Rise and Fall]]'', each natural wonder grants +1 [[Era Score (Civ6)|Era Score]] when it is discovered, or +3 Era Score if the player is the first to do so.
   
 
===List of Natural wonders===
 
===List of Natural wonders===

Revision as of 08:37, 14 August 2019

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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

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. This means that 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.

Map generation in Civilization VI is ever closer to real life! For example, Mountains are often surrounded by Hills, or Hills often form massives mimicking Highlands. Gathering Storm makes another step forward - Mountain chains are now often found at 'tectonic faults', where two continents join; and it is also there where the new Volcanoes are found, showing earth's tectonic activity with their eruptions! Rivers are now surrounded by Floodplains when enough lowland tiles are close to each other.

Mechanics

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 and yields;
  2. Terrain features, which are special formations of some sort (vegetation, relief, etc.) that build upon the qualities (and yields) 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. They add the final touch to a tile's yields.

Unlike in Civilization V, terrain features do not completely overwrite the base terrain yield, but rather add some bonus to it; 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, Woods on a Grassland (Hills) tile will have a total yield of 2 Food Food and 2 Production Production, while on a Plains (Hills) tile it will be 1 Food Food and 3 Production Production. If you build a Lumber Mill on it, the total yield (after all applicable technologies have been researched) will be 2 Food Food, 4 Production Production on Grassland, and 1 Food Food, 5 Production Production on Plains (with 1 additional Production Production in both cases if that Lumber Mill is next to a River).

Regarding classifications of Hills in Civilization VI, it is no longer a terrain feature, the Hills variants of different terrains are now counted as terrains in their own rights. Therefore:

  • Unless clearly stated, a Wonder that can be built on one terrain should not be assumed it can be also built on the Hills variant of that terrain. Same goes for abilities that interact with certain aspects of terrains. Examples:
  • Since Hills are no longer a feature, they do not interact with bonuses granted by Reyna's Forestry Management or the Māori's Marae or prevent Droughts.
  • Exceptions:
    • Bonuses of Petra and St. Basil's Cathedral: Despite the fact that these two wonders have explicit tooltips explaining whether or not they can be built on Hills variants, their bonuses do apply to Hills variants without mentioning so.
    • Russian civilization ability, Mother Russia, does apply to Tundra (Hills) without mentioning so.
    • The Open-Air Museum counts terrains and their respective Hills variant as one for the purpose of providing Culture Culture and Tourism Tourism bonuses.

In vanilla Civilization VI and Rise and Fall base terrain yields were 'set in stone' - they could only be changed via certain Wonders. That's not the case, however, in Gathering Storm! The new disaster system unleashes the forces of nature upon the world, which are capable of altering significantly base yields. Every time a disaster strikes the land, soil and minerals are carried by it, enriching the soil of even the most arid areas of the world. This means that there is a chance the disaster will add further yields to some or all affected tiles and they will remain for the rest of the game! Check individual Disaster descriptions for further info.

Here follows a list of terrain types and features with the default values of their yields and other qualities:

Base Terrain

Terrain Base Yield Notes
Grassland Grassland 2 Food Food
Grassland (Hills) Grassland (Hills) 2 Food Food, 1 Production Production Provides defense bonus of 3.
Plains Plains 1 Food Food, 1 Production Production
Plains (Hills) Plains (Hills) 1 Food Food, 2 Production Production Provides defense bonus of 3.
Desert Desert None Can have some special features on it, such as Oasis.
Desert (Hills) Desert (Hills) 1 Production Production Provides defense bonus of 3.
Tundra Tundra 1 Food Food Extensive regions in the north/south parts of the map.
Tundra (Hills) Tundra (Hills) 1 Food Food, 1 Production Production Provides defense bonus of 3.
Snow Snow None Extreme north/south of map, past Tundra.
Snow (Hills) Snow (Hills) 1 Production Production Provides defense bonus of 3.
Coast Coast 1 Food Food, 1 Gold Gold All water tiles next to land. Provides +1 Housing Housing Housing bonus for cities settled there.
Lake Lake 1 Food Food, 1 Gold Gold Small expanse of water, surrounded by land. Provides fresh water Housing Housing Housing bonus.
Ocean Ocean 1 Food Food Water tiles far from land. Impassable before Cartography is discovered.

Features

Feature Yield Modifiers Notes
Woods Woods +1 Production Production Modifies Grassland, Grassland (Hills), Plains, Plains (Hills), Tundra and Tundra (Hills). +1 Appeal to adjacent tiles. Removing Woods provides one-time Production Production bonus in the city (depending on era).
Rainforest Rainforest +1 Food Food Modifies Plains and Plains (Hills). -1 Appeal to adjacent tiles. Removing Rainforest provides one-time Food Food and Production Production bonuses in the city (depending on era).
Marsh Marsh +1 Food Food Modifies Grasslands. -1 Appeal to adjacent tiles. Inflicts Defense penalty of -2. Removing Marsh provides one-time Food Food bonus in the city (depending on era).
River River None +1 Appeal to adjacent tiles. Provides fresh water Housing Housing Housing bonus. GS-Only Can have areas of Floodplains.
Floodplains Floodplains +3 Food Food Modifies Deserts (in GS-Only also Plains and Grassland). Inflicts Defense penalty of -2. Found on flat land adjacent to Rivers.
Oasis Oasis +3 Food Food, +1 Gold Gold Modifies Deserts. +1 Appeal to adjacent tiles. Provides fresh water.
Mountains Mountains None Impassable. Cannot be worked, but may boost certain districts. +1 Appeal to adjacent tiles. Can be included in National Parks.
Cliffs Cliffs None Found on coastal Hills. Blocks embarkation and disembarkation.
Reef ReefR&F-Only +1 Food Food, +1 Production Production Modifies Coasts. Provides Defense bonus of 3.
Ice Ice None Impassable. Found on Ocean and Coast tiles in the extreme north/south of the map. GS-Only starts disappearing once Climate change kicks in.
Cataract Cataract None Exclusive to Gifts of the Nile. Found on Nile River tiles; takes 4 Movement Movement Movement to cross.
Volcano VolcanoGS-Only None Modifies Mountains. Impassable. Can erupt to boost yields and cause damages to surrounding tiles. Can either be dormant or active.
Volcanic Soil Volcanic SoilGS-Only Variable Found on land tiles near Volcanoes after suffering from eruptions.
Geothermal Fissure Geothermal FissureGS-Only +1 Science Science Found near the foot of Mountains or Volcanoes.

R&F-Only Added in the Rise and Fall expansion pack.

Terrain Appeal

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. Wonders and some Great People also increase the Appeal rating of tiles.

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

Natural Wonders

Natural Wonders are unique terrain features that may be found scattered throughout the map, typically in an environment resembling the real-life surroundings of the wonder. Natural wonders cover between 1 and 4 tiles, and provide powerful bonuses which are of great strategic importance to nearby civilizations. Though players cannot build districts or improvements on wonder tiles, the bonuses they provide to their surroundings make them attractive locations for constructing cities.

It is important to note that while some natural wonders behave as modified versions of basic terrain features, this is not always the case. For instance, Mount Everest and Mount Kilimanjaro are considered Mountains, while Eyjafjallajökull and Torres del Paine are not.

Bonuses and Effects

Natural wonder adjacency demo (Civ6)

An illustration of how adjacency bonuses stack with Mount Roraima. Wonder tiles are shown in brown.

Though the bonuses provided by wonders differ in nature, all natural wonders have a few things in common. Players cannot build districts, found cities, construct wonders, or make tile improvements on natural wonder tiles. All natural wonders provide +2 Appeal to adjacent tiles, which makes them ideal spots for Neighborhoods and National Parks.

Natural wonders can be broadly categorized into "passable" and "impassable" wonders (depending on whether or not units can move on the wonder tiles). As a rule, passable wonders provide bonuses on the wonder tiles themselves, while impassable wonders provide bonuses to the surrounding landscape.

Passable wonders are usually modified forms of ordinary terrain features that provide extra Culture Culture, Science Science, Gold Gold, or Faith Faith in addition to the normal yields from a tile of their type. Passable wonder tiles share some traits with terrain: Marsh wonders (such as Pantanal and Ubsunur Hollow) have a higher Movement Movement Movement cost, and Lake wonders (such as Crater Lake and the Dead Sea) provide fresh water to adjacent tiles. Passable wonders are most effective when incorporated into a city, as their tiles do not provide an adjacency bonus. Passable wonder tiles are significantly better than an unimproved tile of any kind, but are often less productive than an ordinary tile with an improvement or a district.

Most impassable wonders are modified forms of impassable terrain such as mountains and rock formations. Their bonuses extend to adjacent tiles, often providing extra Culture Culture, Science Science, or Faith Faith to their surroundings. (Note that these bonuses stack for each adjacent tile - see diagram for a visual explanation.) Many impassable wonders also grant units a one-time bonus, such as a free promotion. Impassable wonders are most effective when near the borders of a city, such that their adjacency bonus extends onto city tiles without wasting valuable space.

In Rise and Fall, each natural wonder grants +1 Era Score when it is discovered, or +3 Era Score if the player is the first to do so.

List of Natural wonders

Natural Wonder (Civ6)/List of Natural Wonders

Civilization VI [edit]
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R&F-Only Added in the Rise and Fall expansion pack.
GS-Only Added in the Gathering Storm expansion pack.