For the resources found on these terrains see, Resources (CivBE). For the improvements found these terrains, see Tile improvement (CivBE)
Base Terrains[]
Name | Yields | Notes | |
---|---|---|---|
Hill | +1 | Has a movement cost of 2 Movement, but provides defensive bonuses of +25% | |
Grassland | +2 | ||
Plains | +1 +1 |
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Canyon | +2 | Can not be crossed except with hover and air units.
Production increased by 5 by the city that built the Tectonic Anvil wonder | |
Tundra | +1 | Provides +1 Energy with Mass Digester even with a Terrascape | |
Mountain | None | Can not be crossed except with air units. | |
Desert | +1 | Provides +1 Food with Vivarium even with a Terrascape | |
Coast | +1 +1 Base Game +1 Rising Tide |
Water Refineries provide +1 Food in the Base game, but +1 Production in Rising Tide. | |
Ocean | +1 +1 Rising Tide only |
Water Refineries provide +1 Food in the Base game, but +1 Production in Rising Tide. | |
Trench | None | Aquatic improvements can not be built on trenches. | |
Snow | None |
Terrain Features[]
Name | Yields | Notes | |
---|---|---|---|
Ice | Can not be crossed except with hover or submarine units. | ||
Marsh | -1 | Must be drained to be productive. Movement cost of 3 Movement -15% Combat Modifier +1 from Cytonursery | |
Flood Plains | +2 | Land adjacent to rivers If a city has a Vivarium flood plains will only provide +1 Food -10% Combat Modifier | |
Forest | +1 +1 |
Can be cut down for some Production and converted into Plains or Grasslands. Has a movement cost of 2 Movement. | |
Miasma | Heals Alien Units. It harms Earth based units until player rises in the Harmony affinity or researches harmony related tech.
Can be removed or added by workers or miasma related orbital units. | ||
Craters | Can not be crossed except with hover and air units. | ||
Lakes | +1 | Any body of water ten tiles or smaller that is completely surrounded by land tiles. Lakes provide fresh water allowing for farms on hills and tundra. | |
Reef | There seems to be no difference between reefs and oceans or coasts except cosmetic differences. | ||
Rivers | +1 | Tiles adjacent to rivers receive +1 Energy.
Units expend all energy when crossing rivers unless tiles are connected by magrails or roads. Receive a -20% penalty when attacking across a river. Provides fresh water allowing hills and tundra to have farms on them. |
See also[]
- Terrain in other games
Civilization: Beyond Earth [Edit] | |
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Games: Base Beyond Earth • Rising Tide • Starships† | |
Lists | |
Affinities | |
Concepts | |
Yields | |
Misc. | |
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