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Civilization: Beyond Earth

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 Hill +1 Production Has a movement cost of 2 Movement Movement, but provides defensive bonuses of +25%
Grassland Grassland +2 Food
Plains Plains +1 Food
+1 Production
Canyon Canyon +2 Production Can not be crossed except with hover and air units.

Production Production increased by 5 by the city that built the Tectonic Anvil wonder

Tundra Tundra +1 Food Provides +1 Energy Energy with Mass Digester even with a Terrascape
Mountain Mountain None Can not be crossed except with air units.
Desert Desert +1 Energy Provides +1 Food Food with Vivarium even with a Terrascape
Coast Coast +1 Food
+1 Energy
Base Game
+1 Production
Rising Tide
Water Refineries provide +1 Food Food in the Base game, but +1 Production Production in Rising Tide.
Ocean Ocean +1 Food
+1 Energy
Rising Tide only
Water Refineries provide +1 Food Food in the Base game, but +1 Production Production in Rising Tide.
Trench Trench None Aquatic improvements can not be built on trenches.
Snow Snow None

Terrain Features[]

Name Yields Notes
Ice Ice Can not be crossed except with hover or submarine units.
Marsh Marsh -1 Food Must be drained to be productive.
Movement cost of 3 Movement Movement
-15% Combat Modifier
+1 Food from Cytonursery
Flood Plains Flood Plains +2 Food Land adjacent to rivers
If a city has a Vivarium flood plains will only provide +1 Food Food
-10% Combat Modifier
Forest Forest +1 Food
+1 Production
Can be cut down for some Production Production and converted into Plains or Grasslands. Has a movement cost of 2 Movement Movement.
Miasma Miasma Heals Alien Units. It harms Earth based units until player rises in the Harmony Harmony affinity or researches harmony related tech.

Can be removed or added by workers or miasma related orbital units.

Craters Craters Can not be crossed except with hover and air units.
Lakes Lakes +1 Food 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 Reef There seems to be no difference between reefs and oceans or coasts except cosmetic differences.
Rivers Rivers +1Energy Tiles adjacent to rivers receive +1 Energy 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[]

Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships
Lists
Affinities
Concepts
Yields
Misc.
Introduced in the Rising Tide expansion pack.
  • † Spin off game based in the same fictional universe