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|{{IconBE|Grassland}} |
|{{IconBE|Grassland}} |
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|{{LinkBE|Grassland}} |
|{{LinkBE|Grassland}} |
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− | | +2{{FoodIconBE}} |
+ | | +2 {{FoodIconBE}} |
| style="text-align: left;" | |
| style="text-align: left;" | |
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|{{IconBE|Plains}} |
|{{IconBE|Plains}} |
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|{{LinkBE|Plains}} |
|{{LinkBE|Plains}} |
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− | | +1{{FoodIconBE}}<br>+1{{ProductionIconBE}} |
+ | | +1 {{FoodIconBE}} <br>+1 {{ProductionIconBE}} |
| style="text-align: left;" | |
| style="text-align: left;" | |
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|{{IconBE|Canyon}} |
|{{IconBE|Canyon}} |
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|{{LinkBE|Canyon}} |
|{{LinkBE|Canyon}} |
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− | | +2{{ProductionIconBE}} |
+ | | +2 {{ProductionIconBE}} |
| style="text-align: left;" |Can not be crossed except with hover and air units. |
| style="text-align: left;" |Can not be crossed except with hover and air units. |
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{{ProductionBE}} increased by 5 by the city that built the [[Tectonic Anvil (CivBE)|Tectonic Anvil]] wonder |
{{ProductionBE}} increased by 5 by the city that built the [[Tectonic Anvil (CivBE)|Tectonic Anvil]] wonder |
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|{{IconBE|Tundra}} |
|{{IconBE|Tundra}} |
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|{{LinkBE|Tundra}} |
|{{LinkBE|Tundra}} |
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− | | +1{{FoodIconBE}} |
+ | | +1 {{FoodIconBE}} |
| style="text-align: left;" | Provides +1 {{EnergyBE}} with [[Mass Digester (CivBE)|Mass Digester]] even with a [[Terrascape (CivBE)|Terrascape]] |
| style="text-align: left;" | Provides +1 {{EnergyBE}} with [[Mass Digester (CivBE)|Mass Digester]] even with a [[Terrascape (CivBE)|Terrascape]] |
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|{{IconBE|Desert}} |
|{{IconBE|Desert}} |
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|{{LinkBE|Desert}} |
|{{LinkBE|Desert}} |
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− | | +1{{EnergyIconBE}} |
+ | | +1 {{EnergyIconBE}} |
| style="text-align: left;" | Provides +1 {{FoodBE}} with [[Vivarium (CivBE)|Vivarium]] even with a [[Terrascape (CivBE)|Terrascape]] |
| style="text-align: left;" | Provides +1 {{FoodBE}} with [[Vivarium (CivBE)|Vivarium]] even with a [[Terrascape (CivBE)|Terrascape]] |
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|{{IconBE|Coast}} |
|{{IconBE|Coast}} |
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|{{LinkBE|Coast}} |
|{{LinkBE|Coast}} |
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− | | +1{{FoodIconBE}}<br>+1{{EnergyIconBE}}<br>Base Game<br>+1{{ProductionIconBE}}<br>Rising Tide |
+ | | +1 {{FoodIconBE}} <br>+1 {{EnergyIconBE}}<br>Base Game<br>+1 {{ProductionIconBE}}<br>Rising Tide |
| style="text-align: left;"|[[Water Refinery (CivBE)|Water Refineries]] provide +1 {{FoodBE}} in the Base game, but +1 {{ProductionBE}} in ''Rising Tide''. |
| style="text-align: left;"|[[Water Refinery (CivBE)|Water Refineries]] provide +1 {{FoodBE}} in the Base game, but +1 {{ProductionBE}} in ''Rising Tide''. |
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|{{IconBE|Ocean}} |
|{{IconBE|Ocean}} |
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|{{LinkBE|Ocean}} |
|{{LinkBE|Ocean}} |
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− | | +1{{FoodIconBE}}<br>+1{{EnergyIconBE}}<br>Rising Tide only |
+ | | +1 {{FoodIconBE}} <br>+1 {{EnergyIconBE}}<br>Rising Tide only |
| style="text-align: left;" |[[Water Refinery (CivBE)|Water Refineries]] provide +1 {{FoodBE}} in the Base game, but +1 {{ProductionBE}} in ''Rising Tide''. |
| style="text-align: left;" |[[Water Refinery (CivBE)|Water Refineries]] provide +1 {{FoodBE}} in the Base game, but +1 {{ProductionBE}} in ''Rising Tide''. |
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|{{IconBE|Marsh}} |
|{{IconBE|Marsh}} |
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|{{LinkBE|Marsh}} |
|{{LinkBE|Marsh}} |
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− | | -1{{FoodIconBE}} |
+ | | -1 {{FoodIconBE}} |
| style="text-align: left;" |Must be drained to be productive.<br>Movement cost of 3{{MovementBE}}<br>-15% Combat Modifier<br> +1{{FoodIconBE}} from [[Cytonursery (CivBE)|Cytonursery]] |
| style="text-align: left;" |Must be drained to be productive.<br>Movement cost of 3{{MovementBE}}<br>-15% Combat Modifier<br> +1{{FoodIconBE}} from [[Cytonursery (CivBE)|Cytonursery]] |
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|{{IconBE|Flood Plains}} |
|{{IconBE|Flood Plains}} |
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|{{LinkBE|Flood Plains}} |
|{{LinkBE|Flood Plains}} |
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− | | +2{{FoodIconBE}} |
+ | | +2 {{FoodIconBE}} |
| style="text-align: left;" |Land adjacent to rivers <br /> If a city has a [[Vivarium (CivBE)|Vivarium]] flood plains will only provide +1 {{FoodBE}}<br>-10% Combat Modifier |
| style="text-align: left;" |Land adjacent to rivers <br /> If a city has a [[Vivarium (CivBE)|Vivarium]] flood plains will only provide +1 {{FoodBE}}<br>-10% Combat Modifier |
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|{{IconBE|Forest}} |
|{{IconBE|Forest}} |
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|{{LinkBE|Forest}} |
|{{LinkBE|Forest}} |
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− | | +1{{FoodIconBE}}<br>+1{{ProductionIconBE}} |
+ | | +1 {{FoodIconBE}}<br>+1 {{ProductionIconBE}} |
| style="text-align: left;" |Can be cut down for some {{ProductionBE}} and converted into Plains or Grasslands. Has a movement cost of 2{{MovementBE}}. |
| style="text-align: left;" |Can be cut down for some {{ProductionBE}} and converted into Plains or Grasslands. Has a movement cost of 2{{MovementBE}}. |
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|{{IconBE|Lakes}} |
|{{IconBE|Lakes}} |
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|{{LinkBE|Lakes}} |
|{{LinkBE|Lakes}} |
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− | | +1{{FoodIconBE}} |
+ | | +1 {{FoodIconBE}} |
| style="text-align: left;" |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. |
| style="text-align: left;" |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. |
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|{{IconBE|Rivers}} |
|{{IconBE|Rivers}} |
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|{{LinkBE|Rivers}} |
|{{LinkBE|Rivers}} |
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− | |<nowiki>+1</nowiki>{{EnergyIconBE}} |
+ | |<nowiki>+1 </nowiki>{{EnergyIconBE}} |
| style="text-align: left;" |Tiles adjacent to rivers receive +1 {{EnergyBE}}. |
| style="text-align: left;" |Tiles adjacent to rivers receive +1 {{EnergyBE}}. |
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Units expend all energy when crossing rivers unless tiles are connected by magrails or roads. |
Units expend all energy when crossing rivers unless tiles are connected by magrails or roads. |