- Yields: +1 Production.
- Movement needed: 2 MPs (3 if on Hills)
- Defense provided: +3 (+6 if on Hills)
- Additional traits:
- Old-growth Woods are the ones that already existed in the world (i.e. they have never been removed). When removed, they grant a burst of Production. They grant 1 Appeal to surrounding tiles (but not for the tiles they are on), and when Conservation is unlocked, they also get 1 Appeal for the tiles they are on (the area Appeal is unchanged). Vietnam also gains the extra Appeal for old-growth Woods at Medieval Faires. Note that Woods always grant 1 Appeal to surrounding tiles even when they are in neutral territory, but only gain the extra Appeal when included in the territory of a civilization that has unlocked the appropriate civic.
- Second-growth Woods are the ones Builders have planted with their newly-gained Plant Woods ability. They provide the usual +1 Appeal to adjacent tiles (but not their own), and do not provide a Production bonus if removed. They are otherwise the same as old-growth Woods.
Woods have many uses throughout the game. Forests ensure productivity and protection for civilizations living within them, and provide adjacency bonuses to Holy Sites. Once Machinery (or, in Gathering Storm, Construction) has been researched, Lumber Mills can be built to further increase their Production.
In contrast to Rainforests, Woods increase the Appeal of adjacent tiles, making them ideal for Neighborhoods or tourist attractions. The Conservation civic also allows Builders to plant second-growth Woods on any tile where Woods could normally grow - while they don't have as much Appeal as old-growth Woods, they can be used to dress up cities and improve Tundra tiles. Conservation also gives a +1 Appeal on the Woods tile itself for old-growth Woods; this usually is not very useful (because most stuff that depends on Appeal will remove the Woods), except when attempting to designate a National Park. Since the individual Appeal of each and every tile counts in this situation, you may find it possible to use Woods tiles which previously didn't have enough Appeal to be included in the Park. You can even Plant Woods in a vertical diamond-shaped area to gain +2 Appeal for the top and bottom tiles and +3 Appeal for the side tiles - this all but ensures they will have the minimum Appeal needed to designate a National Park.
After researching Mining, Woods can be Harvested to provide a progressive amount of Production (adjusted by game speed, difficulty level, and era) to the city owning the tile. Note that Harvesting second-growth Woods will not yield any Production, so if a city needs the Production more than the Appeal, it's a good idea to Harvest the Woods and then re-plant them after researching Conservation.
The bounty of woods has been crucial in the survival of more than one tribe, providing timber, animals, and plants in such variety as to stagger the imagination. Sadly, civilization has too often chopped them down to make room for farms, roads, and suburbs … and then there are those greedy corporations, looking to grow rich from pelts, logs, and metals.
|Civilization VI Terrains |
Cataract3 • Cliffs • Floodplains • Desert Floodplains • Grassland Floodplains • Plains Floodplains • Geothermal Fissure • Ice • Impact Zone1 2 • Marsh • Oasis • Rainforest • Burning Rainforest1 • Burnt Rainforest1 • Reef • River • Volcanic Soil • Volcano • Woods • Burning Woods1 • Burnt Woods1
|1 Requires a DLC • 2 Apocalypse mode only • 3 Specific Scenarios only|