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BackArrowGreen  回到文明帝國V


BackArrowGreen  回到遊戲概念

Blue arrow right  前往改良設施列表

地形文明帝國V單元格的形式與功能。熟悉地形對於遊戲而言非常有用。

基礎地形[ | ]

基礎地形是指單元格所包含的地理類型,決定其基本性質。其他地形特徵(Terrain features,又稱地貌),像是森林資源等等,則存在於基礎地形之上。這些地貌會影響單元格的特性,但無法改變其基礎地形。某些額外的地貌可以被移除,讓單元格回歸基礎地形。

基礎地形分為幾種:平原、草原、沙漠、凍土和雪原。以下列有各種地形類別的特性。

地形種類[ | ]

可能附有其他地貌的基礎地形可以用各種方法分成不同的類別。這些分類經常能在遊戲資訊或者是提示中看到:

  • 開闊地形:代表所有不帶丘陵森林叢林的平坦地形。因此,濕地也算作開闊地形。
  • 崎嶇地形:代表會限制單位行動力的陸地;包括含有丘陵、森林或叢林的所有地形。注意濕地並非崎嶇地形。
  • 湖泊:遊戲中稱作,是在大陸中的一小塊水域。通常會包含1到10格、由陸地完整包圍的水。請注意,倘若包含更多格的水域,甚至有海洋單元格的話,會被算作「內海」而非湖泊。
  • 海岸:淺水區通常位於沿著陸地的海岸線。所有海上單位都能穿過海岸單元格。同樣地,此處也有可能發現海洋資源。
  • 海洋:通常會遠離海岸線的深水單元格。只有中後期的海上單位才能通行。
  • 淡水:代表所有沿靠河流湖泊綠洲的地面單元格。對於某些遊戲功能來說非常重要。

地貌[ | ]

有些特殊的地貌經常會出現在基礎地形上,影響性質或改變遊戲中的用途。某些地貌可以移除,而有些不行,形成五花八門的實際地形。

植被[ | ]

地面上的許多區域會被濃密的植被覆蓋。一般而言這些植被被稱作森林,在熱帶則被稱作叢林。森林和叢林經常會遍布5格以上,有的甚至會達30格。極區雪線附近的凍土區經常能看到大片的純森林,而叢林則位處類似赤道的位置。相對而言,森林比較親近,叢林則偏野蠻,對文明較無用處。森林和叢林都會額外消耗單位移動力。

濕地是地面上的另一種特殊地貌:地下水滲到較低的地面上,形成一片淺水湖。這種環境生有飛禽和較矮的植物,但總體來說由於植物不夠穩固而沒什麼用。濕地可以在各種氣候下找到,也會阻礙單位移動。

這三種植被都可以用工人處理,使其回歸基礎地形以供他用。

河流[ | ]

河流對於文明的重要性從歷史就可見一斑,在遊戲中也有著特殊的功能。河流會沿著單元格之間流動(這代表沒有專門的河流單元格),提供所有沿河的單元格特殊的性質。舉例來說,如果河流流經沙漠,會形成氾濫平原。除此之外,他們也替相鄰的單元格提供淡水,並讓靠河的城市能建造許多特殊的建築。在原版和眾神與諸王中,河流會替相鄰的單元格提供+1 金幣Icon (文明5) 金幣。在美麗新世界中,河流不再提供單元格額外的金幣,但會給予沿河城市的陸上商路額外的金幣。

河流也會阻礙單位移動--除非有蓋跨河的橋樑,或是單位具有兩棲強化的強化能力,否則所有地面單位在跨河時都會消耗他們所剩的全部移動力。

丘陵[ | ]

Relief features which rise high above the general level of surrounding land are known as hills. These are found on any base terrain type (including snow) and are quite useful for mining operations. Hills can either be solitary (occupying one tile), or form a highland of several adjacent hills. All of them are passable, but with difficulty.

山嶽[ | ]

Tall relief features, mountains rise high enough for their peaks to be covered permanently with snow and become an impassable barrier. Most often they occupy only single tiles, but sometimes they extend through 3-4 nearby tiles, forming mountain ranges. These can be great obstacles for movement, because all mountain tiles are completely impassable (save the late game air units, and the Carthaginian civilization, provided that they've generated at least one Great General), and force land units to circle around them.

Mountains have almost no use for civilization because of their harsh climate and difficult access. However, cities built right next to Mountains may construct some special buildings and World Wonders. Also, the Incan civilization gets additional Template:Food5 Food from their Terrace Farms if built next to mountains.

浮冰[ | ]

在世界的極北和極南方是所謂的「極區」,由於溫度極低而讓水面永凍。這些浮冰除了潛艇核子潛艇以外,完全沒有任何單位能通過。

資源[ | ]

最後,許多單元格上面可能會蘊含某些資源--對於文明而言相當重要的特殊物品。尋找這些單元格並收歸治下,能讓你的帝國迅速獲得某些優勢。

地形與地貌之間的關係與遊戲意義[ | ]

Base terrains and features in the game combine according to logical real-world relations. Knowing them might allow a player to anticipate the presence/absence of certain features even before discovering them with his scouts. Here are some common relations:

  • Plains and grassland base terrain are the most common types in the central regions of the world. However, they may also be found intruding into harsher climates to the north/south.
  • Deserts are also found in most regions of the world, but most often in the central, level parts. Some other features combine with deserts:
    • Oases are only found on desert tiles, usually far from any other features. They allow access to fresh water to all surrounding tiles.
    • Rivers may pass through deserts, and when they do, they form the unique terrain type flood plains. This terrain may be thus found only in desert areas.
  • Forests and jungles rarely appear in a single tile; they typically form larger expanses of foliage. In the north/south regions of the world, forests often cover vast expanses of tundra tiles, while jungles are more common in the central regions. Often, there are marshes among the jungles, making it even more difficult to move through these parts. So, when you encounter what looks like a solid three-to-four-tile forest, know that this is probably going to be a major obstacle for movement.
  • Rivers, lakes, and oases provide fresh water to all nearby tiles. Settling cities next to them is highly recommended for the additional buildings you can build, as well as some bonuses for tile improvements, such as Farm, which will yield lots of Template:Food5 Food early in the game.
  • Rivers always end in the sea, or a lake. So, whenever you discover a river, be sure you'll eventually discover some water tiles at the end of the river. Just follow the flow direction!
  • All land tiles (regardless of terrain type) are surrounded by water tiles. Coasts may cover one to three tiles away from the land, after which the water becomes ocean. Sometimes tiles of land may appear inside the ocean, away from a larger landmass - these are called islands. They also have some water tiles around. Many times coasts from big landmasses and nearby islands form a single coastal region which allows free circulation of early game naval units. In some rare cases, such coastal regions may even connect two major continents.
    • Atolls only appear in coastal tiles
    • Sea resources also appear only in coastal tiles
  • Tundra base terrain is found far to the north/south of the world, never in central parts. If you find this terrain, know that you're nearing the polar regions of the map.
  • The far northern and southern regions of the world are the polar regions - they are always cold and inhospitable to life. Land in these regions is of the snow base terrain type (thus unsuitable for settling), and water forms ice, blocking sailing around the land. Most often continents which reach the far north/south may not be circumnavigated because of the ice blocking the path. Also, you can't circle the world from north to south because of the ice - not even with a submarine unit.

地形與移動力[ | ]

The effectiveness and mobility of combat units is affected by the type of terrain they occupy. As stated above, many terrain features make movement more difficult, while at the same time providing additional options for cover and defense for combat. Such effects aren't found on water tiles, which all provide equal conditions for movement and combat. For more information, see Movement and Combat.

地形與戰鬥[ | ]

Finally, some terrain types automatically affect any combat waged there. Jungles, forests, and hills all give a defending unit many options to hide, which confers them a +25% combat bonus when defending. Marshes, flood plains, and oases have the exact opposite effect: they're open spaces which at the same time present difficulties to movement and reaction, in turn bringing a disadvantage to any unit defending there (-15% combat penalty).

核輻射塵[ | ]

Few things in our world are so terrible as the results of a nuclear strike! Nuclear fallout is a terrain feature that represents these results in-game. It appears as a terrain feature on (usually all) tiles within the 2-tile blast radius of the nuke, making them completely unworkable and unproductive. In addition, entering a fallout tile without any movement infrastructure (Road or Railroad) will end a unit's movement. Fallout can be removed by a Worker with its special action Scrub Fallout - this will make the tile usable again. Note that this action doesn't repair any improvements on it - this will require a separate action!

地形潛力[ | ]

Each terrain tile may have production potential of some type, which may be used by an adjacent city working its tile. Most commonly, this potential includes Template:Food5 Food, Template:Production5 Production, or Template:Gold5 Gold. Natural Wonders also have potential, including other types of stats.

The particular potential a tile has depends on the features present on it, and follow this logic:

Base terrain + Resources

OR

Relief/terrain features + Resources   

What this means is that a plains base terrain with a Wine resource of it will have a potential of (1 Template:Food5 Food and 1 Template:Production5 Production from the base terrain) + 2 Template:Gold5 Gold from the Wine. However, a plains base terrain with a jungle on it and a Bananas resource will have 2 Template:Food5 Food from the jungle (which overrides the base terrain) + 1 Template:Food5 Food from the resource. Later, if you decide to cut down the jungle, the tile's potential will change to (1 Template:Food5 Food and 1 Template:Production5 Production) + 1 Template:Food5 Food!

It is important to note that all terrain/relief features alter the base terrain potential values. For example, a hill in the desert will have 2 Template:Production5 Production potential, even though plain desert has no potential of any kind!

Tile potential will be used by any city founded nearby, if the tiles in question are worked by its Template:Population5 Citizens. Note also that certain buildings built in the city which controls the tiles, and certain special abilities may alter the tile potential. Often we get cases when the same tile may be controlled by two different cities. If these two cities have different buildings which somehow affect yield from the tile, then its final potential may change all the time according to which city controls it currently. Also, your Workers may build improvements on tiles to add more potential.

Below is a table with all terrain types and features and their potential:

名字 基礎資源 改良設施 影響
Template:Food5 Template:Production5 Template:Gold5 Template:Food5 Food Template:Production5 Production Template:Gold5 Gold Template:Movement5 Template:Strength5
Template:PageIcon5 1 0 0** Lighthouse (+1) N/A N/A 1 0%
Template:PageIcon5 0 0 0 Farm (+1, +2, +2) N/A Trading Post (+1, +2)
River (+1; true prior to BNW)
1 0%
Template:PageIcon5 2 0 0 Farm (+1, +2, +2) N/A Trading Post (+1, +2)
River (+1; true prior to BNW)
1 0%
Template:PageIcon5 0 2 0 Farm (+1, +2; must be next to fresh water) Mine (+1, +2) Trading Post (+1, +2)
River (+1; true prior to BNW)
2† +25%
Template:PageIcon5 0 0 0 N/A N/A N/A N/A +25%
Template:PageIcon5 1 0 0** Lighthouse (+1) N/A N/A 1 0%
Template:PageIcon5 1 1 0 Farm (+1, +2, +2) N/A Trading Post (+1, +2)
River (+1; true prior to BNW)
1 0%
Template:PageIcon5 0 0 0 N/A N/A N/A 1 0%
Template:PageIcon5 1 0 0 Farm (+1, +2; must be next to fresh water) N/A Trading Post (+1, +2)
River (+1; true prior to BNW)
1 0%
Template:PageIcon5* 1 1*** 0 Clear-cut (+1, 0, -1) Clear-cut (+1, 0, -1)
Lumber Mill (+1, +2)
Trading Post (+1, +2)
River (+1; true prior to BNW)
2‡ +25%
Template:PageIcon5* 2 0 0 Clear-cut (-1, -2) Clear-cut (+2, +1) Trading Post (+1, +2)
River (+1; true prior to BNW)
2‡ +25%
Template:PageIcon5* 1 0 0 Drain (+1) Drain (0) Trading Post (+1, +2)
River (+1; true prior to BNW)
2 -15%
Template:PageIcon5 2 1 0** Lighthouse (+1) N/A N/A 1 0%
Template:PageIcon5 2 0 0 Farm (+1, +2) N/A Trading Post (+1, +2)
River (+1; true prior to BNW)
1 -10%
Template:PageIcon5 0 0 0 N/A N/A N/A N/A 0%
Template:PageIcon5 2 0 0** N/A N/A N/A N/A 0%
Template:PageIcon5 3 0 1**** N/A N/A N/A 1 -10%

* The terrain tooltip indicates what forest/jungle/marsh tiles will turn into when cut/slashed/drained (respectively); very useful for planning
** Template:Gold5 Gold potential was 1 prior to Brave New World (see below)
*** 2 with the Iroquois unique building Longhouse
**** 3 with the Arabian unique building Bazaar
Incan units ignore movement cost for hills
Iroquois units move through friendly forest and jungle tiles as if a road was present

美麗新世界的改動[ | ]

In the Brave New World expansion pack, Template:Gold5 Gold potential has been removed from almost all terrain types, with the exception of the oasis. This was probably done to shift the gold-producing process away from terrain and more towards the new Trade Routes system. This makes conquering land with resources and/or Natural Wonders even more important in the early game, and you also need to develop your trading network really quickly, or you'll find yourself running in the red.

自然奇觀[ | ]

世界各地會遍布許多獨特且驚人的地貌,被稱作自然奇觀

每個自然奇觀都是唯一的,並向所屬或發現的文明提供獨特的好處,所以最好盡早派出探險隊伍探索這些地貌。更多資訊可以參考主條目

文明帝國V編輯
眾神與諸王美麗新世界
列表

建築文明資料片改良設施晉升資源劇本社會政策科技地形特色能力單位奇跡

時代

遠古古典中古文藝復興工業現代未來† • 核子‡ • 資訊

遊戲概念

城邦文化值間諜‡ • 食物金幣偉人幸福度生產力宗教‡ • 科技旅遊業績

教學與其他

成就數學模組主要改版原聲帶文明百科

原版限定內容;‡ 眾神與諸王美麗新世界限定內容

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