Terrain.mp2d

Quick Jumps:
* Terrain Chart
* Terrain Modification Flowchart 
===World===
The World Map is made of tiles. Each tile has a terrain type. In "global" games, the east and west map edges connect, making a cylindrical planetary map that can be circumnavigated. In regional scenarios, the map is a rectangle from which you cannot pass beyond the edges.
===Terrain Classes===
 	 		 	Flatland	Difficult	Lowland	Highland	Oceanic
moves	bonus		Sea 	 	 	 	 	
1 	- 		Lake 	 	 	 	 	✅
1 	- 		Ocean 	 	 	 	 	✅
1 	- 		Deep Ocean	 	 	 	 	✅
 	 		Land 	 	 	 	 	
1 	- 		Grassland 	✅ 	 	✅ 	 	
1 	- 		Plains 	✅ 	 	✅ 	 	
1 	- 		Desert 	✅ 	 	✅ 	 	
1 	- 		Tundra 	✅ 	 	✅ 	 	
2 	- 		Arctic 	✅ 	 	✅ 	 	
2 	1.33×		Forest 	 	✅ 	✅ 	 	
2 	1.33×		Swamp 	 	✅ 	✅ 	 	
2 	1.5× 		Jungle 	 	✅ 	✅ 	 	
2 	2× 		Hills 	 	✅ 	 	✅ 	
3 	3× 		Mountains 	 	✅ 	 	✅ 	
Terrain classes affect many game rules. Difficult Terrain is a synonym for non-Flatland—terrain with defense bonus. 
The game elements most affected by terrain are combat, movement, and resources used by cities:
===Combat on Terrain===
Terrain affects combat. When a Land unit is attacked, its defense strength is multiplied by the bonus of the terrain. 👉🏻 A river adds +0.50 to any bonus. For example, a tile with Jungle and River gets a bonus of 1.5 + 0.5 = 2×. From a tactical view, if you are trying to hold and defend an area of the map, fortifying on terrain with a higher bonus is wise. 
Air and Sea units get no terrain bonus. 
===Movement on Terrain===
Sea and Air units always use one move point to move to a tile. Terrain only alters the move points of Land units. 
Land units - move speed:
*Except for Arctic, Flatland is easy terrain that costs one move point. All other land terrain is "rough terrain." Mountains cost 3 move points. All other rough terrain costs 2 move points. See the Terrain Chart for move costs.
*Transportation Terrain Improvements give bonus movement to units who qualify to use them. These are documented in the next section.
*Tribesmen, Scouts, Partisans, and Alpine Troops are outdoorsmen who move light and quick. For these units, it is like every tile has a road on it. That is, moving one tile costs only ⅓ move point.
*Before the founding of your first city, all units enjoy a +⅓ movement bonus. Nomadic tribes have greater fitness prior to sedentary culture. On the turn after your first city is founded, this bonus is permanently lost.
👉🏻 In Freeciv, move points are deducted after you move to a tile. Whether it has 1 or 3 move points, a Horsemen could equally move onto a mountain tile, have 3 move points deducted, and end its turn. If the Horsemen had more than 3 move points, it could then proceed to the next tile, or start an action like fortifying or attacking. But if it has no move points left, it must wait until the next turn to move again or begin an action.
👉🏻 Cities always have roads inside. If a nation has the geographic and technological requirements, cities will also contain Bridges, Railroads, and Quays. The list of Terrain Improvements below has more info on these.
===Terrain Resources===
Cities may be built on any terrain except Arctic, Lake, Ocean or Deep Ocean.
Tiles within range of a city may be worked by the city's citizens. When a city works a tile, it receives three types of income: Food, Production, and Trade. In Freeciv, a production point is called a Shield. Tile Output is conventionally written as Food points/Shields/Trade points. For example, "1/2/3" is a tile that produces 1 food, 2 shields, and 3 trade. On the map, a tile with 1/2/3 output will be shown as: 2 
Terrain sometimes has a Special Resource which boosts food, shields, or trade. For example, Silk is a Forest resource that increases the tile's trade output, raising 1/2/0 to 1/2/3. 
Note: Extra resources appear on the map on Turn 2, to balance equitable resource distribution. This provides incentive to preserve the move bonus before the founding of your first city, and explore further to decide on Turn 2 where to put your first city. Extra resources which appear on Turn 2 are: Berries, Spice, Peat, Oasis, Rubber, Gems, Elk, Furs, Ivory, and Iron. The other types are generated on the map before the game begins.
The Terrain Chart below lists the output of each terrain type, both with and without special resources.
====Tile Corruption====
In Despotism and Anarchy, there is tile corruption: any tile producing 3 or more of an output is penalized 1 point. For example: normally, unirrigated Grassland gives +2 food, while irrigated Grassland gives +3 food. However, if you're in Despotism, irrigated Grassland would produce 3-1 = 2 food. (This means irrigating Grassland in Despotism is wasted work.) 👉🏻 There are several ways to reduce or eliminate tile corruption:
*Chand Baori eliminates tile corruption on food output in the city which has it.
*The Ziggurat eliminates tile corruption on shields in the city which as it.
*For an individual city, building a Courthouse or The Sphinx totally eliminates tile corruption.
*Code of Hammurabi eliminates corruption on Lowlands tiles (land tiles that aren't mountains or hills.)
*The Mausoleum of Mausolos in your nation lifts the level at which penalties are triggered, from 3 output to 4 output.
*For cities size 3 or more, celebration eliminates tile corruption.
*Angkor Wat gives the same bonus as celebration for all cities size 2 or more, removing tile corruption.
*Supreme Court eliminates tile corruption in every city.
*👉🏻 Changing to any government besides Anarchy or Despotism eradicates tile corruption.
==Tile Improvements==
* Mine (M), Build Road (R), and Irrigate (I) can be done by Worker-types: Tribesmen, Workers, Settlers, Founders, Engineers, and Proletarians. These actions create terrain improvements which can boost food, shields, trade, and movement.
*Removing a terrain improvement can be done with Pillage (shift-P).
*Irrigation and Mines can't co-exist on the same tile. Once built, a Mine or Irrigation system will replace the other. 
=== Mines and Oil Wells ===
Hills, Mountains, Desert, and Arctic can be mined (M). Mines increase shield output. Mining Desert or Arctic makes an Oil Well. Oil Wells require Construction on desert. On arctic terrain they need Refining. 
* The Terrain Chart shows the increased output for Mines and Oil Wells.
=== Irrigation ===
On most Lowlands terrain, Irrigation can produce more food. 
To irrigate you must have a water source on a cardinally adjacent tile. Water sources are Oceans, Lakes, Rivers, Canals, Oasis, or any other irrigated land. 
👉🏻 City-center tiles get a free bonus as if they are irrigated, but don't count as a water source unless you really irrigate them—or have the Chand Baori wonder. (Chand Baori also unlocks diagonally adjacent tiles as a water source.)
=== Advanced Tile Improvements ===
After Refrigeration is discovered:
==== Farmland ====
* Farmland can be made if you have Refrigeration by irrigating an irrigated tile again.
*Tile food production then doubles if the city has a Supermarket.
==== Fishtraps ====
* Fishtraps can be laid on tiles adjacent to Fish, but not cardinally adjacent to another Fishtrap.
*Fishtraps add +2 food to ocean tiles and +2 food +1 trade to adjacent Fish.
*Fishtraps can be made if you have Refrigeration 
*The hotkey to make a fishtrap is the same as for irrigation: I
=== Terrain Alteration ===
Terrain can be changed to different types of terrain. 
Worker-types can: 
* Plant Forest (M) 
* Cut Forest (I)
* Drain Swamp (I)
* flood a forest to Make Swamp (M) 
This doesn't create a tile improvement. It alters Lowland terrain to a new type. 
More radical alterations of terrain can only be done by Engineers with Transform Terrain (O). See "Terrain Modification Flowchart" below.
👉🏻 Terrain alteration destroys Resources: if a Forest with Silk is chopped down, it changes to Plains and loses the Silk resource. (Transforming Arctic to Desert doesn't lose Oil only because Oil occurs on both terrains.) 
===Working Together===
Two or more units working on the same tile under the same orders combine their labor, speeding completion of their project. Be careful: when a unit's working orders are interrupted, its progress is lost. Units may join a multi-turn improvement project midway through it to contribute their work. For example, if a project takes 3 turns and is worked by a single worker, a worker joining the project on the second turn will split the 2 remaining worker-turns with the other worker, and they finish the project at the end of that turn. 👉🏻 For a unit to get credit at turn-change for work that it begins, it must have MORE than 0 moves left.
=== Transportation Terrain Improvements ===
The only natural transportation infrastructure is rivers. Other transportation improvements must be built on tiles by your worker units. 
=== Restricted and Unrestricted Transportation Infrastructure ===
Transportation infrastructure comes in two types: restricted and unrestricted. 
* Restricted infra represents transportation infrastructure that has restrictions on foreign units' ability to use it:
** Foreign military units can't use restricted infra unless they have Alliance with the owner of that infra.
** Foreign civilian units can't use restricted infra unless they are at Peace with the owner of that infra.
** If no nation owns the tile, then it's usable by all.
** In MP2D, Railroads, Quays, and MagLevs are Restricted infra.
* Unrestricted infra is transportation that any nation can use, regardless of whose territory it is.
** In MP2D, Roads, Sea Bridges, Rivers, and Canals are Unrestricted infra. 
==== Roads ====
Roads are unrestricted infra: anyone may use them. Travelling on a road costs only 1/3 move point, regardless of the terrain. If a city works a tile with a road on it, it enhances trade by +1 for Grassland, Plains, Tundra, and Desert. 
====Rivers====
Rivers can be used by anyone. They increase movement the same as Roads while giving a +50% defense bonus to non-motorized land units. Roads can't be placed over river tiles until Bridge Building is discovered. A tile with a River gives the same trade bonus as a tile with a Road, but gives the bonus to all terrain types. Rivers can be used by wooden ships, who travel on them the same as if they were on lakes or oceans. Except for the Cargo Ship, modern ships can't use rivers. 
👉🏻 NOTE: In MP2D, motorized land vehicles do not use ⅓ move point on rivers. Their move speed already assumes an accelerated pace, and they are considered too heavy to use the cheaper water vessels assumed to be included in the river's accelerated move speed. 
==== Bridges ====
A Bridge is literally a road made over a river. Bridge Building technology is required to make a road over a river. On Flatland, a tile with a Bridge will give an extra +1 trade in addition to the trade given by the river. On rough terrain, Roads and Bridges give no trade bonus. 
==== Railroads ====
Railroads are restricted infra: foreign military units can't use your rails unless they have an Alliance with you. Foreign civilian units can use your rails if at Peace.
Railroads increase the production output of a tile by +50% (rounded down.) They enhance movement 3× more than roads. Only 1/9 move point is spent on Railroads. Building Railroads requires the technology of the same name, and for a road to already be on the tile. Note that units can't use rails in enemy territory, but can still use the roads under them at 1/3 move cost.
==== MagLevs ====
MagLevs are high speed superconductive rails available toward the end of the game. Traveling by MagLev uses no movement points. MagLevs are restricted infrastructure: in foreign territory, only allied military units can use them. Civilian units may use them if at peace with the owner. Superconductors technology is required to make MagLevs.
==== Quays ====
A Quay is a tile improvement that can be built on Rivers or Canals.
* Quays are ferry infrastructure that help units cross Rivers.
** Quays connect to Roads.
** Moving from a Road to a Quay or from a Quay to a Road costs 2/3 move point.
* Cities built on Rivers automatically get Quays after you discover Pottery.
** From a city-center with a Quay, units can step to adjacent Roads for 1/3 move point. 
* On a Quay, ships can Unload Transport (T) and cargo units can Deboard Transport (shift-T). 
* Quays are a special type of restricted infrastructure: 
** Only allied units can enter or exit a Quay at 2/3 move cost. (Other units can't use the quay.)
** Only domestic units can Deboard Transport or Unload Transport at 1/3 move cost. 
*** Foreign units may deboard or unload but lose all move points. This includes allied units.
** Marines of any nationality can Deboard Transport on any tile anywhere with no loss of moves. This includes tiles with a Quay.
* Disembarking to an adjacent Quay does not utilize the Quay. Full Disembark move cost will be charged.
*Quays take half a worker-turn to complete. They are the only tile improvement that Tribesmen can finish in one turn.
Moves Needed to Cross a River 	Moves Needed to Cross a River	Moves Needed to Cross a River
No Bridge, no Quay 	2.00 	6/3
Quay with road on one side 	1.67 	5/3
Quay with roads on both sides,
Bridge with road on one side	1.33 	4/3
Bridge with roads on both sides	0.67 	2/3
====Canals====
thumb|123x123px|Canals
Canals are unrestricted infra allowing all ships to pass—even those who can't navigate on Rivers. Build-time is 5 worker-turns. Like Rivers, they can be used as a source for irrigation. Quays can be built on them. Unlike Rivers, they give no trade bonus and no move bonus. Building Canals requires a Lowlands tile, Engineering, and a cardinally adjacent Lake or Ocean. A Waterway is an inland Canal that extends your Canal's length; these can be built on Lowlands cardinally adjacent to a Canal or River. You can build longer Canals by Transforming land into a water source. 
==== Sea Bridges ====
A Sea Bridge can be built over Lakes and Oceans after researching Steel. In order to make it, one needs a Trawler or worker-types inside a ship. It must be built cardinally adjacent to land. Sea Bridges allow land traffic to move over them and allow sea traffic to pass under. (Land and Sea units can co-exist on a tile with a Sea Bridge.) A Sea Bridge acts like a Road and is unrestricted infra. Railroads and MagLevs can be built over it. 
==== Building while transported ====
👉🏻 Roads, Railroads, MagLevs, Canals, and Sea Bridges can be made while worker-types are transported on boats and wagons, except if inside Foreign territory. 
Transportation Improvements to Terrain
Type 	Move
Cost	Tech Req. 	worker
turns	R.I.
**	Geographic Req.
River 	⅓	natural 	- 	 	Land
Road 	⅓	None 	1*	 	Land
Quay 	⅔	Pottery 	½ 	✅ 	River
Bridge 	⅓	Bridge Building	1*	 	River
Canal 	1	Engineering 	5 	 	Cardinal adjacency to: Ocean, River, or Canal connected to Ocean
Railroad 	⅑	Railroad 	2 	✅ 	Road on tile
Sea Bridge	⅓	Steel 	6 	 	Ocean, or Lake cardinally adjacent to Land.
MagLev 	0	Superconductors	2 	✅ 	Land or Sea Bridge
* roads and bridges take longer to build on tough terrain. See Terrain Chart for specifics.
** R.I. = restricted infrastructure: in foreign territory, units don't get the move bonus of this infra unless allied.
===Military Terrain Improvements===
frame|right|Buoy and its vision|link=https://freeciv.wikia.com/wiki/File:Buoy-vision.PNG|135x135pxThere are 10 kinds of military terrain improvements. Each requires a technology. 
==== Hideouts ====
*Hideouts require Warrior Code technology and can be built by Foot soldiers in Forests, Swamps, Mountains, Jungle, and the Ruins of a former city. They cannot be built in someone else’s territory. Units in a Hideout are invisible to other players. Land units and Helicopter-types are hidden in them. Other units will be seen. Hideouts are invisible to anyone not inside them, including their owner—so it's important to remember your Hideouts. Units inside display an icon to indicate they are hiding. For each turn unoccupied, a Hideout has a 15% chance of being lost, unless built on the ruins of a city. Hideouts can't co-exist with other base types. Like a base, units in a Hideout do not undergo stack death. The hot-key to make a hideout is shift-H.
==== Forts ====
*Forts are quickly improvised terrain improvements that increase defense and provide an outpost presence. Enemies can only kill units in a Fort one at a time, instead of all at once. Against Land, Missile, and Sea units, defenders get a 1.33× defense bonus. (The exception is Aircraft and Armor, which ignore the defense bonus.) Whether occupied or not, a Fort provides free vision on every adjacent tile and 2 tiles out in the cardinal directions. This makes Forts useful for border watch security. Forts do not claim national territory, but they allow a Settler to claim the tile to build a city. Forts require Masonry tech. The hot-key to make a Fort is shift-F. Besides worker-types, Legions and Marines can also make Forts.
==== Fortress ====
* A Fortress can be built on any tile that already has a Fort. Enemies can only kill units in a Fortress one at a time, instead of all at once. A Fortress gives Land units a 2× defense against all Missile, Sea, and Land units. Unlike the Fort, the Fortress also gives Land units a 1.67× defense against Helicopters, Armor, and Air units. Armor II is the only attacking unit which negates the defense bonus from a Fortress. Fortresses claim and extend national borders. Once Invention is discovered, units in a Fortress have increased vision. Fortresses require Construction tech. The hot-key to make a Fortress is shift-F. Besides worker-types, Legions can also make Fortresses.
==== Castle ====
*A Castle can be built on tiles that already have a Fortress. Castles get the same defense bonuses as a Fortress, except for one difference: the Castle is immune to attacks from the Siege Ram unit. Also, Castles have greater vision, claim more territory, and hide the units inside, making them unseen to enemies. Castles require Construction and Feudalism. Castles can't be built after you discover Gunpowder tech. Castles are a major construction project that take 5½ worker-turns to build. The hot-key to make a Castle is shift-F. Besides worker-types, Legions can also make Castles. 
==== Bunker ====
*A Bunker can be built on a tile that already has a Fortress. It has the same defense bonuses as a Fortress. However, unlike the Fortress, enemies can't see units inside a Bunker, and it is immune to attacks from Air and Missile units. Each unit inside has a 90% chance to survive a nuclear detonation. Bunkers require subterranean construction and take 18 worker-turns to complete. They neither claim as much land nor see as far as a Fortress. Bunkers require Steel technology. Bunkers cannot be pillaged. Removing one is a longer operation which takes 2½ worker-turns. You must dismantle it to the original Fortress it was built upon, by doing (shift-F). The hot-key to make a Bunker is shift-F.
==== Airbase ====
*In an Airbase, units are not subject to Stack-Kill, but Air units become open to attacks by Land units. Air and Helicopter units may land and refuel. Aeroplanes heal at +20% hp per turn, while Helicopters receive +25% hp per turn. Paratroopers can be launched from Airbases. Airbases can be built by Marines and other worker-types, but not by Settlers. The hot-key to make an Airbase is shift-E.
==== Radar installations ====
*Radar installations extend Airbase vision distance by \sqrt30tiles. They can be built inside an Airbase in 2½ worker-turns. Radar installations require Radar technology. The hot-key to make Radar is shift-E.
==== Buoys ====
*Buoys are laid down on Oceanic terrain by Trawlers, or by Workers or Engineers on board a ship. Buoys require Radio technology. They give permanent vision of surrounding tiles and provide Sentry Reports of what they see going past their range of vision. A chain of Buoys can give early warning for sea traffic or amphibious invasions. They can be pillaged by all warships from Ironclad onward. Buoys can see cardinally adjacent Submarines. The hot-key to make a Buoy is shift-F.
==== Naval Base ====
*A Naval Base is a Fortress which gives refuge for Sea units to heal with a defense bonus and without the threat of kill-stack or the "Pearl Harbor effect." In straight cardinal directions, they can see Submarines at a distance of 2 tiles. Enemies can only kill units in a one at a time. Requirements are Engineering, Low-land terrain, and a tile cardinally adjacent to Ocean. The hot-key to make a Naval Base is shift-N. Besides worker-types, Legions can also make a Naval Base.
==== Terrain Walls ====
*Terrain Walls are available only if the Great Wall was constructed.
**Walling a tile takes one turn. (Set Tile target with (D)o command.) Can't be built on a Base, Mountains, Swamps, Rivers, or Canals
**Terrain Walls take four turns to pillage.
**Non-allied units lose all move points moving onto a Terrain Wall, and lose all move points moving off of a Terrain Wall.
**Foreign units who are on Walls and have no moves left, are classed as 'scaling the wall' and have -50% defense while caught on the Wall with no moves left.
**Domestic units on Walls are considered fortified for free, even if not in a fortified state. (i.e. your units only, not allies.)
👉🏻 Bookmark the page on Bases to reference full details for every type of Base.
* 👉🏻 Terrain and Base defense bonuses multiply together. Bookmark this chart for reference.
===Land Transformation===
Only Engineers can directly Transform land (hotkey: "O"). (See Terrain Modification Flowchart below.)
*For transforming Swamp to Ocean, one of the eight adjacent tiles must be Ocean already.
*To transform Ocean into Swamp at least 2 of 8 adjacent tiles must be land. To work on Ocean, Engineers must be on a transport. The new Swamp tile will get a River if built adjacent to a river tile's single mouth.
Engineers work at 2× speed, performing 2 worker-turns on tile improvements each turn. They complete all improvements in half the time specified in the Terrain Modification Flowchart and Terrain Chart.
🡲 Any special resource on a tile is lost after its terrain type is transformed to a different terrain type. It reappears if the tile is transformed back to its original terrain. 
===Huts===
Huts are primitive villages spread across the world at the beginning of the game. Any land unit can enter a hut. When the hut is entered by a land unit, you get a random bonus. The bonus may be:
*small bulb awards (1-5 bulbs)
*a Boat (if on a river) 
* Goods (if discovered by a Tribesmen, Boat, Caravan, or other unit who can carry Goods)
*a Map of the surrounding area (14 tile diameter)
*a small amount of gold
*a free Warriors unit (or Phalanx if you can make them).
After entering a Hut, it disappears. Huts encourage you to explore the game at the dawn of time, to collect the bonuses of learning from the world and other tribes — before someone else does! NOTE: Huts are an optional game setting that can be turned off.
===Appearing Resources===
*Turn 2 resources. When the map is generated, special resources are randomly dispersed at game start but also on Turn 2. This creates a fair statistical distribution of special resources. Making cities on Turn 1 will give you one more turn of production, but you can't see the resources which will appear at the start of Turn 2. Because these resources are for statistically balancing the terrain, only some types of resource appear on Turn 2: Berries, Spice, Peat, Oasis, Rubber, Gems, Elk, Furs, Ivory, and Iron.
*Wild Game. From Turn 2 until Turn 20, plentiful Deer and Wild Boars wander the early earth. Each is a resource giving +2 food to its tile, if worked by a city. Because these resources wander, be attentive to make your city adjust to their arrival and departure: The only thing worse than missing the opportunity for the food bonus, is to continue working a sub-optimal tile because you did not notice the wild game has left a tile you're working!! Wild Game simulates the gradual transition from Hunter-Gatherer to fully Agricultural societies. It also helps propel multiplayer games out of a prehistoric phase slowed by the fact you can't repeatedly hit "Turn Done" in multiplayer games with fixed-length turns.
=== Terrain Defense Bonus Chart ===
A master chart of all possible terrain defense bonus combinations, is available here: Terrain Defense Chart.
===Terrain Chart===
Terrain 	F/P/T	Special 1 	F/P/T 	Special 2 	F/P/T 	Move cost•Defense	
Result:
Irrigate(turns)Mine(turns*)	
Result:Road (turns*)Transform (turns*)	NOTES
Oceanic 	 	 	 	 	 	 	 	 	
Lake 	1/0/2	Fish 	3/0/2 	  	 	1M1× 	✘✘ 	✘Swamp (18) 	Fishtrap 
gives +2 food
Ocean 	1/0/2	Fish 	3/0/2 	Whales 	2/1/2 	1M1× 	✘✘ 	✘Swamp (18) 	Fishtrap 
gives +2 food
Deep Ocean 	1/0/2	  	 	  	 	1M
1× 	✘✘ 	✘✘ 	Triremes risk
death at TC
Flatland, Lowland	 	 	 	 	 	 	 	 	
Grassland 	2/0/0	Resources 	2/1/0 	Deer ** 	5/0/0 	1M1× 	+1F (2½)Forest (5) 	+1T (1)Hills (15) 	
Plains 	1/1/0	Buffalo 	1/3/0 	Wheat 	3/1/0 	1M1× 	+1F (3)Forest (8) 	+1T (1)Grassland (12)	
Desert 	0/1/0	Oasis ‡ 	3/1/0 	Oil 	0/4/0 	1M1× 	+1F (2½)+1P*** (2½) 	+1T (1)Plains (12) 	mining requires
Construction
 	 	River † 	0/1/1 	 	 	⅓M+0.5 	+2F (2½)+3F† (2½) 	 	
 	 	Hippo 	4/1/1 	 	 	 	 	 	only occurs on 
desert rivers
Tundra 	1/0/0	Elk 	3/2/0 	Furs 	2/1/3 	1M1× 	+1F (2½)Desert (7½) 	+1T (1)Plains (12) 	
 	 	Gold 	1/0/8 	 	 	 	 	 	
Arctic 	0/0/0	Ivory 	1/1/4 	Oil 	0/3/0 	2M1× 	Tundra (7½) +3P (5) 	+0T (2)Desert (12) 	mining requires
Refining
 	 	Furs 	2/1/3 	 	 	 	 	 	
Lowland 	 	 	 	 	 	 	 	 	
Forest 	1/2/0	Pheasant 	3/2/0 	Silk 	1/2/3 	2M
1.33× 	Plains (2½)Swamp (7½) 	+0T (2)Grassland (12)	
 	 	Berries 	2/2/2 	Wild Boar **	4/2/0 	 	 	 	
Jungle 	1/1/0	Gems 	1/1/5 	Fruit 	5/1/2 	2M1.5× 	Grassland (4)Forest (5) 	+0T (2)Plains (6) 	
 	 	Rubber 	1/3/2 	 	 	 	 	 	
Swamp 	1/0/0	Peat 	1/4/0 	Spice 	3/0/4 	2M1.33× 	Grassland (6½)Forest (6½)	+0T (2)Ocean (6) 	
Highland 	 	 	 	 	 	 	 	 	
Hills 	1/0/0	Coal 	1/2/0 	Wine 	1/0/4 	2M2× 	+1F (5)+3P (5) 	+0T (2)Plains (12) 	
 	 	Mountain Goat	4/1/0 	 	 	 	 	 	only next to
Mountains
Mountains 	0/1/0	Gold 	0/1/8 	Iron 	0/4/0 	3M3× 	✘+1P (5) 	+0T (3)Hills (12) 	¶ inaccessible to
motorized units
 	 	Mountain Goat	4/1/0 	 	 	 	 	 	
land tiles 	 	 	 	 	 	 	farmland: +100%F 	railroad: +50%P
(rounded down)	
* Terrain change time is given in worker-turns. Engineers work 2x faster than Workers and Proletarians.
** Deer, Wild Boar, Hippos and Mountain Goats randomly migrate until 2000BC.
*** After Refining technology is discovered, Oil Wells on Oil add +2 shields instead of +1 shield.
† Irrigated desert rivers get a +2 food bonus (+3 for city tiles: cf. Desert Food Output.)
‡ Oasis is a water source for irrigation.
¶ Motorized land vehicles can't go on Mountains without a road, base, or city.
===Terrain Modification Flowchart===
Notes: 
# Tribesmen work at a rate of ½ worker-turn. 
# Some Wonders and Governments increase work-rates by a fractional percentage. 
# For worker-types without fractional work-rates, simply round up. For example, 2½ worker-turns will take 3 worker-turns to complete.
# You cannot plant Forest or transform Hills on a city's tile.
=== Mountain Lakes ===
Mountain lakes are often only one tile in size and are often the source of a river (or two), These river-lakes are special. Such tiles will be indicated as being both a Lake and a River, They have a much higher chance to have fish, and have +1 trade. Any unit who can travel rivers or lakes can go on such a river/lake.
===Climate Change===
In the default game settings, Global Warming and Nuclear Winter can occur. Too much pollution causes the first, while too much nuclear fallout causes the latter. These events will transform the terrain for percentage of the planet proportional to the accumulated amount of pollution or fallout. The chart below shows what happens to terrain when climate change happens.
Warmer <<< 	>>> Cooler
Jungle 	Forest
Plains 	Tundra
Grassland 	Tundra
Swamp 	Grassland
Desert 	Plains
Tundra 	Arctic
Ocean 	Swamp
Deep ocean	Ocean
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