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Civilization VI Wiki
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The various [[Terrain]] in [[Civilization VI]]. Rough terrain (hills, forest, rivers) require [[Units]] have enough movement points to enter. (For example, if a [[Warrior]] unit has 1 movement point left, and a [[Hills]] tile has a movement cost of 2, the unit will not be able to enter the Hills tile that turn, but must instead wait until the next turn until it has its full 2 movement points.) Thus often ranged units positioned in rough terrain will get an extra turn to shoot, as Units with +2 movement will have to stop in the adjacent tile before attacking. ==Appeal== Each [[Tile Improvements]] or [[Terrain]] is rated for "Appeal", which is increased by proximity to [[Woods]], [[Rivers]] and [[Coastline]], or [[Natural Wonders]]. :''"Appeal is mostly driven by the natural surroundings, but [[Buildings]] do have an effect on it; they can also have a negative effect on it. People don't like living next to an airport; it's too noisy. They don't like living next to an [[Industrial Zone]] where all the manufacturing is going on, and [[Mine|Mines]] and [[Quarry|Quarries]] are nearby and those kinds of things. So, we have a lot of factors, some of them are based on the terrain - people like living near the [[Woods]], they might not like living near the [[Rainforests|Rain Forest]]. We have a whole list of factors that push appeal up or push it down. That determines where the best places outside your city to get the extra housing; You want to put the extra housing in places where there is a nice high appeal."'' - Ed Beach ==List Of Terrain== === Base === {| class = "wikitable sortable" ! Base terrain !! Yield !! Notes |- | [[Coast]]/Lake || 1{{Food}}<br/>1{{Gold}} || Lakes provide fresh water. |- | [[Desert]] || || |- | [[Hills]] || +1 {{Production}} || Production is in addition to one other base terrain type: [[Desert]], [[Grasslands]], [[Plains]], [[Snow]], or [[Tundra]]. |- | [[Grasslands]] || 2 {{Food}} || |- | [[Ocean]] || 1 {{Food}} || |- | [[Plains]] || 1 {{Food}}<br/>1 {{Production}} || |- | [[Snow]] || || |- | [[Tundra]] || 1 {{Food}} || |} === Features === {|class = "wikitable sortable" ! Feature !! Yield !! Notes |- | [[Floodplains]] || +3 {{Food}} || Desert tiles next to a River. |- | [[Ice]] || || Impassable: Cannot be worked, built on, or traversed. |- | [[Marsh]] || +1 {{Food}} || Can be cleared by a builder ([[Irrigation]] tech). |- | [[Mountain]] || || Impassable: Cannot be worked, built on, or traversed. |- | [[Natural Wonder]] || || Various special effects. Many are impassable. |- | [[Oasis]] || +3 {{Food}}<br/>+1 {{Gold}} || Only found on Desert tiles not adjacent to another feature, [[River]], or [[Coast]]. Provides fresh water. |- | [[Rainforest]] || +1 {{Food}} || Can be chopped by a Builder ([[Bronze Working]] tech). |- |Reef | | |- | [[Woods]] || +1 {{Production}} || Can be chopped by a Builder ([[Mining]] tech). Can be planted by a builder ([[Conservation]] civic). |} === Tile borders === * [[Cliffs]]: Cannot be crossed by most units. * [[River]] ==Notes== * Instead of taking up a single tile, [[Cities]] can now expand across multiple Tiles * Rivers, Cliffs, Woods, Coasts and Natural Wonders will add to the appeal of a tile. * [[Districts]] gain bonuses based on what terrain you place them on or surrounds them (eg. Campuses gain bonuses for adjacent mountains). ==See Also== * [[Resources]] * [[Tile Improvements]] * [[Natural Wonders]] [[Category:Terrain]]
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