Terrain features are things like forest, hills and floodplains which have cumulative values when added to the base terrain types underneath.
The first thing we will discuss in this guide are the basic terrain, and terrain feature FPC values. Because this guide deals primarily with terrain, we will mostly be referring to Commerce and not Gold values. The Gold then goes into your treasury or is used for city maintenance and civic upkeep. Commerce comes from terrain, trade routes and your Palace, which is then divided amongst your sliders into Science, Culture (enabled with Drama tech) and Gold.
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Both are represented by the coin symbol (which can be fairly easily modded into two seperate symbols – I’ve created a mod for Gold myself which can be found here). The Difference Between Commerce and Gold: I thought I’d mention this here because the two are easily confused. Or by clicking the Yeilds Display button on the bottom right-hand of your screen => On your main screen you can toggle the Yields Display, which will reveal the FPC for every visible tile by either pressing Ctrl-Y, You can see the FPC value for terrain automatically when you click on a Settler unit. In the game, FPC value is referred to as Yields. For the purposes of this guide, food, production and commerce will be referred to as FPC. In the game, food is represented by bread slices, production is represented by hammers and commerce is represented by coins. For the moment we will focus on base FPC value. There are also two secondary bonuses, happiness and health, that are given by specific resources (and are a factor in trade) and some types of terrain features. There are three basic types of bonuses that terrain can give to your city: Food, Production, and Commerce.
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PDF and text versions of this guide are available for download in the last section here. Special thanks goes to: Heroes for his best income breakdowns and added civics EridanMan for his excellent guide on forest chopping and Brokguitar for the most contributions so far, with his screenshots and much added info about terrain, resources and city placement. I will continue adding/correcting info as it comes. I hope that people will find this guide useful. Having a more in-depth understanding of these terrain values can really help your strategy when deciding where to build your cities, and so I’ve also added a section on city placement strategies. I’ve recalculated them to make them more compatible with the other values in this guide. I’ve included the bonus value of resources as well though the information is already in the manual, the way they calculated the values are unusual. I’ve also made a list of worker improvements and their value modifications for each type of terrain. There are five factors involved when using terrain effectively: terrain values, terrain feature values, improvement values, bonus resource values, and civics and tech bonuses–all of which accumulate.
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There is a lot more to it than what is avaliable in the manual or Civilopedia, and this guide is an attempt to cover as much of it as I can. The guide will give you a complete breakdown of the types of terrain and their food, production and commerce values (FPC). Other Important Factors when Placing a Cityĭownloads for pdf and text versions of this guide Introduction: How Terrain Modifies Improvements (detailed charts)Īdded Bonuses Through City Improvements
Industrial: Movement cost reduced to 0.75.Other things to note about Improvements If built on Pearls or Whales, provides a copy of that resourceĪncient: Flat movement cost of 1 regardless of terrain.Ĭlassical: Bridges (move across rivers with no penalty) Only gets the bonus from Globalization once even if researched multiple times If built on appropriate Luxury Resource, provides a copy of that resource Occupying unit receives +4 Defense Strength and 2 turns of fortification If built on Gypsum or Marble, provides a copy of that Luxury Resource If built on appropriate Strategic or Luxury resource, provides a copy of that resource If built on Horses, provides a copy of that Strategic Resource +1 Food per 2 adjacent Farms (Feudalism until Replaceable Parts) The type of improvement that can be built on a tile is determined by the qualities of the tile including the terrain and resources. Improvements are built by particular units on almost any tile within your cities that is not occupied by a city center, district, mountain, natural wonder, or world wonder. The various Improvement in Civilization VI.