

Pearls (Fishing Boats) - 0F 0H +2G (0F 0H +1G) Incense (Plantation*) - 0F 0H +2G (0F 0H +1G) If you are trying to work out what the final yield will be of a tile after you build an improvement.īananas (Plantation*) - +1F 0H 0G (+2F -1H 0G)Ĭattle (Pasture*) - +1F 0H 0G (0F +1H 0G)įish (Fishing Boats) - +2F 0H 0G (0F 0H +2G)Ĭotton (Plantation*) - 0F 0H +2G (0F 0H +1G)ĭyes (Plantation*) - 0F 0H +2G (0F 0H +1G) NB: All of the items listed below which have a * by there name requires any jungle/swamp/forest to be chopped down. You need to have a worker on that hex to be told what it is.
#Tile miner guide manual#
Note that the last bit of information is given nowhere in the civilopedia or manual (what is given is the base bonus that these resource give - ie the numbers not in brackets). In each case below is the effect that the resource has on a tile (in addition to the natural yield), and in brackets after it is the additional affect that an improvement built on that tile gives.

The only improvements that can be built on a hex with a resource is a fort and the corresponding improvement (listed below). These can exist on top of features, and give benefits that are cumulative and stack with everything else.
#Tile miner guide free#
+2 Science if Free Thought Social Policy is active.įort - Can be built anywhere but forests. Trading Post - Can be built anywhere on land expect Snow - 0F 0H 2G. Lumber Mill - Can be built on any forests - 0F +1H 0G. Mine - Can be built on non-Forested Hills - 0F +1H 0G +1F if has fresher water and Civil Service, +1F if has no fresh water and Fertilizer The information below is what improvements give as an added benefit if there is NO resource on top of it.įarm - Can be built on flat desert, grassland, and plains and on Hills with access to fresh water - +1F 0H 0G. These are cumulative and stack on top of the natural yield of a tile. These are built by workers (who have the relevant technology) and provide the benefits listed below. Any tile next to a lake, river or oasis counts as having fresh water for the purpose of having a farm on it and Civil Service.

Ice (0F 0H 0G) - Can only appear on coast/ocean tilesĪny tile next to a river gets +1G (is cumulative with everything else). Oasis (3F 0H 1G) - Note: unlike civ4 these only cost 1 movement point Marsh (1F 0H 0G) - When drained goes to grassland Jungle (2F 0H 0G) - When cut always goes to Plain In case of two features existing on the same hex, the one furthest up the list takes precedence. A plains forest and a grassland forest have the same yields. Note that unlike in Civ4 the yields given below over ride the base terrain yields and are not commutative. Snow (0F 0H 0G) - Stays as 0 0 0 even with features on top, but is affected by resourcesīelow are a list of features. Below is a list of what they are and the base yields that they give (F=Food, H=Hammers, G=Gold) The information in it is based on testing things out by playing the game and from the XML. This guide is an attempt to explain definitively how this all works. There was a lot of confusion before Civ5 was released about how much different tiles would be worth, and about the effects of building improvements on resources.
