Terrain
Every tile combines a terrain, a height, and (sometimes) vegetation. Movement costs add across the three.
Terrain | Move | Properties | Default Height | Resources | Improvements |
|---|---|---|---|---|---|
| Water Terrain | 1 MP | Water No vegetation No roads | Coast | | — |
| Urban Terrain | 1 MP | Urban City site No vegetation Roads free | Flat | — | |
| Lush Terrain | 1 MP | City site Roads allowed | Flat | MarbleOre | Estates |
| Temperate Terrain | 1 MP | City site Roads allowed | Flat | MarbleOre | Estates |
| Arid Terrain | 1 MP | City site Roads allowed | Flat | MarbleOre | Estates |
| Sand Terrain | 2 MP | No vegetation No roads +1 turn to build improvements | Flat | — | |
| Tundra Terrain | 1 MP | Roads allowed +1 turn to build improvements | Flat | — | |
| Marsh Terrain | 2 MP | Fresh water source No vegetation No roads +1 turn to build improvements Units take 1 damage/turn | Flat | — | — |
Vegetation
Cut yields go to the stockpile when a Worker removes the vegetation; build-over yields are credited when an improvement clears the tile.
Vegetation | Move | Cut Yield | Build-Over Yield | Combat | Lifecycle | Resources | Improvements | Notes |
|---|---|---|---|---|---|---|---|---|
| Jungle Empires of the Indus | +2 MP | 30 | 60 | -75% Ranged attacks vs this tile | Cut → Jungle (Cut) Spreads as Scrub | — | — | Removal requires unlock Remove cost: 1 |
| Jungle (Cut) Empires of the Indus | — | 30 | 30 | — | Grows into Jungle | — | — | Remove cost: 1 |
| Trees Vegetation | +1 MP | 20 | 40 | -50% Ranged attacks vs this tile | Cut → Trees (Cut) Spreads as Scrub | | | Remove cost: 1 |
| Trees (Cut) Vegetation | — | 20 | 20 | — | Grows into Trees | — | — | Remove cost: 1 |
| Scrub Vegetation | +1 MP | 10 | 20 | -25% Ranged attacks vs this tile | Cut → Scrub (Cut) Grows into Trees | | — | Remove cost: 1 |
| Scrub (Cut) Vegetation | — | 10 | 10 | — | Grows into Scrub | — | — | Remove cost: 1 |
Height
Road and urban costs are paid in stockpile when building on the tile. Move is the extra cost added to the terrain's base.
Height | Move | Bonuses | Properties | Road Cost | Urban Cost | Valid Terrains | Resources | Improvements |
|---|---|---|---|---|---|---|---|---|
| Ocean Height | — | — | No vegetation | — | — | Water | — | — |
| Coast Height | — | — | No vegetation | — | — | Water | | |
| Lake Height | — | — | Fresh water source No vegetation | — | — | Water | — | — |
| Flat Height | — | +1 sight | — | 10 | 20 | Urban Lush Temperate Arid Sand Tundra Marsh | Marble | — |
| Hill Height | +1 MP | +1 attack range +2 sight +1 turn to build improvements | Elevated City site | 20 | 40 | Urban Lush Temperate Arid Sand Tundra | Ore | |
| Mountain Height | — | +2 attack range +3 sight | Impassable Blocks ranged attacks Elevated Supports aqueduct No vegetation | — | — | Lush Temperate Arid Sand Tundra | — | — |
| Volcano Height | — | +2 attack range +3 sight | Impassable Blocks ranged attacks Elevated Supports aqueduct No vegetation | — | — | Lush Temperate Arid Sand Tundra | — | — |