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Part 106
Civilization V

Part 106

Explore Civilization V's tile types like Plains, Snow, Tundra, Atoll, and Flood Plains. Learn about their yields, combat modifiers, and available resources.

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Explore Civilization V's tile types like Plains, Snow, Tundra, Atoll, and Flood Plains. Learn about their yields, combat modifiers, and available resources.

This section of the guide details various tile types and features in Civilization V, including their yields, combat modifiers, and potential resources.

Tile Types

Plains

Yields: Food - 1, Production - 1, Gold - 0

Combat Bonus: -33%

Movement Cost: 1

Possible Features: Forest

Possible Resources: Aluminium, Coal, Cotton, Gems, Gold, Horses, Incense, Iron, Ivory, Marble, Uranium, Wheat, Wine

Plains, along with grasslands, are ideal for basing cities. They offer a good balance of food and production. It's recommended to start cities on grasslands for initial growth and then expand to plains once food security is established.

Snow

Yields: Food - 0, Production - 0, Gold - 0

Combat Bonus: -33%

Movement Cost: 1

Possible Features: None

Possible Resources: Iron, Oil, Uranium

Snow tiles are found in the northern and southern parts of the map. Building on snow is generally not advised due to the lack of food. However, they can be identified by their location and may offer some resources.

Tundra

Yields: Food - 1, Production - 0, Gold - 0

Combat Bonus: -33%

Movement Cost: 1

Possible Features: Forest

Possible Resources: Aluminium, Deer, Furs, Gems, Horses, Iron, Marble, Oil, Silver, Uranium

Tundra is a source of food in the northern and southern regions. While it provides some food, it lacks production. It's often found near snow tiles.

Atoll

Yields: Food - 1, Production - 1, Gold - 0

Combat Bonus: 0%

Movement Cost: 1

Possible Resources: None

Atolls are found on coast and ocean tiles. They provide both food and production and can be improved.

Fallout

Yields: Food - -3, Production - -3, Gold - -3

Combat Bonus: -33%

Movement Cost: 2

Possible Resources: None

Fallout is the result of nuclear weapon usage and significantly debuffs city yields. It requires workers to be cleaned up.

Flood Plains

Yields: Food - 2, Production - 0, Gold - 0

Combat Bonus: -33%

Movement Cost: 1

Possible Resources: Sugar, Wheat

Flood Plains can make desert tiles viable for city placement due to their food yield. Unlike in previous Civilization games, building on flood plains does not incur a health penalty.

Forest

Yields: Food - 1, Production - 1, Gold - 0

Combat Bonus: +25%

Movement Cost: 2

Possible Resources: Deer, Dyes, Furs, Silk, Uranium

Forest tiles offer good yields and can be used for lumbermills or to gain production boosts by chopping them down. They also act as a defensive barrier due to their movement cost.

Ice

Yields: Food - 0, Production - 0, Gold - 0

Combat Bonus: 0%

Movement Cost: Impassable

Possible Resources: None

Ice tiles are impassable and cannot be interacted with, even with advanced technologies.

Jungle

Yields: Food - 1, Production - -1, Gold - 0

Combat Bonus: +25%

Movement Cost: 2

Possible Resources: Bananas, Dyes, Gems, Oil, Spices, Uranium

Jungle tiles have a production debuff early in the game but can provide a science bonus later on. They also offer a combat bonus and act as a defensive barrier.

Features

Ancient Ruins

Ancient Ruins are special map locations that can provide various bonuses when a unit visits them. These bonuses can include:

  • Bonus Warrior
  • +1 Population to nearest city
  • +30 Culture
  • Reveal nearby Barbarian Camp (Up to 10 tiles away)
  • +50 Gold (+/- 11)
  • Reveal nearby map (Between 4-8 tile radius)
  • Free Tech
  • Reveal Resource
  • Upgrade Unit
  • Encounter Barbarian
  • Encounter Multiple Barbarians
  • +100 Gold (+/- 11)
  • Free Settler
  • Free Scout
  • +9 Experience to Unit
  • Heal to full health

Ocean Tiles

Ocean tiles are initially impassable and require specific technologies to traverse. They are primarily used for naval combat between destroyers and battleships and offer little other value.

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