*This page last updated: 04 December, 2018 23:50 PST. (Log of recent changes)
Disclaimer: The information listed below is about a game that is still under development, and so is incomplete and subject to change.

Some of the terrain tooltips say "Citizens working here: 1", implying that at some point more than one citizen may be able to work a tile.

Movement Changes

Rough terrain (hills, forest, rivers) now require that 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. This means that ranged units positioned in rough terrain will often get an extra turn to shoot, as move-2 units will have to stop in the adjacent tile before attacking.

Appeal

Each tile 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 mines and 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 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

National Parks

National Parks provide Amenities and Tourism in the late game.

"There is a national park creation that happens late in the game; Teddy Roosevelt has a bonus towards that, and you can only do that in tiles that have a very high Appeal. And then that helps Tourism." - Ed Beach

Base Terrain Types

It's still early days, and so these yield numbers are likely to change.

Grassland

Movement Cost: 1
Yield: 2 Food

Plains

Movement Cost: 1
Yield: 1 Food, 1 Production

Mountains

Notes: Impassable, provides science bonuses to adjacent Campus districts.

Hills

Movement Cost: 2; Defense Modifier: 3

Desert

Notes: Required for Great Pyramids

Coast

Movement Cost: 1
Yield: 1 Gold, 1 Food, +1 Appeal

Ocean

Tundra

Snow

Terrain Features

Woods

Movement Cost: 2; Defense Modifier: 3
Yield: +1 Production, +1 Appeal

Rainforest

Yield: +1 Food
Notes: Provides minor science bonuses to adjacent Campus districts. A number of references in the game (such as the Promotions) still refer to "Jungle."

Marsh

River

Notes: As before, rivers are positioned between tiles. Rivers appear to add +1 Appeal to adjacent tiles. Rivers now appear to require a certain number of movement points to cross, instead of just ending a unit's movement after crossing as in previous games.

Cliffs

Notes: Like rivers, cliffs can appear on the border between tiles, in this case Hills and Coast. Cliffs add to Appeal (probably +2 including the Coast), and prevent embarkation or landing of troops.

Oasis

Notes: Found in desert terrain.

Flood Plain

Ice

Resources

There are still Strategic, Bonus and Luxury resources (the latter of which now provides Amenities instead of happiness).

Strategic Resources

These resources are required to build certain units and/or buildings. Most are invisible until revealed by a particular technology. Unlike in Civilization V, resources are not consumed by units as they are built, and so an unlimited number of units can be built by cities as long as the civilization still has at least 1 of the resource (2 for cities without Encampments).

Horses

Iron

Revealed by: Bronze Working

Coal

Revealed by: Steam Power

Niter

Revealed by: Gunpowder
Notes: A.K.A. Saltpeter., required for Musketman.

Oil

Revealed by: Combustion

Aluminum

Revealed by: Advanced Flight

Uranium

Revealed by: Nuclear Fission

Luxury Resources

These resources provide Amenities to cities.

Non-Map Luxury Resources

  • Cinnamon: Provided by Suzerainty of Zanzibar: yields +6 Amenities.
  • Cloves: Provided by Suzerainty of Zanzibar: yields +6 Amenities.
  • Cosmetics: Provided by Great Merchant Helena Rubenstein; yields +4 Amenities.
  • Jeans: Provided by Great Merchant Levi Strauss: yields +4 Amenities.
  • Perfume: Provided by Great Merchant Estee Launder: yields +6 Amenities.
  • Toys: Provided by Great Merchant John Spilsbury: yields +4 Amenities.

Citrus

Yield: +3 Food

Cotton

Coffee

Cocoa

Diamonds

Dyes

Gypsum

Ivory

Furs

Incense

Jade

Marble

Mercury

Notes: Ed Beach did confirm that Mercury is a luxury resource.

Pearls

Salt

Silk

Silver

Spices

Sugar

Tea

Yield: +1 Science

Tobacco

Truffles

Notes: Looks like the pigs are on a marsh tile in the first image.

Whales

Wine

Bonus Resources

Bonus resources provide local yield boosts.

Bananas

Cattle

Copper

Notes: Copper is a bonus resource, rather than a luxury.

Crabs

Yield: +1 gold

Deer

Notes: a tile with Deer, a Camp, a Woods 3 Food, 2 Production, and 1 Gold

Fish

Rice

Sheep

Stone

Yield: +1 Production

Wheat

Special Resources

Antiquity Site

Notes: Yields Artifacts when explored by an Archaeologist.

Shipwreck

Notes: Revealed with the Cultural Heritage civic. An aquatic equivalent of Antiquity Sites, which yield Artifacts when explored by an Archaeologist.

Natural Wonders

Natural Wonders are still in the game. The discovery of a natural wonder gives Scouts bonus experience. Natural wonders also give an adjacency bonus to Holy Site districts. All adjacent tiles receive +2 Appeal.

Cliffs of Dover

"Two tile natural wonder. It appears with Cliffs adjacent to water and provides +3 Culture and +2 Gold."

Crater Lake

Yield: 1 Science, 4 Faith

Dead Sea

"Two tile natural wonder. It appears as a Lake and provides +2 Faith and +2 Culture to those tiles. Units heal completely if they heal for one turn adjacent to the Dead Sea.

Galapagos Islands

Great Barrier Reef

+3 Food and +2 Science
Notes: Two tiles.

Kilimanjaro

"One tile impassable natural wonder. It appears as a mountain and provides +2 Food to adjacent tiles."

Mount Everest

"Three tile impassable natural wonder. It appears as a Mountain and provides +1 Faith to adjacent tiles. Missionaries, Inquisitors, and Apostles who move next to Mount Everest ignore Hills for the rest of the game.

Pantanal

"Four tile natural wonder. It appears as Marsh and provides +2 Food and +2 Culture."

Piopiotahi

"Three tile impassable natural wonder. Provides +1 Culture and +1 Gold to adjacent tiles."

Torres del Paine

Notes: Impassable 2 tile natural wonder which doubles the yield of all adjacent tiles.

Tsingy de Bemaraha

"One tile impassable natural wonder. Provides +1 Culture and +1 Science to adjacent tiles."

Yosemite

"Two tile impassable natural wonder. Provides +1 Gold and +1 Science to adjacent tiles."

Ha Long Bay

"Two tile natural wonder that can be found on coastal terrain and provides +3 Food, +1 Production, and +1 Culture. +15 Combat Strength when defending this tile."

Giant's Causeway

"Land combat units that enter adjacent plots receive the ability 'Spear of Fionn' (+5 Combat Strength)."

Eyjafjallajökull

"Adjacent land plots yield +1 Culture and +2 Food."
Notes: Added in the Vikings Scenario Pack DLC.

Lysefjord

"Naval combat units that enter adjacent plots are granted their next promotion."

Uluru

"One tile impassable natural wonder. Provides +2 Culture and +2 Faith to adjacent tiles. Provides +4 Appeal to adjacent tiles instead of the usual +2."