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For information on map generation and spawn rates, see Map Generation.

Every tile on the map belongs to one of several terrain types. The primary terrain types are field, forest, mountain, water, and ocean. A tile's terrain type determines the types of resources that can spawn and the types of buildings that can be built on it. In addition, certain terrain types reduce movement. The movement penalty may be removed by unlocking the relevant technology or may be permanent for some or all units.

List of Terrain Types[]

Image Name Notes Resources Buildings
Clouds
Cloud
  • Covers all unexplored tiles. Players cannot see the terrain of a tile covered by a cloud, although ∑∫ỹriȱŋ can see ruins through clouds.
  • A unit cannot move onto a cloud tile until it has been explored.
N/A N/A
Grass
Field with Fruit
Field with crop
Field
  • The default terrain. Most buildings can only be built on this terrain.
  • The Grow Forest ability can be used on this terrain.
  • Crop is hidden until Organization or Farming has been researched.
  • Fruit
  • Crop
  • Almost any building can be built on a field tile.
  • Farm (requires crop)
Imperius ground with forest
Imperius ground with forest with wild animal
Forest
  • Hinders movement. Units without the creep or fly skills cannot move through this terrain without stopping unless roads are built.
  • The Clear Forest and Burn Forest abilities can be used on this terrain.
  • Provides a defence bonus once Archery has been researched.
Wild animal
Imperius ground with mountain
Imperius ground with mountain and metal
Mountain
  • Hinders movement. Units cannot move on this terrain until Climbing has been researched, and units without the creep or fly skills cannot move through this terrain without stopping.
  • All units on this terrain have a sight radius of two tiles.
  • Provides a defence bonus once Climbing has been researched.
Metal
Shallow water-1
Shallow water with fish-0
Water
  • Also known as "shallow water".
  • Shares one or more edges with land tiles.
  • Restricts movement. Only units with the float or fly skills can move in this terrain.
  • Provides a defence bonus once Aquatism has been researched.
  • Can be frozen (turned into ice).
  • Aqua crop (removed)
  • Fish
  • Starfish
Ocean
Ocean with whale
Ocean
  • Does not share any edges with land tiles.
  • Restricts movement. Only units with the float or fly skills can move in this terrain. In addition, a unit must have the navigate skill, or Navigation or Free Diving must be unlocked, to move in this terrain.
  • Provides a defence bonus once Aquatism has been researched.
  • Can be frozen.
Ice-0
Ice
  • An alternative state of aquatic terrain. Tiles retain any resources, buildings, or structures present when they are frozen or unfrozen.
  • Movement cost is halved for units with the skate skill. If Polarism has been researched, all units without that skill gain an extra move when entering ice for the first time in any given turn.
  • Fish
  • Starfish
  • Whale (removed)
Flooded
  • An alternative form of land terrain. Tiles retain any resources, buildings, or structures present when they are flooded or unflooded.
  • Both land and naval units can move on flooded terrain; however, land units cannot benefit from roads.
  • Same as unflooded form, plus Atoll.
Algae
Algae
  • Unique because it is also a building. Can be built at a cost of five stars; also, is created when a poisoned unit dies or a unit explodes over water. Like other buildings, it does not remove any resources present underneath it when it is created.
  • Affects movement. Any unit can move on Algae. However, units without the creep or fly skills can never move through Algae without stopping, even if the Algae is frozen.
  • Can be frozen, but Algae remains present as a building.
N/A N/A

Trivia[]

  • When tapped on, a cloud tile plays one of four notes: G, B♭, C♯, or D. These four notes make up the melody of the main theme.[1]

References[]

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