Conclusion
Everything on the map in one place: base terrain, features, natural wonders, resources and tile improvements, with yields, movement cost and defense bonus.
For combat, the useful line is simple: hills, forests and jungles give +25% defense, while marsh (−15%) and flood plains or oases (−10%) make defenders weaker. A feature's bonus replaces the base terrain's.
Base Terrain
| Terrain | Yields | Move cost | Defense | Notes |
|---|---|---|---|---|
| Ocean | +1 Food, +1 Gold | 1 | — | — |
| Coast | +1 Food, +1 Gold | 1 | — | — |
| Grassland | +2 Food | 1 | — | — |
| Plains | +1 Food, +1 Production | 1 | — | — |
| Tundra | +1 Food | 1 | — | — |
| Desert | — | 1 | — | — |
| Lakes | +2 Food, +1 Gold | 1 | — |
|
| Mountain | — | Impassable | +25% |
|
| Snow | — | 1 | — | — |
Terrain Features
| Terrain | Yields | Move cost | Defense | Notes |
|---|---|---|---|---|
| Hill | +2 Production | 2 | +25% |
|
| Forest | +1 Food, +1 Production | 2 | +25% |
|
| Jungle | +2 Food | 2 | +25% |
|
| Marsh | -1 Food | 3 | -15% | — |
| Fallout | — | 2 | -15% |
|
| Oasis | +3 Food, +1 Gold | 1 | -10% |
|
| Flood plains | +2 Food | 1 | -10% | — |
| Ice | — | Impassable | — | — |
| Atoll | +1 Food, +1 Production | 1 | — | — |
| River | +1 Gold | 0 | — | — |
Natural Wonders
| Terrain | Yields | Move cost | Defense | Notes |
|---|---|---|---|---|
| Great Barrier Reef | +2 Food, +1 Production, +1 Gold, +2 Science | Impassable | — | — |
| Old Faithful | +2 Science, +3 Happiness | Impassable | — | — |
| El Dorado | +5 Culture | Impassable | — |
|
| Fountain of Youth | +10 Happiness | Impassable | — |
|
| Grand Mesa | +2 Production, +3 Gold | Impassable | — | — |
| Mount Fuji | +2 Gold, +3 Culture, +3 Faith | Impassable | — | — |
| Krakatoa | +5 Science | Impassable | — | — |
| Rock of Gibraltar | +2 Food, +5 Gold | Impassable | — | — |
| Cerro de Potosi | +10 Gold | Impassable | — | — |
| Barringer Crater | +2 Gold, +3 Science | Impassable | — | — |
| Mount Kailash | +6 Faith, +2 Happiness | Impassable | — | — |
| Mount Sinai | +8 Faith | Impassable | — | — |
| Sri Pada | +2 Food, +4 Faith, +2 Happiness | Impassable | — | — |
| Uluru | +2 Food, +6 Faith | Impassable | — | — |
Resources
| Resource | Type | Yields | Improvement | Extra when improved | Revealed by | Found on |
|---|---|---|---|---|---|---|
| Bananas | Bonus | +1 Food | Plantation | +2 Food, -1 Production, -1 Gold | — | Jungle |
| Cattle | Bonus | +1 Food | Pasture | +1 Production | — | Grassland |
| Deer | Bonus | +1 Food | Camp | +1 Production | — | Forest, Tundra |
| Fish | Bonus | +1 Food | Fishing Boats | — | — | Coast |
| Sheep | Bonus | +1 Food | Pasture | +1 Food | — | Hill |
| Stone | Bonus | +1 Production | Quarry | +1 Production | — | Grassland, Desert, Tundra |
| Wheat | Bonus | +1 Food | Farm | — | — | Plains, Flood plains, Desert |
| Aluminum | Strategic | +1 Production | Mine | +1 Production | Electricity | Desert, Tundra, Hill, Snow, Jungle |
| Coal | Strategic | +1 Production | Mine | +1 Production | Industrialization | Grassland, Plains, Hill, Jungle, Forest, Marsh |
| Horses | Strategic | +1 Production | Pasture | +1 Production | Animal Husbandry | Plains, Grassland, Hill |
| Iron | Strategic | +1 Production | Mine | — | Iron Working | Grassland, Plains, Desert, Tundra, Snow, Hill, Marsh |
| Oil | Strategic | +1 Production | — | +3 Production | Biology | Desert, Coast, Tundra, Snow, Marsh, Jungle |
| Uranium | Strategic | +1 Production | Mine | +1 Production | Atomic Theory | Marsh, Jungle, Forest, Tundra, Snow |
| Citrus | Luxury | +1 Food, +1 Gold | Plantation | — | — | Jungle, Forest, Flood plains |
| Copper | Luxury | +2 Gold | Mine | — | — | Hill, Forest, Jungle, Grassland, Tundra |
| Cotton | Luxury | +2 Gold | Plantation | — | — | Grassland, Flood plains |
| Crab | Luxury | +1 Food, +1 Gold | Fishing Boats | — | — | Coast |
| Dyes | Luxury | +2 Gold | Plantation | — | — | Jungle, Forest, Marsh |
| Furs | Luxury | +2 Gold | Camp | +1 Gold | — | Forest, Tundra |
| Gems | Luxury | +3 Gold | Mine | — | — | Jungle, Forest, Hill |
| Gold Ore | Luxury | +2 Gold | Mine | — | — | Desert, Hill, Forest, Jungle |
| Incense | Luxury | +2 Gold | Plantation | — | — | Plains, Desert, Flood plains |
| Ivory | Luxury | +2 Gold | Camp | +1 Gold | — | Plains, Grassland |
| Jewelry | Luxury | +2 Gold | — | — | — | |
| Marble | Luxury | +2 Gold | Quarry | +1 Production | — | Desert, Plains, Hill, Grassland |
| Pearls | Luxury | +2 Gold | Fishing Boats | — | — | Coast |
| Porcelain | Luxury | +2 Gold | — | — | — | |
| Salt | Luxury | +1 Food, +1 Gold | Mine | +1 Food | — | Desert, Tundra, Plains, Forest |
| Silk | Luxury | +2 Gold | Plantation | — | — | Forest, Jungle |
| Silver | Luxury | +2 Gold | Mine | — | — | Hill, Forest, Jungle, Tundra, Grassland |
| Spices | Luxury | +2 Gold | Plantation | — | — | Jungle, Forest, Marsh |
| Sugar | Luxury | +2 Gold | Plantation | — | — | Flood plains, Grassland, Marsh |
| Truffles | Luxury | +2 Gold | Camp | +1 Gold | — | Forest, Marsh, Jungle |
| Whales | Luxury | +1 Food, +1 Gold | Fishing Boats | — | — | Coast |
| Wine | Luxury | +2 Gold | Plantation | — | — | Grassland, Plains |
Tile Improvements
| Improvement | Tech | Turns | Yields | Notes |
|---|---|---|---|---|
| Farm | Agriculture | 7 | +1 Food |
|
| Lumber mill | Construction | 7 | +1 Production |
|
| Mine | Mining | 7 | +1 Production |
|
| Trading post | Guilds | 7 | +1 Gold |
|
| Camp | Trapping | 7 | — |
|
| Oil well | Biology | 9 | — |
|
| Offshore Platform | Refrigeration | 1 | — |
|
| Pasture | Animal Husbandry | 8 | — |
|
| Plantation | Calendar | 6 | +1 Gold |
|
| Quarry | Masonry | 8 | — |
|
| Fishing Boats | Sailing | 1 | +1 Food |
|
| Fort | Engineering | 6 | — |
|
| Road | The Wheel | 4 | — |
|
| Railroad | Railroads | 4 | — |
|
| Remove Forest | Mining | 4 | — |
|
| Remove Jungle | Bronze Working | 7 | — |
|
| Remove Fallout | — | 2 | — |
|
| Remove Marsh | Masonry | 6 | — |
|
| Remove Road | — | 2 | — |
|
| Remove Railroad | — | 2 | — |
|
| Repair | — | 2 | — |
|
Data from the game's own files (Civ V: Gods & Kings ruleset that ships with Unciv), read from the source at the commit of 2026-10-02. Updates and mods can change these numbers.
FAQ
Why are mountains impassable?
In the base ruleset mountains block movement (Carthage can cross after its first Great General, taking 50 damage per turn ended there).
Do roads change combat?
Not directly, but road-connected tiles can remove the river-crossing penalty after the right tech.
Which resources matter most?
Strategic resources gate units; each different luxury is worth +4 happiness. See Growth and Happiness.
Continue reading
More Unciv guides
Unciv guide home · All 34 Civilizations · City Growth and Happiness · City-States: Bonuses and Quests · Combat: Damage Formula and Calculator · Difficulty Levels Explained · Early Game: Key Numbers and Ancient Ruins · Every Building: Cost, Upkeep and Effects · Every Promotion and Effect · Every Religion Belief · Every Unit's Stats by Era · Every World and National Wonder · Game Speed and Starting Era · Great People: Points and the Shared Pool · Mods: Installing and Popular Picks · Multiplayer: Playing Online · Social Policies and Policy Cost · Tech Tree: Every Tech and Unlock · Unciv vs Civilization V · Victory Conditions