Terrain Types Civ2
There are 12 basic Terrain Types in MicroProse's TBS Game of 1996, Civilization 2. Terrain type governs the nature of the squares aka tiles that make up Civ2 worlds.
In keeping with the Cradle of Civilization (Nile, Tigres and Euphrates), Rivers are one of the best terrain types because they facilitate Unit mobility, irrigation and trade. In addition, they often (but not always) connect to coastlines (for naval power).
The Settlers of two cities irrigating an inland river system:
Settlers and Engineers can transform some terrain types (a precursor to SMAC Terraforming). For example, Jungle squares can be transformed into Plains.
For a one-point Trade bonus (Trade +1), always build roads on irrigated Plains, Grassland and Grassland Shield squares. Bridge Building is required to build roads on River squares. Railroads should link cities and should be built on mined Hill squares and other 2x Shield Production squares.
Oftentimes, you will need to transform a coastline Forest square to a Plains square in order to irrigate inland squares that lack water access.
Don't just look at sets of terrain-squares for what they are by default, think of what you can do with them as well (through transform).
Terrain Resources
In addition, there are 20 resources that can appear on certain terrain type squares (random). Thus, there is a total of 32 different types of terrain squares in Civ2. Not all resources can appear on all terrain-type squares.
The best terrain resource type is Whales. If a coastline city's catchment area aka production radius includes a couple Whale-ocean squares, it receives a big advantage. Note that Whales can also spawn in lake squares (which are considered to be ocean squares).
Since one booming city is not enough, it is advised to appraise a region when planning efficient civ expansion.
For example, a River system surrounded by a lot of Grassland Shield, some Forest and some Hills is a prime candidate for civ-building; that is, a good mix of Food, Shield and Trade Production. In addition, cities founded on river mouths can have their food surpluses strengthened by building a Harbor.
Ideally, you want to build cities on squares that yield an instant Food surplus. Because the more surplus the city has, the faster it grows. And as it grows, farmers and miners can work more of its catchment squares. As well, surplus food can be traded via Caravans.
And since workers cannot be moved on and off city-base squares (only city-catchment squares), the Settler should found the city on a resource square (e.g., Grassland Shield) with good catchment and expansion potential (the above-mentioned Whales, Hills and more Grassland Shield -- around Rivers).
Starting off with a two-point surplus (2) is good: a city founded on Grassland Shield with Whale off its coast. Then you want Granary and Monarchy ASAP to speed city leveling and gain +1-2 surplus for 3-4 total (at that point).
Such a city is going to boom early and may become a military powerhouse or a glittering culture center in the future. But in order to keep the city growing in population units through the mid-game -- that is, in order to keep it in a state of food surplus -- you will need to irrigate and farm its catchment (which should also be mined and mobilized by roads and railroads).
If playing Deity difficulty, it is also a good idea to have Settlers from established cities prepare terrain before founding new ones. In this way, the city receives an immediate boost. Indeed, it may not be possible to settle in certain regions without first having laid catchment groundwork.
Specialists are also mandatory on Deity difficulty due to the bonus Scientists aka "Einsteins" confer on Advances discovery rate. Again, the surplus is what enables the city to rapidly reach five population units, which is the prerequisite for Scientists and Taxmen.
Catchment squares dictate the potential and purpose of cities; that is, what a city can or should be.
- Without Hills for mining (Shield Production), the city is a subpar war machine since it can't roll out buildings, Wonders and military units at a rapid rate.
- Without a River or terrain resources, the city is subpar at trade.
- Without Plains and Grassland, the city can't irrigate to feed its population.
- A city without coastline can never be a naval power.
And so on.
Once Civs get Engineers, even some poor catchments can be transformed to high-yield ones, but that takes a lot of time. That is not to say that transforms are not useful, they are. Especially when engineers transform the botched catchments of annexed cities built by AIs. But the point is that you don't want to spend time and resources fixing your own mistakes that could have been avoided in the first place (forethought).
The overall point is: the square upon which the city is based, its catchment and its regional location are important. Especially in the early game. From mid-game onwards, Engineers increase location viability and improve catchments through their terrain transform ability, aka terraforming.
Note: Uranium can only be traded. It is not a terrain resource that spawns on squares. It is simply a tradeable commodity in the late-game.
City Catchment Comparisons
Civ2 city catchments consist of 21 squares all of which can eventually be "worked" to yield food, trade and production. Specialists do not work catchments: an entertainer, taxman or scientist replaces a worker of a catchment square and functions independently to generate happiness, tax revenue or research respectively.
When a city increases by one population unit, one more square of its catchment can be worked.
Here are some basic example comparisons of fledgling (Level 4) city catchments. Nothing has been built in the cities and no terrain has been modified: the city was just left to grow based on its native catchment. In addition, default special resource selections are shown.
Each time a city grows aka levels (the rate of leveling being based on surplus food), citizens can work an additional square of the city's catchment. Therefore, fourth level cities (pop: 100k) can work four catchment squares (the 5th is the city square itself).
Which catchment square is being worked can be changed. For example, the two white silk squares below can be worked at the expense of food, but that is not recommended for growing cities. As the city grows, we can exploit the silk resources.
This next catchment is a plain old Grassland Shield with Whale and a smattering of forest, but plenty of arable land. Decent.
A river catchment that lacks arable land due to thick forest. Note the Trade increase but the lack of surplus.
A quaint little fishing village that could grow into a robust city in short order:
Don't be afraid of over-lapping catchments; that is, cities that are founded close together. Providing there are enough resources, the cities can still thrive (Level 1 city):
A few more:
- Top-left: Whales x2, Wheat x1, arable land and coastline (Strong Food and Trade)
- Bottom-left: River catchment, Fish, arable land and Hills (Very strong inland Trade).
- Top-right: River, Gems, arable land and lots of Hills for mining (Strong Shield Production). River runs down to the Capital on the coastline for seafaring of military forces.
- Bottom-right: Whales x2, arable land, swamp and coastline (Offshore Platform).
Here is the above top-right city at 12th level, whose Shield Production is buffed by King Richard's Crusade:
Its Science is also buffed by Copernicus' Observatory and Isaac Newton's College.
Strong early-Industrial Revolution farmland cities built around a river system:
The above cities have no Wonders built in them and no outside support (no Food or Commodity Trade). Note their huge natural surpluses due to Farmland-power.
The same two cities in the Modern epoch (no outside support):
Populations: 6,660,000 + 4,960,000.
Terraforming Civ2
Example of Engineer terrain transformation, aka terraforming.
- Gold deposits are located in a mountain range that doesn't allow for good city-catchment (left).
- Engineers begin transforming the mountains (middle).
- Engineers have transformed mountains into hills and grasslands for mining and farming purposes. During that time, global warming also impacted some of the terrain (right).
cf. SMAC Terraforming.
Back to: Civ2 Guide.
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