Vault

Civilization Revolution (original) — Terrain (raw capture)

Game: Sid Meier’s Civilization Revolution (2008), the ORIGINAL. Source: StrategyWiki Civilization_Revolution/Terrain (Tier-1 community data), retrieved via WebSearch summary on 2026-06-22 — the direct WebFetch returned HTTP 403, so these numbers came through the search summarizer and should be cross-checked against the GameFAQs guide or the live game before trusting exact magnitudes. Why captured separately: the CivFanatics civilopedia has NO terrain page; this fills that gap. Provenance: https://strategywiki.org/wiki/Civilization_Revolution/Terrain (403 to fetch), corroborating: https://gamefaqs.gamespot.com/xbox360/941684-sid-meiers-civilization-revolution/faqs/53660


KEY MECHANIC — tiles give ONE yield type only

Unlike mainline Civ, a CivRev tile provides food OR production OR trade, never all three. This forces hard city-role specialization and makes terrain mix the primary determinant of what a city can be. (Thesis-relevant: terrain is not a minor modifier here — it’s the city’s identity.)

Terrain table

Terrain Food Production Trade Defense bonus Movement Notes
Grassland +2 0% 1 best raw food
Plains +1 (+3 with Granary) 0% 1  
Ocean (+1 food with Harbor) +2 0% 1 trade tile; needs Harbor for food
Desert +1 (+3 with Trading Post) 0% 1 trade tile
Hills +1 (+3 with Workshop) 50% 2 ALSO gives an offensive bonus (unusual for Civ)
Forest +2 50% 2 best defensive production tile
Mountain +1 (+4 with Iron Mine) impassable cannot be entered; worked for production
Ice 0% 2 dead tile

Combat/movement notes (from the same source)

STILL MISSING (mechanics not yet grounded — fetch/measure next)