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
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 | 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 |