Civilization 4: Steamworks update has been out forSince Jun 5, 2014

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Terrain and Improvements

Every Civilization 4 tile yields food, production and commerce by its terrain (grassland 2 food, plains 1 food and 1 production, coast 1 food and 2 commerce), and Workers raise those yields with improvements such as farms, mines, cottages that grow into towns, workshops, windmills, watermills and lumbermills.

Every tile in Civilization 4 has a terrain type that sets its food, production and commerce (grassland gives 2 food, plains 1 food and 1 production, coast 1 food and 2 commerce, per the base game's manual, pp. 108-111), and Workers raise those yields with improvements: farms for food, mines, workshops and lumbermills for production, and cottages that grow into hamlets, villages and towns for commerce. Features such as hills, forests, jungle and floodplains change a tile's yield, its defense and its movement cost, and rivers add commerce and fresh water. Which tiles a city works is covered on Cities; resources on top of terrain are on Resources.

3D view of a city of gray roofs beside a winding blue river with an arched bridge, armored figures in the streets, and laborers swinging tools on the brown hills and by small buildings at left.
Gameplay on 2K's Warlords page: workers with picks and hammers build near a city on a river, crossed by a stone bridge, on dry hills. Firaxis Games and 2K

Quick facts

Best food terrain Grassland (2 food); floodplains add +3 food
Best commerce terrain Coast (2 commerce); river tiles add +1
Hills -1 food, +1 production, +25% defense
Forest +1 production, +50% defense, +0.5 health nearby (since patch 1.61)
Worker moves 2 per turn
Forest chop 20 hammers (since patch 1.61), less far from the city; +50% with Mathematics
Farm rule Next to fresh water, chains from it with Civil Service, anywhere with Biology
Cottage growth Cottage, hamlet, village, town; twice as fast under Emancipation
Fort +25% defense
Beyond the Sword Forest Preserve improvement (Preserve Forest action)

Source: Civilization IV manual, pp. 71-75, 108-111; Warlords manual, pp. 103, 105; Beyond the Sword manual.

Terrain types

The base terrain sets a tile's starting yield, before features, rivers, improvements and resources:

Terrain Food Production Commerce Defense Notes
Grassland 2 0 0 0% +1 commerce next to a river
Plains 1 1 0 0% +1 commerce next to a river
Desert 0 0 0 0% +1 commerce next to a river; improvements take 25% longer
Tundra 1 0 0 0% +1 commerce next to a river; improvements take 25% longer
Snow 0 0 0 0% Improvements take 50% longer
Coast 1 0 2 10% Water
Ocean 1 0 1 0% Water
Peak 0 0 0 none Impassable

Source: Civilization IV manual, pp. 108-110.

Features sit on top of the terrain and change it:

Feature Yield change Defense Notes
Hills -1 food, +1 production 25% 2 moves to enter; mines and windmills go here
Forest +1 production 50% 2 moves; +0.5 health in nearby cities
Jungle -1 food 50% 2 moves; -0.25 health in nearby cities
Floodplains +3 food 0% -0.4 health in nearby cities
Oasis +3 food, +2 commerce 0% Fresh water; no city or improvement on it
Ice none 0% Impassable
Fallout -3 food, -3 production, -3 commerce 0% Must be cleared before improving

Source: Civilization IV manual, pp. 110-111.

Rivers and fresh water

Rivers run along the edges of tiles, not through them, and add +1 commerce to the tiles beside them, per the base manual (pp. 31, 108-111). They also count as fresh water for farms and city health, carry trade, and weaken attackers that cross them; crossing a river cancels road movement until Construction is known. In Beyond the Sword, trade along rivers needs Sailing first, per the Beyond the Sword manual (p. 25).

Workers

Workers improve land, build roads and railroads, and move 2 tiles a turn so they can move and start work in the same turn, according to the base manual (p. 71). Improvements can be built only inside your own cultural borders, while roads can go anywhere. The manual suggests as many as one Worker per city in the early game. A Worker can also be automated to improve land on its own, to build a road and rail network between cities and resources, or to serve only the nearest city.

Worker speed rises with the Serfdom civic (Workers 50% faster, per the base manual's civics list) and the Hagia Sophia wonder (50% faster, per the Warlords manual's wonder chart). Soren Johnson, the lead designer, gave Workers two moves and added cottages, workshops, windmills and watermills because, as his afterword (pp. 179-180) puts it, the old choice between a farm and a mine was the real cause of tedium. He told PC Gamer in 2020 that earlier games offered "basically mines and farms".

Improvements

Each improvement needs a technology and a suitable tile. The base manual describes what each does but prints no yield numbers for farms, mines, cottages or workshops; the in-game Civilopedia gives them.

Improvement Tech Where What it does
Road The Wheel Any passable land Faster movement; connects cities and resources into a trade network
Farm Agriculture Next to fresh water (chains with Civil Service, anywhere with Biology) More food; works corn, rice and wheat
Mine Mining Hills, or a mineral resource More production on hills; works copper, iron, gems, gold, silver, later aluminum, coal, uranium
Cottage Pottery Land Commerce that grows as it becomes a hamlet, village and town
Pasture Animal Husbandry Horse, cow, pig, sheep Works the resource
Camp Hunting Deer, fur, ivory Works the resource
Quarry Masonry Stone, marble Works the resource
Plantation Calendar Banana, dye, incense, silk, spices, sugar Works the resource
Winery see below Wine Works the resource
Workshop Metal Casting Flat land, not hills More production, less food
Watermill Machinery Flat tile beside a river More production
Windmill Machinery Hills Food, production and commerce
Lumbermill Replaceable Parts Forest More production; more commerce beside a river
Fort not given Land +25% defense to units in it
Oil well Combustion Oil on land Works the resource
Railroad not given Land Needs coal; faster than roads

Source: Civilization IV manual, pp. 69-75, 112-122; GameSpot's Civilization IV walkthrough, technology table (Workshop, Watermill, Windmill, Lumbermill).

The two sources disagree on the winery: the base manual's resource list (p. 122) gives Meditation, while GameSpot's technology table puts the winery under Monarchy.

Cottages, hamlets, villages and towns

A cottage grows with time into a hamlet, then a village, then a town, each producing more commerce than the last, while the tile is worked. The base manual (p. 74) gives the order but not the numbers. Several techs and civics improve them, per GameSpot's walkthrough:

Improvement Boosted by
Cottage line Printing Press (+1 commerce for villages and towns), Free Speech (+2 commerce from towns), Universal Suffrage (+1 production from towns), Emancipation (+100% growth for cottage, hamlet and village)
Farm Civil Service (farms chain from fresh water), Biology (farms anywhere, +1 food)
Workshop Guilds (+1 production), Chemistry (+1 production), State Property (+1 food, until Beyond the Sword)
Windmill Replaceable Parts (+1 production), Electricity (+1 commerce)
Watermill Replaceable Parts (+1 production), Electricity (+2 commerce), State Property (+1 food, until Beyond the Sword)
Mine, lumbermill Railroad (more production)

Source: GameSpot: Civilization IV Walkthrough, Jan 18, 2006.

Beyond the Sword changed the civic bonuses: State Property lost its workshop and watermill food for a flat +25% production, the Caste System gained food from workshops, and Environmentalism gained food from Forest Preserves, windmills and watermills, per the Beyond the Sword manual (p. 47). Whether to cover a city's land with cottages or feed specialists instead is the subject of Cottages and Specialists.

Work boats and the sea

Work boats improve water tiles and are used up when they do, per the base manual (pp. 76-77). A fishing boat on clam, crab or fish adds +2 food; a whaling boat on whale adds +1 production and +2 commerce; an offshore platform on oil adds +2 production and +1 commerce. Work boats need Fishing and move along coasts and inside your borders. A Lighthouse adds +1 food to a city's water tiles, per the Warlords manual's building chart.

Forests, chopping and preserving

Forests are worth keeping and worth cutting. Standing, a forest gives +1 production, a 50% defense bonus and, since patch 1.61, +0.5 health to cities whose radius holds it, per the Warlords manual (p. 105). Cut down, it gives the nearest city a lump of production: the same manual's update notes (p. 103) set a chop at 20 hammers, fewer the farther the tile is from the city, and Mathematics raises chop yields by 50%. GameSpot's walkthrough advises researching Bronze Working early to chop forests for faster early production, and warns that cutting them loses their health and their later value under lumbermills. How chopping fits with population hurrying is on Slavery and Chopping.

Beyond the Sword added the Forest Preserve, which the Beyond the Sword manual calls "a new late-game Improvement that can be used to help spread dwindling Forests and Jungles", built with the Worker's Preserve Forest action. The manual leaves its exact yield to the Civilopedia.

Frequently asked questions

What is the best terrain in Civ 4? In Civilization 4, grassland gives the most food (2) and plains a balance of 1 food and 1 production, while coast gives 2 commerce, per the base manual. Rivers add +1 commerce and fresh water, and floodplains add +3 food at a small health cost.

How do cottages work in Civ 4? A Civilization 4 cottage grows into a hamlet, a village and then a town while its tile is worked, giving more commerce at each step. Emancipation doubles the growth speed, and Printing Press and Free Speech add commerce to villages and towns, per GameSpot's walkthrough.

Where can you build farms in Civ 4? In Civilization 4 a farm must be next to fresh water (a river, lake or oasis) until Civil Service lets farms chain from one another, and Biology lets them go anywhere. Farms also work corn, rice and wheat.

How much does chopping a forest give in Civ 4? Since patch 1.61, a Civilization 4 forest chop gives 20 hammers to the nearest city, less the farther the tile is from it, and Mathematics adds 50%, per the Warlords manual.

What is the difference between a workshop and a watermill in Civ 4? In Civilization 4, a workshop goes on any flat land and trades food for production, while a watermill must sit on a flat tile beside a river and adds production without the food loss. Both gain from Replaceable Parts or Guilds and Chemistry, per GameSpot's walkthrough.

How do you make workers faster in Civ 4? In Civilization 4 the Serfdom civic and the Hagia Sophia wonder each make Workers build 50% faster, per the base manual and the Warlords manual's charts. Workers always have 2 moves.

Do forests give health in Civ 4? Yes. Since patch 1.61, each Civilization 4 forest inside a city's radius gives that city +0.5 health, per the Warlords manual.

Sources

Photos

3D view of a city of gray roofs beside a winding blue river with an arched bridge, armored figures in the streets, and laborers swinging tools on the brown hills and by small buildings at left.

See also

About this page

Last updated Oct 21, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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