33 TERRAIN TYPES Note that improvement (e.g. Engineering) preserves "Super" category except for Grassland, whose shield status seems to be independent of super-status of transformed lands. Roads always cost 1/3 move to traverse. Base: Plains Grass Forest Hills Mountai Tundra Glacier Food 1 2 1 1 0 1 0 Shield 1 0 2 0 1 0 0 Trade 0 0 0 0 0 0 0 Super1: Buffalo w/shld Pheasan Coal Gold Game Ivory Food 1 2 3 1 0 3 1 Shield 3 1 2 2 1 1 1 Trade 0 0 0 0 6 0 4 Super2: Wheat Silk Wine Iron Furs Glac.Oil Food 3 1 1 0 2 0 Shield 1 2 0 4 0 4 Trade 0 3 4 0 3 0 Move Cost 1 1 2 2 3 1 2 Defense Bonus 0 0 +50% +100% +200% 0 0 Irrig: yields 1food 1food Plains 1food 1food 1food X takes(turns) 5 5 5 10 10 10 X Mining: yield Forest Forest Mine 3shield 1shield X 1shield takes(turns) 15 10 5 10 10 X 15 Eng'g: yields Grass Hills Grass Plains Hills Desert Tundra Road bonus: 1trade 1trade 0 0 0 0 0 Base: Swamp Jungle Ocean Desert Food 1 1 1 0 Shield 0 0 0 1 Trade 0 0 2 0 Super1: Peat Gem Fish Oasis Food 1 1 3 3 Shield 4 0 0 1 Trade 0 4 2 0 Super2: Spice Fruit Whale Des.Oil Food 3 4 2 0 Shield 0 0 2 4 Trade 4 1 3 0 Move Cost 2 2 2 1 Defense Bonus +50% +50% 0 0 Irrig: yields Grass Grass X 1food takes(turns) 15 15 X 5 Mining: yield Forest Forest X 1shield takes(turns) 15 15 X 5 Eng'g: yields Plains Plains X Plains Road bonus: 0 0 X 1trade Special Terrain Features: Each square can also carry flags of Irrig Mining Road Rail Fortres Airbase Pollution (Irrigation+Mining = Farmland)