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Civilization · Terrain

Arctic

0 food · move 2 · def +0%

The polar caps of every world. Arctic tiles are dead ground for a city — settle near them only when Seals sweeten the deal.

Arctic (Civilization I)
Source: Sid Meier's Civilization wiki (Fandom), CC BY-SA

What it does

Frozen wasteland that yields nothing and cannot be irrigated or mined. Only a Seals special makes an Arctic tile worth working, and only roads (4 turns) can be built on it.

Key details

Yield
0 food, 0 shields, 0 trade
Movement cost
2
Defense bonus
+0%
Special resource
Seals — 2 food

About terrain in Civilization

Every map square is one of twelve terrain types, each with a yield of food, shields and trade, a movement cost, and a defense bonus. Settlers improve tiles with irrigation, mines and roads — and some improvements transform the terrain itself (clearing Forest to Plains, draining Swamp to Grassland). Special resources like Coal, Gems or Fish appear in fixed cluster patterns and dramatically boost a tile's yield.

Strategy — Cities live on food: settle on Rivers or beside Grassland and Plains. Under Despotism any tile producing 3+ of a resource is penalized one — so don't waste early Settler turns irrigating grassland; road the shield-grassland first.

Related terrain