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CIV.GAMES

Colonization · Terrain

Marsh

3 food · tobacco 2 · ore 2

An awkward, useful tile: decent food, some tobacco and some ore, and just enough cover to make attacking it irritating.

Marsh (Colonization terrain)
Source: Sid Meier's Civilization wiki (Fandom), CC BY-SA

What it does

Yields 3 food, 2 tobacco and 2 ore, with a +25% defense bonus and a movement cost of 2. The Minerals resource raises its ore.

Key details

Food
3
Movement cost
2
Defense bonus
+25%
Commodities
Tobacco 2 · Ore 2
Bonus resource
Minerals

About terrain in Colonization

Every square grows food and, usually, exactly one raw commodity — tobacco, cotton, sugar, furs, lumber, ore or silver. A colonist assigned to a tile harvests one of them, an expert in that trade doubles the take, and rivers, plowing and roads add more on top. Forest tiles hide open ground beneath them: a Pioneer's plow clears the trees permanently and leaves the terrain listed on each entry.

Strategy — Read a colony site by what it can specialise in, not by its food alone. You want one strong food tile to grow on and a cluster of squares yielding the same commodity — three prairie tiles of cotton beat six tiles of three different crops, because only concentrated output is worth a master planter, a weaver and a warehouse.

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