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CIV.GAMES

Colonization · Terrain

Wetland forest

2 food · lumber 4 · move 3

Flooded woodland: timber, pelts, a little tobacco and ore — and three movement points to reach any of it. Clear it and you are left with marsh, which is not much of a promotion.

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

What it does

Yields 2 food, 4 lumber, 2 furs, 1 tobacco and 1 ore, with a +50% defense bonus and a movement cost of 3. The Minerals resource raises its ore. Clearing it leaves Marsh.

Key details

Food
2
Movement cost
3
Defense bonus
+50%
Commodities
Lumber 4 · Furs 2 · Tobacco 1 · Ore 1
Bonus resource
Minerals
Clears to
Marsh

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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