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== 地形潛力 == Each terrain tile may have production potential of some type, which may be used by an adjacent city working its tile. Most commonly, this potential includes {{Food5}} Food, {{Production5}} Production, or {{Gold5}} Gold. Natural Wonders also have potential, including other types of stats. The particular potential a tile has depends on the features present on it, and follow this logic: Base terrain + Resources '''OR''' Relief/terrain features + Resources What this means is that a '''plains''' base terrain with a '''Wine''' resource of it will have a potential of (1 {{Food5}} Food and 1 {{Production5}} Production from the base terrain) + 2 {{Gold5}} Gold from the '''Wine'''. However, a '''plains''' base terrain with a '''jungle''' on it and a '''Bananas''' resource will have 2 {{Food5}} Food from the jungle (which overrides the base terrain) + 1 {{Food5}} Food from the resource. Later, if you decide to cut down the jungle, the tile's potential will change to (1 {{Food5}} Food and 1 {{Production5}} Production) + 1 {{Food5}} Food! It is important to note that all terrain/relief features alter the base terrain potential values. For example, a hill in the desert will have 2 {{Production5}} Production potential, even though plain desert has no potential of any kind! Tile potential will be used by any city founded nearby, if the tiles in question are worked by its {{Population5}} Citizens. Note also that certain buildings built in the city which controls the tiles, and certain special abilities may alter the tile potential. Often we get cases when the same tile may be controlled by two different cities. If these two cities have different buildings which somehow affect yield from the tile, then its final potential may change all the time according to which city controls it currently. Also, your [[Worker (Civ5)|Workers]] may build [[List of improvements in Civ5|improvements]] on tiles to add more potential. Below is a table with all terrain types and features and their potential: {| class="wikitable" ! rowspan="2" width="120" | 名字 ! colspan="3" | 基礎資源 ! colspan="3" | 改良設施 ! colspan="2" | 影響 |- | align="center;" | {{Food5}} | align="center;" | {{Production5}} | align="center;" | {{Gold5}} | align="center;" | {{Food5}} Food | align="center;" | {{Production5}} Production | align="center;" | {{Gold5}} Gold | align="center;" | {{Movement5}} | align="center;" | {{Strength5}} |- | {{PageIcon5|Coast}} | 1 | 0 | 0** | [[Lighthouse (Civ5)|Lighthouse]] ([[Optics (Civ5)|+1]]) | N/A | N/A | 1 | 0% |- | {{PageIcon5|Desert}} | 0 | 0 | 0 | [[Farm (Civ5)|Farm]] ([[Agriculture (Civ5)|+1]], [[Civil Service (Civ5)|+2]], [[Fertilizer (Civ5)|+2]]) | N/A | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 1 | 0% |- | {{PageIcon5|Grassland}} | 2 | 0 | 0 | [[Farm (Civ5)|Farm]] ([[Agriculture (Civ5)|+1]], [[Civil Service (Civ5)|+2]], [[Fertilizer (Civ5)|+2]]) | N/A | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 1 | 0% |- | {{PageIcon5|Hill}} | 0 | 2 | 0 | [[Farm (Civ5)|Farm]] ([[Agriculture (Civ5)|+1]], [[Civil Service (Civ5)|+2]]; must be next to fresh water) | [[Mine (Civ5)|Mine]] ([[Mining|+1]], [[Chemistry (Civ5)|+2]]) | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 2† | +25% |- | {{PageIcon5|Mountain}} | 0 | 0 | 0 | N/A | N/A | N/A | N/A | +25% |- | {{PageIcon5|Ocean}} | 1 | 0 | 0** | [[Lighthouse (Civ5)|Lighthouse]] ([[Optics (Civ5)|+1]]) | N/A | N/A | 1 | 0% |- | {{PageIcon5|Plains}} | 1 | 1 | 0 | [[Farm (Civ5)|Farm]] ([[Agriculture (Civ5)|+1]], [[Civil Service (Civ5)|+2]], [[Fertilizer (Civ5)|+2]]) | N/A | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 1 | 0% |- | {{PageIcon5|Snow}} | 0 | 0 | 0 | N/A | N/A | N/A | 1 | 0% |- | {{PageIcon5|Tundra}} | 1 | 0 | 0 | [[Farm (Civ5)|Farm]] ([[Agriculture (Civ5)|+1]], [[Civil Service (Civ5)|+2]]; must be next to fresh water) | N/A | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 1 | 0% |- | {{PageIcon5|Forest}}* | 1 | 1*** | 0 | [[Mining (Civ5)|Clear-cut]] ([[Grassland (Civ5)|+1]], [[Plains (Civ5)|0]], [[Hill (Civ5)|-1]]) | [[Mining (Civ5)|Clear-cut]] ([[Hill (Civ5)|+1]], [[Plains (Civ5)|0]], [[Grassland (Civ5)|-1]])<br />[[Lumber mill (Civ5)|Lumber Mill]] ([[Engineering (Civ5)|+1]], [[Steam Power (Civ5)|+2]]) | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 2‡ | +25% |- | {{PageIcon5|Jungle}}* | 2 | 0 | 0 | [[Bronze working (Civ5)|Clear-cut]] ([[Plains (Civ5)|-1]], [[Hill (Civ5)|-2]]) | [[Bronze working (Civ5)|Clear-cut]] ([[Hill (Civ5)|+2]], [[Grassland (Civ5)|+1]]) | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 2‡ | +25% |- | {{PageIcon5|Marsh}}* | 1 | 0 | 0 | [[Masonry (Civ5)|Drain]] ([[Grassland (Civ5)|+1]]) | [[Masonry (Civ5)|Drain]] ([[Grassland (Civ5)|0]]) | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 2 | -15% |- | {{PageIcon5|Atoll}} | 2 | 1 | 0** | [[Lighthouse (Civ5)|Lighthouse]] ([[Optics (Civ5)|+1]]) | N/A | N/A | 1 | 0% |- | {{PageIcon5|Flood plains}} | 2 | 0 | 0 | [[Farm (Civ5)|Farm]] ([[Agriculture (Civ5)|+1]], [[Civil Service (Civ5)|+2]]) | N/A | [[Trading post (Civ5)|Trading Post]] ([[Guilds (Civ5)|+1]], [[Economics (Civ5)|+2]])<br />River ([[Rivers (Civ5)|+1]]; true prior to BNW) | 1 | -10% |- | {{PageIcon5|Ice}} | 0 | 0 | 0 | N/A | N/A | N/A | N/A | 0% |- | {{PageIcon5|Lakes}} | 2 | 0 | 0** | N/A | N/A | N/A | N/A | 0% |- | {{PageIcon5|Oasis}} | 3 | 0 | 1**** | N/A | N/A | N/A | 1 | -10% |} <nowiki>*</nowiki> The terrain tooltip indicates what forest/jungle/marsh tiles will turn into when cut/slashed/drained (respectively); very useful for planning<br /> <nowiki>**</nowiki> {{Gold5}} Gold potential was 1 prior to ''Brave New World'' ([[#Brave New World changes|see below]])<br /> <nowiki>***</nowiki> 2 with the Iroquois unique building [[Longhouse (Civ5)|Longhouse]]<br /> <nowiki>****</nowiki> 3 with the Arabian unique building [[Bazaar (Civ5)|Bazaar]]<br /> <nowiki>†</nowiki> [[Incan (Civ5)|Incan]] units ignore movement cost for hills<br /> <nowiki>‡</nowiki> [[Iroquois (Civ5)|Iroquois]] units move through friendly forest and jungle tiles as if a road was present === 美麗新世界的改動 === In the ''[[Brave New World]]'' expansion pack, {{Gold5}} Gold potential has been removed from almost all terrain types, with the exception of the oasis. This was probably done to shift the gold-producing process away from terrain and more towards the new Trade Routes system. This makes conquering land with resources and/or Natural Wonders even more important in the early game, and you also need to develop your trading network really quickly, or you'll find yourself running in the red.
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