Base Terrain

BaseTerrain_TerrainFeatures_Atlas_1_1 Arctic Coast

Terrain, 20102

01c6Defending units get +10% strength
01c6Cannot build cities here

Features

Improvements

Resources

History

Needs to be written.

BaseTerrain_TerrainFeatures_Atlas_1_1 Atoll

Terrain, 20100 10102

01c6Improvements take +100% time to build

Features

Improvements

Resources

History

TXT_KEY_TERRAIN_ATOLL_PEDIA

BaseTerrain_TerrainFeatures_Atlas_1_1 Coast

Terrain, 10100 20102

01c6Defending units get +10% strength
01c6Cannot build cities here

Features

IceIce
01c6Impassable terrain
IslandsIslands
01c6+10101
01c6Movement Cost: 201c8
01c6Defending units get +25% strength
01c6Cannot build cities here

Improvements

Resources

AmberAmber
01c6+10102
Happy: +101c2(with Harvest Boats)
Happy: +101c2(with Jeweller)
ClamClam
01c6+10100
Healthy: +101c4(with Fishing Boats)
Healthy: +101c4(with Harbor)
CrabCrab
01c6+10100
Healthy: +101c4(with Fishing Boats)
Healthy: +101c4(with Harbor)
FishFish
01c6+10100
Healthy: +101c4(with Fishing Boats)
Healthy: +101c4(with Harbor)
PearlsPearls
01c6+10102
Happy: +101c2(with Fishing Boats)
Happy: +101c2(with Jeweller)

History

    The coastline is where the land meets the sea or ocean. A precise line that can be called a coastline cannot be determined due to the dynamic nature of tides. The term "coastal zone" can be used instead, which is a spatial zone where interaction of the sea and land processes occurs. Both the terms coast and coastal are often used to describe a geographic location or region; for example, New Zealand's West Coast, or the East and West Coasts of the United States.

BaseTerrain_TerrainFeatures_Atlas_2_1 Desert

Terrain

01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water

Features

OasisOasis
01c6+30100, +10102
01c6Movement Cost: 201c8
01c6Acts as a source of fresh water
01c6Cannot build cities here
01c6Cannot build any improvements on this feature
Flood PlainsFlood Plains
01c6+30100, -10101
01c6+0.4001c5 in nearby cities

Improvements

FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes
Solar CollectorSolar Collector, +30102
01c6+10100 on the Coast
CanalCanal, +100102
01c6Acts as a city for combat purposes

Resources

AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)
CopperCopper
01c6+10101
01c6Revealed by Smelting
IronIron
01c6+10101
01c6Revealed by Bloomery
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
StoneStone
01c6+10101
Happy: +101c2(with The Great Sphinx)
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
GoldGold
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Forge)
IncenseIncense
01c6+10102
Happy: +101c2(with Plantation)
Healthy: +101c4(with Pharmacy)
Rare EarthsRare Earths
01c6+10102
01c6Revealed by Metallurgy
Healthy: +201c4(with Diagnostics Center)
SaltSalt
01c6+10102
Healthy: +101c4(with Quarry)
Healthy: +101c4(with Granary)

History

    A desert is a landscape or region that receives an extremely low amount of precipitation, less than enough to support growth of most plants. Deserts are defined as areas with an average annual precipitation of less than 250 millimetres (10 in) per year, or as areas where more water is lost by evapotranspiration than falls as precipitation. In the K0ppen climate classification system, deserts are classed as BWh (hot desert) or BWk (temperate desert). In the Thornthwaite climate classification system, deserts would be classified as arid megathermal climates.

BaseTerrain_TerrainFeatures_Atlas_3_1 Grassland

Terrain, 20100

01c6+10102 adjacent to river

Features

JungleJungle
01c6-10100
01c6Movement Cost: 201c8
01c6+0.2501c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
ForestForest
01c6+10101
01c6Movement Cost: 201c8
01c6+0.5001c4 in nearby cities
01c6Defending units get +50% strength
RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units
TaigaTaiga
01c6-10100, +10101
01c6Movement Cost: 201c8
01c6+0.5001c4 in nearby cities
01c6Defending units get +50% strength
SavannaSavanna
01c6+10100

Improvements

FarmFarm
01c6+10100 with Irrigation
01c6+10100 with Chemistry
01c6+10100 with Genetics
01c6-10100 from Republic
01c6+10101 from Vassalage
01c6+10102 from Manorialism
01c6Carries Irrigation
WorkshopWorkshop, -10100, +20101
01c6+10102 from Highway
01c6+10101 with Machine Tools
01c6+10101 with Nanotechnology
01c6+10102 with Nanotechnology
01c6+10102 from Regulated Trade
01c6+10100 from Central Planning
CottageCottage, +10102
01c6+10102 from Elective
01c6-10102 from Thalassocracy
01c6Becomes a Hamlet in 10 Turns
HamletHamlet, +20102
01c6-10102 from Thalassocracy
01c6Becomes a Village in 30 Turns
FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

CitrusCitrus
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
CoalCoal
01c6+10101
01c6Revealed by Geology
CopperCopper
01c6+10101
01c6Revealed by Smelting
DatesDates
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
IronIron
01c6+10101
01c6Revealed by Bloomery
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
CornCorn
01c6+10100
Healthy: +101c4(with Farm)
Healthy: +101c4(with Grain Silo)
CowCow
01c6+10100
Healthy: +101c4(with Pasture)
Healthy: +101c4(with Abattoir)
PigPig
01c6+10100
Healthy: +101c4(with Pasture)
Healthy: +101c4(with Abattoir)
PotatoesPotatoes
01c6+10100
Healthy: +101c4(with Farm)
Happy: +101c2(with Distillery)
RiceRice
01c6+10100
Healthy: +101c4(with Paddy Field)
Healthy: +101c4(with Grain Silo)
SheepSheep
01c6+10100
Healthy: +101c4(with Pasture)
Happy: +101c2(with Weaver)
CottonCotton
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Weaver)
ObsidianObsidian
01c6+10101
OpiumOpium
01c6+10102
Happy: +101c2(with Plantation)
Healthy: +101c4(with Pharmacy)
TeaTea
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Coffee House)
Happy: +101c2(with Trading Company)
TobaccoTobacco
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Coffee House)
Happy: +101c2(with Trading Company)

History

    Grasslands are areas where the vegetation is dominated by grasses (Poaceae) and other herbaceous (non-woody) plants (forbs). However, sedge (Cyperaceae) and rush (Juncaceae) families can also be found. Grasslands occur naturally on all continents except Antarctica. In temperate latitudes, such as northwest Europe and the Great Plains and California in North America, native grasslands are dominated by perennial bunch grass species, whereas in warmer climates annual species form a greater component of the vegetation.

BaseTerrain_TerrainFeatures_Atlas_4_1 Hill

Terrain, -10100 +10101

Features

Improvements

MineMine, +20101
01c6+10101 from Railroad
01c6+10101 with Geology
01c6+10101 with Robotics
01c6+10102 from Central Planning
01c6Small chance of discovering 0177, 0178, 0179, 017b, 017f, 018d, 018e, 01a8, 0192
WindmillWindmill, +10100, +10102
01c6+10102 on the Coast
01c6+10101 with Replaceable Parts
01c6+10102 with Electricity
01c6+10102 with Renewable Energy

Resources

AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)
CitrusCitrus
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
CoalCoal
01c6+10101
01c6Revealed by Geology
CopperCopper
01c6+10101
01c6Revealed by Smelting
DatesDates
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
IronIron
01c6+10101
01c6Revealed by Bloomery
MarbleMarble
01c6+10101
Happy: +101c2(with The Great Sphinx)
StoneStone
01c6+10101
Happy: +101c2(with The Great Sphinx)
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
DeerDeer
01c6+10100
Healthy: +101c4(with Camp)
Healthy: +101c4(with Tannery)
PigPig
01c6+10100
Healthy: +101c4(with Pasture)
Healthy: +101c4(with Abattoir)
SheepSheep
01c6+10100
Healthy: +101c4(with Pasture)
Happy: +101c2(with Weaver)
CoffeeCoffee
01c6+10102
01c6Revealed by Companies
Happy: +101c2(with Plantation)
Happy: +101c2(with Coffee House)
Happy: +101c2(with Trading Company)
CottonCotton
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Weaver)
FurFur
01c6+10102
Happy: +101c2(with Camp)
Happy: +101c2(with Tannery)
GemsGems
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Jeweller)
GoldGold
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Forge)
JadeJade
01c6+10102
Happy: +101c2(with Quarry)
Happy: +101c2(with Jeweller)
ObsidianObsidian
01c6+10101
OlivesOlives
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
Rare EarthsRare Earths
01c6+10102
01c6Revealed by Metallurgy
Healthy: +201c4(with Diagnostics Center)
SaltSalt
01c6+10102
Healthy: +101c4(with Quarry)
Healthy: +101c4(with Granary)
SilverSilver
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Forge)
TeaTea
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Coffee House)
Happy: +101c2(with Trading Company)
TobaccoTobacco
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Coffee House)
Happy: +101c2(with Trading Company)
WineWine
01c6+10102
Happy: +101c2(with Orchard)
Healthy: +101c4(with Pharmacy)

History

    A hill is a landform that extends above the surrounding terrain. Hills often have a distinct summit, although in areas with scarp/dip topography a hill may refer to a particular section of flat terrain without a massive summit.

BaseTerrain_TerrainFeatures_Atlas_5_1 Ice

Terrain

01c6Improvements take +50% time to build
01c6Impassable for most units
01c6Cannot build cities here

Features

Improvements

FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

CopperCopper
01c6+10101
01c6Revealed by Smelting
IronIron
01c6+10101
01c6Revealed by Bloomery
MarbleMarble
01c6+10101
Happy: +101c2(with The Great Sphinx)
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
FurFur
01c6+10102
Happy: +101c2(with Camp)
Happy: +101c2(with Tannery)
SilverSilver
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Forge)

History

    Ice is water frozen into the solid state. Usually ice is the phase known as ice Ih, which is the most abundant of the varying solid phases on the Earth's surface. It can appear transparent or opaque bluish-white color, depending on the presence of impurities or air inclusions. The addition of other materials such as soil may further alter the appearance.

BaseTerrain_TerrainFeatures_Atlas_1_1 Lagoon

Terrain, 10100 20102

01c6Movement Cost: 201c8
01c6Improvements take +50% time to build
01c6Defending units get +50% strength

Features

Improvements

Resources

History

Needs to be written.

BaseTerrain_TerrainFeatures_Atlas_2_2 Marsh

Terrain

01c6Movement Cost: 201c8

Features

MarshMarsh
01c6-10100
01c6Movement Cost: 201c8
01c6+0.4001c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
01c6Cannot build any improvements on this feature

Improvements

Resources

History

    A wetland is a land area that is saturated with water, either permanently or seasonally, such that it takes on the characteristics of a distinct ecosystem. Primarily, the factor that distinguishes wetlands from other land forms or water bodies is the characteristic vegetation of aquatic plants, adapted to its unique hydric soil. Wetlands play a number of roles in the environment, principally water purification, flood control, and shoreline stability. Wetlands are also considered the most biologically diverse of all ecosystems, serving as home to a wide range of plant and animal life. Wetlands occur naturally on every continent except Antarctica, the largest including the Amazon River basin, the West Siberian Plain, and the Pantanal. The water found in wetlands can be freshwater, brackish, or saltwater. The main wetland types include swamps, marshes, bogs, and fens; and sub-types include mangrove, carr, pocosin, and varzea. They can also be constructed artificially as a water management tool, which may play a role in the developing field of water-sensitive urban design. The UN Millennium Ecosystem Assessment determined that environmental degradation is more prominent within wetland systems than any other ecosystem on Earth. International conservation efforts are being used in conjunction with the development of rapid assessment tools to inform people about wetland issues.

BaseTerrain_TerrainFeatures_Atlas_8_1 Moorland

Terrain, 10100

01c6+10102 adjacent to river

Features

Improvements

FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

History

TXT_KEY_TERRAIN_MOORLAND_PEDIA

BaseTerrain_TerrainFeatures_Atlas_6_1 Ocean

Terrain, 10102

01c6Cannot build cities here

Features

IceIce
01c6Impassable terrain
IslandsIslands
01c6+10101
01c6Movement Cost: 201c8
01c6Defending units get +25% strength
01c6Cannot build cities here

Improvements

Resources

OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
FishFish
01c6+10100
Healthy: +101c4(with Fishing Boats)
Healthy: +101c4(with Harbor)
WhaleWhale
01c6+10100
Healthy: +101c4(with Whaling Boats)
Healthy: +101c4(with Harbor)

History

    An ocean is a major body of saline water, and a principal component of the hydrosphere. Approximately 71% of the Earth's surface (~3.6 x 10 8 km 2) is covered by ocean, a continuous body of water that is customarily divided into several principal oceans and smaller seas.

BaseTerrain_TerrainFeatures_Atlas_7_1 Peak

Terrain

01c6Cannot build cities here

Features

Improvements

Resources

History

    A mountain is a large landform that stretches above the surrounding land in a limited area, usually in the form of a peak. A mountain is generally steeper than a hill. Mountains are formed through tectonic forces or volcanism. These forces can locally raise the surface of the earth. Mountains erode slowly through the action of rivers, weather conditions, and glaciers. A few mountains are isolated summits, but most occur in huge mountain ranges.
    High elevations on mountains produce colder climates than at sea level. These colder climates strongly affect the ecosystem of mountains: different elevations have different plants and animals. Because of the less hospitable terrain and climate, mountains tend to be used less for agriculture and more for resource extraction and recreation, such as mountain climbing.

BaseTerrain_TerrainFeatures_Atlas_8_1 Plains

Terrain, 10100 10101

01c6+10102 adjacent to river

Features

ForestForest
01c6+10101
01c6Movement Cost: 201c8
01c6+0.5001c4 in nearby cities
01c6Defending units get +50% strength
SavannaSavanna
01c6+10100

Improvements

FarmFarm
01c6+10100 with Irrigation
01c6+10100 with Chemistry
01c6+10100 with Genetics
01c6-10100 from Republic
01c6+10101 from Vassalage
01c6+10102 from Manorialism
01c6Carries Irrigation
WorkshopWorkshop, -10100, +20101
01c6+10102 from Highway
01c6+10101 with Machine Tools
01c6+10101 with Nanotechnology
01c6+10102 with Nanotechnology
01c6+10102 from Regulated Trade
01c6+10100 from Central Planning
CottageCottage, +10102
01c6+10102 from Elective
01c6-10102 from Thalassocracy
01c6Becomes a Hamlet in 10 Turns
HamletHamlet, +20102
01c6-10102 from Thalassocracy
01c6Becomes a Village in 30 Turns
FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)
CitrusCitrus
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
CoalCoal
01c6+10101
01c6Revealed by Geology
CopperCopper
01c6+10101
01c6Revealed by Smelting
DatesDates
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
IronIron
01c6+10101
01c6Revealed by Bloomery
MarbleMarble
01c6+10101
Happy: +101c2(with The Great Sphinx)
StoneStone
01c6+10101
Happy: +101c2(with The Great Sphinx)
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
CowCow
01c6+10100
Healthy: +101c4(with Pasture)
Healthy: +101c4(with Abattoir)
SheepSheep
01c6+10100
Healthy: +101c4(with Pasture)
Happy: +101c2(with Weaver)
WheatWheat
01c6+10100
Healthy: +101c4(with Farm)
Healthy: +101c4(with Grain Silo)
CottonCotton
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Weaver)
GoldGold
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Forge)
IvoryIvory
01c6+10101
Happy: +101c2(with Camp)
MilletMillet
01c6+10100
Healthy: +101c4(with Farm)
Healthy: +101c4(with Grain Silo)
ObsidianObsidian
01c6+10101
OlivesOlives
01c6+10100
Healthy: +101c4(with Orchard)
Healthy: +101c4(with Grocer)
OpiumOpium
01c6+10102
Happy: +101c2(with Plantation)
Healthy: +101c4(with Pharmacy)
Rare EarthsRare Earths
01c6+10102
01c6Revealed by Metallurgy
Healthy: +201c4(with Diagnostics Center)
TobaccoTobacco
01c6+10102
Happy: +101c2(with Plantation)
Happy: +101c2(with Coffee House)
Happy: +101c2(with Trading Company)
WineWine
01c6+10102
Happy: +101c2(with Orchard)
Healthy: +101c4(with Pharmacy)

History

    In geography, a plain is a flat region. Plains occur as lowlands and at the bottoms of valleys but also on plateaus or uplands at high elevations. In a valley, a plain is enclosed on two sides but in other cases a plain may be delineated by a complete or partial ring of hills, by mountains or cliffs. Where a geological region contains more than one plain, they may be connected by a pass (sometime termed a gap). Plains may have been formed from flowing lava, deposited by water, ice, wind, or formed by erosion by these agents from hills and mountains.
    Plains in many areas are important for agriculture because where the soils were deposited as sediments they may be deep and fertile, and the flatness facilitates mechanization of crop production; or because they support grasslands which provide good grazing for livestock.

SaltFlat Salt Flat

Terrain, 10101 10102

01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Cannot build cities here

Features

Improvements

Resources

History

TXT_KEY_TERRAIN_SALTFLAT_PEDIA

SaltLake Salt Lake

Terrain, 20102

01c6Cannot build cities here

Features

Improvements

Resources

History

TXT_KEY_TERRAIN_SALTLAKE_PEDIA

BaseTerrain_TerrainFeatures_Atlas_3_1 Savanna

Terrain, 10100

01c6+10102 adjacent to river

Features

SavannaSavanna
01c6+10100

Improvements

CottageCottage, +10102
01c6+10102 from Elective
01c6-10102 from Thalassocracy
01c6Becomes a Hamlet in 10 Turns
HamletHamlet, +20102
01c6-10102 from Thalassocracy
01c6Becomes a Village in 30 Turns
FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

History

TXT_KEY_TERRAIN_SAVANNA_PEDIA

Semidesert Semidesert

Terrain, 10101

01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Cannot build cities here unless they are coastal or unless they are near fresh water

Features

Improvements

FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes
Solar CollectorSolar Collector, +30102
01c6+10100 on the Coast
CanalCanal, +100102
01c6Acts as a city for combat purposes

Resources

History

TXT_KEY_TERRAIN_SEMIDESERT_PEDIA

BaseTerrain_TerrainFeatures_Atlas_8_1 Steppe

Terrain, 10101

01c6+10100 adjacent to river
01c6Improvements take +25% time to build
01c6Cannot build cities here unless they are coastal or unless they are near fresh water

Features

Improvements

FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

History

TXT_KEY_TERRAIN_STEPPE_PEDIA

BaseTerrain_TerrainFeatures_Atlas_1_2 Tundra

Terrain

01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal

Features

ForestForest
01c6+10101
01c6Movement Cost: 201c8
01c6+0.5001c4 in nearby cities
01c6Defending units get +50% strength
TaigaTaiga
01c6-10100, +10101
01c6Movement Cost: 201c8
01c6+0.5001c4 in nearby cities
01c6Defending units get +50% strength

Improvements

FortFort
01c6+50% Tile Defense
01c6Acts as a city for combat purposes

Resources

AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)
CopperCopper
01c6+10101
01c6Revealed by Smelting
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
IronIron
01c6+10101
01c6Revealed by Bloomery
MarbleMarble
01c6+10101
Happy: +101c2(with The Great Sphinx)
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
DeerDeer
01c6+10100
Healthy: +101c4(with Camp)
Healthy: +101c4(with Tannery)
FurFur
01c6+10102
Happy: +101c2(with Camp)
Happy: +101c2(with Tannery)
Rare EarthsRare Earths
01c6+10102
01c6Revealed by Metallurgy
Healthy: +201c4(with Diagnostics Center)
SilverSilver
01c6+10102
Happy: +101c2(with Mine)
Happy: +101c2(with Forge)

History

    In physical geography, tundra is a biome where the tree growth is hindered by low temperatures and short growing seasons. The term tundra comes through Russian from the Kildin Sami word tundâr "uplands," "treeless mountain tract." There are three types of tundra: Arctic tundra, alpine tundra, and Antarctic tundra. In tundra, the vegetation is composed of dwarf shrubs, sedges and grasses, mosses, and lichens. Scattered trees grow in some tundra. The ecotone (or ecological boundary region) between the tundra and the forest is known as the tree line or timberline.