Civ 6 Terrain Guide: Using Hills and Rivers to Your Advantage

When you’re playing Civilization VI, you’ll quickly learn that the very ground beneath your settlers’ feet holds the key to your empire’s success or ruin. New players often get distracted by shiny resources and wide-open flatlands, but a veteran player knows the truth: real power comes from the shape of the land itself. Hills and Rivers aren’t just features on a map; they are the silent deciders of production, the strongest bastions of defense, and the source of life for your cities.

If you can master how they work together, you’ll grasp the strategic heart of the game. It’s what separates a fledgling nation from an empire that stands the test of time. This guide will show you how to turn these common terrain features into your greatest tools for victory. We’ll break down how a single hill can become an industrial titan and how a simple river can become an unbreachable defensive wall. Get ready to see the world of Civ 6 as a dynamic landscape of opportunity.

The Unyielding Bulwark: Deconstructing the Strategic Value of Hills

Hills are the absolute backbone of any serious empire. Their benefits are immediate and tangible from turn one, making them a top priority. Ignoring them means you’re willingly taking a weaker start and a harder road to victory.

Core Mechanics: More Than Just a Pretty View

On a basic level, a hill provides advantages that affect every part of your game.

  • The Gift of Production: Every hill, no matter the terrain type, gives you a baseline +1 Production. This might not sound like much, but in the Ancient Era, it’s a massive head start. A city founded on a Plains Hill begins with 2 Food and 2 Production—a perfectly balanced foundation. This boost means your first builder, scout, or warrior comes out several turns faster than a competitor on flat land. That tempo is critical in the early race for pantheons, key techs, and the best settlement spots.
  • The Toll of Movement: Hills are tough to cross. Units use 2 movement points to enter a hill tile (unless they’re on a road or have a special promotion). This simple rule has huge strategic consequences. For you, it means planning movement requires more thought. For your enemies, a line of hills is a natural barrier, slowing them down and buying you time to build a defense. An invading army crawling one tile per turn across hills is an army that’s easy to pick off with ranged units.
  • The Defender’s Edge: This is probably the most critical military aspect of hills in the early and mid-game. A unit defending on a hill gets a +3 Combat Strength bonus. Add fortification (+3 for one turn, +6 for two or more), and a basic Spearman becomes a powerhouse. Think about it: a standard Warrior (20 Combat Strength) already has a tough fight against a Spearman (25 Combat Strength) on flatland. On a hill, that Spearman’s strength jumps to 28. If they’ve fortified for a turn, it’s 31. The Warrior’s attack becomes almost suicidal. This defensive bonus lets a smaller, well-placed force fend off a much larger one.
  • The Scout’s Perch: Units on a hill get +1 sight range. This is incredibly valuable for scouting. A scout moving from hill to hill can reveal huge areas of the map, finding tribal villages, natural wonders, enemy units, and city locations much more safely and effectively. Better vision means better strategic decisions, keeping you one step ahead.

Strategic City Placement: Building Your Highland Empire

Your first city’s location is the most important decision you’ll make in the first hour of play. Settling on a hill is almost always the best move.

  • The Hilltop Capital: An Unbeatable Start: Settling your capital directly on a hill gives you two game-changing benefits. First, your City Center gets the hill’s defensive bonus, making it much tougher for early barbarian rushes or aggressive neighbors. More importantly, your City Center tile works its own yields, so that +1 Production is yours from Turn 1. A Plains Hill capital (2 Food, 2 Production) is the gold standard, giving you the perfect balance to grow your population while churning out early units and buildings.
  • Crafting Defensive Chokepoints: As you expand, look for chains of hills to create natural borders. A well-placed fort on a hill overlooking a pass can stop an army in its tracks. If you combine this with a river, you create a deadly kill zone. An enemy has to cross a river (-5 Combat Strength) to attack your unit on a hill (+3 Combat Strength). That massive 8-point combat swing makes even basic units feel like elite guards. Plan your cities not just for their yields, but for how they control these natural fortifications.
  • Forging a Production Powerhouse: A city’s potential is often defined by the tiles it can work. A city surrounded by hills is destined to be an industrial giant. Once you research Mining, you can build Mines on these hills to boost their production even more. A standard Mine adds another +1 Production, turning a Grassland Hill into a 2 Food, 2 Production tile, and a Plains Hill into a 1 Food, 3 Production tile. Later techs like Apprenticeship add even more production, turning these tiles into the engines of your empire. These are the cities that will build your wonders and field your armies. When you plan your Industrial Zones, placing them next to several mines will skyrocket their effectiveness thanks to adjacency bonuses.

Hills and District Synergy: Architectural Ascension

While most districts don’t get a direct adjacency bonus from hills, their production value and strategic placement create powerful synergies.

  • The Acropolis (Greece): Pericles’ Greece is a perfect example of hill synergy. The Acropolis, their unique Theater Square, must be built on a hill. This forces you to combine your cultural centers with defensive terrain, and smart placement next to other districts can maximize its culture output.
  • The Campus and the Holy Site: These districts get their best adjacency bonuses from Mountains. Since hills often appear at the base of mountain ranges, they become prime real estate. You can place your city on a hill for production and defense, overlooking a valley with a +4 or +5 Campus site. This is the dream scenario for a science victory.
  • The Industrial Engine: An Industrial Zone doesn’t get a bonus from a hill itself, but it gets +1 for each adjacent Mine or Quarry. Since you’ll be building mines on all your hills, a central Industrial Zone can easily get a +3 or +4 bonus (or more), which is then multiplied by buildings like Factories and Power Plants. This is the core of a production-heavy strategy: the hills provide the raw output to build the zone, which then gets bonuses from the improvements on those same hills.
  • Inca’s Terrace Farms: The Inca completely change the game when it comes to hills. Their unique Terrace Farm can only be built on hills. It provides Food (more if next to mountains) and Production (if next to an Aqueduct). This turns average hills into amazing tiles that provide both food and production, letting the Inca build huge, productive cities in mountains that would cripple any other civ.

The Flow of Empire: Harnessing the Power of Rivers

Rivers are the arteries of the world, bringing life and commerce while also acting as major barriers. If you understand this duality, you can use them to achieve victory.

Core Mechanics: The Lifeblood of Civilization

From your very first settlement, rivers define your potential for growth and your strategic options.

  • The Promise of Fresh Water: Any city next to a river gets Fresh Water. This is critical for population growth. A city with Fresh Water gets a baseline of 5 Housing, while a city without it gets only 2 (coastal cities get 3). That 3-Housing difference is huge in the early game. Your riverside city can grow to population 5 without penalties, while the other city gets stuck at 2 until you build a Granary or Aqueduct. More people means more tiles worked, more yields, and faster development.
  • The River Crossing: A Deadly Proposition: Attacking a unit across a river is a tactical nightmare for the attacker. They suffer a massive -5 Combat Strength penalty. This applies to all units, from Warriors to Giant Death Robots. It makes a river one of the best defensive features in the game. A line of archers behind a river can tear apart an approaching army, because any unit that tries to attack them in melee will be severely weakened. The only exceptions are amphibious units or if a Military Engineer has built a bridge.
  • The Floodplains: Volatility and Vibrancy: Many rivers have Floodplains tiles. These are high-risk, high-reward.
    • Yields: Grassland Floodplains start with 3 Food, which is fantastic for explosive growth.
    • Flooding: Rivers will flood periodically. A minor flood might just fertilize the tiles, adding +1 Food or Production. A major 1000-year flood will pillage your improvements and districts. However, after you repair the damage, the tile’s base yield will be permanently increased. A tile that floods several times can become an incredible super-tile.
    • Mitigation and Exploitation: You can completely prevent flood damage by building a Dam. Some leaders, like Egypt, are immune to flood damage and actually benefit from it. The Great Bath wonder, which has to be built on a floodplain, gives you Faith every time the river floods, turning a disaster into a religious bonus.

River-Centric City Placement: From Farming Hubs to Commercial Empires

Settling on a river is almost always the right call, but how you use the river will define your city’s purpose.

  • The Agricultural Heart: For a city focused on fast growth, settle next to a river with lots of Floodplains. The high food yields will boost your population, letting you unlock districts and work more tiles much faster. This is a great strategy for civs that benefit from large populations, like the Khmer or Aztec.
  • The Commercial Nexus: The most important river synergy is with the Commercial Hub. It gets a +2 Gold adjacency bonus for every adjacent river tile. If you place a Commercial Hub in the bend of a river, you can get a +4 Gold bonus from the terrain alone. This bonus can be doubled with the right policy card, creating the foundation for a powerful economy. A strong gold income gives you the flexibility to buy buildings, units, and even Great People. Cities with these hubs should also get a Harbor, as the Shipyard building creates a synergy that can generate incredible amounts of gold.

Engineering the Flow: Districts, Wonders, and Improvements

As you progress through the tech tree, you’ll get new tools to control and harness the power of rivers.

  • The Aqueduct District: The Aqueduct is essential if you want to expand away from rivers. If you find a perfect city spot with great resources but no fresh water, the Aqueduct solves that. It connects your City Center to a river, lake, or mountain, providing all the housing benefits of fresh water. It even provides an Amenity if your city already had fresh water, making it a useful addition for any city.
  • The Dam District and Hydroelectric Power: The Dam is a powerful mid-to-late game district. It gives you +3 Housing, +1 Amenity, and stops all flood damage in the city. Its real power comes with Electricity. You can build a Hydroelectric Dam in it, which provides +6 Power to all cities within 6 tiles. In the expansions, Power is a critical late-game resource. A single well-placed Hydroelectric Dam can power your entire core empire, fueling your push for a Science or Culture victory.
  • Wonders of the River: Several powerful World Wonders are tied to rivers.
    • The Great Bath: An ancient-era wonder for Floodplains. It provides Faith and an Amenity, and its unique ability gives you Faith equal to the food yield of every flooded tile, making it a great engine for an early religion.
    • The Ruhr Valley: An industrial-era wonder that must be built next to a river and an Industrial Zone with a factory. It gives a massive +30% Production bonus in its city, plus +1 Production for every Mine and Quarry. A Ruhr Valley in a city that’s already full of hills and mines is probably the single biggest production boost in the game. It turns that city into a machine that can build anything.

Civilizations of the Riverlands: Unique Synergies

Some civs are born from the river and have unique abilities to exploit it.

  • Egypt (Iteru): Cleopatra’s Egypt is the undisputed master of rivers. Their ‘Iteru’ ability gives them +15% Production towards districts and wonders built next to a river. This is a huge, empire-wide bonus. They are also completely immune to flood damage, so floods are a pure benefit for them. Their unique Sphinx improvement also gets bonuses when built next to wonders, which they are building faster along their rivers.
  • Hungary (Pearl of the Danube): Matthias Corvinus has a powerful ability tied to rivers. When he levies city-state troops, they get +2 movement and +5 Combat Strength. His unique building, the Thermal Bath, provides Amenities and Production to nearby cities. His whole strategy revolves around using river-based city-states to project power across the map.

Advanced Synthesis: Weaving Hills and Rivers into a Tapestry of Victory

Understanding hills and rivers on their own is just the first step. True mastery comes from weaving their strengths together to create cities that are productive, defensible, prosperous, and resilient.

The “God-Tier” Start: The Hill by the River

The absolute dream start for most civs in the game is a Plains Hill tile right next to a river. This one spot combines every powerful early-game advantage:

  • Production: You start on a hill for that crucial +1 Production.
  • Defense: Your capital is on a hill, making it naturally defensible.
  • Housing: You’re next to a river, giving you the full 5 Housing for fast growth.
  • Growth & Production Balance: The Plains Hill gives you a 2 Food / 2 Production yield, the perfect balance to kickstart your empire.