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To: freeciv-data@xxxxxxxxxxx
Subject: [freeciv-data] New Tech Tree:Scientific Objects
From: Erik Sigra <freeciv@xxxxxxx>
Date: Fri, 25 Aug 2000 16:15:52 +0200
Reply-to: freeciv-data@xxxxxxxxxxx

Hi,
Here is the latest addition to my new tech tree. The keywords are:
Scientific Objects

 [terrain_special_Fossils]
name=_("Fossils")
help=_("Fossils can be excavated by explorers. This adds a significant
amount of research points to your civilisation. An excavation takes 10
turns. Several explorers can shorten this time by doing teamwork.
Explorers on board of ships can excavate fossils in shallow ocean
squares when diving has been invented. You need at least 2 explorers to
investigate underwater fossils. A pair of explorers on a ship can
investigate a fossil tile in 10 turns. Additional explorers shorten this
time by doing teamwork. A player can only excavate each fossil tile
once.\n\nA player can destroy fossisls so that no other player can
investigate them. This requires a unit of engineers, takes as long as
investigating them and is an atrocity.")
history=_("")

[terrain_special_Volcanos]
name=_("Volcanos")
help=_("Volcanic areas are of special interest to geologists. Explorers
can perform a geologic investigation i a volcanic area. This adds a
significant amount of research points to your civilisation. A geological
investigation takes 10 turns. Several explorers can shorten this time by
doing teamwork. Explorers on board of ships can investigate underwater
volcanos  diving has been invented. You need at least 2 explorers to
investigate underwater volcanos. A pair of explorers on a ship can
investigate a fossil tile in 10 turns. Additional explorers shorten this
time by doing teamwork. A player can only investigate each volcanic area
tile once. Additional explorers shorten this time. A player can only
investigate each volcanic tile once.\n\nBeware: volcanos can become
active (if disasters are on) and destroy every surrounding city and key
biotope.")

[terrain_special_Key_Boitopes]
name=_("Key Biotopes")
help=_("Key biotopes are of special interest to biologists. Explorers
can perform a biologic investigation i an area with key biotopes. This
adds a significant amount of research points to your civilisation. A
biological investigation takes 10 turns. Several explorers can shorten
this time by doing teamwork.\n\nExplorers on board of ships can
investigate key biotopes in shallow ocean squares (for example coral
reefs) when diving has been invented. You need at least 2 explorers to
investigate underwater key biotopes. A pair of explorers on a ship can
investigate a tile with key biotopes in 10 turns. Additional explorers
shorten this time by doing teamwork. A player can only investigate each
tile with key biotopes once.\n\nKey biotopes helps against unhappiness
caused by crowding. Each square with key biotopes inside a city radius
of a city of at least size 7 makes 1 unhappy citizen content. If there
are no unhappy citizens 1 content citizen is made happy instead. Several
cities can use the same key biotope for recreation. If a square with key
biotopes is damaged by pollution or radioactive fallout, the key
biotopes are destroyed and don't come back even if the square is
cleaned. Cities, farmland, railroads, heavy canals, airbases, fleetbases
and terrain transformations also destroy key biotopes. So be carefull
about what you and your enemies do to the environment. Key biotopes can
also be destroyed manually. This requires a unit of engineers, takes
some turns and is an atrocity.")

[terrain_special_Archeologic_Site]
name=_("Archeologic Site")
help=_("Archeologic sites can be investigated by explorers. You gain
research points by doing this. It takes 5 turns. Several explorers can
shorten this time by doing teamwork.\n\n A player can only excavate each
fossil tile once.\n\nArcheologic sites are destroyed by land
transformation. A player can destroy an archeologic site manually so
that no other player can investigate it. This requires a unit of
engineers, takes as long as investigating it and is an atrocity.")

Expeditions
===========
You can make an expedition by filling a transport unit with other useful
units. There are three basic kinds of expeditions:

1. Scientific Expeditions
If you think there is a region where your explorers can work undisturbed
by enemies, a scientific expedition is a very effective way of
collecting research points. Send scientific expeditions to lands not
colonized by any player. Also send scientific expeditions to your
allie's homelands. They have probably already investigated the  science
objects there, and because of your good relations, they will let you
investigate thoose objects too.
        Investigating scientific objects under water is much more inconvenient
than on land. Underwater investigations require the double amount of
manpower to be completed in the same time as land investigations.
Therefore, investigate all accessible land objects before you
investigate the sea objects. 
        Players get some extra research bonus for the first scientific object
of each kind that they discover in a new region, so it is worth sending
expeditions to many different new places.

2. Settling Expeditions
When your homeland is fully settled, you may want to send away settling
expeditions. Try to find uninhabited lands.

3. Military Expeditions
When there are no more uninhabited lands for you to colonize, you may
want to send away military expeditions to other civilisation's lands.
Choose a close player so that your military units won't become too
obsolete during transit.

These kinds of expeditions can of course be combined.

Erik Sigra



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