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To: Peter Cock <P.Cock@xxxxxxxxxx>, "'freeciv-dev@xxxxxxxxxxx'" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Update to The Freeciv Game User's Guide - 2.1 Terrain
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Sat, 19 Jan 2002 13:34:50 +0000 (GMT)

It looks way better than the original.  I cannot answer your questions,
but I can add one.  

Are you sure that movement in jungle takes only 1 movepoint?

You should probably also mention that all stats are changeable via
rulesets.

Best,
G.

 --- Peter Cock <P.Cock@xxxxxxxxxx> wrote: 
> Hello to who ever is interested/owns the manual.
> 
> There should be an updated copy of
> http://www.freeciv.org/manual/game-3.html
> attached.
> 
> The main change is the replacement of the terrain table with
> one based on that from http://www.freeciv.org/civintro/index.html
> 
> In particular I am using the more recent terrain images of
> http://www.freeciv.org/civintro/groundtypes.png (which I beleive is the
> trident set).
> 
> Note - The old game-3.html file has only one special per terrain, which
> gives an idea about its age.
> 
> Points to clarify:
> 
> What is the name of the second swamp special (spices?)
> 
> Is there a more specific name for the Tundra "Game"
> 
> Is there a more specific name for the Forest "Game"
> 
> Can Tundra be irrigated, and how long does it take (old manual said no,
> introduction says yes).
> 
> Has there been a significant change to rivers since the manual was
> written?
> It treated rivers
> as a separate terrain type and says that they cannot be mined or
> transformed.
> 
> How long does it take to build a road.
> 
> ----
> 
> Feel free to tweak things, for example you may feel that the
> "Transformation" column is not needed and makes the table too big
> for low res browsers.
> 
> All links are still relative - except the terrain image.  You may want
> to
> move/copy that image, and delete the old terrain images.
> 
> You may want to turn the end of line characters back to unix style.
> 
> Thanks
> 
> Peter
> 
> 
<HR>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
<html>
<head><title>The Freeciv Game User's Guide</title></head>
<body>
<a href="game-2.html">Previous</a>
<a href="game-4.html">Next</a>
<a href="game.html">Contents</a>
<hr noshade>
<h3>2.1 Terrain</h3>
<p>The different terrain types are important to you, as they all have
different
characteristics regarding their use by nearby cities and by moving units.
Each type of terrain is capable of producing various amounts of valuable
commodities:
food (grain, vegetables, game, fish), production resources (minerals,
wood, fuel,
horsepower), and trade (the generalized concepts of economic activity,
communications,
and travel).
Some squares have special features provided by nature, which give
additional benefits.
Terrain types also have different impediments to movement and benefits
for defenders
in combat.
<p>
The following table describes each terrain type, giving for each the
number of
points of <b>F</b>ood, <b>P</b>roduction, and <b>T</b>rade that a city
may obtain from
the square if it is worked (see <a href="game-13.html">Working the Land
and the
Ocean</a>).
<p>
It also gives the <b>M</b>ovement point cost for a unit
(see <a href="game-6.html">Movement</a>), and the
<b>D</b>efense multiplier (see <a href="game-8.html">Combat</a>).
<p>
Many terrain types may be improved by irrigation, mining,
clearing (use irrigation command), or forestation (use mine command)
by Settler and Engineer units, or transformed into other terrain by
Engineers.
This will be detailed later in <a href="game-4.html">The Works of
Man</a>.
A square may be irrigated, or mined, or neither, but not both.
<p>
Note that the screen shots are using a common non-isometric set, known
as the "trident" tileset.  See <a href="client-6.html#ss3.1">
Alternate Graphics Tilesets</a> in the <a href="client.html">Client
Manual</a>
for more information.
<p>
<table border=1 cellspacing=0>
 <tr><td>Tile F/P/T</td><td>Name</td><td colspan=2 width=20
align=center>Irrigation<br>Effect, Turns</td><td colspan=2 width=20
align=center>Mining<br>Effect, Turns</td><td width=20
align=center>Road</td><td align=center>Defense</td><td
align=center>Move</td><td colspan=2 
align=center>Transformation<br>Effect, Turns</td></tr>
 <tr valign=center height=29><td rowspan=11 valign=center
align=center><img border=0 width=90 height=330
src="http://www.freeciv.org/civintro/groundtypes.png";></td>
                             <td align=left>Ocean, Fish, Whale    
</td><td align=center>-        </td><td align=center>- </td><td
align=center>-     </td><td align=center>- </td><td align=center>-   
</td><td align=center>-    </td><td align=center>1</td><td align=center>-
       </td><td align=center>- </td></tr>
 <tr valign=center height=29><td align=left>Grassland, Minerals   
</td><td align=center>+1 F     </td><td align=center>5 </td><td
align=center>Forest</td><td align=center>10</td><td align=center>+1 T
</td><td align=center>-    </td><td align=center>1</td><td
align=center>Hills    </td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Plains, Buffalo, Wheat
</td><td align=center>+1 F     </td><td align=center>5 </td><td
align=center>Forest</td><td align=center>15</td><td align=center>+1 T
</td><td align=center>-    </td><td align=center>1</td><td
align=center>GrassLand</td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Desert, Oasis, Oil    
</td><td align=center>+1 F     </td><td align=center>5 </td><td
align=center>+2 P  </td><td align=center>5</td><td align=center>+1 T
</td><td align=center>-     </td><td align=center>1</td><td
align=center>Plains   </td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Tundra, Game, Furs    
</td><td align=center>+1 F     </td><td align=center>? </td><td
align=center>-     </td><td align=center>- </td><td align=center>-   
</td><td align=center>-    </td><td align=center>1</td><td align=center>-
       </td><td align=center>- </td></tr>
 <tr valign=center height=29><td align=left>Forest, Game, Silks   
</td><td align=center>Plains   </td><td align=center>5 </td><td
align=center>-     </td><td align=center>- </td><td align=center>-   
</td><td align=center>+50% </td><td align=center>2</td><td
align=center>Grassland</td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Jungle, Gems, Fruits  
</td><td align=center>Grassland</td><td align=center>15</td><td
align=center>Forest</td><td align=center>15</td><td align=center>-   
</td><td align=center>+50% </td><td align=center>1</td><td
align=center>Plains   </td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Hills, Coal, Wine     
</td><td align=center>+1 F     </td><td align=center>10</td><td
align=center>+3 P  </td><td align=center>10</td><td align=center>-   
</td><td align=center>+100%</td><td align=center>2</td><td
align=center>Plains   </td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Mountains, Gold, Iron 
</td><td align=center>-        </td><td align=center>- </td><td
align=center>+1 P  </td><td align=center>10</td><td align=center>-   
</td><td align=center>+200%</td><td align=center>3</td><td
align=center>Hills    </td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Swamp, Peat, XXX      
</td><td align=center>Grassland</td><td align=center>15</td><td
align=center>Forest</td><td align=center>15</td><td align=center>-   
</td><td align=center>+50% </td><td align=center>2</td><td
align=center>Plains   </td><td align=center>24</td></tr>
 <tr valign=center height=29><td align=left>Arctic, Ivory, Oil    
</td><td align=center>-        </td><td align=center>- </td><td
align=center>-     </td><td align=center>- </td><td align=center>-   
</td><td align=center>-    </td><td align=center>2</td><td
align=center>Desert   </td><td align=center>24</td></tr>
</table>
<p>
These are the food, production and trade yields of all squares under
<b>Monarchy</b>. For the initial government type Despotism, reduce all
F/P/T numbers
above 2 by 1. For Republic, add 1 trade to each square with trade.
See <a href="game-11.html">Government Types</a> for more information.
<p>
Note that the terrain pictured in the second and third columns is rare
and
represents special resources.  For example, the Arctic special resource
of
Ivory (introduced in Civ II) represents whalrus (or mammoths!).
<p>
Irrigation/Mine/Road shows the increases in food, production, and trade
when those are improvements are performed by a settler.
<p>
Defense is the increase in defense power you get when attacked on such a
field.
<p>
Rivers add 1 trade and 50% defense power; they also ease movement along
them.
<p>
Squares with increased defense power are harder to walk over (e.g. horses
and chariots get slowed down) except for explorers. You can identify any
square 
(or unit) by middle-clicking it.
<p>

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