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[Freeciv-Dev] Re: Update to The Freeciv Game User's Guide - 2.1 Terrain
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[Freeciv-Dev] Re: Update to The Freeciv Game User's Guide - 2.1 Terrain

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To: "'freeciv-dev@xxxxxxxxxxx'" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Update to The Freeciv Game User's Guide - 2.1 Terrain [Second Update]
From: Peter Cock <P.Cock@xxxxxxxxxx>
Date: Wed, 23 Jan 2002 13:45:20 -0000

Whoops - did not attach the file.  Thanks to Martin Willemoes Hansen
for pointing that out.

Peter

-----Original Message-----
From: Peter Cock 
Sent: 23 January 2002 12:11
To: 'freeciv-dev@xxxxxxxxxxx'
Subject: RE: Update to The Freeciv Game User's Guide - 2.1 Terrain
[Second Update]


Hello all,

I have been reading the default/terrain.ruleset and have
answered most of my own questions.

However, ocean <-> land needs clarifying, and how this relates
to the Transformation of ocean into swamp.

Would the freeciv webmaster like to replace
http://www.freeciv.org/manual/game-3.html with the attached
game-3.html file instead?

Thanks

Peter

----------------------------------------------------
Please copy any replies to me directly, as I am not
subscribed to the mailing list.  Thanks.
----------------------------------------------------

> > 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 
> > believe is the trident set).
> > 

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2.1 Terrain

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.

The following table describes each terrain type, giving for each the number of points of Food, Production, and Trade that a city may obtain from the square if it is worked (see Working the Land and the Ocean).

It also gives the Movement point cost for a unit (see Movement), and the Defense multiplier (see Combat).

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 The Works of Man. A square may be irrigated, or mined, or neither, but not both.

Note that the screen shots are using a common non-isometric set, known as the "trident" tileset. See Alternate Graphics Tilesets in the Client Manual for more information.

Tile F/P/TNameIrrigation
Effect, Turns
Mining
Effect, Turns
Road
Effect, Turns
DefenseMoveTransformation
Effect, Turns
Ocean, Fish, Whales - - - - - - - 1Swamp 36
Grassland, Resources +1 F 5 Forest10+1 T 2 - 1Hills 24
Plains, Buffalo, Wheat +1 F 5 Forest15+1 T 2 - 1GrassLand24
Desert, Oasis, Oil +1 F 5 +1 P 5 +1 T 2 - 1Plains 24
Tundra, Game, Furs +1 F 5 - - - 2 - 1Desert 24
Forest, Pheasant, SilksPlains 5 Swamp 15- 2 +50% 2Grassland24
Jungle, Gems, Fruit Grassland15Forest15- 2 +50% 2Plains 24
Hills, Coal, Wine +1 F 10+3 P 10- 4 +100%2Plains 24
Mountains, Gold, Iron - - +1 P 10- 6 +200%3Hills 24
Swamp, Peat, Spice Grassland15Forest15- 4 +50% 2Ocean 36
Arctic, Ivory, Oil - - +1 P 10- 4 - 2Tundra 24

These are the food, production and trade yields of all squares under Monarchy. 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 Government Types for more information.

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!).

Irrigation/Mine/Road shows the increases in food, production, and trade when those are improvements are performed by a settler.

Defense is the increase in defense power you get when attacked on such a field.

Any terrain (apart from ocean) can have Rivers, these add 1 trade and 50% defense power; they also ease movement along them.

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.

Once you have Engineers you can use the "Transform" command to change the terrain types.

N.B. All the terrain stats are configurable and can be changed using rulesets, this is often done in mod packs. In particular, file terrain.rules controls the production rules etc. The values shown here are for the default rules in Freeciv 1.12.0


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