Complete.Org:
Mailing Lists:
Archives:
freeciv-dev:
January 2002: [Freeciv-Dev] Re: Update to The Freeciv Game User's Guide - 2.1 Terrain |
[Freeciv-Dev] Re: Update to The Freeciv Game User's Guide - 2.1 Terrain[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
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). > >Previous Next Contents 2.1 TerrainThe 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.
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
Previous Next Contents
|