[Freeciv-Dev] Re: [Freeciv] A call out to all you documenters out there
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I've tried to update game-3.html (terrain) with graphics from
isotrident, hires and trident.
Here is one html file as example. The entire tarball (3 html
files and graphics files) is at
ftp.freeciv.org/pub/freeciv/incoming/game-3.tgz
G. Gracian
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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 (nude
terrain and terrain with special resources) 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). Last are a brief description and the
effect and turns required to buid a Road, Irrigate,
Mine, or Transform the terrain.
Many terrain types may be improved by irrigation, mining, clearing, or
forestation 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.
nude terr.
M / D
F / P / T
|
spec. res.1
type
F / P / T |
spec. res.2
type
F / P / T
|
type, description
R(oad), I(rrigation), M(ine), T(ransform) : effect - turns required
for S(ettler), E(ngineer)
|
|
|
|
|
Arctic squares are found at the
north and south polar regions. They have no economic value and are
hard to move through. They may be mined but not irrigated; they may
be transformed into Tundra.
|
2 / 1
0 / 0 / 0
|
oil :
0 / 4 / 0 |
ivory :
1 / 1 / 4 |
R : no bonus - S 4, E 2
I : impossible |
M : + 1 prod - S 10, E 5
T : -> tundra - E 12 |
|
|
|
|
Desert squares appear mostly near
the equator. They produce a modest amount of metal ores. Deserts may
be irrigated or mined; they may be transformed into Plains.
|
1 / 1
0 / 1 / 0 |
oil :
0 / 4 / 0 |
oasis :
3 / 1 / 0
|
R : +1 trade - S 2, E 1
I : +1 food - S 5, E 3 |
M : +1 prod - S 5, E 3
T : -> plains - E 12 |
|
|
|
|
Forest squares produce vegetation and
small game, and a substantial amount of lumber. They are slow to move
through, but aid a defender in battle. Forests may be cleared
("irrigated") into Plains or "mined" into Swamps; they may be
transformed into Grassland. |
2 / 1.5
1 / 2 / 0 |
silk :
1 / 2 / 3
|
game :
3 / 2 / 0
|
R : no bonus - S 4, E 2
I : -> plain - S 5, E 3 |
M : -> swamp - S 15, E 8
T : -> grassland - E 12 |
|
|
|
none |
Grassland is what you look to for
feeding your inland cities, with good rain and level soil allowing
vigorous farms. With special Resources they also yield 1 production
point from deposits of minerals. Grasslands may be irrigated, or
forested ("mined") into Forest; they may be transformed into
Hills. |
1 / 1
2 / 0 / 0 |
resources :
2 / 1 / 0
|
|
R : +1 trade - S 2, E 3
I : +1 food, - S 5, E 3 |
M : -> forest - S 10, E 5
T : -> hill - E 12 |
|
|
|
|
Hills produce some game for food. They
are slow to move through, but aid a defender in battle. Hills may be
irrigated or mined; they may be transformed into Plains. |
2 / 2
1 / 0 / 0 |
coal :
1 / 2 / 0
|
wine :
1 / 0 / 4
|
R : no bonus - S 4, E 2
I : +1 food - S 10, E 5 |
M : +3 prod S 10, E 5
T : -> plain - E 12 |
|
|
|
|
Jungle squares produce some food from
fruit. They are slow to move through, but aid a defender in battle.
They may be cleared ("irrigated") into Grasslands, or forested
("mined") into Forests; they may be transformed into Plains. |
2 / 1.5
1 / 0 / 0 |
gem :
1 / 0 / 4
|
fruit :
4 / 0 / 1 |
R : no bonus - S 4, E 2
I : -> grassland - S 15, E 8 |
M : -> forest - S 15, E 8
T : -> plain - E 12 |
|
|
|
|
Mountains produce a modest amount of
metal ores, but are very hard to move in and good to defend in. With
Gold, they also yield 5 trade points. They may be mined but not
irrigated; they may be transformed into Hills. |
3 / 3
0 / 1 / 0 |
iron :
0 / 4 / 0 |
gold :
0 / 1 / 6 |
R : no bonus - S 6, E 3
I : impossible |
M : +1 prod - S 10, E 5
T : -> hill - E 12 |
|
|
|
|
Ocean squares produce some food from
fish, and allow substantial amounts of commerce and travel for nearby
cities. Only sea and air units may move on the ocean; land units must
ride ships as passengers. The ocean may not be irrigated, mined, or
transformed. |
1 / 1
1 / 0 / 2 |
whale :
2 / 2 / 3
|
fish :
3 / 0 / 2 |
R : impossible
I : impossible |
M : impossible
T : impossible |
|
|
|
|
Plains squares produce some food from
game and farming, and some lumber and animal work power. They may be
irrigated; if forested ("mined") they turn into Forest; they may be
transformed into Grassland. |
1 / 1
1 / 1 / 0 |
buffalo :
1 / 3 / 0
|
wheat :
3 / 1 / 0
|
R : +1 trade ; turns : S 2, E 1
I : +1 food ; turns : S 5, E 3
|
M : -> forest - S 15, E 8
T : -> grassland - E 12 |
|
|
|
|
Swamp squares produce some food from
game and fish, and are hard to move through. They may be drained
("irrigated"), which converts them into Grassland, or forested
("mined") into Forests; they may be transformed into Ocean. |
2 / 1.5
1 / 0 / 0 |
peat :
1 / 4 / 0 |
spice :
3 / 0 / 4 |
R : no bonus - S 4, E 2
I : -> grassland - S 15, E 8 |
M : -> forest - S 15, E 8
T : -> ocean (if ocean near the tile) - E 18 |
|
|
|
|
Tundra squares produce a small amount
of food from game. They may be irrigated but not mined; they may be
transformed into Desert. |
1 / 1
1 / 0 / 0 |
furs :
2 / 0 / 3 |
game :
3 / 1 / 0 |
R : no bonus - S 2, E 1
I : +1 food - S 6, E 3 |
M : impossible
T : -> desert - E 12 |
same document with hires tileset
same document with trident tileset
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