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[Freeciv] Re: A call out to all you documenters out there
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[Freeciv] Re: A call out to all you documenters out there

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To: Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: A call out to all you documenters out there
From: Genevieve Gracian <ggracian@xxxxxxx>
Date: Fri, 17 May 2002 05:49:31 +0200

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





-- HTML Attachment decoded to text by Ecartis --
-- File: game-3.html

 The Freeciv Game User's Guide

Previous[1] Next[2] Contents[3] 
----------------------------------------------------------------------------
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[4]). It also gives the Movement point
cost for a unit (see Movement[5]), and the Defense multiplier (see
Combat[6]). Last are a brief description and the effect and turns required
tobuid 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[7]. 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)

----------------------------------------------------------------------------
  [IMG][IMG][IMG]


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 
----------------------------------------------------------------------------
  [IMG][IMG][IMG]

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[8] 

same document with trident tileset[9]   
----------------------------------------------------------------------------
Previous[10] Next[11] Contents[12] 

--- Links ---
   1 game-2.html
   2 game-4.html
   3 game.html
   4 game-13.html
   5 game-6.html
   6 game-8.html
   7 game-4.html
   8 game-3_hires.html
   9 game-3_trident.html
  10 game-2.html
  11 game-4.html
  12 game.html



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