![]() ![]() ![]() Note that roads and rivers enhance trade for some types of terrain, and railroads increase the production output of a tile by 50%. ![]() Roads, Railroads, and MagLevscan be built on the same tile as other improvements (such as irrigation). (See " Terrain Modification Flowchart" below.) Note that you cannot plant a forest or "grow a hill" under an existing city's tile. Attempting to irrigate a forest, for example, creates plains. Terrain can be transformed into a new type. Water sources are oceans, lakes, rivers, or any other irrigated land except a city tile. To irrigate land, the player must have a water source in one of the four cardinally adjacent tiles. The Terrain Chart below shows the increased production yield. Mining desert makes an Oil Well-it requires Construction technology. Once built, a mine or irrigation system will replace the other.Ī Mine can be put on Hills, Mountains, or Desert. Irrigation and Mines can't co-exist on the same tile. Workers, Settlers, Engineers, and Proletarians can " irrigate" to produce more food, cut a forest, drain a swamp or " mine" to yield more production points, plant a forest, or create a swamp. Transforming is an action that only Engineers can perform. Mining, roading, and irrigating can be done by Workers, Settlers, Engineers, and Proletarians to improve terrain. The Terrain chart below lists the output of each terrain, both with and without special resources. Changing Arctic Oil to Desert Oil still preserves Oil because the resource is valid on both terrain types. Terrain transformation can make resources inaccessible for instance, if a Forest with a pheasant is transformed to Plains, it will lose its food bonus. Terrain sometimes has a special resource which boosts food, production, or trade. For example, "1/2/3" is a tile that produces 1 food, 2 production, and 3 trade. Output of a tile is conventionally written as food/production/trade. When a city works a tile, it receives three products: food, production, and trade. Cities may be built on any terrain except Ocean or Arctic. Tiles within range of a city may be worked by that city. With the Bridge building advance, roads and railroads can be built on river tiles to bridge over them. MagLevs allow units to travel with unlimited movement points.Ĭities always have roads inside - and bridges and railroads if the nation has those technologies. With Superconductors technology, you may build MagLevs (Magnetic Levitation rails).If Restrictinfra is ON, as it is by default, enemy units on rails can only use them at 3x speed, the same as a normal road. Beware that roads and railroads can help an enemy army as much as your own. Units can move 3x faster than on roads, or 9x faster than unimproved terrain, if using a railroad. With Railroad technology, roads can be upgraded to railroads.Other land units spend ⅓ of a movement point per tile along rivers and roads, as long as the tile they are leaving has connected a river or road.(They can use railroads like anyone else.) Moving one tile costs only ⅓ of a movement point. Explorers, Partisans, and Alpine Troops travel light.The move cost for different terrain is given in the Terrain chart below. Moving across easy terrain costs one point per tile moving onto rough terrain costs more.Terrain only influences the movement speed of land units. Sea and air units always use one movement point to move one tile. (Rivers give an extra bonus of +33%.) File:Tx.road.png See the page on combat for details, and the Terrain chart below for which terrains offer bonuses. ![]() When a land unit is attacked, its defense strength is multiplied by the bonus of the terrain. Terrain tiles affect 3 distinct game elements: ( 1) Unit combat, ( 2) Unit movement, ( 3) Resources for cities. The eastern and western edges connect, forming a cylinder that can be circumnavigated. The Freeciv world map is made of tiles (squares). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |