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Module:Data/Civ5/GK/Terrains

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--ArtDefineTag                         String
--Water                               Boolean
--Impassable                          Boolean
--Found                               Boolean
--FoundCoast                          Boolean
--FoundFreshWater                     Boolean
--Movement                              Int64
--SeeFrom                               Int64
--SeeThrough                            Int64
--BuildModifier                         Int64
--Defense                               Int64
--InfluenceCost                         Int64
--Button                               String
--WorldSoundscapeAudioScript           String
--GraphicalOnly                       Boolean
--PortraitIndex                         Int64
--EffectTypeTag                        String
--IconAtlas                            String
 
local data ={
 
TERRAIN_GRASS={
Description=[=[Grassland]=];
Civilopedia=[=[Generally, grassland produces the most food of any terrain type. Cities constructed near to grasslands will tend to grow faster than cities built elsewhere.]=];
ArtDefineTag="ART_DEF_TERRAIN_GRASS";
Found=true;
Movement=1;
SeeFrom=1;
SeeThrough=1;
InfluenceCost=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Grass.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_GRASSLANDS";
PortraitIndex=4;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_PLAINS={
Description=[=[Plains]=];
Civilopedia=[=[Plains provide a mix of food and production to a nearby city. A city surrounded by plains will grow more slowly than one in grassland, but it will be far more productive.]=];
ArtDefineTag="ART_DEF_TERRAIN_PLAINS";
Found=true;
Movement=1;
SeeFrom=1;
SeeThrough=1;
InfluenceCost=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Plains.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_GRASSLANDS";
PortraitIndex=12;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_DESERT={
Description=[=[Desert]=];
Civilopedia=[=[In general, desert hexes are remarkably unuseful. They provide no benefits to cities (unless the desert contains an oasis or resource, of course, or if it has access to fresh water).]=];
ArtDefineTag="ART_DEF_TERRAIN_DESERT";
Found=true;
Movement=1;
SeeFrom=1;
SeeThrough=1;
InfluenceCost=2;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Desert.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_DESERT";
PortraitIndex=1;
EffectTypeTag="SAND";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_TUNDRA={
Description=[=[Tundra]=];
Civilopedia=[=[Tundra is the semi-frozen land found in the world's colder climates. It is less useful than plains or grassland, but slightly better than desert. Nobody builds cities in the tundra unless they're desperate for resources - or they've got nowhere else to go.]=];
ArtDefineTag="ART_DEF_TERRAIN_TUNDRA";
Found=true;
Movement=1;
SeeFrom=1;
SeeThrough=1;
InfluenceCost=2;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Tundra.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_TUNDRA";
PortraitIndex=16;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_SNOW={
Description=[=[Snow]=];
Civilopedia=[=[Snow is quite unproductive, with no food or production benefit to a nearby city. Of course a snow hex might contain a useful resource, but otherwise they're just cold and barren.]=];
ArtDefineTag="ART_DEF_TERRAIN_SNOW";
Found=true;
Movement=1;
SeeFrom=1;
SeeThrough=1;
InfluenceCost=2;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Ice.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_TUNDRA";
PortraitIndex=15;
EffectTypeTag="SNOW";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_COAST={
Description=[=[Coast]=];
Civilopedia=[=[Coast hexes are the ocean hexes directly adjacent to land. They provide food and gold to a nearby city, but only if that civilization has the Sailing technology. Only naval units and "embarked" land units may enter coastal hexes.]=];
ArtDefineTag="ART_DEF_TERRAIN_COAST";
Water=true;
Movement=1;
InfluenceCost=2;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Coast.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_COAST";
PortraitIndex=14;
EffectTypeTag="WATER";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_OCEAN={
Description=[=[Ocean]=];
Civilopedia=[=[Ocean hexes are deep-water hexes. They provide food and gold to a city once the city has the technology to access them.]=];
ArtDefineTag="ART_DEF_TERRAIN_OCEAN";
Water=true;
Movement=1;
InfluenceCost=3;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Ocean.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_DEEP_OCEAN";
PortraitIndex=11;
EffectTypeTag="WATER";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_MOUNTAIN={
Description=[=[Mountain]=];
Civilopedia=[=[Mountains are impassable, except to air units, and Carthaginian units (after earning a Great General). They provide nothing to cities.]=];
ArtDefineTag="ART_DEF_TERRAIN_MOUNTAIN";
Water=true;
Movement=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Mountain.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_GRASSLANDS";
GraphicalOnly=true;
PortraitIndex=9;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_HILL={
Description=[=[Hill]=];
Civilopedia=[=[Hills provide increased productivity to a nearby city. They also provide important combat bonuses to units stationed on the hills.]=];
ArtDefineTag="ART_DEF_TERRAIN_HILL";
Water=true;
Movement=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Hill.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_GRASSLANDS";
GraphicalOnly=true;
PortraitIndex=5;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
}
return data

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