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Module:Data/CivBE/Base/Features

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--Help                                 String
--ArtDefineTag                         String
--StartingLocationWeight                Int64
--Movement                              Int64
--SeeThrough                            Int64
--Defense                               Int64
--InfluenceCost                         Int64
--AppearanceProbability                 Int64
--DisappearanceProbability              Int64
--Growth                                Int64
--GrowthTerrainType                    String
--TurnDamage                            Int64
--AdjacentUnitFreePromotion            String
--FirstFinderGold                       Int64
--InBorderHealth                        Int64
--OccurrenceFrequency                   Int64
--YieldNotAdditive                    Boolean
--NoCoast                             Boolean
--NoRiver                             Boolean
--NoAdjacent                          Boolean
--RequiresFlatlands                   Boolean
--RequiresRiver                       Boolean
--AddsFreshWater                      Boolean
--Impassable                          Boolean
--NoCity                              Boolean
--NoImprovement                       Boolean
--VisibleAlways                       Boolean
--NukeImmune                          Boolean
--Rough                               Boolean
--WorldSoundscapeAudioScript           String
--EffectType                           String
--EffectProbability                     Int64
--EffectTypeTag                        String
--AdvancedStartRemoveCost               Int64
--PortraitIndex                         Int64
--IconAtlas                            String
--GraphicalOnly                       Boolean
 
local data ={
 
FEATURE_ICE={
Type="FEATURE_ICE";
Description=[=[Ice]=];
Civilopedia=[=[Ice is impassable, except to air and hover units. It provides nothing to cities.]=];
ArtDefineTag="ART_DEF_FEATURE_ICE";
Movement=1;
InfluenceCost=3;
Impassable=true;
EffectTypeTag="SNOW";
PortraitIndex=13;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_MARSH={
Type="FEATURE_MARSH";
Description=[=[Marsh]=];
Civilopedia=[=[Although rich in biodiversity, marshes have little to offer a hungry growing civilization, as they must be drained or otherwise altered before they provide any city bonuses. Note that military units in marshes receive a significant PENALTY when attacked.]=];
ArtDefineTag="ART_DEF_FEATURE_MARSH";
StartingLocationWeight=-10;
Movement=3;
Defense=-15;
InfluenceCost=1;
RequiresFlatlands=true;
WorldSoundscapeAudioScript="ASSS_AMBIENCE_SWAMP";
EffectTypeTag="MUD";
PortraitIndex=15;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_FLOOD_PLAINS={
Type="FEATURE_FLOOD_PLAINS";
Description=[=[Flood Plains]=];
Civilopedia=[=[Flood plains are low-lying areas adjacent to rivers. Each year the river floods, thus providing natural irrigation and rich nutrients to the adjacent land. This makes flood plains fertile and the most productive farmland on the planet.]=];
ArtDefineTag="ART_DEF_FEATURE_FLOOD_PLAINS";
Movement=1;
Defense=-10;
InfluenceCost=-1;
AppearanceProbability=10000;
RequiresFlatlands=true;
RequiresRiver=true;
PortraitIndex=11;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_FOREST={
Type="FEATURE_FOREST";
Description=[=[Forest]=];
Civilopedia=[=[For early man, the forests were a great source of bounty, providing wood for fire, tools and shelter, and also many animals for sustenance and clothing. As a city grows there is a great temptation to cut down the forests for farmland, but a wise leader will always leave some standing - for productivity and to lift his people's spirits. Also, military units stationed in forests receive a significant defensive bonus.]=];
ArtDefineTag="ART_DEF_FEATURE_FOREST";
Movement=2;
SeeThrough=1;
Defense=25;
InfluenceCost=1;
Growth=8;
YieldNotAdditive=true;
Rough=true;
WorldSoundscapeAudioScript="ASSS_AMBIENCE_FOREST";
EffectType="EFFECT_BIRDSCATTER";
EffectProbability=15;
EffectTypeTag="LEAVES";
PortraitIndex=12;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_MIASMA={
Type="FEATURE_MIASMA";
Description=[=[Miasma]=];
Civilopedia=[=[{TXT_KEY_MIASMA_HEADING1_BODY}
 
Any unit that ends its move on a tile with miasma suffers combat damage.
 
Miasma can be removed and Workers can be safeguarded from its effects by researching Alien Biology.]=];
ArtDefineTag="ART_DEF_FEATURE_MIASMA";
PortraitIndex=16;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_CRATER={
Type="FEATURE_CRATER";
Description=[=[Craters]=];
Civilopedia=[=[Craters are the result of meteor strikes on the surface of the planet. These are not particularly helpful to your colony, save as a barrier to movement by enemy Units.]=];
ArtDefineTag="ART_DEF_FEATURE_CRATER";
Movement=2;
SeeThrough=2;
InfluenceCost=3;
OccurrenceFrequency=10;
YieldNotAdditive=true;
Impassable=true;
NoImprovement=true;
Rough=true;
PortraitIndex=10;
IconAtlas="TERRAIN_ATLAS";};
 
}
return data

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