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Module:Data/CivBE/Extra/Terrains

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--****************************************************************************
--    NOTE: This data has been specially formatted for the wiki and 
--          does NOT appear in this form in-game.
--****************************************************************************
 
--[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_FLOOD_PLAINS={
Type="TERRAIN_FLOOD_PLAINS";
Description=[=[Flood Plains]=];
Civilopedia=[=[Flood plains are low-lying areas adjacent to {{LinkBE|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.]=];
Found=true;
Movement=1;
SeeFrom=1;
SeeThrough=1;
InfluenceCost=1;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_CRATERS={
Type="TERRAIN_CRATERS";
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.]=];
Water=true;
Movement=1;
GraphicalOnly=true;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
TERRAIN_FOREST={
Type="TERRAIN_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_TERRAIN_FOREST";
Water=true;
Movement=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Forest.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_GRASSLANDS";
GraphicalOnly=true;
PortraitIndex=4;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};
 
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_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 {{linkBE|Alien Biology}}.]=];
ArtDefineTag="ART_DEF_FEATURE_MIASMA";
PortraitIndex=16;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_REEF={
Type="FEATURE_REEF";
Description=[=[Reef]=];
Civilopedia="Reefs are found in the official data files, but do not have any official civilopedia entries.";
ArtDefineTag="ART_DEF_FEATURE_ICE";
Movement=1;
OccurrenceFrequency=70;
AdjacentFrequency=50;
PortraitIndex=13;
IconAtlas="TERRAIN_ATLAS";
GraphicalOnly=true;};
 
FEATURE_LAKES={
Type="FEATURE_LAKE";
Description=[=[Lakes]=];
Civilopedia=[=[A lake is any body of water ten tiles or smaller in size that is completely surrounded by land tiles (any larger body of water is considered ocean). Lakes are sources of fresh water, allowing the construction of {{linkBE|farm}}s on adjacent {{linkBE|hill}}s and {{LinkBE|tundra}}.]=];
Movement=1;
PortraitIndex=14;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_RIVERS={
Type="FEATURE_RIVER";
Description=[=[Rivers]=];
Civilopedia=[=[When worked by cities, tiles adjacent to rivers receive a bonus of 1 {{EnergyBE}}. Further, rivers are sources of fresh water, allowing the construction of {{LinkBE|farm}}s on adjacent {{LinkBE|hill}}s and {{LinkBE|tundra}}. Units expend all of their movement points when crossing rivers. This is not the case if the tiles are connected by {{LinkBE|roads}} or {{linkBE|magrails}}. Finally, units receive a -20% penalty when they are attacking across a river.]=];
PortraitIndex=17;
IconAtlas="TERRAIN_ATLAS";};
 
}
return data

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