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Module:Data/CivBE/RT/FakeFeatures

< Module:Data | CivBE | RT

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--ArtDefineTag                         String
--StartingLocationWeight                Int64
--Movement                              Int64
--SeeThrough                            Int64
--Defense                               Int64
--InfluenceCost                         Int64
--AppearanceProbability                 Int64
--DisappearanceProbability              Int64
--Growth                                Int64
--GrowthTerrainType                    String
--TurnDamage                            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
--DecorationOnly                      Boolean
 
local data ={
 
FEATURE_LAKE={
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 farms on adjacent hills and tundra.]=];
Movement=1;
PortraitIndex=14;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_RIVER={
Type="FEATURE_RIVER";
Description=[=[Rivers]=];
Civilopedia=[=[When worked by cities, tiles adjacent to rivers receive a bonus of 1 Energy. Further, rivers are sources of fresh water, allowing the construction of farms on adjacent hills and tundra. Units expend all of their movement points when crossing rivers. This is not the case if the tiles are connected by roads or magrails. Finally, units receive a -20% penalty when they are attacking across a river.]=];
PortraitIndex=17;
IconAtlas="TERRAIN_ATLAS";};
 
FEATURE_BUBBLES={
Type="FEATURE_BUBBLES";
ArtDefineTag="ART_DEF_FEATURE_BUBBLES";
AppearanceProbability=5;
NoAdjacent=true;
PortraitIndex=-1;
DecorationOnly=true;};
 
FEATURE_TRENCH_BUBBLES={
Type="FEATURE_TRENCH_BUBBLES";
ArtDefineTag="ART_DEF_FEATURE_TRENCH_BUBBLES";
AppearanceProbability=25;
NoAdjacent=true;
PortraitIndex=-1;
DecorationOnly=true;};
 
}
return data

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