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Documentation for this module may be created at Module:Data/CivBE/RT/Terrains/doc

--[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={
Type="TERRAIN_GRASS";
Description=[=[Grassland]=];
Civilopedia=[=[Generally, grassland produces the most food of any terrain type. Cities constructed near 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=3;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_PLAINS={
Type="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=7;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_DESERT={
Type="TERRAIN_DESERT";
Description=[=[Desert]=];
Civilopedia=[=[In general, desert tiles are remarkably unuseful. They provide no benefits to cities (unless the desert contains a resource, of course, or if it has access to fresh water), and units occupying them receive a significant defensive penalty in combat.]=];
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=2;
EffectTypeTag="SAND";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_TUNDRA={
Type="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=9;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_SNOW={
Type="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=8;
EffectTypeTag="SNOW";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_COAST={
Type="TERRAIN_COAST";
Description=[=[Coast]=];
Civilopedia=[=[Coast hexes are shallow water tiles generally close to land. They provide {{FoodIconBE}} Food and {{ProductionIconBE}} Production to a nearby city. Aquatic Cities can be founded on coast tiles once Colonist units have been researched, and Aquatic Cities move onto coast tiles at any time.]=];
ArtDefineTag="ART_DEF_TERRAIN_COAST";
Water=true;
Found=true;
Movement=1;
InfluenceCost=2;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Coast.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_COAST";
PortraitIndex=1;
EffectTypeTag="WATER";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_OCEAN={
Type="TERRAIN_OCEAN";
Description=[=[Ocean]=];
Civilopedia=[=[Ocean hexes are deep-water hexes generally further from land. They provide {{FoodIconBE}} Food and {{EnergyIconBE}} Energy to a nearby city. Aquatic Cities can never be founded on ocean tiles, and must research certain technology in order to move onto 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=6;
EffectTypeTag="WATER";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_MOUNTAIN={
Type="TERRAIN_MOUNTAIN";
Description=[=[Mountain]=];
Civilopedia=[=[Mountains are impassable, except to Air Units. 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_MOUNTAINS";
GraphicalOnly=true;
PortraitIndex=5;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_HILL={
Type="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. This bonus is reduced if the type of Hill is Desert or Snow.]=];
ArtDefineTag="ART_DEF_TERRAIN_HILL";
Water=true;
Movement=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Hill.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_GRASSLANDS";
GraphicalOnly=true;
PortraitIndex=4;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_CANYON={
Type="TERRAIN_CANYON";
Description=[=[Canyon]=];
Civilopedia=[=[Canyons are deep chasms in the surface of this alien planet, impossible for non-flying units to move across. They’re not particularly helpful to a city, except as barriers to approach, although certain buildings may improve their yield.]=];
ArtDefineTag="ART_DEF_TERRAIN_MOUNTAIN";
Water=true;
Movement=1;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Mountain.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_CANYON";
GraphicalOnly=true;
EffectTypeTag="DIRT";
IconAtlas="TERRAIN_ATLAS";};

TERRAIN_TRENCH={
Type="TERRAIN_TRENCH";
Description=[=[Trench]=];
Civilopedia=[=[Trenches offer little value for a City as they never have any Resources. They are often best used as a place to build basic Improvements such as a Farm or Generator.]=];
ArtDefineTag="ART_DEF_TERRAIN_OCEAN";
Water=true;
Movement=1;
InfluenceCost=3;
Button="Art/Interface\Buttons\WorldBuilder\Terrain_Ocean.dds";
WorldSoundscapeAudioScript="ASSS_AMBIENCE_TRENCH";
GraphicalOnly=true;
PortraitIndex=6;
EffectTypeTag="WATER";
IconAtlas="TERRAIN_ATLAS";};

}
return data
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