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Freeciv roads
Freeciv roads









Railroads are connected to roads, but jumping from a road to a roadless river tile will take terrain speed. In newer Freeciv versions, rivers are supposed to connect only cardinally adjacent tiles, not corner-touching. As a general rule, a unit always uses the fastest road it can use that connects both tiles, or its speed on the destination terrain if there are no faster roads.Railroads cost three settler-turns regardless of terrain. With the railroad advance, roads can be upgraded to railroads which cost nothing to move along - units can move as far as they want along a railroad in a single turn! Beware that roads and railroads can be used by any civilization, so an extensive railroad system may offer your enemies instant movement across your empire (if the game option "Restrict infrastructure" is not set in other rulesets, this option affects not all types of roads).roads, which can be built by workers, settlers, and engineers.rivers, which are natural features that cannot be altered (except by transforming land to sea and back again), and.Other land units move for only 1/3 point per square along:.The explorer, partisan, and alpine troops travel light enough that moving one square costs only 1/3 point (except that they can use railroads like anyone else).The cost for each difficult terrain is given in the catalogue below. Moving across easy terrain costs one point per square moving onto rough terrain costs more.Terrain really only complicates the movement of land units. Sea and air units always expend one movement point to move one square - sea units because they are confined to the ocean and adjacent cities, and air units ignore terrain completely. With at least one movement fragment, a unit may always move to an adjacent tile if it is possible at all. A movement point contains a certain number of movement fragments (3 in Classic ruleset) that are the minimal quantums of movement. the terrain-specific bonus is multiplied by 1.5.)Įach unit gets a limited number of movement points for a turn that depends on its class and sometimes health, veterancy and its owner's advances and wonders the points can be spent on any actions but they are not transferred between turns.

freeciv roads

(Rivers offer an additional defense bonus of 50%, i.e. See the page on combat for details, and the catalogue below for which terrains offer bonuses. Terrain affects combat very simply: when a land unit is attacked, its defense strength is multiplied by the defense factor ("bonus") of the terrain beneath it. Terrain serves three roles: the theater upon which your units battle rival civilizations, the landscape across which your units travel, and the medium which your cities work to produce resources. Other topologies are available as a server option.Įach square contains some kind of terrain, and together they form larger features like oceans, continents, and mountain ranges. The magic word for the old behaviour would be AlwaysOnCit圜enter.By default, the Freeciv world is made of squares arranged in a rectangular grid whose north and south (or sometimes east and west) edges end against the polar ice, but whose other two edges connect, forming a cylinder that can be circumnavigated. PPS, the magic word for the new behaviour is AutoOnCit圜enter in the flags line of a roads-section in a leset. JTN 12:53, 31 August 2008 (UTC) Postscript - cities on rivers no longer (in recent ruleset versions) have roads before you have researched Bridge Building. (But building a city on a river square can circumvent this, as cities always have roads.) Don't forget when planning long roads that you can't build roads on river squares until you've learned Bridge Building.

freeciv roads

  • Improvements can disappear when terrain is altered (but only if the resulting terrain doesn't support them - transforming Plains to Grassland won't lose irrigation/roads, for instance).
  • If you build a city on a tile with a fortress, the fortress will disappear, potentially reducing vision.
  • freeciv roads

    (If you build one then the other, the first will disappear.)

  • You can't have mine and irrigation simultaneously - you have to choose.
  • I think these are the only things to watch out for like this with improvements in the default ruleset - all documented on Terrain: I've updated the Terrain page to make this explicit. Yes, you can have roads and irrigation simultaneously on the same tile.

    FREECIV ROADS MANUAL

    I checked the manual and couldn't find any guidance. Now I want to build roads in those squares - can I? What are the implications / limitations of doing that? Thing is, I've just gotten around to irrigating some of my larger cities' grassland tiles. Hey all, I've played about 100 turns of a 10+ player FC game I'm hosting on a server. Forums: Index > Playing Freeciv > Roads over irrigation?









    Freeciv roads