Difference between revisions of "Altitude (Advanced)"

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{{AdvConcept}}
 
{{AdvConcept}}
The [[altitude]] of every land region in the game falls into one of four bands:
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The [[Altitude (Basic)|altitude]] of every land square in the game falls into one of four bands:
 
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* ground level (0–999m)
* ground level (0–999m);
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* medium elevation (1000–1999m)
* medium elevation (1000–1999m);
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* high elevation (2000–2999m)
* high elevation (2000–2999m); and
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* very high elevation (3000–3500m)
 
* very high elevation (3000–3500m)
  
The amount of energy that can be produced by a [[Solar Collector]] or [[Echelon Mirror]] starts at “1” for ground level and increases by “1” for each band.
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The energy produced by a [[Solar Collector]] or [[Echelon Mirror]] is 1 at ground level and increases by 1 with each band.
  
Artillery units receive a +25% bonus for each band of altitude that they are above their target.
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Artillery units receive a +25% attack bonus for each band of altitude that they are above their target.
  
Adjacent regions only differ by one band of altitude. Where terraforming or global changes in sea level affect the altitude of a region, neighbouring regions will adjust accordingly which can cause the destruction of terrain improvements.
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Adjacent squares can only differ by one band of altitude. Where terraforming or global changes in sea level affect the altitude of a square, neighboring squares will adjust accordingly, which can cause the destruction of terrain improvements.
  
'''Note:''' ''There is an optional bonus to units attacking from a higher altitude and an optional penalty to attacking from a lower altitude then their target. These bonuses will multiply based on the above altitude bands. These variables are set to 0 in alpha(x).txt. They do not affect an AI player’s tactics so give a human player an advantage over an AI opponent.''
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'''Note:''' ''There is an optional bonus to units attacking from a higher altitude and an optional penalty to attacking from a lower altitude then their target. These bonuses will multiply based on the above altitude bands. These variables are set to 0 in alpha(x).txt. An AI player '''will not''' take these bonuses and penalties into account when calculating an attack so they provide a human player with an advantage over an AI opponent.''
  
 
[[Category:Advanced concepts]]
 
[[Category:Advanced concepts]]

Latest revision as of 06:13, 2 May 2013

The altitude of every land square in the game falls into one of four bands:

  • ground level (0–999m)
  • medium elevation (1000–1999m)
  • high elevation (2000–2999m)
  • very high elevation (3000–3500m)

The energy produced by a Solar Collector or Echelon Mirror is 1 at ground level and increases by 1 with each band.

Artillery units receive a +25% attack bonus for each band of altitude that they are above their target.

Adjacent squares can only differ by one band of altitude. Where terraforming or global changes in sea level affect the altitude of a square, neighboring squares will adjust accordingly, which can cause the destruction of terrain improvements.

Note: There is an optional bonus to units attacking from a higher altitude and an optional penalty to attacking from a lower altitude then their target. These bonuses will multiply based on the above altitude bands. These variables are set to 0 in alpha(x).txt. An AI player will not take these bonuses and penalties into account when calculating an attack so they provide a human player with an advantage over an AI opponent.