Difference between revisions of "Rockiness"
m (Added link to minerals) |
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Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on rocky squares receive +50% defensive bonus in combat. | Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on rocky squares receive +50% defensive bonus in combat. | ||
− | A base cannot be founded on a rocky square. The rockiness can be reduced by a [[Terraforming Unit]] using the [[Level Terrain]] command. | + | Nutrients provded by Rainy and Moist [[Rainfall]] are nullified, though nutrients provided by a [[Resource Bonus]] will still be picked up. |
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+ | A base cannot be founded on a rocky square, and [[Nutrients|nutrient]] and [[Energy|energy]] terraforming may not be performed (though rivers can still run through the square). The rockiness can be reduced by a [[Terraforming Unit]] using the [[Level Terrain]] command. | ||
[[Category:Concepts]] | [[Category:Concepts]] |
Revision as of 20:11, 8 August 2013
Each land square on the map is flat, rolling, or rocky. The rockiness of a mineral square affects its potential mineral production:
- Flat—no minerals unless a mine is built there
- Rolling—one
- Rocky—one, three with a mine and four with a mine and a road
Rocky areas inhibit movement, costing twice the normal number of moves to enter. Units on rocky squares receive +50% defensive bonus in combat.
Nutrients provded by Rainy and Moist Rainfall are nullified, though nutrients provided by a Resource Bonus will still be picked up.
A base cannot be founded on a rocky square, and nutrient and energy terraforming may not be performed (though rivers can still run through the square). The rockiness can be reduced by a Terraforming Unit using the Level Terrain command.