Difference between revisions of "Forest"

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{{improvementinfobox|turns=4|preq=None}}
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'''Forest''' squares provide balanced but limited [[nutrient]], [[minerals]], and [[energy]] production. Forest square production is dramatically increased for bases containing a [[Tree Farm]] and/or a [[Hybrid Forest]].
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'''Forest''' squares provide one [[nutrient]], two [[minerals]], and one [[energy]]. Forest square production can be improved by constructing [[Tree Farm|Tree Farms]] and [[Hybrid Forest|Hybrid Forests]].
* A Forest also provides a strong defensive bonus (+50%).
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* A Forest will sometimes expand into adjacent non-rocky squares, even driving out native [[fungus]] in the process.
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Forests override the [[Rockiness|rockiness]] and [[Rainfall|rainfall]] of the underlying terrain, though any energy income is added normally. They also cannot co-exist with any resource enhancing terraforming option, though rivers can still be run through them.
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Forests provide a 50% defensive bonus and will sometimes expand into adjacent non-rocky squares, even driving out [[fungus]].
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Forests can be harvested for 5 minerals by replacing the forest with another terraforming option, such as a [[Farm]].

Latest revision as of 19:35, 12 August 2013

Forest squares provide one nutrient, two minerals, and one energy. Forest square production can be improved by constructing Tree Farms and Hybrid Forests. Forests override the rockiness and rainfall of the underlying terrain, though any energy income is added normally. They also cannot co-exist with any resource enhancing terraforming option, though rivers can still be run through them. Forests provide a 50% defensive bonus and will sometimes expand into adjacent non-rocky squares, even driving out fungus. Forests can be harvested for 5 minerals by replacing the forest with another terraforming option, such as a Farm.
Forest
Requires None
Turns 4