Difference between revisions of "Altitude (Advanced)"

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{{AdvConcept}}
 
{{AdvConcept}}
The '''maximum [[altitude]] difference''' between any two '''adjacent''' squares is one 1000m band.
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The [[altitude]] of every land region in the game falls into one of four bands:
  
For example a square at 1000-1999m may be adjacent to any square between 1-2999m.
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* ground level (0–999m);
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* medium elevation (1000–1999m);
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* high elevation (2000–2999m); and
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* very high elevation (3000–3500m)
  
If one square changes altitude through terraforming ALL other squares will be instantly adjusted to preserve this rule.
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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.
  
If global warming/cooling would cause a square to violate this rule, that square will instantly be adjusted by [[raising]] or [[lowering]] it by 1000m to preserve the altitude rule.
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Artillery units receive a +25% bonus for each band of altitude that they are above their target.
  
This can cause a square to be 'washed' of improvements, units or even a base. It can also cause a 'raised' tile to actually lose altitude or a 'lowered' one to gain altitude.
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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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'''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 and advantage over an AI opponent.''
  
 
[[Category:Advanced concepts]]
 
[[Category:Advanced concepts]]

Revision as of 16:40, 1 March 2013

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

  • ground level (0–999m);
  • medium elevation (1000–1999m);
  • high elevation (2000–2999m); and
  • 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.

Artillery units receive a +25% 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.

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 and advantage over an AI opponent.