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Freeciv workers
Freeciv workers







freeciv workers

Cities may be built on any terrain except Inaccessible, Lake, Ocean, Deep Ocean, or Glacier. Squares within range of a city may be worked. With bridge building, roads and railroads can be built on river squares to bridge them. instead of 1 mp a unit will spend 1 1/3, and intead of 3 will spend 4 1/3).Ĭities always have roads inside (unless the city is on a river tile and has never been owned by a nation with the bridge building technology) - and railroads, when their owner has that technology - which will connect to (rail)roads built adjacent to the city.

  • If a corresponding game option is turned on, diagonal movement costs proportionally more movement fragments than a cardinal one (e.g.
  • Otherwise, embarking and disembarking to a nearby tile costs 1 mp, but ignore terrain units again spend a portion of one movepoint.
  • If "slowinvasions" game option is not turned off, then stepping from a non-native tile to a native one (mainly, disembarking to a land tile from a ship stationed not in a city) takes all remaining movement points.
  • The road on the departure tile is never suppressed by "restrictinfra" option, only one on the destination tile may. 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).
  • freeciv workers

    roads, which can be built by workers, settlers, and engineers.

    freeciv workers

    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. (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. 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.









    Freeciv workers