- Five resources (energy, steel, food, luxury, high-tech) with per-city stores, a world market, delivery and material upkeep. - Resource-producing tile works built outside cities; every nation opens with the works its economy needs. - Real game-icons.net art replacing the dummy icons for the new resources and works, with the credits updated.
21 lines
1.9 KiB
JavaScript
21 lines
1.9 KiB
JavaScript
// The terrain TileSet, flattened. `col` is the atlas column in terrain.png
|
|
// (one row, 7 tiles of 63x56); the class decides land/sea/ice. The generator
|
|
// lays terrain types out as biome clusters over the land, so `minElevation` is
|
|
// only the authored ordering hint and no longer picks tiles. `defenseBonus` is
|
|
// the fraction added to a unit's defense while it stands on the tile.
|
|
|
|
export const TERRAIN_TILES = [
|
|
{ col: 0, terrainType: "Forest", terrainClass: "Land", populationMultiplier: 0.3, productionMultiplier: 0.5, movementCostMultiplier: 1.5, defenseBonus: 0.33, minElevation: 0.06 },
|
|
{ col: 1, terrainType: "Hills", terrainClass: "Land", populationMultiplier: 0.7, productionMultiplier: 0.8, movementCostMultiplier: 1.8, defenseBonus: 0.33, minElevation: 0.2 },
|
|
{ col: 2, terrainType: "Ice", terrainClass: "Ice", populationMultiplier: 0, productionMultiplier: 0, movementCostMultiplier: 4.0, defenseBonus: 0, minElevation: 0 },
|
|
{ col: 3, terrainType: "Land", terrainClass: "Land", populationMultiplier: 1.0, productionMultiplier: 1.0, movementCostMultiplier: 1.0, defenseBonus: 0, minElevation: -0.08 },
|
|
{ col: 4, terrainType: "Desert", terrainClass: "Land", populationMultiplier: 0.05, productionMultiplier: 0.2, movementCostMultiplier: 3.0, defenseBonus: 0, minElevation: -0.2 },
|
|
{ col: 5, terrainType: "Sea", terrainClass: "Sea", populationMultiplier: 0, productionMultiplier: 0, movementCostMultiplier: 0, defenseBonus: 0, minElevation: 0 },
|
|
{ col: 6, terrainType: "Mountain", terrainClass: "Land", populationMultiplier: 0.1, productionMultiplier: 0.8, movementCostMultiplier: 5.0, defenseBonus: 1.0, minElevation: 0.34 },
|
|
{ col: 6, terrainType: "Tundra", terrainClass: "Land", populationMultiplier: 0.05, productionMultiplier: 0.2, movementCostMultiplier: 2.0, defenseBonus: 0, minElevation: 0 },
|
|
];
|
|
|
|
// A city standing on a tile adds this fraction on top of the terrain's own
|
|
// defensive bonus.
|
|
export const CITY_DEFENSE_BONUS = 0.5;
|