Terrain Changes Chart

ElephantU

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Joined
Aug 19, 2002
Messages
2,272
Location
Phila PA
This may be useful to some:

civ2terrain1.jpg


10/FOR= ten turns of work changes into Forest
CITY= effect of building city on tile
MP= Movement Points expended entering (except RD/RR)
AB=AirBase

Please post or PM me any corrections; I will update the first post.
 
Good chart -- a thought for consideration (and I don't have an answer yet -- ) is the movement necessary to get on the space. So whenever I have a mix of settlers and engineers, I'll have the engineer step onto the fresh grass (1 move out of two available) and then road -- all done in one turn. A settler, however, has to move (done), road (1) and road (2) -- three turns. Same thoughts drive who goes first and what gets done first -- roads always seem to be put in place first maybe even to the point of building them too soon.
 
Good thought. The numbers I list all assume the Settler or Engineer is already on the tile with some part of their current movement unused. The number is the number of turns till the unit is available again for another job. The terrain actually changes at the end of the unit's work round on the turn BEFORE. I did not consider moving onto the tile because there may or may not be a road already laid on the tile, allowing other units to come in with unused movement. My favorite "team" is three Engineers and one Settler to irrigate and road "clear" terrain: the first Engineer moves on an Roads, the second Engineer arrives and starts the Irrigation, then the Settler comes in and adds a third ST of work, then I click the Irrigating Engineer to "wake him up" so I can move in the third Engineer to finish the Irrigation. A team like this can move turn by turn across cleared terrain like a steamroller.
 
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