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==City improvements== |
==City improvements== |
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New city working radius is always equal 1, what means 7 hex tiles (including central one). City Hall is required to expand city radius to size 2 (next 12 tiles, 19 total). |
New city working radius is always equal 1, what means 7 hex tiles (including central one). City Hall is required to expand city radius to size 2 (next 12 tiles, 19 total). |
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− | City radius 3 ( |
+ | City radius 3 (27 workable tiles) is possible with Railway Station+Mass Transit (see picture) or Port Facility improvements (or earlier, with Eiffel Tower small wonder). |
[[File:Augmented_cityradius3.png|thumb|Augmented modpack - max city radius]] |
[[File:Augmented_cityradius3.png|thumb|Augmented modpack - max city radius]] |
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There are following land units able to improve terrain: Tribes, Settlers, Slaves, Migrants, Workers, Builders, Engineers. |
There are following land units able to improve terrain: Tribes, Settlers, Slaves, Migrants, Workers, Builders, Engineers. |
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− | '''Unpaved Roads''' can be build from the beginning of the game. Unpaved Roads give +1 trade to the plains, grassland and tundra, and +1 shield to hills, forests, jungle, mountains and taiga. They allow Infantry or Light Cavalry to enter Mountains |
+ | '''Unpaved Roads''' can be build from the beginning of the game. Unpaved Roads give +1 trade to the plains, grassland and tundra, and +1 shield to hills, forests, jungle, mountains and taiga. They allow Infantry or Light Cavalry to enter Mountains and give x2 speed bonus for these units. |
− | '''Paved Roads''' can be build once Masonry achievements is known, and allow any Infantry, Cavalry, Big Land or Wheeled Unit to move regardless of land area, for example Big Land unit can go across Swamp or Jungle with Paved Roads. These units gain |
+ | '''Paved Roads''' can be build once Masonry achievements is known, and allow any Infantry, Cavalry, Big Land or Wheeled Unit to move regardless of land area, for example Big Land unit can go across Swamp or Jungle with Paved Roads. These units gain x6 speed bonus on Paved Road. |
− | '''Highways''' are Paved Road upgrade, which can be done |
+ | '''Highways''' are Paved Road upgrade, which can be done by Engineers or Trains unit once Automobile is learned. Highway give x6 speed bonus for land units and 25% bonus of shield production. |
'''Railways''' are separate, parallel upgrade of Paved Roads, allow to move Trains, give x6 speed bonus for Small Land and Merchant units and 25% bonus of shield production. |
'''Railways''' are separate, parallel upgrade of Paved Roads, allow to move Trains, give x6 speed bonus for Small Land and Merchant units and 25% bonus of shield production. |
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'''Irrigation''' require '''Agricultural Farming''' and is possible if there is fresh water on adjacent tile: river, lake, or existing irrigation. Salt water can't be used as irrigation source without Electricity advance, while Recycling allow to irrigate regardless of adjacent water source. Oasis and Swamps can be irrigated itself (without adjancent source). |
'''Irrigation''' require '''Agricultural Farming''' and is possible if there is fresh water on adjacent tile: river, lake, or existing irrigation. Salt water can't be used as irrigation source without Electricity advance, while Recycling allow to irrigate regardless of adjacent water source. Oasis and Swamps can be irrigated itself (without adjancent source). |
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− | '''Mining''' require ''' |
+ | '''Mining''' require '''Bronze Working''' advance, Refining allow to upgrade desert/tundra mines to Oil Wells, Environmentalism allow to make Wind Turbines on hill with irrigation. |
Small '''Fort''' can be constructed once '''Carpentry''' advance is known, while '''Construction''' is required to make regular '''Fortress'''. |
Small '''Fort''' can be constructed once '''Carpentry''' advance is known, while '''Construction''' is required to make regular '''Fortress'''. |