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Martin Gühmann
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Berlin, Germany
Mar 2001 time: 06:17
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There are four classes of Tile Improvements:
The land class
The sea class
The structue/detector class
The terraforming class
For every class there are twelve buttons available. And every class has four subclasses with three buttons for every subclass.
Avalable subclasses for the land class are Farm, Road, Mine, ATM
For the sea class OceanFarm, OceanMine, OceanATM, OceanRoad
For the structure/dectector class, Structure1, Structure2, LandDetector, OceanDetector,
And for terraforming justTerraform
I wrote the subclass names with capital letters, as these entries are used in the tileimp.txt for the entry Class:
You could also call these subclasses columns in the botton bank. And in the terraforming section they are really called collumns.
Now you have CTP2 to tell in which line of the button bank should your improvement appear. You use the Level entry to do it. Note there no buttons for levels higher than three, so a Level 4 will cause that the tile improvement can't be placed by the human but it is available for the AI.
It is possible to use a button for more than one tile improvement. That could be realized by giving the obsolate flag for the old improvment to the same advance that enables the new improvement. The AI only builds the most advanced tile improvement (that one that gives the most production or food) anyway.
BTW the small version of the metal round ring was in CTP1 the genetic and diamond city wall version.
-Martin
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