# | Tutorial | X loc | Y loc | height | message title | tab number | panel1 obj | panel2 obj | panel3 obj | root obj | Cmdar cirlce | panle1 circle | panle2 circle | panle3 circle | root circle | message text | No Wait | Map X | Map Y | open? | focus | Map
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1 | Terrain Information | | | | Terrain Information | -1 | | | | | | | | | | As we interact with the main map, information will be available to us in the Terrain information section. The panels shown will be context sensitive to the selected map elements. If multiple elements are found in the same location, the element considered most important will be given preference, but of course each element can still be reviewed independently. Actual map elements have been discussed in the Introduction Tutorial so we will focus here on the function of the department. Click next to continue. | | 154 | 14 | y | | |
2 | Terrain Information | | | | Terrain Information | 1 | | | | | | HEXPIC | | | | Terrain Information is not really a government department, there are no Cabinet Ministers in charge and there are no policy decisions to be made. It is more a source of information on specific locations within your territory and within that of your neighbors. When this panel is opened (either by <Ctrl> <Right Clicking> on the map or by clicking on the Tab), the first panel shows a magnified view of the selected map location. | | | | | | |
3 | Terrain Information | | | | Terrain Information | 0 | | | | | | FLAG | | | | We are also given the name of the location and a flag to show ownership. (The flag we see here is ours since this city belongs to us.) As well as ownership, a second flag will at times be shown for loyalty if it is different than the ownership of the location. | | | | | | |
4 | Terrain Information | | | | Terrain Information | 0 | | | | | | TALLBUT | | | | At each corner of the magnified view are control buttons for selecting which elements should be given priority for the second panel. The default setting will make Military Units the first choice, followed by Industrial Facilities and Settlements second, and finally the actual terrain information last. | | | | | | |
5 | Terrain Information | | | | Terrain Information | 0 | | | | | | TUNITBUT | | | | When viewing locations with all three of these elements present (Military Units garrisoning Bases etcà), you can customize what information is given priority through the use of the corner buttons around the magnified view. Here we can make either Unitsà | | | | | | |
6 | Terrain Information | | | | Terrain Information | 0 | | | | | | TUPBUT | | | | à Facilities à | | | | | | |
7 | Terrain Information | | | | Terrain Information | 0 | | | | | | TTERRABUT | | | | à or Terrain, the default setting. | | | | | | |
8 | Terrain Information | | | | Terrain Information | 0 | | | | | | BUTPARENT | | | | No matter which is the default setting, any of the layers can be seen simply by selecting it from the options highlighted below. No option for Military Units is seen here since no units exist in this location. | | | | | | |
9 | Terrain Information | | | | Terrain Information | 0 | | | | | | UPGRADEBUT | | | | The first of these options will always be available. This is Land Development, as highlighted below. | | | | | | |
10 | Terrain Information | | | | Land Development | 0 | UPGRADEBUT | | | | | | | | | Through this section we are given access to build any map upgrade that we have researched. Most facilities are standard and are known by all regions when the game begins. Some more advanced structures such as Nuclear Power Plants will only be known to certain regions that have a required technology. (More information is provided on 'Research' within the Department of the Interior tutorial.) | | | | | | |
11 | Terrain Information | | | | Land Development | 0 | | | | | | | TLAND1 | | | Facilities are separated into Military and Industrial. Transportation upgrades (Roads and Rails) have their own section. | | | | | | |
12 | Terrain Information | | | | no wait | 0 | | LIST1 | | | | | | | | No Wait | y | | | | | |
13 | Terrain Information | | | | Land Development | 0 | | LIST1 | | | | | | | | Selecting a facility from the list will provide further details in the third panel. Also, if the Industrial Facility we have selected requires the presence of a specific map resource (eg. Coal, Ore, Petroleum etc.) in order to be placed, the map filter for that resource will automatically be triggered as is seen in this example. | | | | | | |
14 | Terrain Information | | | | Land Development | 0 | | | | | | | | FOUNDATION | | Also provided in the third panel are details on the cost and time for construction (if the facility is built to maximum capacity), and also the 'Foundation Cost' - the immediate cost to begin construction. Knowing the foundation costs can be important if you are planning to start construction on a number of facilities at the same time. Foundation costs on some of the more complicated facilities (such as Nuclear Power Plants, or Oil Rigs) can be expensive and starting too many at the same time could quickly drive your treasury into debt. To avoid the added expense of the 'Foundation', it might be worthwhile to see if existing facilities can be upgraded instead of starting a new facility. | | | | | | |
15 | Terrain Information | | | | Land Development | 0 | | | | | | | | | | To order construction on a facility started, all that is required at this point is to click the location on the map upon which you wish to build. If the cursor shows a red circle, then that is not a valid location for the facility. Note: In most scenarios, upgrades cannot be placed directly adjacent to each other. | | | | | | |
16 | Terrain Information | | | | Land Development | 0 | | | | | | UPGRADEBUT | | | | When you are done placing facilities and transportation upgrades, selecting Land Development again will close this section. | | | |
17 | Terrain Information | | | | Unit Information | 0 | UPGRADEBUT | | | | | UNITBUT | | | | If we move to a location containing a Military Unit, the option to View Unit Information becomes available. | | 156 | 13 |
18 | Terrain Information | | | | Unit Information | 0 | UNITBUT | | | | | | ORDERS1C | | | Here we are provided with a list of all the units present in the selected location. The first unit in the list is selected by default and information on it is provided below the list. You will notice that we are given information on the unit's current orders as well as some key statistics. All units statistics are explained in the Units Information tutorial. | | | |
19 | Terrain Information | | | | Unit Information | 0 | | | | | | | 4C | | | Since this unit has a Cargo capacity, we can see that an option is given here to Review Cargo (highlighted below). Note: Missiles loaded onto units are treated as cargo and could be reviewed in the same way. | | | |
20 | Terrain Information | | | | Unit Information | 0 | | | | | | | 4A | | | Unit Orders and Information lists the current orders the unit is operating under and gives you access to additional controls for that unit. | | | |
21 | Terrain Information | | | | Unit Information | 0 | | | | | | | 4B | | | Unit Statistics display the entire breakdown of a unit's experience and can be reviewed for any unit in the current list. This information is also further explained in the Units Information tutorial. | | | |
22 | Terrain Information | | | | Unit Information | 0 | | | | | | | 4D | | | The Technical Specifications section provides information on a unit's specialties and pure factual information on its equipment (such as weight and movement type). | | | |
23 | Terrain Information | | | | Unit Information | 0 | | | | | | | UNITORDER | | | The image of the selected unit is also displayed here, but not just as a visual reference. Clicking the image will select that unit on the main map screen and will allow you to immediately issue orders to it. | | | |
24 | Terrain Information | | | | Facility Information | 0 | | | | | | UGINFOBUT | | | | In cases where multiple map elements exist in the same location the screen will show one item as per the priorities discussed above. We can still see other layers by selecting their option from the first panel. In this situation, selecting Development Details (highlighted below) will give us access to the Military Base in this location. | | | |
25 | Terrain Information | | | | Facility Information | 0 | UGINFOBUT | | | | | | | | | Air Bases, like Sea Ports and Land Bases offer controls for Unit Production and for Unit Reserves. As well, if any Units are currently in production they are listed here for your reference. | | | |
26 | Terrain Information | | | | Facility Types | 1 | | | | | | | | | | Each Industrial Facility produces one of the eleven commodities that are tracked by our Commerce Department. When one of these facilities is selected a graphical representation of the industry condition is provided as well as information on usage and output of the selected facility. A more detailed explanation of these commodities can be found in the Commerce tutorial. | | 152 | 21 |
27 | Terrain Information | | | | Facility Types | 1 | | | | | | | | | | Research Centers are a specialized type of military facility. Instead of producing units, they develop the technologies that can be used by both our military and our civilian population (depending on the tech). So when we select one of these centers we are shown a list of our current projects and are provided controls for setting additional projects. Further information on the Research Department can be found in the tutorial on the Department of the Interior. | | 141 | 15 |
28 | Terrain Information | | | | Facility Types | 0 | | | | | | | | | | Missile Silos and Launch Pads, not seen on this map, are additional military facilities that also have their own detailed set of information for this section. Note: Rather than selecting the Terrain Tab, you may also Ctrl-Right Click on any location on the map to take you directly to these panels. | | | |
29 | Terrain Information | | | | Facility Controls | 0 | | | | | | | TDETAILS | | | A common element to these screens, regardless of the type of structure selected, is the Facility Controls. These are available for all buildings and provide options for Activating / Deactivating them, Scrapping, and in some cases Upgrading the condition of the facility. | | | |
30 | Terrain Information | | | | Terrain Information | 0 | | | | | | TERRAINBUT | | | | While the various structures may be what stands out the most on the main map, the terrain below can be just as important. Information for the terrain is available by selected View Terrain Information as highlighted below. | | | |
31 | Terrain Information | | | | Terrain Information | 0 | TERRAINBUT | | | | | | | | | When selected, this provides details on the type of terrain that exists in this location. This information can be quite useful in case of combat as some terrain will provide defensive bonuses and others (such as forests) will help hide units. We are also shown the Loyalty and Supply of the location represented graphically. (Loyalty and Supply are explained in greater detail in the Concepts tutorial.) | | | |
32 | Terrain Information | | | | Terrain Information | 0 | | | | | | | MOVEPARENT | | | The effects that the selected terrain can have on Military Units will be shown here, unless of course the terrain in question is a body of water. The first affect shown that terrain can have is on movement. The bar below the four movement types represents the additional effort that a unit must spend to cross this location. The movement method of any specific unit will determine which modifier is applied. Note: These Movement Cost values do not account for roads. By building roads your units will be able to travel with greater ease to their destination. |
33 | Terrain Information | | | | Terrain Information | 0 | | | | | | | DEFPARENT | | | The second affect shown is the bonus to a unit's defense that the terrain provides. Which defensive modifier is applied depends on the type of attack that is being endured. i.e.. Is the attack coming from a Land Unit, an Aircraft, or is it an Indirect Attack (such as artillery). The Entrenchment modifier indicates the rate at which a unit can increase their entrenchment in the specific terrain type. |
34 | Terrain Information | | | | Terrain Information | 0 | | | | | | | NAMEBUT | | | There are also additional options for the terrain that can be accessed through these panels, though only Rename Hex (highlighted below) directly affects the location. |
35 | Terrain Information | | | | Terrain Information | 0 | | | | | | | INSPECT | | | View Hex Resources will provide information on the selected location as well as allowing you to compare it with any other position you 'mouse-over'. In addition to resources, this also allows you to compare Loyalty, Supply, and even the distance between the two points. |
36 | Terrain Information | | | | Terrain Information | 0 | | | | | | | FILTER | | | You may also decide to Apply Map Filters so that you are shown an overlay to the main map to highlight specific map characteristics or the location of the various natural resources. A further option is also available to show the location of any deployed Weapons of Mass Destruction. The 'Munitions Load' filter will apply a Map Overlay over any unit that is armed with either Chemical or Nuclear weapons. (Additional details on the HUD are explained in the Introduction tutorial.) |
37 | Terrain Information | | | | Terrain Information | -1 | | | | | | | | | | Hopefully you now have a better understanding of the information that is available about the map's physical terrain and how to access it. We suggest you now take the time to learn about each specific department within the government. |
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