There might be more interesting integer sequences on the Math of Freeciv page. And there is a not yet implemented SPECENUM hidden in many terrain.ruleset parameters:
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[parameters]
; The percentage of not-xyz tiles required to be adjacent to a given xyz
; tile, before it can be transformed into a not-xyz tile, and where xyz
; can be water, land, frozen, or thawed, e.g., "not-water" yields land.
; The default 101 means "nowhere", because more than all adjacent tiles is
; impossible. Likewise 0 means "anywhere" (always possible) and does not
; depend on adjacent tiles. Percentages from 1 to 100 are rounded for the
; topology; 8 squares or 6 hexes can be adjacent tiles:
; 0: anywhere [0/6] 1 .. 12: 1 square (1 hex) [1/8]
; 13 .. 16: 2 squares (1 hex) [1/6] 17 .. 24: 2 squares (2 hexes) [2/8]
; 25 .. 33: 3 squares (2 hexes) [2/6] 34 .. 37: 3 squares (3 hexes) [3/8]
; 38 .. 50: 4 squares (3 hexes) [3/6] 51 .. 62: 5 squares (4 hexes) [5/8]
; 53 .. 66: 6 squares (4 hexes) [4/6] 67 .. 74: 6 squares (5 hexes) [6/8]
; 75 .. 83: 7 squares (5 hexes) [5/6] 84 .. 87: 7 squares (6 hexes) [7/8]
; 88 ..100: 8 squares (6 hexes) [6/6] 101: nowhere (default) [9/8]
ocean_reclaim_requirement = 30 ; water to land, classic 30: 3 sq. or 2 hex
land_channel_requirement= 15 ; land to water (classic 10: 1 tile)
thaw_requirement = 0 ; \/ added in 2.6: frozen to thawed
freeze_requirement = 0 ; /\ added in 2.6: thawed to frozen