/usr/share/games/freeciv/experimental/terrain.ruleset is in freeciv-data 2.4.3-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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; for a detailed description.
; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance". If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy. Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.
; Note that the freeciv AI may not cope well with anything more
; than minor changes.
[datafile]
description="Experimental terrain data for Freeciv"
options="+Freeciv-2.4-ruleset"
[options]
may_road=1 ; 0 means no, 1 means yes
may_irrigate=1 ; 0 means no, 1 means yes
may_mine=1 ; 0 means no, 1 means yes
may_transform=1 ; 0 means no, 1 means yes
[parameters]
; Percentage of "land" tiles required to be adjacent to a water tile before
; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
ocean_reclaim_requirement = 30
; Percentage of "water" tiles required to be adjacent to a land tile before
; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
land_channel_requirement = 10
; Bodies of water up to this size are considered freshwater lakes, if there is
; also terrain type(s) with flag "FreshWater" in the ruleset.
lake_max_size = 14
; There is no resources in the middle of the oceans, only near coast
ocean_resources = 0
; special movement costs for rivers:
; 0 - normal movement cost for rivers (matches Civ1)
; 1 - 1/3 movement cost, but only when moving exactly along rivers,
; diagonal moves incur full terrain movement costs (matches Civ2)
; 2 - 1/3 movement cost directly along river, 2/3 for diagonals (this
; is effectively the same as '1', as if you had done the two moves,
; except for differences relating to ZOC, etc.)
; 3 - 1/3 movement cost for any river to river move (classic Freeciv)
river_move_mode=1
; percent added to defense if tile is river
river_defense_bonus=50
; amount added to trade production if tile is river
river_trade_incr=1
; help text for rivers
river_help_text=_("\
Any land terrain type may have a River on it. A River adds 1\
trade to the resources produced by that tile. It also increases a tile's\
defense factor by 50%. Finally, land units may move along a River (but\
not diagonally); movement along a River costs only 1/3 of a movement point.\
"), _("\
Roads and railroads can only be built on River tiles if your\
civilization has learned Bridge Building technology.\
")
; Old superhighway bonus percentage value: no longer used.
; Use an Output_Per_Tile effect to simulate the pre-2.0 behaviour if needed
road_superhighway_trade_bonus=50
; percent added to food production if tile has railroad
rail_food_bonus=0
; percent added to shield production if tile has railroad
rail_shield_bonus=50
; percent added to trade production if tile has railroad
rail_trade_bonus=0
; percent subtracted from food production if tile is polluted
pollution_food_penalty=50
; percent subtracted from shield production if tile is polluted
pollution_shield_penalty=50
; percent subtracted from trade production if tile is polluted
pollution_trade_penalty=50
; percent subtracted from food production if tile has fallout
fallout_food_penalty=50
; percent subtracted from shield production if tile has fallout
fallout_shield_penalty=50
; percent subtracted from trade production if tile has fallout
fallout_trade_penalty=50
; /* <-- avoid gettext warnings
;
; The individual terrain types, one per section.
; Roughly sorted by identifier.
; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
; should contain the specific strings found in the nation city_name lists,
; and may be used in debug output when reading this file.
; Some have been chosen to avoid the city_name lists (_peaks, _water).
;
; Notes:
;
; name = translatable name as seen by user; if "unused", it is
; not used, but is included for conversion and/or the
; editor.
; rule_name = (optional) name for savegames, rulesets etc; if not
; present, 'name' is used. Since the name used in
; savegames must not change, use this when renaming a
; terrain after a ruleset has been released.
; graphic = preferred graphic [tile_*] in tilespec.
; graphic_alt = alternate graphic [tile_*] when preferred is not found;
; otherwise may be "-"
; identifier = single-character identifier used in savegames. This
; must be unique for each terrain, and changing it will
; break savegame compatibility.
; movement_cost = typically 1 to 3
; defense_bonus = percent added to defense; typically 0% to 200%
; food = normal food production
; shield = normal shield production
; trade = normal trade production
; resources = list of possible resources on this terrain
; road_trade_incr = increment to trade if tile has road
; road_time = time to build road; if 0, cannot build road
; irrigation_result = result of irrigation; one of:
; "no" -- cannot irrigate
; "yes" -- can irrigate
; terrain section -- irrigation changes to that terrain
; irrigation_food_incr = increment to food if tile is irrigated
; irrigation_time = time to irrigate; if 0, cannot irrigate
; mining_result = result of mining; one of:
; "no" -- cannot mine
; "yes" -- can mine
; terrain section -- mining changes to that terrain
; mining_shield_incr = increment to shields if tile is mined
; mining_time = time to mine; if 0, cannot mine
; transform_result = result of transformation; one of:
; "no" -- cannot transform
; terrain section -- transformation changes to that terrain
; transform_time = time to transform; if 0, cannot transform
; warmer_wetter_result = result of global warming for wet terrains; one of:
; "no" -- no change; does not count for warming
; "yes" -- no change; counts for warming
; terrain section -- warming changes to that terrain
; warmer_drier_result = result of global warming for dry terrains;
; see warmer_wetter_result
; cooler_wetter_result = result of nuclear winter for wet terrains;
; see warmer_wetter_result
; cooler_drier_result = result of nuclear winter for dry terrains;
; see warmer_wetter_result
; native_to = List of unit classes that can move here
; flags = General flags for this terrain:
; - NoBarbs = Barbarians will not be spawned here.
; - NoCities = Cities may not be built or found on this terrain.
; - NoPollution = Pollution and Fallout will not be put on this
; terrain type.
; - Starter = Players will only be started on "Starter" terrain.
; (Currently this cannot be Oceanic terrain.)
; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
; actual chance of river generation is controlled
; separately).
; - UnsafeCoast = This terrain does not provide a safe voyage for
; F_TRIRIEME units.
; - Oceanic = This is an "ocean" terrain. This has a big effect
; on gameplay. Naval units can move on oceanic terrain,
; while land units cannot. Oceanic tiles can be used
; as a water source for irrigation. Cities built next
; to oceanic terrain can build naval improvements and
; units. Most terrain improvements can only be built
; on land. Oceanic terrain has no zones of control.
; The list goes on.
; - FreshWater = This terrain is used for small bodies of water.
; property_* = specific property % values used by mapgen. Most
; terrains will have 0 for most values.
; - mountainous = degree to which this terrain is mountainous
; - green = how much life this terrain has
; - foliage = how much thick undergrowth the terrain has
; - tropical = how "tropical" the terrain is (high temperature)
; - temperate = how "temperate" the terrain is (med temperature)
; - cold = how "cold" the terrain is (low temperature)
; - frozen = how "frozen" the terrain is (very low temperature)
; - wet = how "wet" the terrain is (moisture)
; - dry = how "dry" the terrain is (moisture)
; - ocean_depth = the depth of an ocean, as an average level
; color.r = color of the terrain (red value)
; color.g = color of the terrain (green value)
; color.b = color of the terrain (blue value)
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings
[terrain_lake]
name = _("Lake")
graphic = "lake"
graphic_alt = "coast"
identifier = "+"
movement_cost = 1
defense_bonus = 0
food = 1
shield = 0
trade = 2
resources = "resource_fish"
road_trade_incr = 0
road_time = 0
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "terrain_swamp"
transform_time = 36
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "no"
warmer_drier_result = "terrain_swamp"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result = "terrain_tundra"
native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
flags = "Oceanic", "NoCities", "NoPollution", "FreshWater"
property_ocean_depth = 0
color.r = 46
color.g = 120
color.b = 182
helptext = _("\
Lakes are substantial bodies of fresh water.\
")
[terrain_ocean]
name = _("Ocean")
graphic = "coast"
graphic_alt = "-"
identifier = " "
movement_cost = 1
defense_bonus = 0
food = 1
shield = 0
trade = 2
resources = "resource_fish", "resource_whales"
road_trade_incr = 0
road_time = 0
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "terrain_swamp"
transform_time = 36
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "no"
warmer_drier_result = "terrain_swamp"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result = "terrain_glacier"
native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
flags = "Oceanic", "NoCities", "NoPollution", "UnsafeCoast"
property_ocean_depth = 32
color.r = 0
color.g = 46
color.b = 137
helptext = _("\
Shallow oceans are mostly found near coastlines, and are often rich\
sources of food and other resources.\
")
[terrain_deep_ocean]
name = _("Deep Ocean")
graphic = "floor"
graphic_alt = "coast"
identifier = ":"
movement_cost = 1
defense_bonus = 0
food = 1
shield = 0
trade = 2
;resources = "none"
road_trade_incr = 0
road_time = 0
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "no"
transform_time = 0
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "no"
warmer_drier_result = "no"
cooler_wetter_result = "no"
cooler_drier_result = "no"
native_to = "Sea", "Air", "Missile", "Helicopter"
flags = "Oceanic", "NoCities", "NoPollution", "UnsafeCoast"
property_ocean_depth = 87
color.r = 0
color.g = 33
color.b = 129
helptext = _("\
Deep oceans cover much of the world away from coastlines, and only\
seaworthy units (not including Triremes) can travel on them.\
")
[terrain_glacier]
name = _("Glacier")
graphic = "arctic"
graphic_alt = "-"
identifier = "a"
movement_cost = 2
defense_bonus = 0
food = 0
shield = 0
trade = 0
resources = "resource_icy_ivory", "resource_oil"
road_trade_incr = 0
road_time = 4
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "yes"
mining_shield_incr = 1
mining_time = 10
transform_result = "terrain_tundra"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_tundra"
warmer_drier_result = "terrain_tundra"
cooler_wetter_result = "no"
cooler_drier_result = "no"
native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
flags = "NoBarbs", "NoCities", "CanHaveRiver"
property_frozen = 100
color.r = 232
color.g = 232
color.b = 232
helptext = _("\
Glaciers are found only in the most northerly or southerly\
reaches of the world. They are very cold, and hence difficult to\
work with.\
")
[terrain_desert]
name = _("Desert")
graphic = "desert"
graphic_alt = "-"
identifier = "d"
movement_cost = 1
defense_bonus = 0
food = 0
shield = 1
trade = 0
resources = "resource_oasis", "resource_oil"
road_trade_incr = 1
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "yes"
mining_shield_incr = 1
mining_time = 5
transform_result = "terrain_plains"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_grassland"
warmer_drier_result = "no"
cooler_wetter_result = "terrain_plains"
cooler_drier_result = "terrain_tundra"
native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
flags = "CanHaveRiver"
property_dry = 100
property_tropical = 50
property_temperate = 20
color.r = 214
color.g = 185
color.b = 106
helptext = _("\
Deserts are regions of extreme dryness, making agriculture and\
trade very difficult.\
")
[terrain_forest]
name = _("Forest")
graphic = "forest"
graphic_alt = "-"
identifier = "f"
movement_cost = 2
defense_bonus = 50
food = 1
shield = 2
trade = 0
resources = "resource_pheasant", "resource_silk"
road_trade_incr = 0
road_time = 4
irrigation_result = "terrain_plains"
irrigation_food_incr = 0
irrigation_time = 5
mining_result = "terrain_swamp"
mining_shield_incr = 0
mining_time = 15
transform_result = "terrain_grassland"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_jungle"
warmer_drier_result = "terrain_plains"
cooler_wetter_result = "terrain_swamp"
cooler_drier_result = "terrain_tundra"
native_to = "Land", "Air", "Missile", "Helicopter"
flags = "Starter", "CanHaveRiver"
property_cold = 20
property_wet = 20
property_foliage = 50
property_temperate = 50
color.r = 43
color.g = 107
color.b = 19
helptext = _("\
Forests are densely wooded, making agriculture somewhat\
problematic.\
")
[terrain_grassland]
name = _("Grassland")
graphic = "grassland"
graphic_alt = "-"
identifier = "g"
movement_cost = 1
defense_bonus = 0
food = 2
shield = 0
trade = 0
resources = "resource_bonus"
road_trade_incr = 1
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "terrain_forest"
mining_shield_incr = 0
mining_time = 10
transform_result = "terrain_hills"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_ocean"
warmer_drier_result = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result = "terrain_tundra"
native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
flags = "Starter", "CanHaveRiver"
property_green = 50
property_temperate = 50
color.r = 11
color.g = 138
color.b = 4
helptext = _("\
Grasslands afford exceptional agricultural opportunities.\
")
[terrain_hills]
name = _("Hills")
graphic = "hills"
graphic_alt = "-"
identifier = "h"
movement_cost = 2
defense_bonus = 100
food = 1
shield = 0
trade = 0
resources = "resource_coal", "resource_wine"
road_trade_incr = 0
road_time = 4
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 10
mining_result = "yes"
mining_shield_incr = 3
mining_time = 10
transform_result = "terrain_plains"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "no"
warmer_drier_result = "no"
cooler_wetter_result = "no"
cooler_drier_result = "no"
native_to = "Land", "Air", "Missile", "Helicopter"
flags = "Starter", "CanHaveRiver"
property_green = 50
property_mountainous = 30
color.r = 24
color.g = 97
color.b = 5
helptext = _("\
In addition to being amenable to agriculture, Hills are frequently\
rich in resources.\
")
[terrain_jungle]
name = _("Jungle")
graphic = "jungle"
graphic_alt = "-"
identifier = "j"
movement_cost = 2
defense_bonus = 50
food = 1
shield = 0
trade = 0
resources = "resource_gems", "resource_fruit"
road_trade_incr = 0
road_time = 4
irrigation_result = "terrain_grassland"
irrigation_food_incr = 0
irrigation_time = 15
mining_result = "terrain_forest"
mining_shield_incr = 0
mining_time = 15
transform_result = "terrain_plains"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_ocean"
warmer_drier_result = "terrain_desert"
cooler_wetter_result = "terrain_swamp"
cooler_drier_result = "terrain_tundra"
native_to = "Land", "Air", "Missile", "Helicopter"
flags = "CanHaveRiver"
property_foliage = 50
property_tropical = 50
property_wet = 50
color.r = 55
color.g = 156
color.b = 38
helptext = _("\
Jungles are densely overgrown, making agriculture somewhat\
problematic.\
")
[terrain_mountains]
name = _("Mountains")
graphic = "mountains"
graphic_alt = "-"
identifier = "m"
movement_cost = 3
defense_bonus = 200
food = 0
shield = 1
trade = 0
resources = "resource_gold", "resource_iron"
road_trade_incr = 0
road_time = 6
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "yes"
mining_shield_incr = 1
mining_time = 10
transform_result = "terrain_hills"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "no"
warmer_drier_result = "no"
cooler_wetter_result = "no"
cooler_drier_result = "no"
native_to = "Land", "Air", "Missile", "Helicopter"
flags = "CanHaveRiver"
property_mountainous = 70
color.r = 129
color.g = 127
color.b = 118
helptext = _("\
Mountains are regions of extreme altitude, making agriculture and\
trade very difficult.\
")
[terrain_plains]
name = _("Plains")
graphic = "plains"
graphic_alt = "-"
identifier = "p"
movement_cost = 1
defense_bonus = 0
food = 1
shield = 1
trade = 0
resources = "resource_buffalo", "resource_wheat"
road_trade_incr = 1
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "terrain_forest"
mining_shield_incr = 0
mining_time = 15
transform_result = "terrain_grassland"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_ocean"
warmer_drier_result = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result = "terrain_tundra"
native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
flags = "Starter", "CanHaveRiver"
property_green = 50
property_temperate = 50
color.r = 122
color.g = 156
color.b = 46
helptext = _("\
Plains are very broad, sparse regions, which makes trade slightly\
inconvenient.\
")
[terrain_swamp]
name = _("Swamp")
graphic = "swamp"
graphic_alt = "-"
identifier = "s"
movement_cost = 2
defense_bonus = 50
food = 1
shield = 0
trade = 0
resources = "resource_peat", "resource_spice"
road_trade_incr = 0
road_time = 4
irrigation_result = "terrain_grassland"
irrigation_food_incr = 0
irrigation_time = 15
mining_result = "terrain_forest"
mining_shield_incr = 0
mining_time = 15
transform_result = "terrain_ocean"
transform_time = 36
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_ocean"
warmer_drier_result = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result = "terrain_tundra"
native_to = "Land", "Air", "Missile", "Helicopter"
flags = "CanHaveRiver"
property_wet = 100
property_tropical = 10
property_temperate = 10
property_cold = 10
color.r = 48
color.g = 85
color.b = 97
helptext = _("\
Swamps suffer from an over-abundance of water, making agriculture\
somewhat problematic.\
")
[terrain_tundra]
name = _("Tundra")
graphic = "tundra"
graphic_alt = "-"
identifier = "t"
movement_cost = 1
defense_bonus = 0
food = 1
shield = 0
trade = 0
resources = "resource_game", "resource_furs"
road_trade_incr = 0
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "terrain_desert"
transform_time = 24
rail_time = 3
clean_pollution_time = 3
clean_fallout_time = 3
warmer_wetter_result = "terrain_ocean"
warmer_drier_result = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result = "no"
native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
flags = "Starter", "NoBarbs", "CanHaveRiver"
property_cold = 50
color.r = 188
color.g = 188
color.b = 188
helptext = _("\
Tundra are broad, cold regions, fit for some agriculture and little\
else.\
")
; The individual resource types, one per section.
; Roughly sorted by identifier.
; The actual tag used (the * in [resource_*]) must be unique for each resource,
; and may be used in debug output when reading this file.
;
; Notes:
;
; name = name as seen by user; if "unused", it is not used,
; but is included for conversion and/or the editor.
; graphic = preferred graphic [tile_*] in tilespec.
; graphic_alt = alternate graphic [tile_*] when preferred is not found;
; otherwise may be "-"
; identifier = single-character identifier used in savegames. This
; must be unique for each resource, and changing it will
; break savegame compatibility.
; food = increased food production
; shield = increased shield production
; trade = increased trade production
[resource_gold]
name = _("Gold")
graphic = "ts.gold"
graphic_alt = "-"
identifier = "$"
trade = 6
# glacier, hills, mountains.
[resource_iron]
name = _("Iron")
graphic = "ts.iron"
graphic_alt = "-"
identifier = "/"
shield = 3
# mountains.
[resource_game]
name = _("?animals:Game")
graphic = "ts.tundra_game"
graphic_alt = "-"
identifier = "e"
food = 2
shield = 1
# tundra.
[resource_furs]
name = _("Furs")
graphic = "ts.furs"
graphic_alt = "-"
identifier = "u"
food = 1
trade = 3
# tundra-only (beaver pelts).
[resource_coal]
name = _("Coal")
graphic = "ts.coal"
graphic_alt = "-"
identifier = "c"
shield = 2
# hills.
[resource_fish]
name = _("Fish")
graphic = "ts.fish"
graphic_alt = "-"
identifier = "y"
food = 2
# ocean.
[resource_fruit]
name = _("Fruit")
graphic = "ts.fruit"
graphic_alt = "-"
identifier = "f"
food = 3
trade = 1
# jungle.
[resource_gems]
name = _("Gems")
graphic = "ts.gems"
graphic_alt = "-"
identifier = "g"
trade = 4
# jungle.
; "h" reserved for strategic horses
[resource_buffalo]
name = _("Buffalo")
graphic = "ts.buffalo"
graphic_alt = "-"
identifier = "b"
shield = 2
# plains (horses => buffalo => cattle).
[resource_wheat]
name = _("Wheat")
graphic = "ts.wheat"
graphic_alt = "-"
identifier = "j"
food = 2
# plains.
; "k" reserved for (cane) sugar
; "l" reserved for tobacco
; "m" reserved for marble
[resource_oasis]
name = _("Oasis")
graphic = "ts.oasis"
graphic_alt = "-"
identifier = "o"
food = 3
# desert.
[resource_peat]
name = _("Peat")
graphic = "ts.peat"
graphic_alt = "-"
identifier = "a"
shield = 4
# swamp (petroleum => peat => petroleum).
[resource_pheasant]
name = _("Pheasant")
graphic = "ts.pheasant"
graphic_alt = "-"
identifier = "p"
food = 2
# forest, forested.
; "r" reserved for rubber
[resource_bonus]
name = _("Resources")
graphic = "ts.grassland_resources"
graphic_alt = "-"
identifier = "r"
shield = 1
# grassland.
[resource_icy_ivory]
name = _("Ivory")
graphic = "ts.arctic_ivory"
graphic_alt = "-"
identifier = "i"
food = 1
shield = 1
trade = 4
# glacier (seals => walrus).
[resource_silk]
name = _("Silk")
graphic = "ts.silk"
graphic_alt = "-"
identifier = "s"
trade = 3
# forest, wooded.
[resource_spice]
name = _("Spice")
graphic = "ts.spice"
graphic_alt = "-"
identifier = "t"
food = 2
trade = 4
# swamp-only.
; "u" reserved for uranium
[resource_whales]
name = _("Whales")
graphic = "ts.whales"
graphic_alt = "-"
identifier = "v"
food = 1
shield = 1
# ocean (sea).
[resource_wine]
name = _("Wine")
graphic = "ts.wine"
graphic_alt = "-"
identifier = "w"
trade = 4
# hills-only.
[resource_oil]
name = _("Oil")
graphic = "ts.oil"
graphic_alt = "-"
identifier = "x"
shield = 3 ; glacier used to have 4
# glacier, desert
; /* <-- avoid gettext warnings
;
; Base types:
;
; name = translatable name as seen by user
; rule_name = (optional) name for savegames, rulesets etc; if not
; present, 'name' is used. Since the name used in
; savegames must not change, use this when renaming a
; base after a ruleset has been released.
; buildable = Can base be built? Defaults to true
; pillageable = Can base be pillaged? Defaults to true
; graphic = tag specifing preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present. Can use eg "-" for no alternate graphic.
; activity_gfx = tag specifing graphic for unit building base
; reqs = requirements to build the base (see effects.ruleset
; and README.effects for help on requirements)
; gui_type = How gui should handle this base. Fortress/Airbase/Other
; build_time = How long it takes for a unit to build this base
; defense_bonus = Percent added to defense
; border_sq = Base will claim land ownership up to this radius,
; -1 to disable.
; vision_main_sq = Base will have main layer vision to this radius
; vision_invis_sq = Base will have invisible layer vision to this radius
; conflicts = List of bases that cannot be on the same tile.
; Bases with non-zero border_sq automatically conflict
; with each other.
; native_to = List of unit classes that are considered to
; be inside the base when they are on same tile
; flags
; - "NoAggressive" = Units inside are not considered aggressive
; - "NoStackDeath" = Units inside do not die all at once when attacked
; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
; - "ParadropFrom" = Paradrop can be initiated from base
; - "NativeTile" = Units consider tile native regardless of terrain
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings
[base_fortress]
name = _("Fortress")
graphic = "base.fortress"
graphic_alt = "-"
activity_gfx = "unit.fortress"
reqs =
{ "type", "name", "range"
"Tech", "Construction", "Player"
"TerrainClass", "Land", "Local"
"UnitFlag", "Settlers", "Local"
}
gui_type = "Fortress"
build_time = 3
defense_bonus = 100
border_sq = 5
native_to = "Land", "Big Land"
flags = "NoAggressive", "NoStackDeath", "DiplomatDefense"
helptext = _("\
Fortresses improve defense for land units. Among other effects, a land \
unit remaining in a fortress for a whole turn without moving recovers \
a quarter of its hit points. With Invention, fortresses gain watchtowers \
from which units can see further afield.\
")
[base_airbase]
name = _("Airbase")
graphic = "base.airbase"
graphic_alt = "-"
activity_gfx = "unit.airbase"
reqs =
{ "type", "name", "range"
"Tech", "Radio", "Player"
"TerrainClass", "Land", "Local"
"UnitFlag", "Airbase", "Local"
}
gui_type = "Airbase"
build_time = 3
native_to = "Air", "Helicopter", "Missile"
flags = "NoStackDeath", "ParadropFrom"
helptext = _("\
Airbases allow your air units to land and refuel. Air units in an \
airbase may be attacked by land units.\
")
[base_buoy]
name = _("Buoy")
graphic = "base.buoy"
graphic_alt = "base.fortress"
activity_gfx = "unit.fortress"
reqs =
{ "type", "name", "range"
"Tech", "Radio", "Player"
"TerrainClass", "Oceanic", "Local"
"UnitFlag", "Airbase", "Local"
}
gui_type = "Fortress"
build_time = 3
border_sq = 0
vision_main_sq = 5
helptext = _("\
Buoys may be built in the ocean (by units on a sea-going vessel).\
")
[base_ruins]
name = _("Ruins")
graphic = "base.ruins"
graphic_alt = "-"
activity_gfx = "unit.fortress"
reqs =
{ "type", "name", "range"
"TerrainClass", "Land", "Local"
}
buildable = 0
build_time = 0
gui_type = "Other"
helptext = _("\
Ruins mark the former site of a city that was destroyed or abandoned. \
They have no effect on gameplay.\
")
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