This file is indexed.

/usr/share/games/freeciv/civ2/terrain.ruleset is in freeciv-data 2.5.3-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

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; 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="Civ2 tile_type data for Freeciv"
options="+Freeciv-2.5-ruleset"

[control]
; Names for custom terrain flags. There can be up to 8 of these.
; name          = rule name; not translateable, but may be displayed in
;                 some circumstances
; helptxt       = displayed in the help for terrains with this flag (optional)
;flags =
;  { "name", "helptxt"
;  }

[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=101

; 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=101

; 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 = 0

; How many native tiles first startunit must be able to reach.
; 0 to disable check.
min_start_native_area = 0

; How many fragments each movement point has.
; For example road movement costs are relative to this.
move_fragments = 3

; How many move_fragments IgTer unit movement costs
igter_cost = 1

; 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.
; class                = Terrain class terrain belongs to: "Land" or "Oceanic"
; movement_cost        = in whole movement points, not move_fragments;
;                        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_food_incr_pct   = percent of road food_incr applied to this terrain
; road_shield_incr_pct = percent of road shield_incr applied to this terrain
; road_trade_incr_pct  = percent of road trade_incr applied to this terrain
; base_time            = time to build bases; if 0, cannot build any bases.
;                        Nonzero values only affect bases with build_time 0.
; road_time            = time to build roads; if 0, cannot build any roads.
;                        Nonzero values only affect roads with build_time 0.
; 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
; clean_pollution_time = time to clean pollution
; clean_fallout_time   = time to clean fallout
; 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. List taken from the
;                        following, and/or any user flags defined above:
;   - NoBarbs          = Barbarians will not be spawned here.
;   - NoCities         = Cities may not be built or found on this terrain.
;   - NoPollution      = Pollution 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.
;   - FreshWater       = This terrain is used for small bodies of water.
;                        If this becomes adjacent to non-FreshWater terrain,
;                        the whole contiguous FreshWater area will be flooded
;                        with the non-FreshWater terrain.
;   - NotGenerated     = Map generator never places this terrain type. It can
;                        be added from editor only, or by ingame events
;                        (lua scripting)
; 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_ocean]
name                 = _("Ocean")
graphic              = "coast"
graphic_alt          = "-"
identifier           = " "
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 2
resources            = "resource_fish", "resource_whales"
road_trade_incr_pct  = 0
base_time            = 1
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
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
native_to            = "Sea", "Air", "Missile", "Helicopter"
flags                = "UnsafeCoast", "NoCities", "NoPollution"
property_ocean_depth = 36
color.r              = 0
color.g              = 46
color.b              = 137
helptext             = _("\
Oceans cover much of the world.\
")

[terrain_glacier]
name                 = _("Glacier")
graphic              = "arctic"
graphic_alt          = "-"
identifier           = "a"
class                = "Land"
movement_cost        = 2
defense_bonus        = 0
food                 = 0
shield               = 0
trade                = 0
resources            = "resource_icy_ivory", "resource_icy_oil"
road_trade_incr_pct  = 0
base_time            = 1
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
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
native_to            = "Land", "Air", "Missile", "Helicopter"
flags                = "NoBarbs", "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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 0
shield               = 1
trade                = 0
resources            = "resource_oasis", "resource_desert_oil"
road_trade_incr_pct  = 100
base_time            = 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
warmer_wetter_result = "terrain_swamp"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
native_to            = "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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 50
food                 = 1
shield               = 2
trade                = 0
resources            = "resource_pheasant", "resource_silk"
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 4
irrigation_result    = "terrain_plains"
irrigation_food_incr = 0
irrigation_time      = 5
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "terrain_grassland"
transform_time       = 24
warmer_wetter_result = "terrain_jungle"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 2
shield               = 0
trade                = 0
resources            = "resource_bonus"
road_trade_incr_pct  = 100
base_time            = 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
warmer_wetter_result = "terrain_swamp"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_desert"
cooler_drier_result  = "terrain_tundra"
native_to            = "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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 100
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_coal", "resource_wine"
road_trade_incr_pct  = 0
base_time            = 1
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
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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 50
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_gems", "resource_fruit"
road_trade_incr_pct  = 0
base_time            = 1
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
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "terrain_desert"
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"
class                = "Land"
movement_cost        = 3
defense_bonus        = 200
food                 = 0
shield               = 1
trade                = 0
resources            = "resource_gold", "resource_iron"
road_trade_incr_pct  = 0
base_time            = 1
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
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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 1
trade                = 0
resources            = "resource_buffalo", "resource_wheat"
road_trade_incr_pct  = 100
base_time            = 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
warmer_wetter_result = "terrain_swamp"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_desert"
cooler_drier_result  = "terrain_tundra"
native_to            = "Land", "Air", "Missile", "Helicopter"
flags                = "Starter", "CanHaveRiver"
property_dry         = 50
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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 50
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_peat", "resource_spice"
road_trade_incr_pct  = 0
base_time            = 1
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
warmer_wetter_result = "no"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "no"
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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_game", "resource_furs"
road_trade_incr_pct  = 0
base_time            = 1
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
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result  = "terrain_glacier"
native_to            = "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
# 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.

; "d" reserved for dyes

; "e" reserved for (elephant) ivory

[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.

[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.

[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.

[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.

[resource_spice]
name        = _("Spice")
graphic     = "ts.spice"
graphic_alt = "-"
identifier  = "t"
food        = 2
trade       = 4
# swampy.

[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
# hilly.

[resource_icy_oil]
name        = _("Oil")
graphic     = "ts.oil"
graphic_alt = "-"
identifier  = "x"
shield      = 4
# glacier-only.

[resource_desert_oil]
name        = _("Oil")
graphic     = "ts.oil"
graphic_alt = "-"
identifier  = "P"
shield      = 3
# desert-only, special processing, see savegame map_load().

; /* <-- 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 specifying preferred graphic
; graphic_alt             = tag for alternate graphic if preferred graphic is
;                           not present. Can use eg "-" for no alternate
;                           graphic
; activity_gfx            = tag specifying graphic for unit building base
; act_gfx_alt             = tag for alternative 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 a unit to build this base.
;                           Value of 0 (default) means that terrain-specific
;                           base_time is used instead.
; defense_bonus           = Percent added to defense
; border_sq               = Base will claim land ownership up to this radius,
;                           -1 to disable. If enabled, base cannot exist in city tile.
; 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"        = Native units consider tile native regardless of
;                           terrain
;   - "ShowFlag"          = Draw owner's flag
;   - "AlwaysOnCityCenter" = City center tiles always have this base type
;                           regardless of its other requirements
;   - "AutoOnCityCenter"  = City center tiles will automatically have this
;                           base type if the player can build it
; 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"
act_gfx_alt   = "-"
reqs          =
    { "type", "name", "range", "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
gui_type      = "Fortress"
build_time    = 3
defense_bonus = 100
native_to     = "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.\
")

[base_airbase]
name          = _("Airbase")
graphic       = "base.airbase"
graphic_alt   = "-"
activity_gfx  = "unit.airbase"
act_gfx_alt   = "-"
reqs          =
    { "type", "name", "range", "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
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.\
")

; /* <-- avoid gettext warnings
;
; Road 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
;                           road type after a ruleset has been released.
; graphic                 = tag specifying preferred graphic
; graphic_alt             = tag for alternate graphic if preferred graphic is
;                           not present. Can use eg "-" for no alternate
;                           graphic.
; activity_gfx            = tag specifying graphic for unit building road
; act_gfx_alt             = tag for alternative graphic for unit building road
; reqs                    = requirements to build the road (see effects.ruleset
;                           and README.effects for help on requirements)
; move_cost               = how much movement it takes to travel
;                           via this road (in fractional move points, as
;                           defined by move_fragments)
; move_mode               = how movement costs are applied
;   - "NoBonus"    = Road gives no movement bonuses (move_cost ignored)
;   - "Cardinal"   = Road cost applies only on cardinal moves
;   - "Relaxed"    = Road cost is normal for cardinal, double for diagonal moves
;   - "FastAlways" = Road cost applies always between two tiles with the roads
;                    (default)
; build_time              = how long it takes a unit to build this road.
;                           Value of 0 (default) means that terrain-specific
;                           road_time is used instead.
; defense_bonus           = Percent added to defense; default none
; buildable               = Can road be built? Defaults to TRUE
; pillageable             = Can road be pillaged? Defaults to TRUE
; food_incr_const         = food production added to tile regardless of terrain
; shield_incr_const       = shield production added to tile regardless of
;                           terrain
; trade_incr_const        = trade production added to tile regardless of
;                           terrain
; food_incr               = food production added to tile; multiplied by
;                           terrain-specific road_food_incr_pct
; shield_incr             = shield production added to tile; multiplied by
;                           terrain-specific road_shield_incr_pct
; trade_incr              = trade production added to tile; multiplied by
;                           terrain-specific road_trade_incr_pct
; food_bonus              = percent added to food production
; shield_bonus            = percent added to shield production
; trade_bonus             = percent added to trade production
;   In summary, output bonuses from roads are given by the formula:
;   (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
; compat_special          = what kind of pre-2.5 special this road corresponds
;                           to, if any: "Road", "Railroad", "River, or "None".
;                           Used for UI and loading old savegames
; native_to               = list of unit classes that can use this road
; hidden_by               = list of road types that will make this road
;                           type not to show on UI if both present
; flags
;   - "NativeTile"        = Native units consider tile native regardless of
;                           terrain
;   - "RequiresBridge"    = Technology with "Bridge" flag needed to build this
;                           road on the same tile as another road with
;                           "PreventsOtherRoads" flag (usually rivers)
;   - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
;                           the same tile as this one without appropriate tech
;   - "River"             = Automatically generated by map generator, always
;                           flowing from land tiles to ocean
;   - "AlwaysOnCityCenter" = City center tiles always have this road type
;                           regardless of its other requirements
;   - "AutoOnCityCenter"  = City center tiles will automatically have this
;                           road type if the player can build it
;   - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
;                           even if server setting 'restrictinfra' is set
;   - "Natural"           = Road is considered part of terrain for UI purposes
;   - "ConnectLand"       = Roads on Oceanic tiles are drawn to connect to
;                           adjacent Land tiles even if they have no road. This
;                           affects appearance only
; helptext                = optional help text string; should escape all raw
;                           newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[road_road]
name           = _("Road")
graphic        = "road.road"
graphic_alt    = "-"
activity_gfx   = "unit.road"
act_gfx_alt    = "-"
reqs           =
    { "type", "name", "range"
      "UnitFlag", "Settlers", "Local"
      "TerrainClass", "Land", "Local"
    }
move_cost      = 1
build_time     = 0
food_incr      = 0
shield_incr    = 0
trade_incr     = 1
food_bonus     = 0
shield_bonus   = 0
trade_bonus    = 0
compat_special = "Road"
native_to      = "Land"
hidden_by      = "Railroad"
flags          = "RequiresBridge", "AlwaysOnCityCenter"
helptext       = _("\
Roads allow your land units to move more quickly, and on some terrain,\
 also provide a trade bonus.\
"), _("\
Building roads on river tiles requires knowledge of Bridge Building.\
 City center tiles automatically get roads, and are an exception to\
 this requirement.\
")

[road_railroad]
name           = _("Railroad")
graphic        = "road.rail"
graphic_alt    = "-"
activity_gfx   = "unit.rail"
act_gfx_alt    = "unit.road"
reqs           =
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
      "Road", "Road", "Local"
      "UnitFlag", "Settlers", "Local"
      "TerrainClass", "Land", "Local"
    }
move_cost      = 0
build_time     = 3
food_incr      = 0
shield_incr    = 0
trade_incr     = 0
food_bonus     = 0
shield_bonus   = 50
trade_bonus    = 0
compat_special = "Railroad"
native_to      = "Land"
flags          = "RequiresBridge", "AutoOnCityCenter"
helptext       = _("\
Once you learn the Railroad technology, you may upgrade your roads\
 to railroads. Units expend no movement points when moving along a\
 railroad; you may ride a railroad indefinitely. (As may your enemies!)\
"), _("\
A railroad also increases any shield resources produced by a tile.\
 A tile whose road is upgraded to a railroad retains any trade bonus\
 from the road as well.\
"), _("\
City center tiles with roads are automatically upgraded to railroads\
 when you learn the Railroad technology.\
")

[road_river]
name           = _("River")
graphic        = "road.river"
graphic_alt    = "-"
activity_gfx   = "unit.rail"
act_gfx_alt    = "unit.road"
buildable      = FALSE
pillageable    = FALSE
defense_bonus  = 50
move_cost      = 1
move_mode      = "Cardinal"
trade_incr_const = 1
compat_special = "River"
native_to      = "Land"
flags          = "River", "PreventsOtherRoads", "UnrestrictedInfra", "Natural"
helptext       = _("\
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) for fast travel.\
"), _("\
Roads and railroads can only be built on River tiles if your\
 civilization has learned Bridge Building technology.\
")