/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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; 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.\
")
|