This file is indexed.

/usr/share/games/freeciv/classic/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.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
; 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="Classic 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 = 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

; 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

; There is no resources in the middle of the oceans, only near coast
ocean_resources = FALSE

; 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 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.
;   - 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_inaccesible]
name                 = _("Inaccessible")
graphic              = "inaccessible"
graphic_alt          = "arctic"
identifier           = "i"
class                = "Land"
movement_cost        = 0
defense_bonus        = 0
food                 = 0
shield               = 0
trade                = 0
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 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
clean_pollution_time = 0
clean_fallout_time   = 0
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast"
color.r              = 25
color.g              = 25
color.b              = 25
helptext             = _("\
No unit can enter this terrain, nor can any city work its tiles.\
")

[terrain_lake]
name                 = _("Lake")
graphic              = "lake"
graphic_alt          = "coast"
identifier           = "+"
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 2
resources            = "resource_fish"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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     = "terrain_swamp"
transform_time       = 36
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                = "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           = " "
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 2
resources            = "resource_fish", "resource_whales"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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     = "terrain_swamp"
transform_time       = 36
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                = "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           = ":"
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 2
;resources            = "none"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
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                = "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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 0
food                 = 0
shield               = 0
trade                = 0
resources            = "resource_icy_ivory", "resource_oil"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
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", "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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 0
shield               = 1
trade                = 0
resources            = "resource_oasis", "resource_oil"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
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", "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_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
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
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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 2
shield               = 0
trade                = 0
resources            = "resource_bonus"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_lake"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
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_food_incr_pct   = 0
road_shield_incr_pct = 0
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
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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 50
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_gems", "resource_fruit"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_lake"
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"
class                = "Land"
movement_cost        = 3
defense_bonus        = 200
food                 = 0
shield               = 1
trade                = 0
resources            = "resource_gold", "resource_iron"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 1
trade                = 0
resources            = "resource_buffalo", "resource_wheat"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_lake"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result  = "terrain_tundra"
native_to            = "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"
class                = "Land"
movement_cost        = 2
defense_bonus        = 50
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_peat", "resource_spice"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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_lake"
transform_time       = 36
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_lake"
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"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_game", "resource_furs"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
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
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_lake"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result  = "no"
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
# 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 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
border_sq      = 5
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. With Invention, fortresses gain watchtowers \
from which land units can see further afield.\
")

[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.\
")

[base_buoy]
name           = _("Buoy")
graphic        = "base.buoy"
graphic_alt    = "base.fortress"
activity_gfx   = "unit.buoy"
act_gfx_alt    = "unit.fortress"
reqs           =
    { "type", "name", "range", "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Oceanic", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
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.ruins"
act_gfx_alt    = "unit.fortress"
reqs           =
    { "type", "name", "range", "negated"
      "TerrainClass", "Land", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
buildable      = FALSE
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.\
")


; /* <-- 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", "AutoOnCityCenter"
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 (unless they are on a river\
 tile and you do not yet know Bridge Building).\
")

[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"
food_incr_const   = 0
shield_incr_const = 0
trade_incr_const  = 1
food_incr         = 0
shield_incr       = 0
trade_incr        = 0
food_bonus        = 0
shield_bonus      = 0
trade_bonus       = 0
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.\
")