1 2; Modifying this file: 3; You should not modify this file except to make bugfixes or 4; for other "maintenance". If you want to make custom changes, 5; you should create a new datadir subdirectory and copy this file 6; into that directory, and then modify that copy. Then use the 7; command "rulesetdir <mysubdir>" in the server to have freeciv 8; use your new customized file. 9 10; Note that the freeciv AI may not cope well with anything more 11; than minor changes. 12 13[datafile] 14description="Multiplayer terrain data for Freeciv" 15options="+Freeciv-2.6-ruleset" 16 17[control] 18; Names for custom terrain flags. There can be up to 8 of these. 19; name = rule name; In some circumstances user may see this 20; as part of some sentences, so try to make it descriptive 21; and sensible. 22; helptxt = displayed in the help for terrains with this flag (optional) 23flags = 24 { "name", "helptxt" 25 _("Oil"), _("Has Oil Well instead of Mine.") 26 _("NoPollution"), _("No Pollution nor Fallout appear here.") 27 } 28 29[parameters] 30 31; Percentage of "land" tiles required to be adjacent to a water tile before 32; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere) 33ocean_reclaim_requirement = 30 34 35; Percentage of "water" tiles required to be adjacent to a land tile before 36; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere) 37land_channel_requirement = 10 38 39; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent 40; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere) 41thaw_requirement = 0 42 43; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an 44; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere) 45freeze_requirement = 0 46 47; Bodies of water up to this size are considered freshwater lakes, if there is 48; also terrain type(s) with flag "FreshWater" in the ruleset. 49lake_max_size = 14 50 51; How many native tiles first startunit must be able to reach. 52; 0 to disable check. 53min_start_native_area = 0 54 55; How many fragments each movement point has. 56; For example road movement costs are relative to this. 57move_fragments = 3 58 59; How many move_fragments IgTer unit movement costs 60igter_cost = 1 61 62; Whether diagonal movement has increased cost (no effect with hex topology) 63; The cost increase is more accurate with larger values for move_fragments 64pythagorean_diagonal = FALSE 65 66; There is no resources in the middle of the oceans, only near coast 67ocean_resources = FALSE 68 69; /* <-- avoid gettext warnings 70; 71; The individual terrain types, one per section. 72; Roughly sorted by identifier. 73; The actual tag used (the * in [terrain_*]) must be unique for each terrain, 74; and may be used in debug output when reading this file. 75; 76; Notes: 77; 78; name = translatable name as seen by user 79; rule_name = (optional) internal name for savegames, rulesets etc; 80; if not present, "name" is used for this purpose too. 81; Since the name used in savegames must not change, if 82; you want to rename an item after a ruleset has been 83; released, you should set "rule_name" to the original 84; value of "name". 85; graphic = preferred graphic; Tilespec [tile_*] section 86; with 'tag' matching this will be used. 87; graphic_alt = alternate graphic. When no tilespec 'tag' matching 88; preferred graphic is not found, this will be used. 89; Otherwise may be "-" 90; identifier = single-character identifier used in savegames. This 91; must be unique for each terrain. 92; class = Terrain class terrain belongs to: "Land" or "Oceanic" 93; movement_cost = in whole movement points, not move_fragments; 94; typically 1 to 3 95; defense_bonus = percent added to defense; typically 0% to 200% 96; food = normal food production 97; shield = normal shield production 98; trade = normal trade production 99; resources = list of possible resources on this terrain 100; road_food_incr_pct = percent of road food_incr applied to this terrain 101; road_shield_incr_pct = percent of road shield_incr applied to this terrain 102; road_trade_incr_pct = percent of road trade_incr applied to this terrain 103; base_time = time to build bases; if 0, cannot build any bases. 104; Nonzero values only affect extras with build_time 0. 105; road_time = time to build roads; if 0, cannot build any roads. 106; Nonzero values only affect extras with build_time 0. 107; irrigation_result = result of 'irrigate' activity; one of: 108; "no" -- cannot irrigate 109; "yes" -- can build extra 110; terrain rule_name -- irrigation changes to that 111; terrain 112; irrigation_food_incr = increment to food if tile is 100% irrigated 113; (actual bonus controlled by Irrigation_Pct effect) 114; irrigation_time = time for 'irrigate' activity; if 0, cannot irrigate 115; Nonzero values only affect extras with build_time 0. 116; Such extras can modify time with build_time_factor. 117; mining_result = result of 'mine' activity; one of: 118; "no" -- cannot mine 119; "yes" -- can build extra 120; terrain rule_name -- mining changes to that terrain 121; mining_shield_incr = increment to shields if tile is 100% mined 122; (actual bonus controlled by Mining_Pct effect) 123; mining_time = time for 'mine' activity; if 0, cannot mine 124; Nonzero values only affect extras with build_time 0. 125; Such extras can modify time with build_time_factor. 126; transform_result = result of transformation; one of: 127; "no" -- cannot transform 128; terrain rule_name -- transformation changes to that 129; terrain 130; transform_time = time to transform; if 0, cannot transform 131; pillage_time = time to pillage extra from the tile (0 = impossible) 132; Nonzero values only affect extras with removal_time 0. 133; clean_pollution_time = time for 'clean pollution' activity (0 = impossible) 134; Nonzero values only affect extras with removal_time 0. 135; clean_fallout_time = time for 'clean fallout' activity (0 = impossible) 136; Nonzero values only affect extras with removal_time 0. 137; animal = unit type that can appear as animal on the terrain 138; warmer_wetter_result = result of global warming for wet terrains; one of: 139; "no" -- no change; does not count for warming 140; "yes" -- no change; counts for warming 141; terrain rule_name -- warming changes to that terrain 142; warmer_drier_result = result of global warming for dry terrains; 143; see warmer_wetter_result 144; cooler_wetter_result = result of nuclear winter for wet terrains; 145; see warmer_wetter_result 146; cooler_drier_result = result of nuclear winter for dry terrains; 147; see warmer_wetter_result 148; native_to = List of unit classes that can move here 149; flags = General flags for this terrain. List taken from the 150; following, and/or any user flags defined above: 151; - NoBarbs = Barbarians will not be spawned here. 152; - NoCities = Cities may not be built or found on this terrain. 153; - Starter = Players will only be started on "Starter" terrain. 154; (Currently this cannot be Oceanic terrain.) 155; - CanHaveRiver = Set to 1 if this terrain can have river on it (the 156; actual chance of river generation is controlled 157; separately). 158; - UnsafeCoast = This terrain does not provide a safe voyage for 159; units with flag "Trireme" 160; - FreshWater = This terrain is used for small bodies of water. 161; If this becomes adjacent to non-FreshWater terrain, 162; the whole contiguous FreshWater area will be flooded 163; with the non-FreshWater terrain. 164; - NotGenerated = Map generator never places this terrain type. It can 165; be added from editor only, or by ingame events 166; (lua scripting) 167; - NoZoc = Units on this terrain are not generating or subject 168; to zoc 169; - NoFortify = Units cannot fortify on this terrain 170; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain 171; is generated near poles. Conversion between frozen 172; and unfrozen terrain can be controlled with 173; thaw_requirement/freeze_requirement, and Frozen 174; terrain is shown differently on the overview map. 175; property_* = specific property % values used by mapgen. Most 176; terrains will have 0 for most values. Properties 177; other than ocean_depth are only used for land tiles. 178; - mountainous = degree to which this terrain is mountainous 179; - green = how much life this terrain has 180; - foliage = how much thick undergrowth the terrain has 181; - tropical = how "tropical" the terrain is (high temperature) 182; - temperate = how "temperate" the terrain is (med temperature) 183; - cold = how "cold" the terrain is (low temperature) 184; - frozen = how "frozen" the terrain is (very low temperature) 185; (does not necessarily have to have the "Frozen" flag) 186; - wet = how "wet" the terrain is (moisture) 187; - dry = how "dry" the terrain is (moisture) 188; - ocean_depth = the depth of an ocean, as an average level 189; color.r = color of the terrain (red value) 190; color.g = color of the terrain (green value) 191; color.b = color of the terrain (blue value) 192; helptext = optional help text string; should escape all raw 193; newlines so that xgettext parsing works 194; 195; */ <-- avoid gettext warnings 196 197[terrain_inaccesible] 198name = _("Inaccessible") 199graphic = "inaccessible" 200graphic_alt = "arctic" 201identifier = "i" 202class = "Land" 203movement_cost = 0 204defense_bonus = 0 205food = 0 206shield = 0 207trade = 0 208road_food_incr_pct = 0 209road_shield_incr_pct = 0 210road_trade_incr_pct = 0 211base_time = 0 212road_time = 0 213irrigation_result = "no" 214irrigation_food_incr = 0 215irrigation_time = 0 216mining_result = "no" 217mining_shield_incr = 0 218mining_time = 0 219transform_result = "no" 220transform_time = 0 221pillage_time = 0 222clean_pollution_time = 0 223clean_fallout_time = 0 224animal = "None" 225warmer_wetter_result = "no" 226warmer_drier_result = "no" 227cooler_wetter_result = "no" 228cooler_drier_result = "no" 229flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen" 230color.r = 25 231color.g = 25 232color.b = 25 233helptext = _("\ 234No unit can enter this terrain, nor can any city work its tiles.\ 235") 236 237[terrain_lake] 238name = _("Lake") 239graphic = "lake" 240graphic_alt = "coast" 241identifier = "+" 242class = "Oceanic" 243movement_cost = 1 244defense_bonus = 0 245food = 1 246shield = 0 247trade = 2 248resources = "Fish" 249road_trade_incr_pct = 0 250base_time = 1 251road_time = 0 252irrigation_result = "no" 253irrigation_food_incr = 0 254irrigation_time = 0 255mining_result = "no" 256mining_shield_incr = 0 257mining_time = 0 258transform_result = "Swamp" 259transform_time = 36 260pillage_time = 1 261clean_pollution_time = 3 262clean_fallout_time = 3 263animal = "None" 264warmer_wetter_result = "no" 265warmer_drier_result = "Swamp" 266cooler_wetter_result = "Glacier" 267cooler_drier_result = "Tundra" 268native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme" 269flags = "NoCities", "NoBarbs", "NoPollution", "FreshWater", "NoZoc", "NoFortify" 270property_ocean_depth = 0 271color.r = 46 272color.g = 120 273color.b = 182 274helptext = _("\ 275Lakes are substantial bodies of fresh water.\ 276") 277 278[terrain_ocean] 279name = _("Ocean") 280graphic = "coast" 281graphic_alt = "-" 282identifier = " " 283class = "Oceanic" 284movement_cost = 1 285defense_bonus = 0 286food = 1 287shield = 0 288trade = 2 289resources = "Fish", "Whales" 290road_trade_incr_pct = 0 291base_time = 1 292road_time = 0 293irrigation_result = "no" 294irrigation_food_incr = 0 295irrigation_time = 0 296mining_result = "no" 297mining_shield_incr = 0 298mining_time = 0 299transform_result = "Swamp" 300transform_time = 36 301pillage_time = 1 302clean_pollution_time = 3 303clean_fallout_time = 3 304animal = "None" 305warmer_wetter_result = "no" 306warmer_drier_result = "Swamp" 307cooler_wetter_result = "Glacier" 308cooler_drier_result = "Glacier" 309native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme" 310flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify" 311property_ocean_depth = 32 312color.r = 0 313color.g = 46 314color.b = 137 315helptext = _("\ 316Shallow oceans are mostly found near coastlines, and are often rich\ 317 sources of food and other resources.\ 318") 319 320[terrain_deep_ocean] 321name = _("Deep Ocean") 322graphic = "floor" 323graphic_alt = "coast" 324identifier = ":" 325class = "Oceanic" 326movement_cost = 1 327defense_bonus = 0 328food = 1 329shield = 0 330trade = 2 331;resources = "none" 332road_trade_incr_pct = 0 333base_time = 1 334road_time = 0 335irrigation_result = "no" 336irrigation_food_incr = 0 337irrigation_time = 0 338mining_result = "no" 339mining_shield_incr = 0 340mining_time = 0 341transform_result = "no" 342transform_time = 0 343pillage_time = 1 344clean_pollution_time = 3 345clean_fallout_time = 3 346animal = "None" 347warmer_wetter_result = "no" 348warmer_drier_result = "no" 349cooler_wetter_result = "no" 350cooler_drier_result = "no" 351native_to = "Sea", "Air", "Missile", "Helicopter" 352flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify" 353property_ocean_depth = 87 354color.r = 0 355color.g = 33 356color.b = 129 357helptext = _("\ 358Deep oceans cover much of the world away from coastlines, and only\ 359 seaworthy units (not including Triremes) can travel on them.\ 360") 361 362[terrain_glacier] 363name = _("Glacier") 364graphic = "arctic" 365graphic_alt = "-" 366identifier = "a" 367class = "Land" 368movement_cost = 2 369defense_bonus = 0 370food = 0 371shield = 0 372trade = 0 373resources = "Ivory", "Oil" 374road_trade_incr_pct = 0 375base_time = 1 376road_time = 4 377irrigation_result = "no" 378irrigation_food_incr = 0 379irrigation_time = 0 380mining_result = "yes" 381mining_shield_incr = 1 382mining_time = 10 383transform_result = "Tundra" 384transform_time = 24 385pillage_time = 1 386clean_pollution_time = 3 387clean_fallout_time = 3 388animal = "None" 389warmer_wetter_result = "Tundra" 390warmer_drier_result = "Tundra" 391cooler_wetter_result = "no" 392cooler_drier_result = "no" 393native_to = "Land", "Air", "Missile", "Helicopter" 394flags = "NoBarbs", "NoCities", "CanHaveRiver", "Oil", "Frozen" 395property_frozen = 100 396color.r = 232 397color.g = 232 398color.b = 232 399helptext = _("\ 400Glaciers are found only in the most northerly or southerly\ 401 reaches of the world. They are very cold, and hence difficult to\ 402 work with.\ 403"), _("\ 404Oil wells can be built when Refining is known.\ 405") 406 407[terrain_desert] 408name = _("Desert") 409graphic = "desert" 410graphic_alt = "-" 411identifier = "d" 412class = "Land" 413movement_cost = 1 414defense_bonus = 0 415food = 0 416shield = 1 417trade = 0 418resources = "Oasis", "Oil" 419road_trade_incr_pct = 100 420base_time = 1 421road_time = 2 422irrigation_result = "yes" 423irrigation_food_incr = 1 424irrigation_time = 5 425mining_result = "yes" 426mining_shield_incr = 1 427mining_time = 5 428transform_result = "Plains" 429transform_time = 24 430pillage_time = 1 431clean_pollution_time = 3 432clean_fallout_time = 3 433animal = "None" 434warmer_wetter_result = "Grassland" 435warmer_drier_result = "no" 436cooler_wetter_result = "Plains" 437cooler_drier_result = "Tundra" 438native_to = "Land", "Air", "Missile", "Helicopter" 439flags = "CanHaveRiver", "Oil" 440property_dry = 100 441property_tropical = 50 442property_temperate = 20 443color.r = 214 444color.g = 185 445color.b = 106 446helptext = _("\ 447Deserts are regions of extreme dryness, making agriculture and\ 448 trade very difficult.\ 449"), _("\ 450Oil wells can be built when Construction is known.\ 451") 452 453[terrain_forest] 454name = _("Forest") 455graphic = "forest" 456graphic_alt = "-" 457identifier = "f" 458class = "Land" 459movement_cost = 2 460defense_bonus = 50 461food = 1 462shield = 2 463trade = 0 464resources = "Pheasant", "Silk" 465road_trade_incr_pct = 0 466base_time = 1 467road_time = 4 468irrigation_result = "Plains" 469irrigation_food_incr = 0 470irrigation_time = 5 471mining_result = "Swamp" 472mining_shield_incr = 0 473mining_time = 15 474transform_result = "Grassland" 475transform_time = 24 476pillage_time = 1 477clean_pollution_time = 3 478clean_fallout_time = 3 479animal = "None" 480warmer_wetter_result = "Jungle" 481warmer_drier_result = "Plains" 482cooler_wetter_result = "Swamp" 483cooler_drier_result = "Tundra" 484native_to = "Land", "Air", "Missile", "Helicopter" 485flags = "Starter", "CanHaveRiver" 486property_cold = 20 487property_wet = 20 488property_foliage = 50 489property_temperate = 50 490color.r = 43 491color.g = 107 492color.b = 19 493helptext = _("\ 494Forests are densely wooded, making agriculture somewhat\ 495 problematic.\ 496") 497 498[terrain_grassland] 499name = _("Grassland") 500graphic = "grassland" 501graphic_alt = "-" 502identifier = "g" 503class = "Land" 504movement_cost = 1 505defense_bonus = 0 506food = 2 507shield = 0 508trade = 0 509resources = "Resources" 510road_trade_incr_pct = 100 511base_time = 1 512road_time = 2 513irrigation_result = "yes" 514irrigation_food_incr = 1 515irrigation_time = 5 516mining_result = "Forest" 517mining_shield_incr = 0 518mining_time = 10 519transform_result = "Hills" 520transform_time = 24 521pillage_time = 1 522clean_pollution_time = 3 523clean_fallout_time = 3 524animal = "None" 525warmer_wetter_result = "Lake" 526warmer_drier_result = "Desert" 527cooler_wetter_result = "Glacier" 528cooler_drier_result = "Tundra" 529native_to = "Land", "Air", "Missile", "Helicopter" 530flags = "Starter", "CanHaveRiver" 531property_green = 50 532property_temperate = 50 533color.r = 11 534color.g = 138 535color.b = 4 536helptext = _("\ 537Grasslands afford exceptional agricultural opportunities.\ 538") 539 540[terrain_hills] 541name = _("Hills") 542graphic = "hills" 543graphic_alt = "-" 544identifier = "h" 545class = "Land" 546movement_cost = 2 547defense_bonus = 100 548food = 1 549shield = 0 550trade = 0 551resources = "Coal", "Wine" 552road_trade_incr_pct = 0 553base_time = 1 554road_time = 4 555irrigation_result = "yes" 556irrigation_food_incr = 1 557irrigation_time = 10 558mining_result = "yes" 559mining_shield_incr = 3 560mining_time = 10 561transform_result = "Plains" 562transform_time = 24 563pillage_time = 1 564clean_pollution_time = 3 565clean_fallout_time = 3 566animal = "None" 567warmer_wetter_result = "no" 568warmer_drier_result = "no" 569cooler_wetter_result = "no" 570cooler_drier_result = "no" 571native_to = "Land", "Air", "Missile", "Helicopter" 572flags = "Starter", "CanHaveRiver" 573property_green = 50 574property_mountainous = 30 575color.r = 24 576color.g = 97 577color.b = 5 578helptext = _("\ 579In addition to being amenable to agriculture, Hills are frequently\ 580 rich in resources.\ 581") 582 583[terrain_jungle] 584name = _("Jungle") 585graphic = "jungle" 586graphic_alt = "-" 587identifier = "j" 588class = "Land" 589movement_cost = 2 590defense_bonus = 50 591food = 1 592shield = 0 593trade = 0 594resources = "Gems", "Fruit" 595road_trade_incr_pct = 0 596base_time = 1 597road_time = 4 598irrigation_result = "Grassland" 599irrigation_food_incr = 0 600irrigation_time = 15 601mining_result = "Forest" 602mining_shield_incr = 0 603mining_time = 15 604transform_result = "Plains" 605transform_time = 24 606pillage_time = 1 607clean_pollution_time = 3 608clean_fallout_time = 3 609animal = "None" 610warmer_wetter_result = "Lake" 611warmer_drier_result = "Desert" 612cooler_wetter_result = "Swamp" 613cooler_drier_result = "Tundra" 614native_to = "Land", "Air", "Missile", "Helicopter" 615flags = "CanHaveRiver" 616property_foliage = 50 617property_tropical = 50 618property_wet = 50 619color.r = 55 620color.g = 156 621color.b = 38 622helptext = _("\ 623Jungles are densely overgrown, making agriculture somewhat\ 624 problematic.\ 625") 626 627[terrain_mountains] 628name = _("Mountains") 629graphic = "mountains" 630graphic_alt = "-" 631identifier = "m" 632class = "Land" 633movement_cost = 3 634defense_bonus = 200 635food = 0 636shield = 1 637trade = 0 638resources = "Gold", "Iron" 639road_trade_incr_pct = 0 640base_time = 1 641road_time = 6 642irrigation_result = "no" 643irrigation_food_incr = 0 644irrigation_time = 0 645mining_result = "yes" 646mining_shield_incr = 1 647mining_time = 10 648transform_result = "Hills" 649transform_time = 24 650pillage_time = 1 651clean_pollution_time = 3 652clean_fallout_time = 3 653animal = "None" 654warmer_wetter_result = "no" 655warmer_drier_result = "no" 656cooler_wetter_result = "no" 657cooler_drier_result = "no" 658native_to = "Land", "Air", "Missile", "Helicopter" 659flags = "CanHaveRiver" 660property_mountainous = 70 661color.r = 129 662color.g = 127 663color.b = 118 664helptext = _("\ 665Mountains are regions of extreme altitude, making agriculture and\ 666 trade very difficult.\ 667") 668 669[terrain_plains] 670name = _("Plains") 671graphic = "plains" 672graphic_alt = "-" 673identifier = "p" 674class = "Land" 675movement_cost = 1 676defense_bonus = 0 677food = 1 678shield = 1 679trade = 0 680resources = "Buffalo", "Wheat" 681road_trade_incr_pct = 100 682base_time = 1 683road_time = 2 684irrigation_result = "yes" 685irrigation_food_incr = 1 686irrigation_time = 5 687mining_result = "Forest" 688mining_shield_incr = 0 689mining_time = 15 690transform_result = "Grassland" 691transform_time = 24 692pillage_time = 1 693clean_pollution_time = 3 694clean_fallout_time = 3 695animal = "None" 696warmer_wetter_result = "Lake" 697warmer_drier_result = "Desert" 698cooler_wetter_result = "Glacier" 699cooler_drier_result = "Tundra" 700native_to = "Land", "Air", "Missile", "Helicopter" 701flags = "Starter", "CanHaveRiver" 702property_green = 50 703property_temperate = 50 704color.r = 122 705color.g = 156 706color.b = 46 707helptext = _("\ 708Plains are very broad, sparse regions, which makes trade slightly\ 709 inconvenient.\ 710") 711 712[terrain_swamp] 713name = _("Swamp") 714graphic = "swamp" 715graphic_alt = "-" 716identifier = "s" 717class = "Land" 718movement_cost = 2 719defense_bonus = 50 720food = 1 721shield = 0 722trade = 0 723resources = "Peat", "Spice" 724road_trade_incr_pct = 0 725base_time = 1 726road_time = 4 727irrigation_result = "Grassland" 728irrigation_food_incr = 0 729irrigation_time = 15 730mining_result = "Forest" 731mining_shield_incr = 0 732mining_time = 15 733transform_result = "Lake" 734transform_time = 36 735pillage_time = 1 736clean_pollution_time = 3 737clean_fallout_time = 3 738animal = "None" 739warmer_wetter_result = "Lake" 740warmer_drier_result = "Desert" 741cooler_wetter_result = "Glacier" 742cooler_drier_result = "Tundra" 743native_to = "Land", "Air", "Missile", "Helicopter" 744flags = "CanHaveRiver" 745property_wet = 100 746property_tropical = 10 747property_temperate = 10 748property_cold = 10 749color.r = 48 750color.g = 85 751color.b = 97 752helptext = _("\ 753Swamps suffer from an over-abundance of water, making agriculture\ 754 somewhat problematic.\ 755") 756 757[terrain_tundra] 758name = _("Tundra") 759graphic = "tundra" 760graphic_alt = "-" 761identifier = "t" 762class = "Land" 763movement_cost = 1 764defense_bonus = 0 765food = 1 766shield = 0 767trade = 0 768resources = "Game", "Furs" 769road_trade_incr_pct = 0 770base_time = 1 771road_time = 2 772irrigation_result = "yes" 773irrigation_food_incr = 1 774irrigation_time = 5 775mining_result = "no" 776mining_shield_incr = 0 777mining_time = 0 778transform_result = "Desert" 779transform_time = 24 780pillage_time = 1 781clean_pollution_time = 3 782clean_fallout_time = 3 783animal = "None" 784warmer_wetter_result = "Lake" 785warmer_drier_result = "Desert" 786cooler_wetter_result = "Glacier" 787cooler_drier_result = "no" 788native_to = "Land", "Air", "Missile", "Helicopter" 789flags = "Starter", "NoBarbs", "CanHaveRiver" 790property_cold = 50 791color.r = 188 792color.g = 188 793color.b = 188 794helptext = _("\ 795Tundra are broad, cold regions, fit for some agriculture and little\ 796 else.\ 797") 798 799; The individual resource types, one per section. 800; Roughly sorted by identifier. 801; The actual tag used (the * in [resource_*]) must be unique for each resource, 802; and may be used in debug output when reading this file. 803; 804; Notes: 805; 806; name = name as seen by user 807; graphic = tag specifying preferred graphic 808; graphic_alt = tag for alternate graphic if preferred graphic is not 809; present; especially if preferred graphic is non-standard, 810; this should be a standard tag. Otherwise can use eg "-" 811; for no alternate graphic. 812; identifier = single-character identifier used in savegames. This 813; must be unique for each resource, and changing it will 814; break savegame compatibility. 815; food = increased food production 816; shield = increased shield production 817; trade = increased trade production 818 819[resource_gold] 820name = _("Gold") 821graphic = "ts.gold" 822graphic_alt = "-" 823identifier = "$" 824trade = 6 825# glacier, hills, mountains. 826 827[resource_iron] 828name = _("Iron") 829graphic = "ts.iron" 830graphic_alt = "-" 831identifier = "/" 832shield = 3 833# mountains. 834 835[resource_game] 836name = _("?animals:Game") 837graphic = "ts.tundra_game" 838graphic_alt = "-" 839identifier = "e" 840food = 2 841shield = 1 842# tundra. 843 844[resource_furs] 845name = _("Furs") 846graphic = "ts.furs" 847graphic_alt = "-" 848identifier = "u" 849food = 1 850trade = 3 851# tundra-only (beaver pelts). 852 853[resource_coal] 854name = _("Coal") 855graphic = "ts.coal" 856graphic_alt = "-" 857identifier = "c" 858shield = 2 859# hills. 860 861[resource_fish] 862name = _("Fish") 863graphic = "ts.fish" 864graphic_alt = "-" 865identifier = "y" 866food = 2 867# ocean. 868 869[resource_fruit] 870name = _("Fruit") 871graphic = "ts.fruit" 872graphic_alt = "-" 873identifier = "f" 874food = 3 875trade = 1 876# jungle. 877 878[resource_gems] 879name = _("Gems") 880graphic = "ts.gems" 881graphic_alt = "-" 882identifier = "g" 883trade = 4 884# jungle. 885 886; "h" reserved for strategic horses 887 888[resource_buffalo] 889name = _("Buffalo") 890graphic = "ts.buffalo" 891graphic_alt = "-" 892identifier = "b" 893shield = 2 894# plains (horses => buffalo => cattle). 895 896[resource_wheat] 897name = _("Wheat") 898graphic = "ts.wheat" 899graphic_alt = "-" 900identifier = "j" 901food = 2 902# plains. 903 904; "k" reserved for (cane) sugar 905 906; "l" reserved for tobacco 907 908; "m" reserved for marble 909 910[resource_oasis] 911name = _("Oasis") 912graphic = "ts.oasis" 913graphic_alt = "-" 914identifier = "o" 915food = 3 916# desert. 917 918[resource_peat] 919name = _("Peat") 920graphic = "ts.peat" 921graphic_alt = "-" 922identifier = "a" 923shield = 4 924# swamp (petroleum => peat => petroleum). 925 926[resource_pheasant] 927name = _("Pheasant") 928graphic = "ts.pheasant" 929graphic_alt = "-" 930identifier = "p" 931food = 2 932# forest, forested. 933 934; "r" reserved for rubber 935 936[resource_bonus] 937name = _("Resources") 938graphic = "ts.grassland_resources" 939graphic_alt = "-" 940identifier = "r" 941shield = 1 942# grassland. 943 944[resource_icy_ivory] 945name = _("Ivory") 946graphic = "ts.arctic_ivory" 947graphic_alt = "-" 948identifier = "i" 949food = 1 950shield = 1 951trade = 4 952# glacier (seals => walrus). 953 954[resource_silk] 955name = _("Silk") 956graphic = "ts.silk" 957graphic_alt = "-" 958identifier = "s" 959trade = 3 960# forest, wooded. 961 962[resource_spice] 963name = _("Spice") 964graphic = "ts.spice" 965graphic_alt = "-" 966identifier = "t" 967food = 2 968trade = 4 969# swamp-only. 970 971; "u" reserved for uranium 972 973[resource_whales] 974name = _("Whales") 975graphic = "ts.whales" 976graphic_alt = "-" 977identifier = "v" 978food = 1 979shield = 1 980# ocean (sea). 981 982[resource_wine] 983name = _("Wine") 984graphic = "ts.wine" 985graphic_alt = "-" 986identifier = "w" 987trade = 4 988# hills-only. 989 990[resource_oil] 991name = _("Oil") 992graphic = "ts.oil" 993graphic_alt = "-" 994identifier = "x" 995shield = 3 ; glacier used to have 4 996# glacier, desert 997 998 999[extraui] 1000 1001; Player visible names of the base gui types. 1002 1003; ui_name_base_fortress refers to all bases that have gui_type "Fortress" 1004ui_name_base_fortress = _("?gui_type:Build Fortress/Buoy") 1005 1006; ui_name_base_airbase refers to all bases that have gui_type "Airbase" 1007ui_name_base_airbase = _("?gui_type:Build Airbase") 1008 1009; /* <-- avoid gettext warnings 1010; 1011; Each extra, including bases and roads, must have a section here. 1012; Bases and roads have additional sections for their specific features below. 1013; 1014; 1015; Extra types: 1016; 1017; name = translatable name as seen by user 1018; rule_name = (optional) internal name for savegames, rulesets 1019; etc; if not present, "name" is used for this 1020; purpose too. Since the name used in savegames must 1021; not change, if you want to rename an item after a 1022; ruleset has been released, you should set 1023; "rule_name" to the original value of "name". 1024; category = How UI should categorize this extra. One of 1025; "Infra", "Natural", "Nuisance", or "Bonus" 1026; causes = events that can create extra type. 1027; "Irrigation", "Mine", "Hut", "Pollution", "Fallout", 1028; "Base", or "Road" (last two require a corresponding 1029; [base_*] or [road_*] section) 1030; rmcauses = events that can remove extra type. 1031; "CleanPollution", "CleanFallout", or "Pillage" 1032; graphic = tag specifying preferred graphic 1033; graphic_alt = tag for alternate graphic if preferred graphic is 1034; not present. Can use eg "-" for no alternate 1035; graphic 1036; activity_gfx = tag specifying graphic for unit building extra 1037; This can be "None" to indicate that graphic sprite 1038; is not needed. 1039; act_gfx_alt = tag for alternative graphic for unit building extra 1040; act_gfx_alt2 = tag for second alternative graphic for unit building extra 1041; rmact_gfx = tag specifying graphic for unit removing extra 1042; This can be "None" to indicate that graphic sprite 1043; is not needed. 1044; rmact_gfx_alt = tag for alternative graphic for unit removing extra 1045; reqs = requirements to build the extra (see effects.ruleset 1046; and README.effects for help on requirements) 1047; rmreqs = requirements to remove the extra 1048; buildable = Can extra be built? Defaults to TRUE 1049; If extra is not buildable, it can appear in game 1050; only if placed in the editor, it's placed by 1051; map generator, or on city tile if the extra 1052; also has "AlwaysOnCityCenter" flag set. 1053; build_time = how long it takes a unit to build this extra. 1054; Value of 0 (default) means that terrain- and 1055; build activity specific time is used instead. 1056; build_time_factor = This setting take effect only if build_time is 0. 1057; Terrain and activity specific build time will be 1058; multiplied by this value (default 1) 1059; removal_time = how long it takes a unit to remove this extra. 1060; Value of 0 (default) means that terrain- and 1061; removal activity specific time is used instead. 1062; removal_time_factor = This setting take effect only if removal_time is 0. 1063; Terrain and activity specific removal time will be 1064; multiplied by this value (default 1) 1065; defense_bonus = Percent added to defense when tile has the extra 1066; (default none) 1067; native_to = List of unit classes that are considered to 1068; be inside the extra when they are on same tile 1069; conflicts = List of extras that cannot be on the same tile. 1070; Bases with non-zero border_sq automatically conflict 1071; with each other. 1072; hidden_by = List of extra types that will make this extra 1073; type not to show on UI if both present. 1074; flags 1075; - "NativeTile" = Native units consider tile native regardless of 1076; terrain 1077; - "Refuel" = Native units can use tile as refuel point 1078; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even 1079; if target terrain could support it 1080; - "AlwaysOnCityCenter" = City center tiles always have this extra type 1081; regardless of its other requirements 1082; - "AutoOnCityCenter" = City center tiles will automatically have this 1083; extra type if the player can build it 1084; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to 1085; connect to adjacent Land tiles even if they have 1086; no extra. This affects appearance only 1087; - "GlobalWarming" = Instances of this extra on map count towards 1088; Global Warming 1089; - "NuclearWinter" = Instances of this extra on map count towards 1090; Nuclear Winter 1091; - "ShowFlag" = Draw owner's flag 1092; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural" 1093; defense layer. The defense bonus of all the extras 1094; located at the tile, native to defending unit, 1095; is calculated as a 1 + sum of bonuses from the extras 1096; on the default "Fortification" defense layer multiplied 1097; by the 1 + sum of bonuses from the extras on the 1098; "Natural" layer. 1099; helptext = optional help text string; should escape all raw 1100; newlines so that xgettext parsing works 1101; 1102; */ <-- avoid gettext warnings 1103 1104[extra_irrigation] 1105name = _("Irrigation") 1106category = "Infra" 1107causes = "Irrigation" 1108rmcauses = "Pillage" 1109graphic = "tx.irrigation" 1110graphic_alt = "-" 1111activity_gfx = "unit.irrigation" 1112act_gfx_alt = "unit.irrigate" 1113act_gfx_alt2 = "-" 1114rmact_gfx = "None" 1115rmact_gfx_alt = "-" 1116build_time = 0 1117removal_time = 0 1118conflicts = "Mine", "Oil Well" 1119hidden_by = "Farmland" 1120helptext = _("\ 1121Building an irrigation system on a suitable tile causes it to \ 1122produce one extra food each turn. This requires a nearby source of \ 1123water: an ocean, lake, or river tile, or another tile with an \ 1124irrigation system, must share an edge (not just a corner) with the \ 1125target tile. However, once irrigated, land remains so even if the \ 1126water source is removed.\ 1127"), _("\ 1128Building irrigation on a tile with a mine or oil well will destroy it.\ 1129"), _("\ 1130City center tiles get their terrain's irrigation bonus automatically, \ 1131if there is no conflicting mine or oil well on the tile; however, \ 1132this does not make cities count as a water source for further \ 1133irrigation. Irrigation can be built on the city tile simply to allow \ 1134building further irrigation elsewhere, but will not give the tile any \ 1135further bonus.\ 1136") 1137 1138[extra_mine] 1139name = _("Mine") 1140category = "Infra" 1141causes = "Mine" 1142rmcauses = "Pillage" 1143graphic = "tx.mine" 1144graphic_alt = "-" 1145activity_gfx = "unit.mine" 1146act_gfx_alt = "unit.plant" 1147act_gfx_alt2 = "-" 1148rmact_gfx = "None" 1149rmact_gfx_alt = "-" 1150reqs = 1151 { "type", "name", "range", "present", "quiet" 1152 "TerrainFlag", "Oil", "Local", FALSE, TRUE 1153 } 1154build_time = 0 1155removal_time = 0 1156conflicts = "Irrigation", "Farmland" 1157helptext = _("\ 1158Mines can be built on some types of terrain, which increases the \ 1159number of production points produced by that tile. Hills get an extra \ 11603 production points per tile; other terrains get 1 extra production \ 1161point.\ 1162"), _("\ 1163Building a mine on an irrigated tile will destroy the irrigation.\ 1164") 1165 1166[extra_oil_well] 1167name = _("Oil Well") 1168category = "Infra" 1169causes = "Mine" 1170rmcauses = "Pillage" 1171graphic = "tx.oil_mine" 1172graphic_alt = "tx.mine" 1173activity_gfx = "unit.oil_mine" 1174act_gfx_alt = "unit.mine" 1175act_gfx_alt2 = "unit.plant" 1176rmact_gfx = "None" 1177rmact_gfx_alt = "-" 1178reqs = 1179 { "type", "name", "range", "quiet" 1180 "TerrainFlag", "Oil", "Local", TRUE 1181 } 1182build_time = 0 1183removal_time = 0 1184conflicts = "Irrigation", "Farmland" 1185helptext = _("\ 1186Oil wells behave like mines (giving an extra production point), but \ 1187require more technology. Oil wells can be built on Desert with knowledge \ 1188of Construction, and on Glacier with knowledge of Refining.\ 1189"), _("\ 1190Building an oil well on an irrigated tile will destroy the irrigation.\ 1191") 1192 1193[extra_pollution] 1194name = _("Pollution") 1195category = "Nuisance" 1196causes = "Pollution" 1197rmcauses = "CleanPollution" 1198graphic = "tx.pollution" 1199graphic_alt = "-" 1200activity_gfx = "None" 1201act_gfx_alt = "-" 1202act_gfx_alt2 = "-" 1203rmact_gfx = "unit.pollution" 1204rmact_gfx_alt = "-" 1205reqs = 1206 { "type", "name", "range", "present", "quiet" 1207 "TerrainFlag", "NoPollution", "Local", FALSE, TRUE 1208 } 1209removal_time = 0 1210flags = "GlobalWarming" 1211helptext = _("\ 1212Pollution appears on land tiles around cities with high production or \ 1213population. \ 1214It halves all output from its tile, and contributes to the risk of \ 1215global warming.\ 1216"), _("\ 1217The pollution can only be cleared by dispatching Workers, \ 1218Settlers, or Engineers with the \"clean pollution\" order.\ 1219"), _("\ 1220Pollution from production is likely to start becoming important as \ 1221your civilization becomes more industrialized, giving you buildings \ 1222such as Factory and Power Plant which boost production. Replacing a \ 1223Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover \ 1224Dam, Nuclear Plant, or Solar Plant -- will reduce pollution from \ 1225production, as will a Recycling Center or knowledge of \ 1226Environmentalism.\ 1227"), _("\ 1228The city's population starts adding to pollution with the discovery of \ 1229Industrialization, and Automobile, Mass Production, and Plastics make \ 1230this worse. Building a Mass Transit in a city eliminates the \ 1231population's contribution to pollution.\ 1232"), _("\ 1233The contribution of these factors can be seen in the city dialog; once \ 1234it exceeds a threshold, the excess is the percent chance of pollution \ 1235appearing each turn.\ 1236"), _("\ 1237When an unused tile becomes polluted, there is the temptation to avoid \ 1238the effort of cleaning it; but the spread of pollution has far more \ 1239terrible results than the immediate economic impact -- every polluted \ 1240tile increases the chance of global warming. Each time global warming \ 1241advances, the entire world loses coastal land to the sea and to jungles \ 1242and swamps, and inland tiles are lost to desert. This tends to \ 1243devastate cities and leads to global impoverishment.\ 1244"), _("\ 1245The risk of global warming is cumulative; the longer polluted tiles \ 1246are left uncleaned, the higher the risk becomes, and the risk can \ 1247linger for some time even after all pollution has been cleaned. If a \ 1248long time passes with an elevated risk of warming, its effects will be \ 1249all the more severe when it does occur.\ 1250") 1251 1252[extra_hut] 1253name = _("Minor Tribe Village") 1254rule_name = "Hut" 1255category = "Bonus" 1256causes = "Hut" 1257;rmcauses = "" 1258graphic = "tx.village" 1259graphic_alt = "-" 1260activity_gfx = "None" 1261act_gfx_alt = "-" 1262act_gfx_alt2 = "-" 1263rmact_gfx = "None" 1264rmact_gfx_alt = "-" 1265reqs = 1266 { "type", "name", "range" 1267 "TerrainClass", "Land", "Local" 1268 } 1269helptext = _("\ 1270Villages (also called \"huts\") are primitive communities spread \ 1271across the world at the beginning of the game. Any land unit can enter \ 1272a village, making the village disappear and deliver a random response. \ 1273If the village proves hostile, it could produce barbarians or the unit \ 1274entering may simply be destroyed. If they are friendly, the player \ 1275could receive gold, a new technology, a military unit (occasionally a \ 1276settler; and sometimes a unit that the player cannot yet create), or \ 1277even a new city.\ 1278"), _("\ 1279Later in the game, helicopters may also enter villages, but overflight \ 1280by other aircraft will cause the villagers to take fright and disband.\ 1281") 1282 1283[extra_farmland] 1284name = _("Farmland") 1285category = "Infra" 1286causes = "Irrigation" 1287rmcauses = "Pillage" 1288graphic = "tx.farmland" 1289graphic_alt = "-" 1290activity_gfx = "unit.farmland" 1291act_gfx_alt = "unit.irrigation" 1292act_gfx_alt2 = "unit.irrigate" 1293rmact_gfx = "None" 1294rmact_gfx_alt = "-" 1295reqs = 1296 { "type", "name", "range" 1297 "Tech", "Refrigeration", "Player" 1298 "Extra", "Irrigation", "Local" 1299 } 1300build_time = 0 1301removal_time = 0 1302conflicts = "Mine", "Oil Well" 1303; /* xgettext:no-c-format */ 1304helptext = _("\ 1305Once Refrigeration is known, irrigation systems can be upgraded to \ 1306farmland by irrigating them a second time; if the city working the tile \ 1307has a Supermarket, a farmland tile provides twice as much food.\ 1308"), _("\ 1309Like irrigation, farmland is incompatible with mines and oil wells.\ 1310") 1311 1312[extra_fallout] 1313name = _("Fallout") 1314category = "Nuisance" 1315causes = "Fallout" 1316rmcauses = "CleanFallout" 1317graphic = "tx.fallout" 1318graphic_alt = "-" 1319activity_gfx = "None" 1320act_gfx_alt = "-" 1321act_gfx_alt2 = "-" 1322rmact_gfx = "unit.fallout" 1323rmact_gfx_alt = "-" 1324reqs = 1325 { "type", "name", "range", "present", "quiet" 1326 "TerrainFlag", "NoPollution", "Local", FALSE, TRUE 1327 } 1328removal_time = 0 1329flags = "NuclearWinter" 1330helptext = _("\ 1331Nuclear fallout can appear on land tiles when a Nuclear unit is \ 1332detonated. It halves all output from its tile.\ 1333"), _("\ 1334Every tile with nuclear fallout also increases the risk of global \ 1335nuclear winter. If nuclear winter occurs, land across the globe \ 1336changes into desert, tundra, and ice, and lakes and oceans freeze.\ 1337"), _("\ 1338Settlers, Workers, and Engineers can clean up nuclear fallout.\ 1339") 1340 1341[extra_fortress] 1342name = _("Fortress") 1343category = "Infra" 1344causes = "Base" 1345rmcauses = "Pillage" 1346graphic = "base.fortress" 1347graphic_alt = "-" 1348activity_gfx = "unit.fortress" 1349act_gfx_alt = "-" 1350act_gfx_alt2 = "-" 1351rmact_gfx = "None" 1352rmact_gfx_alt = "-" 1353reqs = 1354 { "type", "name", "range", "present", "quiet" 1355 "Tech", "Construction", "Player", TRUE, FALSE 1356 "TerrainClass", "Land", "Local", TRUE, FALSE 1357 "UnitFlag", "Settlers", "Local", TRUE, FALSE 1358 "CityTile", "Center", "Local", FALSE, TRUE 1359 } 1360build_time = 3 1361removal_time = 0 1362defense_bonus = 100 1363native_to = "Land" 1364helptext = _("\ 1365Fortresses improve defense for land units outside cities. Among other \ 1366effects, a land unit remaining in a fortress for a whole turn without \ 1367moving recovers a quarter of its hit points. With Invention, fortresses \ 1368gain watchtowers from which land units can see further afield.\ 1369") 1370 1371[extra_airbase] 1372name = _("Airbase") 1373category = "Infra" 1374causes = "Base" 1375rmcauses = "Pillage" 1376graphic = "base.airbase" 1377graphic_alt = "-" 1378activity_gfx = "unit.airbase" 1379act_gfx_alt = "-" 1380act_gfx_alt2 = "-" 1381rmact_gfx = "None" 1382rmact_gfx_alt = "-" 1383reqs = 1384 { "type", "name", "range", "present", "quiet" 1385 "Tech", "Radio", "Player", TRUE, FALSE 1386 "TerrainClass", "Land", "Local", TRUE, FALSE 1387 "UnitFlag", "Airbase", "Local", TRUE, FALSE 1388 "CityTile", "Center", "Local", FALSE, TRUE 1389 } 1390build_time = 3 1391removal_time = 0 1392native_to = "Air", "Helicopter", "Missile" 1393flags = "Refuel" 1394helptext = _("\ 1395Airbases allow your air units to land and refuel outside cities. \ 1396Air units in an airbase may be attacked by land units.\ 1397") 1398 1399[extra_buoy] 1400name = _("Buoy") 1401category = "Infra" 1402causes = "Base" 1403rmcauses = "Pillage" 1404graphic = "base.buoy" 1405graphic_alt = "base.fortress" 1406activity_gfx = "unit.buoy" 1407act_gfx_alt = "unit.fortress" 1408act_gfx_alt2 = "-" 1409rmact_gfx = "None" 1410rmact_gfx_alt = "-" 1411reqs = 1412 { "type", "name", "range", "present", "quiet" 1413 "Tech", "Radio", "Player", TRUE, FALSE 1414 "TerrainClass", "Oceanic", "Local", TRUE, FALSE 1415 "UnitFlag", "Airbase", "Local", TRUE, FALSE 1416 "CityTile", "Center", "Local", FALSE, TRUE 1417 } 1418build_time = 3 1419removal_time = 0 1420flags = "ShowFlag" 1421helptext = _("\ 1422Buoys may be built in the ocean (by units on a sea-going vessel) to \ 1423allow their owner to see the surrounding tiles.\ 1424") 1425 1426[extra_ruins] 1427name = _("Ruins") 1428category = "Bonus" 1429causes = "Base" 1430rmcauses = "Pillage" 1431graphic = "base.ruins" 1432graphic_alt = "-" 1433activity_gfx = "None" 1434act_gfx_alt = "-" 1435act_gfx_alt2 = "-" 1436rmact_gfx = "None" 1437rmact_gfx_alt = "-" 1438reqs = 1439 { "type", "name", "range", "present", "quiet" 1440 "TerrainClass", "Land", "Local", TRUE, FALSE 1441 "CityTile", "Center", "Local", FALSE, TRUE 1442 } 1443buildable = FALSE 1444removal_time = 0 1445flags = "TerrChangeRemoves" 1446helptext = _("\ 1447Ruins mark the former site of a city that was destroyed or abandoned. \ 1448They have no effect on gameplay.\ 1449") 1450 1451[extra_road] 1452name = _("Road") 1453category = "Infra" 1454causes = "Road" 1455rmcauses = "Pillage" 1456graphic = "road.road" 1457graphic_alt = "-" 1458activity_gfx = "unit.road" 1459act_gfx_alt = "-" 1460act_gfx_alt2 = "-" 1461rmact_gfx = "None" 1462rmact_gfx_alt = "-" 1463reqs = 1464 { "type", "name", "range" 1465 "UnitFlag", "Settlers", "Local" 1466 "TerrainClass", "Land", "Local" 1467 } 1468build_time = 0 1469removal_time = 0 1470native_to = "Land" 1471hidden_by = "Railroad" 1472flags = "AutoOnCityCenter" 1473helptext = _("\ 1474Roads allow your land units to move more quickly, and on some terrain,\ 1475 also provide a trade bonus.\ 1476"), _("\ 1477Building roads on river tiles requires knowledge of Bridge Building.\ 1478 City center tiles automatically get roads (unless they are on a river\ 1479 tile and you do not yet know Bridge Building).\ 1480") 1481 1482[extra_railroad] 1483name = _("Railroad") 1484category = "Infra" 1485causes = "Road" 1486rmcauses = "Pillage" 1487graphic = "road.rail" 1488graphic_alt = "-" 1489activity_gfx = "unit.rail" 1490act_gfx_alt = "unit.road" 1491act_gfx_alt2 = "-" 1492rmact_gfx = "None" 1493rmact_gfx_alt = "-" 1494reqs = 1495 { "type", "name", "range" 1496 "Tech", "Railroad", "Player" 1497 "Extra", "Road", "Local" 1498 "UnitFlag", "Settlers", "Local" 1499 "TerrainClass", "Land", "Local" 1500 } 1501build_time = 3 1502removal_time = 0 1503native_to = "Land" 1504flags = "AutoOnCityCenter" 1505helptext = _("\ 1506Once you learn the Railroad technology, you may upgrade your roads\ 1507 to railroads. Units expend no movement points when moving along a\ 1508 railroad; you may ride a railroad indefinitely. (As may your enemies!)\ 1509"), _("\ 1510A railroad also increases any shield resources produced by a tile by half.\ 1511 A tile whose road is upgraded to a railroad retains any trade bonus\ 1512 from the road as well.\ 1513"), _("\ 1514City center tiles with roads are automatically upgraded to railroads\ 1515 when you learn the Railroad technology.\ 1516") 1517 1518[extra_river] 1519name = _("River") 1520category = "Natural" 1521causes = "Road" 1522;rmcauses = "" 1523graphic = "road.river" 1524graphic_alt = "-" 1525activity_gfx = "None" 1526act_gfx_alt = "-" 1527act_gfx_alt2 = "-" 1528rmact_gfx = "None" 1529rmact_gfx_alt = "-" 1530buildable = FALSE 1531defense_bonus = 50 1532native_to = "Land" 1533; /* xgettext:no-c-format */ 1534helptext = _("\ 1535Any land terrain type may have a River on it. A River adds 1\ 1536 trade to the resources produced by that tile. It also increases a tile's\ 1537 defense factor by 50%. Finally, land units may move along a River (but\ 1538 not diagonally) for fast travel.\ 1539"), _("\ 1540Roads and railroads can only be built on River tiles if your\ 1541 civilization has learned Bridge Building technology.\ 1542") 1543 1544; /* <-- avoid gettext warnings 1545; 1546; Base types: 1547; 1548; extra = name of the extra this base section is part of 1549; (must have "Base" in its causes) 1550; gui_type = How gui should handle this base. 1551; Value can be "Fortress", "Airbase", or "Other" 1552; See also [extraui] section 1553; border_sq = Base will claim land ownership up to this radius, 1554; -1 to disable. If enabled, base cannot exist in 1555; city tile. 1556; Base (and border) ownership will change hands if 1557; an enemy unit occupies the tile. 1558; vision_main_sq = Base will have main layer vision to this radius. 1559; Vision initially provided to owner of unit that 1560; built base; base will not then change hands unless 1561; it also claims territory, or tile has another such 1562; base or city, or another base is built (tile only 1563; tracks one owner for all bases). 1564; vision_invis_sq = Base will have invisible layer vision to this radius 1565; flags 1566; - "NoAggressive" = Units inside are not considered aggressive if 1567; there`s friendly city within 3 tiles 1568; - "NoStackDeath" = Units inside do not die all at once when attacked 1569; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense 1570; - "ParadropFrom" = Paradrop can be initiated from base 1571; 1572; */ <-- avoid gettext warnings 1573 1574[base_fortress] 1575extra = "Fortress" 1576gui_type = "Fortress" 1577border_sq = 5 1578flags = "NoAggressive", "NoStackDeath", "DiplomatDefense" 1579 1580[base_airbase] 1581extra = "Airbase" 1582gui_type = "Airbase" 1583flags = "NoStackDeath", "ParadropFrom" 1584 1585[base_buoy] 1586extra = "Buoy" 1587gui_type = "Fortress" 1588vision_main_sq = 5 1589 1590[base_ruins] 1591extra = "Ruins" 1592gui_type = "Other" 1593 1594; /* <-- avoid gettext warnings 1595; 1596; Road types: 1597; 1598; extra = name of the extra this road section is part of 1599; (must have "Road" in its causes) 1600; first_reqs = additional requirements to build the first part of 1601; the road, when none of the adjacent tiles have any 1602; integrating roads (see effects.ruleset and 1603; README.effects for help on requirements) 1604; move_cost = how much movement it takes to travel 1605; via this road (in fractional move points, as 1606; defined by move_fragments) 1607; -1 means that road provides no speed bonus. 1608; move_mode = how movement costs are applied 1609; - "Cardinal" = Road cost applies only on cardinal moves 1610; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves 1611; - "FastAlways" = Road cost applies always between two tiles with the roads 1612; (default) 1613; food_incr_const = food production added to tile regardless of terrain 1614; shield_incr_const = shield production added to tile regardless of 1615; terrain 1616; trade_incr_const = trade production added to tile regardless of 1617; terrain 1618; food_incr = food production added to tile; multiplied by 1619; terrain-specific road_food_incr_pct 1620; shield_incr = shield production added to tile; multiplied by 1621; terrain-specific road_shield_incr_pct 1622; trade_incr = trade production added to tile; multiplied by 1623; terrain-specific road_trade_incr_pct 1624; food_bonus = percent added to food production 1625; shield_bonus = percent added to shield production 1626; trade_bonus = percent added to trade production 1627; In summary, output bonuses from roads are given by the formula: 1628; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus 1629; compat_special = what kind of pre-2.5 special this road corresponds 1630; to, if any: "Road", "Railroad", "River, or "None". 1631; Used for UI and loading old savegames 1632; integrates = list of road types that are suitable next steps 1633; for travel from this road type; such steps are 1634; possible for units native to both roads and don`t 1635; get cost from underlying terrain; graphics are 1636; drawn accordingly 1637; flags 1638; - "RequiresBridge" = Technology with "Bridge" flag needed to build this 1639; road on the same tile as another road with 1640; "PreventsOtherRoads" flag (usually rivers) 1641; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on 1642; the same tile as this one without appropriate tech 1643; - "River" = Automatically generated by map generator, always 1644; flowing from land tiles to ocean 1645; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted 1646; even if server setting 'restrictinfra' is set 1647; - "JumpFrom" = Move to a tile nativity providing "JumpTo" 1648; road is considered native 1649; - "JumpTo" = Move from a tile nativity providing "JumpFrom" 1650; road is considered native 1651; 1652; */ <-- avoid gettext warnings 1653 1654[road_road] 1655extra = "Road" 1656move_cost = 1 1657food_incr = 0 1658shield_incr = 0 1659trade_incr = 1 1660food_bonus = 0 1661shield_bonus = 0 1662trade_bonus = 0 1663compat_special = "Road" 1664flags = "RequiresBridge" 1665 1666[road_railroad] 1667extra = "Railroad" 1668move_cost = 0 1669food_incr = 0 1670shield_incr = 0 1671trade_incr = 0 1672food_bonus = 0 1673shield_bonus = 50 1674trade_bonus = 0 1675compat_special = "Railroad" 1676flags = "RequiresBridge" 1677 1678[road_river] 1679extra = "River" 1680move_cost = 1 1681move_mode = "Cardinal" 1682trade_incr_const = 1 1683compat_special = "River" 1684flags = "River", "PreventsOtherRoads", "UnrestrictedInfra" 1685