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.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Civ1 tile_type data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
19 ; Names for custom terrain flags. There can be up to 8 of these.
20 ; name = rule name; In some circumstances user may see this
21 ; as part of some sentences, so try to make it descriptive
23 ; helptxt = displayed in the help for terrains with this flag (optional)
28 ; Names for custom extra flags. There can be up to 8 of these.
29 ; name = rule name; In some circumstances user may see this
30 ; as part of some sentences, so try to make it descriptive
32 ; helptxt = displayed in the help for extra types with this flag
40 ; Percentage of "land" tiles required to be adjacent to a water tile before
41 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
42 ocean_reclaim_requirement=101
44 ; Percentage of "water" tiles required to be adjacent to a land tile before
45 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
46 land_channel_requirement=101
48 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
49 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
52 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
53 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
54 freeze_requirement = 0
56 ; Bodies of water up to this size are considered freshwater lakes, if there is
57 ; also terrain type(s) with flag "FreshWater" in the ruleset.
60 ; How many native tiles first startunit must be able to reach.
62 min_start_native_area = 0
64 ; How many fragments each movement point has.
65 ; For example road movement costs are relative to this.
68 ; Whether diagonal movement has increased cost
69 ; The cost increase is more accurate with larger values for move_fragments
70 pythagorean_diagonal = FALSE
72 ; How many move_fragments IgTer unit movement costs
75 ; /* <-- avoid gettext warnings
77 ; The individual terrain types, one per section.
78 ; Roughly sorted by identifier.
79 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
80 ; and may be used in debug output when reading this file.
84 ; name = translatable name as seen by user; if "unused", it is
85 ; not used, but is included for conversion and/or the
87 ; rule_name = (optional) name for savegames, rulesets etc; if not
88 ; present, 'name' is used. Since the name used in
89 ; savegames must not change, use this when renaming a
90 ; terrain after a ruleset has been released.
91 ; graphic = preferred graphic; Tilespec [tile_*] section
92 ; with 'tag' matching this will be used.
93 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
94 ; preferred graphic is not found, this will be used.
95 ; Otherwise may be "-"
96 ; identifier = single-character identifier used in savegames. This
97 ; must be unique for each terrain.
98 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
99 ; movement_cost = in whole movement points, not move_fragments;
101 ; defense_bonus = percent added to defense; typically 0% to 200%
102 ; food = normal food production
103 ; shield = normal shield production
104 ; trade = normal trade production
105 ; resources = list of possible resources on this terrain
106 ; road_food_incr_pct = percent of road food_incr applied to this terrain
107 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
108 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
109 ; base_time = time to build bases; if 0, cannot build any bases.
110 ; Nonzero values only affect bases with build_time 0.
111 ; road_time = time to build roads; if 0, cannot build any roads.
112 ; Nonzero values only affect roads with build_time 0.
113 ; irrigation_result = result of irrigation; one of:
114 ; "no" -- cannot irrigate
115 ; "yes" -- can irrigate
116 ; terrain section -- irrigation changes to that terrain
117 ; irrigation_food_incr = increment to food if tile is irrigated
118 ; irrigation_time = time to irrigate; if 0, cannot irrigate
119 ; Nonzero values only affect extras with build_time 0.
120 ; mining_result = result of mining; one of:
121 ; "no" -- cannot mine
123 ; terrain section -- mining changes to that terrain
124 ; mining_shield_incr = increment to shields if tile is mined
125 ; mining_time = time to mine; if 0, cannot mine
126 ; Nonzero values only affect extras with build_time 0.
127 ; transform_result = result of transformation; one of:
128 ; "no" -- cannot transform
129 ; terrain section -- transformation changes to that
131 ; transform_time = time to transform; if 0, cannot transform
132 ; pillage_time = time to pillage extra from the tile (0 = impossible)
133 ; Nonzero values only affect extras with removal_time 0.
134 ; clean_pollution_time = time to clean pollution (0 = impossible)
135 ; Nonzero values only affect extras with removal_time 0.
136 ; clean_fallout_time = time to clean fallout (0 = impossible)
137 ; Nonzero values only affect extras with removal_time 0.
138 ; animal = unit type that can appear as animal on the terrain
139 ; warmer_wetter_result = result of global warming for wet terrains; one of:
140 ; "no" -- no change; does not count for warming
141 ; "yes" -- no change; counts for warming
142 ; terrain section -- warming changes to that terrain
143 ; warmer_drier_result = result of global warming for dry terrains;
144 ; see warmer_wetter_result
145 ; cooler_wetter_result = result of nuclear winter for wet terrains;
146 ; see warmer_wetter_result
147 ; cooler_drier_result = result of nuclear winter for dry terrains;
148 ; see warmer_wetter_result
149 ; native_to = List of unit classes that can move here
150 ; flags = General flags for this terrain. List taken from the
151 ; following, and/or any user flags defined above:
152 ; - NoBarbs = Barbarians will not be spawned here.
153 ; - NoCities = Cities may not be built or found on this terrain.
154 ; - Starter = Players will only be started on "Starter" terrain.
155 ; (Currently this cannot be Oceanic terrain.)
156 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
157 ; actual chance of river generation is controlled
159 ; - UnsafeCoast = This terrain does not provide a safe voyage for
160 ; units with flag "Trireme"
161 ; - FreshWater = This terrain is used for small bodies of water.
162 ; If this becomes adjacent to non-FreshWater terrain,
163 ; the whole contiguous FreshWater area will be flooded
164 ; with the non-FreshWater terrain.
165 ; - NotGenerated = Map generator never places this terrain type. It can
166 ; be added from editor only, or by ingame events
168 ; - NoZoc = Units on this terrain are not generating or subject
170 ; - NoFortify = Units cannot fortify on this terrain
171 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
172 ; is generated near poles. Conversion between frozen
173 ; and unfrozen terrain can be controlled with
174 ; thaw_requirement/freeze_requirement, and Frozen
175 ; terrain is shown differently on the overview map.
176 ; property_* = specific property % values used by mapgen. Most
177 ; terrains will have 0 for most values. Properties
178 ; other than ocean_depth are only used for land tiles.
179 ; - mountainous = degree to which this terrain is mountainous
180 ; - green = how much life this terrain has
181 ; - foliage = how much thick undergrowth the terrain has
182 ; - tropical = how "tropical" the terrain is (high temperature)
183 ; - temperate = how "temperate" the terrain is (med temperature)
184 ; - cold = how "cold" the terrain is (low temperature)
185 ; - frozen = how "frozen" the terrain is (very low temperature)
186 ; (does not necessarily have to have the "Frozen" flag)
187 ; - wet = how "wet" the terrain is (moisture)
188 ; - dry = how "dry" the terrain is (moisture)
189 ; - ocean_depth = the depth of an ocean, as an average level
190 ; color.r = color of the terrain (red value)
191 ; color.g = color of the terrain (green value)
192 ; color.b = color of the terrain (blue value)
193 ; helptext = optional help text string; should escape all raw
194 ; newlines so that xgettext parsing works
196 ; */ <-- avoid gettext warnings
210 road_trade_incr_pct = 0
213 irrigation_result = "no"
214 irrigation_food_incr = 0
217 mining_shield_incr = 0
219 transform_result = "no"
223 warmer_wetter_result = "no"
224 warmer_drier_result = "no"
225 cooler_wetter_result = "no"
226 cooler_drier_result = "no"
227 native_to = "Sea", "Air", "Missile"
228 flags = "UnsafeCoast", "NoCities", "NoZoc", "NoFortify"
229 property_ocean_depth = 36
234 Oceans cover much of the world.\
236 In cities built on the coast, stored food and work towards the current\
237 project are at risk from piracy, unless there is any kind of\
238 Barracks in the city.\
253 road_trade_incr_pct = 0
256 irrigation_result = "no"
257 irrigation_food_incr = 0
260 mining_shield_incr = 0
262 transform_result = "no"
266 warmer_wetter_result = "no"
267 warmer_drier_result = "no"
268 cooler_wetter_result = "no"
269 cooler_drier_result = "no"
270 native_to = "Land", "Air", "Missile"
271 flags = "NoBarbs", "Frozen"
272 property_frozen = 100
277 Arctic tiles are found only in the most northerly or southerly\
278 reaches of the world. They are very cold, and hence difficult to\
294 road_trade_incr_pct = 100
297 irrigation_result = "yes"
298 irrigation_food_incr = 1
300 mining_result = "yes"
301 mining_shield_incr = 1
303 transform_result = "no"
307 warmer_wetter_result = "Swamp"
308 warmer_drier_result = "no"
309 cooler_wetter_result = "no"
310 cooler_drier_result = "no"
311 native_to = "Land", "Air", "Missile"
313 property_tropical = 50
314 property_temperate = 20
319 Deserts are regions of extreme dryness, making agriculture and\
320 trade very difficult.\
335 road_trade_incr_pct = 0
338 irrigation_result = "Plains"
339 irrigation_food_incr = 0
342 mining_shield_incr = 0
344 transform_result = "no"
348 warmer_wetter_result = "Jungle"
349 warmer_drier_result = "Desert"
350 cooler_wetter_result = "no"
351 cooler_drier_result = "no"
352 native_to = "Land", "Air", "Missile"
356 property_foliage = 50
357 property_temperate = 50
362 Forests are densely wooded, making agriculture somewhat\
367 name = _("Grassland")
368 graphic = "grassland"
377 resources = "Resources"
378 road_trade_incr_pct = 100
381 irrigation_result = "yes"
382 irrigation_food_incr = 1
384 mining_result = "Forest"
385 mining_shield_incr = 0
387 transform_result = "no"
391 warmer_wetter_result = "Swamp"
392 warmer_drier_result = "Desert"
393 cooler_wetter_result = "Desert"
394 cooler_drier_result = "Tundra"
395 native_to = "Land", "Air", "Missile"
396 flags = "Starter", "CanHaveRiver"
398 property_temperate = 50
403 Grasslands afford exceptional agricultural opportunities.\
418 road_trade_incr_pct = 0
421 irrigation_result = "yes"
422 irrigation_food_incr = 1
424 mining_result = "yes"
425 mining_shield_incr = 3
427 transform_result = "no"
431 warmer_wetter_result = "no"
432 warmer_drier_result = "no"
433 cooler_wetter_result = "no"
434 cooler_drier_result = "no"
435 native_to = "Land", "Air", "Missile"
438 property_mountainous = 30
443 In addition to being amenable to agriculture, Hills are frequently\
446 A city built in or next to hills is at risk of earthquakes, which can\
447 destroy buildings in that city. There is no technology or improvement\
448 which can prevent this disaster.\
463 road_trade_incr_pct = 0
466 irrigation_result = "Grassland"
467 irrigation_food_incr = 0
469 mining_result = "Forest"
470 mining_shield_incr = 0
472 transform_result = "no"
476 warmer_wetter_result = "no"
477 warmer_drier_result = "no"
478 cooler_wetter_result = "Desert"
479 cooler_drier_result = "Tundra"
480 native_to = "Land", "Air", "Missile"
481 property_foliage = 50
482 property_tropical = 50
487 Jungles are densely overgrown, making agriculture somewhat\
492 name = _("Mountains")
493 graphic = "mountains"
503 road_trade_incr_pct = 0
506 irrigation_result = "no"
507 irrigation_food_incr = 0
509 mining_result = "yes"
510 mining_shield_incr = 1
512 transform_result = "no"
516 warmer_wetter_result = "no"
517 warmer_drier_result = "no"
518 cooler_wetter_result = "no"
519 cooler_drier_result = "no"
520 native_to = "Land", "Air", "Missile"
521 property_mountainous = 70
526 Mountains are regions of extreme altitude, making agriculture and\
527 trade very difficult.\
529 Cities built in or next to mountains are at risk from volcanic\
530 activity. A Temple in the city instils sufficient respect for the\
531 forces of nature to prevent population loss.\
546 road_trade_incr_pct = 100
549 irrigation_result = "yes"
550 irrigation_food_incr = 1
552 mining_result = "Forest"
553 mining_shield_incr = 0
555 transform_result = "no"
559 warmer_wetter_result = "Swamp"
560 warmer_drier_result = "Desert"
561 cooler_wetter_result = "Desert"
562 cooler_drier_result = "Tundra"
563 native_to = "Land", "Air", "Missile"
566 property_temperate = 50
571 Plains are very broad, sparse regions, which makes trade slightly\
587 road_trade_incr_pct = 0
590 irrigation_result = "Grassland"
591 irrigation_food_incr = 0
593 mining_result = "Forest"
594 mining_shield_incr = 0
596 transform_result = "no"
600 warmer_wetter_result = "no"
601 warmer_drier_result = "Desert"
602 cooler_wetter_result = "no"
603 cooler_drier_result = "Tundra"
604 native_to = "Land", "Air", "Missile"
606 property_tropical = 10
607 property_temperate = 10
613 Swamps suffer from an over-abundance of water, making agriculture\
614 somewhat problematic.\
629 road_trade_incr_pct = 0
632 irrigation_result = "no"
633 irrigation_food_incr = 0
636 mining_shield_incr = 0
638 transform_result = "no"
642 warmer_wetter_result = "no"
643 warmer_drier_result = "no"
644 cooler_wetter_result = "Arctic"
645 cooler_drier_result = "Arctic"
646 native_to = "Land", "Air", "Missile"
647 flags = "Starter", "NoBarbs"
653 Tundra are broad, cold regions, fit for some agriculture and little\
657 ; /* <-- avoid gettext warnings
661 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
662 ; and may be used in debug output when reading this file.
666 ; extra = name of the extra this resource section is part of
667 ; identifier = single-character identifier used in old savegames. This
668 ; must be unique for each resource, and changing it will
669 ; break loading those old savegames.
670 ; food = increased food production
671 ; shield = increased shield production
672 ; trade = increased trade production
674 ; */ <-- avoid gettext warnings
710 # plains (horses => buffalo => cattle).
722 # swamp (petroleum => peat => petroleum).
734 # arctic (seals => walrus).
739 ; Player visible names of the base gui types.
740 ui_name_base_fortress = _("?gui_type:Build Fortress")
741 ui_name_base_airbase = _("?gui_type:Build None")
743 ; /* <-- avoid gettext warnings
745 ; Each extra, including bases and roads, must have a section here.
746 ; Bases and roads have additional sections for their specific features below.
751 ; name = translatable name as seen by user
752 ; rule_name = (optional) name for savegames, rulesets etc; if not
753 ; present, 'name' is used. Since the name used in
754 ; savegames must not change, use this when renaming
755 ; an extra after a ruleset has been released.
756 ; category = How UI should categorize this extra. One of
757 ; "Infra", "Natural", "Nuisance", "Resource", or "Bonus"
758 ; causes = events that can create extra type.
759 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
760 ; "Base", "Road", "Resource", or "Appear"
761 ; rmcauses = events that can remove extra type.
762 ; "CleanPollution", "CleanFallout", "Pillage", or
764 ; graphic = tag specifying preferred graphic
765 ; graphic_alt = tag for alternate graphic if preferred graphic is
766 ; not present. Can use eg "-" for no alternate
768 ; activity_gfx = tag specifying graphic for unit building extra
769 ; This can be "None" to indicate that graphic sprite
771 ; act_gfx_alt = tag for alternative graphic for unit building extra
772 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
773 ; rmact_gfx = tag specifying graphic for unit removing extra
774 ; This can be "None" to indicate that graphic sprite
776 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
777 ; reqs = requirements to build the extra (see effects.ruleset
778 ; and README.effects for help on requirements)
779 ; rmreqs = requirements to remove the extra
780 ; appearance_reqs = spontaneous appearance requirements
781 ; disappearance_reqs = spontaneous disappearance requirements
782 ; visibility_req = Tech a player needs to have to see the extra
783 ; This affects visibility only, for all the rules
784 ; extra is still there even if player can't see it.
785 ; buildable = Can extra be built? Defaults to TRUE if extra has
786 ; any causes indicating it can result from worker
788 ; build_time = how long it takes a unit to build this extra.
789 ; Value of 0 (default) means that terrain- and
790 ; build activity specific time is used instead.
791 ; build_time_factor = This setting take effect only if build_time is 0.
792 ; Terrain and activity specific build time will be
793 ; multiplied by this value (default 1)
794 ; removal_time = how long it takes a unit to remove this extra.
795 ; Value of 0 (default) means that terrain- and
796 ; removal activity specific time is used instead.
797 ; removal_time_factor = This setting take effect only if removal_time is 0.
798 ; Terrain and activity specific removal time will be
799 ; multiplied by this value (default 1)
800 ; defense_bonus = Percent added to defense when tile has the extra
802 ; unit_seen = How opponents see units inside this extra
803 ; "Normal" - Units are seen normally (default)
804 ; "Hidden" - Units are hidden from opponents
805 ; appearance_chance = If extra has cause "Appear" and other requirements
806 ; for its appearance are fulfilled, this tells how big
807 ; chance it has to appear each turn. The chance is 1/10000
809 ; disappearance_chance = If extra has rmcause "Disappear" and other requirements
810 ; for its disappearance are fulfilled, this tells how big
811 ; chance it has to disappear each turn. The chance is 1/10000
813 ; native_to = List of unit classes that are considered to
814 ; be inside the extra when they are on same tile
815 ; conflicts = List of extras that cannot be on the same tile.
816 ; Bases with non-zero border_sq automatically conflict
818 ; hidden_by = List of extra types that will make this extra
819 ; type not to show on UI if both present.
821 ; - "NativeTile" = Native units consider tile native regardless of
823 ; - "Refuel" = Native units can use tile as refuel point
824 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
825 ; if target terrain could support it
826 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
827 ; regardless of its other requirements
828 ; - "AutoOnCityCenter" = City center tiles will automatically have this
829 ; extra type if the player can build it
830 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
831 ; connect to adjacent Land tiles even if they have
832 ; no extra. This affects appearance only
833 ; - "GlobalWarming" = Instances of this extra on map count towards
835 ; - "NuclearWinter" = Instances of this extra on map count towards
837 ; - "ShowFlag" = Draw owner's flag
838 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
839 ; defense layer. The defense bonus of all the extras
840 ; located at the tile, native to defending unit,
841 ; is calculated as a 1 + sum of bonuses from the extras
842 ; on the default "Fortification" defense layer multiplied
843 ; by the 1 + sum of bonuses from the extras on the
845 ; - "NoStackDeath" = Units inside do not die all at once when attacked
846 ; helptext = optional help text string; should escape all raw
847 ; newlines so that xgettext parsing works
849 ; */ <-- avoid gettext warnings
852 name = _("Irrigation")
854 causes = "Irrigation"
856 graphic = "tx.irrigation"
858 activity_gfx = "unit.irrigation"
859 act_gfx_alt = "unit.irrigate"
874 activity_gfx = "unit.mine"
875 act_gfx_alt = "unit.plant"
881 conflicts = "Irrigation"
884 name = _("Pollution")
885 category = "Nuisance"
886 causes = "Pollution", "Fallout"
887 rmcauses = "CleanPollution"
888 graphic = "tx.pollution"
890 activity_gfx = "None"
893 rmact_gfx = "unit.pollution"
896 { "type", "name", "range", "present"
897 "Terrain", "Ocean", "Local", FALSE
900 flags = "GlobalWarming"
903 name = _("Minor Tribe Village")
908 graphic = "tx.village"
910 activity_gfx = "None"
916 { "type", "name", "range"
917 "TerrainClass", "Land", "Local"
920 Villages (also called \"huts\") are primitive communities spread \
921 across the world at the beginning of the game. Any land unit can enter \
922 a village, making the village disappear and deliver a random response. \
923 If the village proves hostile, it could produce barbarians or the unit \
924 entering may simply be destroyed. If they are friendly, the player \
925 could receive gold, a new technology, a military unit (occasionally a \
926 settler; and sometimes a unit that the player cannot yet create), or \
929 Flying units just fly over the village, leaving it untouched.\
937 graphic = "base.fortress"
939 activity_gfx = "unit.fortress"
945 { "type", "name", "range", "present"
946 "Tech", "Construction", "Player", TRUE
947 "TerrainClass", "Land", "Local", TRUE
948 "UnitFlag", "Settlers", "Local", TRUE
949 "CityTile", "Center", "Local", FALSE
955 flags = "NoStackDeath"
957 Fortresses improve defense for land units.\
959 Diplomatic units get a 25% defense bonus in diplomatic fights.\
967 graphic = "road.road"
969 activity_gfx = "unit.road"
975 { "type", "name", "range"
976 "UnitFlag", "Settlers", "Local"
977 "TerrainClass", "Land", "Local"
982 hidden_by = "Railroad"
983 flags = "AlwaysOnCityCenter"
985 Roads allow your land units to move more quickly, and on some terrain,\
986 also provide a trade bonus.\
988 Building roads on river tiles requires knowledge of Bridge Building.\
989 City center tiles automatically get roads, and are an exception to\
998 graphic = "road.rail"
1000 activity_gfx = "unit.rail"
1001 act_gfx_alt = "unit.road"
1006 { "type", "name", "range"
1007 "Tech", "Railroad", "Player"
1008 "Extra", "Road", "Local"
1009 "UnitFlag", "Settlers", "Local"
1010 "TerrainClass", "Land", "Local"
1015 flags = "AutoOnCityCenter"
1017 Once you learn the Railroad technology, you may upgrade your roads\
1018 to railroads. Units expend no movement points when moving along a\
1019 railroad; you may ride a railroad indefinitely. (As may your enemies!)\
1021 A railroad also increases by half (rounding down) all resources produced\
1022 by a tile. A tile whose road is upgraded to a railroad retains any trade\
1023 bonus from the road as well.\
1025 City center tiles with roads are automatically upgraded to railroads\
1026 when you learn the Railroad technology.\
1031 category = "Natural"
1034 graphic = "road.river"
1036 activity_gfx = "None"
1043 flags = "NaturalDefense"
1045 Any land terrain type may have a River on it.\
1047 Roads and railroads can only be built on River tiles if your\
1048 civilization has learned Bridge Building technology.\
1050 Cities built on or next to rivers are at risk of flooding, which\
1051 will cause a loss of population and stored food. City Walls\
1052 eliminate this risk.\
1057 category = "Resource"
1062 activity_gfx = "None"
1069 name = _("?animals:Game")
1070 category = "Resource"
1073 graphic = "ts.tundra_game"
1075 activity_gfx = "None"
1083 category = "Resource"
1088 activity_gfx = "None"
1096 category = "Resource"
1101 activity_gfx = "None"
1109 category = "Resource"
1114 activity_gfx = "None"
1122 category = "Resource"
1125 graphic = "ts.horses"
1127 activity_gfx = "None"
1135 category = "Resource"
1138 graphic = "ts.oasis"
1140 activity_gfx = "None"
1148 category = "Resource"
1153 activity_gfx = "None"
1160 name = _("Resources")
1161 category = "Resource"
1164 graphic = "ts.grassland_resources"
1166 activity_gfx = "None"
1174 category = "Resource"
1177 graphic = "ts.seals"
1179 activity_gfx = "None"
1186 ; /* <-- avoid gettext warnings
1190 ; extra = name of the extra this base section is part of
1191 ; gui_type = How gui should handle this base.
1192 ; Value can be "Fortress", "Airbase", or "Other"
1193 ; border_sq = Base will claim land ownership up to this radius,
1194 ; -1 to disable. If enabled, base cannot exist in city tile.
1195 ; vision_main_sq = Base will have main layer vision to this radius
1196 ; vision_invis_sq = Base will have invisible layer vision to this radius
1198 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1199 ; friendly city within 3 tiles
1201 ; */ <-- avoid gettext warnings
1205 gui_type = "Fortress"
1206 flags = "NoAggressive"
1208 ; /* <-- avoid gettext warnings
1212 ; extra = name of the extra this road section is part of
1213 ; first_reqs = additional requirements to build the first part of
1214 ; the road, when none of the adjacent tiles have any
1215 ; integrating roads (see effects.ruleset and
1216 ; README.effects for help on requirements)
1217 ; move_cost = how much movement it takes to travel
1218 ; via this road (in fractional move points, as
1219 ; defined by move_fragments)
1220 ; -1 means that road provides no speed bonus.
1221 ; move_mode = how movement costs are applied
1222 ; - "Cardinal" = Road cost applies only on cardinal moves
1223 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1224 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1226 ; food_incr_const = food production added to tile regardless of terrain
1227 ; shield_incr_const = shield production added to tile regardless of
1229 ; trade_incr_const = trade production added to tile regardless of
1231 ; food_incr = food production added to tile; multiplied by
1232 ; terrain-specific road_food_incr_pct
1233 ; shield_incr = shield production added to tile; multiplied by
1234 ; terrain-specific road_shield_incr_pct
1235 ; trade_incr = trade production added to tile; multiplied by
1236 ; terrain-specific road_trade_incr_pct
1237 ; food_bonus = percent added to food production
1238 ; shield_bonus = percent added to shield production
1239 ; trade_bonus = percent added to trade production
1240 ; In summary, output bonuses from roads are given by the formula:
1241 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1242 ; compat_special = what kind of pre-2.5 special this road corresponds
1243 ; to, if any: "Road", "Railroad", "River", or "None".
1244 ; Used for UI and loading old savegames
1245 ; integrates = list of road types that are suitable next steps
1246 ; for travel from this road type
1248 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1249 ; road on the same tile as another road with
1250 ; "PreventsOtherRoads" flag (usually rivers)
1251 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1252 ; the same tile as this one without appropriate tech
1253 ; - "River" = Automatically generated by map generator, always
1254 ; flowing from land tiles to ocean
1255 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1256 ; even if server setting 'restrictinfra' is set
1257 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1258 ; road is considered native
1259 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1260 ; road is considered native
1262 ; */ <-- avoid gettext warnings
1273 compat_special = "Road"
1274 flags = "RequiresBridge"
1285 compat_special = "Railroad"
1286 flags = "RequiresBridge"
1291 move_mode = "Cardinal"
1292 compat_special = "River"
1293 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra"