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="Sandbox terrain data for Freeciv"
15 options="+Freeciv-2.6-ruleset"
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
22 ; helptxt = displayed in the help for terrains with this flag (optional)
25 _("Oil"), _("Has Oil Well instead of Mine.")
26 _("NoPollution"), _("No Pollution nor Fallout appear here.")
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)
33 ocean_reclaim_requirement = 30
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)
37 land_channel_requirement = 10
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)
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)
45 freeze_requirement = 0
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.
51 ; How many native tiles first startunit must be able to reach.
53 min_start_native_area = 0
55 ; How many fragments each movement point has.
56 ; For example road movement costs are relative to this.
59 ; How many move_fragments IgTer unit movement costs
62 ; Whether diagonal movement has increased cost
63 ; The cost increase is more accurate with larger values for move_fragments
64 pythagorean_diagonal = FALSE
66 ; There is no resources in the middle of the oceans, only near coast
67 ocean_resources = FALSE
69 ; /* <-- avoid gettext warnings
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.
78 ; name = translatable name as seen by user; if "unused", it is
79 ; not used, but is included for conversion and/or the
81 ; rule_name = (optional) name for savegames, rulesets etc; if not
82 ; present, 'name' is used. Since the name used in
83 ; savegames must not change, use this when renaming a
84 ; terrain after a ruleset has been released.
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;
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 bases with build_time 0.
105 ; road_time = time to build roads; if 0, cannot build any roads.
106 ; Nonzero values only affect roads with build_time 0.
107 ; irrigation_result = result of irrigation; one of:
108 ; "no" -- cannot irrigate
109 ; "yes" -- can irrigate
110 ; terrain section -- irrigation changes to that terrain
111 ; irrigation_food_incr = increment to food if tile is irrigated
112 ; irrigation_time = time to irrigate; if 0, cannot irrigate
113 ; Nonzero values only affect extras with build_time 0.
114 ; mining_result = result of mining; one of:
115 ; "no" -- cannot mine
117 ; terrain section -- mining changes to that terrain
118 ; mining_shield_incr = increment to shields if tile is mined
119 ; mining_time = time to mine; if 0, cannot mine
120 ; Nonzero values only affect extras with build_time 0.
121 ; transform_result = result of transformation; one of:
122 ; "no" -- cannot transform
123 ; terrain section -- transformation changes to that
125 ; transform_time = time to transform; if 0, cannot transform
126 ; pillage_time = time to pillage extra from the tile (0 = impossible)
127 ; Nonzero values only affect extras with removal_time 0.
128 ; clean_pollution_time = time to clean pollution (0 = impossible)
129 ; Nonzero values only affect extras with removal_time 0.
130 ; clean_fallout_time = time to clean fallout (0 = impossible)
131 ; Nonzero values only affect extras with removal_time 0.
132 ; animal = unit type that can appear as animal on the terrain
133 ; warmer_wetter_result = result of global warming for wet terrains; one of:
134 ; "no" -- no change; does not count for warming
135 ; "yes" -- no change; counts for warming
136 ; terrain section -- warming changes to that terrain
137 ; warmer_drier_result = result of global warming for dry terrains;
138 ; see warmer_wetter_result
139 ; cooler_wetter_result = result of nuclear winter for wet terrains;
140 ; see warmer_wetter_result
141 ; cooler_drier_result = result of nuclear winter for dry terrains;
142 ; see warmer_wetter_result
143 ; native_to = List of unit classes that can move here
144 ; flags = General flags for this terrain. List taken from the
145 ; following, and/or any user flags defined above:
146 ; - NoBarbs = Barbarians will not be spawned here.
147 ; - NoCities = Cities may not be built or found on this terrain.
148 ; - Starter = Players will only be started on "Starter" terrain.
149 ; (Currently this cannot be Oceanic terrain.)
150 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
151 ; actual chance of river generation is controlled
153 ; - UnsafeCoast = This terrain does not provide a safe voyage for
154 ; units with flag "Trireme"
155 ; - FreshWater = This terrain is used for small bodies of water.
156 ; If this becomes adjacent to non-FreshWater terrain,
157 ; the whole contiguous FreshWater area will be flooded
158 ; with the non-FreshWater terrain.
159 ; - NotGenerated = Map generator never places this terrain type. It can
160 ; be added from editor only, or by ingame events
162 ; - NoZoc = Units on this terrain are not generating or subject
164 ; - NoFortify = Units cannot fortify on this terrain
165 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
166 ; is generated near poles. Conversion between frozen
167 ; and unfrozen terrain can be controlled with
168 ; thaw_requirement/freeze_requirement, and Frozen
169 ; terrain is shown differently on the overview map.
170 ; property_* = specific property % values used by mapgen. Most
171 ; terrains will have 0 for most values. Properties
172 ; other than ocean_depth are only used for land tiles.
173 ; - mountainous = degree to which this terrain is mountainous
174 ; - green = how much life this terrain has
175 ; - foliage = how much thick undergrowth the terrain has
176 ; - tropical = how "tropical" the terrain is (high temperature)
177 ; - temperate = how "temperate" the terrain is (med temperature)
178 ; - cold = how "cold" the terrain is (low temperature)
179 ; - frozen = how "frozen" the terrain is (very low temperature)
180 ; (does not necessarily have to have the "Frozen" flag)
181 ; - wet = how "wet" the terrain is (moisture)
182 ; - dry = how "dry" the terrain is (moisture)
183 ; - ocean_depth = the depth of an ocean, as an average level
184 ; color.r = color of the terrain (red value)
185 ; color.g = color of the terrain (green value)
186 ; color.b = color of the terrain (blue value)
187 ; helptext = optional help text string; should escape all raw
188 ; newlines so that xgettext parsing works
190 ; */ <-- avoid gettext warnings
192 [terrain_inaccesible]
193 name = _("Inaccessible")
194 graphic = "inaccessible"
195 graphic_alt = "arctic"
203 road_food_incr_pct = 0
204 road_shield_incr_pct = 0
205 road_trade_incr_pct = 0
208 irrigation_result = "no"
209 irrigation_food_incr = 0
212 mining_shield_incr = 0
214 transform_result = "no"
217 clean_pollution_time = 0
218 clean_fallout_time = 0
220 warmer_wetter_result = "no"
221 warmer_drier_result = "no"
222 cooler_wetter_result = "no"
223 cooler_drier_result = "no"
224 flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen"
229 No unit can enter this terrain, nor can any city work its tiles.\
235 graphic_alt = "coast"
244 road_food_incr_pct = 0
245 road_shield_incr_pct = 0
246 road_trade_incr_pct = 0
249 irrigation_result = "no"
250 irrigation_food_incr = 0
253 mining_shield_incr = 0
255 transform_result = "Grassland"
258 clean_pollution_time = 3
259 clean_fallout_time = 3
261 warmer_wetter_result = "Swamp"
262 warmer_drier_result = "no"
263 cooler_wetter_result = "Glacier"
264 cooler_drier_result = "no"
265 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
266 flags = "NoCities", "NoBarbs", "NoPollution", "FreshWater", "NoZoc", "NoFortify"
267 property_ocean_depth = 0
272 Lakes are substantial bodies of fresh water.\
286 resources = "Fish", "Whales"
287 road_food_incr_pct = 0
288 road_shield_incr_pct = 0
289 road_trade_incr_pct = 0
292 irrigation_result = "no"
293 irrigation_food_incr = 0
296 mining_shield_incr = 0
298 transform_result = "Grassland"
301 clean_pollution_time = 3
302 clean_fallout_time = 3
304 warmer_wetter_result = "no"
305 warmer_drier_result = "no"
306 cooler_wetter_result = "Glacier"
307 cooler_drier_result = "no"
308 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
309 flags = "NoCities", "UnsafeCoast", "NoZoc", "NoFortify"
310 property_ocean_depth = 32
315 Shallow oceans are mostly found near coastlines, and are often rich\
316 sources of food and other resources.\
320 name = _("Deep Ocean")
322 graphic_alt = "coast"
331 road_food_incr_pct = 0
332 road_shield_incr_pct = 0
333 road_trade_incr_pct = 0
336 irrigation_result = "no"
337 irrigation_food_incr = 0
339 mining_result = "yes"
340 mining_shield_incr = 0
342 transform_result = "no"
345 clean_pollution_time = 3
346 clean_fallout_time = 3
348 warmer_wetter_result = "no"
349 warmer_drier_result = "no"
350 cooler_wetter_result = "no"
351 cooler_drier_result = "no"
352 native_to = "Sea", "Air", "Missile", "Helicopter"
353 flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "Oil", "NoFortify"
354 property_ocean_depth = 87
359 Deep oceans cover much of the world away from coastlines, and only\
360 seaworthy units (not including Triremes) can travel on them.\
374 resources = "Ivory", "Oil"
375 road_food_incr_pct = 0
376 road_shield_incr_pct = 0
377 road_trade_incr_pct = 0
380 irrigation_result = "no"
381 irrigation_food_incr = 0
383 mining_result = "yes"
384 mining_shield_incr = 1
386 transform_result = "Lake"
389 clean_pollution_time = 3
390 clean_fallout_time = 3
392 warmer_wetter_result = "Lake"
393 warmer_drier_result = "Tundra"
394 cooler_wetter_result = "no"
395 cooler_drier_result = "no"
396 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
397 flags = "NoBarbs", "NoCities", "CanHaveRiver", "Oil", "Frozen"
398 property_frozen = 100
403 Glaciers are found only in the most northerly or southerly\
404 reaches of the world. They are very cold, and hence difficult to\
419 resources = "Oasis", "Oil"
420 road_food_incr_pct = 0
421 road_shield_incr_pct = 0
422 road_trade_incr_pct = 100
425 irrigation_result = "yes"
426 irrigation_food_incr = 1
428 mining_result = "yes"
429 mining_shield_incr = 1
431 transform_result = "Plains"
434 clean_pollution_time = 3
435 clean_fallout_time = 3
437 warmer_wetter_result = "Swamp"
438 warmer_drier_result = "no"
439 cooler_wetter_result = "Tundra"
440 cooler_drier_result = "Tundra"
441 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
442 flags = "CanHaveRiver", "Oil"
444 property_tropical = 50
445 property_temperate = 20
450 Deserts are regions of extreme dryness, making agriculture and\
451 trade very difficult.\
453 Rivers bring fertile soil to deserts; on a desert river not already\
454 benefiting from an oasis, building irrigation will yield two extra food\
455 resources rather than the usual one.\
469 resources = "Pheasant", "Silk"
470 road_food_incr_pct = 0
471 road_shield_incr_pct = 0
472 road_trade_incr_pct = 0
475 irrigation_result = "Plains"
476 irrigation_food_incr = 0
478 mining_result = "Grassland"
479 mining_shield_incr = 0
481 transform_result = "Hills"
484 clean_pollution_time = 3
485 clean_fallout_time = 3
487 warmer_wetter_result = "Jungle"
488 warmer_drier_result = "no"
489 cooler_wetter_result = "no"
490 cooler_drier_result = "no"
491 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
492 flags = "Starter", "CanHaveRiver", "NoPollution"
495 property_foliage = 50
496 property_temperate = 50
501 Forests are densely wooded, making agriculture somewhat\
506 name = _("Grassland")
507 graphic = "grassland"
516 resources = "Resources"
517 road_food_incr_pct = 0
518 road_shield_incr_pct = 0
519 road_trade_incr_pct = 100
522 irrigation_result = "yes"
523 irrigation_food_incr = 1
525 mining_result = "Forest"
526 mining_shield_incr = 0
528 transform_result = "Lake"
531 clean_pollution_time = 3
532 clean_fallout_time = 3
534 warmer_wetter_result = "Swamp"
535 warmer_drier_result = "Swamp"
536 cooler_wetter_result = "Swamp"
537 cooler_drier_result = "Tundra"
538 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
539 flags = "Starter", "CanHaveRiver"
541 property_temperate = 50
546 Grasslands afford exceptional agricultural opportunities.\
560 resources = "Coal", "Wine"
561 road_food_incr_pct = 0
562 road_shield_incr_pct = 0
563 road_trade_incr_pct = 0
566 irrigation_result = "yes"
567 irrigation_food_incr = 1
569 mining_result = "yes"
570 mining_shield_incr = 2
572 transform_result = "Plains"
575 clean_pollution_time = 3
576 clean_fallout_time = 3
578 warmer_wetter_result = "no"
579 warmer_drier_result = "no"
580 cooler_wetter_result = "no"
581 cooler_drier_result = "no"
582 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
583 flags = "Starter", "CanHaveRiver"
585 property_mountainous = 30
590 In addition to being amenable to agriculture, Hills are frequently\
593 Cities built in hills are at risk of earthquakes, which can interrupt\
594 a city's current project.\
608 resources = "Gems", "Fruit"
609 road_food_incr_pct = 0
610 road_shield_incr_pct = 0
611 road_trade_incr_pct = 0
614 irrigation_result = "Swamp"
615 irrigation_food_incr = 0
618 mining_shield_incr = 0
620 transform_result = "Forest"
623 clean_pollution_time = 3
624 clean_fallout_time = 3
626 warmer_wetter_result = "no"
627 warmer_drier_result = "no"
628 cooler_wetter_result = "no"
629 cooler_drier_result = "Forest"
630 native_to = "Land", "Small Land", "Air", "Missile", "Helicopter"
631 flags = "CanHaveRiver", "NoPollution"
632 property_foliage = 50
633 property_tropical = 50
639 Jungles are densely overgrown, making agriculture somewhat\
640 problematic. Big Land units may not move into jungle without\
645 name = _("Mountains")
646 graphic = "mountains"
655 resources = "Gold", "Iron"
656 road_food_incr_pct = 0
657 road_shield_incr_pct = 0
658 road_trade_incr_pct = 0
661 irrigation_result = "no"
662 irrigation_food_incr = 0
664 mining_result = "yes"
665 mining_shield_incr = 1
667 transform_result = "Hills"
670 clean_pollution_time = 3
671 clean_fallout_time = 3
673 warmer_wetter_result = "no"
674 warmer_drier_result = "no"
675 cooler_wetter_result = "no"
676 cooler_drier_result = "no"
677 native_to = "Land", "Small Land", "Air", "Missile", "Helicopter"
678 flags = "NoCities", "CanHaveRiver"
679 property_mountainous = 70
684 Mountains are regions of extreme altitude, making agriculture and\
685 trade very difficult.\
687 Land units that move into mountains can see an extra space, but a\
688 fast land unit ending its turn in mountains without a road will start\
689 its next turn with one fewer movement point. Big Land units may not\
690 move into mountains without a road.\
704 resources = "Buffalo", "Wheat"
705 road_food_incr_pct = 0
706 road_shield_incr_pct = 0
707 road_trade_incr_pct = 100
710 irrigation_result = "yes"
711 irrigation_food_incr = 1
713 mining_result = "Forest"
714 mining_shield_incr = 0
716 transform_result = "Lake"
719 clean_pollution_time = 3
720 clean_fallout_time = 3
722 warmer_wetter_result = "Swamp"
723 warmer_drier_result = "Desert"
724 cooler_wetter_result = "Desert"
725 cooler_drier_result = "Desert"
726 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
727 flags = "Starter", "CanHaveRiver"
729 property_temperate = 50
734 Plains are very broad, sparse regions, which makes trade slightly\
749 resources = "Peat", "Spice"
750 road_food_incr_pct = 0
751 road_shield_incr_pct = 0
752 road_trade_incr_pct = 0
755 irrigation_result = "yes"
756 irrigation_food_incr = 1
759 mining_shield_incr = 0
761 transform_result = "Grassland"
764 clean_pollution_time = 3
765 clean_fallout_time = 3
767 warmer_wetter_result = "Desert"
768 warmer_drier_result = "no"
769 cooler_wetter_result = "Tundra"
770 cooler_drier_result = "Desert"
771 native_to = "Land", "Small Land", "Air", "Missile", "Helicopter"
772 flags = "CanHaveRiver"
774 property_tropical = 10
775 property_temperate = 10
781 Swamps suffer from an over-abundance of water, making agriculture\
782 somewhat problematic. Big Land units may not move in swamps without\
797 resources = "Game", "Furs"
798 road_food_incr_pct = 0
799 road_shield_incr_pct = 0
800 road_trade_incr_pct = 100
803 irrigation_result = "no"
804 irrigation_food_incr = 0
806 mining_result = "yes"
807 mining_shield_incr = 1
809 transform_result = "Plains"
812 clean_pollution_time = 3
813 clean_fallout_time = 3
815 warmer_wetter_result = "Swamp"
816 warmer_drier_result = "Swamp"
817 cooler_wetter_result = "Glacier"
818 cooler_drier_result = "Desert"
819 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
820 flags = "NoBarbs", "CanHaveRiver", "Oil"
826 Tundra are broad, cold regions, fit for some agriculture and little\
830 ; The individual resource types, one per section.
831 ; Roughly sorted by identifier.
832 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
833 ; and may be used in debug output when reading this file.
837 ; name = name as seen by user; if "unused", it is not used,
838 ; but is included for conversion and/or the editor.
839 ; graphic = tag specifying preferred graphic
840 ; graphic_alt = tag for alternate garphic if preferred graphic is not
841 ; present; especially if preferred graphic is non-standard,
842 ; this should be a standard tag. Otherwise can use eg "-"
843 ; for no alternate graphic.
844 ; identifier = single-character identifier used in savegames. This
845 ; must be unique for each resource, and changing it will
846 ; break savegame compatibility.
847 ; food = increased food production
848 ; shield = increased shield production
849 ; trade = increased trade production
857 # glacier, hills, mountains.
868 name = _("?animals:Game")
869 graphic = "ts.tundra_game"
883 # tundra-only (beaver pelts).
918 ; "h" reserved for strategic horses
922 graphic = "ts.buffalo"
926 # plains (horses => buffalo => cattle).
936 ; "k" reserved for (cane) sugar
938 ; "l" reserved for tobacco
940 ; "m" reserved for marble
956 # swamp (petroleum => peat => petroleum).
960 graphic = "ts.pheasant"
966 ; "r" reserved for rubber
969 name = _("Resources")
970 graphic = "ts.grassland_resources"
978 graphic = "ts.arctic_ivory"
984 # glacier (seals => walrus).
1003 ; "u" reserved for uranium
1007 graphic = "ts.whales"
1027 shield = 3 ; glacier used to have 4
1033 ; Player visible names of the base gui types.
1034 ui_name_base_fortress = _("?gui_type:Build Fort/Fortress/Buoy")
1035 ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase")
1037 ; /* <-- avoid gettext warnings
1039 ; Each extra, including bases and roads, must have a section here.
1040 ; Bases and roads have additional sections for their specific features below.
1045 ; name = translatable name as seen by user
1046 ; rule_name = (optional) name for savegames, rulesets etc; if not
1047 ; present, 'name' is used. Since the name used in
1048 ; savegames must not change, use this when renaming
1049 ; an extra after a ruleset has been released.
1050 ; category = How UI should categorize this extra. One of
1051 ; "Infra", "Natural", "Nuisance", or "Bonus"
1052 ; causes = events that can create extra type.
1053 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
1055 ; rmcauses = events that can remove extra type.
1056 ; "CleanPollution", "CleanFallout", or "Pillage"
1057 ; graphic = tag specifying preferred graphic
1058 ; graphic_alt = tag for alternate graphic if preferred graphic is
1059 ; not present. Can use eg "-" for no alternate
1061 ; activity_gfx = tag specifying graphic for unit building extra
1062 ; This can be "None" to indicate that graphic sprite
1064 ; act_gfx_alt = tag for alternative graphic for unit building extra
1065 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
1066 ; rmact_gfx = tag specifying graphic for unit removing extra
1067 ; This can be "None" to indicate that graphic sprite
1069 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
1070 ; reqs = requirements to build the extra (see effects.ruleset
1071 ; and README.effects for help on requirements)
1072 ; rmreqs = requirements to remove the extra
1073 ; buildable = Can extra be built? Defaults to TRUE
1074 ; build_time = how long it takes a unit to build this extra.
1075 ; Value of 0 (default) means that terrain- and
1076 ; build activity specific time is used instead.
1077 ; build_time_factor = This setting take effect only if build_time is 0.
1078 ; Terrain and activity specific build time will be
1079 ; multiplied by this value (default 1)
1080 ; removal_time = how long it takes a unit to remove this extra.
1081 ; Value of 0 (default) means that terrain- and
1082 ; removal activity specific time is used instead.
1083 ; removal_time_factor = This setting take effect only if removal_time is 0.
1084 ; Terrain and activity specific removal time will be
1085 ; multiplied by this value (default 1)
1086 ; defense_bonus = Percent added to defense when tile has the extra
1088 ; native_to = List of unit classes that are considered to
1089 ; be inside the extra when they are on same tile
1090 ; conflicts = List of extras that cannot be on the same tile.
1091 ; Bases with non-zero border_sq automatically conflict
1093 ; hidden_by = List of extra types that will make this extra
1094 ; type not to show on UI if both present.
1096 ; - "NativeTile" = Native units consider tile native regardless of
1098 ; - "Refuel" = Native units can use tile as refuel point
1099 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
1100 ; if target terrain could support it
1101 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
1102 ; regardless of its other requirements
1103 ; - "AutoOnCityCenter" = City center tiles will automatically have this
1104 ; extra type if the player can build it
1105 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
1106 ; connect to adjacent Land tiles even if they have
1107 ; no extra. This affects appearance only
1108 ; - "GlobalWarming" = Instances of this extra on map count towards
1110 ; - "NuclearWinter" = Instances of this extra on map count towards
1112 ; - "ShowFlag" = Draw owner's flag
1113 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
1114 ; defense layer. The defense bonus of all the extras
1115 ; located at the tile, native to defending unit,
1116 ; is calculated as a 1 + sum of bonuses from the extras
1117 ; on the default "Fortification" defense layer multiplied
1118 ; by the 1 + sum of bonuses from the extras on the
1120 ; helptext = optional help text string; should escape all raw
1121 ; newlines so that xgettext parsing works
1123 ; */ <-- avoid gettext warnings
1126 name = _("Irrigation")
1128 causes = "Irrigation"
1129 rmcauses = "Pillage"
1130 graphic = "tx.irrigation"
1132 activity_gfx = "unit.irrigation"
1133 act_gfx_alt = "unit.irrigate"
1139 conflicts = "Mine", "Oil Well"
1140 hidden_by = "Farmland"
1146 rmcauses = "Pillage"
1149 activity_gfx = "unit.mine"
1150 act_gfx_alt = "unit.plant"
1155 { "type", "name", "range", "present"
1156 "TerrainFlag", "Oil", "Local", FALSE
1157 "UnitClass", "Sea", "Local", FALSE
1161 conflicts = "Irrigation", "Farmland"
1164 name = _("Oil Well")
1167 rmcauses = "Pillage"
1168 graphic = "tx.oil_mine"
1169 graphic_alt = "tx.mine"
1170 activity_gfx = "unit.oil_mine"
1171 act_gfx_alt = "unit.mine"
1172 act_gfx_alt2 = "unit.plant"
1176 { "type", "name", "range"
1177 "TerrainFlag", "Oil", "Local"
1181 conflicts = "Irrigation", "Farmland"
1184 name = _("Pollution")
1185 category = "Nuisance"
1186 causes = "Pollution"
1187 rmcauses = "CleanPollution"
1188 graphic = "tx.pollution"
1190 activity_gfx = "None"
1193 rmact_gfx = "unit.pollution"
1196 { "type", "name", "range", "present"
1197 "TerrainFlag", "NoPollution", "Local", FALSE
1200 flags = "GlobalWarming"
1203 name = _("Minor Tribe Village")
1208 graphic = "tx.village"
1210 activity_gfx = "None"
1216 { "type", "name", "range"
1217 "TerrainClass", "Land", "Local"
1220 Villages (also called \"huts\") are primitive communities spread \
1221 across the world at the beginning of the game. Any land unit can enter \
1222 a village, making the village disappear and deliver a random response. \
1223 If the village proves hostile, it could produce barbarians or the unit \
1224 entering may simply be destroyed. If they are friendly, the player \
1225 could receive gold, a new technology, a military unit (occasionally a \
1226 settler; and sometimes a unit that the player cannot yet create), or \
1229 Later in the game, helicopters may also enter villages, but overflight \
1230 by other aircraft will cause the villagers to take fright and disband.\
1234 name = _("Farmland")
1236 causes = "Irrigation"
1237 rmcauses = "Pillage"
1238 graphic = "tx.farmland"
1240 activity_gfx = "unit.farmland"
1241 act_gfx_alt = "unit.irrigation"
1242 act_gfx_alt2 = "unit.irrigate"
1245 ; Note, there are extra restrictions on where farmland can be built
1246 ; through Irrig_Possible effects
1248 { "type", "name", "range"
1249 "Tech", "Refrigeration", "Player"
1250 "Extra", "Irrigation", "Local"
1254 conflicts = "Mine", "Oil Well"
1258 category = "Nuisance"
1260 rmcauses = "CleanFallout"
1261 graphic = "tx.fallout"
1263 activity_gfx = "None"
1266 rmact_gfx = "unit.fallout"
1269 { "type", "name", "range", "present"
1270 "TerrainFlag", "NoPollution", "Local", FALSE
1273 flags = "NuclearWinter"
1279 rmcauses = "Pillage"
1280 graphic = "base.outpost"
1281 graphic_alt = "base.fortress"
1282 activity_gfx = "unit.outpost"
1283 act_gfx_alt = "unit.fortress"
1288 { "type", "name", "range", "present"
1289 "Tech", "Construction", "Player", TRUE
1290 "TerrainClass", "Land", "Local", TRUE
1291 "UnitFlag", "Settlers", "Local", TRUE
1292 "UnitClass", "Sea", "Local", FALSE
1293 "CityTile", "Center", "Local", FALSE
1297 native_to = "Land", "Small Land", "Big Land"
1298 conflicts = "Airstrip", "Airbase"
1299 hidden_by = "Fortress"
1300 flags = "NativeTile"
1301 ; /* xgettext:no-c-format */
1303 Forts are rapidly-built fortifications providing some defense (+50%) \
1304 against land units and boats. A fort is also necessary to start building \
1309 name = _("Fortress")
1312 rmcauses = "Pillage"
1313 graphic = "base.fortress"
1315 activity_gfx = "unit.fortress"
1321 { "type", "name", "range", "present"
1322 "Extra", "Fort", "Local", TRUE
1323 "Tech", "Construction", "Player", TRUE
1324 "TerrainClass", "Land", "Local", TRUE
1325 "UnitFlag", "Settlers", "Local", TRUE
1326 "UnitClass", "Sea", "Local", FALSE
1327 "CityTile", "Center", "Local", FALSE
1328 "Extra", "River", "Local", FALSE
1332 native_to = "Land", "Small Land", "Big Land"
1333 conflicts = "Airstrip", "Airbase"
1334 flags = "NativeTile"
1336 Fortresses are more permanent forts; construction on them can only begin \
1337 once the underlying fort is complete; and cannot be built on River tiles.\
1339 Compared to a fort, units in a fortress receive extra defense against \
1340 land units and boats (in total, their defense is doubled), must be \
1341 defeated one at a time, and do not count as aggressive if near a friendly \
1342 city. Any kind of land unit remaining in a fortress for a whole turn \
1343 without moving recovers a quarter of its hit points.\
1345 With Astronomy, fortresses gain watchtowers from which units can see \
1350 name = _("Airstrip")
1353 rmcauses = "Pillage"
1354 graphic = "base.airstrip"
1355 graphic_alt = "base.airbase"
1356 activity_gfx = "unit.airstrip"
1357 act_gfx_alt = "unit.airbase"
1362 { "type", "name", "range", "present"
1363 "Tech", "Radio", "Player", TRUE
1364 "TerrainClass", "Land", "Local", TRUE
1365 "UnitFlag", "Airbase", "Local", TRUE
1366 "CityTile", "Center", "Local", FALSE
1367 "Extra", "River", "Local", FALSE
1371 native_to = "Air", "Helicopter", "Missile"
1372 conflicts = "Fort", "Fortress"
1373 hidden_by = "Airbase"
1376 Airstrips are rapidly-built runways allowing air units to land, refuel, \
1377 and recover; an aircraft remaining on an airstrip for a whole turn \
1378 without moving recovers a tenth of its hit points (that is, the amount \
1379 it loses each turn while airborne). However, air units on an airstrip \
1380 are vulnerable to attack by land units.\
1382 ; /* xgettext:no-c-format */
1384 Any units on an airstrip receive extra defense (+50%) against enemy \
1387 An airstrip is necessary to start building an airbase.\
1394 rmcauses = "Pillage"
1395 graphic = "base.airbase"
1397 activity_gfx = "unit.airbase"
1403 { "type", "name", "range", "present"
1404 "Extra", "Airstrip", "Local", TRUE
1405 "Tech", "Radio", "Player", TRUE
1406 "TerrainClass", "Land", "Local", TRUE
1407 "UnitFlag", "Airbase", "Local", TRUE
1408 "CityTile", "Center", "Local", FALSE
1412 native_to = "Air", "Helicopter", "Missile"
1413 conflicts = "Fort", "Fortress"
1416 Airbases are more permanent airstrips; construction on them can only \
1417 begin once the underlying airstrip is complete; and cannot be built on \
1420 Compared to an airstrip, units in an airbase receive extra defense \
1421 against enemy air units (in total, their defense is doubled), must be \
1422 defeated one at a time, and do not count as aggressive if near a \
1423 friendly city. Also, air units recover more hit points (a third \
1424 per turn, the same as in a city without an Airport).\
1431 rmcauses = "Pillage"
1432 graphic = "base.buoy"
1433 graphic_alt = "base.fortress"
1434 activity_gfx = "unit.buoy"
1435 act_gfx_alt = "unit.fortress"
1440 { "type", "name", "range", "present"
1441 "Tech", "Radio", "Player", TRUE
1442 "TerrainClass", "Oceanic", "Local", TRUE
1443 "UnitFlag", "Airbase", "Local", TRUE
1444 "CityTile", "Center", "Local", FALSE
1450 Buoys may be built in the ocean (by units on a sea-going vessel).\
1457 rmcauses = "Pillage"
1458 graphic = "base.ruins"
1460 activity_gfx = "None"
1466 { "type", "name", "range", "present"
1467 "TerrainClass", "Land", "Local", TRUE
1468 "CityTile", "Center", "Local", FALSE
1472 flags = "TerrChangeRemoves"
1474 Ruins mark the former site of a city that was destroyed or abandoned. \
1475 They have no effect on gameplay.\
1482 rmcauses = "Pillage"
1483 graphic = "road.road"
1485 activity_gfx = "unit.road"
1491 { "type", "name", "range", "present"
1492 "UnitFlag", "Settlers", "Local", TRUE
1493 "UnitClass", "Sea", "Local", FALSE
1494 "TerrainClass", "Land", "Local", TRUE
1498 native_to = "Land", "Small Land", "Big Land", "Merchant"
1499 hidden_by = "Railroad", "Maglev"
1500 flags = "NativeTile", "AutoOnCityCenter"
1502 Roads allow your land units to move more quickly, allow wheeled\
1503 Big Land units such as Chariots and Catapults to travel through\
1504 otherwise difficult terrain (Mountains, Jungle, and Swamp), and\
1505 Merchant units (Caravans and Freight) can only travel on roads,\
1506 railroads, rivers or ships.\
1508 On some terrains, roads also provide a trade bonus.\
1510 Building roads on river tiles requires knowledge of Bridge Building.\
1511 City center tiles automatically get roads (unless they are on a river\
1512 tile and you do not yet know Bridge Building).\
1516 name = _("Railroad")
1519 rmcauses = "Pillage"
1520 graphic = "road.rail"
1522 activity_gfx = "unit.rail"
1523 act_gfx_alt = "unit.road"
1528 { "type", "name", "range", "present"
1529 "Tech", "Railroad", "Player", TRUE
1530 "Extra", "Road", "Local", TRUE
1531 "UnitFlag", "Settlers", "Local", TRUE
1532 "UnitClass", "Sea", "Local", FALSE
1533 "TerrainClass", "Land", "Local", TRUE
1537 native_to = "Land", "Small Land", "Big Land", "Merchant"
1538 flags = "NativeTile", "AutoOnCityCenter"
1539 hidden_by = "Maglev"
1541 Once you learn the Railroad technology, you may upgrade your roads\
1542 to railroads. Units travel considerably faster along railroads than\
1545 A railroad also increases any shield resources produced by a tile.\
1546 A tile whose road is upgraded to a railroad retains any trade bonus\
1547 from the road as well.\
1549 City center tiles with roads are automatically upgraded to railroads\
1550 when you learn the Railroad technology.\
1557 rmcauses = "Pillage"
1558 graphic = "road.maglev"
1559 graphic_alt = "road.rail"
1560 activity_gfx = "unit.maglev"
1561 act_gfx_alt = "unit.road"
1566 { "type", "name", "range", "present"
1567 "Tech", "Superconductors", "Player", TRUE
1568 "Extra", "Railroad", "Local", TRUE
1569 "UnitFlag", "Settlers", "Local", TRUE
1570 "UnitClass", "Sea", "Local", FALSE
1571 "TerrainClass", "Land", "Local", TRUE
1575 native_to = "Land", "Small Land"
1576 flags = "NativeTile", "AutoOnCityCenter"
1578 With sufficient technology, you may build magnetic levitation systems\
1579 along your railroad routes. Land and Small Land units expend no\
1580 movement points when riding a maglev; you may ride indefinitely.\
1581 (As may your enemies!)\
1583 Your regular railroads are still used to carry heavy Big Land and\
1584 Merchant units for which the maglev system is unsuitable, and they\
1585 continue to provide production and trade bonuses.\
1587 City center tiles with railroads are automatically upgraded to maglev\
1588 when you learn about Superconductors.\
1593 category = "Natural"
1596 graphic = "road.river"
1598 activity_gfx = "None"
1604 native_to = "Land", "Small Land", "Merchant", "Trireme"
1606 flags = "NativeTile"
1607 ; /* xgettext:no-c-format */
1609 Any land terrain type may have a River on it. A River adds 1\
1610 trade to the resources produced by that tile. It also increases a\
1611 tile's defense factor by 25%.\
1613 Land units may move along rivers for faster travel (but not diagonally),\
1614 and Merchant units (Caravans and Freight) may require rivers to travel\
1615 along in the absence of roads. Triremes may also travel up rivers\
1616 (although later boats cannot).\
1618 Roads and railroads can only be built on River tiles if your\
1619 civilization has learned Bridge Building technology. Fortresses and\
1620 Airbases cannot be built on River tiles.\
1622 Cities built on or next to rivers incur a small risk of flooding,\
1623 which will destroy stored food.\
1626 ; /* <-- avoid gettext warnings
1630 ; extra = name of the extra this base section is part of
1631 ; gui_type = How gui should handle this base.
1632 ; Value can be "Fortress", "Airbase", or "Other"
1633 ; border_sq = Base will claim land ownership up to this radius,
1634 ; -1 to disable. If enabled, base cannot exist in city tile.
1635 ; vision_main_sq = Base will have main layer vision to this radius
1636 ; vision_invis_sq = Base will have invisible layer vision to this radius
1638 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1639 ; friendly city within 3 tiles
1640 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1641 ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
1642 ; - "ParadropFrom" = Paradrop can be initiated from base
1644 ; */ <-- avoid gettext warnings
1648 gui_type = "Fortress"
1650 flags = "DiplomatDefense"
1654 gui_type = "Fortress"
1656 flags = "NoAggressive", "DiplomatDefense"
1660 gui_type = "Airbase"
1662 flags = "ParadropFrom"
1666 gui_type = "Airbase"
1668 flags = "NoAggressive", "ParadropFrom"
1672 gui_type = "Fortress"
1679 ; /* <-- avoid gettext warnings
1683 ; extra = name of the extra this road section is part of
1684 ; first_reqs = additional requirements to build the first part of
1685 ; the road, when none of the adjacent tiles have any
1686 ; integrating roads (see effects.ruleset and
1687 ; README.effects for help on requirements)
1688 ; move_cost = how much movement it takes to travel
1689 ; via this road (in fractional move points, as
1690 ; defined by move_fragments)
1691 ; -1 means that road provides no speed bonus.
1692 ; move_mode = how movement costs are applied
1693 ; - "Cardinal" = Road cost applies only on cardinal moves
1694 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1695 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1697 ; food_incr_const = food production added to tile regardless of terrain
1698 ; shield_incr_const = shield production added to tile regardless of
1700 ; trade_incr_const = trade production added to tile regardless of
1702 ; food_incr = food production added to tile; multiplied by
1703 ; terrain-specific road_food_incr_pct
1704 ; shield_incr = shield production added to tile; multiplied by
1705 ; terrain-specific road_shield_incr_pct
1706 ; trade_incr = trade production added to tile; multiplied by
1707 ; terrain-specific road_trade_incr_pct
1708 ; food_bonus = percent added to food production
1709 ; shield_bonus = percent added to shield production
1710 ; trade_bonus = percent added to trade production
1711 ; In summary, output bonuses from roads are given by the formula:
1712 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1713 ; compat_special = what kind of pre-2.5 special this road corresponds
1714 ; to, if any: "Road", "Railroad", "River, or "None".
1715 ; Used for UI and loading old savegames
1716 ; integrates = list of road types that are suitable next steps
1717 ; for travel from this road type
1719 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1720 ; road on the same tile as another road with
1721 ; "PreventsOtherRoads" flag (usually rivers)
1722 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1723 ; the same tile as this one without appropriate tech
1724 ; - "River" = Automatically generated by map generator, always
1725 ; flowing from land tiles to ocean
1726 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1727 ; even if server setting 'restrictinfra' is set
1728 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1729 ; road is considered native
1730 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1731 ; road is considered native
1733 ; */ <-- avoid gettext warnings
1744 compat_special = "Road"
1745 flags = "RequiresBridge"
1756 compat_special = "Railroad"
1757 flags = "RequiresBridge"
1768 flags = "RequiresBridge"
1773 move_mode = "Cardinal"
1774 trade_incr_const = 1
1775 compat_special = "River"
1776 flags = "River", "PreventsOtherRoads"