1 ; This is Alien World terrain ruleset.
4 ; You should not modify this file except to make bugfixes or
5 ; for other "maintenance". If you want to make custom changes,
6 ; you should create a new datadir subdirectory and copy this file
7 ; into that directory, and then modify that copy. Then use the
8 ; command "rulesetdir <mysubdir>" in the server to have freeciv
9 ; use your new customized file.
11 ; Note that the freeciv AI may not cope well with anything more
15 description="Alien World tile_type data for Freeciv"
16 options="+Freeciv-2.6-ruleset"
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)
26 _("Radiating"), _("Terrain has alien radiation.")
27 _("NoPollution"), _("No Pollution nor Fallout appear here.")
32 ; Percentage of "land" tiles required to be adjacent to an ocean tile before
33 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, 101=nowhere)
34 ocean_reclaim_requirement = 30
36 ; Percentage of "ocean" tiles required to be adjacent to a land tile before
37 ; it may be "channeled" into an ocean tile (0-101; 0=anywhere, 101=nowhere)
38 land_channel_requirement = 10
40 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
41 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
42 ;thaw_requirement = 101
44 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
45 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
46 ;freeze_requirement = 101
48 ; Bodies of water up to this size are considered freshwater lakes, if there is
49 ; also terrain type(s) with flag "FreshWater" in the ruleset.
52 ; How many native tiles first startunit must be able to reach.
54 min_start_native_area = 15
56 ; How many fragments each movement point has.
57 ; For example road movement costs are relative to this.
60 ; How many move_fragments IgTer unit movement costs
63 ; Whether diagonal movement has increased cost
64 ; The cost increase is more accurate with larger values for move_fragments
65 pythagorean_diagonal = FALSE
67 ; There are resources in the middle of the oceans, not only near coast
68 ocean_resources = TRUE
70 ; /* <-- avoid gettext warnings
72 ; Below: The individual terrain types, one per section.
74 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
75 ; and may be used in debug output when reading this file.
79 ; name = translatable name as seen by user; if "unused", it is
80 ; not used, but is included for conversion and/or the
82 ; rule_name = (optional) name for savegames, rulesets etc; if not
83 ; present, 'name' is used. Since the name used in
84 ; savegames must not change, use this when renaming a
85 ; terrain after a ruleset has been released.
86 ; graphic = preferred graphic; Tilespec [tile_*] section
87 ; with 'tag' matching this will be used.
88 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
89 ; preferred graphic is not found, this will be used.
90 ; Otherwise may be "-"
91 ; identifier = single-character identifier used in savegames. This
92 ; must be unique for each terrain.
93 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
94 ; movement_cost = in whole movement points, not move_fragments;
96 ; defense_bonus = percent added to defense; typically 0% to 200%
97 ; food = normal food production
98 ; shield = normal shield production
99 ; trade = normal trade production
100 ; resources = list of possible resources on this terrain
101 ; road_food_incr_pct = percent of road food_incr applied to this terrain
102 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
103 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
104 ; base_time = time to build bases; if 0, cannot build any bases.
105 ; Nonzero values only affect bases with build_time 0.
106 ; road_time = time to build roads; if 0, cannot build any roads.
107 ; Nonzero values only affect roads with build_time 0.
108 ; irrigation_result = result of irrigation; one of:
109 ; "no" -- cannot irrigate
110 ; "yes" -- can irrigate
111 ; terrain name -- irrigation changes to that terrain
112 ; irrigation_food_incr = increment to food if tile is irrigated
113 ; irrigation_time = time to irrigate; if 0, cannot irrigate
114 ; Nonzero values only affect extras with build_time 0.
115 ; mining_result = result of mining; one of:
116 ; "no" -- cannot mine
118 ; terrain name -- mining changes to that terrain
119 ; mining_shield_incr = increment to shields if tile is mined
120 ; mining_time = time to mine; if 0, cannot mine
121 ; Nonzero values only affect extras with build_time 0.
122 ; transform_result = result of transformation; one of:
123 ; "no" -- cannot transform
124 ; terrain section -- transformation changes to that
126 ; transform_time = time to transform; if 0, cannot transform
127 ; pillage_time = time to pillage extra from the tile (0 = impossible)
128 ; Nonzero values only affect extras with removal_time 0.
129 ; clean_pollution_time = time to clean pollution (0 = impossible)
130 ; Nonzero values only affect extras with removal_time 0.
131 ; clean_fallout_time = time to clean fallout (0 = impossible)
132 ; Nonzero values only affect extras with removal_time 0.
133 ; animal = unit type that can appear as animal on the terrain
134 ; warmer_wetter_result = result of global warming for wet terrains; one of:
135 ; "no" -- no change; doesn''t count for warming
136 ; "yes" -- no change; counts for warming
137 ; terrain name -- warming changes to that terrain
138 ; warmer_drier_result = result of global warming for dry terrains;
139 ; see warmer_wetter_result
140 ; cooler_wetter_result = result of nuclear winter for wet terrains;
141 ; see warmer_wetter_result
142 ; cooler_drier_result = result of nuclear winter for dry terrains;
143 ; see warmer_wetter_result
144 ; native_to = List of unit classes that can move here
145 ; flags = General flags for this terrain. List taken from the
146 ; following, and/or any user flags defined above:
147 ; - NoBarbs = Barbarians will not be spawned here.
148 ; - NoCities = Cities may not be built or found on this terrain.
149 ; - Starter = Players will only be started on "Starter" terrain.
150 ; (Currently this cannot be Oceanic terrain.)
151 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
152 ; actual chance of river generation is controlled
154 ; - UnsafeCoast = This terrain does not provide a safe coast for
155 ; units with flag "Trireme"
156 ; - FreshWater = This terrain is used for small bodies of water.
157 ; If this becomes adjacent to non-FreshWater terrain,
158 ; the whole contiguous FreshWater area will be flooded
159 ; with the non-FreshWater terrain.
160 ; - NotGenerated = Map generator never places this terrain type. It can
161 ; be added from editor only, or by ingame events
163 ; - NoZoc = Units on this terrain are not generating or subject
165 ; - NoFortify = Units cannot fortify on this terrain
166 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
167 ; is generated near poles. Conversion between frozen
168 ; and unfrozen terrain can be controlled with
169 ; thaw_requirement/freeze_requirement, and Frozen
170 ; terrain is shown differently on the overview map.
171 ; property_* = specific property % values used by mapgen. Most
172 ; terrains will have 0 for most values. Properties
173 ; other than ocean_depth are only used for land tiles.
174 ; - mountainous = degree to which this terrain is mountainous
175 ; - green = how much life this terrain has
176 ; - foliage = how much thick undergrowth the terrain has
177 ; - tropical = how "tropical" the terrain is (high temperature)
178 ; - temperate = how "temperate" the terrain is (med temperature)
179 ; - cold = how "cold" the terrain is (low temperature)
180 ; - frozen = how "frozen" the terrain is (very low temperature)
181 ; (does not necessarily have to have the "Frozen" flag)
182 ; - wet = how "wet" the terrain is (moisture)
183 ; - dry = how "dry" the terrain is (moisture)
184 ; - ocean_depth = the depth of an ocean, as a percentage
185 ; color.r = color of the terrain (red value)
186 ; color.g = color of the terrain (green value)
187 ; color.b = color of the terrain (blue value)
188 ; helptext = optional help text string; should escape all raw
189 ; newlines so that xgettext parsing works
191 ; */ <-- avoid gettext warnings
193 [terrain_inaccesible]
194 name = _("Inaccessible")
195 graphic = "inaccessible"
196 graphic_alt = "arctic"
204 road_food_incr_pct = 0
205 road_shield_incr_pct = 0
206 road_trade_incr_pct = 0
209 irrigation_result = "no"
210 irrigation_food_incr = 0
213 mining_shield_incr = 0
215 transform_result = "no"
218 clean_pollution_time = 0
219 clean_fallout_time = 0
221 warmer_wetter_result = "no"
222 warmer_drier_result = "no"
223 cooler_wetter_result = "no"
224 cooler_drier_result = "no"
225 flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen"
230 No unit can enter this terrain, nor can city work the tile.\
234 name = _("Grassland")
235 graphic = "grassland"
244 resources = "Resources"
245 road_trade_incr_pct = 100
248 irrigation_result = "yes"
249 irrigation_food_incr = 1
252 mining_shield_incr = 0
254 transform_result = "no"
257 clean_pollution_time = 3
258 clean_fallout_time = 3
260 warmer_wetter_result = "no"
261 warmer_drier_result = "no"
262 cooler_wetter_result = "no"
263 cooler_drier_result = "no"
264 native_to = "Earthly", "Native", "Burrowing", "Antigravity", "Amphibious", "Missile"
265 flags = "Starter", "CanHaveRiver"
266 property_temperate = 50
272 For some reason, there is Earth like grass and animals around.\
275 [terrain_alien_forest]
276 name = _("Alien Forest")
277 graphic = "alien_forest"
278 graphic_alt = "forest"
286 resources = "Huge Plant"
287 road_trade_incr_pct = 0
290 irrigation_result = "no"
291 irrigation_food_incr = 0
293 mining_result = "Radiating Rocks"
294 mining_shield_incr = 0
296 transform_result = "no"
299 clean_pollution_time = 3
300 clean_fallout_time = 3
302 warmer_wetter_result = "no"
303 warmer_drier_result = "no"
304 cooler_wetter_result = "no"
305 cooler_drier_result = "no"
306 native_to = "Native", "Burrowing", "Antigravity", "Missile"
307 flags = "CanHaveRiver", "Radiating"
309 property_foliage = 50
314 These forests are filled with strange alien organisms. This planet's \
315 radiation makes it impossible for Earthly organisms to survive here.\n\n\
316 Cities can work these tiles only when Organic Structures is known. \
317 Inventing Alien Rights gives +1 production bonus to Alien Forest tiles.\
320 [terrain_radiating_rocks]
321 name = _("Radiating Rocks")
322 graphic = "radiating_rocks"
323 graphic_alt = "desert"
331 resources = "Glowing Rocks"
332 road_trade_incr_pct = 0
335 irrigation_result = "Alien Forest"
336 irrigation_food_incr = 0
339 mining_shield_incr = 0
341 transform_result = "no"
344 clean_pollution_time = 3
345 clean_fallout_time = 3
347 warmer_wetter_result = "no"
348 warmer_drier_result = "no"
349 cooler_wetter_result = "no"
350 cooler_drier_result = "no"
351 native_to = "Native", "Burrowing", "Antigravity", "Missile"
352 flags = "CanHaveRiver", "Radiating"
354 property_tropical = 50
359 Planet's radiation makes it impossible for Earth organisms to survive here.\
361 Cities can work these tiles only when Organic Structures is known.\
375 resources = "Alien Mine"
376 road_trade_incr_pct = 0
379 irrigation_result = "yes"
380 irrigation_food_incr = 1
382 mining_result = "yes"
383 mining_shield_incr = 1
385 transform_result = "Grassland"
388 clean_pollution_time = 3
389 clean_fallout_time = 3
391 warmer_wetter_result = "no"
392 warmer_drier_result = "no"
393 cooler_wetter_result = "no"
394 cooler_drier_result = "no"
395 native_to = "Earthly", "Native", "Burrowing", "Antigravity", "Amphibious", "Missile"
396 flags = "CanHaveRiver"
397 property_mountainous = 50
402 Hills just like on Earth.\
405 [terrain_thick_mountains]
406 name = _("Thick Mountains")
407 graphic = "mountains"
416 resources = "Alien Mine"
417 road_trade_incr_pct = 0
420 irrigation_result = "no"
421 irrigation_food_incr = 0
423 mining_result = "yes"
424 mining_shield_incr = 1
426 transform_result = "no"
429 clean_pollution_time = 3
430 clean_fallout_time = 3
432 warmer_wetter_result = "no"
433 warmer_drier_result = "no"
434 cooler_wetter_result = "no"
435 cooler_drier_result = "no"
436 native_to = "Earthly", "Native", "Antigravity", "Amphibious", "Missile"
437 property_mountainous = 70
442 What are these mountains made of?!? Diamond drill makes no scratch on them.\n\n\
443 Burrowing units are unable to burrow through these mountains, \
444 but at least Burrowing technology makes mining them possible.\
450 graphic_alt = "coast"
459 road_trade_incr_pct = 0
462 irrigation_result = "no"
463 irrigation_food_incr = 0
466 mining_shield_incr = 0
468 transform_result = "no"
471 clean_pollution_time = 3
472 clean_fallout_time = 3
474 warmer_wetter_result = "no"
475 warmer_drier_result = "no"
476 cooler_wetter_result = "no"
477 cooler_drier_result = "no"
478 native_to = "Sea", "Amphibious", "Antigravity", "Missile"
479 flags = "UnsafeCoast", "NoZoc", "NoFortify"
480 property_ocean_depth = 35
485 This is normal oceanic terrain.\
488 [terrain_boiling_ocean]
489 name = _("Boiling Ocean")
490 graphic = "boiling_ocean"
491 graphic_alt = "floor"
499 resources = "Thermal Vent", "Fish"
500 road_trade_incr_pct = 0
503 irrigation_result = "no"
504 irrigation_food_incr = 0
507 mining_shield_incr = 0
509 transform_result = "no"
512 clean_pollution_time = 3
513 clean_fallout_time = 3
515 warmer_wetter_result = "no"
516 warmer_drier_result = "no"
517 cooler_wetter_result = "no"
518 cooler_drier_result = "no"
519 native_to = "Amphibious", "Antigravity", "Missile"
520 flags = "UnsafeCoast", "NoZoc", "NoCities", "NoFortify"
521 property_ocean_depth = 70
526 This ocean is boiling. No ship without special equipment can enter.\n\n\
527 Cities can work these tiles only when Thermal Module is known, and \
528 city can never be located on Boiling Ocean.\
531 ; The individual resource types, one per section.
532 ; Roughly sorted by identifier.
533 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
534 ; and may be used in debug output when reading this file.
538 ; name = name as seen by user; if "unused", it is not used,
539 ; but is included for conversion and/or the editor.
540 ; graphic = tag specifying preferred graphic
541 ; graphic_alt = tag for alternate garphic if preferred graphic is not
542 ; present; especially if preferred graphic is non-standard,
543 ; this should be a standard tag. Otherwise can use eg "-"
544 ; for no alternate graphic.
545 ; identifier = single-character identifier used in savegames. This
546 ; must be unique for each resource, and changing it will
547 ; break savegame compatibility.
548 ; food = increased food production
549 ; shield = increased shield production
550 ; trade = increased trade production
553 name = _("Resources")
554 graphic = "ts.resources"
555 graphic_alt = "ts.grassland_resources"
561 [resource_alien_mine]
562 name = _("Alien Mine")
563 graphic = "ts.alien_mine"
564 graphic_alt = "ts.gold"
570 [resource_huge_plant]
571 name = _("Huge Plant")
572 graphic = "ts.huge_plant"
573 graphic_alt = "ts.pheasant"
579 [resource_thermal_vent]
580 name = _("Thermal Vent")
581 graphic = "ts.thermal_vent"
582 graphic_alt = "ts.whales"
597 [resource_glowing_rocks]
598 name = _("Glowing Rocks")
599 graphic = "ts.glowing_rocks"
600 graphic_alt = "ts.spice"
609 ; Player visible names of the base gui types.
610 ui_name_base_fortress = _("?gui_type:Build Land base")
611 ui_name_base_airbase = _("?gui_type:Build Airforce base")
613 ; /* <-- avoid gettext warnings
615 ; Each extra, including bases and roads, must have a section here.
616 ; Bases and roads have additional sections for their specific features below.
621 ; name = translatable name as seen by user
622 ; rule_name = (optional) name for savegames, rulesets etc; if not
623 ; present, 'name' is used. Since the name used in
624 ; savegames must not change, use this when renaming
625 ; an extra after a ruleset has been released.
626 ; category = How UI should categorize this extra. One of
627 ; "Infra", "Natural", "Nuisance", or "Bonus"
628 ; causes = events that can create extra type.
629 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
631 ; rmcauses = events that can remove extra type.
632 ; "CleanPollution", "CleanFallout", or "Pillage"
633 ; graphic = tag specifying preferred graphic
634 ; graphic_alt = tag for alternate graphic if preferred graphic is
635 ; not present. Can use eg "-" for no alternate
637 ; activity_gfx = tag specifying graphic for unit building extra
638 ; This can be "None" to indicate that graphic sprite
640 ; act_gfx_alt = tag for alternative graphic for unit building extra
641 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
642 ; rmact_gfx = tag specifying graphic for unit removing extra
643 ; This can be "None" to indicate that graphic sprite
645 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
646 ; reqs = requirements to build the extra (see effects.ruleset
647 ; and README.effects for help on requirements)
648 ; rmreqs = requirements to remove the extra
649 ; buildable = Can extra be built? Defaults to TRUE
650 ; build_time = how long it takes a unit to build this extra.
651 ; Value of 0 (default) means that terrain- and
652 ; build activity specific time is used instead.
653 ; build_time_factor = This setting take effect only if build_time is 0.
654 ; Terrain and activity specific build time will be
655 ; multiplied by this value (default 1)
656 ; removal_time = how long it takes a unit to remove this extra.
657 ; Value of 0 (default) means that terrain- and
658 ; removal activity specific time is used instead.
659 ; removal_time_factor = This setting take effect only if removal_time is 0.
660 ; Terrain and activity specific removal time will be
661 ; multiplied by this value (default 1)
662 ; defense_bonus = Percent added to defense when tile has the extra
664 ; native_to = List of unit classes that are considered to
665 ; be inside the extra when they are on same tile
666 ; conflicts = List of extras that cannot be on the same tile.
667 ; Bases with non-zero border_sq automatically conflict
669 ; hidden_by = List of extra types that will make this extra
670 ; type not to show on UI if both present.
672 ; - "NativeTile" = Native units consider tile native regardless of
674 ; - "Refuel" = Native units can use tile as refuel point
675 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
676 ; if target terrain could support it
677 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
678 ; regardless of its other requirements
679 ; - "AutoOnCityCenter" = City center tiles will automatically have this
680 ; extra type if the player can build it
681 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
682 ; connect to adjacent Land tiles even if they have
683 ; no extra. This affects appearance only
684 ; - "GlobalWarming" = Instances of this extra on map count towards
686 ; - "NuclearWinter" = Instances of this extra on map count towards
688 ; - "ShowFlag" = Draw owner's flag
689 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
690 ; defense layer. The defense bonus of all the extras
691 ; located at the tile, native to defending unit,
692 ; is calculated as a 1 + sum of bonuses from the extras
693 ; on the default "Fortification" defense layer multiplied
694 ; by the 1 + sum of bonuses from the extras on the
696 ; helptext = optional help text string; should escape all raw
697 ; newlines so that xgettext parsing works
699 ; */ <-- avoid gettext warnings
702 name = _("Irrigation")
704 causes = "Irrigation"
706 graphic = "tx.irrigation"
708 activity_gfx = "unit.irrigation"
709 act_gfx_alt = "unit.irrigate"
716 hidden_by = "Farmland"
725 activity_gfx = "unit.mine"
726 act_gfx_alt = "unit.plant"
732 conflicts = "Irrigation", "Farmland"
735 name = _("Pollution")
736 category = "Nuisance"
738 rmcauses = "CleanPollution"
739 graphic = "tx.pollution"
741 activity_gfx = "None"
744 rmact_gfx = "unit.pollution"
747 { "type", "name", "range", "present"
748 "TerrainFlag", "NoPollution", "Local", FALSE
751 flags = "GlobalWarming"
754 name = _("Space Capsule")
758 graphic = "tx.capsule"
759 graphic_alt = "tx.village"
760 activity_gfx = "None"
766 { "type", "name", "range"
767 "TerrainClass", "Land", "Local"
770 Space Capsules have landed to the surface of Deneb Seven's \
771 Any unit can enter tile with a capsule to open it. Capsule disappears \
772 from the map in the process. \
773 There can be gold, blueprints of new technologies, equipment for a unit, \
774 or it can even provide starting kit for a new base on the spot. \
775 Unfortunately it's also possible that Madmen or Lunatics have already \
776 found the capsule, and are there ready to kill anybody who enters.\
782 causes = "Irrigation"
784 graphic = "tx.farmland"
786 activity_gfx = "unit.farmland"
787 act_gfx_alt = "unit.irrigation"
788 act_gfx_alt2 = "unit.irrigate"
792 { "type", "name", "range"
793 "Tech", "Protein Modifications", "Player"
794 "Extra", "Irrigation", "Local"
802 category = "Nuisance"
804 rmcauses = "CleanFallout"
805 graphic = "tx.fallout"
807 activity_gfx = "None"
810 rmact_gfx = "unit.fallout"
813 { "type", "name", "range", "present"
814 "TerrainFlag", "NoPollution", "Local", FALSE
817 flags = "NuclearWinter"
824 graphic = "base.tower"
825 graphic_alt = "base.fortress"
826 activity_gfx = "unit.tower"
827 act_gfx_alt = "unit.fortress"
832 { "type", "name", "range", "present"
833 "Tech", "Strong Force", "Player", TRUE
834 "TerrainClass", "Land", "Local", TRUE
835 "UnitFlag", "Settlers", "Local", TRUE
836 "CityTile", "Center", "Local", FALSE
841 native_to = "Earthly", "Native", "Amphibious"
842 conflicts = "Force Fortress"
844 [extra_force_fortress]
845 name = _("Force Fortress")
849 graphic = "base.force_fortress"
850 graphic_alt = "base.outpost"
851 activity_gfx = "unit.force_fortress"
852 act_gfx_alt = "unit.outpost"
857 { "type", "name", "range", "present"
858 "Tech", "Force Channeling", "Player", TRUE
859 "TerrainClass", "Land", "Local", TRUE
860 "UnitFlag", "Settlers", "Local", TRUE
861 "CityTile", "Center", "Local", FALSE
866 native_to = "Earthly", "Native", "Amphibious"
869 [extra_antigrav_base]
870 name = _("Antigrav Base")
874 graphic = "base.antigrav_base"
875 graphic_alt = "base.airbase"
876 activity_gfx = "unit.antigrav_base"
877 act_gfx_alt = "unit.airbase"
882 { "type", "name", "range", "present"
883 "Tech", "Commercial Antigravity", "Player", TRUE
884 "TerrainClass", "Land", "Local", TRUE
885 "UnitFlag", "Settlers", "Local", TRUE
886 "CityTile", "Center", "Local", FALSE
890 native_to = "Antigravity"
897 graphic = "road.road"
899 activity_gfx = "unit.road"
905 { "type", "name", "range"
906 "UnitFlag", "Settlers", "Local"
907 "TerrainClass", "Land", "Local"
911 native_to = "Earthly", "Native"
912 hidden_by = "Highway", "Maglev"
913 flags = "AutoOnCityCenter"
915 Basic Road is available for building from the beginning of the game.\
917 Having Road on Grassland tile provides increase of +1 to trade on that tile.\
925 graphic = "road.highway"
926 graphic_alt = "road.road"
927 activity_gfx = "unit.highway"
928 act_gfx_alt = "unit.road"
933 { "type", "name", "range"
934 "Tech", "Brute Force", "Player"
935 "Extra", "Road", "Local"
936 "UnitFlag", "Settlers", "Local"
937 "TerrainClass", "Land", "Local"
941 native_to = "Earthly", "Native"
943 flags = "AutoOnCityCenter"
945 You can upgrade Roads to Highways.\
953 graphic = "road.maglev"
954 graphic_alt = "road.rail"
955 activity_gfx = "unit.maglev"
956 act_gfx_alt = "unit.road"
961 { "type", "name", "range"
962 "Tech", "Maglev", "Player"
963 "Extra", "Highway", "Local"
964 "UnitFlag", "Settlers", "Local"
965 "TerrainClass", "Land", "Local"
969 native_to = "Earthly", "Native"
970 flags = "AutoOnCityCenter"
971 ; /* xgettext:no-c-format */
973 You can upgrade Highways to Maglevs.\
975 Units can move via Maglevs indefinitely, Shield production of any \
976 tile with Maglev is increased by 50%.\
984 graphic = "road.tunnel"
985 graphic_alt = "road.rail"
986 activity_gfx = "unit.tunnel"
987 act_gfx_alt = "unit.road"
992 { "type", "name", "range"
993 "Tech", "Strong Resistance", "Player"
994 "UnitFlag", "Settlers", "Local"
995 "TerrainFlag", "Radiating", "Local"
996 "TerrainClass", "Land", "Local" ; Needed explicitly for automatic move type assignment
1001 native_to = "Earthly"
1002 flags = "NativeTile", "AutoOnCityCenter"
1003 ; /* xgettext:no-c-format */
1005 Earthly units can travel on radiating tiles with tunnel built on them. \
1006 Tunnel provides no increase to unit speed, but they give 35% defense bonus.\
1010 name = _("Burrow Tube")
1013 rmcauses = "Pillage"
1014 graphic = "road.burrow_tube"
1015 graphic_alt = "road.road"
1016 activity_gfx = "unit.tube"
1017 act_gfx_alt = "unit.road"
1022 { "type", "name", "range"
1023 "Tech", "Burrowing", "Player"
1024 "UnitFlag", "Settlers", "Local"
1025 "TerrainClass", "Oceanic", "Local"
1029 native_to = "Burrowing"
1030 flags = "NativeTile", "AutoOnCityCenter", "ConnectLand"
1032 Burrow Tubes provide the only way for burrowing units to cross oceans. \
1033 They can be built on oceanic terrains only, but first part of the tube \
1034 must be built cardinally adjacent to land and following parts must be \
1039 name = _("Green River")
1040 category = "Natural"
1043 graphic = "road.green_river"
1044 graphic_alt = "road.river"
1045 activity_gfx = "None"
1052 native_to = "Native", "Amphibious"
1053 flags = "NaturalDefense"
1054 ; /* xgettext:no-c-format */
1056 Any river increases a tile's natural defense factor by 50%. Native and Amphibious \
1057 units may move along a River (but not diagonally) for fast travel.\
1059 Green River increases also tile's food production by 1.\
1063 name = _("Brown River")
1064 category = "Natural"
1067 graphic = "road.brown_river"
1068 graphic_alt = "road.river"
1069 activity_gfx = "None"
1076 native_to = "Native", "Amphibious"
1077 flags = "NaturalDefense"
1078 ; /* xgettext:no-c-format */
1080 Any river increases a tile's natural defense factor by 50%. Native and Amphibious \
1081 units may move along a River (but not diagonally) for fast travel.\
1083 Brown River increases also tile's shield production by 1.\
1086 ; /* <-- avoid gettext warnings
1090 ; extra = name of the extra this base section is part of
1091 ; gui_type = How gui should handle this base.
1092 ; Value can be "Fortress", "Airbase", or "Other"
1093 ; border_sq = Base will claim land ownership up to this radius,
1094 ; -1 to disable. If enabled, base cannot exist in city tile.
1095 ; vision_main_sq = Base will have main layer vision to this radius
1096 ; vision_invis_sq = Base will have invisible layer vision to this radius
1098 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1099 ; friendly city within 3 tiles
1100 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1101 ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
1102 ; - "ParadropFrom" = Paradrop can be initiated from base
1104 ; */ <-- avoid gettext warnings
1108 gui_type = "Fortress"
1109 flags = "NoAggressive", "NoStackDeath"
1112 extra = "Force Fortress"
1113 gui_type = "Fortress"
1114 flags = "NoAggressive"
1116 [base_antigrav_base]
1117 extra = "Antigrav Base"
1118 gui_type = "Airbase"
1119 flags = "ParadropFrom", "NoAggressive"
1122 ; /* <-- avoid gettext warnings
1126 ; extra = name of the extra this road section is part of
1127 ; first_reqs = additional requirements to build the first part of
1128 ; the road, when none of the adjacent tiles have any
1129 ; integrating roads (see effects.ruleset and
1130 ; README.effects for help on requirements)
1131 ; move_cost = how much movement it takes to travel
1132 ; via this road (in fractional move points, as
1133 ; defined by move_fragments)
1134 ; -1 means that road provides no speed bonus.
1135 ; move_mode = how movement costs are applied
1136 ; - "Cardinal" = Road cost applies only on cardinal moves
1137 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1138 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1140 ; food_incr_const = food production added to tile regardless of terrain
1141 ; shield_incr_const = shield production added to tile regardless of
1143 ; trade_incr_const = trade production added to tile regardless of
1145 ; food_incr = food production added to tile; multiplied by
1146 ; terrain-specific road_food_incr_pct
1147 ; shield_incr = shield production added to tile; multiplied by
1148 ; terrain-specific road_shield_incr_pct
1149 ; trade_incr = trade production added to tile; multiplied by
1150 ; terrain-specific road_trade_incr_pct
1151 ; food_bonus = percent added to food production
1152 ; shield_bonus = percent added to shield production
1153 ; trade_bonus = percent added to trade production
1154 ; In summary, output bonuses from roads are given by the formula:
1155 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1156 ; compat_special = what kind of pre-2.5 special this road corresponds
1157 ; to, if any: "Road", "Railroad", "River, or "None".
1158 ; Used for UI and loading old savegames
1159 ; integrates = list of road types that are suitable next steps
1160 ; for travel from this road type
1162 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1163 ; road on the same tile as another road with
1164 ; "PreventsOtherRoads" flag (usually rivers)
1165 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1166 ; the same tile as this one without appropriate tech
1167 ; - "River" = Automatically generated by map generator, always
1168 ; flowing from land tiles to ocean
1169 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1170 ; even if server setting 'restrictinfra' is set
1171 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1172 ; road is considered native
1173 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1174 ; road is considered native
1176 ; */ <-- avoid gettext warnings
1187 compat_special = "Road"
1198 compat_special = "Railroad"
1209 compat_special = "None"
1214 move_mode = "FastAlways"
1221 compat_special = "None"
1224 extra = "Burrow Tube"
1226 { "type", "name", "range"
1227 "TerrainClass", "Land", "CAdjacent"
1236 compat_special = "None"
1239 extra = "Green River"
1241 move_mode = "Cardinal"
1243 trade_incr_const = 1
1244 compat_special = "River"
1245 flags = "River", "UnrestrictedInfra"
1248 extra = "Brown River"
1250 move_mode = "Cardinal"
1251 shield_incr_const = 1
1252 trade_incr_const = 1
1256 flags = "River", "UnrestrictedInfra"