Make AI less likely to stop building wonder
[freeciv.git] / data / amplio.tilespec
blob146eb416bab2615ca9702b3688faaac21a1b7292
2 [tilespec]
4 ; Format and options of this tilespec file:
5 options = "+Freeciv-2.6-tilespec"
7 ; A simple name for the tileset specified by this file:
8 name = "Amplio"
9 priority = 20
11 ; There`s no separate versioning in tilesets part of main freeciv distribution
12 ;version = ""
14 ; Summary and full description of the tileset.
15 summary = _("Older variant of the current default tileset, Amplio2")
16 ;description = ""
18 ; TODO: add more overall information fields on tiles, 
19 ; eg, authors, colors, etc.
21 ; Basic tile sizes:
22 normal_tile_width  = 96
23 normal_tile_height = 48
24 small_tile_width   = 15
25 small_tile_height  = 20
27 ; Basic tile style.
28 type = "isometric"
29 is_hex = FALSE
31 ; Blended fog
32 fog_style      = "Darkness"
33 darkness_style = "Corner"
34 ; Which terrain layer darkness is drawn top of (0-2)
35 darkness_layer = 0
37 ; offset the flags by this amount when drawing units
38 unit_flag_offset_x = 25
39 unit_flag_offset_y = 16
40 city_flag_offset_x = 2
41 city_flag_offset_y = 9
43 ; offset the city occupied sprite by this amount
44 occupied_offset_x = 0
45 occupied_offset_y = 0
47 ; offset the units by this amount
48 unit_offset_x = 19
49 unit_offset_y = 18
51 ; offset of the normal activity icons
52 activity_offset_x = 0
53 activity_offset_y = 0
55 ; offset the cities by this amount
56 city_offset_x = 0
57 city_offset_y = 0
59 ; offset the city bar text by this amount (from the city tile origin)
60 citybar_offset_y = 30
62 ; offset the tile label text by this amount
63 tilelabel_offset_y = 15
65 ; offset the upkeep icons by this amount from the top of the unit itself.
66 ; The default is the normal tile height, which means that the upkeep icons
67 ; appear below the unit icon if the unit icons are equal to tile height
68 ; (typical in overhead tileset), or overlay lower part of the unit icon,
69 ; if unit icon is higher than tiles (typical in iso tilesets)
70 ;unit_upkeep_offset_y = 0
72 ; Like unit_upkeep_offset_y, but to be used in case there`s only small
73 ; space for the overall icon produced. Defaults to unit_upkeep_offset_y -
74 ; not having alternative layout.
75 ;unit_upkeep_small_offset_y = 0
77 ; Font size (points) to use to draw city names and productions:
78 city_names_font_size = 10
79 city_productions_font_size = 8
81 ; These are special because they get freed and reloaded
82 ; as required:
83 main_intro_file    = "misc/intro"
84 minimap_intro_file = "misc/radar"
86 ; Below, the graphics spec files; must be somewhere (anywhere) in 
87 ; the data path. Order may be important for color allocation on 
88 ; low-color systems, and if there are any duplicate tags (lattermost
89 ; tag is used).
90 files =
91   "amplio/terrain1.spec",
92   "amplio/maglev.spec",
93   "amplio/terrain2.spec",
94   "amplio/ocean.spec",
95   "amplio/water.spec",
96   "amplio/tiles.spec",
97   "amplio/upkeep.spec",
98   "amplio/fog.spec",
99   "misc/small.spec",
100   "misc/events.spec",
101   "misc/governments.spec",
102   "misc/specialists.spec",
103   "amplio/units.spec",
104   "misc/flags.spec",
105   "misc/buildings-large.spec",
106   "misc/wonders-large.spec",
107   "misc/space.spec",
108   "misc/techs.spec",
109   "misc/treaty.spec",
110   "amplio/nuke.spec",
111   "amplio/explosions.spec",
112   "amplio/ancientcities.spec",
113   "amplio/medievalcities.spec",
114   "amplio/moderncities.spec",
115   "amplio/select.spec",
116   "amplio/grid.spec",
117   "misc/cursors.spec",
118   "misc/overlays.spec",
119   "misc/citybar.spec",
120   "misc/shields.spec",
121   "misc/editor.spec",
122   "misc/icons.spec"
125 ; Include color definitions
126 *include "misc/colors.tilespec"
128 ; Terrain info - see README.graphics
130 [layer0]
131 match_types = "shallow", "deep", "land"
133 [layer1]
134 match_types = "forest", "hills", "mountains", "water", "ice"
136 [layer2]
137 match_types = "water", "ice"
139 ; Water graphics referenced by terrain.ruleset
141 [tile_lake]
142 tag = "lake"
143 blend_layer = 1
144 num_layers = 1
145 layer0_match_type = "shallow"
146 layer0_match_with = "land"
147 layer0_sprite_type = "corner"
149 [tile_coast]
150 tag = "coast"
151 blend_layer = 1
152 num_layers = 2
153 layer0_match_type = "shallow"
154 layer0_match_with = "deep", "land"
155 layer0_sprite_type = "corner"
156 layer1_match_type = "water"
157 layer1_match_with = "ice"
158 layer1_sprite_type = "corner"
160 [tile_floor]
161 tag = "floor"
162 blend_layer = 0
163 num_layers = 2
164 layer0_match_type = "deep"
165 layer0_match_with = "shallow", "land"
166 layer0_sprite_type = "corner"
167 layer1_match_type = "water"
168 layer1_match_with = "ice"
169 layer1_sprite_type = "corner"
171 ; Land graphics referenced by terrain.ruleset
173 [tile_arctic]
174 tag = "arctic"
175 ; treated as water for ice cliffs
176 blend_layer = 0
177 num_layers = 3
178 layer0_match_type = "shallow"
179 layer1_match_type = "ice"
180 layer2_match_type = "ice"
182 [tile_desert]
183 tag = "desert"
184 blend_layer = 1
185 num_layers = 1
186 layer0_match_type = "land"
188 [tile_forest]
189 tag = "forest"
190 blend_layer = 1
191 num_layers = 2
192 layer0_match_type = "land"
193 layer1_match_type = "forest"
194 layer1_match_with = "forest"
196 [tile_grassland]
197 tag = "grassland"
198 blend_layer = 1
199 num_layers = 1
200 layer0_match_type = "land"
202 [tile_hills]
203 tag = "hills"
204 blend_layer = 1
205 num_layers = 2
206 layer0_match_type = "land"
207 layer1_match_type = "hills"
208 layer1_match_with = "hills"
210 [tile_jungle]
211 tag = "jungle"
212 blend_layer = 1
213 num_layers = 1
214 layer0_match_type = "land"
216 [tile_mountains]
217 tag = "mountains"
218 blend_layer = 1
219 num_layers = 2
220 layer0_match_type = "land"
221 layer1_match_type = "mountains"
222 layer1_match_with = "mountains"
224 [tile_plains]
225 tag = "plains"
226 blend_layer = 1
227 num_layers = 1
228 layer0_match_type = "land"
230 [tile_swamp]
231 tag = "swamp"
232 blend_layer = 1
233 num_layers = 1
234 layer0_match_type = "land"
236 [tile_tundra]
237 tag = "tundra"
238 blend_layer = 1
239 num_layers = 1
240 layer0_match_type = "land"
242 [extras]
243 styles =
244     { "name",          "style"
245       "road.road",     "RoadAllSeparate"
246       "road.rail",     "RoadAllSeparate"
247       "road.maglev",   "RoadAllSeparate"
248       "road.river",    "River"
249       "tx.irrigation", "Cardinals"
250       "tx.farmland",   "Cardinals"
251       "tx.mine",       "Single1"
252       "tx.oil_mine",   "Single1"
253       "tx.pollution",  "Single2"
254       "tx.fallout",    "Single2"
255       "tx.village",    "Single1"
256       "base.fortress", "3Layer"
257       "base.airbase",  "3Layer"
258       "base.ruins",    "3Layer"
259     }