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-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)
29 ; Percentage of "land" tiles required to be adjacent to a water tile before
30 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
31 ocean_reclaim_requirement=101
33 ; Percentage of "water" tiles required to be adjacent to a land tile before
34 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
35 land_channel_requirement=101
37 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
38 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
41 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
42 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
43 freeze_requirement = 0
45 ; Bodies of water up to this size are considered freshwater lakes, if there is
46 ; also terrain type(s) with flag "FreshWater" in the ruleset.
49 ; How many native tiles first startunit must be able to reach.
51 min_start_native_area = 0
53 ; How many fragments each movement point has.
54 ; For example road movement costs are relative to this.
57 ; Whether diagonal movement has increased cost
58 ; The cost increase is more accurate with larger values for move_fragments
59 pythagorean_diagonal = FALSE
61 ; How many move_fragments IgTer unit movement costs
64 ; /* <-- avoid gettext warnings
66 ; The individual terrain types, one per section.
67 ; Roughly sorted by identifier.
68 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
69 ; and may be used in debug output when reading this file.
73 ; name = translatable name as seen by user; if "unused", it is
74 ; not used, but is included for conversion and/or the
76 ; rule_name = (optional) name for savegames, rulesets etc; if not
77 ; present, 'name' is used. Since the name used in
78 ; savegames must not change, use this when renaming a
79 ; terrain after a ruleset has been released.
80 ; graphic = preferred graphic; Tilespec [tile_*] section
81 ; with 'tag' matching this will be used.
82 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
83 ; preferred graphic is not found, this will be used.
84 ; Otherwise may be "-"
85 ; identifier = single-character identifier used in savegames. This
86 ; must be unique for each terrain.
87 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
88 ; movement_cost = in whole movement points, not move_fragments;
90 ; defense_bonus = percent added to defense; typically 0% to 200%
91 ; food = normal food production
92 ; shield = normal shield production
93 ; trade = normal trade production
94 ; resources = list of possible resources on this terrain
95 ; road_food_incr_pct = percent of road food_incr applied to this terrain
96 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
97 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
98 ; base_time = time to build bases; if 0, cannot build any bases.
99 ; Nonzero values only affect bases with build_time 0.
100 ; road_time = time to build roads; if 0, cannot build any roads.
101 ; Nonzero values only affect roads with build_time 0.
102 ; irrigation_result = result of irrigation; one of:
103 ; "no" -- cannot irrigate
104 ; "yes" -- can irrigate
105 ; terrain section -- irrigation changes to that terrain
106 ; irrigation_food_incr = increment to food if tile is irrigated
107 ; irrigation_time = time to irrigate; if 0, cannot irrigate
108 ; Nonzero values only affect extras with build_time 0.
109 ; mining_result = result of mining; one of:
110 ; "no" -- cannot mine
112 ; terrain section -- mining changes to that terrain
113 ; mining_shield_incr = increment to shields if tile is mined
114 ; mining_time = time to mine; if 0, cannot mine
115 ; Nonzero values only affect extras with build_time 0.
116 ; transform_result = result of transformation; one of:
117 ; "no" -- cannot transform
118 ; terrain section -- transformation changes to that
120 ; transform_time = time to transform; if 0, cannot transform
121 ; pillage_time = time to pillage extra from the tile (0 = impossible)
122 ; Nonzero values only affect extras with removal_time 0.
123 ; clean_pollution_time = time to clean pollution (0 = impossible)
124 ; Nonzero values only affect extras with removal_time 0.
125 ; clean_fallout_time = time to clean fallout (0 = impossible)
126 ; Nonzero values only affect extras with removal_time 0.
127 ; animal = unit type that can appear as animal on the terrain
128 ; warmer_wetter_result = result of global warming for wet terrains; one of:
129 ; "no" -- no change; does not count for warming
130 ; "yes" -- no change; counts for warming
131 ; terrain section -- warming changes to that terrain
132 ; warmer_drier_result = result of global warming for dry terrains;
133 ; see warmer_wetter_result
134 ; cooler_wetter_result = result of nuclear winter for wet terrains;
135 ; see warmer_wetter_result
136 ; cooler_drier_result = result of nuclear winter for dry terrains;
137 ; see warmer_wetter_result
138 ; native_to = List of unit classes that can move here
139 ; flags = General flags for this terrain. List taken from the
140 ; following, and/or any user flags defined above:
141 ; - NoBarbs = Barbarians will not be spawned here.
142 ; - NoCities = Cities may not be built or found on this terrain.
143 ; - Starter = Players will only be started on "Starter" terrain.
144 ; (Currently this cannot be Oceanic terrain.)
145 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
146 ; actual chance of river generation is controlled
148 ; - UnsafeCoast = This terrain does not provide a safe voyage for
149 ; units with flag "Trireme"
150 ; - FreshWater = This terrain is used for small bodies of water.
151 ; If this becomes adjacent to non-FreshWater terrain,
152 ; the whole contiguous FreshWater area will be flooded
153 ; with the non-FreshWater terrain.
154 ; - NotGenerated = Map generator never places this terrain type. It can
155 ; be added from editor only, or by ingame events
157 ; - NoZoc = Units on this terrain are not generating or subject
159 ; - NoFortify = Units cannot fortify on this terrain
160 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
161 ; is generated near poles. Conversion between frozen
162 ; and unfrozen terrain can be controlled with
163 ; thaw_requirement/freeze_requirement, and Frozen
164 ; terrain is shown differently on the overview map.
165 ; property_* = specific property % values used by mapgen. Most
166 ; terrains will have 0 for most values. Properties
167 ; other than ocean_depth are only used for land tiles.
168 ; - mountainous = degree to which this terrain is mountainous
169 ; - green = how much life this terrain has
170 ; - foliage = how much thick undergrowth the terrain has
171 ; - tropical = how "tropical" the terrain is (high temperature)
172 ; - temperate = how "temperate" the terrain is (med temperature)
173 ; - cold = how "cold" the terrain is (low temperature)
174 ; - frozen = how "frozen" the terrain is (very low temperature)
175 ; (does not necessarily have to have the "Frozen" flag)
176 ; - wet = how "wet" the terrain is (moisture)
177 ; - dry = how "dry" the terrain is (moisture)
178 ; - ocean_depth = the depth of an ocean, as an average level
179 ; color.r = color of the terrain (red value)
180 ; color.g = color of the terrain (green value)
181 ; color.b = color of the terrain (blue value)
182 ; helptext = optional help text string; should escape all raw
183 ; newlines so that xgettext parsing works
185 ; */ <-- avoid gettext warnings
199 road_trade_incr_pct = 0
202 irrigation_result = "no"
203 irrigation_food_incr = 0
206 mining_shield_incr = 0
208 transform_result = "no"
212 warmer_wetter_result = "no"
213 warmer_drier_result = "no"
214 cooler_wetter_result = "no"
215 cooler_drier_result = "no"
216 native_to = "Sea", "Air", "Missile"
217 flags = "UnsafeCoast", "NoCities", "NoZoc", "NoFortify"
218 property_ocean_depth = 36
223 Oceans cover much of the world.\
225 In cities built on the coast, stored food and work towards the current\
226 project are at risk from piracy, unless there is any kind of\
227 Barracks in the city.\
242 road_trade_incr_pct = 0
245 irrigation_result = "no"
246 irrigation_food_incr = 0
249 mining_shield_incr = 0
251 transform_result = "no"
255 warmer_wetter_result = "no"
256 warmer_drier_result = "no"
257 cooler_wetter_result = "no"
258 cooler_drier_result = "no"
259 native_to = "Land", "Air", "Missile"
260 flags = "NoBarbs", "Frozen"
261 property_frozen = 100
266 Arctic tiles are found only in the most northerly or southerly\
267 reaches of the world. They are very cold, and hence difficult to\
283 road_trade_incr_pct = 100
286 irrigation_result = "yes"
287 irrigation_food_incr = 1
289 mining_result = "yes"
290 mining_shield_incr = 1
292 transform_result = "no"
296 warmer_wetter_result = "Swamp"
297 warmer_drier_result = "no"
298 cooler_wetter_result = "no"
299 cooler_drier_result = "no"
300 native_to = "Land", "Air", "Missile"
302 property_tropical = 50
303 property_temperate = 20
308 Deserts are regions of extreme dryness, making agriculture and\
309 trade very difficult.\
324 road_trade_incr_pct = 0
327 irrigation_result = "Plains"
328 irrigation_food_incr = 0
331 mining_shield_incr = 0
333 transform_result = "no"
337 warmer_wetter_result = "Jungle"
338 warmer_drier_result = "Desert"
339 cooler_wetter_result = "no"
340 cooler_drier_result = "no"
341 native_to = "Land", "Air", "Missile"
345 property_foliage = 50
346 property_temperate = 50
351 Forests are densely wooded, making agriculture somewhat\
356 name = _("Grassland")
357 graphic = "grassland"
366 resources = "Resources"
367 road_trade_incr_pct = 100
370 irrigation_result = "yes"
371 irrigation_food_incr = 1
373 mining_result = "Forest"
374 mining_shield_incr = 0
376 transform_result = "no"
380 warmer_wetter_result = "Swamp"
381 warmer_drier_result = "Desert"
382 cooler_wetter_result = "Desert"
383 cooler_drier_result = "Tundra"
384 native_to = "Land", "Air", "Missile"
385 flags = "Starter", "CanHaveRiver"
387 property_temperate = 50
392 Grasslands afford exceptional agricultural opportunities.\
407 road_trade_incr_pct = 0
410 irrigation_result = "yes"
411 irrigation_food_incr = 1
413 mining_result = "yes"
414 mining_shield_incr = 3
416 transform_result = "no"
420 warmer_wetter_result = "no"
421 warmer_drier_result = "no"
422 cooler_wetter_result = "no"
423 cooler_drier_result = "no"
424 native_to = "Land", "Air", "Missile"
427 property_mountainous = 30
432 In addition to being amenable to agriculture, Hills are frequently\
435 A city built in or next to hills is at risk of earthquakes, which can\
436 destroy buildings in that city. There is no technology or improvement\
437 which can prevent this disaster.\
452 road_trade_incr_pct = 0
455 irrigation_result = "Grassland"
456 irrigation_food_incr = 0
458 mining_result = "Forest"
459 mining_shield_incr = 0
461 transform_result = "no"
465 warmer_wetter_result = "no"
466 warmer_drier_result = "no"
467 cooler_wetter_result = "Desert"
468 cooler_drier_result = "Tundra"
469 native_to = "Land", "Air", "Missile"
470 property_foliage = 50
471 property_tropical = 50
476 Jungles are densely overgrown, making agriculture somewhat\
481 name = _("Mountains")
482 graphic = "mountains"
492 road_trade_incr_pct = 0
495 irrigation_result = "no"
496 irrigation_food_incr = 0
498 mining_result = "yes"
499 mining_shield_incr = 1
501 transform_result = "no"
505 warmer_wetter_result = "no"
506 warmer_drier_result = "no"
507 cooler_wetter_result = "no"
508 cooler_drier_result = "no"
509 native_to = "Land", "Air", "Missile"
510 property_mountainous = 70
515 Mountains are regions of extreme altitude, making agriculture and\
516 trade very difficult.\
518 Cities built in or next to mountains are at risk from volcanic\
519 activity. A Temple in the city instils sufficient respect for the\
520 forces of nature to prevent population loss.\
535 road_trade_incr_pct = 100
538 irrigation_result = "yes"
539 irrigation_food_incr = 1
541 mining_result = "Forest"
542 mining_shield_incr = 0
544 transform_result = "no"
548 warmer_wetter_result = "Swamp"
549 warmer_drier_result = "Desert"
550 cooler_wetter_result = "Desert"
551 cooler_drier_result = "Tundra"
552 native_to = "Land", "Air", "Missile"
555 property_temperate = 50
560 Plains are very broad, sparse regions, which makes trade slightly\
576 road_trade_incr_pct = 0
579 irrigation_result = "Grassland"
580 irrigation_food_incr = 0
582 mining_result = "Forest"
583 mining_shield_incr = 0
585 transform_result = "no"
589 warmer_wetter_result = "no"
590 warmer_drier_result = "Desert"
591 cooler_wetter_result = "no"
592 cooler_drier_result = "Tundra"
593 native_to = "Land", "Air", "Missile"
595 property_tropical = 10
596 property_temperate = 10
602 Swamps suffer from an over-abundance of water, making agriculture\
603 somewhat problematic.\
618 road_trade_incr_pct = 0
621 irrigation_result = "no"
622 irrigation_food_incr = 0
625 mining_shield_incr = 0
627 transform_result = "no"
631 warmer_wetter_result = "no"
632 warmer_drier_result = "no"
633 cooler_wetter_result = "Arctic"
634 cooler_drier_result = "Arctic"
635 native_to = "Land", "Air", "Missile"
636 flags = "Starter", "NoBarbs"
642 Tundra are broad, cold regions, fit for some agriculture and little\
646 ; The individual resource types, one per section.
647 ; Roughly sorted by identifier.
648 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
649 ; and may be used in debug output when reading this file.
653 ; name = name as seen by user; if "unused", it is not used,
654 ; but is included for conversion and/or the editor.
655 ; graphic = tag specifying preferred graphic
656 ; graphic_alt = tag for alternate garphic if preferred graphic is not
657 ; present; especially if preferred graphic is non-standard,
658 ; this should be a standard tag. Otherwise can use eg "-"
659 ; for no alternate graphic.
660 ; identifier = single-character identifier used in savegames. This
661 ; must be unique for each resource, and changing it will
662 ; break savegame compatibility.
663 ; food = increased food production
664 ; shield = increased shield production
665 ; trade = increased trade production
676 name = _("?animals:Game")
677 graphic = "ts.tundra_game"
709 graphic = "ts.horses"
713 # plains (horses => buffalo => cattle).
729 # swamp (petroleum => peat => petroleum).
732 name = _("Resources")
733 graphic = "ts.grassland_resources"
745 # arctic (seals => walrus).
750 ; Player visible names of the base gui types.
751 ui_name_base_fortress = _("?gui_type:Build Fortress")
752 ui_name_base_airbase = _("?gui_type:Build None")
754 ; /* <-- avoid gettext warnings
756 ; Each extra, including bases and roads, must have a section here.
757 ; Bases and roads have additional sections for their specific features below.
762 ; name = translatable name as seen by user
763 ; rule_name = (optional) name for savegames, rulesets etc; if not
764 ; present, 'name' is used. Since the name used in
765 ; savegames must not change, use this when renaming
766 ; an extra after a ruleset has been released.
767 ; category = How UI should categorize this extra. One of
768 ; "Infra", "Natural", "Nuisance", or "Bonus"
769 ; causes = events that can create extra type.
770 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
772 ; rmcauses = events that can remove extra type.
773 ; "CleanPollution", "CleanFallout", or "Pillage"
774 ; graphic = tag specifying preferred graphic
775 ; graphic_alt = tag for alternate graphic if preferred graphic is
776 ; not present. Can use eg "-" for no alternate
778 ; activity_gfx = tag specifying graphic for unit building extra
779 ; This can be "None" to indicate that graphic sprite
781 ; act_gfx_alt = tag for alternative graphic for unit building extra
782 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
783 ; rmact_gfx = tag specifying graphic for unit removing extra
784 ; This can be "None" to indicate that graphic sprite
786 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
787 ; reqs = requirements to build the extra (see effects.ruleset
788 ; and README.effects for help on requirements)
789 ; rmreqs = requirements to remove the extra
790 ; buildable = Can extra be built? Defaults to TRUE
791 ; build_time = how long it takes a unit to build this extra.
792 ; Value of 0 (default) means that terrain- and
793 ; build activity specific time is used instead.
794 ; build_time_factor = This setting take effect only if build_time is 0.
795 ; Terrain and activity specific build time will be
796 ; multiplied by this value (default 1)
797 ; removal_time = how long it takes a unit to remove this extra.
798 ; Value of 0 (default) means that terrain- and
799 ; removal activity specific time is used instead.
800 ; removal_time_factor = This setting take effect only if removal_time is 0.
801 ; Terrain and activity specific removal time will be
802 ; multiplied by this value (default 1)
803 ; defense_bonus = Percent added to defense when tile has the extra
805 ; native_to = List of unit classes that are considered to
806 ; be inside the extra when they are on same tile
807 ; conflicts = List of extras that cannot be on the same tile.
808 ; Bases with non-zero border_sq automatically conflict
810 ; hidden_by = List of extra types that will make this extra
811 ; type not to show on UI if both present.
813 ; - "NativeTile" = Native units consider tile native regardless of
815 ; - "Refuel" = Native units can use tile as refuel point
816 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
817 ; if target terrain could support it
818 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
819 ; regardless of its other requirements
820 ; - "AutoOnCityCenter" = City center tiles will automatically have this
821 ; extra type if the player can build it
822 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
823 ; connect to adjacent Land tiles even if they have
824 ; no extra. This affects appearance only
825 ; - "GlobalWarming" = Instances of this extra on map count towards
827 ; - "NuclearWinter" = Instances of this extra on map count towards
829 ; - "ShowFlag" = Draw owner's flag
830 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
831 ; defense layer. The defense bonus of all the extras
832 ; located at the tile, native to defending unit,
833 ; is calculated as a 1 + sum of bonuses from the extras
834 ; on the default "Fortification" defense layer multiplied
835 ; by the 1 + sum of bonuses from the extras on the
837 ; helptext = optional help text string; should escape all raw
838 ; newlines so that xgettext parsing works
840 ; */ <-- avoid gettext warnings
843 name = _("Irrigation")
845 causes = "Irrigation"
847 graphic = "tx.irrigation"
849 activity_gfx = "unit.irrigation"
850 act_gfx_alt = "unit.irrigate"
865 activity_gfx = "unit.mine"
866 act_gfx_alt = "unit.plant"
872 conflicts = "Irrigation"
875 name = _("Pollution")
876 category = "Nuisance"
877 causes = "Pollution", "Fallout"
878 rmcauses = "CleanPollution"
879 graphic = "tx.pollution"
881 activity_gfx = "None"
884 rmact_gfx = "unit.pollution"
887 { "type", "name", "range", "present"
888 "Terrain", "Ocean", "Local", FALSE
891 flags = "GlobalWarming"
894 name = _("Minor Tribe Village")
899 graphic = "tx.village"
901 activity_gfx = "None"
907 { "type", "name", "range"
908 "TerrainClass", "Land", "Local"
911 Villages (also called \"huts\") are primitive communities spread \
912 across the world at the beginning of the game. Any land unit can enter \
913 a village, making the village disappear and deliver a random response. \
914 If the village proves hostile, it could produce barbarians or the unit \
915 entering may simply be destroyed. If they are friendly, the player \
916 could receive gold, a new technology, a military unit (occasionally a \
917 settler; and sometimes a unit that the player cannot yet create), or \
920 Flying units just fly over the village, leaving it untouched.\
928 graphic = "base.fortress"
930 activity_gfx = "unit.fortress"
936 { "type", "name", "range", "present"
937 "Tech", "Construction", "Player", TRUE
938 "TerrainClass", "Land", "Local", TRUE
939 "UnitFlag", "Settlers", "Local", TRUE
940 "CityTile", "Center", "Local", FALSE
947 Fortresses improve defense for land units.\
955 graphic = "road.road"
957 activity_gfx = "unit.road"
963 { "type", "name", "range"
964 "UnitFlag", "Settlers", "Local"
965 "TerrainClass", "Land", "Local"
970 hidden_by = "Railroad"
971 flags = "AlwaysOnCityCenter"
973 Roads allow your land units to move more quickly, and on some terrain,\
974 also provide a trade bonus.\
976 Building roads on river tiles requires knowledge of Bridge Building.\
977 City center tiles automatically get roads, and are an exception to\
986 graphic = "road.rail"
988 activity_gfx = "unit.rail"
989 act_gfx_alt = "unit.road"
994 { "type", "name", "range"
995 "Tech", "Railroad", "Player"
996 "Extra", "Road", "Local"
997 "UnitFlag", "Settlers", "Local"
998 "TerrainClass", "Land", "Local"
1003 flags = "AutoOnCityCenter"
1005 Once you learn the Railroad technology, you may upgrade your roads\
1006 to railroads. Units expend no movement points when moving along a\
1007 railroad; you may ride a railroad indefinitely. (As may your enemies!)\
1009 A railroad also increases by half (rounding down) all resources produced\
1010 by a tile. A tile whose road is upgraded to a railroad retains any trade\
1011 bonus from the road as well.\
1013 City center tiles with roads are automatically upgraded to railroads\
1014 when you learn the Railroad technology.\
1019 category = "Natural"
1022 graphic = "road.river"
1024 activity_gfx = "None"
1031 flags = "NaturalDefense"
1033 Any land terrain type may have a River on it.\
1035 Roads and railroads can only be built on River tiles if your\
1036 civilization has learned Bridge Building technology.\
1038 Cities built on or next to rivers are at risk of flooding, which\
1039 will cause a loss of population and stored food. City Walls\
1040 eliminate this risk.\
1043 ; /* <-- avoid gettext warnings
1047 ; extra = name of the extra this base section is part of
1048 ; gui_type = How gui should handle this base.
1049 ; Value can be "Fortress", "Airbase", or "Other"
1050 ; border_sq = Base will claim land ownership up to this radius,
1051 ; -1 to disable. If enabled, base cannot exist in city tile.
1052 ; vision_main_sq = Base will have main layer vision to this radius
1053 ; vision_invis_sq = Base will have invisible layer vision to this radius
1055 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1056 ; friendly city within 3 tiles
1057 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1058 ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
1059 ; - "ParadropFrom" = Paradrop can be initiated from base
1061 ; */ <-- avoid gettext warnings
1065 gui_type = "Fortress"
1066 flags = "NoAggressive", "NoStackDeath", "DiplomatDefense"
1068 ; /* <-- avoid gettext warnings
1072 ; extra = name of the extra this road section is part of
1073 ; first_reqs = additional requirements to build the first part of
1074 ; the road, when none of the adjacent tiles have any
1075 ; integrating roads (see effects.ruleset and
1076 ; README.effects for help on requirements)
1077 ; move_cost = how much movement it takes to travel
1078 ; via this road (in fractional move points, as
1079 ; defined by move_fragments)
1080 ; -1 means that road provides no speed bonus.
1081 ; move_mode = how movement costs are applied
1082 ; - "Cardinal" = Road cost applies only on cardinal moves
1083 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1084 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1086 ; food_incr_const = food production added to tile regardless of terrain
1087 ; shield_incr_const = shield production added to tile regardless of
1089 ; trade_incr_const = trade production added to tile regardless of
1091 ; food_incr = food production added to tile; multiplied by
1092 ; terrain-specific road_food_incr_pct
1093 ; shield_incr = shield production added to tile; multiplied by
1094 ; terrain-specific road_shield_incr_pct
1095 ; trade_incr = trade production added to tile; multiplied by
1096 ; terrain-specific road_trade_incr_pct
1097 ; food_bonus = percent added to food production
1098 ; shield_bonus = percent added to shield production
1099 ; trade_bonus = percent added to trade production
1100 ; In summary, output bonuses from roads are given by the formula:
1101 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1102 ; compat_special = what kind of pre-2.5 special this road corresponds
1103 ; to, if any: "Road", "Railroad", "River, or "None".
1104 ; Used for UI and loading old savegames
1105 ; integrates = list of road types that are suitable next steps
1106 ; for travel from this road type
1108 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1109 ; road on the same tile as another road with
1110 ; "PreventsOtherRoads" flag (usually rivers)
1111 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1112 ; the same tile as this one without appropriate tech
1113 ; - "River" = Automatically generated by map generator, always
1114 ; flowing from land tiles to ocean
1115 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1116 ; even if server setting 'restrictinfra' is set
1117 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1118 ; road is considered native
1119 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1120 ; road is considered native
1122 ; */ <-- avoid gettext warnings
1133 compat_special = "Road"
1134 flags = "RequiresBridge"
1145 compat_special = "Railroad"
1146 flags = "RequiresBridge"
1151 move_mode = "Cardinal"
1152 compat_special = "River"
1153 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra"