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="Civ2 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 ; How many move_fragments IgTer unit movement costs
60 ; Whether diagonal movement has increased cost
61 ; The cost increase is more accurate with larger values for move_fragments
62 pythagorean_diagonal = FALSE
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
198 resources = "Fish", "Whales"
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", "Helicopter"
217 flags = "UnsafeCoast", "NoCities", "NoZoc", "NoFortify"
218 property_ocean_depth = 36
223 Oceans cover much of the world.\
237 resources = "Ivory", "Icy Oil"
238 road_trade_incr_pct = 0
241 irrigation_result = "no"
242 irrigation_food_incr = 0
244 mining_result = "yes"
245 mining_shield_incr = 1
247 transform_result = "Tundra"
251 warmer_wetter_result = "no"
252 warmer_drier_result = "no"
253 cooler_wetter_result = "no"
254 cooler_drier_result = "no"
255 native_to = "Land", "Air", "Missile", "Helicopter"
256 flags = "NoBarbs", "CanHaveRiver", "Frozen"
257 property_frozen = 100
262 Glaciers are found only in the most northerly or southerly\
263 reaches of the world. They are very cold, and hence difficult to\
278 resources = "Oasis", "Oil"
279 road_trade_incr_pct = 100
282 irrigation_result = "yes"
283 irrigation_food_incr = 1
285 mining_result = "yes"
286 mining_shield_incr = 1
288 transform_result = "Plains"
292 warmer_wetter_result = "Swamp"
293 warmer_drier_result = "no"
294 cooler_wetter_result = "no"
295 cooler_drier_result = "no"
296 native_to = "Land", "Air", "Missile", "Helicopter"
297 flags = "CanHaveRiver"
299 property_tropical = 50
300 property_temperate = 20
305 Deserts are regions of extreme dryness, making agriculture and\
306 trade very difficult.\
320 resources = "Pheasant", "Silk"
321 road_trade_incr_pct = 0
324 irrigation_result = "Plains"
325 irrigation_food_incr = 0
328 mining_shield_incr = 0
330 transform_result = "Grassland"
334 warmer_wetter_result = "Jungle"
335 warmer_drier_result = "Desert"
336 cooler_wetter_result = "no"
337 cooler_drier_result = "no"
338 native_to = "Land", "Air", "Missile", "Helicopter"
339 flags = "Starter", "CanHaveRiver"
342 property_foliage = 50
343 property_temperate = 50
348 Forests are densely wooded, making agriculture somewhat\
353 name = _("Grassland")
354 graphic = "grassland"
363 resources = "Resources"
364 road_trade_incr_pct = 100
367 irrigation_result = "yes"
368 irrigation_food_incr = 1
370 mining_result = "Forest"
371 mining_shield_incr = 0
373 transform_result = "Hills"
377 warmer_wetter_result = "Swamp"
378 warmer_drier_result = "Desert"
379 cooler_wetter_result = "Desert"
380 cooler_drier_result = "Tundra"
381 native_to = "Land", "Air", "Missile", "Helicopter"
382 flags = "Starter", "CanHaveRiver"
384 property_temperate = 50
389 Grasslands afford exceptional agricultural opportunities.\
403 resources = "Coal", "Wine"
404 road_trade_incr_pct = 0
407 irrigation_result = "yes"
408 irrigation_food_incr = 1
410 mining_result = "yes"
411 mining_shield_incr = 3
413 transform_result = "Plains"
417 warmer_wetter_result = "no"
418 warmer_drier_result = "no"
419 cooler_wetter_result = "no"
420 cooler_drier_result = "no"
421 native_to = "Land", "Air", "Missile", "Helicopter"
422 flags = "Starter", "CanHaveRiver"
424 property_mountainous = 30
429 In addition to being amenable to agriculture, Hills are frequently\
444 resources = "Gems", "Fruit"
445 road_trade_incr_pct = 0
448 irrigation_result = "Grassland"
449 irrigation_food_incr = 0
451 mining_result = "Forest"
452 mining_shield_incr = 0
454 transform_result = "Plains"
458 warmer_wetter_result = "no"
459 warmer_drier_result = "no"
460 cooler_wetter_result = "Desert"
461 cooler_drier_result = "Tundra"
462 native_to = "Land", "Air", "Missile", "Helicopter"
463 flags = "CanHaveRiver"
464 property_foliage = 50
465 property_tropical = 50
471 Jungles are densely overgrown, making agriculture somewhat\
476 name = _("Mountains")
477 graphic = "mountains"
486 resources = "Gold", "Iron"
487 road_trade_incr_pct = 0
490 irrigation_result = "no"
491 irrigation_food_incr = 0
493 mining_result = "yes"
494 mining_shield_incr = 1
496 transform_result = "Hills"
500 warmer_wetter_result = "no"
501 warmer_drier_result = "no"
502 cooler_wetter_result = "no"
503 cooler_drier_result = "no"
504 native_to = "Land", "Air", "Missile", "Helicopter"
505 flags = "CanHaveRiver"
506 property_mountainous = 70
511 Mountains are regions of extreme altitude, making agriculture and\
512 trade very difficult.\
526 resources = "Buffalo", "Wheat"
527 road_trade_incr_pct = 100
530 irrigation_result = "yes"
531 irrigation_food_incr = 1
533 mining_result = "Forest"
534 mining_shield_incr = 0
536 transform_result = "Grassland"
540 warmer_wetter_result = "Swamp"
541 warmer_drier_result = "Desert"
542 cooler_wetter_result = "Desert"
543 cooler_drier_result = "Tundra"
544 native_to = "Land", "Air", "Missile", "Helicopter"
545 flags = "Starter", "CanHaveRiver"
548 property_temperate = 50
553 Plains are very broad, sparse regions, which makes trade slightly\
568 resources = "Peat", "Spice"
569 road_trade_incr_pct = 0
572 irrigation_result = "Grassland"
573 irrigation_food_incr = 0
575 mining_result = "Forest"
576 mining_shield_incr = 0
578 transform_result = "Plains"
582 warmer_wetter_result = "no"
583 warmer_drier_result = "Desert"
584 cooler_wetter_result = "no"
585 cooler_drier_result = "Tundra"
586 native_to = "Land", "Air", "Missile", "Helicopter"
587 flags = "CanHaveRiver"
589 property_tropical = 10
590 property_temperate = 10
596 Swamps suffer from an over-abundance of water, making agriculture\
597 somewhat problematic.\
611 resources = "Game", "Furs"
612 road_trade_incr_pct = 0
615 irrigation_result = "yes"
616 irrigation_food_incr = 1
619 mining_shield_incr = 0
621 transform_result = "Desert"
625 warmer_wetter_result = "no"
626 warmer_drier_result = "no"
627 cooler_wetter_result = "Glacier"
628 cooler_drier_result = "Glacier"
629 native_to = "Land", "Air", "Missile", "Helicopter"
630 flags = "Starter", "NoBarbs", "CanHaveRiver"
636 Tundra are broad, cold regions, fit for some agriculture and little\
640 ; The individual resource types, one per section.
641 ; Roughly sorted by identifier.
642 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
643 ; and may be used in debug output when reading this file.
647 ; name = name as seen by user; if "unused", it is not used,
648 ; but is included for conversion and/or the editor.
649 ; graphic = tag specifying preferred graphic
650 ; graphic_alt = tag for alternate garphic if preferred graphic is not
651 ; present; especially if preferred graphic is non-standard,
652 ; this should be a standard tag. Otherwise can use eg "-"
653 ; for no alternate graphic.
654 ; identifier = single-character identifier used in savegames. This
655 ; must be unique for each resource, and changing it will
656 ; break savegame compatibility.
657 ; food = increased food production
658 ; shield = increased shield production
659 ; trade = increased trade production
678 name = _("?animals:Game")
679 graphic = "ts.tundra_game"
693 # tundra-only (beaver pelts).
703 ; "d" reserved for dyes
705 ; "e" reserved for (elephant) ivory
734 graphic = "ts.buffalo"
738 # plains (horses => buffalo => cattle).
762 # swamp (petroleum => peat => petroleum).
766 graphic = "ts.pheasant"
773 name = _("Resources")
774 graphic = "ts.grassland_resources"
782 graphic = "ts.arctic_ivory"
788 # glacier (seals => walrus).
809 graphic = "ts.whales"
826 rule_name = "Icy Oil"
833 [resource_desert_oil]
839 # desert-only, special processing, see savegame map_load().
844 ; Player visible names of the base gui types.
845 ui_name_base_fortress = _("?gui_type:Build Land base")
846 ui_name_base_airbase = _("?gui_type:Build Airforce base")
848 ; /* <-- avoid gettext warnings
850 ; Each extra, including bases and roads, must have a section here.
851 ; Bases and roads have additional sections for their specific features below.
856 ; name = translatable name as seen by user
857 ; rule_name = (optional) name for savegames, rulesets etc; if not
858 ; present, 'name' is used. Since the name used in
859 ; savegames must not change, use this when renaming
860 ; an extra after a ruleset has been released.
861 ; category = How UI should categorize this extra. One of
862 ; "Infra", "Natural", "Nuisance", or "Bonus"
863 ; causes = events that can create extra type.
864 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
866 ; rmcauses = events that can remove extra type.
867 ; "CleanPollution", "CleanFallout", or "Pillage"
868 ; graphic = tag specifying preferred graphic
869 ; graphic_alt = tag for alternate graphic if preferred graphic is
870 ; not present. Can use eg "-" for no alternate
872 ; activity_gfx = tag specifying graphic for unit building extra
873 ; This can be "None" to indicate that graphic sprite
875 ; act_gfx_alt = tag for alternative graphic for unit building extra
876 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
877 ; rmact_gfx = tag specifying graphic for unit removing extra
878 ; This can be "None" to indicate that graphic sprite
880 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
881 ; reqs = requirements to build the extra (see effects.ruleset
882 ; and README.effects for help on requirements)
883 ; rmreqs = requirements to remove the extra
884 ; buildable = Can extra be built? Defaults to TRUE
885 ; build_time = how long it takes a unit to build this extra.
886 ; Value of 0 (default) means that terrain- and
887 ; build activity specific time is used instead.
888 ; build_time_factor = This setting take effect only if build_time is 0.
889 ; Terrain and activity specific build time will be
890 ; multiplied by this value (default 1)
891 ; removal_time = how long it takes a unit to remove this extra.
892 ; Value of 0 (default) means that terrain- and
893 ; removal activity specific time is used instead.
894 ; removal_time_factor = This setting take effect only if removal_time is 0.
895 ; Terrain and activity specific removal time will be
896 ; multiplied by this value (default 1)
897 ; defense_bonus = Percent added to defense when tile has the extra
899 ; native_to = List of unit classes that are considered to
900 ; be inside the extra when they are on same tile
901 ; conflicts = List of extras that cannot be on the same tile.
902 ; Bases with non-zero border_sq automatically conflict
904 ; hidden_by = List of extra types that will make this extra
905 ; type not to show on UI if both present.
907 ; - "NativeTile" = Native units consider tile native regardless of
909 ; - "Refuel" = Native units can use tile as refuel point
910 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
911 ; if target terrain could support it
912 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
913 ; regardless of its other requirements
914 ; - "AutoOnCityCenter" = City center tiles will automatically have this
915 ; extra type if the player can build it
916 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
917 ; connect to adjacent Land tiles even if they have
918 ; no extra. This affects appearance only
919 ; - "GlobalWarming" = Instances of this extra on map count towards
921 ; - "NuclearWinter" = Instances of this extra on map count towards
923 ; - "ShowFlag" = Draw owner's flag
924 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
925 ; defense layer. The defense bonus of all the extras
926 ; located at the tile, native to defending unit,
927 ; is calculated as a 1 + sum of bonuses from the extras
928 ; on the default "Fortification" defense layer multiplied
929 ; by the 1 + sum of bonuses from the extras on the
931 ; helptext = optional help text string; should escape all raw
932 ; newlines so that xgettext parsing works
934 ; */ <-- avoid gettext warnings
937 name = _("Irrigation")
939 causes = "Irrigation"
941 graphic = "tx.irrigation"
943 activity_gfx = "unit.irrigation"
944 act_gfx_alt = "unit.irrigate"
951 hidden_by = "Farmland"
960 activity_gfx = "unit.mine"
961 act_gfx_alt = "unit.plant"
967 conflicts = "Irrigation", "Farmland"
970 name = _("Pollution")
971 category = "Nuisance"
972 causes = "Pollution", "Fallout"
973 rmcauses = "CleanPollution"
974 graphic = "tx.pollution"
976 activity_gfx = "None"
979 rmact_gfx = "unit.pollution"
982 { "type", "name", "range", "present"
983 "Terrain", "Ocean", "Local", FALSE
986 flags = "GlobalWarming"
989 name = _("Minor Tribe Village")
994 graphic = "tx.village"
996 activity_gfx = "None"
1002 { "type", "name", "range"
1003 "TerrainClass", "Land", "Local"
1006 Villages (also called \"huts\") are primitive communities spread \
1007 across the world at the beginning of the game. Any land unit can enter \
1008 a village, making the village disappear and deliver a random response. \
1009 If the village proves hostile, it could produce barbarians or the unit \
1010 entering may simply be destroyed. If they are friendly, the player \
1011 could receive gold, a new technology, a military unit (occasionally a \
1012 settler; and sometimes a unit that the player cannot yet create), or \
1015 Later in the game, helicopters may also enter villages, but overflight \
1016 by other aircraft will cause the villagers to take fright and disband.\
1020 name = _("Farmland")
1022 causes = "Irrigation"
1023 rmcauses = "Pillage"
1024 graphic = "tx.farmland"
1026 activity_gfx = "unit.farmland"
1027 act_gfx_alt = "unit.irrigation"
1028 act_gfx_alt2 = "unit.irrigate"
1032 { "type", "name", "range"
1033 "Tech", "Refrigeration", "Player"
1034 "Extra", "Irrigation", "Local"
1041 name = _("Fortress")
1044 rmcauses = "Pillage"
1045 graphic = "base.fortress"
1047 activity_gfx = "unit.fortress"
1053 { "type", "name", "range", "present"
1054 "Tech", "Construction", "Player", TRUE
1055 "TerrainClass", "Land", "Local", TRUE
1056 "UnitFlag", "Settlers", "Local", TRUE
1057 "CityTile", "Center", "Local", FALSE
1064 Fortresses improve defense for land units. Among other effects, a land \
1065 unit remaining in a fortress for a whole turn without moving recovers \
1066 a quarter of its hit points.\
1073 rmcauses = "Pillage"
1074 graphic = "base.airbase"
1076 activity_gfx = "unit.airbase"
1082 { "type", "name", "range", "present"
1083 "Tech", "Radio", "Player", TRUE
1084 "TerrainClass", "Land", "Local", TRUE
1085 "UnitFlag", "Airbase", "Local", TRUE
1086 "CityTile", "Center", "Local", FALSE
1090 native_to = "Air", "Helicopter", "Missile"
1093 Airbases allow your air units to land and refuel. Air units in an \
1094 airbase may be attacked by land units.\
1101 rmcauses = "Pillage"
1102 graphic = "road.road"
1104 activity_gfx = "unit.road"
1110 { "type", "name", "range"
1111 "UnitFlag", "Settlers", "Local"
1112 "TerrainClass", "Land", "Local"
1117 hidden_by = "Railroad"
1118 flags = "AlwaysOnCityCenter"
1120 Roads allow your land units to move more quickly, and on some terrain,\
1121 also provide a trade bonus.\
1123 Building roads on river tiles requires knowledge of Bridge Building.\
1124 City center tiles automatically get roads, and are an exception to\
1129 name = _("Railroad")
1132 rmcauses = "Pillage"
1133 graphic = "road.rail"
1135 activity_gfx = "unit.rail"
1136 act_gfx_alt = "unit.road"
1141 { "type", "name", "range"
1142 "Tech", "Railroad", "Player"
1143 "Extra", "Road", "Local"
1144 "UnitFlag", "Settlers", "Local"
1145 "TerrainClass", "Land", "Local"
1150 flags = "AutoOnCityCenter"
1152 Once you learn the Railroad technology, you may upgrade your roads\
1153 to railroads. Units expend no movement points when moving along a\
1154 railroad; you may ride a railroad indefinitely. (As may your enemies!)\
1156 A railroad also increases any shield resources produced by a tile.\
1157 A tile whose road is upgraded to a railroad retains any trade bonus\
1158 from the road as well.\
1160 City center tiles with roads are automatically upgraded to railroads\
1161 when you learn the Railroad technology.\
1166 category = "Natural"
1169 graphic = "road.river"
1171 activity_gfx = "None"
1179 flags = "NaturalDefense"
1180 ; /* xgettext:no-c-format */
1182 Any land terrain type may have a River on it. A River adds 1\
1183 trade to the resources produced by that tile. It also increases a tile's\
1184 defense factor by 50%. Finally, land units may move along a River (but\
1185 not diagonally) for fast travel.\
1187 Roads and railroads can only be built on River tiles if your\
1188 civilization has learned Bridge Building technology.\
1191 ; /* <-- avoid gettext warnings
1195 ; extra = name of the extra this base section is part of
1196 ; gui_type = How gui should handle this base.
1197 ; Value can be "Fortress", "Airbase", or "Other"
1198 ; border_sq = Base will claim land ownership up to this radius,
1199 ; -1 to disable. If enabled, base cannot exist in city tile.
1200 ; vision_main_sq = Base will have main layer vision to this radius
1201 ; vision_invis_sq = Base will have invisible layer vision to this radius
1203 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1204 ; friendly city within 3 tiles
1205 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1206 ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
1207 ; - "ParadropFrom" = Paradrop can be initiated from base
1209 ; */ <-- avoid gettext warnings
1213 gui_type = "Fortress"
1214 flags = "NoAggressive", "NoStackDeath", "DiplomatDefense"
1218 gui_type = "Airbase"
1219 flags = "NoStackDeath", "ParadropFrom"
1221 ; /* <-- avoid gettext warnings
1225 ; extra = name of the extra this road section is part of
1226 ; first_reqs = additional requirements to build the first part of
1227 ; the road, when none of the adjacent tiles have any
1228 ; integrating roads (see effects.ruleset and
1229 ; README.effects for help on requirements)
1230 ; move_cost = how much movement it takes to travel
1231 ; via this road (in fractional move points, as
1232 ; defined by move_fragments)
1233 ; -1 means that road provides no speed bonus.
1234 ; move_mode = how movement costs are applied
1235 ; - "Cardinal" = Road cost applies only on cardinal moves
1236 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1237 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1239 ; food_incr_const = food production added to tile regardless of terrain
1240 ; shield_incr_const = shield production added to tile regardless of
1242 ; trade_incr_const = trade production added to tile regardless of
1244 ; food_incr = food production added to tile; multiplied by
1245 ; terrain-specific road_food_incr_pct
1246 ; shield_incr = shield production added to tile; multiplied by
1247 ; terrain-specific road_shield_incr_pct
1248 ; trade_incr = trade production added to tile; multiplied by
1249 ; terrain-specific road_trade_incr_pct
1250 ; food_bonus = percent added to food production
1251 ; shield_bonus = percent added to shield production
1252 ; trade_bonus = percent added to trade production
1253 ; In summary, output bonuses from roads are given by the formula:
1254 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1255 ; compat_special = what kind of pre-2.5 special this road corresponds
1256 ; to, if any: "Road", "Railroad", "River, or "None".
1257 ; Used for UI and loading old savegames
1258 ; integrates = list of road types that are suitable next steps
1259 ; for travel from this road type
1261 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1262 ; road on the same tile as another road with
1263 ; "PreventsOtherRoads" flag (usually rivers)
1264 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1265 ; the same tile as this one without appropriate tech
1266 ; - "River" = Automatically generated by map generator, always
1267 ; flowing from land tiles to ocean
1268 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1269 ; even if server setting 'restrictinfra' is set
1270 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1271 ; road is considered native
1272 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1273 ; road is considered native
1275 ; */ <-- avoid gettext warnings
1286 compat_special = "Road"
1287 flags = "RequiresBridge"
1298 compat_special = "Railroad"
1299 flags = "RequiresBridge"
1304 move_mode = "Cardinal"
1305 trade_incr_const = 1
1306 compat_special = "River"
1307 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra"