1 ; This is the experimental ruleset. See doc/README.experimental
2 ; for a detailed description.
5 ; You should not modify this file except to make bugfixes or
6 ; for other "maintenance". If you want to make custom changes,
7 ; you should create a new datadir subdirectory and copy this file
8 ; into that directory, and then modify that copy. Then use the
9 ; command "rulesetdir <mysubdir>" in the server to have freeciv
10 ; use your new customized file.
12 ; Note that the freeciv AI may not cope well with anything more
16 description="Experimental terrain data for Freeciv"
17 options="+Freeciv-2.6-ruleset"
20 ; Names for custom terrain flags. There can be up to 8 of these.
21 ; name = rule name; In some circumstances user may see this
22 ; as part of some sentences, so try to make it descriptive
24 ; helptxt = displayed in the help for terrains with this flag (optional)
27 _("Oil"), _("Has Oil Well instead of Mine.")
28 _("NoPollution"), _("No Pollution nor Fallout appear here.")
33 ; Percentage of "land" tiles required to be adjacent to a water tile before
34 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
35 ocean_reclaim_requirement = 30
37 ; Percentage of "water" tiles required to be adjacent to a land tile before
38 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
39 land_channel_requirement = 10
41 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
42 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
45 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
46 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
47 freeze_requirement = 0
49 ; Bodies of water up to this size are considered freshwater lakes, if there is
50 ; also terrain type(s) with flag "FreshWater" in the ruleset.
53 ; How many native tiles first startunit must be able to reach.
55 min_start_native_area = 0
57 ; How many fragments each movement point has.
58 ; For example road movement costs are relative to this.
61 ; How many move_fragments IgTer unit movement costs
64 ; Whether diagonal movement has increased cost
65 ; The cost increase is more accurate with larger values for move_fragments
66 pythagorean_diagonal = FALSE
68 ; There is no resources in the middle of the oceans, only near coast
69 ocean_resources = FALSE
71 ; /* <-- avoid gettext warnings
73 ; The individual terrain types, one per section.
74 ; Roughly sorted by identifier.
75 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
76 ; and may be used in debug output when reading this file.
80 ; name = translatable name as seen by user; if "unused", it is
81 ; not used, but is included for conversion and/or the
83 ; rule_name = (optional) name for savegames, rulesets etc; if not
84 ; present, 'name' is used. Since the name used in
85 ; savegames must not change, use this when renaming a
86 ; terrain after a ruleset has been released.
87 ; graphic = preferred graphic; Tilespec [tile_*] section
88 ; with 'tag' matching this will be used.
89 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
90 ; preferred graphic is not found, this will be used.
91 ; Otherwise may be "-"
92 ; identifier = single-character identifier used in savegames. This
93 ; must be unique for each terrain.
94 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
95 ; movement_cost = in whole movement points, not move_fragments;
97 ; defense_bonus = percent added to defense; typically 0% to 200%
98 ; food = normal food production
99 ; shield = normal shield production
100 ; trade = normal trade production
101 ; resources = list of possible resources on this terrain
102 ; road_food_incr_pct = percent of road food_incr applied to this terrain
103 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
104 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
105 ; base_time = time to build bases; if 0, cannot build any bases.
106 ; Nonzero values only affect bases with build_time 0.
107 ; road_time = time to build roads; if 0, cannot build any roads.
108 ; Nonzero values only affect roads with build_time 0.
109 ; irrigation_result = result of irrigation; one of:
110 ; "no" -- cannot irrigate
111 ; "yes" -- can irrigate
112 ; terrain section -- irrigation changes to that terrain
113 ; irrigation_food_incr = increment to food if tile is irrigated
114 ; irrigation_time = time to irrigate; if 0, cannot irrigate
115 ; Nonzero values only affect extras with build_time 0.
116 ; mining_result = result of mining; one of:
117 ; "no" -- cannot mine
119 ; terrain section -- mining changes to that terrain
120 ; mining_shield_incr = increment to shields if tile is mined
121 ; mining_time = time to mine; if 0, cannot mine
122 ; Nonzero values only affect extras with build_time 0.
123 ; transform_result = result of transformation; one of:
124 ; "no" -- cannot transform
125 ; terrain section -- transformation changes to that
127 ; transform_time = time to transform; if 0, cannot transform
128 ; pillage_time = time to pillage extra from the tile (0 = impossible)
129 ; Nonzero values only affect extras with removal_time 0.
130 ; clean_pollution_time = time to clean pollution (0 = impossible)
131 ; Nonzero values only affect extras with removal_time 0.
132 ; clean_fallout_time = time to clean fallout (0 = impossible)
133 ; Nonzero values only affect extras with removal_time 0.
134 ; animal = unit type that can appear as animal on the terrain
135 ; warmer_wetter_result = result of global warming for wet terrains; one of:
136 ; "no" -- no change; does not count for warming
137 ; "yes" -- no change; counts for warming
138 ; terrain section -- warming changes to that terrain
139 ; warmer_drier_result = result of global warming for dry terrains;
140 ; see warmer_wetter_result
141 ; cooler_wetter_result = result of nuclear winter for wet terrains;
142 ; see warmer_wetter_result
143 ; cooler_drier_result = result of nuclear winter for dry terrains;
144 ; see warmer_wetter_result
145 ; native_to = List of unit classes that can move here
146 ; flags = General flags for this terrain. List taken from the
147 ; following, and/or any user flags defined above:
148 ; - NoBarbs = Barbarians will not be spawned here.
149 ; - NoCities = Cities may not be built or found on this terrain.
150 ; - Starter = Players will only be started on "Starter" terrain.
151 ; (Currently this cannot be Oceanic terrain.)
152 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
153 ; actual chance of river generation is controlled
155 ; - UnsafeCoast = This terrain does not provide a safe voyage for
156 ; units with flag "Trireme"
157 ; - FreshWater = This terrain is used for small bodies of water.
158 ; If this becomes adjacent to non-FreshWater terrain,
159 ; the whole contiguous FreshWater area will be flooded
160 ; with the non-FreshWater terrain.
161 ; - NotGenerated = Map generator never places this terrain type. It can
162 ; be added from editor only, or by ingame events
164 ; - NoZoc = Units on this terrain are not generating or subject
166 ; - NoFortify = Units cannot fortify on this terrain
167 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
168 ; is generated near poles. Conversion between frozen
169 ; and unfrozen terrain can be controlled with
170 ; thaw_requirement/freeze_requirement, and Frozen
171 ; terrain is shown differently on the overview map.
172 ; property_* = specific property % values used by mapgen. Most
173 ; terrains will have 0 for most values. Properties
174 ; other than ocean_depth are only used for land tiles.
175 ; - mountainous = degree to which this terrain is mountainous
176 ; - green = how much life this terrain has
177 ; - foliage = how much thick undergrowth the terrain has
178 ; - tropical = how "tropical" the terrain is (high temperature)
179 ; - temperate = how "temperate" the terrain is (med temperature)
180 ; - cold = how "cold" the terrain is (low temperature)
181 ; - frozen = how "frozen" the terrain is (very low temperature)
182 ; (does not necessarily have to have the "Frozen" flag)
183 ; - wet = how "wet" the terrain is (moisture)
184 ; - dry = how "dry" the terrain is (moisture)
185 ; - ocean_depth = the depth of an ocean, as an average level
186 ; color.r = color of the terrain (red value)
187 ; color.g = color of the terrain (green value)
188 ; color.b = color of the terrain (blue value)
189 ; helptext = optional help text string; should escape all raw
190 ; newlines so that xgettext parsing works
192 ; */ <-- avoid gettext warnings
194 [terrain_inaccesible]
195 name = _("Inaccessible")
196 graphic = "inaccessible"
197 graphic_alt = "arctic"
205 road_food_incr_pct = 0
206 road_shield_incr_pct = 0
207 road_trade_incr_pct = 0
210 irrigation_result = "no"
211 irrigation_food_incr = 0
214 mining_shield_incr = 0
216 transform_result = "no"
219 clean_pollution_time = 0
220 clean_fallout_time = 0
222 warmer_wetter_result = "no"
223 warmer_drier_result = "no"
224 cooler_wetter_result = "no"
225 cooler_drier_result = "no"
226 flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen"
231 No unit can enter this terrain, nor can any city work its tiles.\
237 graphic_alt = "coast"
246 road_trade_incr_pct = 0
249 irrigation_result = "no"
250 irrigation_food_incr = 0
253 mining_shield_incr = 0
255 transform_result = "Swamp"
258 clean_pollution_time = 3
259 clean_fallout_time = 3
261 warmer_wetter_result = "no"
262 warmer_drier_result = "Swamp"
263 cooler_wetter_result = "Glacier"
264 cooler_drier_result = "Tundra"
265 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
266 flags = "NoCities", "NoBarbs", "NoPollution", "FreshWater", "NoZoc", "NoFortify"
267 property_ocean_depth = 0
272 Lakes are substantial bodies of fresh water.\
286 resources = "Fish", "Whales"
287 road_trade_incr_pct = 0
290 irrigation_result = "no"
291 irrigation_food_incr = 0
294 mining_shield_incr = 0
296 transform_result = "Swamp"
299 clean_pollution_time = 3
300 clean_fallout_time = 3
302 warmer_wetter_result = "no"
303 warmer_drier_result = "Swamp"
304 cooler_wetter_result = "Glacier"
305 cooler_drier_result = "Glacier"
306 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
307 flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify"
308 property_ocean_depth = 32
313 Shallow oceans are mostly found near coastlines, and are often rich\
314 sources of food and other resources.\
318 name = _("Deep Ocean")
320 graphic_alt = "coast"
329 road_trade_incr_pct = 0
332 irrigation_result = "no"
333 irrigation_food_incr = 0
336 mining_shield_incr = 0
338 transform_result = "no"
341 clean_pollution_time = 3
342 clean_fallout_time = 3
344 warmer_wetter_result = "no"
345 warmer_drier_result = "no"
346 cooler_wetter_result = "no"
347 cooler_drier_result = "no"
348 native_to = "Sea", "Air", "Missile", "Helicopter"
349 flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify"
350 property_ocean_depth = 87
355 Deep oceans cover much of the world away from coastlines, and only\
356 seaworthy units (not including Triremes) can travel on them.\
370 resources = "Ivory", "Oil"
371 road_trade_incr_pct = 0
374 irrigation_result = "no"
375 irrigation_food_incr = 0
377 mining_result = "yes"
378 mining_shield_incr = 1
380 transform_result = "Tundra"
383 clean_pollution_time = 3
384 clean_fallout_time = 3
386 warmer_wetter_result = "Tundra"
387 warmer_drier_result = "Tundra"
388 cooler_wetter_result = "no"
389 cooler_drier_result = "no"
390 native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
391 flags = "NoBarbs", "NoCities", "CanHaveRiver", "Oil", "Frozen"
392 property_frozen = 100
397 Glaciers are found only in the most northerly or southerly\
398 reaches of the world. They are very cold, and hence difficult to\
401 Oil Wells can be built when Refining is known.\
415 resources = "Oasis", "Oil"
416 road_trade_incr_pct = 100
419 irrigation_result = "yes"
420 irrigation_food_incr = 1
422 mining_result = "yes"
423 mining_shield_incr = 1
425 transform_result = "Plains"
428 clean_pollution_time = 3
429 clean_fallout_time = 3
431 warmer_wetter_result = "Grassland"
432 warmer_drier_result = "no"
433 cooler_wetter_result = "Plains"
434 cooler_drier_result = "Tundra"
435 native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
436 flags = "CanHaveRiver", "Oil"
438 property_tropical = 50
439 property_temperate = 20
444 Deserts are regions of extreme dryness, making agriculture and\
445 trade very difficult.\
447 Oil Wells can be built when Construction is known.\
461 resources = "Pheasant", "Silk"
462 road_trade_incr_pct = 0
465 irrigation_result = "Plains"
466 irrigation_food_incr = 0
468 mining_result = "Swamp"
469 mining_shield_incr = 0
471 transform_result = "Grassland"
474 clean_pollution_time = 3
475 clean_fallout_time = 3
477 warmer_wetter_result = "Jungle"
478 warmer_drier_result = "Plains"
479 cooler_wetter_result = "Swamp"
480 cooler_drier_result = "Tundra"
481 native_to = "Land", "Air", "Missile", "Helicopter"
482 flags = "Starter", "CanHaveRiver"
485 property_foliage = 50
486 property_temperate = 50
491 Forests are densely wooded, making agriculture somewhat\
496 name = _("Grassland")
497 graphic = "grassland"
506 resources = "Resources"
507 road_trade_incr_pct = 100
510 irrigation_result = "yes"
511 irrigation_food_incr = 1
513 mining_result = "Forest"
514 mining_shield_incr = 0
516 transform_result = "Hills"
519 clean_pollution_time = 3
520 clean_fallout_time = 3
522 warmer_wetter_result = "Lake"
523 warmer_drier_result = "Desert"
524 cooler_wetter_result = "Glacier"
525 cooler_drier_result = "Tundra"
526 native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
527 flags = "Starter", "CanHaveRiver"
529 property_temperate = 50
534 Grasslands afford exceptional agricultural opportunities.\
548 resources = "Coal", "Wine"
549 road_trade_incr_pct = 0
552 irrigation_result = "yes"
553 irrigation_food_incr = 1
555 mining_result = "yes"
556 mining_shield_incr = 3
558 transform_result = "Plains"
561 clean_pollution_time = 3
562 clean_fallout_time = 3
564 warmer_wetter_result = "no"
565 warmer_drier_result = "no"
566 cooler_wetter_result = "no"
567 cooler_drier_result = "no"
568 native_to = "Land", "Air", "Missile", "Helicopter"
569 flags = "Starter", "CanHaveRiver"
571 property_mountainous = 30
576 In addition to being amenable to agriculture, Hills are frequently\
591 resources = "Gems", "Fruit"
592 road_trade_incr_pct = 0
595 irrigation_result = "Grassland"
596 irrigation_food_incr = 0
598 mining_result = "Forest"
599 mining_shield_incr = 0
601 transform_result = "Plains"
604 clean_pollution_time = 3
605 clean_fallout_time = 3
607 warmer_wetter_result = "Lake"
608 warmer_drier_result = "Desert"
609 cooler_wetter_result = "Swamp"
610 cooler_drier_result = "Tundra"
611 native_to = "Land", "Air", "Missile", "Helicopter"
612 flags = "CanHaveRiver"
613 property_foliage = 50
614 property_tropical = 50
620 Jungles are densely overgrown, making agriculture somewhat\
625 name = _("Mountains")
626 graphic = "mountains"
635 resources = "Gold", "Iron"
636 road_trade_incr_pct = 0
639 irrigation_result = "no"
640 irrigation_food_incr = 0
642 mining_result = "yes"
643 mining_shield_incr = 1
645 transform_result = "Hills"
648 clean_pollution_time = 3
649 clean_fallout_time = 3
651 warmer_wetter_result = "no"
652 warmer_drier_result = "no"
653 cooler_wetter_result = "no"
654 cooler_drier_result = "no"
655 native_to = "Land", "Air", "Missile", "Helicopter"
656 flags = "CanHaveRiver"
657 property_mountainous = 70
662 Mountains are regions of extreme altitude, making agriculture and\
663 trade very difficult.\
677 resources = "Buffalo", "Wheat"
678 road_trade_incr_pct = 100
681 irrigation_result = "yes"
682 irrigation_food_incr = 1
684 mining_result = "Forest"
685 mining_shield_incr = 0
687 transform_result = "Grassland"
690 clean_pollution_time = 3
691 clean_fallout_time = 3
693 warmer_wetter_result = "Lake"
694 warmer_drier_result = "Desert"
695 cooler_wetter_result = "Glacier"
696 cooler_drier_result = "Tundra"
697 native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
698 flags = "Starter", "CanHaveRiver"
700 property_temperate = 50
705 Plains are very broad, sparse regions, which makes trade slightly\
720 resources = "Peat", "Spice"
721 road_trade_incr_pct = 0
724 irrigation_result = "Grassland"
725 irrigation_food_incr = 0
727 mining_result = "Forest"
728 mining_shield_incr = 0
730 transform_result = "Lake"
733 clean_pollution_time = 3
734 clean_fallout_time = 3
736 warmer_wetter_result = "Lake"
737 warmer_drier_result = "Desert"
738 cooler_wetter_result = "Glacier"
739 cooler_drier_result = "Tundra"
740 native_to = "Land", "Air", "Missile", "Helicopter"
741 flags = "CanHaveRiver"
743 property_tropical = 10
744 property_temperate = 10
750 Swamps suffer from an over-abundance of water, making agriculture\
751 somewhat problematic.\
765 resources = "Game", "Furs"
766 road_trade_incr_pct = 0
769 irrigation_result = "yes"
770 irrigation_food_incr = 1
773 mining_shield_incr = 0
775 transform_result = "Desert"
778 clean_pollution_time = 3
779 clean_fallout_time = 3
781 warmer_wetter_result = "Lake"
782 warmer_drier_result = "Desert"
783 cooler_wetter_result = "Glacier"
784 cooler_drier_result = "no"
785 native_to = "Land", "Big Land", "Air", "Missile", "Helicopter"
786 flags = "Starter", "NoBarbs", "CanHaveRiver"
792 Tundra are broad, cold regions, fit for some agriculture and little\
796 ; The individual resource types, one per section.
797 ; Roughly sorted by identifier.
798 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
799 ; and may be used in debug output when reading this file.
803 ; name = name as seen by user; if "unused", it is not used,
804 ; but is included for conversion and/or the editor.
805 ; graphic = tag specifying preferred graphic
806 ; graphic_alt = tag for alternate garphic if preferred graphic is not
807 ; present; especially if preferred graphic is non-standard,
808 ; this should be a standard tag. Otherwise can use eg "-"
809 ; for no alternate graphic.
810 ; identifier = single-character identifier used in savegames. This
811 ; must be unique for each resource, and changing it will
812 ; break savegame compatibility.
813 ; food = increased food production
814 ; shield = increased shield production
815 ; trade = increased trade production
823 # glacier, hills, mountains.
834 name = _("?animals:Game")
835 graphic = "ts.tundra_game"
849 # tundra-only (beaver pelts).
884 ; "h" reserved for strategic horses
888 graphic = "ts.buffalo"
892 # plains (horses => buffalo => cattle).
902 ; "k" reserved for (cane) sugar
904 ; "l" reserved for tobacco
906 ; "m" reserved for marble
922 # swamp (petroleum => peat => petroleum).
926 graphic = "ts.pheasant"
932 ; "r" reserved for rubber
935 name = _("Resources")
936 graphic = "ts.grassland_resources"
944 graphic = "ts.arctic_ivory"
950 # glacier (seals => walrus).
969 ; "u" reserved for uranium
973 graphic = "ts.whales"
993 shield = 3 ; glacier used to have 4
999 ; Player visible names of the base gui types.
1000 ui_name_base_fortress = _("?gui_type:Build Fortress/Buoy")
1001 ui_name_base_airbase = _("?gui_type:Build Airbase")
1003 ; /* <-- avoid gettext warnings
1005 ; Each extra, including bases and roads, must have a section here.
1006 ; Bases and roads have additional sections for their specific features below.
1011 ; name = translatable name as seen by user
1012 ; rule_name = (optional) name for savegames, rulesets etc; if not
1013 ; present, 'name' is used. Since the name used in
1014 ; savegames must not change, use this when renaming
1015 ; an extra after a ruleset has been released.
1016 ; category = How UI should categorize this extra. One of
1017 ; "Infra", "Natural", "Nuisance", or "Bonus"
1018 ; causes = events that can create extra type.
1019 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
1021 ; rmcauses = events that can remove extra type.
1022 ; "CleanPollution", "CleanFallout", or "Pillage"
1023 ; graphic = tag specifying preferred graphic
1024 ; graphic_alt = tag for alternate graphic if preferred graphic is
1025 ; not present. Can use eg "-" for no alternate
1027 ; activity_gfx = tag specifying graphic for unit building extra
1028 ; This can be "None" to indicate that graphic sprite
1030 ; act_gfx_alt = tag for alternative graphic for unit building extra
1031 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
1032 ; rmact_gfx = tag specifying graphic for unit removing extra
1033 ; This can be "None" to indicate that graphic sprite
1035 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
1036 ; reqs = requirements to build the extra (see effects.ruleset
1037 ; and README.effects for help on requirements)
1038 ; rmreqs = requirements to remove the extra
1039 ; buildable = Can extra be built? Defaults to TRUE
1040 ; build_time = how long it takes a unit to build this extra.
1041 ; Value of 0 (default) means that terrain- and
1042 ; build activity specific time is used instead.
1043 ; build_time_factor = This setting take effect only if build_time is 0.
1044 ; Terrain and activity specific build time will be
1045 ; multiplied by this value (default 1)
1046 ; removal_time = how long it takes a unit to remove this extra.
1047 ; Value of 0 (default) means that terrain- and
1048 ; removal activity specific time is used instead.
1049 ; removal_time_factor = This setting take effect only if removal_time is 0.
1050 ; Terrain and activity specific removal time will be
1051 ; multiplied by this value (default 1)
1052 ; defense_bonus = Percent added to defense when tile has the extra
1054 ; native_to = List of unit classes that are considered to
1055 ; be inside the extra when they are on same tile
1056 ; conflicts = List of extras that cannot be on the same tile.
1057 ; Bases with non-zero border_sq automatically conflict
1059 ; hidden_by = List of extra types that will make this extra
1060 ; type not to show on UI if both present.
1062 ; - "NativeTile" = Native units consider tile native regardless of
1064 ; - "Refuel" = Native units can use tile as refuel point
1065 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
1066 ; if target terrain could support it
1067 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
1068 ; regardless of its other requirements
1069 ; - "AutoOnCityCenter" = City center tiles will automatically have this
1070 ; extra type if the player can build it
1071 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
1072 ; connect to adjacent Land tiles even if they have
1073 ; no extra. This affects appearance only
1074 ; - "GlobalWarming" = Instances of this extra on map count towards
1076 ; - "NuclearWinter" = Instances of this extra on map count towards
1078 ; - "ShowFlag" = Draw owner's flag
1079 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
1080 ; defense layer. The defense bonus of all the extras
1081 ; located at the tile, native to defending unit,
1082 ; is calculated as a 1 + sum of bonuses from the extras
1083 ; on the default "Fortification" defense layer multiplied
1084 ; by the 1 + sum of bonuses from the extras on the
1086 ; helptext = optional help text string; should escape all raw
1087 ; newlines so that xgettext parsing works
1089 ; */ <-- avoid gettext warnings
1092 name = _("Irrigation")
1094 causes = "Irrigation"
1095 rmcauses = "Pillage"
1096 graphic = "tx.irrigation"
1098 activity_gfx = "unit.irrigation"
1099 act_gfx_alt = "unit.irrigate"
1105 conflicts = "Mine", "Oil Well"
1106 hidden_by = "Farmland"
1112 rmcauses = "Pillage"
1115 activity_gfx = "unit.mine"
1116 act_gfx_alt = "unit.plant"
1121 { "type", "name", "range", "present"
1122 "TerrainFlag", "Oil", "Local", FALSE
1126 conflicts = "Irrigation", "Farmland"
1129 name = _("Oil Well")
1132 rmcauses = "Pillage"
1133 graphic = "tx.oil_mine"
1134 graphic_alt = "tx.mine"
1135 activity_gfx = "unit.oil_mine"
1136 act_gfx_alt = "unit.mine"
1137 act_gfx_alt2 = "unit.plant"
1141 { "type", "name", "range"
1142 "TerrainFlag", "Oil", "Local"
1146 conflicts = "Irrigation", "Farmland"
1149 name = _("Pollution")
1150 category = "Nuisance"
1151 causes = "Pollution"
1152 rmcauses = "CleanPollution"
1153 graphic = "tx.pollution"
1155 activity_gfx = "None"
1158 rmact_gfx = "unit.pollution"
1161 { "type", "name", "range", "present"
1162 "TerrainFlag", "NoPollution", "Local", FALSE
1165 flags = "GlobalWarming"
1168 name = _("Minor Tribe Village")
1173 graphic = "tx.village"
1175 activity_gfx = "None"
1181 { "type", "name", "range"
1182 "TerrainClass", "Land", "Local"
1185 Villages (also called \"huts\") are primitive communities spread \
1186 across the world at the beginning of the game. Any land unit can enter \
1187 a village, making the village disappear and deliver a random response. \
1188 If the village proves hostile, it could produce barbarians or the unit \
1189 entering may simply be destroyed. If they are friendly, the player \
1190 could receive gold, a new technology, a military unit (occasionally a \
1191 settler; and sometimes a unit that the player cannot yet create), or \
1194 Later in the game, helicopters may also enter villages, but overflight \
1195 by other aircraft will cause the villagers to take fright and disband.\
1199 name = _("Farmland")
1201 causes = "Irrigation"
1202 rmcauses = "Pillage"
1203 graphic = "tx.farmland"
1205 activity_gfx = "unit.farmland"
1206 act_gfx_alt = "unit.irrigation"
1207 act_gfx_alt2 = "unit.irrigate"
1211 { "type", "name", "range"
1212 "Tech", "Refrigeration", "Player"
1213 "Extra", "Irrigation", "Local"
1217 conflicts = "Mine", "Oil Well"
1221 category = "Nuisance"
1223 rmcauses = "CleanFallout"
1224 graphic = "tx.fallout"
1226 activity_gfx = "None"
1229 rmact_gfx = "unit.fallout"
1232 { "type", "name", "range", "present"
1233 "TerrainFlag", "NoPollution", "Local", FALSE
1236 flags = "NuclearWinter"
1239 name = _("Fortress")
1242 rmcauses = "Pillage"
1243 graphic = "base.fortress"
1245 activity_gfx = "unit.fortress"
1251 { "type", "name", "range", "present"
1252 "Tech", "Construction", "Player", TRUE
1253 "TerrainClass", "Land", "Local", TRUE
1254 "UnitFlag", "Settlers", "Local", TRUE
1255 "CityTile", "Center", "Local", FALSE
1260 native_to = "Land", "Big Land"
1262 Fortresses improve defense for land units. Among other effects, a land \
1263 unit remaining in a fortress for a whole turn without moving recovers \
1264 a quarter of its hit points. With Invention, fortresses gain watchtowers \
1265 from which land units can see further afield.\
1272 rmcauses = "Pillage"
1273 graphic = "base.airbase"
1275 activity_gfx = "unit.airbase"
1281 { "type", "name", "range", "present"
1282 "Tech", "Radio", "Player", TRUE
1283 "TerrainClass", "Land", "Local", TRUE
1284 "UnitFlag", "Airbase", "Local", TRUE
1285 "CityTile", "Center", "Local", FALSE
1289 native_to = "Air", "Helicopter", "Missile"
1292 Airbases allow your air units to land and refuel. Air units in an \
1293 airbase may be attacked by land units.\
1300 rmcauses = "Pillage"
1301 graphic = "base.buoy"
1302 graphic_alt = "base.fortress"
1303 activity_gfx = "unit.buoy"
1304 act_gfx_alt = "unit.fortress"
1309 { "type", "name", "range", "present"
1310 "Tech", "Radio", "Player", TRUE
1311 "TerrainClass", "Oceanic", "Local", TRUE
1312 "UnitFlag", "Airbase", "Local", TRUE
1313 "CityTile", "Center", "Local", FALSE
1319 Buoys may be built in the ocean (by units on a sea-going vessel).\
1326 rmcauses = "Pillage"
1327 graphic = "base.ruins"
1329 activity_gfx = "None"
1335 { "type", "name", "range", "present"
1336 "TerrainClass", "Land", "Local", TRUE
1337 "CityTile", "Center", "Local", FALSE
1341 flags = "TerrChangeRemoves"
1343 Ruins mark the former site of a city that was destroyed or abandoned. \
1344 They have no effect on gameplay.\
1351 rmcauses = "Pillage"
1352 graphic = "road.road"
1354 activity_gfx = "unit.road"
1360 { "type", "name", "range"
1361 "UnitFlag", "Settlers", "Local"
1362 "TerrainClass", "Land", "Local"
1366 native_to = "Land", "Big Land"
1367 flags = "NativeTile", "AutoOnCityCenter"
1368 hidden_by = "Railroad", "Maglev"
1370 Roads allow your land units to move more quickly, and allow heavy\
1371 Big Land units such as Catapults and Freight to travel through\
1372 otherwise difficult terrain such as Mountains and Forest. On some\
1373 terrain, roads also provide a trade bonus.\
1375 Building roads on river tiles requires knowledge of Bridge Building.\
1376 City center tiles automatically get roads (unless they are on a river\
1377 tile and you do not yet know Bridge Building).\
1381 name = _("Railroad")
1384 rmcauses = "Pillage"
1385 graphic = "road.rail"
1387 activity_gfx = "unit.rail"
1388 act_gfx_alt = "unit.road"
1393 { "type", "name", "range"
1394 "Tech", "Railroad", "Player"
1395 "Extra", "Road", "Local"
1396 "UnitFlag", "Settlers", "Local"
1397 "TerrainClass", "Land", "Local"
1401 native_to = "Land", "Big Land"
1402 flags = "NativeTile", "AutoOnCityCenter"
1403 hidden_by = "Maglev"
1405 Once you learn the Railroad technology, you may upgrade your roads\
1406 to railroads. Units travel considerably faster along railroads than\
1409 A railroad also increases any shield resources produced by a tile.\
1410 A tile whose road is upgraded to a railroad retains any trade bonus\
1411 from the road as well.\
1413 City center tiles with roads are automatically upgraded to railroads\
1414 when you learn the Railroad technology.\
1421 rmcauses = "Pillage"
1422 graphic = "road.maglev"
1423 graphic_alt = "road.rail"
1424 activity_gfx = "unit.maglev"
1425 act_gfx_alt = "unit.road"
1430 { "type", "name", "range"
1431 "Tech", "Superconductors", "Player"
1432 "Extra", "Railroad", "Local"
1433 "UnitFlag", "Settlers", "Local"
1434 "TerrainClass", "Land", "Local"
1439 flags = "NativeTile", "AutoOnCityCenter"
1441 With sufficient technology, you may build magnetic levitation systems\
1442 along your railroad routes. Land units expend no movement points\
1443 when riding a maglev; you may ride indefinitely. (As may your enemies!)\
1445 Your regular railroads are still used to carry heavy Big Land\
1446 units for which the maglev system is unsuitable, and they continue\
1447 to provide production and trade bonuses.\
1449 City center tiles with railroads are automatically upgraded to maglev\
1450 when you learn about Superconductors.\
1455 category = "Natural"
1458 graphic = "road.river"
1460 activity_gfx = "None"
1467 native_to = "Land", "Big Land", "Trireme"
1468 flags = "NativeTile"
1469 ; /* xgettext:no-c-format */
1471 Any land terrain type may have a River on it. A River adds 1\
1472 trade to the resources produced by that tile. It also increases a tile's\
1473 defense factor by 50%.\
1475 Land units may move along rivers for faster travel (but not diagonally),\
1476 and heavy Big Land units such as Catapults and Freight may travel\
1477 along them through otherwise difficult terrain. Triremes may also\
1478 travel up rivers (although later boats cannot).\
1480 Roads, railroads, and maglev can only be built on River tiles if your\
1481 civilization has learned Bridge Building technology.\
1484 ; /* <-- avoid gettext warnings
1488 ; extra = name of the extra this base section is part of
1489 ; gui_type = How gui should handle this base.
1490 ; Value can be "Fortress", "Airbase", or "Other"
1491 ; border_sq = Base will claim land ownership up to this radius,
1492 ; -1 to disable. If enabled, base cannot exist in city tile.
1493 ; vision_main_sq = Base will have main layer vision to this radius
1494 ; vision_invis_sq = Base will have invisible layer vision to this radius
1496 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1497 ; friendly city within 3 tiles
1498 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1499 ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
1500 ; - "ParadropFrom" = Paradrop can be initiated from base
1502 ; */ <-- avoid gettext warnings
1506 gui_type = "Fortress"
1508 flags = "NoAggressive", "NoStackDeath", "DiplomatDefense"
1512 gui_type = "Airbase"
1513 flags = "NoStackDeath", "ParadropFrom"
1517 gui_type = "Fortress"
1524 ; /* <-- avoid gettext warnings
1528 ; extra = name of the extra this road section is part of
1529 ; first_reqs = additional requirements to build the first part of
1530 ; the road, when none of the adjacent tiles have any
1531 ; integrating roads (see effects.ruleset and
1532 ; README.effects for help on requirements)
1533 ; move_cost = how much movement it takes to travel
1534 ; via this road (in fractional move points, as
1535 ; defined by move_fragments)
1536 ; -1 means that road provides no speed bonus.
1537 ; move_mode = how movement costs are applied
1538 ; - "Cardinal" = Road cost applies only on cardinal moves
1539 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1540 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1542 ; food_incr_const = food production added to tile regardless of terrain
1543 ; shield_incr_const = shield production added to tile regardless of
1545 ; trade_incr_const = trade production added to tile regardless of
1547 ; food_incr = food production added to tile; multiplied by
1548 ; terrain-specific road_food_incr_pct
1549 ; shield_incr = shield production added to tile; multiplied by
1550 ; terrain-specific road_shield_incr_pct
1551 ; trade_incr = trade production added to tile; multiplied by
1552 ; terrain-specific road_trade_incr_pct
1553 ; food_bonus = percent added to food production
1554 ; shield_bonus = percent added to shield production
1555 ; trade_bonus = percent added to trade production
1556 ; In summary, output bonuses from roads are given by the formula:
1557 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1558 ; compat_special = what kind of pre-2.5 special this road corresponds
1559 ; to, if any: "Road", "Railroad", "River, or "None".
1560 ; Used for UI and loading old savegames
1561 ; integrates = list of road types that are suitable next steps
1562 ; for travel from this road type
1564 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1565 ; road on the same tile as another road with
1566 ; "PreventsOtherRoads" flag (usually rivers)
1567 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1568 ; the same tile as this one without appropriate tech
1569 ; - "River" = Automatically generated by map generator, always
1570 ; flowing from land tiles to ocean
1571 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1572 ; even if server setting 'restrictinfra' is set
1573 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1574 ; road is considered native
1575 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1576 ; road is considered native
1578 ; */ <-- avoid gettext warnings
1589 compat_special = "Road"
1590 flags = "RequiresBridge"
1601 compat_special = "Railroad"
1602 flags = "RequiresBridge"
1613 flags = "RequiresBridge"
1618 move_mode = "Cardinal"
1619 trade_incr_const = 1
1620 compat_special = "River"
1621 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra"