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="Sandbox terrain 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)
25 _("Oil"), _("Mine can be upgraded to Oil Well.")
26 _("Sea"), _("Allows cities to build Harbors and coastal wonders.")
27 _("NoPollution"), _("No Pollution nor Fallout appear here.")
32 ; Percentage of "land" tiles required to be adjacent to a water tile before
33 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
34 ocean_reclaim_requirement = 30
36 ; Percentage of "water" tiles required to be adjacent to a land tile before
37 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
38 land_channel_requirement = 10
40 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
41 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
44 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
45 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
46 freeze_requirement = 0
48 ; Bodies of water up to this size are considered freshwater lakes, if there is
49 ; also terrain type(s) with flag "FreshWater" in the ruleset.
52 ; How many native tiles first startunit must be able to reach.
54 min_start_native_area = 0
56 ; How many fragments each movement point has.
57 ; For example road movement costs are relative to this.
60 ; How many move_fragments IgTer unit movement costs
63 ; Whether diagonal movement has increased cost
64 ; The cost increase is more accurate with larger values for move_fragments
65 pythagorean_diagonal = FALSE
67 ; There is no resources in the middle of the oceans, only near coast
68 ocean_resources = FALSE
70 ; /* <-- avoid gettext warnings
72 ; The individual terrain types, one per section.
73 ; Roughly sorted by identifier.
74 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
75 ; and may be used in debug output when reading this file.
79 ; name = translatable name as seen by user; if "unused", it is
80 ; not used, but is included for conversion and/or the
82 ; rule_name = (optional) name for savegames, rulesets etc; if not
83 ; present, 'name' is used. Since the name used in
84 ; savegames must not change, use this when renaming a
85 ; terrain after a ruleset has been released.
86 ; graphic = preferred graphic; Tilespec [tile_*] section
87 ; with 'tag' matching this will be used.
88 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
89 ; preferred graphic is not found, this will be used.
90 ; Otherwise may be "-"
91 ; identifier = single-character identifier used in savegames. This
92 ; must be unique for each terrain.
93 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
94 ; movement_cost = in whole movement points, not move_fragments;
96 ; defense_bonus = percent added to defense; typically 0% to 200%
97 ; food = normal food production
98 ; shield = normal shield production
99 ; trade = normal trade production
100 ; resources = list of possible resources on this terrain
101 ; road_food_incr_pct = percent of road food_incr applied to this terrain
102 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
103 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
104 ; base_time = time to build bases; if 0, cannot build any bases.
105 ; Nonzero values only affect bases with build_time 0.
106 ; road_time = time to build roads; if 0, cannot build any roads.
107 ; Nonzero values only affect roads with build_time 0.
108 ; irrigation_result = result of irrigation; one of:
109 ; "no" -- cannot irrigate
110 ; "yes" -- can irrigate
111 ; terrain section -- irrigation changes to that terrain
112 ; irrigation_food_incr = increment to food if tile is irrigated
113 ; irrigation_time = time to irrigate; if 0, cannot irrigate
114 ; Nonzero values only affect extras with build_time 0.
115 ; mining_result = result of mining; one of:
116 ; "no" -- cannot mine
118 ; terrain section -- mining changes to that terrain
119 ; mining_shield_incr = increment to shields if tile is mined
120 ; mining_time = time to mine; if 0, cannot mine
121 ; Nonzero values only affect extras with build_time 0.
122 ; transform_result = result of transformation; one of:
123 ; "no" -- cannot transform
124 ; terrain section -- transformation changes to that
126 ; transform_time = time to transform; if 0, cannot transform
127 ; pillage_time = time to pillage extra from the tile (0 = impossible)
128 ; Nonzero values only affect extras with removal_time 0.
129 ; clean_pollution_time = time to clean pollution (0 = impossible)
130 ; Nonzero values only affect extras with removal_time 0.
131 ; clean_fallout_time = time to clean fallout (0 = impossible)
132 ; Nonzero values only affect extras with removal_time 0.
133 ; animal = unit type that can appear as animal on the terrain
134 ; warmer_wetter_result = result of global warming for wet terrains; one of:
135 ; "no" -- no change; does not count for warming
136 ; "yes" -- no change; counts for warming
137 ; terrain section -- warming changes to that terrain
138 ; warmer_drier_result = result of global warming for dry terrains;
139 ; see warmer_wetter_result
140 ; cooler_wetter_result = result of nuclear winter for wet terrains;
141 ; see warmer_wetter_result
142 ; cooler_drier_result = result of nuclear winter for dry terrains;
143 ; see warmer_wetter_result
144 ; native_to = List of unit classes that can move here
145 ; flags = General flags for this terrain. List taken from the
146 ; following, and/or any user flags defined above:
147 ; - NoBarbs = Barbarians will not be spawned here.
148 ; - NoCities = Cities may not be built or found on this terrain.
149 ; - Starter = Players will only be started on "Starter" terrain.
150 ; (Currently this cannot be Oceanic terrain.)
151 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
152 ; actual chance of river generation is controlled
154 ; - UnsafeCoast = This terrain does not provide a safe voyage for
155 ; units with flag "Trireme"
156 ; - FreshWater = This terrain is used for small bodies of water.
157 ; If this becomes adjacent to non-FreshWater terrain,
158 ; the whole contiguous FreshWater area will be flooded
159 ; with the non-FreshWater terrain.
160 ; - NotGenerated = Map generator never places this terrain type. It can
161 ; be added from editor only, or by ingame events
163 ; - NoZoc = Units on this terrain are not generating or subject
165 ; - NoFortify = Units cannot fortify on this terrain
166 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
167 ; is generated near poles. Conversion between frozen
168 ; and unfrozen terrain can be controlled with
169 ; thaw_requirement/freeze_requirement, and Frozen
170 ; terrain is shown differently on the overview map.
171 ; property_* = specific property % values used by mapgen. Most
172 ; terrains will have 0 for most values. Properties
173 ; other than ocean_depth are only used for land tiles.
174 ; - mountainous = degree to which this terrain is mountainous
175 ; - green = how much life this terrain has
176 ; - foliage = how much thick undergrowth the terrain has
177 ; - tropical = how "tropical" the terrain is (high temperature)
178 ; - temperate = how "temperate" the terrain is (med temperature)
179 ; - cold = how "cold" the terrain is (low temperature)
180 ; - frozen = how "frozen" the terrain is (very low temperature)
181 ; (does not necessarily have to have the "Frozen" flag)
182 ; - wet = how "wet" the terrain is (moisture)
183 ; - dry = how "dry" the terrain is (moisture)
184 ; - ocean_depth = the depth of an ocean, as an average level
185 ; color.r = color of the terrain (red value)
186 ; color.g = color of the terrain (green value)
187 ; color.b = color of the terrain (blue value)
188 ; helptext = optional help text string; should escape all raw
189 ; newlines so that xgettext parsing works
191 ; */ <-- avoid gettext warnings
193 [terrain_inaccesible]
194 name = _("Inaccessible")
195 graphic = "inaccessible"
196 graphic_alt = "arctic"
204 road_food_incr_pct = 0
205 road_shield_incr_pct = 0
206 road_trade_incr_pct = 0
209 irrigation_result = "no"
210 irrigation_food_incr = 0
213 mining_shield_incr = 0
215 transform_result = "no"
218 clean_pollution_time = 0
219 clean_fallout_time = 0
221 warmer_wetter_result = "no"
222 warmer_drier_result = "no"
223 cooler_wetter_result = "no"
224 cooler_drier_result = "no"
225 flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen"
230 No unit can enter this terrain, nor can any city work its tiles.\
236 graphic_alt = "coast"
245 road_food_incr_pct = 0
246 road_shield_incr_pct = 0
247 road_trade_incr_pct = 0
250 irrigation_result = "no"
251 irrigation_food_incr = 0
254 mining_shield_incr = 0
256 transform_result = "Grassland"
259 clean_pollution_time = 3
260 clean_fallout_time = 3
262 warmer_wetter_result = "Swamp"
263 warmer_drier_result = "no"
264 cooler_wetter_result = "Glacier"
265 cooler_drier_result = "no"
266 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
267 flags = "NoCities", "NoBarbs", "NoPollution", "FreshWater", "NoZoc", "NoFortify"
268 property_ocean_depth = 0
273 Lakes are substantial bodies of fresh water.\
287 resources = "Fish", "Whales"
288 road_food_incr_pct = 0
289 road_shield_incr_pct = 0
290 road_trade_incr_pct = 0
293 irrigation_result = "no"
294 irrigation_food_incr = 0
297 mining_shield_incr = 0
299 transform_result = "Grassland"
302 clean_pollution_time = 3
303 clean_fallout_time = 3
305 warmer_wetter_result = "no"
306 warmer_drier_result = "no"
307 cooler_wetter_result = "Glacier"
308 cooler_drier_result = "no"
309 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
310 flags = "NoCities", "UnsafeCoast", "NoZoc", "NoFortify", "Sea"
311 property_ocean_depth = 32
316 Shallow oceans are mostly found near coastlines, and are often rich\
317 sources of food and other resources.\
321 name = _("Deep Ocean")
323 graphic_alt = "coast"
332 road_food_incr_pct = 0
333 road_shield_incr_pct = 0
334 road_trade_incr_pct = 0
337 irrigation_result = "no"
338 irrigation_food_incr = 0
340 mining_result = "yes"
341 mining_shield_incr = 0
343 transform_result = "no"
346 clean_pollution_time = 3
347 clean_fallout_time = 3
349 warmer_wetter_result = "no"
350 warmer_drier_result = "no"
351 cooler_wetter_result = "no"
352 cooler_drier_result = "no"
353 native_to = "Sea", "Air", "Missile", "Helicopter"
354 flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify", "Sea"
355 property_ocean_depth = 87
360 Deep oceans cover much of the world away from coastlines, and only\
361 seaworthy units (not including Triremes) can travel on them.\
375 resources = "Ivory", "Oil"
376 road_food_incr_pct = 0
377 road_shield_incr_pct = 0
378 road_trade_incr_pct = 0
381 irrigation_result = "no"
382 irrigation_food_incr = 0
384 mining_result = "yes"
385 mining_shield_incr = 1
387 transform_result = "Lake"
390 clean_pollution_time = 3
391 clean_fallout_time = 3
393 warmer_wetter_result = "Lake"
394 warmer_drier_result = "Tundra"
395 cooler_wetter_result = "no"
396 cooler_drier_result = "no"
397 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
398 flags = "NoBarbs", "NoCities", "CanHaveRiver", "Oil", "Frozen"
399 property_frozen = 100
404 Glaciers are found only in the most northerly or southerly\
405 reaches of the world. They are very cold, and hence difficult to\
420 resources = "Oasis", "Oil"
421 road_food_incr_pct = 0
422 road_shield_incr_pct = 0
423 road_trade_incr_pct = 100
426 irrigation_result = "yes"
427 irrigation_food_incr = 1
429 mining_result = "yes"
430 mining_shield_incr = 1
432 transform_result = "Plains"
435 clean_pollution_time = 3
436 clean_fallout_time = 3
438 warmer_wetter_result = "Swamp"
439 warmer_drier_result = "no"
440 cooler_wetter_result = "Tundra"
441 cooler_drier_result = "Tundra"
442 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
443 flags = "CanHaveRiver", "Oil"
445 property_tropical = 50
446 property_temperate = 20
451 Deserts are regions of extreme dryness, making agriculture and\
452 trade very difficult.\
454 Rivers bring fertile soil to deserts; on a desert river not already\
455 benefiting from an oasis, building irrigation will yield two extra food\
456 resources rather than the usual one.\
470 resources = "Pheasant", "Silk"
471 road_food_incr_pct = 0
472 road_shield_incr_pct = 0
473 road_trade_incr_pct = 0
476 irrigation_result = "Plains"
477 irrigation_food_incr = 0
479 mining_result = "Grassland"
480 mining_shield_incr = 0
482 transform_result = "Hills"
485 clean_pollution_time = 3
486 clean_fallout_time = 3
488 warmer_wetter_result = "Jungle"
489 warmer_drier_result = "no"
490 cooler_wetter_result = "no"
491 cooler_drier_result = "no"
492 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
493 flags = "Starter", "CanHaveRiver", "NoPollution"
496 property_foliage = 50
497 property_temperate = 50
502 Forests are densely wooded, making agriculture somewhat\
507 name = _("Grassland")
508 graphic = "grassland"
517 resources = "Resources"
518 road_food_incr_pct = 0
519 road_shield_incr_pct = 0
520 road_trade_incr_pct = 100
523 irrigation_result = "yes"
524 irrigation_food_incr = 1
526 mining_result = "Forest"
527 mining_shield_incr = 0
529 transform_result = "Lake"
532 clean_pollution_time = 3
533 clean_fallout_time = 3
535 warmer_wetter_result = "Swamp"
536 warmer_drier_result = "Swamp"
537 cooler_wetter_result = "Swamp"
538 cooler_drier_result = "Tundra"
539 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
540 flags = "Starter", "CanHaveRiver"
542 property_temperate = 50
547 Grasslands afford exceptional agricultural opportunities.\
561 resources = "Coal", "Wine"
562 road_food_incr_pct = 0
563 road_shield_incr_pct = 0
564 road_trade_incr_pct = 0
567 irrigation_result = "yes"
568 irrigation_food_incr = 1
570 mining_result = "yes"
571 mining_shield_incr = 2
573 transform_result = "Plains"
576 clean_pollution_time = 3
577 clean_fallout_time = 3
579 warmer_wetter_result = "no"
580 warmer_drier_result = "no"
581 cooler_wetter_result = "no"
582 cooler_drier_result = "no"
583 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
584 flags = "Starter", "CanHaveRiver"
586 property_mountainous = 30
591 In addition to being amenable to agriculture, Hills are frequently\
594 Cities built in hills are at risk of earthquakes, which can interrupt\
595 a city's current project.\
609 resources = "Gems", "Fruit"
610 road_food_incr_pct = 0
611 road_shield_incr_pct = 0
612 road_trade_incr_pct = 0
615 irrigation_result = "Swamp"
616 irrigation_food_incr = 0
619 mining_shield_incr = 0
621 transform_result = "Forest"
624 clean_pollution_time = 3
625 clean_fallout_time = 3
627 warmer_wetter_result = "no"
628 warmer_drier_result = "no"
629 cooler_wetter_result = "no"
630 cooler_drier_result = "Forest"
631 native_to = "Land", "Small Land", "Air", "Missile", "Helicopter"
632 flags = "CanHaveRiver", "NoPollution"
633 property_foliage = 50
634 property_tropical = 50
640 Jungles are densely overgrown, making agriculture somewhat\
641 problematic. Big Land units may not move into jungle without\
646 name = _("Mountains")
647 graphic = "mountains"
656 resources = "Gold", "Iron"
657 road_food_incr_pct = 0
658 road_shield_incr_pct = 0
659 road_trade_incr_pct = 0
662 irrigation_result = "no"
663 irrigation_food_incr = 0
665 mining_result = "yes"
666 mining_shield_incr = 2
668 transform_result = "Hills"
671 clean_pollution_time = 3
672 clean_fallout_time = 3
674 warmer_wetter_result = "no"
675 warmer_drier_result = "no"
676 cooler_wetter_result = "no"
677 cooler_drier_result = "no"
678 native_to = "Land", "Small Land", "Air", "Missile", "Helicopter"
679 flags = "NoCities", "CanHaveRiver"
680 property_mountainous = 70
685 Mountains are regions of extreme altitude, making agriculture and\
686 trade very difficult.\
688 Land units that move into mountains can see an extra space, but a\
689 fast land unit ending its turn in mountains without a road will start\
690 its next turn with one fewer movement point. Big Land units may not\
691 move into mountains without a road.\
705 resources = "Buffalo", "Wheat"
706 road_food_incr_pct = 0
707 road_shield_incr_pct = 0
708 road_trade_incr_pct = 100
711 irrigation_result = "yes"
712 irrigation_food_incr = 1
714 mining_result = "Forest"
715 mining_shield_incr = 0
717 transform_result = "Lake"
720 clean_pollution_time = 3
721 clean_fallout_time = 3
723 warmer_wetter_result = "Swamp"
724 warmer_drier_result = "Desert"
725 cooler_wetter_result = "Desert"
726 cooler_drier_result = "Desert"
727 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
728 flags = "Starter", "CanHaveRiver"
730 property_temperate = 50
735 Plains are very broad, sparse regions, which makes trade slightly\
750 resources = "Peat", "Spice"
751 road_food_incr_pct = 0
752 road_shield_incr_pct = 0
753 road_trade_incr_pct = 0
756 irrigation_result = "yes"
757 irrigation_food_incr = 1
760 mining_shield_incr = 0
762 transform_result = "Grassland"
765 clean_pollution_time = 3
766 clean_fallout_time = 3
768 warmer_wetter_result = "Desert"
769 warmer_drier_result = "no"
770 cooler_wetter_result = "Tundra"
771 cooler_drier_result = "Desert"
772 native_to = "Land", "Small Land", "Air", "Missile", "Helicopter"
773 flags = "CanHaveRiver"
775 property_tropical = 10
776 property_temperate = 10
782 Swamps suffer from an over-abundance of water, making agriculture\
783 somewhat problematic. Big Land units may not move in swamps without\
798 resources = "Game", "Furs"
799 road_food_incr_pct = 0
800 road_shield_incr_pct = 0
801 road_trade_incr_pct = 100
804 irrigation_result = "no"
805 irrigation_food_incr = 0
807 mining_result = "yes"
808 mining_shield_incr = 1
810 transform_result = "Plains"
813 clean_pollution_time = 3
814 clean_fallout_time = 3
816 warmer_wetter_result = "Swamp"
817 warmer_drier_result = "Swamp"
818 cooler_wetter_result = "Glacier"
819 cooler_drier_result = "Desert"
820 flags = "NoBarbs", "CanHaveRiver"
821 native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter"
827 Tundra are broad, cold regions, fit for some agriculture and little\
831 ; The individual resource types, one per section.
832 ; Roughly sorted by identifier.
833 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
834 ; and may be used in debug output when reading this file.
838 ; name = name as seen by user; if "unused", it is not used,
839 ; but is included for conversion and/or the editor.
840 ; graphic = tag specifying preferred graphic
841 ; graphic_alt = tag for alternate garphic if preferred graphic is not
842 ; present; especially if preferred graphic is non-standard,
843 ; this should be a standard tag. Otherwise can use eg "-"
844 ; for no alternate graphic.
845 ; identifier = single-character identifier used in savegames. This
846 ; must be unique for each resource, and changing it will
847 ; break savegame compatibility.
848 ; food = increased food production
849 ; shield = increased shield production
850 ; trade = increased trade production
858 # glacier, hills, mountains.
869 name = _("?animals:Game")
870 graphic = "ts.tundra_game"
884 # tundra-only (beaver pelts).
919 ; "h" reserved for strategic horses
923 graphic = "ts.buffalo"
927 # plains (horses => buffalo => cattle).
937 ; "k" reserved for (cane) sugar
939 ; "l" reserved for tobacco
941 ; "m" reserved for marble
957 # swamp (petroleum => peat => petroleum).
961 graphic = "ts.pheasant"
967 ; "r" reserved for rubber
970 name = _("Resources")
971 graphic = "ts.grassland_resources"
979 graphic = "ts.arctic_ivory"
985 # glacier (seals => walrus).
1004 ; "u" reserved for uranium
1008 graphic = "ts.whales"
1028 shield = 3 ; glacier used to have 4
1034 ; Player visible names of the base gui types.
1035 ui_name_base_fortress = _("?gui_type:Build Fort/Fortress/Buoy")
1036 ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase")
1038 ; /* <-- avoid gettext warnings
1040 ; Each extra, including bases and roads, must have a section here.
1041 ; Bases and roads have additional sections for their specific features below.
1046 ; name = translatable name as seen by user
1047 ; rule_name = (optional) name for savegames, rulesets etc; if not
1048 ; present, 'name' is used. Since the name used in
1049 ; savegames must not change, use this when renaming
1050 ; an extra after a ruleset has been released.
1051 ; category = How UI should categorize this extra. One of
1052 ; "Infra", "Natural", "Nuisance", or "Bonus"
1053 ; causes = events that can create extra type.
1054 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
1056 ; rmcauses = events that can remove extra type.
1057 ; "CleanPollution", "CleanFallout", or "Pillage"
1058 ; graphic = tag specifying preferred graphic
1059 ; graphic_alt = tag for alternate graphic if preferred graphic is
1060 ; not present. Can use eg "-" for no alternate
1062 ; activity_gfx = tag specifying graphic for unit building extra
1063 ; This can be "None" to indicate that graphic sprite
1065 ; act_gfx_alt = tag for alternative graphic for unit building extra
1066 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
1067 ; rmact_gfx = tag specifying graphic for unit removing extra
1068 ; This can be "None" to indicate that graphic sprite
1070 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
1071 ; reqs = requirements to build the extra (see effects.ruleset
1072 ; and README.effects for help on requirements)
1073 ; rmreqs = requirements to remove the extra
1074 ; buildable = Can extra be built? Defaults to TRUE
1075 ; build_time = how long it takes a unit to build this extra.
1076 ; Value of 0 (default) means that terrain- and
1077 ; build activity specific time is used instead.
1078 ; build_time_factor = This setting take effect only if build_time is 0.
1079 ; Terrain and activity specific build time will be
1080 ; multiplied by this value (default 1)
1081 ; removal_time = how long it takes a unit to remove this extra.
1082 ; Value of 0 (default) means that terrain- and
1083 ; removal activity specific time is used instead.
1084 ; removal_time_factor = This setting take effect only if removal_time is 0.
1085 ; Terrain and activity specific removal time will be
1086 ; multiplied by this value (default 1)
1087 ; defense_bonus = Percent added to defense when tile has the extra
1089 ; native_to = List of unit classes that are considered to
1090 ; be inside the extra when they are on same tile
1091 ; conflicts = List of extras that cannot be on the same tile.
1092 ; Bases with non-zero border_sq automatically conflict
1094 ; hidden_by = List of extra types that will make this extra
1095 ; type not to show on UI if both present.
1097 ; - "NativeTile" = Native units consider tile native regardless of
1099 ; - "Refuel" = Native units can use tile as refuel point
1100 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
1101 ; if target terrain could support it
1102 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
1103 ; regardless of its other requirements
1104 ; - "AutoOnCityCenter" = City center tiles will automatically have this
1105 ; extra type if the player can build it
1106 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
1107 ; connect to adjacent Land tiles even if they have
1108 ; no extra. This affects appearance only
1109 ; - "GlobalWarming" = Instances of this extra on map count towards
1111 ; - "NuclearWinter" = Instances of this extra on map count towards
1113 ; - "ShowFlag" = Draw owner's flag
1114 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
1115 ; defense layer. The defense bonus of all the extras
1116 ; located at the tile, native to defending unit,
1117 ; is calculated as a 1 + sum of bonuses from the extras
1118 ; on the default "Fortification" defense layer multiplied
1119 ; by the 1 + sum of bonuses from the extras on the
1121 ; helptext = optional help text string; should escape all raw
1122 ; newlines so that xgettext parsing works
1124 ; */ <-- avoid gettext warnings
1127 name = _("Irrigation")
1129 causes = "Irrigation"
1130 rmcauses = "Pillage"
1131 graphic = "tx.irrigation"
1133 activity_gfx = "unit.irrigation"
1134 act_gfx_alt = "unit.irrigate"
1140 conflicts = "Mine", "Oil Well"
1141 hidden_by = "Farmland"
1147 rmcauses = "Pillage"
1150 activity_gfx = "unit.mine"
1151 act_gfx_alt = "unit.plant"
1156 { "type", "name", "range", "present"
1157 "TerrainClass", "Oceanic", "Local", FALSE
1158 "UnitClass", "Sea", "Local", FALSE
1162 conflicts = "Irrigation", "Farmland"
1163 hidden_by = "Oil Well"
1166 name = _("Oil Well")
1169 rmcauses = "Pillage"
1170 graphic = "tx.oil_mine"
1171 graphic_alt = "tx.mine"
1172 activity_gfx = "unit.oil_mine"
1173 act_gfx_alt = "unit.mine"
1174 act_gfx_alt2 = "unit.plant"
1178 { "type", "name", "range", "present"
1179 "Tech", "Refining", "Player", TRUE
1180 "TerrainFlag", "Oil", "Local", TRUE
1181 "Extra", "Mine", "Local", TRUE
1182 "UnitClass", "Sea", "Local", FALSE
1186 conflicts = "Irrigation", "Farmland"
1188 [extra_oil_platform]
1189 name = _("Oil Platform")
1192 rmcauses = "Pillage"
1193 graphic = "tx.oil_rig"
1194 graphic_alt = "tx.mine"
1195 activity_gfx = "unit.oil_rig"
1196 act_gfx_alt = "unit.mine"
1197 act_gfx_alt2 = "unit.plant"
1201 { "type", "name", "range"
1202 "TerrainClass", "Oceanic", "Local"
1208 name = _("Pollution")
1209 category = "Nuisance"
1210 causes = "Pollution"
1211 rmcauses = "CleanPollution"
1212 graphic = "tx.pollution"
1214 activity_gfx = "None"
1217 rmact_gfx = "unit.pollution"
1220 { "type", "name", "range", "present"
1221 "TerrainFlag", "NoPollution", "Local", FALSE
1224 flags = "GlobalWarming"
1227 name = _("Minor Tribe Village")
1232 graphic = "tx.village"
1234 activity_gfx = "None"
1240 { "type", "name", "range"
1241 "TerrainClass", "Land", "Local"
1244 Villages (also called \"huts\") are primitive communities spread \
1245 across the world at the beginning of the game. Any land unit can enter \
1246 a village, making the village disappear and deliver a random response. \
1247 If the village proves hostile, it could produce barbarians or the unit \
1248 entering may simply be destroyed. If they are friendly, the player \
1249 could receive gold, a new technology, a military unit (occasionally a \
1250 settler; and sometimes a unit that the player cannot yet create), or \
1253 Later in the game, helicopters may also enter villages, but overflight \
1254 by other aircraft will cause the villagers to take fright and disband.\
1258 name = _("Farmland")
1260 causes = "Irrigation"
1261 rmcauses = "Pillage"
1262 graphic = "tx.farmland"
1264 activity_gfx = "unit.farmland"
1265 act_gfx_alt = "unit.irrigation"
1266 act_gfx_alt2 = "unit.irrigate"
1269 ; Note, there are extra restrictions on where farmland can be built
1270 ; through Irrig_Possible effects
1272 { "type", "name", "range"
1273 "Tech", "Refrigeration", "Player"
1274 "Extra", "Irrigation", "Local"
1278 conflicts = "Mine", "Oil Well"
1282 category = "Nuisance"
1284 rmcauses = "CleanFallout"
1285 graphic = "tx.fallout"
1287 activity_gfx = "None"
1290 rmact_gfx = "unit.fallout"
1293 { "type", "name", "range", "present"
1294 "TerrainFlag", "NoPollution", "Local", FALSE
1297 flags = "NuclearWinter"
1303 rmcauses = "Pillage"
1304 graphic = "base.outpost"
1305 graphic_alt = "base.fortress"
1306 activity_gfx = "unit.outpost"
1307 act_gfx_alt = "unit.fortress"
1312 { "type", "name", "range", "present"
1313 "Tech", "Construction", "Player", TRUE
1314 "TerrainClass", "Land", "Local", TRUE
1315 "UnitFlag", "Settlers", "Local", TRUE
1316 "UnitClass", "Sea", "Local", FALSE
1317 "CityTile", "Center", "Local", FALSE
1321 native_to = "Land", "Small Land", "Big Land"
1322 conflicts = "Airstrip", "Airbase"
1323 hidden_by = "Fortress"
1324 flags = "NativeTile"
1325 ; /* xgettext:no-c-format */
1327 Forts are rapidly-built fortifications providing some defense (+50%) \
1328 against land units and boats. A fort is also necessary to start building \
1333 name = _("Fortress")
1336 rmcauses = "Pillage"
1337 graphic = "base.fortress"
1339 activity_gfx = "unit.fortress"
1345 { "type", "name", "range", "present"
1346 "Extra", "Fort", "Local", TRUE
1347 "Tech", "Construction", "Player", TRUE
1348 "TerrainClass", "Land", "Local", TRUE
1349 "UnitFlag", "Settlers", "Local", TRUE
1350 "UnitClass", "Sea", "Local", FALSE
1351 "CityTile", "Center", "Local", FALSE
1352 "Extra", "River", "Local", FALSE
1356 native_to = "Land", "Small Land", "Big Land"
1357 conflicts = "Airstrip", "Airbase"
1358 flags = "NativeTile"
1360 Fortresses are more permanent forts; construction on them can only begin \
1361 once the underlying fort is complete; and cannot be built on River tiles.\
1363 ; /* xgettext:no-c-format */
1365 Compared to a fort, units in a fortress receive extra defense (+50%) \
1366 against all units (in total, their defense against land units and boats \
1367 is doubled), and do not count as aggressive if near a friendly city. \
1368 Any kind of land unit remaining in a fortress for a whole turn without \
1369 moving recovers a quarter of its hit points.\
1371 With Astronomy, fortresses gain watchtowers from which units can see \
1376 name = _("Airstrip")
1379 rmcauses = "Pillage"
1380 graphic = "base.airstrip"
1381 graphic_alt = "base.airbase"
1382 activity_gfx = "unit.airstrip"
1383 act_gfx_alt = "unit.airbase"
1388 { "type", "name", "range", "present"
1389 "Tech", "Radio", "Player", TRUE
1390 "TerrainClass", "Land", "Local", TRUE
1391 "UnitFlag", "Airbase", "Local", TRUE
1392 "CityTile", "Center", "Local", FALSE
1396 native_to = "Air", "Helicopter", "Missile"
1397 conflicts = "Fort", "Fortress"
1398 hidden_by = "Airbase"
1401 Airstrips are rapidly-built runways allowing air units to land, refuel, \
1402 and recover; an aircraft remaining on an airstrip for a whole turn \
1403 without moving recovers a tenth of its hit points (that is, the amount \
1404 it loses each turn while airborne). However, air units on an airstrip \
1405 are vulnerable to attack by land units.\
1407 ; /* xgettext:no-c-format */
1409 Any units on an airstrip receive extra defense (+50%) against enemy \
1412 An airstrip is necessary to start building an airbase.\
1419 rmcauses = "Pillage"
1420 graphic = "base.airbase"
1422 activity_gfx = "unit.airbase"
1428 { "type", "name", "range", "present"
1429 "Extra", "Airstrip", "Local", TRUE
1430 "Tech", "Radio", "Player", TRUE
1431 "TerrainClass", "Land", "Local", TRUE
1432 "UnitFlag", "Airbase", "Local", TRUE
1433 "CityTile", "Center", "Local", FALSE
1434 "Extra", "River", "Local", FALSE
1438 native_to = "Air", "Helicopter", "Missile"
1439 conflicts = "Fort", "Fortress"
1442 Airbases are more permanent airstrips; construction on them can only \
1443 begin once the underlying airstrip is complete; and cannot be built on \
1446 ; /* xgettext:no-c-format */
1448 Compared to an airstrip, units in an airbase receive extra defense (+50%) \
1449 against all units (in total, their defense against air units and missiles \
1450 is doubled), and do not count as aggressive if near a friendly city. \
1451 Also, air units recover more hit points (a third per turn, the same as in a \
1452 city without an Airport).\
1459 rmcauses = "Pillage"
1460 graphic = "base.buoy"
1461 graphic_alt = "base.fortress"
1462 activity_gfx = "unit.buoy"
1463 act_gfx_alt = "unit.fortress"
1468 { "type", "name", "range", "present"
1469 "Tech", "Radio", "Player", TRUE
1470 "TerrainClass", "Oceanic", "Local", TRUE
1471 "UnitFlag", "Airbase", "Local", TRUE
1472 "CityTile", "Center", "Local", FALSE
1478 Buoys may be built in the ocean (by units on a sea-going vessel).\
1485 rmcauses = "Pillage"
1486 graphic = "base.ruins"
1488 activity_gfx = "None"
1494 { "type", "name", "range", "present"
1495 "TerrainClass", "Land", "Local", TRUE
1496 "CityTile", "Center", "Local", FALSE
1500 flags = "TerrChangeRemoves"
1502 Ruins mark the former site of a city that was destroyed or abandoned. \
1503 They have no effect on gameplay.\
1510 rmcauses = "Pillage"
1511 graphic = "road.road"
1513 activity_gfx = "unit.road"
1519 { "type", "name", "range", "present"
1520 "UnitFlag", "Settlers", "Local", TRUE
1521 "UnitClass", "Sea", "Local", FALSE
1522 "TerrainClass", "Land", "Local", TRUE
1526 native_to = "Land", "Small Land", "Big Land", "Merchant"
1527 hidden_by = "Railroad", "Maglev"
1528 flags = "NativeTile", "AutoOnCityCenter"
1530 Roads allow your land units to move more quickly, allow wheeled\
1531 Big Land units such as Chariots and Catapults to travel through\
1532 otherwise difficult terrain (Mountains, Jungle, and Swamp), and\
1533 Merchant units (Caravans and Freight) can only travel on roads,\
1534 railroads, rivers or ships.\
1536 On some terrains, roads also provide a trade bonus.\
1538 Building roads on river tiles requires knowledge of Bridge Building.\
1539 City center tiles automatically get roads (unless they are on a river\
1540 tile and you do not yet know Bridge Building).\
1544 name = _("Railroad")
1547 rmcauses = "Pillage"
1548 graphic = "road.rail"
1550 activity_gfx = "unit.rail"
1551 act_gfx_alt = "unit.road"
1556 { "type", "name", "range", "present"
1557 "Tech", "Railroad", "Player", TRUE
1558 "Extra", "Road", "Local", TRUE
1559 "UnitFlag", "Settlers", "Local", TRUE
1560 "UnitClass", "Sea", "Local", FALSE
1561 "TerrainClass", "Land", "Local", TRUE
1565 native_to = "Land", "Small Land", "Big Land", "Merchant"
1566 flags = "NativeTile", "AutoOnCityCenter"
1567 hidden_by = "Maglev"
1569 Once you learn the Railroad technology, you may upgrade your roads\
1570 to railroads. Units travel considerably faster along railroads than\
1573 A railroad also increases any shield resources produced by a tile.\
1574 A tile whose road is upgraded to a railroad retains any trade bonus\
1575 from the road as well.\
1577 City center tiles with roads are automatically upgraded to railroads\
1578 when you learn the Railroad technology.\
1585 rmcauses = "Pillage"
1586 graphic = "road.maglev"
1587 graphic_alt = "road.rail"
1588 activity_gfx = "unit.maglev"
1589 act_gfx_alt = "unit.road"
1594 { "type", "name", "range", "present"
1595 "Tech", "Superconductors", "Player", TRUE
1596 "Extra", "Railroad", "Local", TRUE
1597 "UnitFlag", "Settlers", "Local", TRUE
1598 "UnitClass", "Sea", "Local", FALSE
1599 "TerrainClass", "Land", "Local", TRUE
1603 native_to = "Land", "Small Land"
1604 flags = "NativeTile", "AutoOnCityCenter"
1606 With sufficient technology, you may build magnetic levitation systems\
1607 along your railroad routes. Land and Small Land units expend no\
1608 movement points when riding a maglev; you may ride indefinitely.\
1609 (As may your enemies!)\
1611 Your regular railroads are still used to carry heavy Big Land and\
1612 Merchant units for which the maglev system is unsuitable, and they\
1613 continue to provide production and trade bonuses.\
1615 City center tiles with railroads are automatically upgraded to maglev\
1616 when you learn about Superconductors.\
1621 category = "Natural"
1624 graphic = "road.river"
1626 activity_gfx = "None"
1632 native_to = "Land", "Small Land", "Merchant", "Trireme"
1634 flags = "NativeTile"
1635 ; /* xgettext:no-c-format */
1637 Any land terrain type may have a River on it. A River adds 1\
1638 trade to the resources produced by that tile. It also increases a\
1639 tile's defense factor by 25%.\
1641 Land units may move along rivers for faster travel (but not diagonally),\
1642 and Merchant units (Caravans and Freight) may require rivers to travel\
1643 along in the absence of roads. Triremes may also travel up rivers\
1644 (although later boats cannot).\
1646 Roads and railroads can only be built on River tiles if your\
1647 civilization has learned Bridge Building technology. Fortresses and\
1648 Airbases cannot be built on River tiles.\
1650 Cities built on or next to rivers incur a small risk of flooding,\
1651 which will destroy stored food.\
1654 ; /* <-- avoid gettext warnings
1658 ; extra = name of the extra this base section is part of
1659 ; gui_type = How gui should handle this base.
1660 ; Value can be "Fortress", "Airbase", or "Other"
1661 ; border_sq = Base will claim land ownership up to this radius,
1662 ; -1 to disable. If enabled, base cannot exist in city tile.
1663 ; vision_main_sq = Base will have main layer vision to this radius
1664 ; vision_invis_sq = Base will have invisible layer vision to this radius
1666 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1667 ; friendly city within 3 tiles
1668 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1669 ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense
1670 ; - "ParadropFrom" = Paradrop can be initiated from base
1672 ; */ <-- avoid gettext warnings
1676 gui_type = "Fortress"
1678 flags = "DiplomatDefense"
1682 gui_type = "Fortress"
1684 flags = "NoAggressive", "DiplomatDefense"
1688 gui_type = "Airbase"
1690 flags = "ParadropFrom"
1694 gui_type = "Airbase"
1696 flags = "NoAggressive", "ParadropFrom"
1700 gui_type = "Fortress"
1707 ; /* <-- avoid gettext warnings
1711 ; extra = name of the extra this road section is part of
1712 ; first_reqs = additional requirements to build the first part of
1713 ; the road, when none of the adjacent tiles have any
1714 ; integrating roads (see effects.ruleset and
1715 ; README.effects for help on requirements)
1716 ; move_cost = how much movement it takes to travel
1717 ; via this road (in fractional move points, as
1718 ; defined by move_fragments)
1719 ; -1 means that road provides no speed bonus.
1720 ; move_mode = how movement costs are applied
1721 ; - "Cardinal" = Road cost applies only on cardinal moves
1722 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1723 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1725 ; food_incr_const = food production added to tile regardless of terrain
1726 ; shield_incr_const = shield production added to tile regardless of
1728 ; trade_incr_const = trade production added to tile regardless of
1730 ; food_incr = food production added to tile; multiplied by
1731 ; terrain-specific road_food_incr_pct
1732 ; shield_incr = shield production added to tile; multiplied by
1733 ; terrain-specific road_shield_incr_pct
1734 ; trade_incr = trade production added to tile; multiplied by
1735 ; terrain-specific road_trade_incr_pct
1736 ; food_bonus = percent added to food production
1737 ; shield_bonus = percent added to shield production
1738 ; trade_bonus = percent added to trade production
1739 ; In summary, output bonuses from roads are given by the formula:
1740 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1741 ; compat_special = what kind of pre-2.5 special this road corresponds
1742 ; to, if any: "Road", "Railroad", "River, or "None".
1743 ; Used for UI and loading old savegames
1744 ; integrates = list of road types that are suitable next steps
1745 ; for travel from this road type
1747 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1748 ; road on the same tile as another road with
1749 ; "PreventsOtherRoads" flag (usually rivers)
1750 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1751 ; the same tile as this one without appropriate tech
1752 ; - "River" = Automatically generated by map generator, always
1753 ; flowing from land tiles to ocean
1754 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1755 ; even if server setting 'restrictinfra' is set
1756 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1757 ; road is considered native
1758 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1759 ; road is considered native
1761 ; */ <-- avoid gettext warnings
1772 compat_special = "Road"
1773 flags = "RequiresBridge", "JumpFrom", "JumpTo"
1784 compat_special = "Railroad"
1785 flags = "RequiresBridge"
1796 flags = "RequiresBridge"
1801 move_mode = "Cardinal"
1802 trade_incr_const = 1
1803 compat_special = "River"
1804 flags = "River", "PreventsOtherRoads", "JumpFrom", "JumpTo"