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="Classic tile_type data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02 web-compatible"
19 ; Names for custom terrain flags. There can be up to 8 of these.
20 ; name = rule name; In some circumstances user may see this
21 ; as part of some sentences, so try to make it descriptive
23 ; helptxt = displayed in the help for terrains with this flag (optional)
26 _("Oil"), _("Has Oil Well instead of Mine.")
27 _("NoPollution"), _("No Pollution nor Fallout appear here.")
30 ; Names for custom extra flags. There can be up to 8 of these.
31 ; name = rule name; In some circumstances user may see this
32 ; as part of some sentences, so try to make it descriptive
34 ; helptxt = displayed in the help for extra types with this flag
42 ; Percentage of "land" tiles required to be adjacent to a water tile before
43 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
44 ocean_reclaim_requirement = 30
46 ; Percentage of "water" tiles required to be adjacent to a land tile before
47 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
48 land_channel_requirement = 10
50 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
51 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
54 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
55 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
56 freeze_requirement = 0
58 ; Bodies of water up to this size are considered freshwater lakes, if there is
59 ; also terrain type(s) with flag "FreshWater" in the ruleset.
62 ; How many native tiles first startunit must be able to reach.
64 min_start_native_area = 0
66 ; How many fragments each movement point has.
67 ; For example road movement costs are relative to this.
70 ; How many move_fragments IgTer unit movement costs
73 ; Whether diagonal movement has increased cost
74 ; The cost increase is more accurate with larger values for move_fragments
75 pythagorean_diagonal = FALSE
77 ; There is no resources in the middle of the oceans, only near coast
78 ocean_resources = FALSE
80 ; /* <-- avoid gettext warnings
82 ; The individual terrain types, one per section.
83 ; Roughly sorted by identifier.
84 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
85 ; and may be used in debug output when reading this file.
89 ; name = translatable name as seen by user; if "unused", it is
90 ; not used, but is included for conversion and/or the
92 ; rule_name = (optional) name for savegames, rulesets etc; if not
93 ; present, 'name' is used. Since the name used in
94 ; savegames must not change, use this when renaming a
95 ; terrain after a ruleset has been released.
96 ; graphic = preferred graphic; Tilespec [tile_*] section
97 ; with 'tag' matching this will be used.
98 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
99 ; preferred graphic is not found, this will be used.
100 ; Otherwise may be "-"
101 ; identifier = single-character identifier used in savegames. This
102 ; must be unique for each terrain.
103 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
104 ; movement_cost = in whole movement points, not move_fragments;
106 ; defense_bonus = percent added to defense; typically 0% to 200%
107 ; food = normal food production
108 ; shield = normal shield production
109 ; trade = normal trade production
110 ; resources = list of possible resources on this terrain
111 ; road_food_incr_pct = percent of road food_incr applied to this terrain
112 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
113 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
114 ; base_time = time to build bases; if 0, cannot build any bases.
115 ; Nonzero values only affect extras with build_time 0.
116 ; road_time = time to build roads; if 0, cannot build any roads.
117 ; Nonzero values only affect extras with build_time 0.
118 ; irrigation_result = result of irrigation; one of:
119 ; "no" -- cannot irrigate
120 ; "yes" -- can irrigate
121 ; terrain section -- irrigation changes to that terrain
122 ; irrigation_food_incr = increment to food if tile is irrigated
123 ; irrigation_time = time to irrigate; if 0, cannot irrigate
124 ; Nonzero values only affect extras with build_time 0.
125 ; mining_result = result of mining; one of:
126 ; "no" -- cannot mine
128 ; terrain section -- mining changes to that terrain
129 ; mining_shield_incr = increment to shields if tile is mined
130 ; mining_time = time to mine; if 0, cannot mine
131 ; Nonzero values only affect extras with build_time 0.
132 ; transform_result = result of transformation; one of:
133 ; "no" -- cannot transform
134 ; terrain section -- transformation changes to that
136 ; transform_time = time to transform; if 0, cannot transform
137 ; pillage_time = time to pillage extra from the tile (0 = impossible)
138 ; Nonzero values only affect extras with removal_time 0.
139 ; clean_pollution_time = time to clean pollution (0 = impossible)
140 ; Nonzero values only affect extras with removal_time 0.
141 ; clean_fallout_time = time to clean fallout (0 = impossible)
142 ; Nonzero values only affect extras with removal_time 0.
143 ; animal = unit type that can appear as animal on the terrain
144 ; warmer_wetter_result = result of global warming for wet terrains; one of:
145 ; "no" -- no change; does not count for warming
146 ; "yes" -- no change; counts for warming
147 ; terrain section -- warming changes to that terrain
148 ; warmer_drier_result = result of global warming for dry terrains;
149 ; see warmer_wetter_result
150 ; cooler_wetter_result = result of nuclear winter for wet terrains;
151 ; see warmer_wetter_result
152 ; cooler_drier_result = result of nuclear winter for dry terrains;
153 ; see warmer_wetter_result
154 ; native_to = List of unit classes that can move here
155 ; flags = General flags for this terrain. List taken from the
156 ; following, and/or any user flags defined above:
157 ; - NoBarbs = Barbarians will not be spawned here.
158 ; - NoCities = Cities may not be built or found on this terrain.
159 ; - Starter = Players will only be started on "Starter" terrain.
160 ; (Currently this cannot be Oceanic terrain.)
161 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
162 ; actual chance of river generation is controlled
164 ; - UnsafeCoast = This terrain does not provide a safe voyage for
165 ; units with flag "Trireme"
166 ; - FreshWater = This terrain is used for small bodies of water.
167 ; If this becomes adjacent to non-FreshWater terrain,
168 ; the whole contiguous FreshWater area will be flooded
169 ; with the non-FreshWater terrain.
170 ; - NotGenerated = Map generator never places this terrain type. It can
171 ; be added from editor only, or by ingame events
173 ; - NoZoc = Units on this terrain are not generating or subject
175 ; - NoFortify = Units cannot fortify on this terrain
176 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
177 ; is generated near poles. Conversion between frozen
178 ; and unfrozen terrain can be controlled with
179 ; thaw_requirement/freeze_requirement, and Frozen
180 ; terrain is shown differently on the overview map.
181 ; property_* = specific property % values used by mapgen. Most
182 ; terrains will have 0 for most values. Properties
183 ; other than ocean_depth are only used for land tiles.
184 ; - mountainous = degree to which this terrain is mountainous
185 ; - green = how much life this terrain has
186 ; - foliage = how much thick undergrowth the terrain has
187 ; - tropical = how "tropical" the terrain is (high temperature)
188 ; - temperate = how "temperate" the terrain is (med temperature)
189 ; - cold = how "cold" the terrain is (low temperature)
190 ; - frozen = how "frozen" the terrain is (very low temperature)
191 ; (does not necessarily have to have the "Frozen" flag)
192 ; - wet = how "wet" the terrain is (moisture)
193 ; - dry = how "dry" the terrain is (moisture)
194 ; - ocean_depth = the depth of an ocean, as an average level
195 ; color.r = color of the terrain (red value)
196 ; color.g = color of the terrain (green value)
197 ; color.b = color of the terrain (blue value)
198 ; helptext = optional help text string; should escape all raw
199 ; newlines so that xgettext parsing works
201 ; */ <-- avoid gettext warnings
203 [terrain_inaccesible]
204 name = _("Inaccessible")
205 graphic = "inaccessible"
206 graphic_alt = "arctic"
214 road_food_incr_pct = 0
215 road_shield_incr_pct = 0
216 road_trade_incr_pct = 0
219 irrigation_result = "no"
220 irrigation_food_incr = 0
223 mining_shield_incr = 0
225 transform_result = "no"
228 clean_pollution_time = 0
229 clean_fallout_time = 0
231 warmer_wetter_result = "no"
232 warmer_drier_result = "no"
233 cooler_wetter_result = "no"
234 cooler_drier_result = "no"
235 flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen"
240 No unit can enter this terrain, nor can any city work its tiles.\
246 graphic_alt = "coast"
255 road_food_incr_pct = 0
256 road_shield_incr_pct = 0
257 road_trade_incr_pct = 0
260 irrigation_result = "no"
261 irrigation_food_incr = 0
264 mining_shield_incr = 0
266 transform_result = "Swamp"
269 clean_pollution_time = 3
270 clean_fallout_time = 3
272 warmer_wetter_result = "no"
273 warmer_drier_result = "Swamp"
274 cooler_wetter_result = "Glacier"
275 cooler_drier_result = "Tundra"
276 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
277 flags = "NoCities", "NoBarbs", "NoPollution", "FreshWater", "NoZoc", "NoFortify"
278 property_ocean_depth = 0
283 Lakes are substantial bodies of fresh water.\
297 resources = "Fish", "Whales"
298 road_food_incr_pct = 0
299 road_shield_incr_pct = 0
300 road_trade_incr_pct = 0
303 irrigation_result = "no"
304 irrigation_food_incr = 0
307 mining_shield_incr = 0
309 transform_result = "Swamp"
312 clean_pollution_time = 3
313 clean_fallout_time = 3
315 warmer_wetter_result = "no"
316 warmer_drier_result = "Swamp"
317 cooler_wetter_result = "Glacier"
318 cooler_drier_result = "Glacier"
319 native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
320 flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify"
321 property_ocean_depth = 32
326 Shallow oceans are mostly found near coastlines, and are often rich\
327 sources of food and other resources.\
331 name = _("Deep Ocean")
333 graphic_alt = "coast"
342 road_food_incr_pct = 0
343 road_shield_incr_pct = 0
344 road_trade_incr_pct = 0
347 irrigation_result = "no"
348 irrigation_food_incr = 0
351 mining_shield_incr = 0
353 transform_result = "no"
356 clean_pollution_time = 3
357 clean_fallout_time = 3
359 warmer_wetter_result = "no"
360 warmer_drier_result = "no"
361 cooler_wetter_result = "no"
362 cooler_drier_result = "no"
363 native_to = "Sea", "Air", "Missile", "Helicopter"
364 flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify"
365 property_ocean_depth = 87
370 Deep oceans cover much of the world away from coastlines, and only\
371 seaworthy units (not including Triremes) can travel on them.\
385 resources = "Ivory", "Oil"
386 road_food_incr_pct = 0
387 road_shield_incr_pct = 0
388 road_trade_incr_pct = 0
391 irrigation_result = "no"
392 irrigation_food_incr = 0
394 mining_result = "yes"
395 mining_shield_incr = 1
397 transform_result = "Tundra"
400 clean_pollution_time = 3
401 clean_fallout_time = 3
403 warmer_wetter_result = "Tundra"
404 warmer_drier_result = "Tundra"
405 cooler_wetter_result = "no"
406 cooler_drier_result = "no"
407 native_to = "Land", "Air", "Missile", "Helicopter"
408 flags = "NoBarbs", "NoCities", "CanHaveRiver", "Oil", "Frozen"
409 property_frozen = 100
414 Glaciers are found only in the most northerly or southerly\
415 reaches of the world. They are very cold, and hence difficult to\
418 Oil Wells can be built when Refining is known.\
432 resources = "Oasis", "Oil"
433 road_food_incr_pct = 0
434 road_shield_incr_pct = 0
435 road_trade_incr_pct = 100
438 irrigation_result = "yes"
439 irrigation_food_incr = 1
441 mining_result = "yes"
442 mining_shield_incr = 1
444 transform_result = "Plains"
447 clean_pollution_time = 3
448 clean_fallout_time = 3
450 warmer_wetter_result = "Grassland"
451 warmer_drier_result = "no"
452 cooler_wetter_result = "Plains"
453 cooler_drier_result = "Tundra"
454 native_to = "Land", "Air", "Missile", "Helicopter"
455 flags = "CanHaveRiver", "Oil"
457 property_tropical = 50
458 property_temperate = 20
463 Deserts are regions of extreme dryness, making agriculture and\
464 trade very difficult.\
466 Oil Wells can be built when Construction is known.\
480 resources = "Pheasant", "Silk"
481 road_food_incr_pct = 0
482 road_shield_incr_pct = 0
483 road_trade_incr_pct = 0
486 irrigation_result = "Plains"
487 irrigation_food_incr = 0
489 mining_result = "Swamp"
490 mining_shield_incr = 0
492 transform_result = "Grassland"
495 clean_pollution_time = 3
496 clean_fallout_time = 3
498 warmer_wetter_result = "Jungle"
499 warmer_drier_result = "Plains"
500 cooler_wetter_result = "Swamp"
501 cooler_drier_result = "Tundra"
502 native_to = "Land", "Air", "Missile", "Helicopter"
503 flags = "Starter", "CanHaveRiver"
506 property_foliage = 50
507 property_temperate = 50
512 Forests are densely wooded, making agriculture somewhat\
517 name = _("Grassland")
518 graphic = "grassland"
527 resources = "Resources"
528 road_food_incr_pct = 0
529 road_shield_incr_pct = 0
530 road_trade_incr_pct = 100
533 irrigation_result = "yes"
534 irrigation_food_incr = 1
536 mining_result = "Forest"
537 mining_shield_incr = 0
539 transform_result = "Hills"
542 clean_pollution_time = 3
543 clean_fallout_time = 3
545 warmer_wetter_result = "Lake"
546 warmer_drier_result = "Desert"
547 cooler_wetter_result = "Glacier"
548 cooler_drier_result = "Tundra"
549 native_to = "Land", "Air", "Missile", "Helicopter"
550 flags = "Starter", "CanHaveRiver"
552 property_temperate = 50
557 Grasslands afford exceptional agricultural opportunities.\
571 resources = "Coal", "Wine"
572 road_food_incr_pct = 0
573 road_shield_incr_pct = 0
574 road_trade_incr_pct = 0
577 irrigation_result = "yes"
578 irrigation_food_incr = 1
580 mining_result = "yes"
581 mining_shield_incr = 3
583 transform_result = "Plains"
586 clean_pollution_time = 3
587 clean_fallout_time = 3
589 warmer_wetter_result = "no"
590 warmer_drier_result = "no"
591 cooler_wetter_result = "no"
592 cooler_drier_result = "no"
593 native_to = "Land", "Air", "Missile", "Helicopter"
594 flags = "Starter", "CanHaveRiver"
596 property_mountainous = 30
601 In addition to being amenable to agriculture, Hills are frequently\
616 resources = "Gems", "Fruit"
617 road_food_incr_pct = 0
618 road_shield_incr_pct = 0
619 road_trade_incr_pct = 0
622 irrigation_result = "Grassland"
623 irrigation_food_incr = 0
625 mining_result = "Forest"
626 mining_shield_incr = 0
628 transform_result = "Plains"
631 clean_pollution_time = 3
632 clean_fallout_time = 3
634 warmer_wetter_result = "Lake"
635 warmer_drier_result = "Desert"
636 cooler_wetter_result = "Swamp"
637 cooler_drier_result = "Tundra"
638 native_to = "Land", "Air", "Missile", "Helicopter"
639 flags = "CanHaveRiver"
640 property_foliage = 50
641 property_tropical = 50
647 Jungles are densely overgrown, making agriculture somewhat\
652 name = _("Mountains")
653 graphic = "mountains"
662 resources = "Gold", "Iron"
663 road_food_incr_pct = 0
664 road_shield_incr_pct = 0
665 road_trade_incr_pct = 0
668 irrigation_result = "no"
669 irrigation_food_incr = 0
671 mining_result = "yes"
672 mining_shield_incr = 1
674 transform_result = "Hills"
677 clean_pollution_time = 3
678 clean_fallout_time = 3
680 warmer_wetter_result = "no"
681 warmer_drier_result = "no"
682 cooler_wetter_result = "no"
683 cooler_drier_result = "no"
684 native_to = "Land", "Air", "Missile", "Helicopter"
685 flags = "CanHaveRiver"
686 property_mountainous = 70
691 Mountains are regions of extreme altitude, making agriculture and\
692 trade very difficult.\
706 resources = "Buffalo", "Wheat"
707 road_food_incr_pct = 0
708 road_shield_incr_pct = 0
709 road_trade_incr_pct = 100
712 irrigation_result = "yes"
713 irrigation_food_incr = 1
715 mining_result = "Forest"
716 mining_shield_incr = 0
718 transform_result = "Grassland"
721 clean_pollution_time = 3
722 clean_fallout_time = 3
724 warmer_wetter_result = "Lake"
725 warmer_drier_result = "Desert"
726 cooler_wetter_result = "Glacier"
727 cooler_drier_result = "Tundra"
728 native_to = "Land", "Air", "Missile", "Helicopter"
729 flags = "Starter", "CanHaveRiver"
731 property_temperate = 50
736 Plains are very broad, sparse regions, which makes trade slightly\
751 resources = "Peat", "Spice"
752 road_food_incr_pct = 0
753 road_shield_incr_pct = 0
754 road_trade_incr_pct = 0
757 irrigation_result = "Grassland"
758 irrigation_food_incr = 0
760 mining_result = "Forest"
761 mining_shield_incr = 0
763 transform_result = "Lake"
766 clean_pollution_time = 3
767 clean_fallout_time = 3
769 warmer_wetter_result = "Lake"
770 warmer_drier_result = "Desert"
771 cooler_wetter_result = "Glacier"
772 cooler_drier_result = "Tundra"
773 native_to = "Land", "Air", "Missile", "Helicopter"
774 flags = "CanHaveRiver"
776 property_tropical = 10
777 property_temperate = 10
783 Swamps suffer from an over-abundance of water, making agriculture\
784 somewhat problematic.\
798 resources = "Game", "Furs"
799 road_food_incr_pct = 0
800 road_shield_incr_pct = 0
801 road_trade_incr_pct = 0
804 irrigation_result = "yes"
805 irrigation_food_incr = 1
808 mining_shield_incr = 0
810 transform_result = "Desert"
813 clean_pollution_time = 3
814 clean_fallout_time = 3
816 warmer_wetter_result = "Lake"
817 warmer_drier_result = "Desert"
818 cooler_wetter_result = "Glacier"
819 cooler_drier_result = "no"
820 native_to = "Land", "Air", "Missile", "Helicopter"
821 flags = "Starter", "NoBarbs", "CanHaveRiver"
827 Tundra are broad, cold regions, fit for some agriculture and little\
831 ; /* <-- avoid gettext warnings
835 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
836 ; and may be used in debug output when reading this file.
840 ; extra = name of the extra this resource section is part of
841 ; identifier = single-character identifier used in old savegames. This
842 ; must be unique for each resource, and changing it will
843 ; break loading those old savegames.
844 ; food = increased food production
845 ; shield = increased shield production
846 ; trade = increased trade production
848 ; */ <-- avoid gettext warnings
854 # glacier, hills, mountains.
874 # tundra-only (beaver pelts).
901 ; "h" reserved for strategic horses
907 # plains (horses => buffalo => cattle).
915 ; "k" reserved for (cane) sugar
917 ; "l" reserved for tobacco
919 ; "m" reserved for marble
931 # swamp (petroleum => peat => petroleum).
939 ; "r" reserved for rubber
953 # glacier (seals => walrus).
968 ; "u" reserved for uranium
986 shield = 3 ; glacier used to have 4
992 ; Player visible names of the base gui types.
993 ui_name_base_fortress = _("?gui_type:Build Fortress/Buoy")
994 ui_name_base_airbase = _("?gui_type:Build Airbase")
996 ; /* <-- avoid gettext warnings
998 ; Each extra, including bases, roads, and resource, must have a section here.
999 ; Bases, roads, and resources have additional sections for their specific features.
1004 ; name = translatable name as seen by user
1005 ; rule_name = (optional) name for savegames, rulesets etc; if not
1006 ; present, 'name' is used. Since the name used in
1007 ; savegames must not change, use this when renaming
1008 ; an extra after a ruleset has been released.
1009 ; category = How UI should categorize this extra. One of
1010 ; "Infra", "Natural", "Nuisance", "Resource", or "Bonus"
1011 ; causes = events that can create extra type.
1012 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
1013 ; "Base", "Road", "Resource", or "Appear"
1014 ; rmcauses = events that can remove extra type.
1015 ; "CleanPollution", "CleanFallout", "Pillage", or
1017 ; graphic = tag specifying preferred graphic
1018 ; graphic_alt = tag for alternate graphic if preferred graphic is
1019 ; not present. Can use eg "-" for no alternate
1021 ; activity_gfx = tag specifying graphic for unit building extra.
1022 ; This can be "None" to indicate that graphic sprite
1024 ; act_gfx_alt = tag for alternative graphic for unit building extra
1025 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
1026 ; rmact_gfx = tag specifying graphic for unit removing extra.
1027 ; This can be "None" to indicate that graphic sprite
1029 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
1030 ; reqs = requirements to build the extra (see effects.ruleset
1031 ; and README.effects for help on requirements)
1032 ; rmreqs = requirements to remove the extra
1033 ; appearance_reqs = spontaneous appearance requirements
1034 ; disappearance_reqs = spontaneous disappearance requirements
1035 ; buildable = Can extra be built? Defaults to TRUE if extra has
1036 ; any causes indicating it can result from worker
1038 ; build_time = how long it takes a unit to build this extra.
1039 ; Value of 0 (default) means that terrain- and
1040 ; build activity specific time is used instead.
1041 ; build_time_factor = This setting take effect only if build_time is 0.
1042 ; Terrain and activity specific build time will be
1043 ; multiplied by this value (default 1)
1044 ; removal_time = how long it takes a unit to remove this extra.
1045 ; Value of 0 (default) means that terrain- and
1046 ; removal activity specific time is used instead.
1047 ; removal_time_factor = This setting take effect only if removal_time is 0.
1048 ; Terrain and activity specific removal time will be
1049 ; multiplied by this value (default 1)
1050 ; defense_bonus = Percent added to defense when tile has the extra
1052 ; unit_seen = How opponents see units inside this extra
1053 ; "Normal" - Units are seen normally (default)
1054 ; "Hidden" - Units are hidden from opponents
1055 ; appearance_chance = If extra has cause "Appear" and other requirements
1056 ; for its appearance are fulfilled, this tells how big
1057 ; chance it has to appear each turn. The chance is 1/10000
1059 ; disappearance_chance = If extra has rmcause "Disappear" and other requirements
1060 ; for its disappearance are fulfilled, this tells how big
1061 ; chance it has to disappear each turn. The chance is 1/10000
1063 ; native_to = List of unit classes that are considered to
1064 ; be inside the extra when they are on same tile
1065 ; conflicts = List of extras that cannot be on the same tile.
1066 ; Bases with non-zero border_sq automatically conflict
1068 ; hidden_by = List of extra types that will make this extra
1069 ; type not to show on UI if both present.
1071 ; - "NativeTile" = Native units consider tile native regardless of
1073 ; - "Refuel" = Native units can use tile as refuel point
1074 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
1075 ; if target terrain could support it
1076 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
1077 ; regardless of its other requirements
1078 ; - "AutoOnCityCenter" = City center tiles will automatically have this
1079 ; extra type if the player can build it
1080 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
1081 ; connect to adjacent Land tiles even if they have
1082 ; no extra. This affects appearance only
1083 ; - "GlobalWarming" = Instances of this extra on map count towards
1085 ; - "NuclearWinter" = Instances of this extra on map count towards
1087 ; - "ShowFlag" = Draw owner's flag
1088 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
1089 ; defense layer. The defense bonus of all the extras
1090 ; located at the tile, native to defending unit,
1091 ; is calculated as a 1 + sum of bonuses from the extras
1092 ; on the default "Fortification" defense layer multiplied
1093 ; by the 1 + sum of bonuses from the extras on the
1095 ; - "NoStackDeath" = Units inside do not die all at once when attacked
1096 ; helptext = optional help text string; should escape all raw
1097 ; newlines so that xgettext parsing works
1099 ; */ <-- avoid gettext warnings
1102 name = _("Irrigation")
1104 causes = "Irrigation"
1105 rmcauses = "Pillage"
1106 graphic = "tx.irrigation"
1108 activity_gfx = "unit.irrigation"
1109 act_gfx_alt = "unit.irrigate"
1115 conflicts = "Mine", "Oil Well"
1116 hidden_by = "Farmland"
1122 rmcauses = "Pillage"
1125 activity_gfx = "unit.mine"
1126 act_gfx_alt = "unit.plant"
1131 { "type", "name", "range", "present"
1132 "TerrainFlag", "Oil", "Local", FALSE
1136 conflicts = "Irrigation", "Farmland"
1139 name = _("Oil Well")
1142 rmcauses = "Pillage"
1143 graphic = "tx.oil_mine"
1144 graphic_alt = "tx.mine"
1145 activity_gfx = "unit.oil_mine"
1146 act_gfx_alt = "unit.mine"
1147 act_gfx_alt2 = "unit.plant"
1151 { "type", "name", "range"
1152 "TerrainFlag", "Oil", "Local"
1156 conflicts = "Irrigation", "Farmland"
1159 name = _("Pollution")
1160 category = "Nuisance"
1161 causes = "Pollution"
1162 rmcauses = "CleanPollution"
1163 graphic = "tx.pollution"
1165 activity_gfx = "None"
1168 rmact_gfx = "unit.pollution"
1171 { "type", "name", "range", "present"
1172 "TerrainFlag", "NoPollution", "Local", FALSE
1175 flags = "GlobalWarming"
1178 name = _("Minor Tribe Village")
1183 graphic = "tx.village"
1185 activity_gfx = "None"
1191 { "type", "name", "range"
1192 "TerrainClass", "Land", "Local"
1195 Villages (also called \"huts\") are primitive communities spread \
1196 across the world at the beginning of the game. Any land unit can enter \
1197 a village, making the village disappear and deliver a random response. \
1198 If the village proves hostile, it could produce barbarians or the unit \
1199 entering may simply be destroyed. If they are friendly, the player \
1200 could receive gold, a new technology, a military unit (occasionally a \
1201 settler; and sometimes a unit that the player cannot yet create), or \
1204 Later in the game, helicopters may also enter villages, but overflight \
1205 by other aircraft will cause the villagers to take fright and disband.\
1209 name = _("Farmland")
1211 causes = "Irrigation"
1212 rmcauses = "Pillage"
1213 graphic = "tx.farmland"
1215 activity_gfx = "unit.farmland"
1216 act_gfx_alt = "unit.irrigation"
1217 act_gfx_alt2 = "unit.irrigate"
1221 { "type", "name", "range"
1222 "Tech", "Refrigeration", "Player"
1223 "Extra", "Irrigation", "Local"
1227 conflicts = "Mine", "Oil Well"
1231 category = "Nuisance"
1233 rmcauses = "CleanFallout"
1234 graphic = "tx.fallout"
1236 activity_gfx = "None"
1239 rmact_gfx = "unit.fallout"
1242 { "type", "name", "range", "present"
1243 "TerrainFlag", "NoPollution", "Local", FALSE
1246 flags = "NuclearWinter"
1249 name = _("Fortress")
1252 rmcauses = "Pillage"
1253 graphic = "base.fortress"
1255 activity_gfx = "unit.fortress"
1261 { "type", "name", "range", "present"
1262 "Tech", "Construction", "Player", TRUE
1263 "TerrainClass", "Land", "Local", TRUE
1264 "UnitFlag", "Settlers", "Local", TRUE
1265 "CityTile", "Center", "Local", FALSE
1271 flags = "NoStackDeath"
1273 Fortresses improve defense for land units. Among other effects, a land \
1274 unit remaining in a fortress for a whole turn without moving recovers \
1275 a quarter of its hit points. With Invention, fortresses gain watchtowers \
1276 from which land units can see further afield.\
1278 Diplomatic units get a 25% defense bonus in diplomatic fights.\
1285 rmcauses = "Pillage"
1286 graphic = "base.airbase"
1288 activity_gfx = "unit.airbase"
1294 { "type", "name", "range", "present"
1295 "Tech", "Radio", "Player", TRUE
1296 "TerrainClass", "Land", "Local", TRUE
1297 "UnitFlag", "Airbase", "Local", TRUE
1298 "CityTile", "Center", "Local", FALSE
1302 native_to = "Air", "Helicopter", "Missile"
1303 flags = "Refuel", "NoStackDeath"
1305 Airbases allow your air units to land and refuel. Air units in an \
1306 airbase may be attacked by land units.\
1308 Units can paradrop from this tile.\
1315 rmcauses = "Pillage"
1316 graphic = "base.buoy"
1317 graphic_alt = "base.fortress"
1318 activity_gfx = "unit.buoy"
1319 act_gfx_alt = "unit.fortress"
1324 { "type", "name", "range", "present"
1325 "Tech", "Radio", "Player", TRUE
1326 "TerrainClass", "Oceanic", "Local", TRUE
1327 "UnitFlag", "Airbase", "Local", TRUE
1328 "CityTile", "Center", "Local", FALSE
1334 Buoys may be built in the ocean (by units on a sea-going vessel).\
1341 rmcauses = "Pillage"
1342 graphic = "extra.ruins"
1343 graphic_alt = "base.ruins"
1344 activity_gfx = "None"
1350 { "type", "name", "range", "present"
1351 "TerrainClass", "Land", "Local", TRUE
1352 "CityTile", "Center", "Local", FALSE
1356 flags = "TerrChangeRemoves"
1358 Ruins mark the former site of a city that was destroyed or abandoned. \
1359 They have no effect on gameplay.\
1366 rmcauses = "Pillage"
1367 graphic = "road.road"
1369 activity_gfx = "unit.road"
1375 { "type", "name", "range"
1376 "UnitFlag", "Settlers", "Local"
1377 "TerrainClass", "Land", "Local"
1382 hidden_by = "Railroad"
1383 flags = "AutoOnCityCenter"
1385 Roads allow your land units to move more quickly, and on some terrain,\
1386 also provide a trade bonus.\
1388 Building roads on river tiles requires knowledge of Bridge Building.\
1389 City center tiles automatically get roads (unless they are on a river\
1390 tile and you do not yet know Bridge Building).\
1394 name = _("Railroad")
1397 rmcauses = "Pillage"
1398 graphic = "road.rail"
1400 activity_gfx = "unit.rail"
1401 act_gfx_alt = "unit.road"
1406 { "type", "name", "range"
1407 "Tech", "Railroad", "Player"
1408 "Extra", "Road", "Local"
1409 "UnitFlag", "Settlers", "Local"
1410 "TerrainClass", "Land", "Local"
1415 flags = "AutoOnCityCenter"
1417 Once you learn the Railroad technology, you may upgrade your roads\
1418 to railroads. Units expend no movement points when moving along a\
1419 railroad; you may ride a railroad indefinitely. (As may your enemies!)\
1421 A railroad also increases any shield resources produced by a tile.\
1422 A tile whose road is upgraded to a railroad retains any trade bonus\
1423 from the road as well.\
1425 City center tiles with roads are automatically upgraded to railroads\
1426 when you learn the Railroad technology.\
1431 category = "Natural"
1434 graphic = "road.river"
1436 activity_gfx = "None"
1444 ; /* xgettext:no-c-format */
1446 Any land terrain type may have a River on it. A River adds 1\
1447 trade to the resources produced by that tile. It also increases a tile's\
1448 defense factor by 50%. Finally, land units may move along a River (but\
1449 not diagonally) for fast travel.\
1451 Roads and railroads can only be built on River tiles if your\
1452 civilization has learned Bridge Building technology.\
1457 category = "Resource"
1462 activity_gfx = "None"
1470 category = "Resource"
1475 activity_gfx = "None"
1482 name = _("?animals:Game")
1483 category = "Resource"
1486 graphic = "ts.tundra_game"
1488 activity_gfx = "None"
1496 category = "Resource"
1501 activity_gfx = "None"
1509 category = "Resource"
1514 activity_gfx = "None"
1522 category = "Resource"
1527 activity_gfx = "None"
1535 category = "Resource"
1538 graphic = "ts.fruit"
1540 activity_gfx = "None"
1548 category = "Resource"
1553 activity_gfx = "None"
1561 category = "Resource"
1564 graphic = "ts.buffalo"
1566 activity_gfx = "None"
1574 category = "Resource"
1577 graphic = "ts.wheat"
1579 activity_gfx = "None"
1587 category = "Resource"
1590 graphic = "ts.oasis"
1592 activity_gfx = "None"
1600 category = "Resource"
1605 activity_gfx = "None"
1612 name = _("Pheasant")
1613 category = "Resource"
1616 graphic = "ts.pheasant"
1618 activity_gfx = "None"
1625 name = _("Resources")
1626 category = "Resource"
1629 graphic = "ts.grassland_resources"
1631 activity_gfx = "None"
1639 category = "Resource"
1642 graphic = "ts.arctic_ivory"
1644 activity_gfx = "None"
1652 category = "Resource"
1657 activity_gfx = "None"
1665 category = "Resource"
1668 graphic = "ts.spice"
1670 activity_gfx = "None"
1678 category = "Resource"
1681 graphic = "ts.whales"
1683 activity_gfx = "None"
1691 category = "Resource"
1696 activity_gfx = "None"
1704 category = "Resource"
1709 activity_gfx = "None"
1715 ; /* <-- avoid gettext warnings
1719 ; extra = name of the extra this base section is part of
1720 ; gui_type = How gui should handle this base.
1721 ; Value can be "Fortress", "Airbase", or "Other"
1722 ; border_sq = Base will claim land ownership up to this radius,
1723 ; -1 to disable. If enabled, base cannot exist in city tile.
1724 ; vision_main_sq = Base will have main layer vision to this radius
1725 ; vision_invis_sq = Base will have invisible layer vision to this radius
1727 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1728 ; friendly city within 3 tiles
1730 ; */ <-- avoid gettext warnings
1734 gui_type = "Fortress"
1736 flags = "NoAggressive"
1740 gui_type = "Airbase"
1744 gui_type = "Fortress"
1747 ; /* <-- avoid gettext warnings
1751 ; extra = name of the extra this road section is part of
1752 ; first_reqs = additional requirements to build the first part of
1753 ; the road, when none of the adjacent tiles have any
1754 ; integrating roads (see effects.ruleset and
1755 ; README.effects for help on requirements)
1756 ; move_cost = how much movement it takes to travel
1757 ; via this road (in fractional move points, as
1758 ; defined by move_fragments).
1759 ; -1 means that road provides no speed bonus.
1760 ; move_mode = how movement costs are applied
1761 ; - "Cardinal" = Road cost applies only on cardinal moves
1762 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1763 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1765 ; food_incr_const = food production added to tile regardless of terrain
1766 ; shield_incr_const = shield production added to tile regardless of
1768 ; trade_incr_const = trade production added to tile regardless of
1770 ; food_incr = food production added to tile; multiplied by
1771 ; terrain-specific road_food_incr_pct
1772 ; shield_incr = shield production added to tile; multiplied by
1773 ; terrain-specific road_shield_incr_pct
1774 ; trade_incr = trade production added to tile; multiplied by
1775 ; terrain-specific road_trade_incr_pct
1776 ; food_bonus = percent added to food production
1777 ; shield_bonus = percent added to shield production
1778 ; trade_bonus = percent added to trade production
1779 ; In summary, output bonuses from roads are given by the formula:
1780 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1781 ; compat_special = what kind of pre-2.5 special this road corresponds
1782 ; to, if any: "Road", "Railroad", "River", or "None".
1783 ; Used for UI and loading old savegames
1784 ; integrates = list of road types that are suitable next steps
1785 ; for travel from this road type
1787 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1788 ; road on the same tile as another road with
1789 ; "PreventsOtherRoads" flag (usually rivers)
1790 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1791 ; the same tile as this one without appropriate tech
1792 ; - "River" = Automatically generated by map generator, always
1793 ; flowing from land tiles to ocean
1794 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1795 ; even if server setting 'restrictinfra' is set
1796 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1797 ; road is considered native
1798 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1799 ; road is considered native
1801 ; */ <-- avoid gettext warnings
1812 compat_special = "Road"
1813 flags = "RequiresBridge"
1824 compat_special = "Railroad"
1825 flags = "RequiresBridge"
1830 move_mode = "Cardinal"
1832 shield_incr_const = 0
1833 trade_incr_const = 1
1840 compat_special = "River"
1841 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra"