3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Civ2 tile_type data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
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)
28 ; Names for custom extra flags. There can be up to 8 of these.
29 ; name = rule name; In some circumstances user may see this
30 ; as part of some sentences, so try to make it descriptive
32 ; helptxt = displayed in the help for extra types with this flag
40 ; Percentage of "land" tiles required to be adjacent to a water tile before
41 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
42 ocean_reclaim_requirement=101
44 ; Percentage of "water" tiles required to be adjacent to a land tile before
45 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
46 land_channel_requirement=101
48 ; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
49 ; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
52 ; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
53 ; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
54 freeze_requirement = 0
56 ; Bodies of water up to this size are considered freshwater lakes, if there is
57 ; also terrain type(s) with flag "FreshWater" in the ruleset.
60 ; How many native tiles first startunit must be able to reach.
62 min_start_native_area = 0
64 ; How many fragments each movement point has.
65 ; For example road movement costs are relative to this.
68 ; How many move_fragments IgTer unit movement costs
71 ; Whether diagonal movement has increased cost
72 ; The cost increase is more accurate with larger values for move_fragments
73 pythagorean_diagonal = FALSE
75 ; /* <-- avoid gettext warnings
77 ; The individual terrain types, one per section.
78 ; Roughly sorted by identifier.
79 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
80 ; and may be used in debug output when reading this file.
84 ; name = translatable name as seen by user; if "unused", it is
85 ; not used, but is included for conversion and/or the
87 ; rule_name = (optional) name for savegames, rulesets etc; if not
88 ; present, 'name' is used. Since the name used in
89 ; savegames must not change, use this when renaming a
90 ; terrain after a ruleset has been released.
91 ; graphic = preferred graphic; Tilespec [tile_*] section
92 ; with 'tag' matching this will be used.
93 ; graphic_alt = alternate graphic. When no tilespec 'tag' matching
94 ; preferred graphic is not found, this will be used.
95 ; Otherwise may be "-"
96 ; identifier = single-character identifier used in savegames. This
97 ; must be unique for each terrain.
98 ; class = Terrain class terrain belongs to: "Land" or "Oceanic"
99 ; movement_cost = in whole movement points, not move_fragments;
101 ; defense_bonus = percent added to defense; typically 0% to 200%
102 ; food = normal food production
103 ; shield = normal shield production
104 ; trade = normal trade production
105 ; resources = list of possible resources on this terrain
106 ; road_food_incr_pct = percent of road food_incr applied to this terrain
107 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
108 ; road_trade_incr_pct = percent of road trade_incr applied to this terrain
109 ; base_time = time to build bases; if 0, cannot build any bases.
110 ; Nonzero values only affect bases with build_time 0.
111 ; road_time = time to build roads; if 0, cannot build any roads.
112 ; Nonzero values only affect roads with build_time 0.
113 ; irrigation_result = result of irrigation; one of:
114 ; "no" -- cannot irrigate
115 ; "yes" -- can irrigate
116 ; terrain section -- irrigation changes to that terrain
117 ; irrigation_food_incr = increment to food if tile is irrigated
118 ; irrigation_time = time to irrigate; if 0, cannot irrigate
119 ; Nonzero values only affect extras with build_time 0.
120 ; mining_result = result of mining; one of:
121 ; "no" -- cannot mine
123 ; terrain section -- mining changes to that terrain
124 ; mining_shield_incr = increment to shields if tile is mined
125 ; mining_time = time to mine; if 0, cannot mine
126 ; Nonzero values only affect extras with build_time 0.
127 ; transform_result = result of transformation; one of:
128 ; "no" -- cannot transform
129 ; terrain section -- transformation changes to that
131 ; transform_time = time to transform; if 0, cannot transform
132 ; pillage_time = time to pillage extra from the tile (0 = impossible)
133 ; Nonzero values only affect extras with removal_time 0.
134 ; clean_pollution_time = time to clean pollution (0 = impossible)
135 ; Nonzero values only affect extras with removal_time 0.
136 ; clean_fallout_time = time to clean fallout (0 = impossible)
137 ; Nonzero values only affect extras with removal_time 0.
138 ; animal = unit type that can appear as animal on the terrain
139 ; warmer_wetter_result = result of global warming for wet terrains; one of:
140 ; "no" -- no change; does not count for warming
141 ; "yes" -- no change; counts for warming
142 ; terrain section -- warming changes to that terrain
143 ; warmer_drier_result = result of global warming for dry terrains;
144 ; see warmer_wetter_result
145 ; cooler_wetter_result = result of nuclear winter for wet terrains;
146 ; see warmer_wetter_result
147 ; cooler_drier_result = result of nuclear winter for dry terrains;
148 ; see warmer_wetter_result
149 ; native_to = List of unit classes that can move here
150 ; flags = General flags for this terrain. List taken from the
151 ; following, and/or any user flags defined above:
152 ; - NoBarbs = Barbarians will not be spawned here.
153 ; - NoCities = Cities may not be built or found on this terrain.
154 ; - Starter = Players will only be started on "Starter" terrain.
155 ; (Currently this cannot be Oceanic terrain.)
156 ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
157 ; actual chance of river generation is controlled
159 ; - UnsafeCoast = This terrain does not provide a safe voyage for
160 ; units with flag "Trireme"
161 ; - FreshWater = This terrain is used for small bodies of water.
162 ; If this becomes adjacent to non-FreshWater terrain,
163 ; the whole contiguous FreshWater area will be flooded
164 ; with the non-FreshWater terrain.
165 ; - NotGenerated = Map generator never places this terrain type. It can
166 ; be added from editor only, or by ingame events
168 ; - NoZoc = Units on this terrain are not generating or subject
170 ; - NoFortify = Units cannot fortify on this terrain
171 ; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
172 ; is generated near poles. Conversion between frozen
173 ; and unfrozen terrain can be controlled with
174 ; thaw_requirement/freeze_requirement, and Frozen
175 ; terrain is shown differently on the overview map.
176 ; property_* = specific property % values used by mapgen. Most
177 ; terrains will have 0 for most values. Properties
178 ; other than ocean_depth are only used for land tiles.
179 ; - mountainous = degree to which this terrain is mountainous
180 ; - green = how much life this terrain has
181 ; - foliage = how much thick undergrowth the terrain has
182 ; - tropical = how "tropical" the terrain is (high temperature)
183 ; - temperate = how "temperate" the terrain is (med temperature)
184 ; - cold = how "cold" the terrain is (low temperature)
185 ; - frozen = how "frozen" the terrain is (very low temperature)
186 ; (does not necessarily have to have the "Frozen" flag)
187 ; - wet = how "wet" the terrain is (moisture)
188 ; - dry = how "dry" the terrain is (moisture)
189 ; - ocean_depth = the depth of an ocean, as an average level
190 ; color.r = color of the terrain (red value)
191 ; color.g = color of the terrain (green value)
192 ; color.b = color of the terrain (blue value)
193 ; helptext = optional help text string; should escape all raw
194 ; newlines so that xgettext parsing works
196 ; */ <-- avoid gettext warnings
209 resources = "Fish", "Whales"
210 road_trade_incr_pct = 0
213 irrigation_result = "no"
214 irrigation_food_incr = 0
217 mining_shield_incr = 0
219 transform_result = "no"
223 warmer_wetter_result = "no"
224 warmer_drier_result = "no"
225 cooler_wetter_result = "no"
226 cooler_drier_result = "no"
227 native_to = "Sea", "Air", "Missile", "Helicopter"
228 flags = "UnsafeCoast", "NoCities", "NoZoc", "NoFortify"
229 property_ocean_depth = 36
234 Oceans cover much of the world.\
248 resources = "Ivory", "Icy Oil"
249 road_trade_incr_pct = 0
252 irrigation_result = "no"
253 irrigation_food_incr = 0
255 mining_result = "yes"
256 mining_shield_incr = 1
258 transform_result = "Tundra"
262 warmer_wetter_result = "no"
263 warmer_drier_result = "no"
264 cooler_wetter_result = "no"
265 cooler_drier_result = "no"
266 native_to = "Land", "Air", "Missile", "Helicopter"
267 flags = "NoBarbs", "CanHaveRiver", "Frozen"
268 property_frozen = 100
273 Glaciers are found only in the most northerly or southerly\
274 reaches of the world. They are very cold, and hence difficult to\
289 resources = "Oasis", "Oil"
290 road_trade_incr_pct = 100
293 irrigation_result = "yes"
294 irrigation_food_incr = 1
296 mining_result = "yes"
297 mining_shield_incr = 1
299 transform_result = "Plains"
303 warmer_wetter_result = "Swamp"
304 warmer_drier_result = "no"
305 cooler_wetter_result = "no"
306 cooler_drier_result = "no"
307 native_to = "Land", "Air", "Missile", "Helicopter"
308 flags = "CanHaveRiver"
310 property_tropical = 50
311 property_temperate = 20
316 Deserts are regions of extreme dryness, making agriculture and\
317 trade very difficult.\
331 resources = "Pheasant", "Silk"
332 road_trade_incr_pct = 0
335 irrigation_result = "Plains"
336 irrigation_food_incr = 0
339 mining_shield_incr = 0
341 transform_result = "Grassland"
345 warmer_wetter_result = "Jungle"
346 warmer_drier_result = "Desert"
347 cooler_wetter_result = "no"
348 cooler_drier_result = "no"
349 native_to = "Land", "Air", "Missile", "Helicopter"
350 flags = "Starter", "CanHaveRiver"
353 property_foliage = 50
354 property_temperate = 50
359 Forests are densely wooded, making agriculture somewhat\
364 name = _("Grassland")
365 graphic = "grassland"
374 resources = "Resources"
375 road_trade_incr_pct = 100
378 irrigation_result = "yes"
379 irrigation_food_incr = 1
381 mining_result = "Forest"
382 mining_shield_incr = 0
384 transform_result = "Hills"
388 warmer_wetter_result = "Swamp"
389 warmer_drier_result = "Desert"
390 cooler_wetter_result = "Desert"
391 cooler_drier_result = "Tundra"
392 native_to = "Land", "Air", "Missile", "Helicopter"
393 flags = "Starter", "CanHaveRiver"
395 property_temperate = 50
400 Grasslands afford exceptional agricultural opportunities.\
414 resources = "Coal", "Wine"
415 road_trade_incr_pct = 0
418 irrigation_result = "yes"
419 irrigation_food_incr = 1
421 mining_result = "yes"
422 mining_shield_incr = 3
424 transform_result = "Plains"
428 warmer_wetter_result = "no"
429 warmer_drier_result = "no"
430 cooler_wetter_result = "no"
431 cooler_drier_result = "no"
432 native_to = "Land", "Air", "Missile", "Helicopter"
433 flags = "Starter", "CanHaveRiver"
435 property_mountainous = 30
440 In addition to being amenable to agriculture, Hills are frequently\
455 resources = "Gems", "Fruit"
456 road_trade_incr_pct = 0
459 irrigation_result = "Grassland"
460 irrigation_food_incr = 0
462 mining_result = "Forest"
463 mining_shield_incr = 0
465 transform_result = "Plains"
469 warmer_wetter_result = "no"
470 warmer_drier_result = "no"
471 cooler_wetter_result = "Desert"
472 cooler_drier_result = "Tundra"
473 native_to = "Land", "Air", "Missile", "Helicopter"
474 flags = "CanHaveRiver"
475 property_foliage = 50
476 property_tropical = 50
482 Jungles are densely overgrown, making agriculture somewhat\
487 name = _("Mountains")
488 graphic = "mountains"
497 resources = "Gold", "Iron"
498 road_trade_incr_pct = 0
501 irrigation_result = "no"
502 irrigation_food_incr = 0
504 mining_result = "yes"
505 mining_shield_incr = 1
507 transform_result = "Hills"
511 warmer_wetter_result = "no"
512 warmer_drier_result = "no"
513 cooler_wetter_result = "no"
514 cooler_drier_result = "no"
515 native_to = "Land", "Air", "Missile", "Helicopter"
516 flags = "CanHaveRiver"
517 property_mountainous = 70
522 Mountains are regions of extreme altitude, making agriculture and\
523 trade very difficult.\
537 resources = "Buffalo", "Wheat"
538 road_trade_incr_pct = 100
541 irrigation_result = "yes"
542 irrigation_food_incr = 1
544 mining_result = "Forest"
545 mining_shield_incr = 0
547 transform_result = "Grassland"
551 warmer_wetter_result = "Swamp"
552 warmer_drier_result = "Desert"
553 cooler_wetter_result = "Desert"
554 cooler_drier_result = "Tundra"
555 native_to = "Land", "Air", "Missile", "Helicopter"
556 flags = "Starter", "CanHaveRiver"
559 property_temperate = 50
564 Plains are very broad, sparse regions, which makes trade slightly\
579 resources = "Peat", "Spice"
580 road_trade_incr_pct = 0
583 irrigation_result = "Grassland"
584 irrigation_food_incr = 0
586 mining_result = "Forest"
587 mining_shield_incr = 0
589 transform_result = "Plains"
593 warmer_wetter_result = "no"
594 warmer_drier_result = "Desert"
595 cooler_wetter_result = "no"
596 cooler_drier_result = "Tundra"
597 native_to = "Land", "Air", "Missile", "Helicopter"
598 flags = "CanHaveRiver"
600 property_tropical = 10
601 property_temperate = 10
607 Swamps suffer from an over-abundance of water, making agriculture\
608 somewhat problematic.\
622 resources = "Game", "Furs"
623 road_trade_incr_pct = 0
626 irrigation_result = "yes"
627 irrigation_food_incr = 1
630 mining_shield_incr = 0
632 transform_result = "Desert"
636 warmer_wetter_result = "no"
637 warmer_drier_result = "no"
638 cooler_wetter_result = "Glacier"
639 cooler_drier_result = "Glacier"
640 native_to = "Land", "Air", "Missile", "Helicopter"
641 flags = "Starter", "NoBarbs", "CanHaveRiver"
647 Tundra are broad, cold regions, fit for some agriculture and little\
651 ; /* <-- avoid gettext warnings
655 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
656 ; and may be used in debug output when reading this file.
660 ; extra = name of the extra this resource section is part of
661 ; identifier = single-character identifier used in old savegames. This
662 ; must be unique for each resource, and changing it will
663 ; break loading those old savegames.
664 ; food = increased food production
665 ; shield = increased shield production
666 ; trade = increased trade production
668 ; */ <-- avoid gettext warnings
694 # tundra-only (beaver pelts).
702 ; "d" reserved for dyes
704 ; "e" reserved for (elephant) ivory
729 # plains (horses => buffalo => cattle).
747 # swamp (petroleum => peat => petroleum).
767 # glacier (seals => walrus).
801 [resource_desert_oil]
805 # desert-only, special processing, see savegame map_load().
810 ; Player visible names of the base gui types.
811 ui_name_base_fortress = _("?gui_type:Build Land base")
812 ui_name_base_airbase = _("?gui_type:Build Airforce base")
814 ; /* <-- avoid gettext warnings
816 ; Each extra, including bases and roads, must have a section here.
817 ; Bases and roads have additional sections for their specific features below.
822 ; name = translatable name as seen by user
823 ; rule_name = (optional) name for savegames, rulesets etc; if not
824 ; present, 'name' is used. Since the name used in
825 ; savegames must not change, use this when renaming
826 ; an extra after a ruleset has been released.
827 ; category = How UI should categorize this extra. One of
828 ; "Infra", "Natural", "Nuisance", "Resource", or "Bonus"
829 ; causes = events that can create extra type.
830 ; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
831 ; "Base", "Road", "Resource", or "Appear"
832 ; rmcauses = events that can remove extra type.
833 ; "CleanPollution", "CleanFallout", "Pillage", or
835 ; graphic = tag specifying preferred graphic
836 ; graphic_alt = tag for alternate graphic if preferred graphic is
837 ; not present. Can use eg "-" for no alternate
839 ; activity_gfx = tag specifying graphic for unit building extra
840 ; This can be "None" to indicate that graphic sprite
842 ; act_gfx_alt = tag for alternative graphic for unit building extra
843 ; act_gfx_alt2 = tag for second alternative graphic for unit building extra
844 ; rmact_gfx = tag specifying graphic for unit removing extra
845 ; This can be "None" to indicate that graphic sprite
847 ; rmact_gfx_alt = tag for alternative graphic for unit removing extra
848 ; reqs = requirements to build the extra (see effects.ruleset
849 ; and README.effects for help on requirements)
850 ; rmreqs = requirements to remove the extra
851 ; appearance_reqs = spontaneous appearance requirements
852 ; disappearance_reqs = spontaneous disappearance requirements
853 ; visibility_req = Tech a player needs to have to see the extra
854 ; This affects visibility only, for all the rules
855 ; extra is still there even if player can't see it.
856 ; buildable = Can extra be built? Defaults to TRUE if extra has
857 ; any causes indicating it can result from worker
859 ; build_time = how long it takes a unit to build this extra.
860 ; Value of 0 (default) means that terrain- and
861 ; build activity specific time is used instead.
862 ; build_time_factor = This setting take effect only if build_time is 0.
863 ; Terrain and activity specific build time will be
864 ; multiplied by this value (default 1)
865 ; removal_time = how long it takes a unit to remove this extra.
866 ; Value of 0 (default) means that terrain- and
867 ; removal activity specific time is used instead.
868 ; removal_time_factor = This setting take effect only if removal_time is 0.
869 ; Terrain and activity specific removal time will be
870 ; multiplied by this value (default 1)
871 ; defense_bonus = Percent added to defense when tile has the extra
873 ; unit_seen = How opponents see units inside this extra
874 ; "Normal" - Units are seen normally (default)
875 ; "Hidden" - Units are hidden from opponents
876 ; appearance_chance = If extra has cause "Appear" and other requirements
877 ; for its appearance are fulfilled, this tells how big
878 ; chance it has to appear each turn. The chance is 1/10000
880 ; disappearance_chance = If extra has rmcause "Disappear" and other requirements
881 ; for its disappearance are fulfilled, this tells how big
882 ; chance it has to disappear each turn. The chance is 1/10000
884 ; native_to = List of unit classes that are considered to
885 ; be inside the extra when they are on same tile
886 ; conflicts = List of extras that cannot be on the same tile.
887 ; Bases with non-zero border_sq automatically conflict
889 ; hidden_by = List of extra types that will make this extra
890 ; type not to show on UI if both present.
892 ; - "NativeTile" = Native units consider tile native regardless of
894 ; - "Refuel" = Native units can use tile as refuel point
895 ; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
896 ; if target terrain could support it
897 ; - "AlwaysOnCityCenter" = City center tiles always have this extra type
898 ; regardless of its other requirements
899 ; - "AutoOnCityCenter" = City center tiles will automatically have this
900 ; extra type if the player can build it
901 ; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
902 ; connect to adjacent Land tiles even if they have
903 ; no extra. This affects appearance only
904 ; - "GlobalWarming" = Instances of this extra on map count towards
906 ; - "NuclearWinter" = Instances of this extra on map count towards
908 ; - "ShowFlag" = Draw owner's flag
909 ; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
910 ; defense layer. The defense bonus of all the extras
911 ; located at the tile, native to defending unit,
912 ; is calculated as a 1 + sum of bonuses from the extras
913 ; on the default "Fortification" defense layer multiplied
914 ; by the 1 + sum of bonuses from the extras on the
916 ; - "NoStackDeath" = Units inside do not die all at once when attacked
917 ; helptext = optional help text string; should escape all raw
918 ; newlines so that xgettext parsing works
920 ; */ <-- avoid gettext warnings
923 name = _("Irrigation")
925 causes = "Irrigation"
927 graphic = "tx.irrigation"
929 activity_gfx = "unit.irrigation"
930 act_gfx_alt = "unit.irrigate"
937 hidden_by = "Farmland"
946 activity_gfx = "unit.mine"
947 act_gfx_alt = "unit.plant"
953 conflicts = "Irrigation", "Farmland"
956 name = _("Pollution")
957 category = "Nuisance"
958 causes = "Pollution", "Fallout"
959 rmcauses = "CleanPollution"
960 graphic = "tx.pollution"
962 activity_gfx = "None"
965 rmact_gfx = "unit.pollution"
968 { "type", "name", "range", "present"
969 "Terrain", "Ocean", "Local", FALSE
972 flags = "GlobalWarming"
975 name = _("Minor Tribe Village")
980 graphic = "tx.village"
982 activity_gfx = "None"
988 { "type", "name", "range"
989 "TerrainClass", "Land", "Local"
992 Villages (also called \"huts\") are primitive communities spread \
993 across the world at the beginning of the game. Any land unit can enter \
994 a village, making the village disappear and deliver a random response. \
995 If the village proves hostile, it could produce barbarians or the unit \
996 entering may simply be destroyed. If they are friendly, the player \
997 could receive gold, a new technology, a military unit (occasionally a \
998 settler; and sometimes a unit that the player cannot yet create), or \
1001 Later in the game, helicopters may also enter villages, but overflight \
1002 by other aircraft will cause the villagers to take fright and disband.\
1006 name = _("Farmland")
1008 causes = "Irrigation"
1009 rmcauses = "Pillage"
1010 graphic = "tx.farmland"
1012 activity_gfx = "unit.farmland"
1013 act_gfx_alt = "unit.irrigation"
1014 act_gfx_alt2 = "unit.irrigate"
1018 { "type", "name", "range"
1019 "Tech", "Refrigeration", "Player"
1020 "Extra", "Irrigation", "Local"
1027 name = _("Fortress")
1030 rmcauses = "Pillage"
1031 graphic = "base.fortress"
1033 activity_gfx = "unit.fortress"
1039 { "type", "name", "range", "present"
1040 "Tech", "Construction", "Player", TRUE
1041 "TerrainClass", "Land", "Local", TRUE
1042 "UnitFlag", "Settlers", "Local", TRUE
1043 "CityTile", "Center", "Local", FALSE
1049 flags = "NoStackDeath"
1051 Fortresses improve defense for land units. Among other effects, a land \
1052 unit remaining in a fortress for a whole turn without moving recovers \
1053 a quarter of its hit points.\
1055 Diplomatic units get a 25% defense bonus in diplomatic fights.\
1062 rmcauses = "Pillage"
1063 graphic = "base.airbase"
1065 activity_gfx = "unit.airbase"
1071 { "type", "name", "range", "present"
1072 "Tech", "Radio", "Player", TRUE
1073 "TerrainClass", "Land", "Local", TRUE
1074 "UnitFlag", "Airbase", "Local", TRUE
1075 "CityTile", "Center", "Local", FALSE
1079 unit_seen = "Hidden"
1080 native_to = "Air", "Helicopter", "Missile"
1081 flags = "Refuel", "NoStackDeath"
1083 Airbases allow your air units to land and refuel. Air units in an \
1084 airbase may be attacked by land units.\
1086 Units can paradrop from this tile.\
1093 rmcauses = "Pillage"
1094 graphic = "road.road"
1096 activity_gfx = "unit.road"
1102 { "type", "name", "range"
1103 "UnitFlag", "Settlers", "Local"
1104 "TerrainClass", "Land", "Local"
1109 hidden_by = "Railroad"
1110 flags = "AlwaysOnCityCenter"
1112 Roads allow your land units to move more quickly, and on some terrain,\
1113 also provide a trade bonus.\
1115 Building roads on river tiles requires knowledge of Bridge Building.\
1116 City center tiles automatically get roads, and are an exception to\
1121 name = _("Railroad")
1124 rmcauses = "Pillage"
1125 graphic = "road.rail"
1127 activity_gfx = "unit.rail"
1128 act_gfx_alt = "unit.road"
1133 { "type", "name", "range"
1134 "Tech", "Railroad", "Player"
1135 "Extra", "Road", "Local"
1136 "UnitFlag", "Settlers", "Local"
1137 "TerrainClass", "Land", "Local"
1142 flags = "AutoOnCityCenter"
1144 Once you learn the Railroad technology, you may upgrade your roads\
1145 to railroads. Units expend no movement points when moving along a\
1146 railroad; you may ride a railroad indefinitely. (As may your enemies!)\
1148 A railroad also increases any shield resources produced by a tile.\
1149 A tile whose road is upgraded to a railroad retains any trade bonus\
1150 from the road as well.\
1152 City center tiles with roads are automatically upgraded to railroads\
1153 when you learn the Railroad technology.\
1158 category = "Natural"
1161 graphic = "road.river"
1163 activity_gfx = "None"
1171 flags = "NaturalDefense"
1172 ; /* xgettext:no-c-format */
1174 Any land terrain type may have a River on it. A River adds 1\
1175 trade to the resources produced by that tile. It also increases a tile's\
1176 defense factor by 50%. Finally, land units may move along a River (but\
1177 not diagonally) for fast travel.\
1179 Roads and railroads can only be built on River tiles if your\
1180 civilization has learned Bridge Building technology.\
1185 category = "Resource"
1190 activity_gfx = "None"
1198 category = "Resource"
1203 activity_gfx = "None"
1210 name = _("?animals:Game")
1211 category = "Resource"
1214 graphic = "ts.tundra_game"
1216 activity_gfx = "None"
1224 category = "Resource"
1229 activity_gfx = "None"
1237 category = "Resource"
1242 activity_gfx = "None"
1250 category = "Resource"
1255 activity_gfx = "None"
1263 category = "Resource"
1266 graphic = "ts.fruit"
1268 activity_gfx = "None"
1276 category = "Resource"
1281 activity_gfx = "None"
1289 category = "Resource"
1292 graphic = "ts.buffalo"
1294 activity_gfx = "None"
1302 category = "Resource"
1305 graphic = "ts.wheat"
1307 activity_gfx = "None"
1315 category = "Resource"
1318 graphic = "ts.oasis"
1320 activity_gfx = "None"
1328 category = "Resource"
1333 activity_gfx = "None"
1340 name = _("Pheasant")
1341 category = "Resource"
1344 graphic = "ts.pheasant"
1346 activity_gfx = "None"
1353 name = _("Resources")
1354 category = "Resource"
1357 graphic = "ts.grassland_resources"
1359 activity_gfx = "None"
1367 category = "Resource"
1370 graphic = "ts.arctic_ivory"
1372 activity_gfx = "None"
1380 category = "Resource"
1385 activity_gfx = "None"
1393 category = "Resource"
1396 graphic = "ts.spice"
1398 activity_gfx = "None"
1406 category = "Resource"
1409 graphic = "ts.whales"
1411 activity_gfx = "None"
1419 category = "Resource"
1424 activity_gfx = "None"
1432 rule_name = "Icy Oil"
1433 category = "Resource"
1438 activity_gfx = "None"
1446 category = "Resource"
1451 activity_gfx = "None"
1457 ; /* <-- avoid gettext warnings
1461 ; extra = name of the extra this base section is part of
1462 ; gui_type = How gui should handle this base.
1463 ; Value can be "Fortress", "Airbase", or "Other"
1464 ; border_sq = Base will claim land ownership up to this radius,
1465 ; -1 to disable. If enabled, base cannot exist in city tile.
1466 ; vision_main_sq = Base will have main layer vision to this radius
1467 ; vision_invis_sq = Base will have invisible layer vision to this radius
1469 ; - "NoAggressive" = Units inside are not considered aggressive if there`s
1470 ; friendly city within 3 tiles
1472 ; */ <-- avoid gettext warnings
1476 gui_type = "Fortress"
1477 flags = "NoAggressive"
1481 gui_type = "Airbase"
1483 ; /* <-- avoid gettext warnings
1487 ; extra = name of the extra this road section is part of
1488 ; first_reqs = additional requirements to build the first part of
1489 ; the road, when none of the adjacent tiles have any
1490 ; integrating roads (see effects.ruleset and
1491 ; README.effects for help on requirements)
1492 ; move_cost = how much movement it takes to travel
1493 ; via this road (in fractional move points, as
1494 ; defined by move_fragments)
1495 ; -1 means that road provides no speed bonus.
1496 ; move_mode = how movement costs are applied
1497 ; - "Cardinal" = Road cost applies only on cardinal moves
1498 ; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
1499 ; - "FastAlways" = Road cost applies always between two tiles with the roads
1501 ; food_incr_const = food production added to tile regardless of terrain
1502 ; shield_incr_const = shield production added to tile regardless of
1504 ; trade_incr_const = trade production added to tile regardless of
1506 ; food_incr = food production added to tile; multiplied by
1507 ; terrain-specific road_food_incr_pct
1508 ; shield_incr = shield production added to tile; multiplied by
1509 ; terrain-specific road_shield_incr_pct
1510 ; trade_incr = trade production added to tile; multiplied by
1511 ; terrain-specific road_trade_incr_pct
1512 ; food_bonus = percent added to food production
1513 ; shield_bonus = percent added to shield production
1514 ; trade_bonus = percent added to trade production
1515 ; In summary, output bonuses from roads are given by the formula:
1516 ; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1517 ; compat_special = what kind of pre-2.5 special this road corresponds
1518 ; to, if any: "Road", "Railroad", "River", or "None".
1519 ; Used for UI and loading old savegames
1520 ; integrates = list of road types that are suitable next steps
1521 ; for travel from this road type
1523 ; - "RequiresBridge" = Technology with "Bridge" flag needed to build this
1524 ; road on the same tile as another road with
1525 ; "PreventsOtherRoads" flag (usually rivers)
1526 ; - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1527 ; the same tile as this one without appropriate tech
1528 ; - "River" = Automatically generated by map generator, always
1529 ; flowing from land tiles to ocean
1530 ; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1531 ; even if server setting 'restrictinfra' is set
1532 ; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
1533 ; road is considered native
1534 ; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
1535 ; road is considered native
1537 ; */ <-- avoid gettext warnings
1548 compat_special = "Road"
1549 flags = "RequiresBridge"
1560 compat_special = "Railroad"
1561 flags = "RequiresBridge"
1566 move_mode = "Cardinal"
1567 trade_incr_const = 1
1568 compat_special = "River"
1569 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra"