Results of running "make update-po"
[freeciv.git] / data / multiplayer / terrain.ruleset
blobbb651a007ef914bfc0eb8da091512e2760e4770b
2 ; Modifying this file:
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
11 ; than minor changes.
13 [datafile]
14 description="Multiplayer terrain data for Freeciv"
15 options="+Freeciv-2.5-ruleset"
17 [control]
18 ; Names for custom terrain flags. There can be up to 8 of these.
19 ; name          = rule name; not translateable, but may be displayed in
20 ;                 some circumstances
21 ; helptxt       = displayed in the help for terrains with this flag (optional)
22 ;flags =
23 ;  { "name", "helptxt"
24 ;  }
26 [parameters]
28 ; Percentage of "land" tiles required to be adjacent to a water tile before
29 ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
30 ocean_reclaim_requirement = 30
32 ; Percentage of "water" tiles required to be adjacent to a land tile before
33 ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
34 land_channel_requirement = 10
36 ; Bodies of water up to this size are considered freshwater lakes, if there is
37 ; also terrain type(s) with flag "FreshWater" in the ruleset.
38 lake_max_size = 14
40 ; How many native tiles first startunit must be able to reach.
41 ; 0 to disable check.
42 min_start_native_area = 0
44 ; How many fragments each movement point has.
45 ; For example road movement costs are relative to this.
46 move_fragments = 3
48 ; How many move_fragments IgTer unit movement costs
49 igter_cost = 1
51 ; There is no resources in the middle of the oceans, only near coast
52 ocean_resources = FALSE
54 ; percent subtracted from food production if tile is polluted
55 pollution_food_penalty=50
57 ; percent subtracted from shield production if tile is polluted
58 pollution_shield_penalty=50
60 ; percent subtracted from trade production if tile is polluted
61 pollution_trade_penalty=50
63 ; percent subtracted from food production if tile has fallout
64 fallout_food_penalty=50
66 ; percent subtracted from shield production if tile has fallout
67 fallout_shield_penalty=50
69 ; percent subtracted from trade production if tile has fallout
70 fallout_trade_penalty=50
72 ; /* <-- avoid gettext warnings
74 ; The individual terrain types, one per section.
75 ; Roughly sorted by identifier.
76 ; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
77 ; should contain the specific strings found in the nation city_name lists,
78 ; and may be used in debug output when reading this file.
79 ; Some have been chosen to avoid the city_name lists (_peaks, _water).
81 ; Notes:
83 ; name                 = translatable name as seen by user; if "unused", it is
84 ;                        not used, but is included for conversion and/or the
85 ;                        editor.
86 ; rule_name            = (optional) name for savegames, rulesets etc; if not
87 ;                        present, 'name' is used. Since the name used in
88 ;                        savegames must not change, use this when renaming a
89 ;                        terrain after a ruleset has been released.
90 ; graphic              = preferred graphic [tile_*] in tilespec.
91 ; graphic_alt          = alternate graphic [tile_*] when preferred is not found;
92 ;                        otherwise may be "-"
93 ; identifier           = single-character identifier used in savegames.  This
94 ;                        must be unique for each terrain, and changing it will
95 ;                        break savegame compatibility.
96 ; class                = Terrain class terrain belongs to: "Land" or "Oceanic"
97 ; movement_cost        = in whole movement points, not move_fragments;
98 ;                        typically 1 to 3
99 ; defense_bonus        = percent added to defense; typically 0% to 200%
100 ; food                 = normal food production
101 ; shield               = normal shield production
102 ; trade                = normal trade production
103 ; resources            = list of possible resources on this terrain
104 ; road_food_incr_pct   = percent of road food_incr applied to this terrain
105 ; road_shield_incr_pct = percent of road shield_incr applied to this terrain
106 ; road_trade_incr_pct  = percent of road trade_incr applied to this terrain
107 ; base_time            = time to build bases; if 0, cannot build any bases.
108 ;                        Nonzero values only affect bases with build_time 0.
109 ; road_time            = time to build roads; if 0, cannot build any roads.
110 ;                        Nonzero values only affect roads with build_time 0.
111 ; irrigation_result    = result of irrigation; one of:
112 ;                        "no"  -- cannot irrigate
113 ;                        "yes" -- can irrigate
114 ;                        terrain section -- irrigation changes to that terrain
115 ; irrigation_food_incr = increment to food if tile is irrigated
116 ; irrigation_time      = time to irrigate; if 0, cannot irrigate
117 ; mining_result        = result of mining; one of:
118 ;                        "no"  -- cannot mine
119 ;                        "yes" -- can mine
120 ;                        terrain section -- mining changes to that terrain
121 ; mining_shield_incr   = increment to shields if tile is mined
122 ; mining_time          = time to mine; if 0, cannot mine
123 ; transform_result     = result of transformation; one of:
124 ;                        "no"  -- cannot transform
125 ;                        terrain section -- transformation changes to that
126 ;                          terrain
127 ; transform_time       = time to transform; if 0, cannot transform
128 ; clean_pollution_time = time to clean pollution
129 ; clean_fallout_time   = time to clean fallout
130 ; warmer_wetter_result = result of global warming for wet terrains; one of:
131 ;                        "no"  -- no change; does not count for warming
132 ;                        "yes" -- no change; counts for warming
133 ;                        terrain section -- warming changes to that terrain
134 ; warmer_drier_result  = result of global warming for dry terrains;
135 ;                        see warmer_wetter_result
136 ; cooler_wetter_result = result of nuclear winter for wet terrains;
137 ;                        see warmer_wetter_result
138 ; cooler_drier_result  = result of nuclear winter for dry terrains;
139 ;                        see warmer_wetter_result
140 ; native_to            = List of unit classes that can move here
141 ; flags                = General flags for this terrain. List taken from the
142 ;                        following, and/or any user flags defined above:
143 ;   - NoBarbs          = Barbarians will not be spawned here.
144 ;   - NoCities         = Cities may not be built or found on this terrain.
145 ;   - NoPollution      = Pollution and Fallout will not be put on this
146 ;                        terrain type.
147 ;   - Starter          = Players will only be started on "Starter" terrain.
148 ;                        (Currently this cannot be Oceanic terrain.)
149 ;   - CanHaveRiver     = Set to 1 if this terrain can have river on it (the
150 ;                        actual chance of river generation is controlled
151 ;                        separately).
152 ;   - UnsafeCoast      = This terrain does not provide a safe voyage for
153 ;                        F_TRIRIEME units.
154 ;   - FreshWater       = This terrain is used for small bodies of water.
155 ;                        If this becomes adjacent to non-FreshWater terrain,
156 ;                        the whole contiguous FreshWater area will be flooded
157 ;                        with the non-FreshWater terrain.
158 ;   - NotGenerated     = Map generator never places this terrain type. It can
159 ;                        be added from editor only, or by ingame events
160 ;                        (lua scripting)
161 ; property_*           = specific property % values used by mapgen.  Most
162 ;                        terrains will have 0 for most values.
163 ;  - mountainous       = degree to which this terrain is mountainous
164 ;  - green             = how much life this terrain has
165 ;  - foliage           = how much thick undergrowth the terrain has 
166 ;  - tropical          = how "tropical" the terrain is (high temperature)
167 ;  - temperate         = how "temperate" the terrain is (med temperature)
168 ;  - cold              = how "cold" the terrain is (low temperature)
169 ;  - frozen            = how "frozen" the terrain is (very low temperature)
170 ;  - wet               = how "wet" the terrain is (moisture)
171 ;  - dry               = how "dry" the terrain is (moisture)
172 ;  - ocean_depth       = the depth of an ocean, as an average level
173 ; color.r              = color of the terrain (red value)
174 ; color.g              = color of the terrain (green value)
175 ; color.b              = color of the terrain (blue value)
176 ; helptext             = optional help text string; should escape all raw
177 ;                        newlines so that xgettext parsing works
179 ; */ <-- avoid gettext warnings
181 [terrain_inaccesible]
182 name                 = _("Inaccessible")
183 graphic              = "inaccessible"
184 graphic_alt          = "arctic"
185 identifier           = "i"
186 class                = "Land"
187 movement_cost        = 0
188 defense_bonus        = 0
189 food                 = 0
190 shield               = 0
191 trade                = 0
192 road_food_incr_pct   = 0
193 road_shield_incr_pct = 0
194 road_trade_incr_pct  = 0
195 base_time            = 0
196 road_time            = 0
197 irrigation_result    = "no"
198 irrigation_food_incr = 0
199 irrigation_time      = 0
200 mining_result        = "no"
201 mining_shield_incr   = 0
202 mining_time          = 0
203 transform_result     = "no"
204 transform_time       = 0
205 clean_pollution_time = 0
206 clean_fallout_time   = 0
207 warmer_wetter_result = "no"
208 warmer_drier_result  = "no"
209 cooler_wetter_result = "no"
210 cooler_drier_result  = "no"
211 flags                = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast"
212 color.r              = 25
213 color.g              = 25
214 color.b              = 25
215 helptext             = _("\
216 No unit can enter this terrain, nor can any city work its tiles.\
219 [terrain_lake]
220 name                 = _("Lake")
221 graphic              = "lake"
222 graphic_alt          = "coast"
223 identifier           = "+"
224 class                = "Oceanic"
225 movement_cost        = 1
226 defense_bonus        = 0
227 food                 = 1
228 shield               = 0
229 trade                = 2
230 resources            = "resource_fish"
231 road_trade_incr_pct  = 0
232 base_time            = 1
233 road_time            = 0
234 irrigation_result    = "no"
235 irrigation_food_incr = 0
236 irrigation_time      = 0
237 mining_result        = "no"
238 mining_shield_incr   = 0
239 mining_time          = 0
240 transform_result     = "terrain_swamp"
241 transform_time       = 36
242 clean_pollution_time = 3
243 clean_fallout_time   = 3
244 warmer_wetter_result = "no"
245 warmer_drier_result  = "terrain_swamp"
246 cooler_wetter_result = "terrain_glacier"
247 cooler_drier_result  = "terrain_tundra"
248 native_to            = "Sea", "Air", "Missile", "Helicopter", "Trireme"
249 flags                = "NoCities", "NoPollution", "FreshWater"
250 property_ocean_depth = 0
251 color.r              = 46
252 color.g              = 120
253 color.b              = 182
254 helptext             = _("\
255 Lakes are substantial bodies of fresh water.\
258 [terrain_ocean]
259 name                 = _("Ocean")
260 graphic              = "coast"
261 graphic_alt          = "-"
262 identifier           = " "
263 class                = "Oceanic"
264 movement_cost        = 1
265 defense_bonus        = 0
266 food                 = 1
267 shield               = 0
268 trade                = 2
269 resources            = "resource_fish", "resource_whales"
270 road_trade_incr_pct  = 0
271 base_time            = 1
272 road_time            = 0
273 irrigation_result    = "no"
274 irrigation_food_incr = 0
275 irrigation_time      = 0
276 mining_result        = "no"
277 mining_shield_incr   = 0
278 mining_time          = 0
279 transform_result     = "terrain_swamp"
280 transform_time       = 36
281 clean_pollution_time = 3
282 clean_fallout_time   = 3
283 warmer_wetter_result = "no"
284 warmer_drier_result  = "terrain_swamp"
285 cooler_wetter_result = "terrain_glacier"
286 cooler_drier_result  = "terrain_glacier"
287 native_to            = "Sea", "Air", "Missile", "Helicopter", "Trireme"
288 flags                = "NoCities", "NoPollution", "UnsafeCoast"
289 property_ocean_depth = 32
290 color.r              = 0
291 color.g              = 46
292 color.b              = 137
293 helptext             = _("\
294 Shallow oceans are mostly found near coastlines, and are often rich\
295  sources of food and other resources.\
298 [terrain_deep_ocean]
299 name                 = _("Deep Ocean")
300 graphic              = "floor"
301 graphic_alt          = "coast"
302 identifier           = ":"
303 class                = "Oceanic"
304 movement_cost        = 1
305 defense_bonus        = 0
306 food                 = 1
307 shield               = 0
308 trade                = 2
309 ;resources            = "none"
310 road_trade_incr_pct  = 0
311 base_time            = 1
312 road_time            = 0
313 irrigation_result    = "no"
314 irrigation_food_incr = 0
315 irrigation_time      = 0
316 mining_result        = "no"
317 mining_shield_incr   = 0
318 mining_time          = 0
319 transform_result     = "no"
320 transform_time       = 0
321 clean_pollution_time = 3
322 clean_fallout_time   = 3
323 warmer_wetter_result = "no"
324 warmer_drier_result  = "no"
325 cooler_wetter_result = "no"
326 cooler_drier_result  = "no"
327 native_to            = "Sea", "Air", "Missile", "Helicopter"
328 flags                = "NoCities", "NoPollution", "UnsafeCoast"
329 property_ocean_depth = 87
330 color.r              = 0
331 color.g              = 33
332 color.b              = 129
333 helptext             = _("\
334 Deep oceans cover much of the world away from coastlines, and only\
335  seaworthy units (not including Triremes) can travel on them.\
338 [terrain_glacier]
339 name                 = _("Glacier")
340 graphic              = "arctic"
341 graphic_alt          = "-"
342 identifier           = "a"
343 class                = "Land"
344 movement_cost        = 2
345 defense_bonus        = 0
346 food                 = 0
347 shield               = 0
348 trade                = 0
349 resources            = "resource_icy_ivory", "resource_oil"
350 road_trade_incr_pct  = 0
351 base_time            = 1
352 road_time            = 4
353 irrigation_result    = "no"
354 irrigation_food_incr = 0
355 irrigation_time      = 0
356 mining_result        = "yes"
357 mining_shield_incr   = 1
358 mining_time          = 10
359 transform_result     = "terrain_tundra"
360 transform_time       = 24
361 clean_pollution_time = 3
362 clean_fallout_time   = 3
363 warmer_wetter_result = "terrain_tundra"
364 warmer_drier_result  = "terrain_tundra"
365 cooler_wetter_result = "no"
366 cooler_drier_result  = "no"
367 native_to            = "Land", "Air", "Missile", "Helicopter"
368 flags                = "NoBarbs", "NoCities", "CanHaveRiver"
369 property_frozen      = 100
370 color.r              = 232
371 color.g              = 232
372 color.b              = 232
373 helptext             = _("\
374 Glaciers are found only in the most northerly or southerly\
375  reaches of the world.  They are very cold, and hence difficult to\
376  work with.\
379 [terrain_desert]
380 name                 = _("Desert")
381 graphic              = "desert"
382 graphic_alt          = "-"
383 identifier           = "d"
384 class                = "Land"
385 movement_cost        = 1
386 defense_bonus        = 0
387 food                 = 0
388 shield               = 1
389 trade                = 0
390 resources            = "resource_oasis", "resource_oil"
391 road_trade_incr_pct  = 100
392 base_time            = 1
393 road_time            = 2
394 irrigation_result    = "yes"
395 irrigation_food_incr = 1
396 irrigation_time      = 5
397 mining_result        = "yes"
398 mining_shield_incr   = 1
399 mining_time          = 5
400 transform_result     = "terrain_plains"
401 transform_time       = 24
402 clean_pollution_time = 3
403 clean_fallout_time   = 3
404 warmer_wetter_result = "terrain_grassland"
405 warmer_drier_result  = "no"
406 cooler_wetter_result = "terrain_plains"
407 cooler_drier_result  = "terrain_tundra"
408 native_to            = "Land", "Air", "Missile", "Helicopter"
409 flags                = "CanHaveRiver"
410 property_dry         = 100
411 property_tropical    = 50
412 property_temperate   = 20
413 color.r              = 214
414 color.g              = 185
415 color.b              = 106
416 helptext             = _("\
417 Deserts are regions of extreme dryness, making agriculture and\
418  trade very difficult.\
421 [terrain_forest]
422 name                 = _("Forest")
423 graphic              = "forest"
424 graphic_alt          = "-"
425 identifier           = "f"
426 class                = "Land"
427 movement_cost        = 2
428 defense_bonus        = 50
429 food                 = 1
430 shield               = 2
431 trade                = 0
432 resources            = "resource_pheasant", "resource_silk"
433 road_trade_incr_pct  = 0
434 base_time            = 1
435 road_time            = 4
436 irrigation_result    = "terrain_plains"
437 irrigation_food_incr = 0
438 irrigation_time      = 5
439 mining_result        = "terrain_swamp"
440 mining_shield_incr   = 0
441 mining_time          = 15
442 transform_result     = "terrain_grassland"
443 transform_time       = 24
444 clean_pollution_time = 3
445 clean_fallout_time   = 3
446 warmer_wetter_result = "terrain_jungle"
447 warmer_drier_result  = "terrain_plains"
448 cooler_wetter_result = "terrain_swamp"
449 cooler_drier_result  = "terrain_tundra"
450 native_to            = "Land", "Air", "Missile", "Helicopter"
451 flags                = "Starter", "CanHaveRiver"
452 property_cold        = 20
453 property_wet         = 20
454 property_foliage     = 50
455 property_temperate   = 50
456 color.r              = 43
457 color.g              = 107
458 color.b              = 19
459 helptext             = _("\
460 Forests are densely wooded, making agriculture somewhat\
461  problematic.\
464 [terrain_grassland]
465 name                 = _("Grassland")
466 graphic              = "grassland"
467 graphic_alt          = "-"
468 identifier           = "g"
469 class                = "Land"
470 movement_cost        = 1
471 defense_bonus        = 0
472 food                 = 2
473 shield               = 0
474 trade                = 0
475 resources            = "resource_bonus"
476 road_trade_incr_pct  = 100
477 base_time            = 1
478 road_time            = 2
479 irrigation_result    = "yes"
480 irrigation_food_incr = 1
481 irrigation_time      = 5
482 mining_result        = "terrain_forest"
483 mining_shield_incr   = 0
484 mining_time          = 10
485 transform_result     = "terrain_hills"
486 transform_time       = 24
487 clean_pollution_time = 3
488 clean_fallout_time   = 3
489 warmer_wetter_result = "terrain_lake"
490 warmer_drier_result  = "terrain_desert"
491 cooler_wetter_result = "terrain_glacier"
492 cooler_drier_result  = "terrain_tundra"
493 native_to            = "Land", "Air", "Missile", "Helicopter"
494 flags                = "Starter", "CanHaveRiver"
495 property_green       = 50
496 property_temperate   = 50
497 color.r              = 11
498 color.g              = 138
499 color.b              = 4
500 helptext             = _("\
501 Grasslands afford exceptional agricultural opportunities.\
504 [terrain_hills]
505 name                 = _("Hills")
506 graphic              = "hills"
507 graphic_alt          = "-"
508 identifier           = "h"
509 class                = "Land"
510 movement_cost        = 2
511 defense_bonus        = 100
512 food                 = 1
513 shield               = 0
514 trade                = 0
515 resources            = "resource_coal", "resource_wine"
516 road_trade_incr_pct  = 0
517 base_time            = 1
518 road_time            = 4
519 irrigation_result    = "yes"
520 irrigation_food_incr = 1
521 irrigation_time      = 10
522 mining_result        = "yes"
523 mining_shield_incr   = 3
524 mining_time          = 10
525 transform_result     = "terrain_plains"
526 transform_time       = 24
527 clean_pollution_time = 3
528 clean_fallout_time   = 3
529 warmer_wetter_result = "no"
530 warmer_drier_result  = "no"
531 cooler_wetter_result = "no"
532 cooler_drier_result  = "no"
533 native_to            = "Land", "Air", "Missile", "Helicopter"
534 flags                = "Starter", "CanHaveRiver"
535 property_green       = 50
536 property_mountainous = 30
537 color.r              = 24
538 color.g              = 97
539 color.b              = 5
540 helptext             = _("\
541 In addition to being amenable to agriculture, Hills are frequently\
542  rich in resources.\
545 [terrain_jungle]
546 name                 = _("Jungle")
547 graphic              = "jungle"
548 graphic_alt          = "-"
549 identifier           = "j"
550 class                = "Land"
551 movement_cost        = 2
552 defense_bonus        = 50
553 food                 = 1
554 shield               = 0
555 trade                = 0
556 resources            = "resource_gems", "resource_fruit"
557 road_trade_incr_pct  = 0
558 base_time            = 1
559 road_time            = 4
560 irrigation_result    = "terrain_grassland"
561 irrigation_food_incr = 0
562 irrigation_time      = 15
563 mining_result        = "terrain_forest"
564 mining_shield_incr   = 0
565 mining_time          = 15
566 transform_result     = "terrain_plains"
567 transform_time       = 24
568 clean_pollution_time = 3
569 clean_fallout_time   = 3
570 warmer_wetter_result = "terrain_lake"
571 warmer_drier_result  = "terrain_desert"
572 cooler_wetter_result = "terrain_swamp"
573 cooler_drier_result  = "terrain_tundra"
574 native_to            = "Land", "Air", "Missile", "Helicopter"
575 flags                = "CanHaveRiver"
576 property_foliage     = 50
577 property_tropical    = 50
578 property_wet         = 50
579 color.r              = 55
580 color.g              = 156
581 color.b              = 38
582 helptext             = _("\
583 Jungles are densely overgrown, making agriculture somewhat\
584  problematic.\
587 [terrain_mountains]
588 name                 = _("Mountains")
589 graphic              = "mountains"
590 graphic_alt          = "-"
591 identifier           = "m"
592 class                = "Land"
593 movement_cost        = 3
594 defense_bonus        = 200
595 food                 = 0
596 shield               = 1
597 trade                = 0
598 resources            = "resource_gold", "resource_iron"
599 road_trade_incr_pct  = 0
600 base_time            = 1
601 road_time            = 6
602 irrigation_result    = "no"
603 irrigation_food_incr = 0
604 irrigation_time      = 0
605 mining_result        = "yes"
606 mining_shield_incr   = 1
607 mining_time          = 10
608 transform_result     = "terrain_hills"
609 transform_time       = 24
610 clean_pollution_time = 3
611 clean_fallout_time   = 3
612 warmer_wetter_result = "no"
613 warmer_drier_result  = "no"
614 cooler_wetter_result = "no"
615 cooler_drier_result  = "no"
616 native_to            = "Land", "Air", "Missile", "Helicopter"
617 flags                = "CanHaveRiver"
618 property_mountainous = 70
619 color.r              = 129
620 color.g              = 127
621 color.b              = 118
622 helptext             = _("\
623 Mountains are regions of extreme altitude, making agriculture and\
624  trade very difficult.\
627 [terrain_plains]
628 name                 = _("Plains")
629 graphic              = "plains"
630 graphic_alt          = "-"
631 identifier           = "p"
632 class                = "Land"
633 movement_cost        = 1
634 defense_bonus        = 0
635 food                 = 1
636 shield               = 1
637 trade                = 0
638 resources            = "resource_buffalo", "resource_wheat"
639 road_trade_incr_pct  = 100
640 base_time            = 1
641 road_time            = 2
642 irrigation_result    = "yes"
643 irrigation_food_incr = 1
644 irrigation_time      = 5
645 mining_result        = "terrain_forest"
646 mining_shield_incr   = 0
647 mining_time          = 15
648 transform_result     = "terrain_grassland"
649 transform_time       = 24
650 clean_pollution_time = 3
651 clean_fallout_time   = 3
652 warmer_wetter_result = "terrain_lake"
653 warmer_drier_result  = "terrain_desert"
654 cooler_wetter_result = "terrain_glacier"
655 cooler_drier_result  = "terrain_tundra"
656 native_to            = "Land", "Air", "Missile", "Helicopter"
657 flags                = "Starter", "CanHaveRiver"
658 property_green       = 50
659 property_temperate   = 50
660 color.r              = 122
661 color.g              = 156
662 color.b              = 46
663 helptext             = _("\
664 Plains are very broad, sparse regions, which makes trade slightly\
665  inconvenient.\
668 [terrain_swamp]
669 name                 = _("Swamp")
670 graphic              = "swamp"
671 graphic_alt          = "-"
672 identifier           = "s"
673 class                = "Land"
674 movement_cost        = 2
675 defense_bonus        = 50
676 food                 = 1
677 shield               = 0
678 trade                = 0
679 resources            = "resource_peat", "resource_spice"
680 road_trade_incr_pct  = 0
681 base_time            = 1
682 road_time            = 4
683 irrigation_result    = "terrain_grassland"
684 irrigation_food_incr = 0
685 irrigation_time      = 15
686 mining_result        = "terrain_forest"
687 mining_shield_incr   = 0
688 mining_time          = 15
689 transform_result     = "terrain_lake"
690 transform_time       = 36
691 clean_pollution_time = 3
692 clean_fallout_time   = 3
693 warmer_wetter_result = "terrain_lake"
694 warmer_drier_result  = "terrain_desert"
695 cooler_wetter_result = "terrain_glacier"
696 cooler_drier_result  = "terrain_tundra"
697 native_to            = "Land", "Air", "Missile", "Helicopter"
698 flags                = "CanHaveRiver"
699 property_wet         = 100
700 property_tropical    = 10
701 property_temperate   = 10
702 property_cold        = 10
703 color.r              = 48
704 color.g              = 85
705 color.b              = 97
706 helptext             = _("\
707 Swamps suffer from an over-abundance of water, making agriculture\
708  somewhat problematic.\
711 [terrain_tundra]
712 name                 = _("Tundra")
713 graphic              = "tundra"
714 graphic_alt          = "-"
715 identifier           = "t"
716 class                = "Land"
717 movement_cost        = 1
718 defense_bonus        = 0
719 food                 = 1
720 shield               = 0
721 trade                = 0
722 resources            = "resource_game", "resource_furs"
723 road_trade_incr_pct  = 0
724 base_time            = 1
725 road_time            = 2
726 irrigation_result    = "yes"
727 irrigation_food_incr = 1
728 irrigation_time      = 5
729 mining_result        = "no"
730 mining_shield_incr   = 0
731 mining_time          = 0
732 transform_result     = "terrain_desert"
733 transform_time       = 24
734 clean_pollution_time = 3
735 clean_fallout_time   = 3
736 warmer_wetter_result = "terrain_lake"
737 warmer_drier_result  = "terrain_desert"
738 cooler_wetter_result = "terrain_glacier"
739 cooler_drier_result  = "no"
740 native_to            = "Land", "Air", "Missile", "Helicopter"
741 flags                = "Starter", "NoBarbs", "CanHaveRiver"
742 property_cold        = 50
743 color.r              = 188
744 color.g              = 188
745 color.b              = 188
746 helptext             = _("\
747 Tundra are broad, cold regions, fit for some agriculture and little\
748  else.\
751 ; The individual resource types, one per section.
752 ; Roughly sorted by identifier.
753 ; The actual tag used (the * in [resource_*]) must be unique for each resource,
754 ; and may be used in debug output when reading this file.
756 ; Notes:
758 ; name                 = name as seen by user; if "unused", it is not used,
759 ;                        but is included for conversion and/or the editor.
760 ; graphic              = preferred graphic [tile_*] in tilespec.
761 ; graphic_alt          = alternate graphic [tile_*] when preferred is not found;
762 ;                        otherwise may be "-"
763 ; identifier           = single-character identifier used in savegames.  This
764 ;                        must be unique for each resource, and changing it will
765 ;                        break savegame compatibility.
766 ; food                 = increased food production
767 ; shield               = increased shield production
768 ; trade                = increased trade production
770 [resource_gold]
771 name        = _("Gold")
772 graphic     = "ts.gold"
773 graphic_alt = "-"
774 identifier  = "$"
775 trade       = 6
776 # glacier, hills, mountains.
778 [resource_iron]
779 name        = _("Iron")
780 graphic     = "ts.iron"
781 graphic_alt = "-"
782 identifier  = "/"
783 shield      = 3
784 # mountains.
786 [resource_game]
787 name        = _("?animals:Game")
788 graphic     = "ts.tundra_game"
789 graphic_alt = "-"
790 identifier  = "e"
791 food        = 2
792 shield      = 1
793 # tundra.
795 [resource_furs]
796 name        = _("Furs")
797 graphic     = "ts.furs"
798 graphic_alt = "-"
799 identifier  = "u"
800 food        = 1
801 trade       = 3
802 # tundra-only (beaver pelts).
804 [resource_coal]
805 name        = _("Coal")
806 graphic     = "ts.coal"
807 graphic_alt = "-"
808 identifier  = "c"
809 shield      = 2
810 # hills.
812 [resource_fish]
813 name        = _("Fish")
814 graphic     = "ts.fish"
815 graphic_alt = "-"
816 identifier  = "y"
817 food        = 2
818 # ocean.
820 [resource_fruit]
821 name        = _("Fruit")
822 graphic     = "ts.fruit"
823 graphic_alt = "-"
824 identifier  = "f"
825 food        = 3
826 trade       = 1
827 # jungle.
829 [resource_gems]
830 name        = _("Gems")
831 graphic     = "ts.gems"
832 graphic_alt = "-"
833 identifier  = "g"
834 trade       = 4
835 # jungle.
837 ; "h" reserved for strategic horses
839 [resource_buffalo]
840 name        = _("Buffalo")
841 graphic     = "ts.buffalo"
842 graphic_alt = "-"
843 identifier  = "b"
844 shield      = 2
845 # plains (horses => buffalo => cattle).
847 [resource_wheat]
848 name        = _("Wheat")
849 graphic     = "ts.wheat"
850 graphic_alt = "-"
851 identifier  = "j"
852 food        = 2
853 # plains.
855 ; "k" reserved for (cane) sugar
857 ; "l" reserved for tobacco
859 ; "m" reserved for marble
861 [resource_oasis]
862 name        = _("Oasis")
863 graphic     = "ts.oasis"
864 graphic_alt = "-"
865 identifier  = "o"
866 food        = 3
867 # desert.
869 [resource_peat]
870 name        = _("Peat")
871 graphic     = "ts.peat"
872 graphic_alt = "-"
873 identifier  = "a"
874 shield      = 4
875 # swamp (petroleum => peat => petroleum).
877 [resource_pheasant]
878 name        = _("Pheasant")
879 graphic     = "ts.pheasant"
880 graphic_alt = "-"
881 identifier  = "p"
882 food        = 2
883 # forest, forested.
885 ; "r" reserved for rubber
887 [resource_bonus]
888 name        = _("Resources")
889 graphic     = "ts.grassland_resources"
890 graphic_alt = "-"
891 identifier  = "r"
892 shield      = 1
893 # grassland.
895 [resource_icy_ivory]
896 name        = _("Ivory")
897 graphic     = "ts.arctic_ivory"
898 graphic_alt = "-"
899 identifier  = "i"
900 food        = 1
901 shield      = 1
902 trade       = 4
903 # glacier (seals => walrus).
905 [resource_silk]
906 name        = _("Silk")
907 graphic     = "ts.silk"
908 graphic_alt = "-"
909 identifier  = "s"
910 trade       = 3
911 # forest, wooded.
913 [resource_spice]
914 name        = _("Spice")
915 graphic     = "ts.spice"
916 graphic_alt = "-"
917 identifier  = "t"
918 food        = 2
919 trade       = 4
920 # swamp-only.
922 ; "u" reserved for uranium
924 [resource_whales]
925 name        = _("Whales")
926 graphic     = "ts.whales"
927 graphic_alt = "-"
928 identifier  = "v"
929 food        = 1
930 shield      = 1
931 # ocean (sea).
933 [resource_wine]
934 name        = _("Wine")
935 graphic     = "ts.wine"
936 graphic_alt = "-"
937 identifier  = "w"
938 trade       = 4
939 # hills-only.
941 [resource_oil]
942 name        = _("Oil")
943 graphic     = "ts.oil"
944 graphic_alt = "-"
945 identifier  = "x"
946 shield      = 3 ; glacier used to have 4
947 # glacier, desert
949 ; /* <-- avoid gettext warnings
951 ; Base types:
953 ; name                    = translatable name as seen by user
954 ; rule_name               = (optional) name for savegames, rulesets etc; if not
955 ;                           present, 'name' is used. Since the name used in
956 ;                           savegames must not change, use this when renaming a
957 ;                           base after a ruleset has been released.
958 ; buildable               = Can base be built? Defaults to TRUE
959 ; pillageable             = Can base be pillaged? Defaults to TRUE
960 ; graphic                 = tag specifying preferred graphic
961 ; graphic_alt             = tag for alternate graphic if preferred graphic is
962 ;                           not present. Can use eg "-" for no alternate
963 ;                           graphic
964 ; activity_gfx            = tag specifying graphic for unit building base
965 ; act_gfx_alt             = tag for alternative graphic for unit building base
966 ; reqs                    = requirements to build the base (see effects.ruleset
967 ;                           and README.effects for help on requirements)
968 ; gui_type                = how gui should handle this base.
969 ;                           Fortress/Airbase/Other
970 ; build_time              = how long it takes a unit to build this base.
971 ;                           Value of 0 (default) means that terrain-specific
972 ;                           base_time is used instead.
973 ; defense_bonus           = Percent added to defense
974 ; border_sq               = Base will claim land ownership up to this radius,
975 ;                           -1 to disable. If enabled, base cannot exist in city tile.
976 ; vision_main_sq          = Base will have main layer vision to this radius
977 ; vision_invis_sq         = Base will have invisible layer vision to this radius
978 ; conflicts               = List of bases that cannot be on the same tile.
979 ;                           Bases with non-zero border_sq automatically conflict
980 ;                           with each other.
981 ; native_to               = List of unit classes that are considered to
982 ;                           be inside the base when they are on same tile
983 ; flags
984 ;   - "NoAggressive"      = Units inside are not considered aggressive
985 ;   - "NoStackDeath"      = Units inside do not die all at once when attacked
986 ;   - "DiplomatDefense"   = Diplomats inside get bonus to diplomatic defense
987 ;   - "ParadropFrom"      = Paradrop can be initiated from base
988 ;   - "NativeTile"        = Native units consider tile native regardless of
989 ;                           terrain
990 ;   - "ShowFlag"          = Draw owner's flag
991 ;   - "AlwaysOnCityCenter" = City center tiles always have this base type
992 ;                           regardless of its other requirements
993 ;   - "AutoOnCityCenter"  = City center tiles will automatically have this
994 ;                           base type if the player can build it
995 ; helptext                = optional help text string; should escape all raw
996 ;                           newlines so that xgettext parsing works
998 ; */ <-- avoid gettext warnings
1000 [base_fortress]
1001 name           = _("Fortress")
1002 graphic        = "base.fortress"
1003 graphic_alt    = "-"
1004 activity_gfx   = "unit.fortress"
1005 act_gfx_alt    = "-"
1006 reqs           =
1007     { "type", "name", "range", "negated"
1008       "Tech", "Construction", "Player", FALSE
1009       "TerrainClass", "Land", "Local", FALSE
1010       "UnitFlag", "Settlers", "Local", FALSE
1011       "CityTile", "Center", "Local", TRUE
1012     }
1013 gui_type       = "Fortress"
1014 build_time     = 3
1015 defense_bonus  = 100
1016 border_sq      = 5
1017 native_to      = "Land"
1018 flags          = "NoAggressive", "NoStackDeath", "DiplomatDefense"
1019 helptext       = _("\
1020 Fortresses improve defense for land units. Among other effects, a land \
1021 unit remaining in a fortress for a whole turn without moving recovers \
1022 a quarter of its hit points. With Invention, fortresses gain watchtowers \
1023 from which land units can see further afield.\
1026 [base_airbase]
1027 name           = _("Airbase")
1028 graphic        = "base.airbase"
1029 graphic_alt    = "-"
1030 activity_gfx   = "unit.airbase"
1031 act_gfx_alt    = "-"
1032 reqs           =
1033     { "type", "name", "range", "negated"
1034       "Tech", "Radio", "Player", FALSE
1035       "TerrainClass", "Land", "Local", FALSE
1036       "UnitFlag", "Airbase", "Local", FALSE
1037       "CityTile", "Center", "Local", TRUE
1038     }
1039 gui_type       = "Airbase"
1040 build_time     = 3
1041 native_to      = "Air", "Helicopter", "Missile"
1042 flags          = "NoStackDeath", "ParadropFrom"
1043 helptext       = _("\
1044 Airbases allow your air units to land and refuel. Air units in an \
1045 airbase may be attacked by land units.\
1048 ; Buoys do not work properly when borders are disabled.
1049 ; For that reason they are marked non-buildable. They have not
1050 ; been completely removed from the ruleset for compatibility with
1051 ; old savegames.
1052 [base_buoy]
1053 name           = _("Buoy")
1054 graphic        = "base.buoy"
1055 graphic_alt    = "base.fortress"
1056 activity_gfx   = "unit.buoy"
1057 act_gfx_alt    = "unit.fortress"
1058 reqs           =
1059     { "type", "name", "range", "negated"
1060       "Tech", "Radio", "Player", FALSE
1061       "TerrainClass", "Oceanic", "Local", FALSE
1062       "UnitFlag", "Airbase", "Local", FALSE
1063       "CityTile", "Center", "Local", TRUE
1064     }
1065 gui_type       = "Fortress"
1066 buildable      = FALSE
1067 build_time     = 3
1068 border_sq      = 0
1069 vision_main_sq = 5
1070 helptext       = _("\
1071 Buoys cannot be built in the multiplayer ruleset.\
1074 [base_ruins]
1075 name           = _("Ruins")
1076 graphic        = "base.ruins"
1077 graphic_alt    = "-"
1078 activity_gfx   = "unit.ruins"
1079 act_gfx_alt    = "unit.fortress"
1080 reqs           =
1081     { "type", "name", "range", "negated"
1082       "TerrainClass", "Land", "Local", FALSE
1083       "CityTile", "Center", "Local", TRUE
1084     }
1085 buildable      = FALSE
1086 build_time     = 0
1087 gui_type       = "Other"
1088 helptext       = _("\
1089 Ruins mark the former site of a city that was destroyed or abandoned. \
1090 They have no effect on gameplay.\
1094 ; /* <-- avoid gettext warnings
1096 ; Road types:
1098 ; name                    = translatable name as seen by user
1099 ; rule_name               = (optional) name for savegames, rulesets etc; if not
1100 ;                           present, 'name' is used. Since the name used in
1101 ;                           savegames must not change, use this when renaming a
1102 ;                           road type after a ruleset has been released.
1103 ; graphic                 = tag specifying preferred graphic
1104 ; graphic_alt             = tag for alternate graphic if preferred graphic is
1105 ;                           not present. Can use eg "-" for no alternate
1106 ;                           graphic.
1107 ; activity_gfx            = tag specifying graphic for unit building road
1108 ; act_gfx_alt             = tag for alternative graphic for unit building road
1109 ; reqs                    = requirements to build the road (see effects.ruleset
1110 ;                           and README.effects for help on requirements)
1111 ; move_cost               = how much movement it takes to travel
1112 ;                           via this road (in fractional move points, as
1113 ;                           defined by move_fragments)
1114 ; move_mode               = how movement costs are applied
1115 ;   - "NoBonus"    = Road gives no movement bonuses (move_cost ignored)
1116 ;   - "Cardinal"   = Road cost applies only on cardinal moves
1117 ;   - "Relaxed"    = Road cost is normal for cardinal, double for diagonal moves
1118 ;   - "FastAlways" = Road cost applies always between two tiles with the roads
1119 ;                    (default)
1120 ; build_time              = how long it takes a unit to build this road.
1121 ;                           Value of 0 (default) means that terrain-specific
1122 ;                           road_time is used instead.
1123 ; defense_bonus           = Percent added to defense; default none
1124 ; buildable               = Can road be built? Defaults to TRUE
1125 ; pillageable             = Can road be pillaged? Defaults to TRUE
1126 ; food_incr_const         = food production added to tile regardless of terrain
1127 ; shield_incr_const       = shield production added to tile regardless of
1128 ;                           terrain
1129 ; trade_incr_const        = trade production added to tile regardless of
1130 ;                           terrain
1131 ; food_incr               = food production added to tile; multiplied by
1132 ;                           terrain-specific road_food_incr_pct
1133 ; shield_incr             = shield production added to tile; multiplied by
1134 ;                           terrain-specific road_shield_incr_pct
1135 ; trade_incr              = trade production added to tile; multiplied by
1136 ;                           terrain-specific road_trade_incr_pct
1137 ; food_bonus              = percent added to food production
1138 ; shield_bonus            = percent added to shield production
1139 ; trade_bonus             = percent added to trade production
1140 ;   In summary, output bonuses from roads are given by the formula:
1141 ;   (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
1142 ; compat_special          = what kind of pre-2.5 special this road corresponds
1143 ;                           to, if any: "Road", "Railroad", "River, or "None".
1144 ;                           Used for UI and loading old savegames
1145 ; native_to               = list of unit classes that can use this road
1146 ; hidden_by               = list of road types that will make this road
1147 ;                           type not to show on UI if both present
1148 ; flags
1149 ;   - "NativeTile"        = Native units consider tile native regardless of
1150 ;                           terrain
1151 ;   - "RequiresBridge"    = Technology with "Bridge" flag needed to build this
1152 ;                           road on the same tile as another road with
1153 ;                           "PreventsOtherRoads" flag (usually rivers)
1154 ;   - "PreventsOtherRoads" = Prevents "RequiresBridge" roads being built on
1155 ;                           the same tile as this one without appropriate tech
1156 ;   - "River"             = Automatically generated by map generator, always
1157 ;                           flowing from land tiles to ocean
1158 ;   - "AlwaysOnCityCenter" = City center tiles always have this road type
1159 ;                           regardless of its other requirements
1160 ;   - "AutoOnCityCenter"  = City center tiles will automatically have this
1161 ;                           road type if the player can build it
1162 ;   - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
1163 ;                           even if server setting 'restrictinfra' is set
1164 ;   - "Natural"           = Road is considered part of terrain for UI purposes
1165 ;   - "ConnectLand"       = Roads on Oceanic tiles are drawn to connect to
1166 ;                           adjacent Land tiles even if they have no road. This
1167 ;                           affects appearance only
1168 ; helptext                = optional help text string; should escape all raw
1169 ;                           newlines so that xgettext parsing works
1171 ; */ <-- avoid gettext warnings
1173 [road_road]
1174 name           = _("Road")
1175 graphic        = "road.road"
1176 graphic_alt    = "-"
1177 activity_gfx   = "unit.road"
1178 act_gfx_alt    = "-"
1179 reqs           =
1180     { "type", "name", "range"
1181       "UnitFlag", "Settlers", "Local"
1182       "TerrainClass", "Land", "Local"
1183     }
1184 move_cost      = 1
1185 build_time     = 0
1186 food_incr      = 0
1187 shield_incr    = 0
1188 trade_incr     = 1
1189 food_bonus     = 0
1190 shield_bonus   = 0
1191 trade_bonus    = 0
1192 compat_special = "Road"
1193 native_to      = "Land"
1194 hidden_by      = "Railroad"
1195 flags          = "RequiresBridge", "AutoOnCityCenter"
1196 helptext       = _("\
1197 Roads allow your land units to move more quickly, and on some terrain,\
1198  also provide a trade bonus.\
1199 "), _("\
1200 Building roads on river tiles requires knowledge of Bridge Building.\
1201  City center tiles automatically get roads (unless they are on a river\
1202  tile and you do not yet know Bridge Building).\
1205 [road_railroad]
1206 name           = _("Railroad")
1207 graphic        = "road.rail"
1208 graphic_alt    = "-"
1209 activity_gfx   = "unit.rail"
1210 act_gfx_alt    = "unit.road"
1211 reqs           =
1212     { "type", "name", "range"
1213       "Tech", "Railroad", "Player"
1214       "Road", "Road", "Local"
1215       "UnitFlag", "Settlers", "Local"
1216       "TerrainClass", "Land", "Local"
1217     }
1218 move_cost      = 0
1219 build_time     = 3
1220 food_incr      = 0
1221 shield_incr    = 0
1222 trade_incr     = 0
1223 food_bonus     = 0
1224 shield_bonus   = 50
1225 trade_bonus    = 0
1226 compat_special = "Railroad"
1227 native_to      = "Land"
1228 flags          = "RequiresBridge", "AutoOnCityCenter"
1229 helptext       = _("\
1230 Once you learn the Railroad technology, you may upgrade your roads\
1231  to railroads. Units expend no movement points when moving along a\
1232  railroad; you may ride a railroad indefinitely. (As may your enemies!)\
1233 "), _("\
1234 A railroad also increases any shield resources produced by a tile.\
1235  A tile whose road is upgraded to a railroad retains any trade bonus\
1236  from the road as well.\
1237 "), _("\
1238 City center tiles with roads are automatically upgraded to railroads\
1239  when you learn the Railroad technology.\
1242 [road_river]
1243 name           = _("River")
1244 graphic        = "road.river"
1245 graphic_alt    = "-"
1246 activity_gfx   = "unit.rail"
1247 act_gfx_alt    = "unit.road"
1248 buildable      = FALSE
1249 pillageable    = FALSE
1250 defense_bonus  = 50
1251 move_cost      = 1
1252 move_mode      = "Cardinal"
1253 trade_incr_const = 1
1254 compat_special = "River"
1255 native_to      = "Land"
1256 flags          = "River", "PreventsOtherRoads", "UnrestrictedInfra", "Natural"
1257 helptext       = _("\
1258 Any land terrain type may have a River on it.  A River adds 1\
1259  trade to the resources produced by that tile.  It also increases a tile's\
1260  defense factor by 50%.  Finally, land units may move along a River (but\
1261  not diagonally) for fast travel.\
1262 "), _("\
1263 Roads and railroads can only be built on River tiles if your\
1264  civilization has learned Bridge Building technology.\