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="Multiplayer terrain data for Freeciv"
15 options="+Freeciv-2.5-ruleset"
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
21 ; helptxt = displayed in the help for terrains with this flag (optional)
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.
40 ; How many native tiles first startunit must be able to reach.
42 min_start_native_area = 0
44 ; How many fragments each movement point has.
45 ; For example road movement costs are relative to this.
48 ; How many move_fragments IgTer unit movement costs
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).
83 ; name = translatable name as seen by user; if "unused", it is
84 ; not used, but is included for conversion and/or the
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;
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
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
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
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
152 ; - UnsafeCoast = This terrain does not provide a safe voyage for
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
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"
192 road_food_incr_pct = 0
193 road_shield_incr_pct = 0
194 road_trade_incr_pct = 0
197 irrigation_result = "no"
198 irrigation_food_incr = 0
201 mining_shield_incr = 0
203 transform_result = "no"
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"
216 No unit can enter this terrain, nor can any city work its tiles.\
222 graphic_alt = "coast"
230 resources = "resource_fish"
231 road_trade_incr_pct = 0
234 irrigation_result = "no"
235 irrigation_food_incr = 0
238 mining_shield_incr = 0
240 transform_result = "terrain_swamp"
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
255 Lakes are substantial bodies of fresh water.\
269 resources = "resource_fish", "resource_whales"
270 road_trade_incr_pct = 0
273 irrigation_result = "no"
274 irrigation_food_incr = 0
277 mining_shield_incr = 0
279 transform_result = "terrain_swamp"
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
294 Shallow oceans are mostly found near coastlines, and are often rich\
295 sources of food and other resources.\
299 name = _("Deep Ocean")
301 graphic_alt = "coast"
310 road_trade_incr_pct = 0
313 irrigation_result = "no"
314 irrigation_food_incr = 0
317 mining_shield_incr = 0
319 transform_result = "no"
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
334 Deep oceans cover much of the world away from coastlines, and only\
335 seaworthy units (not including Triremes) can travel on them.\
349 resources = "resource_icy_ivory", "resource_oil"
350 road_trade_incr_pct = 0
353 irrigation_result = "no"
354 irrigation_food_incr = 0
356 mining_result = "yes"
357 mining_shield_incr = 1
359 transform_result = "terrain_tundra"
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
374 Glaciers are found only in the most northerly or southerly\
375 reaches of the world. They are very cold, and hence difficult to\
390 resources = "resource_oasis", "resource_oil"
391 road_trade_incr_pct = 100
394 irrigation_result = "yes"
395 irrigation_food_incr = 1
397 mining_result = "yes"
398 mining_shield_incr = 1
400 transform_result = "terrain_plains"
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"
411 property_tropical = 50
412 property_temperate = 20
417 Deserts are regions of extreme dryness, making agriculture and\
418 trade very difficult.\
432 resources = "resource_pheasant", "resource_silk"
433 road_trade_incr_pct = 0
436 irrigation_result = "terrain_plains"
437 irrigation_food_incr = 0
439 mining_result = "terrain_swamp"
440 mining_shield_incr = 0
442 transform_result = "terrain_grassland"
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"
454 property_foliage = 50
455 property_temperate = 50
460 Forests are densely wooded, making agriculture somewhat\
465 name = _("Grassland")
466 graphic = "grassland"
475 resources = "resource_bonus"
476 road_trade_incr_pct = 100
479 irrigation_result = "yes"
480 irrigation_food_incr = 1
482 mining_result = "terrain_forest"
483 mining_shield_incr = 0
485 transform_result = "terrain_hills"
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"
496 property_temperate = 50
501 Grasslands afford exceptional agricultural opportunities.\
515 resources = "resource_coal", "resource_wine"
516 road_trade_incr_pct = 0
519 irrigation_result = "yes"
520 irrigation_food_incr = 1
522 mining_result = "yes"
523 mining_shield_incr = 3
525 transform_result = "terrain_plains"
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"
536 property_mountainous = 30
541 In addition to being amenable to agriculture, Hills are frequently\
556 resources = "resource_gems", "resource_fruit"
557 road_trade_incr_pct = 0
560 irrigation_result = "terrain_grassland"
561 irrigation_food_incr = 0
563 mining_result = "terrain_forest"
564 mining_shield_incr = 0
566 transform_result = "terrain_plains"
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
583 Jungles are densely overgrown, making agriculture somewhat\
588 name = _("Mountains")
589 graphic = "mountains"
598 resources = "resource_gold", "resource_iron"
599 road_trade_incr_pct = 0
602 irrigation_result = "no"
603 irrigation_food_incr = 0
605 mining_result = "yes"
606 mining_shield_incr = 1
608 transform_result = "terrain_hills"
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
623 Mountains are regions of extreme altitude, making agriculture and\
624 trade very difficult.\
638 resources = "resource_buffalo", "resource_wheat"
639 road_trade_incr_pct = 100
642 irrigation_result = "yes"
643 irrigation_food_incr = 1
645 mining_result = "terrain_forest"
646 mining_shield_incr = 0
648 transform_result = "terrain_grassland"
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"
659 property_temperate = 50
664 Plains are very broad, sparse regions, which makes trade slightly\
679 resources = "resource_peat", "resource_spice"
680 road_trade_incr_pct = 0
683 irrigation_result = "terrain_grassland"
684 irrigation_food_incr = 0
686 mining_result = "terrain_forest"
687 mining_shield_incr = 0
689 transform_result = "terrain_lake"
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"
700 property_tropical = 10
701 property_temperate = 10
707 Swamps suffer from an over-abundance of water, making agriculture\
708 somewhat problematic.\
722 resources = "resource_game", "resource_furs"
723 road_trade_incr_pct = 0
726 irrigation_result = "yes"
727 irrigation_food_incr = 1
730 mining_shield_incr = 0
732 transform_result = "terrain_desert"
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"
747 Tundra are broad, cold regions, fit for some agriculture and little\
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.
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
776 # glacier, hills, mountains.
787 name = _("?animals:Game")
788 graphic = "ts.tundra_game"
802 # tundra-only (beaver pelts).
837 ; "h" reserved for strategic horses
841 graphic = "ts.buffalo"
845 # plains (horses => buffalo => cattle).
855 ; "k" reserved for (cane) sugar
857 ; "l" reserved for tobacco
859 ; "m" reserved for marble
875 # swamp (petroleum => peat => petroleum).
879 graphic = "ts.pheasant"
885 ; "r" reserved for rubber
888 name = _("Resources")
889 graphic = "ts.grassland_resources"
897 graphic = "ts.arctic_ivory"
903 # glacier (seals => walrus).
922 ; "u" reserved for uranium
926 graphic = "ts.whales"
946 shield = 3 ; glacier used to have 4
949 ; /* <-- avoid gettext warnings
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
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
981 ; native_to = List of unit classes that are considered to
982 ; be inside the base when they are on same tile
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
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
1001 name = _("Fortress")
1002 graphic = "base.fortress"
1004 activity_gfx = "unit.fortress"
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
1013 gui_type = "Fortress"
1018 flags = "NoAggressive", "NoStackDeath", "DiplomatDefense"
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.\
1028 graphic = "base.airbase"
1030 activity_gfx = "unit.airbase"
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
1039 gui_type = "Airbase"
1041 native_to = "Air", "Helicopter", "Missile"
1042 flags = "NoStackDeath", "ParadropFrom"
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
1054 graphic = "base.buoy"
1055 graphic_alt = "base.fortress"
1056 activity_gfx = "unit.buoy"
1057 act_gfx_alt = "unit.fortress"
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
1065 gui_type = "Fortress"
1071 Buoys cannot be built in the multiplayer ruleset.\
1076 graphic = "base.ruins"
1078 activity_gfx = "unit.ruins"
1079 act_gfx_alt = "unit.fortress"
1081 { "type", "name", "range", "negated"
1082 "TerrainClass", "Land", "Local", FALSE
1083 "CityTile", "Center", "Local", TRUE
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
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
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
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
1129 ; trade_incr_const = trade production added to tile regardless of
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
1149 ; - "NativeTile" = Native units consider tile native regardless of
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
1175 graphic = "road.road"
1177 activity_gfx = "unit.road"
1180 { "type", "name", "range"
1181 "UnitFlag", "Settlers", "Local"
1182 "TerrainClass", "Land", "Local"
1192 compat_special = "Road"
1194 hidden_by = "Railroad"
1195 flags = "RequiresBridge", "AutoOnCityCenter"
1197 Roads allow your land units to move more quickly, and on some terrain,\
1198 also provide a trade bonus.\
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).\
1206 name = _("Railroad")
1207 graphic = "road.rail"
1209 activity_gfx = "unit.rail"
1210 act_gfx_alt = "unit.road"
1212 { "type", "name", "range"
1213 "Tech", "Railroad", "Player"
1214 "Road", "Road", "Local"
1215 "UnitFlag", "Settlers", "Local"
1216 "TerrainClass", "Land", "Local"
1226 compat_special = "Railroad"
1228 flags = "RequiresBridge", "AutoOnCityCenter"
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!)\
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.\
1238 City center tiles with roads are automatically upgraded to railroads\
1239 when you learn the Railroad technology.\
1244 graphic = "road.river"
1246 activity_gfx = "unit.rail"
1247 act_gfx_alt = "unit.road"
1252 move_mode = "Cardinal"
1253 trade_incr_const = 1
1254 compat_special = "River"
1256 flags = "River", "PreventsOtherRoads", "UnrestrictedInfra", "Natural"
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.\
1263 Roads and railroads can only be built on River tiles if your\
1264 civilization has learned Bridge Building technology.\