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  1.  
  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.
  9.  
  10. ; Note that the freeciv AI may not cope well with anything more
  11. ; than minor changes.
  12.  
  13. [datafile]
  14. description="Civ1 tile_type data for Freeciv"
  15. options="1.9"
  16.  
  17. [options]
  18. may_road=1           ; 0 means no, 1 means yes
  19. may_irrigate=1       ; 0 means no, 1 means yes
  20. may_mine=1           ; 0 means no, 1 means yes
  21. may_transform=0      ; 0 means no, 1 means yes
  22.  
  23. [parameters]
  24.  
  25. ; Percentage of "land" tiles required to be adjacent to an ocean tile before
  26. ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, 101=nowhere)
  27. ocean_reclaim_requirement_pct=101
  28.  
  29. ; Percentage of "ocean" tiles required to be adjacent to a land tile before
  30. ; it may be "channeled" into an ocean tile (0-101; 0=anywhere, 101=nowhere)
  31. land_channel_requirement_pct=101
  32.  
  33. ; special movement costs for rivers:
  34. ;   0 - normal movement cost for rivers (matches Civ1)
  35. ;   1 - 1/3 movement cost, but only when moving exactly along rivers,
  36. ;       diagonal moves incur full terrain movement costs (matches Civ2)
  37. ;   2 - 1/3 movement cost directly along river, 2/3 for diagonals (this
  38. ;       is effectively the same as '1', as if you had done the two moves,
  39. ;       except for differences relating to ZOC, etc.)
  40. ;   3 - 1/3 movement cost for any river to river move (classic Freeciv)
  41. river_move_mode=0
  42.  
  43. ; percent added to defense if square is Civ2-style river
  44. river_defense_bonus=0
  45.  
  46. ; amount added to trade production if square is Civ2-style river
  47. river_trade_incr=0
  48.  
  49. ; help text for Civ2-style rivers
  50. river_help_text=""
  51.  
  52. ; percent added to defense if square has fortress
  53. fortress_defense_bonus=100
  54.  
  55. ; percent added to trade production if road and city has superhighways
  56. road_superhighway_trade_bonus=0
  57.  
  58. ; percent added to food production if square has railroad
  59. rail_food_bonus=50
  60.  
  61. ; percent added to shield production if square has railroad
  62. rail_shield_bonus=50
  63.  
  64. ; percent added to trade production if square has railroad
  65. rail_trade_bonus=50
  66.  
  67. ; percent subtracted from food production if square is polluted
  68. pollution_food_penalty=50
  69.  
  70. ; percent subtracted from shield production if square is polluted
  71. pollution_shield_penalty=50
  72.  
  73. ; percent subtracted from trade production if square is polluted
  74. pollution_trade_penalty=50
  75.  
  76. ; percent subtracted from food production if square has fallout
  77. fallout_food_penalty=50
  78.  
  79. ; percent subtracted from shield production if square has fallout
  80. fallout_shield_penalty=50
  81.  
  82. ; percent subtracted from trade production if square has fallout
  83. fallout_trade_penalty=50
  84.  
  85. ; Below: The individual terrain types, one per section.
  86. ; For now, the number of such sections must be kept the same (=12).
  87. ; Also, terrains should be in the same order as defined in common/map.h,
  88. ; and have similar roles/effects, as some things are still hardwired.
  89. ; The actual tag used (the * in [terrain_*]) does not matter, except 
  90. ; it must be unique for each terrain, and it may be used in debug 
  91. ; output when reading this file.
  92. ;
  93. ; Notes:
  94. ;
  95. ; name                 = name as seen by user; if "unused", it is not used
  96. ; graphic              = preferred base graphics tag in tilespec; must have
  97. ;                        tags with extensions _n0s0e0e0 etc.
  98. ; graphic_alt          = alternate graphics tag if preferred is not found;
  99. ;                        should be a standard tag if preferred is not;
  100. ;             otherwise may be "-"
  101. ; movement_cost        = typically 1 to 3
  102. ; defense_bonus        = percent added to defense; typically 0% to 200%
  103. ; food                 = normal food production
  104. ; shield               = normal shield production
  105. ; trade                = normal trade production
  106. ; road_trade_incr      = increment to trade if square has road
  107. ; road_time            = time to build road; if 0, cannot build road
  108. ; irrigation_result    = result of irrigation; one of:
  109. ;                        "no"  -- cannot irrigate
  110. ;                        "yes" -- can irrigate
  111. ;                        terrain name -- irrigation changes to that terrain
  112. ; irrigation_food_incr = increment to food if square is irrigated
  113. ; irrigation_time      = time to irrigate; if 0, cannot irrigate
  114. ; mining_result        = result of mining; one of:
  115. ;                        "no"  -- cannot mine
  116. ;                        "yes" -- can mine
  117. ;                        terrain name -- mining changes to that terrain
  118. ; mining_shield_incr   = increment to shields if square is mined
  119. ; mining_time          = time to mine; if 0, cannot mine
  120. ; transform_result     = result of transformation; one of:
  121. ;                        "no"  -- cannot transform
  122. ;                        terrain name -- transformation changes to that terrain
  123. ; transform_time       = time to transform; if 0, cannot transform
  124. ; warmer_wetter_result = result of global warming for wet terrains; one of:
  125. ;                        "no"  -- no change; doesn''t count for warming
  126. ;                        "yes" -- no change; counts for warming
  127. ;                        terrain name -- warming changes to that terrain
  128. ; warmer_drier_result  = result of global warming for dry terrains;
  129. ;                        see warmer_wetter_result
  130. ; cooler_wetter_result = result of nuclear winter for wet terrains;
  131. ;                        see warmer_wetter_result
  132. ; cooler_drier_result  = result of nuclear winter for dry terrains;
  133. ;                        see warmer_wetter_result
  134. ; flags                = General flags for this terrain:
  135. ;   - NoBarbs          = Barbarians will not be spawned here.
  136. ;   - NoPollution      = Pollution will not be put on this terrain type.
  137. ;   - Starter          = Players will only be started on "Starter" terrain.
  138. ;   - Oceanic          = This is an "ocean" terrain.  This has a big effect
  139. ;                        on gameplay.  Naval units can move on oceanic terrain,
  140. ;                        while land units cannot.  Oceanic tiles can be used
  141. ;                        as a water source for irrigation.  Cities built next
  142. ;                        to oceanic terrain can build naval improvements and
  143. ;                        units.  Most terrain improvements can only be built
  144. ;                        on land.  Oceanic terrain has no zones of control.
  145. ;                        The list goes on.
  146. ;   - CanHaveRiver     = Set to 1 if this terrain can have river on it (the
  147. ;                        actual chance of river generation is controlled
  148. ;                        separately).
  149. ; helptext           = optional help text string; should escape all raw 
  150. ;                 newlines so that xgettext parsing works
  151.  
  152. [terrain_arctic]
  153. name                 = _("Arctic")
  154. graphic              = "arctic"
  155. graphic_alt         = "-"
  156. identifier         = "a"
  157. movement_cost        = 2
  158. defense_bonus        = 0
  159. food                 = 0
  160. shield               = 0
  161. trade                = 0
  162. resources            = "Seals"
  163. road_trade_incr      = 0
  164. road_time            = 4
  165. irrigation_result    = "no"
  166. irrigation_food_incr = 0
  167. irrigation_time      = 0
  168. mining_result        = "no"
  169. mining_shield_incr   = 0
  170. mining_time          = 0
  171. transform_result     = "no"
  172. transform_time       = 0
  173. warmer_wetter_result = "no"
  174. warmer_drier_result  = "no"
  175. cooler_wetter_result = "no"
  176. cooler_drier_result  = "no"
  177. flags                = "NoBarbs"
  178. property_frozen      = 100
  179. helptext         = _("\
  180. Arctic squares are found only in the most northerly or southerly\
  181.  reaches of the world.  They are very cold, and hence difficult to\
  182.  work with.\
  183. ")
  184.  
  185. [terrain_desert]
  186. name                 = _("Desert")
  187. graphic              = "desert"
  188. graphic_alt         = "-"
  189. identifier         = "d"
  190. movement_cost        = 1
  191. defense_bonus        = 0
  192. food                 = 0
  193. shield               = 1
  194. trade                = 0
  195. resources            = "Oasis"
  196. road_trade_incr      = 1
  197. road_time            = 2
  198. irrigation_result    = "yes"
  199. irrigation_food_incr = 1
  200. irrigation_time      = 5
  201. mining_result        = "yes"
  202. mining_shield_incr   = 1
  203. mining_time          = 5
  204. transform_result     = "no"
  205. transform_time       = 0
  206. warmer_wetter_result = "Swamp"
  207. warmer_drier_result  = "no"
  208. cooler_wetter_result = "no"
  209. cooler_drier_result  = "no"
  210. property_dry         = 100
  211. property_tropical    = 50
  212. helptext         = _("\
  213. Deserts are regions of extreme dryness, making agriculture and\
  214.  trade very difficult.\
  215. ")
  216.  
  217. [terrain_forest]
  218. name                 = _("Forest")
  219. graphic              = "forest"
  220. graphic_alt         = "-"
  221. identifier         = "f"
  222. movement_cost        = 2
  223. defense_bonus        = 50
  224. food                 = 1
  225. shield               = 2
  226. trade                = 0
  227. resources            = "?animals:Game"
  228. road_trade_incr      = 0
  229. road_time            = 4
  230. irrigation_result    = "Plains"
  231. irrigation_food_incr = 0
  232. irrigation_time      = 5
  233. mining_result        = "no"
  234. mining_shield_incr   = 0
  235. mining_time          = 0
  236. transform_result     = "no"
  237. transform_time       = 0
  238. warmer_wetter_result = "Jungle"
  239. warmer_drier_result  = "Desert"
  240. cooler_wetter_result = "no"
  241. cooler_drier_result  = "no"
  242. flags                = "Starter"
  243. property_temperate   = 50
  244. property_foliage     = 50
  245. helptext         = _("\
  246. Forests are densely wooded, making agriculture somewhat\
  247.  problematic.\
  248. ")
  249.  
  250. [terrain_grassland]
  251. name                 = _("Grassland")
  252. graphic              = "grassland"
  253. graphic_alt         = "-"
  254. identifier         = "g"
  255. movement_cost        = 1
  256. defense_bonus        = 0
  257. food                 = 2
  258. shield               = 0
  259. trade                = 0
  260. resources            = "Resources"
  261. road_trade_incr      = 1
  262. road_time            = 2
  263. irrigation_result    = "yes"
  264. irrigation_food_incr = 1
  265. irrigation_time      = 5
  266. mining_result        = "Forest"
  267. mining_shield_incr   = 0
  268. mining_time          = 10
  269. transform_result     = "no"
  270. transform_time       = 0
  271. warmer_wetter_result = "Swamp"
  272. warmer_drier_result  = "Desert"
  273. cooler_wetter_result = "Desert"
  274. cooler_drier_result  = "Tundra"
  275. flags                = "Starter", "CanHaveRiver"
  276. property_temperate   = 50
  277. property_green       = 50
  278. helptext         = _("\
  279. Grasslands afford exceptional agricultural opportunities.\
  280. ")
  281.  
  282. [terrain_hills]
  283. name                 = _("Hills")
  284. graphic              = "hills"
  285. graphic_alt         = "-"
  286. identifier         = "h"
  287. movement_cost        = 2
  288. defense_bonus        = 100
  289. food                 = 1
  290. shield               = 0
  291. trade                = 0
  292. resources            = "Coal"
  293. road_trade_incr      = 0
  294. road_time            = 4
  295. irrigation_result    = "yes"
  296. irrigation_food_incr = 1
  297. irrigation_time      = 10
  298. mining_result        = "yes"
  299. mining_shield_incr   = 3
  300. mining_time          = 10
  301. transform_result     = "no"
  302. transform_time       = 0
  303. warmer_wetter_result = "no"
  304. warmer_drier_result  = "no"
  305. cooler_wetter_result = "no"
  306. cooler_drier_result  = "no"
  307. flags                = "Starter"
  308. property_mountainous = 30
  309. property_green       = 10
  310. helptext         = _("\
  311. In addition to being amenable to agriculture, Hills are frequently\
  312.  rich in resources.\
  313. ")
  314.  
  315. [terrain_jungle]
  316. name                 = _("Jungle")
  317. graphic              = "jungle"
  318. graphic_alt         = "-"
  319. identifier         = "j"
  320. movement_cost        = 2
  321. defense_bonus        = 50
  322. food                 = 1
  323. shield               = 0
  324. trade                = 0
  325. resources            = "Gems"
  326. road_trade_incr      = 0
  327. road_time            = 4
  328. irrigation_result    = "Grassland"
  329. irrigation_food_incr = 0
  330. irrigation_time      = 15
  331. mining_result        = "Forest"
  332. mining_shield_incr   = 0
  333. mining_time          = 15
  334. transform_result     = "no"
  335. transform_time       = 0
  336. warmer_wetter_result = "no"
  337. warmer_drier_result  = "no"
  338. cooler_wetter_result = "Desert"
  339. cooler_drier_result  = "Tundra"
  340. property_tropical    = 50
  341. property_foliage     = 50
  342. helptext         = _("\
  343. Jungles are densely overgrown, making agriculture somewhat\
  344.  problematic.\
  345. ")
  346.  
  347. [terrain_mountains]
  348. name                 = _("Mountains")
  349. graphic              = "mountains"
  350. graphic_alt         = "-"
  351. identifier         = "m"
  352. movement_cost        = 3
  353. defense_bonus        = 200
  354. food                 = 0
  355. shield               = 1
  356. trade                = 0
  357. resources            = "Gold"
  358. road_trade_incr      = 0
  359. road_time            = 6
  360. irrigation_result    = "no"
  361. irrigation_food_incr = 0
  362. irrigation_time      = 0
  363. mining_result        = "yes"
  364. mining_shield_incr   = 1
  365. mining_time          = 10
  366. transform_result     = "no"
  367. transform_time       = 0
  368. warmer_wetter_result = "no"
  369. warmer_drier_result  = "no"
  370. cooler_wetter_result = "no"
  371. cooler_drier_result  = "no"
  372. property_mountainous = 70
  373. helptext         = _("\
  374. Mountains are regions of extreme altitude, making agriculture and\
  375.  trade very difficult.\
  376. ")
  377.  
  378. [terrain_ocean]
  379. name                 = _("Ocean")
  380. graphic              = "ocean"
  381. graphic_alt         = "-"
  382. identifier         = " "
  383. movement_cost        = 1
  384. defense_bonus        = 0
  385. food                 = 1
  386. shield               = 0
  387. trade                = 2
  388. resources            = "Fish"
  389. road_trade_incr      = 0
  390. road_time            = 0
  391. irrigation_result    = "no"
  392. irrigation_food_incr = 0
  393. irrigation_time      = 0
  394. mining_result        = "no"
  395. mining_shield_incr   = 0
  396. mining_time          = 0
  397. transform_result     = "no"
  398. transform_time       = 0
  399. warmer_wetter_result = "no"
  400. warmer_drier_result  = "no"
  401. cooler_wetter_result = "no"
  402. cooler_drier_result  = "no"
  403. flags                = "Oceanic", "NoPollution", "UnsafeCoast", "NoCities"
  404. helptext         = _("\
  405. Oceans cover much of the world, and only sea units (Triremes and\
  406.  other boats) can travel on them.\
  407. \n\n\
  408. Ocean squares can never be polluted or subjected to fallout.\
  409. ")
  410.  
  411. [terrain_plains]
  412. name                 = _("Plains")
  413. graphic              = "plains"
  414. graphic_alt         = "-"
  415. identifier         = "p"
  416. movement_cost        = 1
  417. defense_bonus        = 0
  418. food                 = 1
  419. shield               = 1
  420. trade                = 0
  421. resources            = "Horses"
  422. road_trade_incr      = 1
  423. road_time            = 2
  424. irrigation_result    = "yes"
  425. irrigation_food_incr = 1
  426. irrigation_time      = 5
  427. mining_result        = "Forest"
  428. mining_shield_incr   = 0
  429. mining_time          = 15
  430. transform_result     = "no"
  431. transform_time       = 0
  432. warmer_wetter_result = "Swamp"
  433. warmer_drier_result  = "Desert"
  434. cooler_wetter_result = "Desert"
  435. cooler_drier_result  = "Tundra"
  436. flags                = "Starter"
  437. property_temperate   = 50
  438. property_green       = 50
  439. helptext         = _("\
  440. Plains are very broad, sparse regions, which makes trade slightly\
  441.  inconvenient.\
  442. ")
  443.  
  444. [terrain_swamp]
  445. name                 = _("Swamp")
  446. graphic              = "swamp"
  447. graphic_alt         = "-"
  448. identifier         = "s"
  449. movement_cost        = 2
  450. defense_bonus        = 50
  451. food                 = 1
  452. shield               = 0
  453. trade                = 0
  454. resources            = "Oil"
  455. road_trade_incr      = 0
  456. road_time            = 4
  457. irrigation_result    = "Grassland"
  458. irrigation_food_incr = 0
  459. irrigation_time      = 15
  460. mining_result        = "Forest"
  461. mining_shield_incr   = 0
  462. mining_time          = 15
  463. transform_result     = "no"
  464. transform_time       = 0
  465. warmer_wetter_result = "no"
  466. warmer_drier_result  = "no"
  467. cooler_wetter_result = "Desert"
  468. cooler_drier_result  = "Tundra"
  469. property_wet         = 100
  470. property_foliage     = 10
  471. helptext         = _("\
  472. Swamps suffer from an over-abundance of water, making agriculture\
  473.  somewhat problematic.\
  474. ")
  475.  
  476. [terrain_tundra]
  477. name                 = _("Tundra")
  478. graphic              = "tundra"
  479. graphic_alt         = "-"
  480. identifier         = "t"
  481. movement_cost        = 1
  482. defense_bonus        = 0
  483. food                 = 1
  484. shield               = 0
  485. trade                = 0
  486. resources            = "?animals:Game"
  487. road_trade_incr      = 0
  488. road_time            = 2
  489. irrigation_result    = "no"
  490. irrigation_food_incr = 0
  491. irrigation_time      = 0
  492. mining_result        = "no"
  493. mining_shield_incr   = 0
  494. mining_time          = 0
  495. transform_result     = "no"
  496. transform_time       = 0
  497. warmer_wetter_result = "no"
  498. warmer_drier_result  = "no"
  499. cooler_wetter_result = "Arctic"
  500. cooler_drier_result  = "Arctic"
  501. flags                = "Starter", "NoBarbs"
  502. property_cold        = 50
  503. helptext         = _("\
  504. Tundra are broad, cold regions, fit for some agriculture and little\
  505.  else.\
  506. ")
  507.  
  508. # On forest, tundra.
  509. [resource__animals_game]
  510. name        = _("?animals:Game")
  511. graphic     = "ts.tundra_game"
  512. graphic_alt = "-"
  513. identifier  = "A"
  514. food        = 2
  515.  
  516. # On hills.
  517. [resource_coal]
  518. name        = _("Coal")
  519. graphic     = "ts.coal"
  520. graphic_alt = "-"
  521. identifier  = "C"
  522. shield      = 2
  523.  
  524. # On ocean.
  525. [resource_fish]
  526. name        = _("Fish")
  527. graphic     = "ts.fish"
  528. graphic_alt = "-"
  529. identifier  = "F"
  530. food        = 2
  531.  
  532. # On jungle.
  533. [resource_gems]
  534. name        = _("Gems")
  535. graphic     = "ts.gems"
  536. graphic_alt = "-"
  537. identifier  = "G"
  538. trade       = 4
  539.  
  540. # On mountains.
  541. [resource_gold]
  542. name        = _("Gold")
  543. graphic     = "ts.gold"
  544. graphic_alt = "-"
  545. identifier  = "H"
  546. trade       = 6
  547.  
  548. # On plains.
  549. [resource_horses]
  550. name        = _("Horses")
  551. graphic     = "ts.horses"
  552. graphic_alt = "-"
  553. identifier  = "I"
  554. shield      = 2
  555.  
  556. # On desert.
  557. [resource_oasis]
  558. name        = _("Oasis")
  559. graphic     = "ts.oasis"
  560. graphic_alt = "-"
  561. identifier  = "O"
  562. food        = 3
  563.  
  564. # On swamp.
  565. [resource_oil]
  566. name        = _("Oil")
  567. graphic     = "ts.oil"
  568. graphic_alt = "-"
  569. identifier  = "P"
  570. shield      = 4
  571.  
  572. # On grassland.
  573. [resource_resources]
  574. name        = _("Resources")
  575. graphic     = "ts.grassland_resources"
  576. graphic_alt = "-"
  577. identifier  = "R"
  578. shield      = 1
  579.  
  580. # On arctic.
  581. [resource_seals]
  582. name        = _("Seals")
  583. graphic     = "ts.seals"
  584. graphic_alt = "-"
  585. identifier  = "S"
  586. food        = 2
  587.