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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 "set terrain <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="Default tile_type data for Freeciv"
  15. options="1.9"
  16.  
  17. [options]
  18. river_style=2        ; 1 means Civ1-style, 2 means Civ2-style
  19. may_road=1           ; 0 means no, 1 means yes
  20. may_irrigate=1       ; 0 means no, 1 means yes
  21. may_mine=1           ; 0 means no, 1 means yes
  22. may_transform=1      ; 0 means no, 1 means yes
  23.  
  24. [parameters]
  25.  
  26. ; number of "land" tiles required to be adjacent to an ocean tile before
  27. ; it may be "reclaimed" into a land tile (0-9; 0=anywhere, 9=nowhere)
  28. ocean_reclaim_requirement=3
  29.  
  30. ; special movement costs for rivers:
  31. ;   0 - normal movement cost for rivers (matches Civ1)
  32. ;   1 - 1/3 movement cost, but only when moving exactly along rivers,
  33. ;       diagonal moves incur full terrain movement costs (matches Civ2)
  34. ;   2 - 1/3 movement cost directly along river, 2/3 for diagonals (this
  35. ;       is effectively the same as '1', as if you had done the two moves,
  36. ;       except for differences relating to ZOC, etc.)
  37. ;   3 - 1/3 movement cost for any river to river move (classic Freeciv)
  38. river_move_mode=1
  39.  
  40. ; percent added to defense if square is Civ2-style river
  41. river_defense_bonus=50
  42.  
  43. ; amount added to trade production if square is Civ2-style river
  44. river_trade_incr=1
  45.  
  46. ; help text for Civ2-style rivers
  47. river_help_text=_("\
  48. Any terrain type (except Ocean) may have a River on it.  A River adds 1\
  49.  trade to the resources produced by that tile.  It also increases a tile's\
  50.  defense factor by 50%.  Finally, land units may move along a River (but\
  51.  not diagonally); movement along a River costs only 1/3 of a movement point.\
  52. \n\n\
  53. Roads and railroads can only be built on River squares if your\
  54.  civilization has learned Bridge Building technology.\
  55. ")
  56.  
  57. ; percent added to defense if square has fortress
  58. fortress_defense_bonus=100
  59.  
  60. ; percent added to trade production if road and city has superhighways
  61. road_superhighway_trade_bonus=50
  62.  
  63. ; percent added to food production if square has railroad
  64. rail_food_bonus=0
  65.  
  66. ; percent added to shield production if square has railroad
  67. rail_shield_bonus=50
  68.  
  69. ; percent added to trade production if square has railroad
  70. rail_trade_bonus=0
  71.  
  72. ; percent added to food production if farmland and city has supermarket
  73. farmland_supermarket_food_bonus=50
  74.  
  75. ; percent subtracted from food production if square is polluted
  76. pollution_food_penalty=50
  77.  
  78. ; percent subtracted from shield production if square is polluted
  79. pollution_shield_penalty=50
  80.  
  81. ; percent subtracted from trade production if square is polluted
  82. pollution_trade_penalty=50
  83.  
  84. ; Below: The individual terrain types, one per section.
  85. ; For now, the number of such sections must be kept the same (=12).
  86. ; Also, terrains should be in the same order as defined in common/map.h,
  87. ; and have similar roles/effects, as some things are still hardwired.
  88. ; The actual tag used (the * in [terrain_*]) does not matter, except 
  89. ; it must be unique for each terrain, and it may be used in debug 
  90. ; output when reading this file.
  91. ;
  92. ; Notes:
  93. ;
  94. ; terrain_name         = name as seen by user; if "unused", it is not used
  95. ; graphic              = preferred base graphics tag in tilespec; must have
  96. ;                        tags with extensions _n0s0e0e0 etc.
  97. ; graphic_alt          = alternate graphics tag if preferred is not found;
  98. ;                        should be a standard tag if preferred is not;
  99. ;             otherwise may be "-"
  100. ; movement_cost        = typically 1 to 3
  101. ; defense_bonus        = 10 times actual; typically 10 to 30 (1.0 to 3.0)
  102. ; food                 = normal food production
  103. ; shield               = normal shield production
  104. ; trade                = normal trade production
  105. ; special_1_name       = name of special; if "none", special is not used
  106. ; graphic_special_1    = full tilespec tag
  107. ; graphic_special_1a   = alternate
  108. ; food_special_1       = special (1) food production
  109. ; shield_special_1     = special (1) shield production
  110. ; trade_special_1      = special (1) trade production
  111. ; special_2_name       = name of special; if "none", special is not used
  112. ; graphic_special_2    = full tilespec tag
  113. ; graphic_special_2a   = alternate
  114. ; food_special_2       = special (2) food production
  115. ; shield_special_2     = special (2) shield production
  116. ; trade_special_2      = special (2) trade production
  117. ; road_trade_incr      = increment to trade if square has road
  118. ; road_time            = time to build road; if 0, cannot build road
  119. ; irrigation_result    = result of irrigation; one of:
  120. ;                        "no"  -- cannot irrigate
  121. ;                        "yes" -- can irrigate
  122. ;                        terrain name -- irrigation changes to that terrain
  123. ; irrigation_food_incr = increment to food if square is irrigated
  124. ; irrigation_time      = time to irrigate; if 0, cannot irrigate
  125. ; mining_result        = result of mining; one of:
  126. ;                        "no"  -- cannot mine
  127. ;                        "yes" -- can mine
  128. ;                        terrain name -- mining changes to that terrain
  129. ; mining_shield_incr   = increment to shields if square is mined
  130. ; mining_time          = time to mine; if 0, cannot mine
  131. ; transform_result     = result of transformation; one of:
  132. ;                        "no"  -- cannot transform
  133. ;                        terrain name -- transformation changes to that terrain
  134. ; transform_time       = time to transform; if 0, cannot transform
  135. ; helptext           = optional help text string; should escape all raw 
  136. ;                 newlines so that xgettext parsing works
  137.  
  138. [terrain_glacier]
  139. terrain_name         = _("Glacier")
  140. graphic              = "t.arctic"
  141. graphic_alt         = "-"
  142. movement_cost        = 2
  143. defense_bonus        = 10
  144. food                 = 0
  145. shield               = 0
  146. trade                = 0
  147. special_1_name       = _("Ivory")
  148. graphic_special_1    = "ts.arctic_ivory"
  149. graphic_special_1a   = "-"
  150. food_special_1       = 1
  151. shield_special_1     = 1
  152. trade_special_1      = 4
  153. special_2_name       = _("Oil")
  154. graphic_special_2    = "ts.oil"
  155. graphic_special_2a   = "-"
  156. food_special_2       = 0
  157. shield_special_2     = 4
  158. trade_special_2      = 0
  159. road_trade_incr      = 0
  160. road_time            = 4
  161. irrigation_result    = "no"
  162. irrigation_food_incr = 0
  163. irrigation_time      = 0
  164. mining_result        = "yes"
  165. mining_shield_incr   = 1
  166. mining_time          = 10
  167. transform_result     = "Tundra"
  168. transform_time       = 24
  169. helptext         = _("\
  170. Glaciers are found only in the most northerly or southerly\
  171.  reaches of the world.  They are very cold, and hence difficult to\
  172.  work with.\
  173. ")
  174.  
  175. [terrain_desert]
  176. terrain_name         = _("Desert")
  177. graphic              = "t.desert"
  178. graphic_alt         = "-"
  179. movement_cost        = 1
  180. defense_bonus        = 10
  181. food                 = 0
  182. shield               = 1
  183. trade                = 0
  184. special_1_name       = _("Oasis")
  185. graphic_special_1    = "ts.oasis"
  186. graphic_special_1a   = "-"
  187. food_special_1       = 3
  188. shield_special_1     = 1
  189. trade_special_1      = 0
  190. special_2_name       = _("Oil")
  191. graphic_special_2    = "ts.oil"
  192. graphic_special_2a   = "-"
  193. food_special_2       = 0
  194. shield_special_2     = 4
  195. trade_special_2      = 0
  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     = "Plains"
  205. transform_time       = 24
  206. helptext         = _("\
  207. Deserts are regions of extreme dryness, making agriculture and\
  208.  trade very difficult.\
  209. ")
  210.  
  211. [terrain_forest]
  212. terrain_name         = _("Forest")
  213. graphic              = "t.forest"
  214. graphic_alt         = "-"
  215. movement_cost        = 2
  216. defense_bonus        = 15
  217. food                 = 1
  218. shield               = 2
  219. trade                = 0
  220. special_1_name       = _("Pheasant")
  221. graphic_special_1    = "ts.pheasant"
  222. graphic_special_1a   = "-"
  223. food_special_1       = 3
  224. shield_special_1     = 2
  225. trade_special_1      = 0
  226. special_2_name       = _("Silk")
  227. graphic_special_2    = "ts.silk"
  228. graphic_special_2a   = "-"
  229. food_special_2       = 1
  230. shield_special_2     = 2
  231. trade_special_2      = 3
  232. road_trade_incr      = 0
  233. road_time            = 4
  234. irrigation_result    = "Plains"
  235. irrigation_food_incr = 0
  236. irrigation_time      = 5
  237. mining_result        = "Swamp"
  238. mining_shield_incr   = 0
  239. mining_time          = 15
  240. transform_result     = "Grassland"
  241. transform_time       = 24
  242. helptext         = _("\
  243. Forests are densely wooded, making agriculture somewhat\
  244.  problematic.\
  245. ")
  246.  
  247. [terrain_grassland]
  248. terrain_name         = _("Grassland")
  249. graphic              = "t.grassland"
  250. graphic_alt         = "-"
  251. movement_cost        = 1
  252. defense_bonus        = 10
  253. food                 = 2
  254. shield               = 0
  255. trade                = 0
  256. special_1_name       = _("Resources")
  257. graphic_special_1    = "ts.grassland_resources"
  258. graphic_special_1a   = "-"
  259. food_special_1       = 2
  260. shield_special_1     = 1
  261. trade_special_1      = 0
  262. special_2_name       = _("Resources")
  263. graphic_special_2    = "ts.grassland_resources"
  264. graphic_special_2a   = "-"
  265. food_special_2       = 2
  266. shield_special_2     = 1
  267. trade_special_2      = 0
  268. road_trade_incr      = 1
  269. road_time            = 2
  270. irrigation_result    = "yes"
  271. irrigation_food_incr = 1
  272. irrigation_time      = 5
  273. mining_result        = "Forest"
  274. mining_shield_incr   = 0
  275. mining_time          = 10
  276. transform_result     = "Hills"
  277. transform_time       = 24
  278. helptext         = _("\
  279. Grasslands afford exceptional agricultural opportunities.\
  280. ")
  281.  
  282. [terrain_hills]
  283. terrain_name         = _("Hills")
  284. graphic              = "t.hills"
  285. graphic_alt         = "-"
  286. movement_cost        = 2
  287. defense_bonus        = 20
  288. food                 = 1
  289. shield               = 0
  290. trade                = 0
  291. special_1_name       = _("Coal")
  292. graphic_special_1    = "ts.coal"
  293. graphic_special_1a   = "-"
  294. food_special_1       = 1
  295. shield_special_1     = 2
  296. trade_special_1      = 0
  297. special_2_name       = _("Wine")
  298. graphic_special_2    = "ts.wine"
  299. graphic_special_2a   = "-"
  300. food_special_2       = 1
  301. shield_special_2     = 0
  302. trade_special_2      = 4
  303. road_trade_incr      = 0
  304. road_time            = 4
  305. irrigation_result    = "yes"
  306. irrigation_food_incr = 1
  307. irrigation_time      = 10
  308. mining_result        = "yes"
  309. mining_shield_incr   = 3
  310. mining_time          = 10
  311. transform_result     = "Plains"
  312. transform_time       = 24
  313. helptext         = _("\
  314. In addition to being amenable to agriculture, Hills are frequently\
  315.  rich in resources.\
  316. ")
  317.  
  318. [terrain_jungle]
  319. terrain_name         = _("Jungle")
  320. graphic              = "t.jungle"
  321. graphic_alt         = "-"
  322. movement_cost        = 2
  323. defense_bonus        = 15
  324. food                 = 1
  325. shield               = 0
  326. trade                = 0
  327. special_1_name       = _("Gems")
  328. graphic_special_1    = "ts.gems"
  329. graphic_special_1a   = "-"
  330. food_special_1       = 1
  331. shield_special_1     = 0
  332. trade_special_1      = 4
  333. special_2_name       = _("Fruit")
  334. graphic_special_2    = "ts.fruit"
  335. graphic_special_2a   = "-"
  336. food_special_2       = 4
  337. shield_special_2     = 0
  338. trade_special_2      = 1
  339. road_trade_incr      = 0
  340. road_time            = 4
  341. irrigation_result    = "Grassland"
  342. irrigation_food_incr = 0
  343. irrigation_time      = 15
  344. mining_result        = "Forest"
  345. mining_shield_incr   = 0
  346. mining_time          = 15
  347. transform_result     = "Plains"
  348. transform_time       = 24
  349. helptext         = _("\
  350. Jungles are densely overgrown, making agriculture somewhat\
  351.  problematic.\
  352. ")
  353.  
  354. [terrain_mountains]
  355. terrain_name         = _("Mountains")
  356. graphic              = "t.mountains"
  357. graphic_alt         = "-"
  358. movement_cost        = 3
  359. defense_bonus        = 30
  360. food                 = 0
  361. shield               = 1
  362. trade                = 0
  363. special_1_name       = _("Gold")
  364. graphic_special_1    = "ts.gold"
  365. graphic_special_1a   = "-"
  366. food_special_1       = 0
  367. shield_special_1     = 1
  368. trade_special_1      = 6
  369. special_2_name       = _("Iron")
  370. graphic_special_2    = "ts.iron"
  371. graphic_special_2a   = "-"
  372. food_special_2       = 0
  373. shield_special_2     = 4
  374. trade_special_2      = 0
  375. road_trade_incr      = 0
  376. road_time            = 6
  377. irrigation_result    = "no"
  378. irrigation_food_incr = 0
  379. irrigation_time      = 0
  380. mining_result        = "yes"
  381. mining_shield_incr   = 1
  382. mining_time          = 10
  383. transform_result     = "Hills"
  384. transform_time       = 24
  385. helptext         = _("\
  386. Mountains are regions of extreme altitude, making agriculture and\
  387.  trade very difficult.\
  388. ")
  389.  
  390. [terrain_ocean]
  391. terrain_name         = _("Ocean")
  392. graphic              = "t.ocean"
  393. graphic_alt         = "-"
  394. movement_cost        = 1
  395. defense_bonus        = 10
  396. food                 = 1
  397. shield               = 0
  398. trade                = 2
  399. special_1_name       = _("Fish")
  400. graphic_special_1    = "ts.fish"
  401. graphic_special_1a   = "-"
  402. food_special_1       = 3
  403. shield_special_1     = 0
  404. trade_special_1      = 2
  405. special_2_name       = _("Whales")
  406. graphic_special_2    = "ts.whales"
  407. graphic_special_2a   = "-"
  408. food_special_2       = 2
  409. shield_special_2     = 2
  410. trade_special_2      = 3
  411. road_trade_incr      = 0
  412. road_time            = 0
  413. irrigation_result    = "no"
  414. irrigation_food_incr = 0
  415. irrigation_time      = 0
  416. mining_result        = "no"
  417. mining_shield_incr   = 0
  418. mining_time          = 0
  419. transform_result     = "Swamp"
  420. transform_time       = 36
  421. helptext         = _("\
  422. Oceans cover much of the world, and only sea units (Triremes and\
  423.  other boats) can travel on them.\
  424. \n\n\
  425. Ocean squares can never be polluted.\
  426. ")
  427.  
  428. [terrain_plains]
  429. terrain_name         = _("Plains")
  430. graphic              = "t.plains"
  431. graphic_alt         = "-"
  432. movement_cost        = 1
  433. defense_bonus        = 10
  434. food                 = 1
  435. shield               = 1
  436. trade                = 0
  437. special_1_name       = _("Buffalo")
  438. graphic_special_1    = "ts.buffalo"
  439. graphic_special_1a   = "-"
  440. food_special_1       = 1
  441. shield_special_1     = 3
  442. trade_special_1      = 0
  443. special_2_name       = _("Wheat")
  444. graphic_special_2    = "ts.wheat"
  445. graphic_special_2a   = "-"
  446. food_special_2       = 3
  447. shield_special_2     = 1
  448. trade_special_2      = 0
  449. road_trade_incr      = 1
  450. road_time            = 2
  451. irrigation_result    = "yes"
  452. irrigation_food_incr = 1
  453. irrigation_time      = 5
  454. mining_result        = "Forest"
  455. mining_shield_incr   = 0
  456. mining_time          = 15
  457. transform_result     = "Grassland"
  458. transform_time       = 24
  459. helptext         = _("\
  460. Plains are very broad, sparse regions, which makes trade slightly\
  461.  inconvenient.\
  462. ")
  463.  
  464. [terrain_unused_0]
  465. terrain_name         = "unused"
  466. graphic              = "-"
  467. graphic_alt         = "-"
  468. movement_cost        = 0
  469. defense_bonus        = 00
  470. food                 = 0
  471. shield               = 0
  472. trade                = 0
  473. special_1_name       = "none"
  474. graphic_special_1    = "-"
  475. graphic_special_1a   = "-"
  476. food_special_1       = 0
  477. shield_special_1     = 0
  478. trade_special_1      = 0
  479. special_2_name       = "none"
  480. graphic_special_2    = "-"
  481. graphic_special_2a   = "-"
  482. food_special_2       = 0
  483. shield_special_2     = 0
  484. trade_special_2      = 0
  485. road_trade_incr      = 0
  486. road_time            = 0
  487. irrigation_result    = "no"
  488. irrigation_food_incr = 0
  489. irrigation_time      = 0
  490. mining_result        = "no"
  491. mining_shield_incr   = 0
  492. mining_time          = 0
  493. transform_result     = "no"
  494. transform_time       = 0
  495.  
  496. [terrain_swamp]
  497. terrain_name         = _("Swamp")
  498. graphic              = "t.swamp"
  499. graphic_alt         = "-"
  500. movement_cost        = 2
  501. defense_bonus        = 15
  502. food                 = 1
  503. shield               = 0
  504. trade                = 0
  505. special_1_name       = _("Peat")
  506. graphic_special_1    = "ts.peat"
  507. graphic_special_1a   = "-"
  508. food_special_1       = 1
  509. shield_special_1     = 4
  510. trade_special_1      = 0
  511. special_2_name       = _("Spice")
  512. graphic_special_2    = "ts.spice"
  513. graphic_special_2a   = "-"
  514. food_special_2       = 3
  515. shield_special_2     = 0
  516. trade_special_2      = 4
  517. road_trade_incr      = 0
  518. road_time            = 4
  519. irrigation_result    = "Grassland"
  520. irrigation_food_incr = 0
  521. irrigation_time      = 15
  522. mining_result        = "Forest"
  523. mining_shield_incr   = 0
  524. mining_time          = 15
  525. transform_result     = "Ocean"
  526. transform_time       = 36
  527. helptext         = _("\
  528. Swamps suffer from an over-abundance of water, making agriculture\
  529.  somewhat problematic.\
  530. ")
  531.  
  532. [terrain_tundra]
  533. terrain_name         = _("Tundra")
  534. graphic              = "t.tundra"
  535. graphic_alt         = "-"
  536. movement_cost        = 1
  537. defense_bonus        = 10
  538. food                 = 1
  539. shield               = 0
  540. trade                = 0
  541. special_1_name       = _("?animals:Game")
  542. graphic_special_1    = "ts.tundra_game"
  543. graphic_special_1a   = "-"
  544. food_special_1       = 3
  545. shield_special_1     = 1
  546. trade_special_1      = 0
  547. special_2_name       = _("Furs")
  548. graphic_special_2    = "ts.furs"
  549. graphic_special_2a   = "-"
  550. food_special_2       = 2
  551. shield_special_2     = 0
  552. trade_special_2      = 3
  553. road_trade_incr      = 0
  554. road_time            = 2
  555. irrigation_result    = "yes"
  556. irrigation_food_incr = 1
  557. irrigation_time      = 5
  558. mining_result        = "no"
  559. mining_shield_incr   = 0
  560. mining_time          = 0
  561. transform_result     = "Desert"
  562. transform_time       = 24
  563. helptext         = _("\
  564. Tundra are broad, cold regions, fit for some agriculture and little\
  565.  else.\
  566. ")
  567.