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Amiga Format CD 52
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Amiga Format AFCD52 (Issue 136, May 2000).iso
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-screenplay-
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freeciv
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data
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civ2
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terrain.ruleset
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Text File
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2000-02-29
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17KB
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; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance". If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy. Then use the
; command "set terrain <mysubdir>" in the server to have freeciv
; use your new customized file.
; Note that the freeciv AI may not cope well with anything more
; than minor changes.
[datafile]
description="Civ2 tile_type data for Freeciv"
options="1.9"
[options]
river_style=2 ; 1 means Civ1-style, 2 means Civ2-style
may_road=1 ; 0 means no, 1 means yes
may_irrigate=1 ; 0 means no, 1 means yes
may_mine=1 ; 0 means no, 1 means yes
may_transform=1 ; 0 means no, 1 means yes
[parameters]
; special movement costs for rivers:
; 0 - normal movement cost for rivers (matches Civ1)
; 1 - 1/3 movement cost, but only when moving exactly along rivers,
; diagonal moves incur full terrain movement costs (matches Civ2)
; 2 - 1/3 movement cost directly along river, 2/3 for diagonals (this
; is effectively the same as '1', as if you had done the two moves,
; except for differences relating to ZOC, etc.)
; 3 - 1/3 movement cost for any river to river move (classic Freeciv)
river_move_mode=1
; percent added to defense if square is Civ2-style river
river_defense_bonus=50
; amount added to trade production if square is Civ2-style river
river_trade_incr=1
; help text for Civ2-style rivers
river_help_text=_("\
Any terrain type (except Ocean) may have a River on it. A River adds 1\
trade to the resources produced by that tile. It also increases a tile's\
defense factor by 50%. Finally, land units may move along a River (but\
not diagonally); movement along a River costs only 1/3 of a movement point.\
\n\n\
Roads and railroads can only be built on River squares if your\
civilization has learned Bridge Building technology.\
")
; percent added to defense if square has fortress
fortress_defense_bonus=100
; percent added to trade production if road and city has superhighways
road_superhighway_trade_bonus=50
; percent added to food production if square has railroad
rail_food_bonus=0
; percent added to shield production if square has railroad
rail_shield_bonus=50
; percent added to trade production if square has railroad
rail_trade_bonus=0
; percent added to food production if farmland and city has supermarket
farmland_supermarket_food_bonus=50
; percent subtracted from food production if square is polluted
pollution_food_penalty=50
; percent subtracted from shield production if square is polluted
pollution_shield_penalty=50
; percent subtracted from trade production if square is polluted
pollution_trade_penalty=50
; Below: The individual terrain types, one per section.
; For now, the number of such sections must be kept the same (=12).
; Also, terrains should be in the same order as defined in common/map.h,
; and have similar roles/effects, as some things are still hardwired.
; The actual tag used (the * in [terrain_*]) does not matter, except
; it must be unique for each terrain, and it may be used in debug
; output when reading this file.
;
; Notes:
;
; terrain_name = name as seen by user; if "unused", it is not used
; graphic = preferred base graphics tag in tilespec; must have
; tags with extensions _n0s0e0e0 etc.
; graphic_alt = alternate graphics tag if preferred is not found;
; should be a standard tag if preferred is not;
; otherwise may be "-"
; movement_cost = typically 1 to 3
; defense_bonus = 10 times actual; typically 10 to 30 (1.0 to 3.0)
; food = normal food production
; shield = normal shield production
; trade = normal trade production
; special_1_name = name of special; if "none", special is not used
; graphic_special_1 = full tilespec tag
; graphic_special_1a = alternate
; food_special_1 = special (1) food production
; shield_special_1 = special (1) shield production
; trade_special_1 = special (1) trade production
; special_2_name = name of special; if "none", special is not used
; graphic_special_2 = full tilespec tag
; graphic_special_2a = alternate
; food_special_2 = special (2) food production
; shield_special_2 = special (2) shield production
; trade_special_2 = special (2) trade production
; road_trade_incr = increment to trade if square has road
; road_time = time to build road; if 0, cannot build road
; irrigation_result = result of irrigation; one of:
; "no" -- cannot irrigate
; "yes" -- can irrigate
; terrain name -- irrigation changes to that terrain
; irrigation_food_incr = increment to food if square is irrigated
; irrigation_time = time to irrigate; if 0, cannot irrigate
; mining_result = result of mining; one of:
; "no" -- cannot mine
; "yes" -- can mine
; terrain name -- mining changes to that terrain
; mining_shield_incr = increment to shields if square is mined
; mining_time = time to mine; if 0, cannot mine
; transform_result = result of transformation; one of:
; "no" -- cannot transform
; terrain name -- transformation changes to that terrain
; transform_time = time to transform; if 0, cannot transform
; helptext = optional help text string; should escape all raw
; newlines so that xgettext parsing works
[terrain_glacier]
terrain_name = _("Glacier")
graphic = "t.arctic"
graphic_alt = "-"
movement_cost = 2
defense_bonus = 10
food = 0
shield = 0
trade = 0
special_1_name = _("Ivory")
graphic_special_1 = "ts.arctic_ivory"
graphic_special_1a = "-"
food_special_1 = 1
shield_special_1 = 1
trade_special_1 = 4
special_2_name = _("Oil")
graphic_special_2 = "ts.oil"
graphic_special_2a = "-"
food_special_2 = 0
shield_special_2 = 4
trade_special_2 = 0
road_trade_incr = 0
road_time = 4
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "yes"
mining_shield_incr = 1
mining_time = 10
transform_result = "Tundra"
transform_time = 24
helptext = _("\
Glaciers are found only in the most northerly or southerly\
reaches of the world. They are very cold, and hence difficult to\
work with.\
")
[terrain_desert]
terrain_name = _("Desert")
graphic = "t.desert"
graphic_alt = "-"
movement_cost = 1
defense_bonus = 10
food = 0
shield = 1
trade = 0
special_1_name = _("Oasis")
graphic_special_1 = "ts.oasis"
graphic_special_1a = "-"
food_special_1 = 3
shield_special_1 = 1
trade_special_1 = 0
special_2_name = _("Oil")
graphic_special_2 = "ts.oil"
graphic_special_2a = "-"
food_special_2 = 0
shield_special_2 = 4
trade_special_2 = 0
road_trade_incr = 1
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "yes"
mining_shield_incr = 1
mining_time = 5
transform_result = "Plains"
transform_time = 24
helptext = _("\
Deserts are regions of extreme dryness, making agriculture and\
trade very difficult.\
")
[terrain_forest]
terrain_name = _("Forest")
graphic = "t.forest"
graphic_alt = "-"
movement_cost = 2
defense_bonus = 15
food = 1
shield = 2
trade = 0
special_1_name = _("Pheasant")
graphic_special_1 = "ts.pheasant"
graphic_special_1a = "-"
food_special_1 = 3
shield_special_1 = 2
trade_special_1 = 0
special_2_name = _("Silk")
graphic_special_2 = "ts.silk"
graphic_special_2a = "-"
food_special_2 = 1
shield_special_2 = 2
trade_special_2 = 3
road_trade_incr = 0
road_time = 4
irrigation_result = "Plains"
irrigation_food_incr = 0
irrigation_time = 5
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "Grassland"
transform_time = 24
helptext = _("\
Forests are densely wooded, making agriculture somewhat\
problematic.\
")
[terrain_grassland]
terrain_name = _("Grassland")
graphic = "t.grassland"
graphic_alt = "-"
movement_cost = 1
defense_bonus = 10
food = 2
shield = 0
trade = 0
special_1_name = _("Resources")
graphic_special_1 = "ts.grassland_resources"
graphic_special_1a = "-"
food_special_1 = 2
shield_special_1 = 1
trade_special_1 = 0
special_2_name = _("Resources")
graphic_special_2 = "ts.grassland_resources"
graphic_special_2a = "-"
food_special_2 = 2
shield_special_2 = 1
trade_special_2 = 0
road_trade_incr = 1
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "Forest"
mining_shield_incr = 0
mining_time = 10
transform_result = "Hills"
transform_time = 24
helptext = _("\
Grasslands afford exceptional agricultural opportunities.\
")
[terrain_hills]
terrain_name = _("Hills")
graphic = "t.hills"
graphic_alt = "-"
movement_cost = 2
defense_bonus = 20
food = 1
shield = 0
trade = 0
special_1_name = _("Coal")
graphic_special_1 = "ts.coal"
graphic_special_1a = "-"
food_special_1 = 1
shield_special_1 = 2
trade_special_1 = 0
special_2_name = _("Wine")
graphic_special_2 = "ts.wine"
graphic_special_2a = "-"
food_special_2 = 1
shield_special_2 = 0
trade_special_2 = 4
road_trade_incr = 0
road_time = 4
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 10
mining_result = "yes"
mining_shield_incr = 3
mining_time = 10
transform_result = "Plains"
transform_time = 24
helptext = _("\
In addition to being amenable to agriculture, Hills are frequently\
rich in resources.\
")
[terrain_jungle]
terrain_name = _("Jungle")
graphic = "t.jungle"
graphic_alt = "-"
movement_cost = 2
defense_bonus = 15
food = 1
shield = 0
trade = 0
special_1_name = _("Gems")
graphic_special_1 = "ts.gems"
graphic_special_1a = "-"
food_special_1 = 1
shield_special_1 = 0
trade_special_1 = 4
special_2_name = _("Fruit")
graphic_special_2 = "ts.fruit"
graphic_special_2a = "-"
food_special_2 = 4
shield_special_2 = 0
trade_special_2 = 1
road_trade_incr = 0
road_time = 4
irrigation_result = "Grassland"
irrigation_food_incr = 0
irrigation_time = 15
mining_result = "Forest"
mining_shield_incr = 0
mining_time = 15
transform_result = "Plains"
transform_time = 24
helptext = _("\
Jungles are densely overgrown, making agriculture somewhat\
problematic.\
")
[terrain_mountains]
terrain_name = _("Mountains")
graphic = "t.mountains"
graphic_alt = "-"
movement_cost = 3
defense_bonus = 30
food = 0
shield = 1
trade = 0
special_1_name = _("Gold")
graphic_special_1 = "ts.gold"
graphic_special_1a = "-"
food_special_1 = 0
shield_special_1 = 1
trade_special_1 = 6
special_2_name = _("Iron")
graphic_special_2 = "ts.iron"
graphic_special_2a = "-"
food_special_2 = 0
shield_special_2 = 4
trade_special_2 = 0
road_trade_incr = 0
road_time = 6
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "yes"
mining_shield_incr = 1
mining_time = 10
transform_result = "Hills"
transform_time = 24
helptext = _("\
Mountains are regions of extreme altitude, making agriculture and\
trade very difficult.\
")
[terrain_ocean]
terrain_name = _("Ocean")
graphic = "t.ocean"
graphic_alt = "-"
movement_cost = 1
defense_bonus = 10
food = 1
shield = 0
trade = 2
special_1_name = _("Fish")
graphic_special_1 = "ts.fish"
graphic_special_1a = "-"
food_special_1 = 3
shield_special_1 = 0
trade_special_1 = 2
special_2_name = _("Whales")
graphic_special_2 = "ts.whales"
graphic_special_2a = "-"
food_special_2 = 2
shield_special_2 = 2
trade_special_2 = 3
road_trade_incr = 0
road_time = 0
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "no"
transform_time = 0
helptext = _("\
Oceans cover much of the world, and only sea units (Triremes and\
other boats) can travel on them.\
\n\n\
Ocean squares can never be polluted.\
")
[terrain_plains]
terrain_name = _("Plains")
graphic = "t.plains"
graphic_alt = "-"
movement_cost = 1
defense_bonus = 10
food = 1
shield = 1
trade = 0
special_1_name = _("Buffalo")
graphic_special_1 = "ts.buffalo"
graphic_special_1a = "-"
food_special_1 = 1
shield_special_1 = 3
trade_special_1 = 0
special_2_name = _("Wheat")
graphic_special_2 = "ts.wheat"
graphic_special_2a = "-"
food_special_2 = 3
shield_special_2 = 1
trade_special_2 = 0
road_trade_incr = 1
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "Forest"
mining_shield_incr = 0
mining_time = 15
transform_result = "Grassland"
transform_time = 24
helptext = _("\
Plains are very broad, sparse regions, which makes trade slightly\
inconvenient.\
")
[terrain_unused_0]
terrain_name = "unused"
graphic = "-"
graphic_alt = "-"
movement_cost = 0
defense_bonus = 00
food = 0
shield = 0
trade = 0
special_1_name = "none"
graphic_special_1 = "-"
graphic_special_1a = "-"
food_special_1 = 0
shield_special_1 = 0
trade_special_1 = 0
special_2_name = "none"
graphic_special_2 = "-"
graphic_special_2a = "-"
food_special_2 = 0
shield_special_2 = 0
trade_special_2 = 0
road_trade_incr = 0
road_time = 0
irrigation_result = "no"
irrigation_food_incr = 0
irrigation_time = 0
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "no"
transform_time = 0
[terrain_swamp]
terrain_name = _("Swamp")
graphic = "t.swamp"
graphic_alt = "-"
movement_cost = 2
defense_bonus = 15
food = 1
shield = 0
trade = 0
special_1_name = _("Peat")
graphic_special_1 = "ts.peat"
graphic_special_1a = "-"
food_special_1 = 1
shield_special_1 = 4
trade_special_1 = 0
special_2_name = _("Spice")
graphic_special_2 = "ts.spice"
graphic_special_2a = "-"
food_special_2 = 3
shield_special_2 = 0
trade_special_2 = 4
road_trade_incr = 0
road_time = 4
irrigation_result = "Grassland"
irrigation_food_incr = 0
irrigation_time = 15
mining_result = "Forest"
mining_shield_incr = 0
mining_time = 15
transform_result = "Plains"
transform_time = 24
helptext = _("\
Swamps suffer from an over-abundance of water, making agriculture\
somewhat problematic.\
")
[terrain_tundra]
terrain_name = _("Tundra")
graphic = "t.tundra"
graphic_alt = "-"
movement_cost = 1
defense_bonus = 10
food = 1
shield = 0
trade = 0
special_1_name = _("?animals:Game")
graphic_special_1 = "ts.tundra_game"
graphic_special_1a = "-"
food_special_1 = 3
shield_special_1 = 1
trade_special_1 = 0
special_2_name = _("Furs")
graphic_special_2 = "ts.furs"
graphic_special_2a = "-"
food_special_2 = 2
shield_special_2 = 0
trade_special_2 = 3
road_trade_incr = 0
road_time = 2
irrigation_result = "yes"
irrigation_food_incr = 1
irrigation_time = 5
mining_result = "no"
mining_shield_incr = 0
mining_time = 0
transform_result = "Desert"
transform_time = 24
helptext = _("\
Tundra are broad, cold regions, fit for some agriculture and little\
else.\
")