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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="Default 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=1      ; 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 = 30
  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 = 10
  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=1
  42.  
  43. ; percent added to defense if square is Civ2-style river
  44. river_defense_bonus=50
  45.  
  46. ; amount added to trade production if square is Civ2-style river
  47. river_trade_incr=1
  48.  
  49. ; help text for Civ2-style rivers
  50. river_help_text=_("\
  51. Any terrain type (except Ocean) may have a River on it.  A River adds 1\
  52.  trade to the resources produced by that tile.  It also increases a tile's\
  53.  defense factor by 50%.  Finally, land units may move along a River (but\
  54.  not diagonally); movement along a River costs only 1/3 of a movement point.\
  55. \n\n\
  56. Roads and railroads can only be built on River squares if your\
  57.  civilization has learned Bridge Building technology.\
  58. ")
  59.  
  60. ; percent added to defense if square has fortress
  61. fortress_defense_bonus=100
  62.  
  63. ; percent added to trade production if road and city has superhighways
  64. road_superhighway_trade_bonus=50
  65.  
  66. ; percent added to food production if square has railroad
  67. rail_food_bonus=0
  68.  
  69. ; percent added to shield production if square has railroad
  70. rail_shield_bonus=50
  71.  
  72. ; percent added to trade production if square has railroad
  73. rail_trade_bonus=0
  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. ; percent subtracted from food production if square has fallout
  85. fallout_food_penalty=50
  86.  
  87. ; percent subtracted from shield production if square has fallout
  88. fallout_shield_penalty=50
  89.  
  90. ; percent subtracted from trade production if square has fallout
  91. fallout_trade_penalty=50
  92.  
  93. ; Below: The individual terrain types, one per section.
  94. ; For now, the number of such sections must be kept the same (=12).
  95. ; Also, terrains should be in the same order as defined in common/map.h,
  96. ; and have similar roles/effects, as some things are still hardwired.
  97. ; The actual tag used (the * in [terrain_*]) does not matter, except 
  98. ; it must be unique for each terrain, and it may be used in debug 
  99. ; output when reading this file.
  100. ;
  101. ; Notes:
  102. ;
  103. ; name                 = name as seen by user; if "unused", it is not used
  104. ; graphic              = preferred base graphics tag in tilespec; must have
  105. ;                        tags with extensions _n0s0e0e0 etc.
  106. ; graphic_alt          = alternate graphics tag if preferred is not found;
  107. ;                        should be a standard tag if preferred is not;
  108. ;             otherwise may be "-"
  109. ; identifier           = single-character identifier used in savegames.  This
  110. ;                        must be unique for each terrain, and changing it will
  111. ;                        break savegame compatibility.
  112. ; movement_cost        = typically 1 to 3
  113. ; defense_bonus        = percent added to defense; typically 0% to 200%
  114. ; food                 = normal food production
  115. ; shield               = normal shield production
  116. ; trade                = normal trade production
  117. ; resources            = list of possible resources on this terrain
  118. ; road_trade_incr      = increment to trade if square has road
  119. ; road_time            = time to build road; if 0, cannot build road
  120. ; irrigation_result    = result of irrigation; one of:
  121. ;                        "no"  -- cannot irrigate
  122. ;                        "yes" -- can irrigate
  123. ;                        terrain name -- irrigation changes to that terrain
  124. ; irrigation_food_incr = increment to food if square is irrigated
  125. ; irrigation_time      = time to irrigate; if 0, cannot irrigate
  126. ; mining_result        = result of mining; one of:
  127. ;                        "no"  -- cannot mine
  128. ;                        "yes" -- can mine
  129. ;                        terrain name -- mining changes to that terrain
  130. ; mining_shield_incr   = increment to shields if square is mined
  131. ; mining_time          = time to mine; if 0, cannot mine
  132. ; transform_result     = result of transformation; one of:
  133. ;                        "no"  -- cannot transform
  134. ;                        terrain name -- transformation changes to that terrain
  135. ; transform_time       = time to transform; if 0, cannot transform
  136. ; warmer_wetter_result = result of global warming for wet terrains; one of:
  137. ;                        "no"  -- no change; doesn''t count for warming
  138. ;                        "yes" -- no change; counts for warming
  139. ;                        terrain name -- warming changes to that terrain
  140. ; warmer_drier_result  = result of global warming for dry terrains;
  141. ;                        see warmer_wetter_result
  142. ; cooler_wetter_result = result of nuclear winter for wet terrains;
  143. ;                        see warmer_wetter_result
  144. ; cooler_drier_result  = result of nuclear winter for dry terrains;
  145. ;                        see warmer_wetter_result
  146. ; flags                = General flags for this terrain:
  147. ;   - NoBarbs          = Barbarians will not be spawned here.
  148. ;   - NoPollution      = Pollution will not be put on this terrain type.
  149. ;   - NoCities         = Cities may not be built or found on this terrain.
  150. ;   - Starter          = Players will only be started on "Starter" terrain.
  151. ;   - CanHaveRiver     = Set to 1 if this terrain can have river on it (the
  152. ;                        actual chance of river generation is controlled
  153. ;                        separately).
  154. ;   - UnsafeCoast      = This terrain does not provide a safe coast for
  155. ;                        F_TRIRIEME units.
  156. ;   - Unsafe           = This terrain is unsafe for alll units that travel
  157. ;                        on it.
  158. ;   - Oceanic          = This is an "ocean" terrain.  This has a big effect
  159. ;                        on gameplay.  Naval units can move on oceanic terrain,
  160. ;                        while land units cannot.  Oceanic tiles can be used
  161. ;                        as a water source for irrigation.  Cities built next
  162. ;                        to oceanic terrain can build naval improvements and
  163. ;                        units.  Most terrain improvements can only be built
  164. ;                        on land.  Oceanic terrain has no zones of control.
  165. ;                        The list goes on.
  166. ; property_*           = specific property % values used by mapgen.  Most
  167. ;                        terrains will have 0 for most values.
  168. ;  - mountainous       = degree to which this terrain is mountainous
  169. ;  - green             = how much life this terrain has
  170. ;  - foliage           = how much thick undergrowth the terrain has 
  171. ;  - tropical          = how "tropical" the terrain is (high temperature)
  172. ;  - temperate         = how "temperate" the terrain is (med temperature)
  173. ;  - cold              = how "cold" the terrain is (low temperature)
  174. ;  - frozen            = how "frozen" the terrain is (very low temperature)
  175. ;  - wet               = how "wet" the terrain is (moisture)
  176. ;  - dry               = how "dry" the terrain is (moisture)
  177. ;  - ocean_depth       = the depth of an ocean, as a percentage
  178. ; helptext           = optional help text string; should escape all raw 
  179. ;                 newlines so that xgettext parsing works
  180.  
  181. [terrain_glacier]
  182. name                 = _("Glacier")
  183. graphic              = "arctic"
  184. graphic_alt         = "-"
  185. identifier         = "a"
  186. movement_cost        = 2
  187. defense_bonus        = 0
  188. food                 = 0
  189. shield               = 0
  190. trade                = 0
  191. resources            = "Ivory", "Oil"
  192. road_trade_incr      = 0
  193. road_time            = 4
  194. irrigation_result    = "no"
  195. irrigation_food_incr = 0
  196. irrigation_time      = 0
  197. mining_result        = "yes"
  198. mining_shield_incr   = 1
  199. mining_time          = 10
  200. transform_result     = "Tundra"
  201. transform_time       = 24
  202. rail_time            = 3
  203. airbase_time         = 3
  204. fortress_time        = 3
  205. clean_pollution_time = 3
  206. clean_fallout_time   = 3
  207. warmer_wetter_result = "no"
  208. warmer_drier_result  = "no"
  209. cooler_wetter_result = "no"
  210. cooler_drier_result  = "no"
  211. flags                = "NoBarbs", "NoCities", "CanHaveRiver"
  212. property_frozen      = 100
  213. helptext         = _("\
  214. Glaciers are found only in the most northerly or southerly\
  215.  reaches of the world.  They are very cold, and hence difficult to\
  216.  work with.\
  217. ")
  218.  
  219. [terrain_desert]
  220. name                 = _("Desert")
  221. graphic              = "desert"
  222. graphic_alt         = "-"
  223. identifier         = "d"
  224. movement_cost        = 1
  225. defense_bonus        = 0
  226. food                 = 0
  227. shield               = 1
  228. trade                = 0
  229. resources            = "Oasis", "Oil"
  230. road_trade_incr      = 1
  231. road_time            = 2
  232. irrigation_result    = "yes"
  233. irrigation_food_incr = 1
  234. irrigation_time      = 5
  235. mining_result        = "yes"
  236. mining_shield_incr   = 1
  237. mining_time          = 5
  238. transform_result     = "Plains"
  239. transform_time       = 24
  240. rail_time            = 3
  241. airbase_time         = 3
  242. fortress_time        = 3
  243. clean_pollution_time = 3
  244. clean_fallout_time   = 3
  245. warmer_wetter_result = "Swamp"
  246. warmer_drier_result  = "no"
  247. cooler_wetter_result = "no"
  248. cooler_drier_result  = "no"
  249. flags                = "CanHaveRiver"
  250. property_dry         = 100
  251. property_tropical    = 50
  252. helptext         = _("\
  253. Deserts are regions of extreme dryness, making agriculture and\
  254.  trade very difficult.\
  255. ")
  256.  
  257. [terrain_forest]
  258. name                 = _("Forest")
  259. graphic              = "forest"
  260. graphic_alt         = "-"
  261. identifier         = "f"
  262. movement_cost        = 2
  263. defense_bonus        = 50
  264. food                 = 1
  265. shield               = 2
  266. trade                = 0
  267. resources            = "Pheasant", "Silk"
  268. road_trade_incr      = 0
  269. road_time            = 4
  270. irrigation_result    = "Plains"
  271. irrigation_food_incr = 0
  272. irrigation_time      = 5
  273. mining_result        = "Swamp"
  274. mining_shield_incr   = 0
  275. mining_time          = 15
  276. transform_result     = "Grassland"
  277. transform_time       = 24
  278. rail_time            = 3
  279. airbase_time         = 3
  280. fortress_time        = 3
  281. clean_pollution_time = 3
  282. clean_fallout_time   = 3
  283. warmer_wetter_result = "Jungle"
  284. warmer_drier_result  = "Desert"
  285. cooler_wetter_result = "no"
  286. cooler_drier_result  = "no"
  287. flags                = "Starter","CanHaveRiver"
  288. property_temperate   = 50
  289. property_foliage     = 50
  290. helptext         = _("\
  291. Forests are densely wooded, making agriculture somewhat\
  292.  problematic.\
  293. ")
  294.  
  295. [terrain_grassland]
  296. name                 = _("Grassland")
  297. graphic              = "grassland"
  298. graphic_alt         = "-"
  299. identifier         = "g"
  300. movement_cost        = 1
  301. defense_bonus        = 0
  302. food                 = 2
  303. shield               = 0
  304. trade                = 0
  305. resources            = "Resources"
  306. road_trade_incr      = 1
  307. road_time            = 2
  308. irrigation_result    = "yes"
  309. irrigation_food_incr = 1
  310. irrigation_time      = 5
  311. mining_result        = "Forest"
  312. mining_shield_incr   = 0
  313. mining_time          = 10
  314. transform_result     = "Hills"
  315. transform_time       = 24
  316. rail_time            = 3
  317. airbase_time         = 3
  318. fortress_time        = 3
  319. clean_pollution_time = 3
  320. clean_fallout_time   = 3
  321. warmer_wetter_result = "Swamp"
  322. warmer_drier_result  = "Desert"
  323. cooler_wetter_result = "Desert"
  324. cooler_drier_result  = "Tundra"
  325. flags                = "Starter", "CanHaveRiver"
  326. property_temperate   = 50
  327. property_green       = 50
  328. helptext         = _("\
  329. Grasslands afford exceptional agricultural opportunities.\
  330. ")
  331.  
  332. [terrain_hills]
  333. name                 = _("Hills")
  334. graphic              = "hills"
  335. graphic_alt         = "-"
  336. identifier         = "h"
  337. movement_cost        = 2
  338. defense_bonus        = 100
  339. food                 = 1
  340. shield               = 0
  341. trade                = 0
  342. resources            = "Coal", "Wine"
  343. road_trade_incr      = 0
  344. road_time            = 4
  345. irrigation_result    = "yes"
  346. irrigation_food_incr = 1
  347. irrigation_time      = 10
  348. mining_result        = "yes"
  349. mining_shield_incr   = 3
  350. mining_time          = 10
  351. transform_result     = "Plains"
  352. transform_time       = 24
  353. rail_time            = 3
  354. airbase_time         = 3
  355. fortress_time        = 3
  356. clean_pollution_time = 3
  357. clean_fallout_time   = 3
  358. warmer_wetter_result = "no"
  359. warmer_drier_result  = "no"
  360. cooler_wetter_result = "no"
  361. cooler_drier_result  = "no"
  362. flags                = "Starter", "CanHaveRiver"
  363. property_green       = 50
  364. property_mountainous = 30
  365. helptext         = _("\
  366. In addition to being amenable to agriculture, Hills are frequently\
  367.  rich in resources.\
  368. ")
  369.  
  370. [terrain_jungle]
  371. name                 = _("Jungle")
  372. graphic              = "jungle"
  373. graphic_alt         = "-"
  374. identifier         = "j"
  375. movement_cost        = 2
  376. defense_bonus        = 50
  377. food                 = 1
  378. shield               = 0
  379. trade                = 0
  380. resources            = "Gems", "Fruit"
  381. road_trade_incr      = 0
  382. road_time            = 4
  383. irrigation_result    = "Grassland"
  384. irrigation_food_incr = 0
  385. irrigation_time      = 15
  386. mining_result        = "Forest"
  387. mining_shield_incr   = 0
  388. mining_time          = 15
  389. transform_result     = "Plains"
  390. transform_time       = 24
  391. rail_time            = 3
  392. airbase_time         = 3
  393. fortress_time        = 3
  394. clean_pollution_time = 3
  395. clean_fallout_time   = 3
  396. warmer_wetter_result = "no"
  397. warmer_drier_result  = "no"
  398. cooler_wetter_result = "Desert"
  399. cooler_drier_result  = "Tundra"
  400. flags                = "CanHaveRiver"
  401. property_tropical    = 50
  402. property_foliage     = 50
  403. property_wet         = 50
  404. helptext         = _("\
  405. Jungles are densely overgrown, making agriculture somewhat\
  406.  problematic.\
  407. ")
  408.  
  409. [terrain_mountains]
  410. name                 = _("Mountains")
  411. graphic              = "mountains"
  412. graphic_alt         = "-"
  413. identifier         = "m"
  414. movement_cost        = 3
  415. defense_bonus        = 200
  416. food                 = 0
  417. shield               = 1
  418. trade                = 0
  419. resources            = "Gold", "Iron"
  420. road_trade_incr      = 0
  421. road_time            = 6
  422. irrigation_result    = "no"
  423. irrigation_food_incr = 0
  424. irrigation_time      = 0
  425. mining_result        = "yes"
  426. mining_shield_incr   = 1
  427. mining_time          = 10
  428. transform_result     = "Hills"
  429. transform_time       = 24
  430. rail_time            = 3
  431. airbase_time         = 3
  432. fortress_time        = 3
  433. clean_pollution_time = 3
  434. clean_fallout_time   = 3
  435. warmer_wetter_result = "no"
  436. warmer_drier_result  = "no"
  437. cooler_wetter_result = "no"
  438. cooler_drier_result  = "no"
  439. flags                = "CanHaveRiver"
  440. property_mountainous = 70
  441. helptext         = _("\
  442. Mountains are regions of extreme altitude, making agriculture and\
  443.  trade very difficult.\
  444. ")
  445.  
  446. [terrain_ocean]
  447. name                 = _("Ocean")
  448. graphic              = "ocean"
  449. graphic_alt         = "-"
  450. identifier         = " "
  451. movement_cost        = 1
  452. defense_bonus        = 0
  453. food                 = 1
  454. shield               = 0
  455. trade                = 2
  456. resources            = "Fish", "Whales"
  457. road_trade_incr      = 0
  458. road_time            = 0
  459. irrigation_result    = "no"
  460. irrigation_food_incr = 0
  461. irrigation_time      = 0
  462. mining_result        = "no"
  463. mining_shield_incr   = 0
  464. mining_time          = 0
  465. transform_result     = "Swamp"
  466. transform_time       = 36
  467. rail_time            = 3
  468. airbase_time         = 3
  469. fortress_time        = 3
  470. clean_pollution_time = 3
  471. clean_fallout_time   = 3
  472. warmer_wetter_result = "no"
  473. warmer_drier_result  = "no"
  474. cooler_wetter_result = "no"
  475. cooler_drier_result  = "no"
  476. flags                = "Oceanic", "NoPollution", "UnsafeCoast", "NoCities"
  477. property_ocean_depth = 10
  478. helptext         = _("\
  479. Oceans cover much of the world, and only sea units (Triremes and\
  480.  other boats) can travel on them.\
  481. \n\n\
  482. Ocean squares can never be polluted or subjected to fallout.\
  483. ")
  484.  
  485. [terrain_plains]
  486. name                 = _("Plains")
  487. graphic              = "plains"
  488. graphic_alt         = "-"
  489. identifier         = "p"
  490. movement_cost        = 1
  491. defense_bonus        = 0
  492. food                 = 1
  493. shield               = 1
  494. trade                = 0
  495. resources            = "Buffalo", "Wheat"
  496. road_trade_incr      = 1
  497. road_time            = 2
  498. irrigation_result    = "yes"
  499. irrigation_food_incr = 1
  500. irrigation_time      = 5
  501. mining_result        = "Forest"
  502. mining_shield_incr   = 0
  503. mining_time          = 15
  504. transform_result     = "Grassland"
  505. transform_time       = 24
  506. rail_time            = 3
  507. airbase_time         = 3
  508. fortress_time        = 3
  509. clean_pollution_time = 3
  510. clean_fallout_time   = 3
  511. warmer_wetter_result = "Swamp"
  512. warmer_drier_result  = "Desert"
  513. cooler_wetter_result = "Desert"
  514. cooler_drier_result  = "Tundra"
  515. flags                = "Starter", "CanHaveRiver"
  516. property_green       = 50
  517. property_temperate   = 50
  518. helptext         = _("\
  519. Plains are very broad, sparse regions, which makes trade slightly\
  520.  inconvenient.\
  521. ")
  522.  
  523. [terrain_swamp]
  524. name                 = _("Swamp")
  525. graphic              = "swamp"
  526. graphic_alt         = "-"
  527. identifier         = "s"
  528. movement_cost        = 2
  529. defense_bonus        = 50
  530. food                 = 1
  531. shield               = 0
  532. trade                = 0
  533. resources            = "Peat", "Spice"
  534. road_trade_incr      = 0
  535. road_time            = 4
  536. irrigation_result    = "Grassland"
  537. irrigation_food_incr = 0
  538. irrigation_time      = 15
  539. mining_result        = "Forest"
  540. mining_shield_incr   = 0
  541. mining_time          = 15
  542. transform_result     = "Ocean"
  543. transform_time       = 36
  544. rail_time            = 3
  545. airbase_time         = 3
  546. fortress_time        = 3
  547. clean_pollution_time = 3
  548. clean_fallout_time   = 3
  549. warmer_wetter_result = "no"
  550. warmer_drier_result  = "no"
  551. cooler_wetter_result = "Desert"
  552. cooler_drier_result  = "Tundra"
  553. flags                = "CanHaveRiver"
  554. property_wet         = 100
  555. property_foliage     = 10
  556. helptext         = _("\
  557. Swamps suffer from an over-abundance of water, making agriculture\
  558.  somewhat problematic.\
  559. ")
  560.  
  561. [terrain_tundra]
  562. name                 = _("Tundra")
  563. graphic              = "tundra"
  564. graphic_alt         = "-"
  565. identifier         = "t"
  566. movement_cost        = 1
  567. defense_bonus        = 0
  568. food                 = 1
  569. shield               = 0
  570. trade                = 0
  571. resources            = "?animals:Game", "Furs"
  572. road_trade_incr      = 0
  573. road_time            = 2
  574. irrigation_result    = "yes"
  575. irrigation_food_incr = 1
  576. irrigation_time      = 5
  577. mining_result        = "no"
  578. mining_shield_incr   = 0
  579. mining_time          = 0
  580. transform_result     = "Desert"
  581. transform_time       = 24
  582. rail_time            = 3
  583. airbase_time         = 3
  584. fortress_time        = 3
  585. clean_pollution_time = 3
  586. clean_fallout_time   = 3
  587. warmer_wetter_result = "no"
  588. warmer_drier_result  = "no"
  589. cooler_wetter_result = "Glacier"
  590. cooler_drier_result  = "Glacier"
  591. flags                = "Starter", "NoBarbs", "CanHaveRiver"
  592. property_cold        = 50
  593. helptext         = _("\
  594. Tundra are broad, cold regions, fit for some agriculture and little\
  595.  else.\
  596. ")
  597.  
  598. [resource_ivory]
  599. name        = _("Ivory")
  600. graphic     = "ts.arctic_ivory"
  601. graphic_alt = "-"
  602. food        = 1
  603. shield      = 1
  604. trade       = 4
  605. identifier  = "i"
  606.  
  607. [resource_oil]
  608. name        = _("Oil")
  609. graphic     = "ts.oil"
  610. graphic_alt = "-"
  611. shield      = 3
  612. identifier  = "x"
  613.  
  614. [resource_oasis]
  615. name        = _("Oasis")
  616. graphic     = "ts.oasis"
  617. graphic_alt = "-"
  618. food        = 3
  619. identifier  = "o"
  620.  
  621. [resource_pheasant]
  622. name        = _("Pheasant")
  623. graphic     = "ts.pheasant"
  624. graphic_alt = "-"
  625. food        = 2
  626. identifier  = "p"
  627.  
  628. [resource_silk]
  629. name        = _("Silk")
  630. graphic     = "ts.silk"
  631. graphic_alt = "-"
  632. trade       = 3
  633. identifier  = "s"
  634.  
  635. [resource_resources]
  636. name        = _("Resources")
  637. graphic     = "ts.grassland_resources"
  638. graphic_alt = "-"
  639. shield      = 1
  640. identifier  = "r"
  641.  
  642. [resource_coal]
  643. name        = _("Coal")
  644. graphic     = "ts.coal"
  645. graphic_alt = "-"
  646. shield      = 2
  647. identifier  = "c"
  648.  
  649. [resource_wine]
  650. name        = _("Wine")
  651. graphic     = "ts.wine"
  652. graphic_alt = "-"
  653. trade       = 4
  654. identifier  = "w"
  655.  
  656. [resource_gems]
  657. name        = _("Gems")
  658. graphic     = "ts.gems"
  659. graphic_alt = "-"
  660. trade       = 4
  661. identifier  = "g"
  662.  
  663. [resource_fruit]
  664. name        = _("Fruit")
  665. graphic     = "ts.fruit"
  666. graphic_alt = "-"
  667. food        = 3
  668. trade       = 1
  669. identifier  = "f"
  670.  
  671. [resource_gold]
  672. name        = _("Gold")
  673. graphic     = "ts.gold"
  674. graphic_alt = "-"
  675. trade       = 6
  676. identifier  = "$"
  677.  
  678. [resource_iron]
  679. name        = _("Iron")
  680. graphic     = "ts.iron"
  681. graphic_alt = "-"
  682. shield      = 3
  683. identifier  = "/"
  684.  
  685. [resource_fish]
  686. name        = _("Fish")
  687. graphic     = "ts.fish"
  688. graphic_alt = "-"
  689. food        = 2
  690. identifier  = "y"
  691.  
  692. [resource_whales]
  693. name        = _("Whales")
  694. graphic     = "ts.whales"
  695. graphic_alt = "-"
  696. food        = 1
  697. shield      = 1
  698. identifier  = "v"
  699.  
  700. [resource_buffalo]
  701. name        = _("Buffalo")
  702. graphic     = "ts.buffalo"
  703. graphic_alt = "-"
  704. shield      = 2
  705. identifier  = "b"
  706.  
  707. [resource_wheat]
  708. name        = _("Wheat")
  709. graphic     = "ts.wheat"
  710. graphic_alt = "-"
  711. food        = 2
  712. identifier  = "j"
  713.  
  714. [resource_peat]
  715. name        = _("Peat")
  716. graphic     = "ts.peat"
  717. graphic_alt = "-"
  718. shield      = 4
  719. identifier  = "a"
  720.  
  721. [resource_spice]
  722. name        = _("Spice")
  723. graphic     = "ts.spice"
  724. graphic_alt = "-"
  725. food        = 2
  726. trade       = 4
  727. identifier  = "t"
  728.  
  729. [resource_game]
  730. name        = _("?animals:Game")
  731. graphic     = "ts.tundra_game"
  732. graphic_alt = "-"
  733. food        = 2
  734. shield      = 1
  735. identifier  = "e"
  736.  
  737. [resource_furs]
  738. name        = _("Furs")
  739. graphic     = "ts.furs"
  740. graphic_alt = "-"
  741. food        = 1
  742. trade       = 3
  743. identifier  = "u"
  744.