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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 "rulesetdir <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="Default tile_type data for Freeciv"
- options="1.9"
-
- [options]
- 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]
-
- ; Percentage of "land" tiles required to be adjacent to an ocean tile before
- ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, 101=nowhere)
- ocean_reclaim_requirement_pct = 30
-
- ; Percentage of "ocean" tiles required to be adjacent to a land tile before
- ; it may be "channeled" into an ocean tile (0-101; 0=anywhere, 101=nowhere)
- land_channel_requirement_pct = 10
-
- ; 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 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
-
- ; percent subtracted from food production if square has fallout
- fallout_food_penalty=50
-
- ; percent subtracted from shield production if square has fallout
- fallout_shield_penalty=50
-
- ; percent subtracted from trade production if square has fallout
- fallout_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:
- ;
- ; 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 "-"
- ; identifier = single-character identifier used in savegames. This
- ; must be unique for each terrain, and changing it will
- ; break savegame compatibility.
- ; movement_cost = typically 1 to 3
- ; defense_bonus = percent added to defense; typically 0% to 200%
- ; food = normal food production
- ; shield = normal shield production
- ; trade = normal trade production
- ; resources = list of possible resources on this terrain
- ; 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
- ; warmer_wetter_result = result of global warming for wet terrains; one of:
- ; "no" -- no change; doesn''t count for warming
- ; "yes" -- no change; counts for warming
- ; terrain name -- warming changes to that terrain
- ; warmer_drier_result = result of global warming for dry terrains;
- ; see warmer_wetter_result
- ; cooler_wetter_result = result of nuclear winter for wet terrains;
- ; see warmer_wetter_result
- ; cooler_drier_result = result of nuclear winter for dry terrains;
- ; see warmer_wetter_result
- ; flags = General flags for this terrain:
- ; - NoBarbs = Barbarians will not be spawned here.
- ; - NoPollution = Pollution will not be put on this terrain type.
- ; - NoCities = Cities may not be built or found on this terrain.
- ; - Starter = Players will only be started on "Starter" terrain.
- ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
- ; actual chance of river generation is controlled
- ; separately).
- ; - UnsafeCoast = This terrain does not provide a safe coast for
- ; F_TRIRIEME units.
- ; - Unsafe = This terrain is unsafe for alll units that travel
- ; on it.
- ; - Oceanic = This is an "ocean" terrain. This has a big effect
- ; on gameplay. Naval units can move on oceanic terrain,
- ; while land units cannot. Oceanic tiles can be used
- ; as a water source for irrigation. Cities built next
- ; to oceanic terrain can build naval improvements and
- ; units. Most terrain improvements can only be built
- ; on land. Oceanic terrain has no zones of control.
- ; The list goes on.
- ; property_* = specific property % values used by mapgen. Most
- ; terrains will have 0 for most values.
- ; - mountainous = degree to which this terrain is mountainous
- ; - green = how much life this terrain has
- ; - foliage = how much thick undergrowth the terrain has
- ; - tropical = how "tropical" the terrain is (high temperature)
- ; - temperate = how "temperate" the terrain is (med temperature)
- ; - cold = how "cold" the terrain is (low temperature)
- ; - frozen = how "frozen" the terrain is (very low temperature)
- ; - wet = how "wet" the terrain is (moisture)
- ; - dry = how "dry" the terrain is (moisture)
- ; - ocean_depth = the depth of an ocean, as a percentage
- ; helptext = optional help text string; should escape all raw
- ; newlines so that xgettext parsing works
-
- [terrain_glacier]
- name = _("Glacier")
- graphic = "arctic"
- graphic_alt = "-"
- identifier = "a"
- movement_cost = 2
- defense_bonus = 0
- food = 0
- shield = 0
- trade = 0
- resources = "Ivory", "Oil"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "no"
- cooler_drier_result = "no"
- flags = "NoBarbs", "NoCities", "CanHaveRiver"
- property_frozen = 100
- 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]
- name = _("Desert")
- graphic = "desert"
- graphic_alt = "-"
- identifier = "d"
- movement_cost = 1
- defense_bonus = 0
- food = 0
- shield = 1
- trade = 0
- resources = "Oasis", "Oil"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "Swamp"
- warmer_drier_result = "no"
- cooler_wetter_result = "no"
- cooler_drier_result = "no"
- flags = "CanHaveRiver"
- property_dry = 100
- property_tropical = 50
- helptext = _("\
- Deserts are regions of extreme dryness, making agriculture and\
- trade very difficult.\
- ")
-
- [terrain_forest]
- name = _("Forest")
- graphic = "forest"
- graphic_alt = "-"
- identifier = "f"
- movement_cost = 2
- defense_bonus = 50
- food = 1
- shield = 2
- trade = 0
- resources = "Pheasant", "Silk"
- road_trade_incr = 0
- road_time = 4
- irrigation_result = "Plains"
- irrigation_food_incr = 0
- irrigation_time = 5
- mining_result = "Swamp"
- mining_shield_incr = 0
- mining_time = 15
- transform_result = "Grassland"
- transform_time = 24
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "Jungle"
- warmer_drier_result = "Desert"
- cooler_wetter_result = "no"
- cooler_drier_result = "no"
- flags = "Starter","CanHaveRiver"
- property_temperate = 50
- property_foliage = 50
- helptext = _("\
- Forests are densely wooded, making agriculture somewhat\
- problematic.\
- ")
-
- [terrain_grassland]
- name = _("Grassland")
- graphic = "grassland"
- graphic_alt = "-"
- identifier = "g"
- movement_cost = 1
- defense_bonus = 0
- food = 2
- shield = 0
- trade = 0
- resources = "Resources"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "Swamp"
- warmer_drier_result = "Desert"
- cooler_wetter_result = "Desert"
- cooler_drier_result = "Tundra"
- flags = "Starter", "CanHaveRiver"
- property_temperate = 50
- property_green = 50
- helptext = _("\
- Grasslands afford exceptional agricultural opportunities.\
- ")
-
- [terrain_hills]
- name = _("Hills")
- graphic = "hills"
- graphic_alt = "-"
- identifier = "h"
- movement_cost = 2
- defense_bonus = 100
- food = 1
- shield = 0
- trade = 0
- resources = "Coal", "Wine"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "no"
- cooler_drier_result = "no"
- flags = "Starter", "CanHaveRiver"
- property_green = 50
- property_mountainous = 30
- helptext = _("\
- In addition to being amenable to agriculture, Hills are frequently\
- rich in resources.\
- ")
-
- [terrain_jungle]
- name = _("Jungle")
- graphic = "jungle"
- graphic_alt = "-"
- identifier = "j"
- movement_cost = 2
- defense_bonus = 50
- food = 1
- shield = 0
- trade = 0
- resources = "Gems", "Fruit"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "Desert"
- cooler_drier_result = "Tundra"
- flags = "CanHaveRiver"
- property_tropical = 50
- property_foliage = 50
- property_wet = 50
- helptext = _("\
- Jungles are densely overgrown, making agriculture somewhat\
- problematic.\
- ")
-
- [terrain_mountains]
- name = _("Mountains")
- graphic = "mountains"
- graphic_alt = "-"
- identifier = "m"
- movement_cost = 3
- defense_bonus = 200
- food = 0
- shield = 1
- trade = 0
- resources = "Gold", "Iron"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "no"
- cooler_drier_result = "no"
- flags = "CanHaveRiver"
- property_mountainous = 70
- helptext = _("\
- Mountains are regions of extreme altitude, making agriculture and\
- trade very difficult.\
- ")
-
- [terrain_ocean]
- name = _("Ocean")
- graphic = "ocean"
- graphic_alt = "-"
- identifier = " "
- movement_cost = 1
- defense_bonus = 0
- food = 1
- shield = 0
- trade = 2
- resources = "Fish", "Whales"
- 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 = "Swamp"
- transform_time = 36
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "no"
- cooler_drier_result = "no"
- flags = "Oceanic", "NoPollution", "UnsafeCoast", "NoCities"
- property_ocean_depth = 10
- 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 or subjected to fallout.\
- ")
-
- [terrain_plains]
- name = _("Plains")
- graphic = "plains"
- graphic_alt = "-"
- identifier = "p"
- movement_cost = 1
- defense_bonus = 0
- food = 1
- shield = 1
- trade = 0
- resources = "Buffalo", "Wheat"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "Swamp"
- warmer_drier_result = "Desert"
- cooler_wetter_result = "Desert"
- cooler_drier_result = "Tundra"
- flags = "Starter", "CanHaveRiver"
- property_green = 50
- property_temperate = 50
- helptext = _("\
- Plains are very broad, sparse regions, which makes trade slightly\
- inconvenient.\
- ")
-
- [terrain_swamp]
- name = _("Swamp")
- graphic = "swamp"
- graphic_alt = "-"
- identifier = "s"
- movement_cost = 2
- defense_bonus = 50
- food = 1
- shield = 0
- trade = 0
- resources = "Peat", "Spice"
- 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 = "Ocean"
- transform_time = 36
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "Desert"
- cooler_drier_result = "Tundra"
- flags = "CanHaveRiver"
- property_wet = 100
- property_foliage = 10
- helptext = _("\
- Swamps suffer from an over-abundance of water, making agriculture\
- somewhat problematic.\
- ")
-
- [terrain_tundra]
- name = _("Tundra")
- graphic = "tundra"
- graphic_alt = "-"
- identifier = "t"
- movement_cost = 1
- defense_bonus = 0
- food = 1
- shield = 0
- trade = 0
- resources = "?animals:Game", "Furs"
- 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
- rail_time = 3
- airbase_time = 3
- fortress_time = 3
- clean_pollution_time = 3
- clean_fallout_time = 3
- warmer_wetter_result = "no"
- warmer_drier_result = "no"
- cooler_wetter_result = "Glacier"
- cooler_drier_result = "Glacier"
- flags = "Starter", "NoBarbs", "CanHaveRiver"
- property_cold = 50
- helptext = _("\
- Tundra are broad, cold regions, fit for some agriculture and little\
- else.\
- ")
-
- [resource_ivory]
- name = _("Ivory")
- graphic = "ts.arctic_ivory"
- graphic_alt = "-"
- food = 1
- shield = 1
- trade = 4
- identifier = "i"
-
- [resource_oil]
- name = _("Oil")
- graphic = "ts.oil"
- graphic_alt = "-"
- shield = 3
- identifier = "x"
-
- [resource_oasis]
- name = _("Oasis")
- graphic = "ts.oasis"
- graphic_alt = "-"
- food = 3
- identifier = "o"
-
- [resource_pheasant]
- name = _("Pheasant")
- graphic = "ts.pheasant"
- graphic_alt = "-"
- food = 2
- identifier = "p"
-
- [resource_silk]
- name = _("Silk")
- graphic = "ts.silk"
- graphic_alt = "-"
- trade = 3
- identifier = "s"
-
- [resource_resources]
- name = _("Resources")
- graphic = "ts.grassland_resources"
- graphic_alt = "-"
- shield = 1
- identifier = "r"
-
- [resource_coal]
- name = _("Coal")
- graphic = "ts.coal"
- graphic_alt = "-"
- shield = 2
- identifier = "c"
-
- [resource_wine]
- name = _("Wine")
- graphic = "ts.wine"
- graphic_alt = "-"
- trade = 4
- identifier = "w"
-
- [resource_gems]
- name = _("Gems")
- graphic = "ts.gems"
- graphic_alt = "-"
- trade = 4
- identifier = "g"
-
- [resource_fruit]
- name = _("Fruit")
- graphic = "ts.fruit"
- graphic_alt = "-"
- food = 3
- trade = 1
- identifier = "f"
-
- [resource_gold]
- name = _("Gold")
- graphic = "ts.gold"
- graphic_alt = "-"
- trade = 6
- identifier = "$"
-
- [resource_iron]
- name = _("Iron")
- graphic = "ts.iron"
- graphic_alt = "-"
- shield = 3
- identifier = "/"
-
- [resource_fish]
- name = _("Fish")
- graphic = "ts.fish"
- graphic_alt = "-"
- food = 2
- identifier = "y"
-
- [resource_whales]
- name = _("Whales")
- graphic = "ts.whales"
- graphic_alt = "-"
- food = 1
- shield = 1
- identifier = "v"
-
- [resource_buffalo]
- name = _("Buffalo")
- graphic = "ts.buffalo"
- graphic_alt = "-"
- shield = 2
- identifier = "b"
-
- [resource_wheat]
- name = _("Wheat")
- graphic = "ts.wheat"
- graphic_alt = "-"
- food = 2
- identifier = "j"
-
- [resource_peat]
- name = _("Peat")
- graphic = "ts.peat"
- graphic_alt = "-"
- shield = 4
- identifier = "a"
-
- [resource_spice]
- name = _("Spice")
- graphic = "ts.spice"
- graphic_alt = "-"
- food = 2
- trade = 4
- identifier = "t"
-
- [resource_game]
- name = _("?animals:Game")
- graphic = "ts.tundra_game"
- graphic_alt = "-"
- food = 2
- shield = 1
- identifier = "e"
-
- [resource_furs]
- name = _("Furs")
- graphic = "ts.furs"
- graphic_alt = "-"
- food = 1
- trade = 3
- identifier = "u"
-