2348 lines
77 KiB
Plaintext
2348 lines
77 KiB
Plaintext
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; Modifying this file:
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; You should not modify this file except to make bugfixes or
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; for other "maintenance". If you want to make custom changes,
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; you should create a new datadir subdirectory and copy this file
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; into that directory, and then modify that copy. Then use the
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; command "rulesetdir <mysubdir>" in the server to have freeciv
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; use your new customized file.
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; Note that the freeciv AI may not cope well with anything more
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; than minor changes.
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[datafile]
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description = "Civ2Civ3 tile_type data for Freeciv"
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options = "+Freeciv-3.2-ruleset web-compatible"
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format_version = 30
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[control]
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; Names for custom terrain flags. There can be up to 10 of these.
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; name = rule name; In some circumstances user may see this
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; as part of some sentences, so try to make it descriptive
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; and sensible.
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; helptxt = displayed in the help for terrains with this flag (optional)
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flags =
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{ "name", "helptxt"
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_("Oil"), _("Mine can be upgraded to Oil Well.")
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_("Sea"), _("Allows cities to build Harbors and coastal wonders.")
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_("NoPollution"), _("No Pollution nor Fallout appear here.")
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_("NoFortify"), _("No units can fortify on this terrain.")
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}
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; Names for custom extra flags. There can be up to 10 of these.
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; name = rule name; In some circumstances user may see this
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; as part of some sentences, so try to make it descriptive
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; and sensible.
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; helptxt = displayed in the help for extra types with this flag
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; (optional)
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extra_flags =
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{ "name", "helptxt"
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_("ParadropFrom"), _("Units can paradrop from this tile.")
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_("DiplomatDefense"),
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; /* xgettext:no-c-format */
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_("Diplomatic units get a 25% defense bonus in diplomatic fights.")
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_("IrrigationSource")
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_("AllowsFarmlandOnDesert")
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}
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[parameters]
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; Percentage of "land" tiles required to be adjacent to a water tile before
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; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere)
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ocean_reclaim_requirement = 30
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; Percentage of "water" tiles required to be adjacent to a land tile before
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; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere)
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land_channel_requirement = 10
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; Percentage of unfrozen tiles (no "Frozen" flag) required to be adjacent
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; to a frozen tile before it can thaw (0-101; 0=anywhere, default 101=nowhere)
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thaw_requirement = 0
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; Percentage of frozen tiles ("Frozen" flag) required to be adjacent to an
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; unfrozen tile before it can freeze (0-101; 0=anywhere, default 101=nowhere)
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freeze_requirement = 0
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; Bodies of water up to this size are considered freshwater lakes, if there is
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; also terrain type(s) with flag "FreshWater" in the ruleset.
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lake_max_size = 14
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; How many native tiles first startunit must be able to reach.
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; 0 to disable check.
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min_start_native_area = 0
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; How many fragments each movement point has.
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; For example road movement costs are relative to this.
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move_fragments = 6
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; How many move_fragments IgTer unit movement costs
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igter_cost = 2
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; Whether diagonal movement has increased cost (no effect with hex topology)
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; The cost increase is more accurate with larger values for move_fragments
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pythagorean_diagonal = FALSE
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; There is no resources in the middle of the oceans, only near coast
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ocean_resources = FALSE
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; /* <-- avoid gettext warnings
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;
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; The individual terrain types, one per section.
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; Roughly sorted by identifier.
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; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
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; and may be used in debug output when reading this file.
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;
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; Notes:
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;
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; name = translatable name as seen by user
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; rule_name = (optional) internal name for savegames, rulesets etc;
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; if not present, "name" is used for this purpose too.
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; Since the name used in savegames must not change, if
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; you want to rename an item after a ruleset has been
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; released, you should set "rule_name" to the original
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; value of "name".
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; graphic = preferred graphic; Tilespec [tile_*] section
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; with 'tag' matching this will be used.
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; graphic_alt = alternate graphic. When no tilespec 'tag' matching
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; preferred graphic is not found, this will be used.
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; Otherwise may be "-"
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; graphic_alt2 = second alternate graphic, to be used when neither
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; main tag nor first alternate tag is not found.
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; identifier = single-character identifier used in savegames. This
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; must be unique for each terrain.
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; class = Terrain class terrain belongs to: "Land" or "Oceanic"
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; movement_cost = in whole movement points, not move_fragments;
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; typically 1 to 3
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; defense_bonus = percent added to defense; typically 0% to 200%
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; food = normal food production
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; shield = normal shield production
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; trade = normal trade production
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; resources = list of possible resources on this terrain
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; resource_freq = (optional) list of relative frequencies for each
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; possible resource on this terrain. When specified,
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; must be the same length as resource list.
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; Otherwise, all resources occur with approximately
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; equal frequency.
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; road_food_incr_pct = percent of road food_incr applied to this terrain
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; road_shield_incr_pct = percent of road shield_incr applied to this terrain
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; road_trade_incr_pct = percent of road trade_incr applied to this terrain
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; base_time = time to build bases; if 0, cannot build any bases.
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; Nonzero values only affect extras with build_time 0.
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; road_time = time to build roads; if 0, cannot build any roads.
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; Nonzero values only affect extras with build_time 0.
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; cultivate_result = cultivate activity changes to that terrain
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; 'no' to disable cultivate
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; cultivate_time = time to cultivate
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; plant_result = plant activity changes to that terrain
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; 'no' to disable planting
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; plant_time = time to plant
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; irrigation_food_incr = increment to food if tile is 100% irrigated
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; (actual bonus controlled by Irrigation_Pct effect)
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; irrigation_time = time for 'irrigate' activity; if 0, cannot irrigate
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; Nonzero values only affect extras with build_time 0.
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; Such extras can modify time with build_time_factor.
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; mining_shield_incr = increment to shields if tile is 100% mined
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; (actual bonus controlled by Mining_Pct effect)
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; mining_time = time for 'mine' activity; if 0, cannot mine
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; Nonzero values only affect extras with build_time 0.
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; Such extras can modify time with build_time_factor.
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; transform_result = result of transformation; one of:
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; "no" -- cannot transform
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; terrain rule_name -- transformation changes to that
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; terrain
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; transform_time = time to transform
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; placing_time = time for 'placing' an extra; if 0, cannot place
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; Nonzero values only affect extras with build_time 0.
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; Such extras can modify time with build_time_factor.
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; Default is 1.
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; pillage_time = time to pillage extra from the tile (0 = impossible)
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; Nonzero values only affect extras with removal_time 0.
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; extra_settings = table of extra specific settings
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; - "extra" - Name of the extra
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; - "removal_time" - Time for cleaning activities (0 = impossible)
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; Nonzero values only affect extras with removal_time 0.
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; animal = unit type that can appear as animal on the terrain
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; warmer_wetter_result = result of global warming for wet terrains; one of:
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; "no" -- no change; does not count for warming
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; "yes" -- no change; counts for warming
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; terrain rule_name -- warming changes to that terrain
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; warmer_drier_result = result of global warming for dry terrains;
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; see warmer_wetter_result
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; cooler_wetter_result = result of nuclear winter for wet terrains;
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; see warmer_wetter_result
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; cooler_drier_result = result of nuclear winter for dry terrains;
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; see warmer_wetter_result
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; native_to = List of unit classes that can move here
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; flags = General flags for this terrain. List taken from the
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; following, and/or any user flags defined above:
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; - NoBarbs = Barbarians will not be spawned here.
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; - NoCities = Cities may not be built or found on this terrain.
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; - Starter = Players will only be started on "Starter" terrain.
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; (Currently this cannot be Oceanic terrain.)
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; - CanHaveRiver = Set to 1 if this terrain can have river on it (the
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; actual chance of river generation is controlled
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; separately).
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; - UnsafeCoast = This terrain does not provide a safe voyage for
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; units with flag "CoastStrict"
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; - FreshWater = This terrain is used for small bodies of water.
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; If this becomes adjacent to non-FreshWater terrain,
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; the whole contiguous FreshWater area will be flooded
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; with the non-FreshWater terrain.
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; - NotGenerated = Map generator never places this terrain type. It can
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; be added from editor only, or by ingame events
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; (lua scripting)
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; - NoZoc = Units on this terrain are not generating or subject
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; to zoc
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; - EnterBorders = Borders on this terrain are not blocking peaceful
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; units from entering and moving.
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; - Frozen = Frozen/polar terrain. For water tiles, Frozen terrain
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; is generated near poles. Conversion between frozen
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; and unfrozen terrain can be controlled with
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; thaw_requirement/freeze_requirement, and Frozen
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; terrain is shown differently on the overview map.
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; property_* = specific property % values used by mapgen. Most
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; terrains will have 0 for most values. Properties
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; other than ocean_depth are only used for land tiles.
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; - mountainous = degree to which this terrain is mountainous
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; - green = how much life this terrain has
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; - foliage = how much thick undergrowth the terrain has
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; - tropical = how "tropical" the terrain is (high temperature)
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; - temperate = how "temperate" the terrain is (med temperature)
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; - cold = how "cold" the terrain is (low temperature)
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; - frozen = how "frozen" the terrain is (very low temperature)
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; (does not necessarily have to have the "Frozen" flag)
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; - wet = how "wet" the terrain is (moisture)
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; - dry = how "dry" the terrain is (moisture)
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; - ocean_depth = the depth of an ocean, as an average level
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; color.r = color of the terrain (red value)
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; color.g = color of the terrain (green value)
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; color.b = color of the terrain (blue value)
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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;
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; */ <-- avoid gettext warnings
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[terrain_inaccesible]
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name = _("Inaccessible")
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graphic = "inaccessible"
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graphic_alt = "arctic"
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graphic_alt2 = "-"
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identifier = "i"
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class = "Land"
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movement_cost = 0
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defense_bonus = 0
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food = 0
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shield = 0
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trade = 0
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road_food_incr_pct = 0
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road_shield_incr_pct = 0
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road_trade_incr_pct = 0
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base_time = 0
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road_time = 0
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cultivate_result = "no"
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cultivate_time = 0
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plant_result = "no"
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plant_time = 0
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irrigation_food_incr = 0
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irrigation_time = 0
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mining_shield_incr = 0
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mining_time = 0
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transform_result = "no"
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transform_time = 0
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placing_time = 0
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pillage_time = 0
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animal = "None"
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warmer_wetter_result = "no"
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warmer_drier_result = "no"
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cooler_wetter_result = "no"
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cooler_drier_result = "no"
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flags = "NotGenerated", "NoPollution", "NoCities", "UnsafeCoast", "Frozen"
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color.r = 25
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color.g = 25
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color.b = 25
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helptext = _("\
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No unit can enter this terrain, nor can any city work its tiles.\
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")
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[terrain_lake]
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name = _("Lake")
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graphic = "lake"
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graphic_alt = "coast"
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graphic_alt2 = "-"
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identifier = "+"
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class = "Oceanic"
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movement_cost = 1
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defense_bonus = 0
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food = 2
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shield = 0
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trade = 2
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resources = "Fish"
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road_food_incr_pct = 0
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road_shield_incr_pct = 0
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road_trade_incr_pct = 0
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base_time = 1
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road_time = 0
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cultivate_result = "no"
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cultivate_time = 0
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plant_result = "no"
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plant_time = 0
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irrigation_food_incr = 0
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irrigation_time = 0
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mining_shield_incr = 0
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mining_time = 0
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transform_result = "Grassland"
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transform_time = 36
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placing_time = 0
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pillage_time = 1
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extra_settings =
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{ "extra", "removal_time"
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"Pollution", 3
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"Fallout", 3
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}
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animal = "None"
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warmer_wetter_result = "Swamp"
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warmer_drier_result = "no"
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cooler_wetter_result = "Glacier"
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cooler_drier_result = "no"
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native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
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flags = "NoCities", "NoBarbs", "NoPollution", "FreshWater", "NoZoc", "NoFortify"
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property_ocean_depth = 0
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color.r = 46
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color.g = 120
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color.b = 182
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helptext = _("\
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Lakes are substantial bodies of fresh water.\
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")
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[terrain_ocean]
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name = _("Ocean")
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graphic = "coast"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = " "
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class = "Oceanic"
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movement_cost = 1
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defense_bonus = 0
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food = 1
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shield = 0
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trade = 2
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resources = "Fish", "Whales"
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road_food_incr_pct = 0
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road_shield_incr_pct = 0
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road_trade_incr_pct = 0
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base_time = 1
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road_time = 0
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cultivate_result = "no"
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cultivate_time = 0
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plant_result = "no"
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plant_time = 0
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irrigation_food_incr = 0
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irrigation_time = 0
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mining_shield_incr = 0
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mining_time = 0
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transform_result = "Grassland"
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transform_time = 36
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placing_time = 0
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pillage_time = 1
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extra_settings =
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{ "extra", "removal_time"
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"Pollution", 3
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"Fallout", 3
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}
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animal = "Storm"
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warmer_wetter_result = "no"
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warmer_drier_result = "no"
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cooler_wetter_result = "Glacier"
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cooler_drier_result = "no"
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native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme"
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flags = "NoCities", "UnsafeCoast", "NoZoc", "NoFortify", "Sea"
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property_ocean_depth = 35
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color.r = 0
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color.g = 46
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color.b = 137
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helptext = _("\
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Shallow oceans are mostly found near coastlines, and are often rich\
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sources of food and other resources.\
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")
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[terrain_deep_ocean]
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name = _("Deep Ocean")
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graphic = "floor"
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graphic_alt = "coast"
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graphic_alt2 = "-"
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identifier = ":"
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class = "Oceanic"
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movement_cost = 1
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defense_bonus = 0
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food = 1
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shield = 0
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trade = 2
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;resources = "none"
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road_food_incr_pct = 0
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road_shield_incr_pct = 0
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road_trade_incr_pct = 0
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base_time = 1
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road_time = 0
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cultivate_result = "no"
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cultivate_time = 0
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plant_result = "no"
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plant_time = 0
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irrigation_food_incr = 0
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irrigation_time = 0
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mining_shield_incr = 0
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mining_time = 10
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transform_result = "no"
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transform_time = 0
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placing_time = 0
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pillage_time = 1
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extra_settings =
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{ "extra", "removal_time"
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"Pollution", 3
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"Fallout", 3
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}
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animal = "Storm"
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warmer_wetter_result = "no"
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warmer_drier_result = "no"
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cooler_wetter_result = "no"
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cooler_drier_result = "no"
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native_to = "Sea", "Air", "Missile", "Helicopter"
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flags = "NoCities", "NoPollution", "UnsafeCoast", "NoZoc", "NoFortify", "Sea"
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property_ocean_depth = 70
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color.r = 0
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color.g = 33
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color.b = 129
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helptext = _("\
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Deep oceans cover much of the world away from coastlines, and only\
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seaworthy units (not including Triremes) can travel on them.\
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")
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[terrain_glacier]
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name = _("Glacier")
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graphic = "arctic"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = "a"
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class = "Land"
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movement_cost = 2
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defense_bonus = 0
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food = 0
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shield = 0
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trade = 0
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resources = "Ivory", "Oil"
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road_food_incr_pct = 0
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road_shield_incr_pct = 0
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road_trade_incr_pct = 0
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base_time = 2
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road_time = 4
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cultivate_result = "no"
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cultivate_time = 0
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plant_result = "no"
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plant_time = 0
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irrigation_food_incr = 0
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irrigation_time = 0
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mining_shield_incr = 1
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mining_time = 10
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transform_result = "Lake"
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transform_time = 24
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placing_time = 4
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pillage_time = 1
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extra_settings =
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{ "extra", "removal_time"
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"Pollution", 3
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"Fallout", 3
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}
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animal = "None"
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warmer_wetter_result = "Lake"
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warmer_drier_result = "Tundra"
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cooler_wetter_result = "no"
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cooler_drier_result = "no"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
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flags = "NoBarbs", "NoCities", "CanHaveRiver", "Oil", "Frozen"
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property_frozen = 100
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color.r = 232
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color.g = 232
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color.b = 232
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helptext = _("\
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Glaciers are found only in the most northerly or southerly\
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reaches of the world. They are very cold, and hence difficult to\
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work with.\
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")
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[terrain_desert]
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name = _("Desert")
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graphic = "desert"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = "d"
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|
class = "Land"
|
|
movement_cost = 1
|
|
defense_bonus = 0
|
|
food = 0
|
|
shield = 1
|
|
trade = 0
|
|
resources = "Oasis", "Oil"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 100
|
|
base_time = 1
|
|
road_time = 2
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "no"
|
|
plant_time = 0
|
|
irrigation_food_incr = 1
|
|
irrigation_time = 5
|
|
mining_shield_incr = 1
|
|
mining_time = 5
|
|
transform_result = "Plains"
|
|
transform_time = 24
|
|
placing_time = 2
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "Swamp"
|
|
warmer_drier_result = "no"
|
|
cooler_wetter_result = "Tundra"
|
|
cooler_drier_result = "Tundra"
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
|
|
flags = "CanHaveRiver", "Oil"
|
|
property_dry = 100
|
|
property_tropical = 50
|
|
property_temperate = 20
|
|
color.r = 214
|
|
color.g = 185
|
|
color.b = 106
|
|
helptext = _("\
|
|
Deserts are regions of extreme dryness, making agriculture and\
|
|
trade very difficult.\
|
|
"), _("\
|
|
Deserts can be irrigated for a small amount of extra food, but without\
|
|
an oasis or river, bare desert cannot be further improved with\
|
|
farmland.\
|
|
"), _("\
|
|
Rivers bring fertile soil to deserts; on a desert river not already\
|
|
benefiting from an oasis, building irrigation will yield two extra food\
|
|
resources rather than the usual one.\
|
|
")
|
|
|
|
[terrain_forest]
|
|
name = _("Forest")
|
|
graphic = "forest"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "f"
|
|
class = "Land"
|
|
movement_cost = 2
|
|
defense_bonus = 25
|
|
food = 1
|
|
shield = 2
|
|
trade = 0
|
|
resources = "Pheasant", "Silk"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 0
|
|
base_time = 2
|
|
road_time = 4
|
|
cultivate_result = "Plains"
|
|
cultivate_time = 10
|
|
plant_result = "Grassland"
|
|
plant_time = 15
|
|
irrigation_food_incr = 0
|
|
irrigation_time = 0
|
|
mining_shield_incr = 0
|
|
mining_time = 0
|
|
transform_result = "Hills"
|
|
transform_time = 24
|
|
placing_time = 4
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "Jungle"
|
|
warmer_drier_result = "no"
|
|
cooler_wetter_result = "no"
|
|
cooler_drier_result = "no"
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
|
|
flags = "Starter", "CanHaveRiver"
|
|
property_cold = 20
|
|
property_wet = 20
|
|
property_foliage = 50
|
|
property_temperate = 50
|
|
color.r = 43
|
|
color.g = 107
|
|
color.b = 19
|
|
helptext = _("\
|
|
Forests are densely wooded, making agriculture somewhat\
|
|
problematic.\
|
|
")
|
|
|
|
[terrain_grassland]
|
|
name = _("Grassland")
|
|
graphic = "grassland"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "g"
|
|
class = "Land"
|
|
movement_cost = 1
|
|
defense_bonus = 0
|
|
food = 2
|
|
shield = 0
|
|
trade = 0
|
|
resources = "Resources"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 100
|
|
base_time = 1
|
|
road_time = 2
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "Forest"
|
|
plant_time = 15
|
|
irrigation_food_incr = 1
|
|
irrigation_time = 5
|
|
mining_shield_incr = 0
|
|
mining_time = 0
|
|
transform_result = "Lake"
|
|
transform_time = 36
|
|
placing_time = 2
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "Swamp"
|
|
warmer_drier_result = "Swamp"
|
|
cooler_wetter_result = "Swamp"
|
|
cooler_drier_result = "Tundra"
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
|
|
flags = "Starter", "CanHaveRiver"
|
|
property_green = 50
|
|
property_temperate = 50
|
|
color.r = 11
|
|
color.g = 138
|
|
color.b = 4
|
|
helptext = _("\
|
|
Grasslands afford exceptional agricultural opportunities.\
|
|
")
|
|
|
|
[terrain_hills]
|
|
name = _("Hills")
|
|
graphic = "hills"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "h"
|
|
class = "Land"
|
|
movement_cost = 2
|
|
defense_bonus = 50
|
|
food = 1
|
|
shield = 1
|
|
trade = 0
|
|
resources = "Coal", "Wine"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 0
|
|
base_time = 2
|
|
road_time = 4
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "no"
|
|
plant_time = 0
|
|
irrigation_food_incr = 1
|
|
irrigation_time = 10
|
|
mining_shield_incr = 2
|
|
mining_time = 10
|
|
transform_result = "Plains"
|
|
transform_time = 24
|
|
placing_time = 4
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "no"
|
|
warmer_drier_result = "no"
|
|
cooler_wetter_result = "no"
|
|
cooler_drier_result = "no"
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
|
|
flags = "Starter", "CanHaveRiver"
|
|
property_green = 50
|
|
property_mountainous = 30
|
|
color.r = 24
|
|
color.g = 97
|
|
color.b = 5
|
|
helptext = _("\
|
|
In addition to being amenable to agriculture, Hills are frequently\
|
|
rich in resources.\
|
|
"), _("\
|
|
Cities built in hills are at risk of earthquakes, which can interrupt\
|
|
a city's current project.\
|
|
")
|
|
|
|
[terrain_jungle]
|
|
name = _("Jungle")
|
|
graphic = "jungle"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "j"
|
|
class = "Land"
|
|
movement_cost = 2
|
|
defense_bonus = 25
|
|
food = 1
|
|
shield = 1
|
|
trade = 0
|
|
resources = "Gems", "Fruit"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 0
|
|
base_time = 2
|
|
road_time = 4
|
|
cultivate_result = "Swamp"
|
|
cultivate_time = 10
|
|
plant_result = "no"
|
|
plant_time = 0
|
|
irrigation_food_incr = 0
|
|
irrigation_time = 0
|
|
mining_shield_incr = 0
|
|
mining_time = 0
|
|
transform_result = "Forest"
|
|
transform_time = 24
|
|
placing_time = 4
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "no"
|
|
warmer_drier_result = "no"
|
|
cooler_wetter_result = "no"
|
|
cooler_drier_result = "Forest"
|
|
native_to = "Land", "Small Land", "Merchant", "Air", "Missile", "Helicopter"
|
|
flags = "CanHaveRiver"
|
|
property_foliage = 50
|
|
property_tropical = 50
|
|
property_wet = 50
|
|
color.r = 55
|
|
color.g = 156
|
|
color.b = 38
|
|
helptext = _("\
|
|
Jungles are densely overgrown, making agriculture somewhat\
|
|
problematic. Big Land units may not move into jungle without\
|
|
a road.\
|
|
")
|
|
|
|
[terrain_mountains]
|
|
name = _("Mountains")
|
|
graphic = "mountains"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "m"
|
|
class = "Land"
|
|
movement_cost = 3
|
|
defense_bonus = 100
|
|
food = 0
|
|
shield = 1
|
|
trade = 0
|
|
resources = "Gold", "Iron"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 0
|
|
base_time = 3
|
|
road_time = 6
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "no"
|
|
plant_time = 0
|
|
irrigation_food_incr = 0
|
|
irrigation_time = 0
|
|
mining_shield_incr = 2
|
|
mining_time = 10
|
|
transform_result = "Hills"
|
|
transform_time = 36
|
|
placing_time = 6
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "no"
|
|
warmer_drier_result = "no"
|
|
cooler_wetter_result = "no"
|
|
cooler_drier_result = "no"
|
|
native_to = "Land", "Small Land", "Merchant", "Air", "Missile", "Helicopter"
|
|
flags = "NoCities", "CanHaveRiver"
|
|
property_mountainous = 70
|
|
color.r = 129
|
|
color.g = 127
|
|
color.b = 118
|
|
helptext = _("\
|
|
Mountains are regions of extreme altitude, making agriculture and\
|
|
trade very difficult.\
|
|
"), _("\
|
|
Land units that move into mountains can see an extra space, but a\
|
|
fast land unit ending its turn in mountains without a road will start\
|
|
its next turn with one fewer movement point. Big Land units may not\
|
|
move into mountains without a road.\
|
|
")
|
|
|
|
[terrain_plains]
|
|
name = _("Plains")
|
|
graphic = "plains"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "p"
|
|
class = "Land"
|
|
movement_cost = 1
|
|
defense_bonus = 0
|
|
food = 1
|
|
shield = 1
|
|
trade = 0
|
|
resources = "Buffalo", "Wheat"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 100
|
|
base_time = 1
|
|
road_time = 2
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "Forest"
|
|
plant_time = 10
|
|
irrigation_food_incr = 1
|
|
irrigation_time = 5
|
|
mining_shield_incr = 0
|
|
mining_time = 0
|
|
transform_result = "Lake"
|
|
transform_time = 36
|
|
placing_time = 2
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "Swamp"
|
|
warmer_drier_result = "Desert"
|
|
cooler_wetter_result = "Desert"
|
|
cooler_drier_result = "Desert"
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
|
|
flags = "Starter", "CanHaveRiver"
|
|
property_green = 50
|
|
property_temperate = 50
|
|
color.r = 122
|
|
color.g = 156
|
|
color.b = 46
|
|
helptext = _("\
|
|
Plains are very broad, sparse regions, which makes trade slightly\
|
|
inconvenient.\
|
|
")
|
|
|
|
[terrain_swamp]
|
|
name = _("Swamp")
|
|
graphic = "swamp"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "s"
|
|
class = "Land"
|
|
movement_cost = 2
|
|
defense_bonus = 25
|
|
food = 1
|
|
shield = 0
|
|
trade = 0
|
|
resources = "Peat", "Spice"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 0
|
|
base_time = 2
|
|
road_time = 4
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "no"
|
|
plant_time = 0
|
|
irrigation_food_incr = 1
|
|
irrigation_time = 5
|
|
mining_shield_incr = 0
|
|
mining_time = 0
|
|
transform_result = "Grassland"
|
|
transform_time = 24
|
|
placing_time = 4
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "Desert"
|
|
warmer_drier_result = "no"
|
|
cooler_wetter_result = "Tundra"
|
|
cooler_drier_result = "Desert"
|
|
native_to = "Land", "Small Land", "Merchant", "Air", "Missile", "Helicopter"
|
|
flags = "CanHaveRiver"
|
|
property_wet = 100
|
|
property_tropical = 10
|
|
property_temperate = 10
|
|
property_cold = 10
|
|
color.r = 48
|
|
color.g = 85
|
|
color.b = 97
|
|
helptext = _("\
|
|
Swamps suffer from an over-abundance of water, making agriculture\
|
|
somewhat problematic. Big Land units may not move in swamps without\
|
|
a road.\
|
|
")
|
|
|
|
[terrain_tundra]
|
|
name = _("Tundra")
|
|
graphic = "tundra"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
identifier = "t"
|
|
class = "Land"
|
|
movement_cost = 1
|
|
defense_bonus = 0
|
|
food = 1
|
|
shield = 0
|
|
trade = 0
|
|
resources = "Game", "Furs"
|
|
road_food_incr_pct = 0
|
|
road_shield_incr_pct = 0
|
|
road_trade_incr_pct = 100
|
|
base_time = 1
|
|
road_time = 2
|
|
cultivate_result = "no"
|
|
cultivate_time = 0
|
|
plant_result = "no"
|
|
plant_time = 0
|
|
irrigation_food_incr = 0
|
|
irrigation_time = 0
|
|
mining_shield_incr = 1
|
|
mining_time = 5
|
|
transform_result = "Plains"
|
|
transform_time = 24
|
|
placing_time = 2
|
|
pillage_time = 1
|
|
extra_settings =
|
|
{ "extra", "removal_time"
|
|
"Pollution", 3
|
|
"Fallout", 3
|
|
}
|
|
animal = "None"
|
|
warmer_wetter_result = "Swamp"
|
|
warmer_drier_result = "Swamp"
|
|
cooler_wetter_result = "Glacier"
|
|
cooler_drier_result = "Desert"
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
|
|
flags = "NoBarbs", "CanHaveRiver"
|
|
property_cold = 50
|
|
color.r = 188
|
|
color.g = 188
|
|
color.b = 188
|
|
helptext = _("\
|
|
Tundra are broad, cold regions, fit for some agriculture and little\
|
|
else.\
|
|
")
|
|
|
|
; /* <-- avoid gettext warnings
|
|
;
|
|
; Resource types:
|
|
;
|
|
; The actual tag used (the * in [resource_*]) must be unique for each resource,
|
|
; and may be used in debug output when reading this file.
|
|
;
|
|
; Notes:
|
|
;
|
|
; extra = name of the extra this resource section is part of
|
|
; (must have "Resource" in its causes)
|
|
; identifier = single-character identifier used in old savegames. This
|
|
; must be unique for each resource, and changing it will
|
|
; break loading those old savegames.
|
|
; food = increased food production
|
|
; shield = increased shield production
|
|
; trade = increased trade production
|
|
;
|
|
; */ <-- avoid gettext warnings
|
|
|
|
[resource_gold]
|
|
extra = "Gold"
|
|
identifier = "$"
|
|
trade = 6
|
|
# glacier, hills, mountains.
|
|
|
|
[resource_iron]
|
|
extra = "Iron"
|
|
identifier = "/"
|
|
shield = 3
|
|
# mountains.
|
|
|
|
[resource_game]
|
|
extra = "Game"
|
|
identifier = "e"
|
|
food = 2
|
|
shield = 1
|
|
# tundra.
|
|
|
|
[resource_furs]
|
|
extra = "Furs"
|
|
identifier = "u"
|
|
food = 1
|
|
trade = 3
|
|
# tundra-only (beaver pelts).
|
|
|
|
[resource_coal]
|
|
extra = "Coal"
|
|
identifier = "c"
|
|
shield = 2
|
|
# hills.
|
|
|
|
[resource_fish]
|
|
extra = "Fish"
|
|
identifier = "y"
|
|
food = 2
|
|
# ocean.
|
|
|
|
[resource_fruit]
|
|
extra = "Fruit"
|
|
identifier = "f"
|
|
food = 3
|
|
trade = 1
|
|
# jungle.
|
|
|
|
[resource_gems]
|
|
extra = "Gems"
|
|
identifier = "g"
|
|
trade = 4
|
|
# jungle.
|
|
|
|
; "h" reserved for strategic horses
|
|
|
|
[resource_buffalo]
|
|
extra = "Buffalo"
|
|
identifier = "b"
|
|
shield = 2
|
|
# plains (horses => buffalo => cattle).
|
|
|
|
[resource_wheat]
|
|
extra = "Wheat"
|
|
identifier = "j"
|
|
food = 2
|
|
# plains.
|
|
|
|
; "k" reserved for (cane) sugar
|
|
|
|
; "l" reserved for tobacco
|
|
|
|
; "m" reserved for marble
|
|
|
|
[resource_oasis]
|
|
extra = "Oasis"
|
|
identifier = "o"
|
|
food = 3
|
|
# desert.
|
|
|
|
[resource_peat]
|
|
extra = "Peat"
|
|
identifier = "a"
|
|
shield = 4
|
|
# swamp (petroleum => peat => petroleum).
|
|
|
|
[resource_pheasant]
|
|
extra = "Pheasant"
|
|
identifier = "p"
|
|
food = 2
|
|
# forest, forested.
|
|
|
|
; "r" reserved for rubber
|
|
|
|
[resource_bonus]
|
|
extra = "Resources"
|
|
identifier = "r"
|
|
shield = 1
|
|
# grassland.
|
|
|
|
[resource_icy_ivory]
|
|
extra = "Ivory"
|
|
identifier = "i"
|
|
food = 1
|
|
shield = 1
|
|
trade = 4
|
|
# glacier (seals => walrus).
|
|
|
|
[resource_silk]
|
|
extra = "Silk"
|
|
identifier = "s"
|
|
trade = 3
|
|
# forest, wooded.
|
|
|
|
[resource_spice]
|
|
extra = "Spice"
|
|
identifier = "t"
|
|
food = 1
|
|
trade = 4
|
|
# swamp-only.
|
|
|
|
; "u" reserved for uranium
|
|
|
|
[resource_whales]
|
|
extra = "Whales"
|
|
identifier = "v"
|
|
food = 1
|
|
shield = 1
|
|
# ocean (sea).
|
|
|
|
[resource_wine]
|
|
extra = "Wine"
|
|
identifier = "w"
|
|
trade = 4
|
|
# hills-only.
|
|
|
|
[resource_oil]
|
|
extra = "Oil"
|
|
identifier = "x"
|
|
shield = 3 ; glacier used to have 4
|
|
# glacier, desert
|
|
|
|
|
|
[extraui]
|
|
|
|
; Player visible names of the base gui types.
|
|
|
|
; ui_name_base_fortress refers to all bases that have gui_type "Fortress"
|
|
ui_name_base_fortress = _("?gui_type:Build Fort/Fortress/Buoy")
|
|
|
|
; ui_name_base_airbase refers to all bases that have gui_type "Airbase"
|
|
ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase")
|
|
|
|
; /* <-- avoid gettext warnings
|
|
;
|
|
; Each extra, including bases and roads, must have a section here.
|
|
; Bases and roads have additional sections for their specific features below.
|
|
;
|
|
;
|
|
; Extra types:
|
|
;
|
|
; name = translatable name as seen by user
|
|
; rule_name = (optional) internal name for savegames, rulesets
|
|
; etc; if not present, "name" is used for this
|
|
; purpose too. Since the name used in savegames must
|
|
; not change, if you want to rename an item after a
|
|
; ruleset has been released, you should set
|
|
; "rule_name" to the original value of "name".
|
|
; category = How UI should categorize this extra. One of
|
|
; "Infra", "Natural", "Nuisance", "Resource",
|
|
; or "Bonus"
|
|
; causes = events that can create extra type.
|
|
; "Irrigation", "Mine", "Hut", "Pollution", "Fallout",
|
|
; "Appear", "Resource", "Base", or "Road"
|
|
; (the last three require a corresponding
|
|
; [resource_*] / [base_*] / [road_*] section)
|
|
; rmcauses = events that can remove extra type.
|
|
; "Clean", "Pillage", "Disappear", or "Enter"
|
|
; infracost = Number of infrapoints it costs to place this
|
|
; extra. 0, the default, means extra cannot be placed.
|
|
; graphic = tag specifying preferred graphic
|
|
; graphic_alt = tag for alternate graphic if preferred graphic is
|
|
; not present. Can use eg "-" for no alternate
|
|
; graphic
|
|
; activity_gfx = tag specifying graphic for unit building extra
|
|
; This can be "None" to indicate that graphic sprite
|
|
; is not needed.
|
|
; act_gfx_alt = tag for alternative graphic for unit building extra
|
|
; act_gfx_alt2 = tag for second alternative graphic for unit building extra
|
|
; rmact_gfx = tag specifying graphic for unit removing extra
|
|
; This can be "None" to indicate that graphic sprite
|
|
; is not needed.
|
|
; rmact_gfx_alt = tag for alternative graphic for unit removing extra
|
|
; rmact_gfx_alt2 = tag for second alternative graphic for unit removing extra
|
|
; reqs = requirements to build the extra (see effects.ruleset
|
|
; and README.effects for help on requirements)
|
|
; rmreqs = requirements to remove the extra
|
|
; appearance_reqs = spontaneous appearance requirements
|
|
; disappearance_reqs = spontaneous disappearance requirements
|
|
; visibility_req = Tech a player needs to have to see the extra
|
|
; This affects visibility only, for all the rules
|
|
; extra is still there even if player can't see it.
|
|
; buildable = Can extra be built? Defaults to TRUE if extra has
|
|
; any causes indicating it can result from worker
|
|
; activity.
|
|
; If extra is not buildable, it can appear in game
|
|
; only if placed in the editor, it's placed by
|
|
; map generator, or on city tile if the extra
|
|
; also has "AlwaysOnCityCenter" flag set.
|
|
; generated = Can map generator place the extra? Applicable
|
|
; for Hut, Resource, and River extras.
|
|
; build_time = how long it takes a unit to build this extra.
|
|
; Value of 0 (default) means that terrain- and
|
|
; build activity specific time is used instead.
|
|
; build_time_factor = This setting take effect only if build_time is 0.
|
|
; Terrain and activity specific build time will be
|
|
; multiplied by this value (default 1)
|
|
; removal_time = how long it takes a unit to remove this extra.
|
|
; Value of 0 (default) means that terrain- and
|
|
; removal activity specific time is used instead.
|
|
; removal_time_factor = This setting take effect only if removal_time is 0.
|
|
; Terrain and activity specific removal time will be
|
|
; multiplied by this value (default 1)
|
|
; defense_bonus = Percent added to defense when tile has the extra
|
|
; (default none)
|
|
; unit_seen = How opponents see units inside this extra
|
|
; "Normal" - Units are seen normally (default)
|
|
; "Hidden" - Units are hidden from opponents
|
|
; appearance_chance = If extra has cause "Appear" and other requirements
|
|
; for its appearance are fulfilled, this tells how big
|
|
; chance it has to appear each turn. The chance is 1/10000
|
|
; times this value.
|
|
; disappearance_chance = If extra has rmcause "Disappear" and other requirements
|
|
; for its disappearance are fulfilled, this tells how big
|
|
; chance it has to disappear each turn. The chance is 1/10000
|
|
; times this value.
|
|
; native_to = List of unit classes that are considered to
|
|
; be inside the extra when they are on same tile
|
|
; conflicts = List of extras that cannot be on the same tile.
|
|
; Bases with non-zero border_sq automatically conflict
|
|
; with each other.
|
|
; hidden_by = List of extra types that will make this extra
|
|
; type not to show on UI if both present.
|
|
; bridged_over = List of extra types that, if present in tile, will prevent
|
|
; building this extra if can't be bridged over
|
|
; no_aggr_near_city = When at least zero, units inside are not considered
|
|
; aggressive when there`s a friendly city within this distance
|
|
; flags
|
|
; - "NativeTile" = Native units consider tile native regardless of
|
|
; terrain
|
|
; - "Refuel" = Native units can use tile as refuel point
|
|
; - "TerrChangeRemoves" = Extra gets removed when ever terrain changes even
|
|
; if target terrain could support it
|
|
; - "AlwaysOnCityCenter" = City center tiles always have this extra type
|
|
; regardless of its other requirements
|
|
; - "AutoOnCityCenter" = City center tiles will automatically have this
|
|
; extra type if the player can build it
|
|
; - "ConnectLand" = Road style gfx on Oceanic tiles are drawn to
|
|
; connect to adjacent Land tiles even if they have
|
|
; no extra. This affects appearance only
|
|
; - "GlobalWarming" = Instances of this extra on map count towards
|
|
; Global Warming
|
|
; - "NuclearWinter" = Instances of this extra on map count towards
|
|
; Nuclear Winter
|
|
; - "ShowFlag" = Draw owner's flag
|
|
; - "NaturalDefense" = Extra's defense bonus will be counted to "Natural"
|
|
; defense layer. The defense bonus of all the extras
|
|
; located at the tile, native to defending unit,
|
|
; is calculated as a 1 + sum of bonuses from the extras
|
|
; on the default "Fortification" defense layer multiplied
|
|
; by the 1 + sum of bonuses from the extras on the
|
|
; "Natural" layer.
|
|
; - "NoStackDeath" = Units inside do not die all at once when attacked
|
|
; helptext = optional help text string; should escape all raw
|
|
; newlines so that xgettext parsing works
|
|
;
|
|
; */ <-- avoid gettext warnings
|
|
|
|
[extra_irrigation]
|
|
name = _("Irrigation")
|
|
category = "Infra"
|
|
causes = "Irrigation"
|
|
rmcauses = "Pillage"
|
|
graphic = "tx.irrigation"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.irrigation"
|
|
act_gfx_alt = "unit.cultivate"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
build_time = 0
|
|
removal_time = 0
|
|
conflicts = "Mine", "Oil Well"
|
|
hidden_by = "Farmland"
|
|
flags = "IrrigationSource"
|
|
helptext = _("\
|
|
Building an irrigation system on a suitable tile causes it to \
|
|
produce some extra food each turn. Most tiles yield one extra food; \
|
|
a desert with a river will yield two, if it is not already benefiting \
|
|
from an oasis.\
|
|
"), _("\
|
|
Without knowledge of Electricity, irrigation requires a nearby source \
|
|
of water: an ocean, lake, or river tile, or another tile with an \
|
|
irrigation system, must share an edge (not just a corner) with the \
|
|
target tile. However, once irrigated, land remains so even if the \
|
|
water source is removed. Once Electricity is known, any suitable \
|
|
tile may be irrigated without a water source.\
|
|
"), _("\
|
|
Building irrigation on a tile with a mine or oil well will destroy it.\
|
|
"), _("\
|
|
City center tiles get their terrain's irrigation bonus automatically, \
|
|
if there is no conflicting mine or oil well on the tile; however, \
|
|
this does not make cities count as a water source for further \
|
|
irrigation. Irrigation can be built on the city tile simply to allow \
|
|
building further irrigation elsewhere, but will not give the tile any \
|
|
further bonus.\
|
|
")
|
|
|
|
[extra_mine]
|
|
name = _("?extra:Mine")
|
|
category = "Infra"
|
|
causes = "Mine"
|
|
rmcauses = "Pillage"
|
|
graphic = "tx.mine"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.mine"
|
|
act_gfx_alt = "unit.plant"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"TerrainClass", "Oceanic", "Tile", FALSE, TRUE
|
|
"UnitClass", "Sea", "Local", FALSE, TRUE
|
|
}
|
|
build_time = 0
|
|
removal_time = 0
|
|
conflicts = "Irrigation", "Farmland"
|
|
hidden_by = "Oil Well"
|
|
helptext = _("\
|
|
Mines can be built on some types of terrain, which increases the \
|
|
number of production points produced by that tile. Hills and Mountains \
|
|
get an extra 2 production points per tile; other terrains get 1 extra \
|
|
production point.\
|
|
"), _("\
|
|
Building a mine on an irrigated tile will destroy the irrigation.\
|
|
")
|
|
|
|
[extra_oil_well]
|
|
name = _("Oil Well")
|
|
category = "Infra"
|
|
causes = "Mine"
|
|
rmcauses = "Pillage"
|
|
graphic = "tx.oil_mine"
|
|
graphic_alt = "tx.mine"
|
|
activity_gfx = "unit.oil_mine"
|
|
act_gfx_alt = "unit.mine"
|
|
act_gfx_alt2 = "unit.plant"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Tech", "Refining", "Player", TRUE, FALSE
|
|
"TerrainFlag", "Oil", "Tile", TRUE, TRUE
|
|
"Extra", "Mine", "Tile", TRUE, FALSE
|
|
"UnitClass", "Sea", "Local", FALSE, TRUE
|
|
}
|
|
build_time = 0
|
|
removal_time = 0
|
|
conflicts = "Irrigation", "Farmland"
|
|
helptext = _("\
|
|
Once Refining is known, mines on Desert and Glacier tiles can be \
|
|
upgraded to oil wells for an extra production point.\
|
|
")
|
|
|
|
[extra_oil_platform]
|
|
name = _("Oil Platform")
|
|
category = "Infra"
|
|
causes = "Mine"
|
|
rmcauses = "Pillage"
|
|
graphic = "tx.oil_rig"
|
|
graphic_alt = "tx.mine"
|
|
activity_gfx = "unit.oil_rig"
|
|
act_gfx_alt = "unit.mine"
|
|
act_gfx_alt2 = "unit.plant"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present"
|
|
"Tech", "Miniaturization", "Player", TRUE
|
|
"Terrain", "Deep Ocean", "Tile", TRUE
|
|
}
|
|
build_time = 0
|
|
removal_time = 0
|
|
conflicts = "Buoy"
|
|
helptext = _("\
|
|
Oil platforms allow cities with Offshore Platforms to get an extra \
|
|
production point from Deep Ocean tiles.\
|
|
"), _("\
|
|
Oil platforms can be built by Workers and similar units on board ships, \
|
|
or directly by Transport units.\
|
|
")
|
|
|
|
[extra_pollution]
|
|
name = _("?extra:Pollution")
|
|
category = "Nuisance"
|
|
causes = "Pollution"
|
|
rmcauses = "Clean"
|
|
graphic = "tx.pollution"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "unit.pollution"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"TerrainFlag", "NoPollution", "Tile", FALSE, TRUE
|
|
}
|
|
removal_time = 0
|
|
flags = "GlobalWarming"
|
|
helptext = _("\
|
|
Pollution appears on tiles around cities with high production or \
|
|
population, or when a Mfg. Plant suffers an industrial accident. \
|
|
It halves all output from its tile, and contributes to the risk of \
|
|
global warming.\
|
|
"), _("\
|
|
The pollution can only be cleared by dispatching Workers, Migrants, \
|
|
Settlers, Engineers, or a Transport with the \"clean pollution\" order.\
|
|
"), _("\
|
|
Pollution from production is likely to start becoming important as \
|
|
your civilization becomes more industrialized, giving you buildings \
|
|
such as Factory and Power Plant which boost production. Replacing a \
|
|
Power Plant with cleaner forms of energy -- a Hydro Plant / Hoover \
|
|
Dam, Nuclear Plant, or Solar Plant -- will reduce pollution from \
|
|
production, as will a Recycling Center.\
|
|
"), _("\
|
|
The city's population starts adding to pollution with the Factory, \
|
|
Super Highways, Offshore Platform, and Mfg. Plant buildings; each \
|
|
building causes the population to add more to pollution. A Mass \
|
|
Transit will counteract the pollution from two buildings in a city, \
|
|
and the Eiffel Tower wonder will counteract the pollution from one \
|
|
building in all the owner's cities.\
|
|
"), _("\
|
|
The contribution of these factors can be seen in the city dialog; once \
|
|
it exceeds a threshold, the excess is the percent chance of pollution \
|
|
appearing each turn.\
|
|
"), _("\
|
|
When an unused tile becomes polluted, there is the temptation to avoid \
|
|
the effort of cleaning it; but the spread of pollution has far more \
|
|
terrible results than the immediate economic impact -- every polluted \
|
|
tile increases the chance of global warming. Each time global warming \
|
|
advances, the entire world loses coastal land to the sea and to jungles \
|
|
and swamps, and inland tiles are lost to desert. This tends to \
|
|
devastate cities and leads to global impoverishment.\
|
|
"), _("\
|
|
The risk of global warming is cumulative; the longer polluted tiles \
|
|
are left uncleaned, the higher the risk becomes, and the risk can \
|
|
linger for some time even after all pollution has been cleaned. If a \
|
|
long time passes with an elevated risk of warming, its effects will be \
|
|
all the more severe when it does occur.\
|
|
")
|
|
|
|
[extra_hut]
|
|
name = _("Minor Tribe Village")
|
|
rule_name = "Hut"
|
|
category = "Bonus"
|
|
causes = "Hut"
|
|
rmcauses = "Enter"
|
|
graphic = "tx.village"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"TerrainClass", "Land", "Tile"
|
|
"MaxLatitude", "980", "Tile"
|
|
"MinLatitude", "-980", "Tile"
|
|
}
|
|
helptext = _("\
|
|
Villages (also called \"huts\") are primitive communities spread \
|
|
across the world at the beginning of the game. Any land unit can enter \
|
|
a village, making the village disappear and deliver a random response. \
|
|
If the village proves hostile, it could produce barbarians or the unit \
|
|
entering may simply be destroyed. If they are friendly, the player \
|
|
could receive gold, a new technology, a military unit (occasionally a \
|
|
settler; and sometimes a unit that the player cannot yet create), or \
|
|
even a new city.\
|
|
"), _("\
|
|
Later in the game, helicopters may also enter villages, but overflight \
|
|
by other aircraft will cause the villagers to take fright and disband.\
|
|
")
|
|
|
|
[extra_farmland]
|
|
name = _("Farmland")
|
|
category = "Infra"
|
|
causes = "Irrigation"
|
|
rmcauses = "Pillage"
|
|
graphic = "tx.farmland"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.farmland"
|
|
act_gfx_alt = "unit.irrigation"
|
|
act_gfx_alt2 = "unit.cultivate"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
; Note, there are extra restrictions on where farmland can be built
|
|
; through "Build Irrigation" action enablers
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Refrigeration", "Player"
|
|
"Extra", "Irrigation", "Tile"
|
|
}
|
|
build_time = 0
|
|
removal_time = 0
|
|
conflicts = "Mine", "Oil Well"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Once Refrigeration is known, irrigation systems can be upgraded to \
|
|
farmland by irrigating them a second time; if the city working the tile \
|
|
has a Supermarket, a farmland tile provides 50% more food. (Hence, \
|
|
farmland is only useful on tiles which with irrigation yield 2 or more \
|
|
food.)\
|
|
"), _("\
|
|
Farmland on a tile prevents any trade bonus from Super Highways.\
|
|
"), _("\
|
|
Like irrigation, farmland is incompatible with mines and oil wells.\
|
|
")
|
|
|
|
[extra_fallout]
|
|
name = _("Fallout")
|
|
category = "Nuisance"
|
|
causes = "Fallout"
|
|
rmcauses = "Clean"
|
|
graphic = "tx.fallout"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "unit.fallout"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"TerrainFlag", "NoPollution", "Tile", FALSE, TRUE
|
|
}
|
|
removal_time = 0
|
|
flags = "NuclearWinter"
|
|
helptext = _("\
|
|
Nuclear fallout can appear on tiles when a Nuclear unit is \
|
|
detonated, or when a city's Nuclear Plant has an accident. It halves \
|
|
all output from its tile.\
|
|
"), _("\
|
|
Every tile with nuclear fallout also increases the risk of global \
|
|
nuclear winter. If nuclear winter occurs, land across the globe \
|
|
changes into desert, tundra, and ice, and lakes and oceans freeze.\
|
|
"), _("\
|
|
Settlers, Workers, Migrants, Engineers, and Transport units can all \
|
|
clean up nuclear fallout.\
|
|
")
|
|
|
|
[extra_fort]
|
|
name = _("Fort")
|
|
category = "Infra"
|
|
causes = "Base"
|
|
rmcauses = "Pillage"
|
|
graphic = "base.outpost"
|
|
graphic_alt = "base.fortress"
|
|
activity_gfx = "unit.outpost"
|
|
act_gfx_alt = "unit.fortress"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Tech", "Construction", "Player", TRUE, FALSE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Fortress", "Local", TRUE, FALSE
|
|
"CityTile", "Center", "Tile", FALSE, TRUE
|
|
}
|
|
build_time = 0
|
|
build_time_factor = 2
|
|
removal_time = 0
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land"
|
|
conflicts = "Airstrip", "Airbase"
|
|
hidden_by = "Fortress"
|
|
flags = "NativeTile", "DiplomatDefense"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Forts are rapidly-built fortifications providing some defense (+50%) \
|
|
against land units and boats. A fort is also necessary to start building \
|
|
a fortress.\
|
|
")
|
|
|
|
[extra_fortress]
|
|
name = _("Fortress")
|
|
category = "Infra"
|
|
causes = "Base"
|
|
rmcauses = "Pillage"
|
|
graphic = "base.fortress"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.fortress"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Extra", "Fort", "Tile", TRUE, FALSE
|
|
"Tech", "Construction", "Player", TRUE, FALSE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Fortress", "Local", TRUE, FALSE
|
|
"CityTile", "Center", "Tile", FALSE, TRUE
|
|
"Extra", "River", "Tile", FALSE, FALSE
|
|
}
|
|
build_time = 0
|
|
build_time_factor = 2
|
|
removal_time = 0
|
|
native_to = "Land", "Small Land", "Merchant", "Big Land"
|
|
conflicts = "Airstrip", "Airbase"
|
|
no_aggr_near_city = 3
|
|
flags = "NativeTile", "DiplomatDefense"
|
|
helptext = _("\
|
|
Fortresses are more permanent forts; construction on them can only begin \
|
|
once the underlying fort is complete. Forts on River tiles cannot be \
|
|
upgraded to Fortresses.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Compared to a fort, units in a fortress receive extra defense (+50%) \
|
|
against all units (in total, their defense against land units and boats \
|
|
is doubled), and do not count as aggressive if near a friendly city. \
|
|
Any kind of land unit remaining in a fortress for a whole turn without \
|
|
moving recovers a quarter of its hit points.\
|
|
"), _("\
|
|
With Astronomy, fortresses gain watchtowers from which units can see \
|
|
further afield.\
|
|
")
|
|
|
|
[extra_airstrip]
|
|
name = _("Airstrip")
|
|
category = "Infra"
|
|
causes = "Base"
|
|
rmcauses = "Pillage"
|
|
graphic = "base.airstrip"
|
|
graphic_alt = "base.airbase"
|
|
activity_gfx = "unit.airstrip"
|
|
act_gfx_alt = "unit.airbase"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Tech", "Radio", "Player", TRUE, FALSE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Settlers", "Local", TRUE, FALSE
|
|
"CityTile", "Center", "Tile", FALSE, TRUE
|
|
}
|
|
build_time = 0
|
|
build_time_factor = 2
|
|
removal_time = 0
|
|
native_to = "Air", "Helicopter", "Missile"
|
|
conflicts = "Fort", "Fortress"
|
|
hidden_by = "Airbase"
|
|
flags = "Refuel", "ParadropFrom"
|
|
helptext = _("\
|
|
Airstrips are rapidly-built runways allowing air units to land, refuel, \
|
|
and recover outside cities; an aircraft remaining on an airstrip for a \
|
|
whole turn without moving recovers a tenth of its hit points (that is, \
|
|
the same amount it loses each turn while airborne). However, air units on \
|
|
an airstrip are vulnerable to attack by land units.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Any units on an airstrip receive extra defense (+50%) against enemy \
|
|
aircraft.\
|
|
"), _("\
|
|
An airstrip is necessary to start building an airbase.\
|
|
")
|
|
|
|
[extra_airbase]
|
|
name = _("Airbase")
|
|
category = "Infra"
|
|
causes = "Base"
|
|
rmcauses = "Pillage"
|
|
graphic = "base.airbase"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.airbase"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Extra", "Airstrip", "Tile", TRUE, FALSE
|
|
"Tech", "Radio", "Player", TRUE, FALSE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Settlers", "Local", TRUE, FALSE
|
|
"CityTile", "Center", "Tile", FALSE, TRUE
|
|
"Extra", "River", "Tile", FALSE, FALSE
|
|
}
|
|
build_time = 0
|
|
build_time_factor = 2
|
|
removal_time = 0
|
|
native_to = "Air", "Helicopter", "Missile"
|
|
conflicts = "Fort", "Fortress"
|
|
no_aggr_near_city = 3
|
|
flags = "Refuel", "ParadropFrom"
|
|
helptext = _("\
|
|
Airbases are more permanent airstrips; construction on them can only \
|
|
begin once the underlying airstrip is complete. Airstrips on River tiles \
|
|
cannot be upgraded to Airbases.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Compared to an airstrip, units in an airbase receive extra defense (+50%) \
|
|
against all units (in total, their defense against air units and missiles \
|
|
is doubled), do not count as aggressive if near a friendly city, and can \
|
|
see further afield. Also, air units recover more hit points (a third per \
|
|
turn, the same as in a city without an Airport).\
|
|
")
|
|
|
|
[extra_buoy]
|
|
name = _("Buoy")
|
|
category = "Infra"
|
|
causes = "Base"
|
|
rmcauses = "Pillage"
|
|
graphic = "base.buoy"
|
|
graphic_alt = "base.fortress"
|
|
activity_gfx = "unit.buoy"
|
|
act_gfx_alt = "unit.fortress"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Tech", "Radio", "Player", TRUE, FALSE
|
|
"TerrainClass", "Oceanic", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Settlers", "Local", TRUE, FALSE
|
|
"CityTile", "Center", "Tile", FALSE, TRUE
|
|
}
|
|
build_time = 3
|
|
removal_time = 0
|
|
conflicts = "Oil Platform"
|
|
flags = "ShowFlag"
|
|
helptext = _("\
|
|
Buoys may be built in the ocean by Transports (or by worker units on a \
|
|
sea-going vessel) to allow their owner to see the surrounding tiles.\
|
|
")
|
|
|
|
[extra_ruins]
|
|
name = _("Ruins")
|
|
category = "Bonus"
|
|
;causes = ""
|
|
rmcauses = "Pillage"
|
|
graphic = "extra.ruins"
|
|
graphic_alt = "base.ruins"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
"CityTile", "Center", "Tile", FALSE, TRUE
|
|
}
|
|
buildable = FALSE
|
|
removal_time = 0
|
|
flags = "TerrChangeRemoves"
|
|
helptext = _("\
|
|
Ruins mark the former site of a city that was destroyed or abandoned. \
|
|
They have no effect on gameplay.\
|
|
")
|
|
|
|
[extra_road]
|
|
name = _("Road")
|
|
category = "Infra"
|
|
causes = "Road"
|
|
rmcauses = "Pillage"
|
|
graphic = "road.road"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.road"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"UnitFlag", "Settlers", "Local", TRUE, FALSE
|
|
"UnitClass", "Sea", "Local", FALSE, TRUE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
}
|
|
build_time = 0
|
|
removal_time = 0
|
|
native_to = "Land", "Small Land", "Big Land", "Merchant"
|
|
hidden_by = "Railroad", "Maglev"
|
|
bridged_over = "River"
|
|
flags = "NativeTile", "AlwaysOnCityCenter"
|
|
helptext = _("\
|
|
Roads allow your land units to move more quickly, and allow wheeled\
|
|
Big Land units such as Chariots and Catapults to travel through\
|
|
otherwise difficult terrain (Mountains, Jungle, and Swamp).\
|
|
"), _("\
|
|
On some terrains, roads also provide a trade bonus.\
|
|
"), _("\
|
|
Building roads on river tiles requires knowledge of Bridge Building.\
|
|
City center tiles automatically get roads (even on a river tile).\
|
|
")
|
|
|
|
[extra_railroad]
|
|
name = _("Railroad")
|
|
category = "Infra"
|
|
causes = "Road"
|
|
rmcauses = "Pillage"
|
|
graphic = "road.rail"
|
|
graphic_alt = "-"
|
|
activity_gfx = "unit.rail"
|
|
act_gfx_alt = "unit.road"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Tech", "Railroad", "Player", TRUE, FALSE
|
|
"Extra", "Road", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Settlers", "Local", TRUE, FALSE
|
|
"UnitClass", "Sea", "Local", FALSE, TRUE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
}
|
|
build_time = 3
|
|
removal_time = 0
|
|
native_to = "Land", "Small Land", "Big Land", "Merchant"
|
|
flags = "NativeTile", "AutoOnCityCenter"
|
|
hidden_by = "Maglev"
|
|
bridged_over = "River"
|
|
helptext = _("\
|
|
Once you learn the Railroad technology, you may upgrade your roads\
|
|
to railroads. Units travel considerably faster along railroads than\
|
|
along roads.\
|
|
"), _("\
|
|
A railroad also increases any shield resources produced by a tile by half.\
|
|
A tile whose road is upgraded to a railroad retains any trade bonus\
|
|
from the road as well.\
|
|
"), _("\
|
|
City center tiles with roads are automatically upgraded to railroads\
|
|
when you learn the Railroad technology.\
|
|
")
|
|
|
|
[extra_maglev]
|
|
name = _("Maglev")
|
|
category = "Infra"
|
|
causes = "Road"
|
|
rmcauses = "Pillage"
|
|
graphic = "road.maglev"
|
|
graphic_alt = "road.rail"
|
|
activity_gfx = "unit.maglev"
|
|
act_gfx_alt = "unit.road"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
reqs =
|
|
{ "type", "name", "range", "present", "quiet"
|
|
"Tech", "Superconductors", "Player", TRUE, FALSE
|
|
"Extra", "Railroad", "Tile", TRUE, FALSE
|
|
"UnitFlag", "Settlers", "Local", TRUE, FALSE
|
|
"UnitClass", "Sea", "Local", FALSE, TRUE
|
|
"TerrainClass", "Land", "Tile", TRUE, FALSE
|
|
}
|
|
build_time = 3
|
|
removal_time = 0
|
|
native_to = "Land", "Small Land"
|
|
flags = "NativeTile", "AutoOnCityCenter"
|
|
bridged_over = "River"
|
|
helptext = _("\
|
|
With sufficient technology, you may build magnetic levitation systems\
|
|
along your railroad routes. Land and Small Land units expend no\
|
|
movement points when riding a maglev; you may ride indefinitely.\
|
|
(As may your enemies!)\
|
|
"), _("\
|
|
Your regular railroads are still used to carry heavy Big Land and\
|
|
Merchant units for which the maglev system is unsuitable, and they\
|
|
continue to provide production and trade bonuses.\
|
|
"), _("\
|
|
City center tiles with railroads are automatically upgraded to maglev\
|
|
when you learn about Superconductors.\
|
|
")
|
|
|
|
[extra_river]
|
|
name = _("River")
|
|
category = "Natural"
|
|
causes = "Road"
|
|
;rmcauses = ""
|
|
graphic = "road.river"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
buildable = FALSE
|
|
native_to = "Land", "Small Land", "Merchant", "Trireme"
|
|
defense_bonus = 25
|
|
flags = "NativeTile", "IrrigationSource", "AllowsFarmlandOnDesert"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Any land terrain type 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 25%.\
|
|
"), _("\
|
|
Land units may move along rivers for faster travel (but not diagonally).\
|
|
Triremes may also travel up rivers (although later boats cannot).\
|
|
"), _("\
|
|
Roads and railroads can only be built on River tiles if your\
|
|
civilization has learned Bridge Building technology. Fortresses and\
|
|
Airbases cannot be built on River tiles.\
|
|
"), _("\
|
|
Cities built on or next to rivers incur a small risk of flooding,\
|
|
which will destroy stored food.\
|
|
")
|
|
|
|
[extra_gold]
|
|
name = _("Gold")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.gold"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_iron]
|
|
name = _("Iron")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.iron"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_game]
|
|
name = _("?animals:Game")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.tundra_game"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_furs]
|
|
name = _("Furs")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.furs"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_coal]
|
|
name = _("Coal")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.coal"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_fish]
|
|
name = _("Fish")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.fish"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_fruit]
|
|
name = _("Fruit")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.fruit"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_gems]
|
|
name = _("Gems")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.gems"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_buffalo]
|
|
name = _("Buffalo")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.buffalo"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_wheat]
|
|
name = _("Wheat")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.wheat"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_oasis]
|
|
name = _("Oasis")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.oasis"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
flags = "AllowsFarmlandOnDesert"
|
|
|
|
[extra_peat]
|
|
name = _("Peat")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.peat"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_pheasant]
|
|
name = _("Pheasant")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.pheasant"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_resources]
|
|
name = _("Resources")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.grassland_resources"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_ivory]
|
|
name = _("Ivory")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.arctic_ivory"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_silk]
|
|
name = _("Silk")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.silk"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_spice]
|
|
name = _("Spice")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.spice"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_whales]
|
|
name = _("Whales")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.whales"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_wine]
|
|
name = _("Wine")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.wine"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
[extra_oil]
|
|
name = _("Oil")
|
|
category = "Resource"
|
|
causes = "Resource"
|
|
;rmcauses = ""
|
|
graphic = "ts.oil"
|
|
graphic_alt = "-"
|
|
activity_gfx = "None"
|
|
act_gfx_alt = "-"
|
|
act_gfx_alt2 = "-"
|
|
rmact_gfx = "None"
|
|
rmact_gfx_alt = "-"
|
|
rmact_gfx_alt2 = "-"
|
|
|
|
; /* <-- avoid gettext warnings
|
|
;
|
|
; Base types:
|
|
;
|
|
; extra = name of the extra this base section is part of
|
|
; (must have "Base" in its causes)
|
|
; gui_type = How gui should handle this base.
|
|
; Value can be "Fortress", "Airbase", or "Other"
|
|
; See also [extraui] section
|
|
; border_sq = Base will claim land ownership up to this radius,
|
|
; -1 to disable. If enabled, base cannot exist in
|
|
; city tile.
|
|
; Base (and border) ownership will change hands if
|
|
; an enemy unit does "Conquer Extras" to the tile.
|
|
; vision_main_sq = Base will have main layer vision to this radius.
|
|
; Vision initially provided to owner of unit that
|
|
; built base; base will not then change hands unless
|
|
; it also claims territory, or tile has another such
|
|
; base or city, or another base is built (tile only
|
|
; tracks one owner for all bases).
|
|
; vision_invis_sq = Base will have invisible layer vision to this radius
|
|
; vision_subs_sq = Base will have subsurface layer vision to this radius
|
|
;
|
|
; */ <-- avoid gettext warnings
|
|
|
|
[base_fort]
|
|
extra = "Fort"
|
|
gui_type = "Fortress"
|
|
border_sq = -1
|
|
|
|
[base_fortress]
|
|
extra = "Fortress"
|
|
gui_type = "Fortress"
|
|
border_sq = -1
|
|
|
|
[base_airstrip]
|
|
extra = "Airstrip"
|
|
gui_type = "Airbase"
|
|
border_sq = -1
|
|
|
|
[base_airbase]
|
|
extra = "Airbase"
|
|
gui_type = "Airbase"
|
|
border_sq = -1
|
|
|
|
[base_buoy]
|
|
extra = "Buoy"
|
|
gui_type = "Fortress"
|
|
vision_main_sq = 5
|
|
|
|
; /* <-- avoid gettext warnings
|
|
;
|
|
; Road types:
|
|
;
|
|
; extra = name of the extra this road section is part of
|
|
; (must have "Road" in its causes)
|
|
; first_reqs = additional requirements to build the first part of
|
|
; the road, when none of the adjacent tiles have any
|
|
; integrating roads (see effects.ruleset and
|
|
; README.effects for help on requirements)
|
|
; move_cost = how much movement it takes to travel
|
|
; via this road (in fractional move points, as
|
|
; defined by move_fragments)
|
|
; -1 means that road provides no speed bonus.
|
|
; move_mode = how movement costs are applied
|
|
; - "Cardinal" = Road cost applies only on cardinal moves
|
|
; - "Relaxed" = Road cost is normal for cardinal, double for diagonal moves
|
|
; - "FastAlways" = Road cost applies always between two tiles with the roads
|
|
; (default)
|
|
; food_incr_const = food production added to tile regardless of terrain
|
|
; shield_incr_const = shield production added to tile regardless of
|
|
; terrain
|
|
; trade_incr_const = trade production added to tile regardless of
|
|
; terrain
|
|
; food_incr = food production added to tile; multiplied by
|
|
; terrain-specific road_food_incr_pct
|
|
; shield_incr = shield production added to tile; multiplied by
|
|
; terrain-specific road_shield_incr_pct
|
|
; trade_incr = trade production added to tile; multiplied by
|
|
; terrain-specific road_trade_incr_pct
|
|
; food_bonus = percent added to food production
|
|
; shield_bonus = percent added to shield production
|
|
; trade_bonus = percent added to trade production
|
|
; In summary, output bonuses from roads are given by the formula:
|
|
; (base_prod + roads.incr_const + roads.incr*terrain.incr_pct) * roads.bonus
|
|
; compat_special = what kind of pre-2.5 special this road corresponds
|
|
; to, if any: "Road", "Railroad", "River", or "None".
|
|
; Used for loading old savegames.
|
|
; gui_type = How gui should handle this base.
|
|
; Value can be "Road", "Railroad", "Maglev", or "Other"
|
|
; integrates = list of road types that are suitable next steps
|
|
; for travel from this road type; such steps are
|
|
; possible for units native to both roads and don`t
|
|
; get cost from underlying terrain; graphics are
|
|
; drawn accordingly
|
|
; flags
|
|
; - "River" = Automatically generated by map generator, always
|
|
; flowing from land tiles to ocean
|
|
; - "UnrestrictedInfra" = Use of the enemy owned road is not restricted
|
|
; even if server setting 'restrictinfra' is set
|
|
; - "JumpFrom" = Move to a tile nativity providing "JumpTo"
|
|
; road is considered native
|
|
; - "JumpTo" = Move from a tile nativity providing "JumpFrom"
|
|
; road is considered native
|
|
;
|
|
; */ <-- avoid gettext warnings
|
|
|
|
[road_road]
|
|
extra = "Road"
|
|
move_cost = 2
|
|
food_incr = 0
|
|
shield_incr = 0
|
|
trade_incr = 1
|
|
food_bonus = 0
|
|
shield_bonus = 0
|
|
trade_bonus = 0
|
|
compat_special = "Road"
|
|
gui_type = "Road"
|
|
|
|
[road_railroad]
|
|
extra = "Railroad"
|
|
move_cost = 1
|
|
food_incr = 0
|
|
shield_incr = 0
|
|
trade_incr = 0
|
|
food_bonus = 0
|
|
shield_bonus = 50
|
|
trade_bonus = 0
|
|
compat_special = "Railroad"
|
|
gui_type = "Railroad"
|
|
|
|
[road_maglev]
|
|
extra = "Maglev"
|
|
move_cost = 0
|
|
food_incr = 0
|
|
shield_incr = 0
|
|
trade_incr = 0
|
|
food_bonus = 0
|
|
shield_bonus = 0
|
|
trade_bonus = 0
|
|
gui_type = "Maglev"
|
|
|
|
[road_river]
|
|
extra = "River"
|
|
move_cost = 2
|
|
move_mode = "Cardinal"
|
|
trade_incr_const = 1
|
|
compat_special = "River"
|
|
flags = "River"
|
|
gui_type = "Other"
|