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