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Amiga Plus 2002 #3
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Amiga Plus CD - 2002 - No. 03.iso
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Games
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Freeciv
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data
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civ1
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terrain.ruleset
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2003-01-22
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; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance". If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy. Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.
; Note that the freeciv AI may not cope well with anything more
; than minor changes.
[datafile]
description="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]
; number of "land" tiles required to be adjacent to an ocean tile before
; it may be "reclaimed" into a land tile (0-9; 0=anywhere, 9=nowhere)
ocean_reclaim_requirement=9
; number of "ocean" tiles required to be adjacent to a land tile before
; it may be "channeled" into an ocean tile (0-9; 0=anywhere, 9=nowhere)
land_channel_requirement=9
; 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
; help text for Civ2-style rivers
river_help_text=""
; 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
; percent subtracted from food production if square has fallout
fallout_food_penalty=50
; percent subtracted from shield production if square has fallout
fallout_shield_penalty=50
; percent subtracted from trade production if square has fallout
fallout_trade_penalty=50
; Below: The individual terrain types, one per section.
; For now, the number of such sections must be kept the same (=12).
; Also, terrains should be in the same order as defined in common/map.h,
; and have similar roles/effects, as some things are still hardwired.
; The actual tag used (the * in [terrain_*]) does not matter, except
; it must be unique for each terrain, and it may be used in debug
; output when reading this file.
;
; Notes:
;
; 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 or subjected to fallout.\
")
[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.\
")