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Text File  |  2003-01-22  |  17KB  |  579 lines

  1.  
  2. ; Modifying this file:
  3. ; You should not modify this file except to make bugfixes or
  4. ; for other "maintenance".  If you want to make custom changes,
  5. ; you should create a new datadir subdirectory and copy this file
  6. ; into that directory, and then modify that copy.  Then use the
  7. ; command "rulesetdir <mysubdir>" in the server to have freeciv
  8. ; use your new customized file.
  9.  
  10. ; Note that the freeciv AI may not cope well with anything more
  11. ; than minor changes.
  12.  
  13. [datafile]
  14. description="Civ1 tile_type data for Freeciv"
  15. options="1.9"
  16.  
  17. [options]
  18. river_style=1        ; 1 means Civ1-style, 2 means Civ2-style
  19. may_road=1           ; 0 means no, 1 means yes
  20. may_irrigate=1       ; 0 means no, 1 means yes
  21. may_mine=1           ; 0 means no, 1 means yes
  22. may_transform=0      ; 0 means no, 1 means yes
  23.  
  24. [parameters]
  25.  
  26. ; number of "land" tiles required to be adjacent to an ocean tile before
  27. ; it may be "reclaimed" into a land tile (0-9; 0=anywhere, 9=nowhere)
  28. ocean_reclaim_requirement=9
  29.  
  30. ; number of "ocean" tiles required to be adjacent to a land tile before
  31. ; it may be "channeled" into an ocean tile (0-9; 0=anywhere, 9=nowhere)
  32. land_channel_requirement=9
  33.  
  34. ; special movement costs for rivers:
  35. ;   0 - normal movement cost for rivers (matches Civ1)
  36. ;   1 - 1/3 movement cost, but only when moving exactly along rivers,
  37. ;       diagonal moves incur full terrain movement costs (matches Civ2)
  38. ;   2 - 1/3 movement cost directly along river, 2/3 for diagonals (this
  39. ;       is effectively the same as '1', as if you had done the two moves,
  40. ;       except for differences relating to ZOC, etc.)
  41. ;   3 - 1/3 movement cost for any river to river move (classic Freeciv)
  42. river_move_mode=0
  43.  
  44. ; percent added to defense if square is Civ2-style river
  45. river_defense_bonus=0
  46.  
  47. ; amount added to trade production if square is Civ2-style river
  48. river_trade_incr=0
  49.  
  50. ; help text for Civ2-style rivers
  51. river_help_text=""
  52.  
  53. ; percent added to defense if square has fortress
  54. fortress_defense_bonus=100
  55.  
  56. ; percent added to trade production if road and city has superhighways
  57. road_superhighway_trade_bonus=0
  58.  
  59. ; percent added to food production if square has railroad
  60. rail_food_bonus=50
  61.  
  62. ; percent added to shield production if square has railroad
  63. rail_shield_bonus=50
  64.  
  65. ; percent added to trade production if square has railroad
  66. rail_trade_bonus=50
  67.  
  68. ; percent added to food production if farmland and city has supermarket
  69. farmland_supermarket_food_bonus=0
  70.  
  71. ; percent subtracted from food production if square is polluted
  72. pollution_food_penalty=50
  73.  
  74. ; percent subtracted from shield production if square is polluted
  75. pollution_shield_penalty=50
  76.  
  77. ; percent subtracted from trade production if square is polluted
  78. pollution_trade_penalty=50
  79.  
  80. ; percent subtracted from food production if square has fallout
  81. fallout_food_penalty=50
  82.  
  83. ; percent subtracted from shield production if square has fallout
  84. fallout_shield_penalty=50
  85.  
  86. ; percent subtracted from trade production if square has fallout
  87. fallout_trade_penalty=50
  88.  
  89. ; Below: The individual terrain types, one per section.
  90. ; For now, the number of such sections must be kept the same (=12).
  91. ; Also, terrains should be in the same order as defined in common/map.h,
  92. ; and have similar roles/effects, as some things are still hardwired.
  93. ; The actual tag used (the * in [terrain_*]) does not matter, except 
  94. ; it must be unique for each terrain, and it may be used in debug 
  95. ; output when reading this file.
  96. ;
  97. ; Notes:
  98. ;
  99. ; terrain_name         = name as seen by user; if "unused", it is not used
  100. ; graphic              = preferred base graphics tag in tilespec; must have
  101. ;                        tags with extensions _n0s0e0e0 etc.
  102. ; graphic_alt          = alternate graphics tag if preferred is not found;
  103. ;                        should be a standard tag if preferred is not;
  104. ;             otherwise may be "-"
  105. ; movement_cost        = typically 1 to 3
  106. ; defense_bonus        = 10 times actual; typically 10 to 30 (1.0 to 3.0)
  107. ; food                 = normal food production
  108. ; shield               = normal shield production
  109. ; trade                = normal trade production
  110. ; special_1_name       = name of special; if "none", special is not used
  111. ; graphic_special_1    = full tilespec tag
  112. ; graphic_special_1a   = alternate
  113. ; food_special_1       = special (1) food production
  114. ; shield_special_1     = special (1) shield production
  115. ; trade_special_1      = special (1) trade production
  116. ; special_2_name       = name of special; if "none", special is not used
  117. ; graphic_special_2    = full tilespec tag
  118. ; graphic_special_2a   = alternate
  119. ; food_special_2       = special (2) food production
  120. ; shield_special_2     = special (2) shield production
  121. ; trade_special_2      = special (2) trade production
  122. ; road_trade_incr      = increment to trade if square has road
  123. ; road_time            = time to build road; if 0, cannot build road
  124. ; irrigation_result    = result of irrigation; one of:
  125. ;                        "no"  -- cannot irrigate
  126. ;                        "yes" -- can irrigate
  127. ;                        terrain name -- irrigation changes to that terrain
  128. ; irrigation_food_incr = increment to food if square is irrigated
  129. ; irrigation_time      = time to irrigate; if 0, cannot irrigate
  130. ; mining_result        = result of mining; one of:
  131. ;                        "no"  -- cannot mine
  132. ;                        "yes" -- can mine
  133. ;                        terrain name -- mining changes to that terrain
  134. ; mining_shield_incr   = increment to shields if square is mined
  135. ; mining_time          = time to mine; if 0, cannot mine
  136. ; transform_result     = result of transformation; one of:
  137. ;                        "no"  -- cannot transform
  138. ;                        terrain name -- transformation changes to that terrain
  139. ; transform_time       = time to transform; if 0, cannot transform
  140. ; helptext           = optional help text string; should escape all raw 
  141. ;                 newlines so that xgettext parsing works
  142.  
  143. [terrain_arctic]
  144. terrain_name         = _("Arctic")
  145. graphic              = "t.arctic"
  146. graphic_alt         = "-"
  147. movement_cost        = 2
  148. defense_bonus        = 10
  149. food                 = 0
  150. shield               = 0
  151. trade                = 0
  152. special_1_name       = _("Seals")
  153. graphic_special_1    = "ts.seals"
  154. graphic_special_1a   = "-"
  155. food_special_1       = 2
  156. shield_special_1     = 0
  157. trade_special_1      = 0
  158. special_2_name       = "none"
  159. graphic_special_2    = "-"
  160. graphic_special_2a   = "-"
  161. food_special_2       = 0
  162. shield_special_2     = 0
  163. trade_special_2      = 0
  164. road_trade_incr      = 0
  165. road_time            = 4
  166. irrigation_result    = "no"
  167. irrigation_food_incr = 0
  168. irrigation_time      = 0
  169. mining_result        = "no"
  170. mining_shield_incr   = 0
  171. mining_time          = 0
  172. transform_result     = "no"
  173. transform_time       = 0
  174. helptext         = _("\
  175. Arctic squares are found only in the most northerly or southerly\
  176.  reaches of the world.  They are very cold, and hence difficult to\
  177.  work with.\
  178. ")
  179.  
  180. [terrain_desert]
  181. terrain_name         = _("Desert")
  182. graphic              = "t.desert"
  183. graphic_alt         = "-"
  184. movement_cost        = 1
  185. defense_bonus        = 10
  186. food                 = 0
  187. shield               = 1
  188. trade                = 0
  189. special_1_name       = _("Oasis")
  190. graphic_special_1    = "ts.oasis"
  191. graphic_special_1a   = "-"
  192. food_special_1       = 3
  193. shield_special_1     = 1
  194. trade_special_1      = 0
  195. special_2_name       = "none"
  196. graphic_special_2    = "-"
  197. graphic_special_2a   = "-"
  198. food_special_2       = 0
  199. shield_special_2     = 0
  200. trade_special_2      = 0
  201. road_trade_incr      = 1
  202. road_time            = 2
  203. irrigation_result    = "yes"
  204. irrigation_food_incr = 1
  205. irrigation_time      = 5
  206. mining_result        = "yes"
  207. mining_shield_incr   = 1
  208. mining_time          = 5
  209. transform_result     = "no"
  210. transform_time       = 0
  211. helptext         = _("\
  212. Deserts are regions of extreme dryness, making agriculture and\
  213.  trade very difficult.\
  214. ")
  215.  
  216. [terrain_forest]
  217. terrain_name         = _("Forest")
  218. graphic              = "t.forest"
  219. graphic_alt         = "-"
  220. movement_cost        = 2
  221. defense_bonus        = 15
  222. food                 = 1
  223. shield               = 2
  224. trade                = 0
  225. special_1_name       = _("?animals:Game")
  226. graphic_special_1    = "ts.forest_game"
  227. graphic_special_1a   = "-"
  228. food_special_1       = 3
  229. shield_special_1     = 2
  230. trade_special_1      = 0
  231. special_2_name       = "none"
  232. graphic_special_2    = "-"
  233. graphic_special_2a   = "-"
  234. food_special_2       = 0
  235. shield_special_2     = 0
  236. trade_special_2      = 0
  237. road_trade_incr      = 0
  238. road_time            = 4
  239. irrigation_result    = "Plains"
  240. irrigation_food_incr = 0
  241. irrigation_time      = 5
  242. mining_result        = "no"
  243. mining_shield_incr   = 0
  244. mining_time          = 0
  245. transform_result     = "no"
  246. transform_time       = 0
  247. helptext         = _("\
  248. Forests are densely wooded, making agriculture somewhat\
  249.  problematic.\
  250. ")
  251.  
  252. [terrain_grassland]
  253. terrain_name         = _("Grassland")
  254. graphic              = "t.grassland"
  255. graphic_alt         = "-"
  256. movement_cost        = 1
  257. defense_bonus        = 10
  258. food                 = 2
  259. shield               = 0
  260. trade                = 0
  261. special_1_name       = _("Resources")
  262. graphic_special_1    = "ts.grassland_resources"
  263. graphic_special_1a   = "-"
  264. food_special_1       = 2
  265. shield_special_1     = 1
  266. trade_special_1      = 0
  267. special_2_name       = "none"
  268. graphic_special_2    = "-"
  269. graphic_special_2a   = "-"
  270. food_special_2       = 0
  271. shield_special_2     = 0
  272. trade_special_2      = 0
  273. road_trade_incr      = 1
  274. road_time            = 2
  275. irrigation_result    = "yes"
  276. irrigation_food_incr = 1
  277. irrigation_time      = 5
  278. mining_result        = "Forest"
  279. mining_shield_incr   = 0
  280. mining_time          = 10
  281. transform_result     = "no"
  282. transform_time       = 0
  283. helptext         = _("\
  284. Grasslands afford exceptional agricultural opportunities.\
  285. ")
  286.  
  287. [terrain_hills]
  288. terrain_name         = _("Hills")
  289. graphic              = "t.hills"
  290. graphic_alt         = "-"
  291. movement_cost        = 2
  292. defense_bonus        = 20
  293. food                 = 1
  294. shield               = 0
  295. trade                = 0
  296. special_1_name       = _("Coal")
  297. graphic_special_1    = "ts.coal"
  298. graphic_special_1a   = "-"
  299. food_special_1       = 1
  300. shield_special_1     = 2
  301. trade_special_1      = 0
  302. special_2_name       = "none"
  303. graphic_special_2    = "-"
  304. graphic_special_2a   = "-"
  305. food_special_2       = 0
  306. shield_special_2     = 0
  307. trade_special_2      = 0
  308. road_trade_incr      = 0
  309. road_time            = 4
  310. irrigation_result    = "yes"
  311. irrigation_food_incr = 1
  312. irrigation_time      = 10
  313. mining_result        = "yes"
  314. mining_shield_incr   = 3
  315. mining_time          = 10
  316. transform_result     = "no"
  317. transform_time       = 0
  318. helptext         = _("\
  319. In addition to being amenable to agriculture, Hills are frequently\
  320.  rich in resources.\
  321. ")
  322.  
  323. [terrain_jungle]
  324. terrain_name         = _("Jungle")
  325. graphic              = "t.jungle"
  326. graphic_alt         = "-"
  327. movement_cost        = 2
  328. defense_bonus        = 15
  329. food                 = 1
  330. shield               = 0
  331. trade                = 0
  332. special_1_name       = _("Gems")
  333. graphic_special_1    = "ts.gems"
  334. graphic_special_1a   = "-"
  335. food_special_1       = 1
  336. shield_special_1     = 0
  337. trade_special_1      = 4
  338. special_2_name       = "none"
  339. graphic_special_2    = "-"
  340. graphic_special_2a   = "-"
  341. food_special_2       = 0
  342. shield_special_2     = 0
  343. trade_special_2      = 0
  344. road_trade_incr      = 0
  345. road_time            = 4
  346. irrigation_result    = "Grassland"
  347. irrigation_food_incr = 0
  348. irrigation_time      = 15
  349. mining_result        = "Forest"
  350. mining_shield_incr   = 0
  351. mining_time          = 15
  352. transform_result     = "no"
  353. transform_time       = 0
  354. helptext         = _("\
  355. Jungles are densely overgrown, making agriculture somewhat\
  356.  problematic.\
  357. ")
  358.  
  359. [terrain_mountains]
  360. terrain_name         = _("Mountains")
  361. graphic              = "t.mountains"
  362. graphic_alt         = "-"
  363. movement_cost        = 3
  364. defense_bonus        = 30
  365. food                 = 0
  366. shield               = 1
  367. trade                = 0
  368. special_1_name       = _("Gold")
  369. graphic_special_1    = "ts.gold"
  370. graphic_special_1a   = "-"
  371. food_special_1       = 0
  372. shield_special_1     = 1
  373. trade_special_1      = 6
  374. special_2_name       = "none"
  375. graphic_special_2    = "-"
  376. graphic_special_2a   = "-"
  377. food_special_2       = 0
  378. shield_special_2     = 0
  379. trade_special_2      = 0
  380. road_trade_incr      = 0
  381. road_time            = 6
  382. irrigation_result    = "no"
  383. irrigation_food_incr = 0
  384. irrigation_time      = 0
  385. mining_result        = "yes"
  386. mining_shield_incr   = 1
  387. mining_time          = 10
  388. transform_result     = "no"
  389. transform_time       = 0
  390. helptext         = _("\
  391. Mountains are regions of extreme altitude, making agriculture and\
  392.  trade very difficult.\
  393. ")
  394.  
  395. [terrain_ocean]
  396. terrain_name         = _("Ocean")
  397. graphic              = "t.ocean"
  398. graphic_alt         = "-"
  399. movement_cost        = 1
  400. defense_bonus        = 10
  401. food                 = 1
  402. shield               = 0
  403. trade                = 2
  404. special_1_name       = _("Fish")
  405. graphic_special_1    = "ts.fish"
  406. graphic_special_1a   = "-"
  407. food_special_1       = 3
  408. shield_special_1     = 0
  409. trade_special_1      = 2
  410. special_2_name       = "none"
  411. graphic_special_2    = "-"
  412. graphic_special_2a   = "-"
  413. food_special_2       = 0
  414. shield_special_2     = 0
  415. trade_special_2      = 0
  416. road_trade_incr      = 0
  417. road_time            = 0
  418. irrigation_result    = "no"
  419. irrigation_food_incr = 0
  420. irrigation_time      = 0
  421. mining_result        = "no"
  422. mining_shield_incr   = 0
  423. mining_time          = 0
  424. transform_result     = "no"
  425. transform_time       = 0
  426. helptext         = _("\
  427. Oceans cover much of the world, and only sea units (Triremes and\
  428.  other boats) can travel on them.\
  429. \n\n\
  430. Ocean squares can never be polluted or subjected to fallout.\
  431. ")
  432.  
  433. [terrain_plains]
  434. terrain_name         = _("Plains")
  435. graphic              = "t.plains"
  436. graphic_alt         = "-"
  437. movement_cost        = 1
  438. defense_bonus        = 10
  439. food                 = 1
  440. shield               = 1
  441. trade                = 0
  442. special_1_name       = _("Horses")
  443. graphic_special_1    = "ts.horses"
  444. graphic_special_1a   = "-"
  445. food_special_1       = 1
  446. shield_special_1     = 3
  447. trade_special_1      = 0
  448. special_2_name       = "none"
  449. graphic_special_2    = "-"
  450. graphic_special_2a   = "-"
  451. food_special_2       = 0
  452. shield_special_2     = 0
  453. trade_special_2      = 0
  454. road_trade_incr      = 1
  455. road_time            = 2
  456. irrigation_result    = "yes"
  457. irrigation_food_incr = 1
  458. irrigation_time      = 5
  459. mining_result        = "Forest"
  460. mining_shield_incr   = 0
  461. mining_time          = 15
  462. transform_result     = "no"
  463. transform_time       = 0
  464. helptext         = _("\
  465. Plains are very broad, sparse regions, which makes trade slightly\
  466.  inconvenient.\
  467. ")
  468.  
  469. [terrain_river]
  470. terrain_name         = _("River")
  471. graphic              = "t.t_river"
  472. graphic_alt         = "-"
  473. movement_cost        = 1
  474. defense_bonus        = 15
  475. food                 = 2
  476. shield               = 0
  477. trade                = 1
  478. special_1_name       = _("Resources")
  479. graphic_special_1    = "ts.river_resources"
  480. graphic_special_1a   = "-"
  481. food_special_1       = 2
  482. shield_special_1     = 1
  483. trade_special_1      = 1
  484. special_2_name       = "none"
  485. graphic_special_2    = "-"
  486. graphic_special_2a   = "-"
  487. food_special_2       = 0
  488. shield_special_2     = 0
  489. trade_special_2      = 0
  490. road_trade_incr      = 0
  491. road_time            = 2
  492. irrigation_result    = "yes"
  493. irrigation_food_incr = 1
  494. irrigation_time      = 5
  495. mining_result        = "no"
  496. mining_shield_incr   = 0
  497. mining_time          = 0
  498. transform_result     = "no"
  499. transform_time       = 0
  500. helptext         = _("\
  501. In addition to providing for fishing, Rivers make for excellent\
  502.  lines of communications and trade.\
  503. \n\n\
  504. Roads and railroads can only be built on River squares if your\
  505.  civilization has learned Bridge Building technology.\
  506. ")
  507.  
  508. [terrain_swamp]
  509. terrain_name         = _("Swamp")
  510. graphic              = "t.swamp"
  511. graphic_alt         = "-"
  512. movement_cost        = 2
  513. defense_bonus        = 15
  514. food                 = 1
  515. shield               = 0
  516. trade                = 0
  517. special_1_name       = _("Oil")
  518. graphic_special_1    = "ts.oil"
  519. graphic_special_1a   = "-"
  520. food_special_1       = 1
  521. shield_special_1     = 4
  522. trade_special_1      = 0
  523. special_2_name       = "none"
  524. graphic_special_2    = "-"
  525. graphic_special_2a   = "-"
  526. food_special_2       = 0
  527. shield_special_2     = 0
  528. trade_special_2      = 0
  529. road_trade_incr      = 0
  530. road_time            = 4
  531. irrigation_result    = "Grassland"
  532. irrigation_food_incr = 0
  533. irrigation_time      = 15
  534. mining_result        = "Forest"
  535. mining_shield_incr   = 0
  536. mining_time          = 15
  537. transform_result     = "no"
  538. transform_time       = 0
  539. helptext         = _("\
  540. Swamps suffer from an over-abundance of water, making agriculture\
  541.  somewhat problematic.\
  542. ")
  543.  
  544. [terrain_tundra]
  545. terrain_name         = _("Tundra")
  546. graphic              = "t.tundra"
  547. graphic_alt         = "-"
  548. movement_cost        = 1
  549. defense_bonus        = 10
  550. food                 = 1
  551. shield               = 0
  552. trade                = 0
  553. special_1_name       = _("?animals:Game")
  554. graphic_special_1    = "ts.tundra_game"
  555. graphic_special_1a   = "-"
  556. food_special_1       = 3
  557. shield_special_1     = 0
  558. trade_special_1      = 0
  559. special_2_name       = "none"
  560. graphic_special_2    = "-"
  561. graphic_special_2a   = "-"
  562. food_special_2       = 0
  563. shield_special_2     = 0
  564. trade_special_2      = 0
  565. road_trade_incr      = 0
  566. road_time            = 2
  567. irrigation_result    = "no"
  568. irrigation_food_incr = 0
  569. irrigation_time      = 0
  570. mining_result        = "no"
  571. mining_shield_incr   = 0
  572. mining_time          = 0
  573. transform_result     = "no"
  574. transform_time       = 0
  575. helptext         = _("\
  576. Tundra are broad, cold regions, fit for some agriculture and little\
  577.  else.\
  578. ")
  579.