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Text File  |  2003-01-22  |  18KB  |  580 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="Default tile_type data for Freeciv"
  15. options="1.9"
  16.  
  17. [options]
  18. river_style=2        ; 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=1      ; 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=3
  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=1
  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=1
  43.  
  44. ; percent added to defense if square is Civ2-style river
  45. river_defense_bonus=50
  46.  
  47. ; amount added to trade production if square is Civ2-style river
  48. river_trade_incr=1
  49.  
  50. ; help text for Civ2-style rivers
  51. river_help_text=_("\
  52. Any terrain type (except Ocean) may have a River on it.  A River adds 1\
  53.  trade to the resources produced by that tile.  It also increases a tile's\
  54.  defense factor by 50%.  Finally, land units may move along a River (but\
  55.  not diagonally); movement along a River costs only 1/3 of a movement point.\
  56. \n\n\
  57. Roads and railroads can only be built on River squares if your\
  58.  civilization has learned Bridge Building technology.\
  59. ")
  60.  
  61. ; percent added to defense if square has fortress
  62. fortress_defense_bonus=100
  63.  
  64. ; percent added to trade production if road and city has superhighways
  65. road_superhighway_trade_bonus=50
  66.  
  67. ; percent added to food production if square has railroad
  68. rail_food_bonus=0
  69.  
  70. ; percent added to shield production if square has railroad
  71. rail_shield_bonus=50
  72.  
  73. ; percent added to trade production if square has railroad
  74. rail_trade_bonus=0
  75.  
  76. ; percent added to food production if farmland and city has supermarket
  77. farmland_supermarket_food_bonus=50
  78.  
  79. ; percent subtracted from food production if square is polluted
  80. pollution_food_penalty=50
  81.  
  82. ; percent subtracted from shield production if square is polluted
  83. pollution_shield_penalty=50
  84.  
  85. ; percent subtracted from trade production if square is polluted
  86. pollution_trade_penalty=50
  87.  
  88. ; percent subtracted from food production if square has fallout
  89. fallout_food_penalty=50
  90.  
  91. ; percent subtracted from shield production if square has fallout
  92. fallout_shield_penalty=50
  93.  
  94. ; percent subtracted from trade production if square has fallout
  95. fallout_trade_penalty=50
  96.  
  97. ; Below: The individual terrain types, one per section.
  98. ; For now, the number of such sections must be kept the same (=12).
  99. ; Also, terrains should be in the same order as defined in common/map.h,
  100. ; and have similar roles/effects, as some things are still hardwired.
  101. ; The actual tag used (the * in [terrain_*]) does not matter, except 
  102. ; it must be unique for each terrain, and it may be used in debug 
  103. ; output when reading this file.
  104. ;
  105. ; Notes:
  106. ;
  107. ; terrain_name         = name as seen by user; if "unused", it is not used
  108. ; graphic              = preferred base graphics tag in tilespec; must have
  109. ;                        tags with extensions _n0s0e0e0 etc.
  110. ; graphic_alt          = alternate graphics tag if preferred is not found;
  111. ;                        should be a standard tag if preferred is not;
  112. ;             otherwise may be "-"
  113. ; movement_cost        = typically 1 to 3
  114. ; defense_bonus        = 10 times actual; typically 10 to 30 (1.0 to 3.0)
  115. ; food                 = normal food production
  116. ; shield               = normal shield production
  117. ; trade                = normal trade production
  118. ; special_1_name       = name of special; if "none", special is not used
  119. ; graphic_special_1    = full tilespec tag
  120. ; graphic_special_1a   = alternate
  121. ; food_special_1       = special (1) food production
  122. ; shield_special_1     = special (1) shield production
  123. ; trade_special_1      = special (1) trade production
  124. ; special_2_name       = name of special; if "none", special is not used
  125. ; graphic_special_2    = full tilespec tag
  126. ; graphic_special_2a   = alternate
  127. ; food_special_2       = special (2) food production
  128. ; shield_special_2     = special (2) shield production
  129. ; trade_special_2      = special (2) trade production
  130. ; road_trade_incr      = increment to trade if square has road
  131. ; road_time            = time to build road; if 0, cannot build road
  132. ; irrigation_result    = result of irrigation; one of:
  133. ;                        "no"  -- cannot irrigate
  134. ;                        "yes" -- can irrigate
  135. ;                        terrain name -- irrigation changes to that terrain
  136. ; irrigation_food_incr = increment to food if square is irrigated
  137. ; irrigation_time      = time to irrigate; if 0, cannot irrigate
  138. ; mining_result        = result of mining; one of:
  139. ;                        "no"  -- cannot mine
  140. ;                        "yes" -- can mine
  141. ;                        terrain name -- mining changes to that terrain
  142. ; mining_shield_incr   = increment to shields if square is mined
  143. ; mining_time          = time to mine; if 0, cannot mine
  144. ; transform_result     = result of transformation; one of:
  145. ;                        "no"  -- cannot transform
  146. ;                        terrain name -- transformation changes to that terrain
  147. ; transform_time       = time to transform; if 0, cannot transform
  148. ; helptext           = optional help text string; should escape all raw 
  149. ;                 newlines so that xgettext parsing works
  150.  
  151. [terrain_glacier]
  152. terrain_name         = _("Glacier")
  153. graphic              = "t.arctic"
  154. graphic_alt         = "-"
  155. movement_cost        = 2
  156. defense_bonus        = 10
  157. food                 = 0
  158. shield               = 0
  159. trade                = 0
  160. special_1_name       = _("Ivory")
  161. graphic_special_1    = "ts.arctic_ivory"
  162. graphic_special_1a   = "-"
  163. food_special_1       = 1
  164. shield_special_1     = 1
  165. trade_special_1      = 4
  166. special_2_name       = _("Oil")
  167. graphic_special_2    = "ts.arctic_oil"
  168. graphic_special_2a   = "ts.oil"
  169. food_special_2       = 0
  170. shield_special_2     = 4
  171. trade_special_2      = 0
  172. road_trade_incr      = 0
  173. road_time            = 4
  174. irrigation_result    = "no"
  175. irrigation_food_incr = 0
  176. irrigation_time      = 0
  177. mining_result        = "yes"
  178. mining_shield_incr   = 1
  179. mining_time          = 10
  180. transform_result     = "Tundra"
  181. transform_time       = 24
  182. helptext         = _("\
  183. Glaciers are found only in the most northerly or southerly\
  184.  reaches of the world.  They are very cold, and hence difficult to\
  185.  work with.\
  186. ")
  187.  
  188. [terrain_desert]
  189. terrain_name         = _("Desert")
  190. graphic              = "t.desert"
  191. graphic_alt         = "-"
  192. movement_cost        = 1
  193. defense_bonus        = 10
  194. food                 = 0
  195. shield               = 1
  196. trade                = 0
  197. special_1_name       = _("Oasis")
  198. graphic_special_1    = "ts.oasis"
  199. graphic_special_1a   = "-"
  200. food_special_1       = 3
  201. shield_special_1     = 1
  202. trade_special_1      = 0
  203. special_2_name       = _("Oil")
  204. graphic_special_2    = "ts.oil"
  205. graphic_special_2a   = "-"
  206. food_special_2       = 0
  207. shield_special_2     = 4
  208. trade_special_2      = 0
  209. road_trade_incr      = 1
  210. road_time            = 2
  211. irrigation_result    = "yes"
  212. irrigation_food_incr = 1
  213. irrigation_time      = 5
  214. mining_result        = "yes"
  215. mining_shield_incr   = 1
  216. mining_time          = 5
  217. transform_result     = "Plains"
  218. transform_time       = 24
  219. helptext         = _("\
  220. Deserts are regions of extreme dryness, making agriculture and\
  221.  trade very difficult.\
  222. ")
  223.  
  224. [terrain_forest]
  225. terrain_name         = _("Forest")
  226. graphic              = "t.forest"
  227. graphic_alt         = "-"
  228. movement_cost        = 2
  229. defense_bonus        = 15
  230. food                 = 1
  231. shield               = 2
  232. trade                = 0
  233. special_1_name       = _("Pheasant")
  234. graphic_special_1    = "ts.pheasant"
  235. graphic_special_1a   = "-"
  236. food_special_1       = 3
  237. shield_special_1     = 2
  238. trade_special_1      = 0
  239. special_2_name       = _("Silk")
  240. graphic_special_2    = "ts.silk"
  241. graphic_special_2a   = "-"
  242. food_special_2       = 1
  243. shield_special_2     = 2
  244. trade_special_2      = 3
  245. road_trade_incr      = 0
  246. road_time            = 4
  247. irrigation_result    = "Plains"
  248. irrigation_food_incr = 0
  249. irrigation_time      = 5
  250. mining_result        = "Swamp"
  251. mining_shield_incr   = 0
  252. mining_time          = 15
  253. transform_result     = "Grassland"
  254. transform_time       = 24
  255. helptext         = _("\
  256. Forests are densely wooded, making agriculture somewhat\
  257.  problematic.\
  258. ")
  259.  
  260. [terrain_grassland]
  261. terrain_name         = _("Grassland")
  262. graphic              = "t.grassland"
  263. graphic_alt         = "-"
  264. movement_cost        = 1
  265. defense_bonus        = 10
  266. food                 = 2
  267. shield               = 0
  268. trade                = 0
  269. special_1_name       = _("Resources")
  270. graphic_special_1    = "ts.grassland_resources"
  271. graphic_special_1a   = "-"
  272. food_special_1       = 2
  273. shield_special_1     = 1
  274. trade_special_1      = 0
  275. special_2_name       = _("Resources")
  276. graphic_special_2    = "ts.grassland_resources"
  277. graphic_special_2a   = "-"
  278. food_special_2       = 2
  279. shield_special_2     = 1
  280. trade_special_2      = 0
  281. road_trade_incr      = 1
  282. road_time            = 2
  283. irrigation_result    = "yes"
  284. irrigation_food_incr = 1
  285. irrigation_time      = 5
  286. mining_result        = "Forest"
  287. mining_shield_incr   = 0
  288. mining_time          = 10
  289. transform_result     = "Hills"
  290. transform_time       = 24
  291. helptext         = _("\
  292. Grasslands afford exceptional agricultural opportunities.\
  293. ")
  294.  
  295. [terrain_hills]
  296. terrain_name         = _("Hills")
  297. graphic              = "t.hills"
  298. graphic_alt         = "-"
  299. movement_cost        = 2
  300. defense_bonus        = 20
  301. food                 = 1
  302. shield               = 0
  303. trade                = 0
  304. special_1_name       = _("Coal")
  305. graphic_special_1    = "ts.coal"
  306. graphic_special_1a   = "-"
  307. food_special_1       = 1
  308. shield_special_1     = 2
  309. trade_special_1      = 0
  310. special_2_name       = _("Wine")
  311. graphic_special_2    = "ts.wine"
  312. graphic_special_2a   = "-"
  313. food_special_2       = 1
  314. shield_special_2     = 0
  315. trade_special_2      = 4
  316. road_trade_incr      = 0
  317. road_time            = 4
  318. irrigation_result    = "yes"
  319. irrigation_food_incr = 1
  320. irrigation_time      = 10
  321. mining_result        = "yes"
  322. mining_shield_incr   = 3
  323. mining_time          = 10
  324. transform_result     = "Plains"
  325. transform_time       = 24
  326. helptext         = _("\
  327. In addition to being amenable to agriculture, Hills are frequently\
  328.  rich in resources.\
  329. ")
  330.  
  331. [terrain_jungle]
  332. terrain_name         = _("Jungle")
  333. graphic              = "t.jungle"
  334. graphic_alt         = "-"
  335. movement_cost        = 2
  336. defense_bonus        = 15
  337. food                 = 1
  338. shield               = 0
  339. trade                = 0
  340. special_1_name       = _("Gems")
  341. graphic_special_1    = "ts.gems"
  342. graphic_special_1a   = "-"
  343. food_special_1       = 1
  344. shield_special_1     = 0
  345. trade_special_1      = 4
  346. special_2_name       = _("Fruit")
  347. graphic_special_2    = "ts.fruit"
  348. graphic_special_2a   = "-"
  349. food_special_2       = 4
  350. shield_special_2     = 0
  351. trade_special_2      = 1
  352. road_trade_incr      = 0
  353. road_time            = 4
  354. irrigation_result    = "Grassland"
  355. irrigation_food_incr = 0
  356. irrigation_time      = 15
  357. mining_result        = "Forest"
  358. mining_shield_incr   = 0
  359. mining_time          = 15
  360. transform_result     = "Plains"
  361. transform_time       = 24
  362. helptext         = _("\
  363. Jungles are densely overgrown, making agriculture somewhat\
  364.  problematic.\
  365. ")
  366.  
  367. [terrain_mountains]
  368. terrain_name         = _("Mountains")
  369. graphic              = "t.mountains"
  370. graphic_alt         = "-"
  371. movement_cost        = 3
  372. defense_bonus        = 30
  373. food                 = 0
  374. shield               = 1
  375. trade                = 0
  376. special_1_name       = _("Gold")
  377. graphic_special_1    = "ts.gold"
  378. graphic_special_1a   = "-"
  379. food_special_1       = 0
  380. shield_special_1     = 1
  381. trade_special_1      = 6
  382. special_2_name       = _("Iron")
  383. graphic_special_2    = "ts.iron"
  384. graphic_special_2a   = "-"
  385. food_special_2       = 0
  386. shield_special_2     = 4
  387. trade_special_2      = 0
  388. road_trade_incr      = 0
  389. road_time            = 6
  390. irrigation_result    = "no"
  391. irrigation_food_incr = 0
  392. irrigation_time      = 0
  393. mining_result        = "yes"
  394. mining_shield_incr   = 1
  395. mining_time          = 10
  396. transform_result     = "Hills"
  397. transform_time       = 24
  398. helptext         = _("\
  399. Mountains are regions of extreme altitude, making agriculture and\
  400.  trade very difficult.\
  401. ")
  402.  
  403. [terrain_ocean]
  404. terrain_name         = _("Ocean")
  405. graphic              = "t.ocean"
  406. graphic_alt         = "-"
  407. movement_cost        = 1
  408. defense_bonus        = 10
  409. food                 = 1
  410. shield               = 0
  411. trade                = 2
  412. special_1_name       = _("Fish")
  413. graphic_special_1    = "ts.fish"
  414. graphic_special_1a   = "-"
  415. food_special_1       = 3
  416. shield_special_1     = 0
  417. trade_special_1      = 2
  418. special_2_name       = _("Whales")
  419. graphic_special_2    = "ts.whales"
  420. graphic_special_2a   = "-"
  421. food_special_2       = 2
  422. shield_special_2     = 2
  423. trade_special_2      = 3
  424. road_trade_incr      = 0
  425. road_time            = 0
  426. irrigation_result    = "no"
  427. irrigation_food_incr = 0
  428. irrigation_time      = 0
  429. mining_result        = "no"
  430. mining_shield_incr   = 0
  431. mining_time          = 0
  432. transform_result     = "Swamp"
  433. transform_time       = 36
  434. helptext         = _("\
  435. Oceans cover much of the world, and only sea units (Triremes and\
  436.  other boats) can travel on them.\
  437. \n\n\
  438. Ocean squares can never be polluted or subjected to fallout.\
  439. ")
  440.  
  441. [terrain_plains]
  442. terrain_name         = _("Plains")
  443. graphic              = "t.plains"
  444. graphic_alt         = "-"
  445. movement_cost        = 1
  446. defense_bonus        = 10
  447. food                 = 1
  448. shield               = 1
  449. trade                = 0
  450. special_1_name       = _("Buffalo")
  451. graphic_special_1    = "ts.buffalo"
  452. graphic_special_1a   = "-"
  453. food_special_1       = 1
  454. shield_special_1     = 3
  455. trade_special_1      = 0
  456. special_2_name       = _("Wheat")
  457. graphic_special_2    = "ts.wheat"
  458. graphic_special_2a   = "-"
  459. food_special_2       = 3
  460. shield_special_2     = 1
  461. trade_special_2      = 0
  462. road_trade_incr      = 1
  463. road_time            = 2
  464. irrigation_result    = "yes"
  465. irrigation_food_incr = 1
  466. irrigation_time      = 5
  467. mining_result        = "Forest"
  468. mining_shield_incr   = 0
  469. mining_time          = 15
  470. transform_result     = "Grassland"
  471. transform_time       = 24
  472. helptext         = _("\
  473. Plains are very broad, sparse regions, which makes trade slightly\
  474.  inconvenient.\
  475. ")
  476.  
  477. [terrain_unused_0]
  478. terrain_name         = "unused"
  479. graphic              = "-"
  480. graphic_alt         = "-"
  481. movement_cost        = 0
  482. defense_bonus        = 00
  483. food                 = 0
  484. shield               = 0
  485. trade                = 0
  486. special_1_name       = "none"
  487. graphic_special_1    = "-"
  488. graphic_special_1a   = "-"
  489. food_special_1       = 0
  490. shield_special_1     = 0
  491. trade_special_1      = 0
  492. special_2_name       = "none"
  493. graphic_special_2    = "-"
  494. graphic_special_2a   = "-"
  495. food_special_2       = 0
  496. shield_special_2     = 0
  497. trade_special_2      = 0
  498. road_trade_incr      = 0
  499. road_time            = 0
  500. irrigation_result    = "no"
  501. irrigation_food_incr = 0
  502. irrigation_time      = 0
  503. mining_result        = "no"
  504. mining_shield_incr   = 0
  505. mining_time          = 0
  506. transform_result     = "no"
  507. transform_time       = 0
  508.  
  509. [terrain_swamp]
  510. terrain_name         = _("Swamp")
  511. graphic              = "t.swamp"
  512. graphic_alt         = "-"
  513. movement_cost        = 2
  514. defense_bonus        = 15
  515. food                 = 1
  516. shield               = 0
  517. trade                = 0
  518. special_1_name       = _("Peat")
  519. graphic_special_1    = "ts.peat"
  520. graphic_special_1a   = "-"
  521. food_special_1       = 1
  522. shield_special_1     = 4
  523. trade_special_1      = 0
  524. special_2_name       = _("Spice")
  525. graphic_special_2    = "ts.spice"
  526. graphic_special_2a   = "-"
  527. food_special_2       = 3
  528. shield_special_2     = 0
  529. trade_special_2      = 4
  530. road_trade_incr      = 0
  531. road_time            = 4
  532. irrigation_result    = "Grassland"
  533. irrigation_food_incr = 0
  534. irrigation_time      = 15
  535. mining_result        = "Forest"
  536. mining_shield_incr   = 0
  537. mining_time          = 15
  538. transform_result     = "Ocean"
  539. transform_time       = 36
  540. helptext         = _("\
  541. Swamps suffer from an over-abundance of water, making agriculture\
  542.  somewhat problematic.\
  543. ")
  544.  
  545. [terrain_tundra]
  546. terrain_name         = _("Tundra")
  547. graphic              = "t.tundra"
  548. graphic_alt         = "-"
  549. movement_cost        = 1
  550. defense_bonus        = 10
  551. food                 = 1
  552. shield               = 0
  553. trade                = 0
  554. special_1_name       = _("?animals:Game")
  555. graphic_special_1    = "ts.tundra_game"
  556. graphic_special_1a   = "-"
  557. food_special_1       = 3
  558. shield_special_1     = 1
  559. trade_special_1      = 0
  560. special_2_name       = _("Furs")
  561. graphic_special_2    = "ts.furs"
  562. graphic_special_2a   = "-"
  563. food_special_2       = 2
  564. shield_special_2     = 0
  565. trade_special_2      = 3
  566. road_trade_incr      = 0
  567. road_time            = 2
  568. irrigation_result    = "yes"
  569. irrigation_food_incr = 1
  570. irrigation_time      = 5
  571. mining_result        = "no"
  572. mining_shield_incr   = 0
  573. mining_time          = 0
  574. transform_result     = "Desert"
  575. transform_time       = 24
  576. helptext         = _("\
  577. Tundra are broad, cold regions, fit for some agriculture and little\
  578.  else.\
  579. ")
  580.