; 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 " 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="History tile_type data for Freeciv" options="1.9" [options] river_style=2 ; 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=1 ; 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=3 ; 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=1 ; 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=1 ; percent added to defense if square is Civ2-style river river_defense_bonus=50 ; amount added to trade production if square is Civ2-style river river_trade_incr=1 ; help text for Civ2-style rivers river_help_text=_("\ Any terrain type (except Ocean) 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 50%. Finally, land units may move along a River (but\ not diagonally); movement along a River costs only 1/3 of a movement point.\ \n\n\ Roads and railroads can only be built on River squares if your\ civilization has learned Bridge Building technology.\ ") ; 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=50 ; percent added to food production if square has railroad rail_food_bonus=0 ; 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=0 ; percent added to food production if farmland and city has supermarket farmland_supermarket_food_bonus=50 ; 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_glacier] terrain_name = _("Glacier") graphic = "t.arctic" graphic_alt = "-" movement_cost = 2 defense_bonus = 10 food = 0 shield = 0 trade = 0 special_1_name = _("Ivory") graphic_special_1 = "ts.arctic_ivory" graphic_special_1a = "-" food_special_1 = 1 shield_special_1 = 1 trade_special_1 = 4 special_2_name = _("Oil") graphic_special_2 = "ts.arctic_oil" graphic_special_2a = "ts.oil" food_special_2 = 0 shield_special_2 = 4 trade_special_2 = 0 road_trade_incr = 0 road_time = 4 irrigation_result = "no" irrigation_food_incr = 0 irrigation_time = 0 mining_result = "yes" mining_shield_incr = 1 mining_time = 10 transform_result = "Tundra" transform_time = 24 helptext = _("\ Glaciers 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 = _("Oil") graphic_special_2 = "ts.oil" graphic_special_2a = "-" food_special_2 = 0 shield_special_2 = 4 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 = "Plains" transform_time = 24 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 = _("Pheasant") graphic_special_1 = "ts.pheasant" graphic_special_1a = "-" food_special_1 = 3 shield_special_1 = 2 trade_special_1 = 0 special_2_name = _("Silk") graphic_special_2 = "ts.silk" graphic_special_2a = "-" food_special_2 = 1 shield_special_2 = 2 trade_special_2 = 3 road_trade_incr = 0 road_time = 4 irrigation_result = "Plains" irrigation_food_incr = 0 irrigation_time = 5 mining_result = "Swamp" mining_shield_incr = 0 mining_time = 15 transform_result = "Grassland" transform_time = 24 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 = _("Resources") graphic_special_2 = "ts.grassland_resources" graphic_special_2a = "-" food_special_2 = 2 shield_special_2 = 1 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 = "Hills" transform_time = 24 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 = _("Wine") graphic_special_2 = "ts.wine" graphic_special_2a = "-" food_special_2 = 1 shield_special_2 = 0 trade_special_2 = 4 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 = "Plains" transform_time = 24 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 = _("Fruit") graphic_special_2 = "ts.fruit" graphic_special_2a = "-" food_special_2 = 4 shield_special_2 = 0 trade_special_2 = 1 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 = "Plains" transform_time = 24 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 = _("Iron") graphic_special_2 = "ts.iron" graphic_special_2a = "-" food_special_2 = 0 shield_special_2 = 4 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 = "Hills" transform_time = 24 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 = _("Whales") graphic_special_2 = "ts.whales" graphic_special_2a = "-" food_special_2 = 2 shield_special_2 = 2 trade_special_2 = 3 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 = "Swamp" transform_time = 36 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 = _("Buffalo") graphic_special_1 = "ts.buffalo" graphic_special_1a = "-" food_special_1 = 1 shield_special_1 = 3 trade_special_1 = 0 special_2_name = _("Wheat") graphic_special_2 = "ts.wheat" graphic_special_2a = "-" food_special_2 = 3 shield_special_2 = 1 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 = "Grassland" transform_time = 24 helptext = _("\ Plains are very broad, sparse regions, which makes trade slightly\ inconvenient.\ ") [terrain_unused_0] terrain_name = "unused" graphic = "-" graphic_alt = "-" movement_cost = 0 defense_bonus = 00 food = 0 shield = 0 trade = 0 special_1_name = "none" graphic_special_1 = "-" graphic_special_1a = "-" food_special_1 = 0 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 = 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 [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 = _("Peat") graphic_special_1 = "ts.peat" graphic_special_1a = "-" food_special_1 = 1 shield_special_1 = 4 trade_special_1 = 0 special_2_name = _("Spice") graphic_special_2 = "ts.spice" graphic_special_2a = "-" food_special_2 = 3 shield_special_2 = 0 trade_special_2 = 4 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 = "Ocean" transform_time = 36 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 = 1 trade_special_1 = 0 special_2_name = _("Furs") graphic_special_2 = "ts.furs" graphic_special_2a = "-" food_special_2 = 2 shield_special_2 = 0 trade_special_2 = 3 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 = "Desert" transform_time = 24 helptext = _("\ Tundra are broad, cold regions, fit for some agriculture and little\ else.\ ")