; 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="Default tile_type data for Freeciv" options="1.9" [options] 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] ; Percentage of "land" tiles required to be adjacent to an ocean tile before ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, 101=nowhere) ocean_reclaim_requirement_pct = 30 ; Percentage of "ocean" tiles required to be adjacent to a land tile before ; it may be "channeled" into an ocean tile (0-101; 0=anywhere, 101=nowhere) land_channel_requirement_pct = 10 ; 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 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: ; ; 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 "-" ; identifier = single-character identifier used in savegames. This ; must be unique for each terrain, and changing it will ; break savegame compatibility. ; movement_cost = typically 1 to 3 ; defense_bonus = percent added to defense; typically 0% to 200% ; food = normal food production ; shield = normal shield production ; trade = normal trade production ; resources = list of possible resources on this terrain ; 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 ; warmer_wetter_result = result of global warming for wet terrains; one of: ; "no" -- no change; doesn''t count for warming ; "yes" -- no change; counts for warming ; terrain name -- warming changes to that terrain ; warmer_drier_result = result of global warming for dry terrains; ; see warmer_wetter_result ; cooler_wetter_result = result of nuclear winter for wet terrains; ; see warmer_wetter_result ; cooler_drier_result = result of nuclear winter for dry terrains; ; see warmer_wetter_result ; flags = General flags for this terrain: ; - NoBarbs = Barbarians will not be spawned here. ; - NoPollution = Pollution will not be put on this terrain type. ; - NoCities = Cities may not be built or found on this terrain. ; - Starter = Players will only be started on "Starter" terrain. ; - CanHaveRiver = Set to 1 if this terrain can have river on it (the ; actual chance of river generation is controlled ; separately). ; - UnsafeCoast = This terrain does not provide a safe coast for ; F_TRIRIEME units. ; - Unsafe = This terrain is unsafe for alll units that travel ; on it. ; - Oceanic = This is an "ocean" terrain. This has a big effect ; on gameplay. Naval units can move on oceanic terrain, ; while land units cannot. Oceanic tiles can be used ; as a water source for irrigation. Cities built next ; to oceanic terrain can build naval improvements and ; units. Most terrain improvements can only be built ; on land. Oceanic terrain has no zones of control. ; The list goes on. ; property_* = specific property % values used by mapgen. Most ; terrains will have 0 for most values. ; - mountainous = degree to which this terrain is mountainous ; - green = how much life this terrain has ; - foliage = how much thick undergrowth the terrain has ; - tropical = how "tropical" the terrain is (high temperature) ; - temperate = how "temperate" the terrain is (med temperature) ; - cold = how "cold" the terrain is (low temperature) ; - frozen = how "frozen" the terrain is (very low temperature) ; - wet = how "wet" the terrain is (moisture) ; - dry = how "dry" the terrain is (moisture) ; - ocean_depth = the depth of an ocean, as a percentage ; helptext = optional help text string; should escape all raw ; newlines so that xgettext parsing works [terrain_glacier] name = _("Glacier") graphic = "arctic" graphic_alt = "-" identifier = "a" movement_cost = 4 defense_bonus = 0 food = 0 shield = 0 trade = 0 resources = "Ivory", "Oil" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" flags = "NoBarbs", "NoCities", "CanHaveRiver" property_frozen = 100 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] name = _("Desert") graphic = "desert" graphic_alt = "-" identifier = "d" movement_cost = 2 defense_bonus = 0 food = 0 shield = 1 trade = 0 resources = "Oasis", "Oil" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "Swamp" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" flags = "CanHaveRiver" property_dry = 100 property_tropical = 50 helptext = _("\ Deserts are regions of extreme dryness, making agriculture and\ trade very difficult.\ ") [terrain_forest] name = _("Forest") graphic = "forest" graphic_alt = "-" identifier = "f" movement_cost = 3 defense_bonus = 50 food = 1 shield = 2 trade = 0 resources = "Pheasant", "Silk" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "Jungle" warmer_drier_result = "Desert" cooler_wetter_result = "no" cooler_drier_result = "no" flags = "Starter","CanHaveRiver" property_temperate = 50 property_foliage = 50 helptext = _("\ Forests are densely wooded, making agriculture somewhat\ problematic.\ ") [terrain_grassland] name = _("Grassland") graphic = "grassland" graphic_alt = "-" identifier = "g" movement_cost = 1 defense_bonus = 0 food = 2 shield = 0 trade = 0 resources = "Resources" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "Swamp" warmer_drier_result = "Desert" cooler_wetter_result = "Desert" cooler_drier_result = "Tundra" flags = "Starter", "CanHaveRiver" property_temperate = 50 property_green = 50 helptext = _("\ Grasslands afford exceptional agricultural opportunities.\ ") [terrain_hills] name = _("Hills") graphic = "hills" graphic_alt = "-" identifier = "h" movement_cost = 3 defense_bonus = 100 food = 1 shield = 0 trade = 0 resources = "Coal", "Wine" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" flags = "Starter", "CanHaveRiver" property_green = 50 property_mountainous = 30 helptext = _("\ In addition to being amenable to agriculture, Hills are frequently\ rich in resources.\ ") [terrain_jungle] name = _("Jungle") graphic = "jungle" graphic_alt = "-" identifier = "j" movement_cost = 5 defense_bonus = 50 food = 1 shield = 0 trade = 0 resources = "Gems", "Fruit" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "Desert" cooler_drier_result = "Tundra" flags = "CanHaveRiver" property_tropical = 50 property_foliage = 50 property_wet = 50 helptext = _("\ Jungles are densely overgrown, making agriculture somewhat\ problematic.\ ") [terrain_mountains] name = _("Mountains") graphic = "mountains" graphic_alt = "-" identifier = "m" movement_cost = 6 defense_bonus = 200 food = 0 shield = 1 trade = 0 resources = "Gold", "Iron" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" flags = "CanHaveRiver" property_mountainous = 70 helptext = _("\ Mountains are regions of extreme altitude, making agriculture and\ trade very difficult.\ ") [terrain_ocean] name = _("Ocean") graphic = "ocean" graphic_alt = "-" identifier = " " movement_cost = 1 defense_bonus = 0 food = 1 shield = 0 trade = 2 resources = "Fish", "Whales" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" flags = "Oceanic", "NoPollution", "UnsafeCoast", "NoCities" property_ocean_depth = 10 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] name = _("Plains") graphic = "plains" graphic_alt = "-" identifier = "p" movement_cost = 1 defense_bonus = 0 food = 1 shield = 1 trade = 0 resources = "Buffalo", "Wheat" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "Swamp" warmer_drier_result = "Desert" cooler_wetter_result = "Desert" cooler_drier_result = "Tundra" flags = "Starter", "CanHaveRiver" property_green = 50 property_temperate = 50 helptext = _("\ Plains are very broad, sparse regions, which makes trade slightly\ inconvenient.\ ") [terrain_swamp] name = _("Swamp") graphic = "swamp" graphic_alt = "-" identifier = "s" movement_cost = 4 defense_bonus = 50 food = 1 shield = 0 trade = 0 resources = "Peat", "Spice" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "Desert" cooler_drier_result = "Tundra" flags = "CanHaveRiver" property_wet = 100 property_foliage = 10 helptext = _("\ Swamps suffer from an over-abundance of water, making agriculture\ somewhat problematic.\ ") [terrain_tundra] name = _("Tundra") graphic = "tundra" graphic_alt = "-" identifier = "t" movement_cost = 2 defense_bonus = 0 food = 1 shield = 0 trade = 0 resources = "?animals:Game", "Furs" 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 rail_time = 3 airbase_time = 3 fortress_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "no" cooler_wetter_result = "Glacier" cooler_drier_result = "Glacier" flags = "Starter", "NoBarbs", "CanHaveRiver" property_cold = 50 helptext = _("\ Tundra are broad, cold regions, fit for some agriculture and little\ else.\ ") [resource_ivory] name = _("Ivory") graphic = "ts.arctic_ivory" graphic_alt = "-" food = 1 shield = 1 trade = 4 identifier = "i" [resource_oil] name = _("Oil") graphic = "ts.oil" graphic_alt = "-" shield = 3 identifier = "x" [resource_oasis] name = _("Oasis") graphic = "ts.oasis" graphic_alt = "-" food = 3 identifier = "o" [resource_pheasant] name = _("Pheasant") graphic = "ts.pheasant" graphic_alt = "-" food = 2 identifier = "p" [resource_silk] name = _("Silk") graphic = "ts.silk" graphic_alt = "-" trade = 3 identifier = "s" [resource_resources] name = _("Resources") graphic = "ts.grassland_resources" graphic_alt = "-" shield = 1 identifier = "r" [resource_coal] name = _("Coal") graphic = "ts.coal" graphic_alt = "-" shield = 2 identifier = "c" [resource_wine] name = _("Wine") graphic = "ts.wine" graphic_alt = "-" trade = 4 identifier = "w" [resource_gems] name = _("Gems") graphic = "ts.gems" graphic_alt = "-" trade = 4 identifier = "g" [resource_fruit] name = _("Fruit") graphic = "ts.fruit" graphic_alt = "-" food = 3 trade = 1 identifier = "f" [resource_gold] name = _("Gold") graphic = "ts.gold" graphic_alt = "-" trade = 6 identifier = "$" [resource_iron] name = _("Iron") graphic = "ts.iron" graphic_alt = "-" shield = 3 identifier = "/" [resource_fish] name = _("Fish") graphic = "ts.fish" graphic_alt = "-" food = 2 identifier = "y" [resource_whales] name = _("Whales") graphic = "ts.whales" graphic_alt = "-" food = 1 shield = 1 identifier = "v" [resource_buffalo] name = _("Buffalo") graphic = "ts.buffalo" graphic_alt = "-" shield = 2 identifier = "b" [resource_wheat] name = _("Wheat") graphic = "ts.wheat" graphic_alt = "-" food = 2 identifier = "j" [resource_peat] name = _("Peat") graphic = "ts.peat" graphic_alt = "-" shield = 4 identifier = "a" [resource_spice] name = _("Spice") graphic = "ts.spice" graphic_alt = "-" food = 2 trade = 4 identifier = "t" [resource_game] name = _("?animals:Game") graphic = "ts.tundra_game" graphic_alt = "-" food = 2 shield = 1 identifier = "e" [resource_furs] name = _("Furs") graphic = "ts.furs" graphic_alt = "-" food = 1 trade = 3 identifier = "u"