; 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="Civ2Civ3 tile_type data for Freeciv" options="+Freeciv-2.3-ruleset" [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 a water tile before ; it may be "reclaimed" into a land tile (0-101; 0=anywhere, default 101=nowhere) ocean_reclaim_requirement = 30 ; Percentage of "water" tiles required to be adjacent to a land tile before ; it may be "channeled" into a water tile (0-101; 0=anywhere, default 101=nowhere) land_channel_requirement = 10 ; Bodies of water up to this size are considered freshwater lakes, if there is ; also terrain type(s) with flag "FreshWater" in the ruleset. lake_max_size = 14 ; There is no resources in the middle of the oceans, only near coast ocean_resources = 0 ; 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 tile is Civ2-style river river_defense_bonus=25 ; amount added to trade production if tile is Civ2-style river river_trade_incr=1 ; help text for Civ2-style rivers river_help_text=_("\ Any land terrain type 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 25%.\ "), _("\ Roads and railroads can only be built on River tiles if your\ civilization has learned Bridge Building technology.\ ") ; percent added to trade production if road and city has superhighways road_superhighway_trade_bonus=0 ; percent added to food production if tile has railroad rail_food_bonus=0 ; percent added to shield production if tile has railroad rail_shield_bonus=50 ; percent added to trade production if tile has railroad rail_trade_bonus=0 ; percent subtracted from food production if tile is polluted pollution_food_penalty=50 ; percent subtracted from shield production if tile is polluted pollution_shield_penalty=50 ; percent subtracted from trade production if tile is polluted pollution_trade_penalty=50 ; percent subtracted from food production if tile has fallout fallout_food_penalty=50 ; percent subtracted from shield production if tile has fallout fallout_shield_penalty=50 ; percent subtracted from trade production if tile has fallout fallout_trade_penalty=50 ; /* <-- avoid gettext warnings ; ; The individual terrain types, one per section. ; Roughly sorted by identifier. ; The actual tag used (the * in [terrain_*]) must be unique for each terrain, ; should contain the specific strings found in the nation city_name lists, ; and may be used in debug output when reading this file. ; Some have been chosen to avoid the city_name lists (_peaks, _water). ; ; Notes: ; ; name = translatable name as seen by user; if "unused", it is ; not used, but is included for conversion and/or the ; editor. ; rule_name = (optional) name for savegames, rulesets etc; if not ; present, 'name' is used. Since the name used in ; savegames must not change, use this when renaming a ; terrain after a ruleset has been released. ; graphic = preferred graphic [tile_*] in tilespec. ; graphic_alt = alternate graphic [tile_*] when preferred is not found; ; 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 tile 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 section -- irrigation changes to that terrain ; irrigation_food_incr = increment to food if tile 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 section -- mining changes to that terrain ; mining_shield_incr = increment to shields if tile is mined ; mining_time = time to mine; if 0, cannot mine ; transform_result = result of transformation; one of: ; "no" -- cannot transform ; terrain section -- 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; does not count for warming ; "yes" -- no change; counts for warming ; terrain section -- 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 ; native_to = List of unit classes that can move here ; flags = General flags for this terrain: ; - NoBarbs = Barbarians will not be spawned here. ; - NoCities = Cities may not be built or found on this terrain. ; - NoPollution = Pollution and Fallout will not be put on this ; terrain type. ; - 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 voyage for ; F_TRIRIEME units. ; - 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. ; - FreshWater = This terrain is used for small bodies of water. ; 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 an average level ; helptext = optional help text string; should escape all raw ; newlines so that xgettext parsing works ; ; */ <-- avoid gettext warnings [terrain_lake] name = _("Lake") graphic = "lake" graphic_alt = "coast" identifier = "+" movement_cost = 1 defense_bonus = 0 food = 2 shield = 0 trade = 2 resources = "resource_fish" 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 = "terrain_grassland" transform_time = 36 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "terrain_swamp" cooler_wetter_result = "terrain_glacier" cooler_drier_result = "terrain_tundra" native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme" flags = "Oceanic", "NoCities", "NoPollution", "FreshWater" property_ocean_depth = 0 helptext = _("\ Lakes are substantial bodies of fresh water.\ ") [terrain_ocean] name = _("Ocean") graphic = "coast" graphic_alt = "-" identifier = " " movement_cost = 1 defense_bonus = 0 food = 1 shield = 0 trade = 2 resources = "resource_fish", "resource_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 = "terrain_swamp" transform_time = 36 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "terrain_deep_ocean" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "terrain_glacier" native_to = "Sea", "Air", "Missile", "Helicopter", "Trireme" flags = "Oceanic", "NoCities", "UnsafeCoast" property_ocean_depth = 32 helptext = _("\ Shallow oceans are mostly found near coastlines, and are often rich\ sources of food and other resources. They can be traversed by sea\ units, including Triremes.\ ") [terrain_deep_ocean] name = _("Deep Ocean") graphic = "floor" graphic_alt = "coast" identifier = ":" movement_cost = 1 defense_bonus = 0 food = 0 shield = 0 trade = 2 ;resources = "none" 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 rail_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" native_to = "Sea", "Air", "Missile", "Helicopter" flags = "Oceanic", "NoCities", "NoPollution", "UnsafeCoast" property_ocean_depth = 87 helptext = _("\ Deep oceans cover much of the world away from coastlines, and only\ seaworthy units (not including Triremes) can travel on them.\ ") [terrain_glacier] name = _("Glacier") graphic = "arctic" graphic_alt = "-" identifier = "a" movement_cost = 2 defense_bonus = 0 food = 0 shield = 0 trade = 0 resources = "resource_icy_ivory", "resource_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 = "terrain_lake" transform_time = 36 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "terrain_lake" warmer_drier_result = "terrain_tundra" cooler_wetter_result = "no" cooler_drier_result = "no" native_to = "Land", "Small Land", "Air", "Missile", "Helicopter" 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 = 1 defense_bonus = 0 food = 0 shield = 1 trade = 0 resources = "resource_oasis", "resource_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 = "terrain_plains" transform_time = 24 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "terrain_swamp" warmer_drier_result = "no" cooler_wetter_result = "terrain_tundra" cooler_drier_result = "no" native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter" flags = "CanHaveRiver" property_dry = 100 property_tropical = 50 property_temperate = 20 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 = 2 defense_bonus = 25 food = 1 shield = 2 trade = 0 resources = "resource_pheasant", "resource_silk" road_trade_incr = 0 road_time = 4 irrigation_result = "terrain_plains" irrigation_food_incr = 0 irrigation_time = 10 mining_result = "no" mining_shield_incr = 0 mining_time = 0 transform_result = "terrain_grassland" transform_time = 24 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "terrain_jungle" warmer_drier_result = "no" cooler_wetter_result = "no" cooler_drier_result = "no" native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter" flags = "Starter", "CanHaveRiver", "NoPollution" property_cold = 20 property_wet = 20 property_foliage = 50 property_temperate = 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 = "resource_bonus" road_trade_incr = 1 road_time = 2 irrigation_result = "yes" irrigation_food_incr = 1 irrigation_time = 5 mining_result = "terrain_forest" mining_shield_incr = 0 mining_time = 15 transform_result = "terrain_hills" transform_time = 24 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "terrain_swamp" warmer_drier_result = "terrain_desert" cooler_wetter_result = "terrain_tundra" cooler_drier_result = "terrain_tundra" native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter" flags = "Starter", "CanHaveRiver" property_green = 50 property_temperate = 50 helptext = _("\ Grasslands afford exceptional agricultural opportunities.\ ") [terrain_hills] name = _("Hills") graphic = "hills" graphic_alt = "-" identifier = "h" movement_cost = 2 defense_bonus = 50 food = 1 shield = 1 trade = 0 resources = "resource_coal", "resource_wine" road_trade_incr = 0 road_time = 4 irrigation_result = "yes" irrigation_food_incr = 1 irrigation_time = 10 mining_result = "yes" mining_shield_incr = 2 mining_time = 10 transform_result = "terrain_plains" transform_time = 24 rail_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" native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter" 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 = 2 defense_bonus = 25 food = 1 shield = 1 trade = 0 resources = "resource_gems", "resource_fruit" road_trade_incr = 0 road_time = 4 irrigation_result = "terrain_swamp" irrigation_food_incr = 0 irrigation_time = 5 mining_result = "no" mining_shield_incr = 0 mining_time = 0 transform_result = "terrain_plains" transform_time = 24 rail_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 = "terrain_forest" native_to = "Land", "Small Land", "Air", "Missile", "Helicopter" flags = "CanHaveRiver", "NoPollution" property_foliage = 50 property_tropical = 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 = 3 defense_bonus = 100 food = 0 shield = 1 trade = 0 resources = "resource_gold", "resource_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 = "no" transform_time = 0 rail_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" native_to = "Land", "Small Land", "Air", "Missile", "Helicopter" flags = "NoCities", "CanHaveRiver" property_mountainous = 70 helptext = _("\ Mountains are regions of extreme altitude, making agriculture and\ trade very difficult.\ ") [terrain_plains] name = _("Plains") graphic = "plains" graphic_alt = "-" identifier = "p" movement_cost = 1 defense_bonus = 0 food = 1 shield = 1 trade = 0 resources = "resource_buffalo", "resource_wheat" road_trade_incr = 1 road_time = 2 irrigation_result = "yes" irrigation_food_incr = 1 irrigation_time = 5 mining_result = "terrain_forest" mining_shield_incr = 0 mining_time = 15 transform_result = "terrain_grassland" transform_time = 24 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "terrain_swamp" warmer_drier_result = "terrain_desert" cooler_wetter_result = "terrain_tundra" cooler_drier_result = "terrain_desert" native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter" 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 = 2 defense_bonus = 25 food = 1 shield = 0 trade = 0 resources = "resource_peat", "resource_spice" road_trade_incr = 0 road_time = 4 irrigation_result = "yes" irrigation_food_incr = 1 irrigation_time = 10 mining_result = "no" mining_shield_incr = 0 mining_time = 0 transform_result = "terrain_grassland" transform_time = 24 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "terrain_desert" cooler_wetter_result = "no" cooler_drier_result = "terrain_tundra" native_to = "Land", "Small Land", "Air", "Missile", "Helicopter" flags = "CanHaveRiver" property_wet = 100 property_tropical = 10 property_temperate = 10 property_cold = 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 = 1 defense_bonus = 0 food = 1 shield = 0 trade = 0 resources = "resource_game", "resource_furs" road_trade_incr = 1 road_time = 2 irrigation_result = "no" irrigation_food_incr = 0 irrigation_time = 0 mining_result = "yes" mining_shield_incr = 1 mining_time = 5 transform_result = "terrain_plains" transform_time = 24 rail_time = 3 clean_pollution_time = 3 clean_fallout_time = 3 warmer_wetter_result = "no" warmer_drier_result = "terrain_desert" cooler_wetter_result = "terrain_glacier" cooler_drier_result = "no" native_to = "Land", "Small Land", "Big Land", "Air", "Missile", "Helicopter" flags = "NoBarbs", "CanHaveRiver" property_cold = 50 helptext = _("\ Tundra are broad, cold regions, fit for some agriculture and little\ else.\ ") ; The individual resource types, one per section. ; Roughly sorted by identifier. ; The actual tag used (the * in [resource_*]) must be unique for each resource, ; and may be used in debug output when reading this file. ; ; Notes: ; ; name = name as seen by user; if "unused", it is not used, ; but is included for conversion and/or the editor. ; graphic = preferred graphic [tile_*] in tilespec. ; graphic_alt = alternate graphic [tile_*] when preferred is not found; ; otherwise may be "-" ; identifier = single-character identifier used in savegames. This ; must be unique for each resource, and changing it will ; break savegame compatibility. ; food = increased food production ; shield = increased shield production ; trade = increased trade production [resource_gold] name = _("Gold") graphic = "ts.gold" graphic_alt = "-" identifier = "$" trade = 6 # glacier, hills, mountains. [resource_iron] name = _("Iron") graphic = "ts.iron" graphic_alt = "-" identifier = "/" shield = 3 # mountains. [resource_game] name = _("?animals:Game") graphic = "ts.tundra_game" graphic_alt = "-" identifier = "e" food = 2 shield = 1 # tundra. [resource_furs] name = _("Furs") graphic = "ts.furs" graphic_alt = "-" identifier = "u" food = 1 trade = 3 # tundra-only (beaver pelts). [resource_coal] name = _("Coal") graphic = "ts.coal" graphic_alt = "-" identifier = "c" shield = 2 # hills. [resource_fish] name = _("Fish") graphic = "ts.fish" graphic_alt = "-" identifier = "y" food = 2 # ocean. [resource_fruit] name = _("Fruit") graphic = "ts.fruit" graphic_alt = "-" identifier = "f" food = 3 trade = 1 # jungle. [resource_gems] name = _("Gems") graphic = "ts.gems" graphic_alt = "-" identifier = "g" trade = 4 # jungle. ; "h" reserved for strategic horses [resource_buffalo] name = _("Buffalo") graphic = "ts.buffalo" graphic_alt = "-" identifier = "b" shield = 2 # plains (horses => buffalo => cattle). [resource_wheat] name = _("Wheat") graphic = "ts.wheat" graphic_alt = "-" identifier = "j" food = 2 # plains. ; "k" reserved for (cane) sugar ; "l" reserved for tobacco ; "m" reserved for marble [resource_oasis] name = _("Oasis") graphic = "ts.oasis" graphic_alt = "-" identifier = "o" food = 2 # desert. [resource_peat] name = _("Peat") graphic = "ts.peat" graphic_alt = "-" identifier = "a" shield = 4 # swamp (petroleum => peat => petroleum). [resource_pheasant] name = _("Pheasant") graphic = "ts.pheasant" graphic_alt = "-" identifier = "p" food = 2 # forest, forested. ; "r" reserved for rubber [resource_bonus] name = _("Resources") graphic = "ts.grassland_resources" graphic_alt = "-" identifier = "r" shield = 1 # grassland. [resource_icy_ivory] name = _("Ivory") graphic = "ts.arctic_ivory" graphic_alt = "-" identifier = "i" food = 1 shield = 1 trade = 4 # glacier (seals => walrus). [resource_silk] name = _("Silk") graphic = "ts.silk" graphic_alt = "-" identifier = "s" trade = 3 # forest, wooded. [resource_spice] name = _("Spice") graphic = "ts.spice" graphic_alt = "-" identifier = "t" food = 1 trade = 4 # swamp-only. ; "u" reserved for uranium [resource_whales] name = _("Whales") graphic = "ts.whales" graphic_alt = "-" identifier = "v" food = 1 shield = 1 # ocean (sea). [resource_wine] name = _("Wine") graphic = "ts.wine" graphic_alt = "-" identifier = "w" trade = 4 # hills-only. [resource_oil] name = _("Oil") graphic = "ts.oil" graphic_alt = "-" identifier = "x" shield = 3 ; glacier used to have 4 # glacier, desert ; /* <-- avoid gettext warnings ; ; Base types: ; ; name = translatable name as seen by user ; rule_name = (optional) name for savegames, rulesets etc; if not ; present, 'name' is used. Since the name used in ; savegames must not change, use this when renaming a ; base after a ruleset has been released. ; buildable = Can base be built? Defaults to true ; pillageable = Can base be pillaged? Defaults to true ; graphic = tag specifing preferred graphic ; graphic_alt = tag for alternate graphic if preferred graphic is not ; present. Can use eg "-" for no alternate graphic. ; activity_gfx = tag specifing graphic for unit building base ; reqs = requirements to build the base (see effects.ruleset ; and README.effects for help on requirements) ; gui_type = How gui should handle this base. Fortress/Airbase/Other ; build_time = How long it takes for a unit to build this base ; defense_bonus = Percent added to defense ; border_sq = Base will claim land ownership up to this radius, ; -1 to disable. ; vision_main_sq = Base will have main layer vision to this radius ; vision_invis_sq = Base will have invisible layer vision to this radius ; conflicts = List of bases that cannot be on the same tile. ; Bases with non-zero border_sq automatically conflict ; with each other. ; native_to = List of unit classes that are considered to ; be inside the base when they are on same tile ; flags ; - "NoAggressive" = Units inside are not considered aggressive ; - "NoStackDeath" = Units inside do not die all at once when attacked ; - "DiplomatDefense" = Diplomats inside get bonus to diplomatic defense ; - "ParadropFrom" = Paradrop can be initiated from base ; - "NativeTile" = Units consider tile native regardless of terrain ; helptext = optional help text string; should escape all raw ; newlines so that xgettext parsing works ; ; */ <-- avoid gettext warnings [base_fortress] name = _("Fortress") graphic = "base.fortress" graphic_alt = "-" activity_gfx = "unit.fortress" reqs = { "type", "name", "range" "Tech", "Construction", "Player" "TerrainClass", "Land", "Local" "UnitFlag", "Settlers", "Local" } gui_type = "Fortress" build_time = 3 defense_bonus = 100 border_sq = 0 native_to = "Land", "Small Land", "Big Land" flags = "NoStackDeath", "DiplomatDefense", "NativeTile" helptext = _("\ Fortresses improve defense for land units. Among other effects, a land \ unit remaining in a fortress for a whole turn without moving recovers \ a quarter of its hit points.\ ") [base_airbase] name = _("Airbase") graphic = "base.airbase" graphic_alt = "-" activity_gfx = "unit.airbase" reqs = { "type", "name", "range" "Tech", "Radio", "Player" "TerrainClass", "Land", "Local" "UnitFlag", "Airbase", "Local" } gui_type = "Airbase" build_time = 3 native_to = "Air", "Helicopter", "Missile" flags = "NoStackDeath", "ParadropFrom" helptext = _("\ Airbases allow your air units to land and refuel. Air units in an \ airbase may be attacked by land units.\ ") [base_buoy] name = _("Buoy") graphic = "base.buoy" graphic_alt = "base.fortress" activity_gfx = "unit.fortress" reqs = { "type", "name", "range" "Tech", "Radio", "Player" "TerrainClass", "Oceanic", "Local" "UnitFlag", "Airbase", "Local" } gui_type = "Fortress" build_time = 3 border_sq = 0 vision_main_sq = 5 helptext = _("\ Buoys may be built in the ocean (by units on a sea-going vessel).\ ") [base_ruins] name = _("Ruins") graphic = "base.ruins" graphic_alt = "-" activity_gfx = "unit.fortress" reqs = { "type", "name", "range" "TerrainClass", "Land", "Local" } buildable = 0 build_time = 0 gui_type = "Other" helptext = _("\ Ruins mark the former site of a city that was destroyed or abandoned. \ They have no effect on gameplay.\ ")