Feature #1345 ยป 0041-terrain.rulesets-Replace-tabs-with-spaces.patch
data/alien/terrain.ruleset | ||
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; color.r = color of the terrain (red value)
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; color.g = color of the terrain (green value)
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; color.b = color of the terrain (blue value)
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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;
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; */ <-- avoid gettext warnings
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... | ... | |
[terrain_savannah]
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name = _("Savannah")
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graphic = "savannah"
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graphic_alt = "grassland"
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graphic_alt = "grassland"
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graphic_alt2 = "-"
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identifier = "g" ; Since this used to be "Grassland"
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identifier = "g" ; Since this used to be "Grassland"
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class = "Land"
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movement_cost = 1
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defense_bonus = 0
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... | ... | |
color.r = 10
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color.g = 123
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color.b = 2
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helptext = _("\
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helptext = _("\
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For some reason, there is Earth like plants and animals around.\
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")
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[terrain_alien_forest]
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name = _("Alien Forest")
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graphic = "alien_forest"
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graphic_alt = "forest"
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graphic_alt = "forest"
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graphic_alt2 = "-"
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identifier = "f"
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identifier = "f"
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class = "Land"
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movement_cost = 2
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defense_bonus = 50
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... | ... | |
color.r = 43
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color.g = 107
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color.b = 19
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helptext = _("\
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helptext = _("\
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These forests are filled with strange alien organisms. This planet's \
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radiation makes it impossible for Earthly organisms to survive here.\n\n\
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Cities can work these tiles only when Organic Structures is known. \
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... | ... | |
[terrain_radiating_rocks]
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name = _("Radiating Rocks")
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graphic = "radiating_rocks"
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graphic_alt = "desert"
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graphic_alt = "desert"
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graphic_alt2 = "-"
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identifier = "d"
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identifier = "d"
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class = "Land"
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movement_cost = 2
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defense_bonus = 50
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... | ... | |
color.r = 205
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color.g = 92
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color.b = 92
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helptext = _("\
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helptext = _("\
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Planet's radiation makes it impossible for Earth organisms to survive here.\
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\n\n\
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Cities can work these tiles only when Organic Structures is known.\
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... | ... | |
color.r = 0
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color.g = 0
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color.b = 200
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helptext = _("\
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helptext = _("\
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This is normal oceanic terrain.\
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")
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data/civ1/terrain.ruleset | ||
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warmer_drier_result = "no"
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cooler_wetter_result = "Desert"
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cooler_drier_result = "Tundra"
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native_to = "Land", "Air", "Missile"
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native_to = "Land", "Air", "Missile"
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property_foliage = 50
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property_tropical = 50
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color.r = 55
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data/granularity/terrain.ruleset | ||
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; color.r = color of the terrain (red value)
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; color.g = color of the terrain (green value)
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; color.b = color of the terrain (blue value)
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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[terrain_grassland]
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name = _("Grassland")
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graphic = "grassland"
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graphic_alt = "-"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = "g"
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identifier = "g"
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class = "Land"
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movement_cost = 50
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defense_bonus = 0
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... | ... | |
color.r = 200
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color.g = 200
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color.b = 200
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helptext = _("\
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helptext = _("\
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Grasslands afford exceptional agricultural opportunities.\
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")
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[terrain_forest]
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name = _("Forest")
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graphic = "forest"
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graphic_alt = "-"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = "f"
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identifier = "f"
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class = "Land"
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movement_cost = 150
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defense_bonus = 30
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... | ... | |
color.r = 43
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color.g = 107
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color.b = 19
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helptext = _("\
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helptext = _("\
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Forest provides easily harvested resources.\
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")
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[terrain_mountains]
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name = _("Mountains")
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graphic = "mountains"
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graphic_alt = "-"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = "m"
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identifier = "m"
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class = "Land"
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movement_cost = 500
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defense_bonus = 100
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... | ... | |
color.r = 129
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color.g = 127
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color.b = 118
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helptext = _("\
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helptext = _("\
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Hard to farm. Hard to develop. Hard to pass.\
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")
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... | ... | |
[terrain_ocean]
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name = _("Ocean")
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graphic = "coast"
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graphic_alt = "-"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = " "
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identifier = " "
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class = "Oceanic"
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movement_cost = 50
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defense_bonus = 0
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... | ... | |
color.r = 50
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color.g = 50
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color.b = 230
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helptext = _("\
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helptext = _("\
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Shallow Ocean usually exist only next to land.\
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")
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[terrain_deep_ocean]
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name = _("Deep Ocean")
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graphic = "deep_ocean"
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graphic_alt = "floor"
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graphic_alt = "floor"
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graphic_alt2 = "coast"
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identifier = ":"
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identifier = ":"
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class = "Oceanic"
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movement_cost = 50
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defense_bonus = 0
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... | ... | |
color.r = 0
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color.g = 33
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color.b = 129
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helptext = _("\
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helptext = _("\
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Deep Ocean usually exist further away from the land.\
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")
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data/stub/terrain.ruleset | ||
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; color.r = color of the terrain (red value)
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; color.g = color of the terrain (green value)
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; color.b = color of the terrain (blue value)
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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[terrain_generic]
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name = _("Generic")
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graphic = "generic"
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graphic_alt = "grassland"
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graphic_alt = "grassland"
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graphic_alt2 = "-"
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identifier = "g"
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identifier = "g"
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class = "Land"
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movement_cost = 1
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defense_bonus = 0
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... | ... | |
color.r = 200
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color.g = 200
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color.b = 200
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helptext = _("\
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helptext = _("\
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This is only possible land terrain.\
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")
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[terrain_ocean]
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name = _("Ocean")
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graphic = "coast"
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graphic_alt = "-"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = " "
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identifier = " "
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class = "Oceanic"
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movement_cost = 1
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defense_bonus = 0
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... | ... | |
color.r = 50
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color.g = 50
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color.b = 230
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helptext = _("\
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helptext = _("\
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This is only possible oceanic terrain.\
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")
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