[datafile]
description="Civ2 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=101

; 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=101

; 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

####
identifier	     = "a"
graphic              = "arctic"
graphic_alt	     = "-"
graphic_special_1    = "ts.arctic_ivory"
graphic_special_1a   = "-"
graphic_special_2    = "ts.arctic_oil"
graphic_special_2a   = "ts.oil"
road_trade_incr      = 0
road_time            = 4
transform_time       = 24
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "NoBarbs", "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.\
")

identifier	     = "d"
graphic              = "desert"
graphic_alt	     = "-"
graphic_special_1    = "ts.oasis"
graphic_special_1a   = "-"
graphic_special_2    = "ts.oil"
graphic_special_2a   = "-"
road_trade_incr      = 1
road_time            = 2
transform_time       = 24
warmer_wetter_result = "##terr9##"
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.\
")

identifier	     = "f"
graphic              = "forest"
graphic_alt	     = "-"
graphic_special_1    = "ts.pheasant"
graphic_special_1a   = "-"
graphic_special_2    = "ts.silk"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 4
transform_time       = 24
warmer_wetter_result = "##terr5##"
warmer_drier_result  = "##terr1##"
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.\
")

identifier	     = "g"
graphic              = "grassland"
graphic_alt	     = "-"
graphic_special_1    = "ts.grassland_resources"
graphic_special_1a   = "-"
graphic_special_2    = "ts.grassland_resources"
graphic_special_2a   = "-"
road_trade_incr      = 1
road_time            = 2
transform_time       = 24
warmer_wetter_result = "##terr9##"
warmer_drier_result  = "##terr1##"
cooler_wetter_result = "##terr1##"
cooler_drier_result  = "##terr10##"
flags                = "Starter", "CanHaveRiver"
property_temperate   = 50
property_green       = 50
helptext	     = _("\
Grasslands afford exceptional agricultural opportunities.\
")

identifier	     = "h"
graphic              = "hills"
graphic_alt	     = "-"
graphic_special_1    = "ts.coal"
graphic_special_1a   = "-"
graphic_special_2    = "ts.wine"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 4
transform_time       = 24
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.\
")

identifier	     = "j"
graphic              = "jungle"
graphic_alt	     = "-"
graphic_special_1    = "ts.gems"
graphic_special_1a   = "-"
graphic_special_2    = "ts.fruit"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 4
transform_time       = 24
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "##terr1##"
cooler_drier_result  = "##terr10##"
flags                = "CanHaveRiver"
property_tropical    = 50
property_foliage     = 50
property_wet         = 50
helptext	     = _("\
Jungles are densely overgrown, making agriculture somewhat\
 problematic.\
")

identifier	     = "m"
graphic              = "mountains"
graphic_alt	     = "-"
graphic_special_1    = "ts.gold"
graphic_special_1a   = "-"
graphic_special_2    = "ts.iron"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 6
transform_time       = 24
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.\
")

identifier	     = " "
graphic              = "ocean"
graphic_alt	     = "-"
graphic_special_1    = "ts.fish"
graphic_special_1a   = "-"
graphic_special_2    = "ts.whales"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 0
transform_time       = 0
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "Oceanic", "NoPollution", "UnsafeCoast", "NoCities"
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.\
")

identifier	     = "p"
graphic              = "plains"
graphic_alt	     = "-"
graphic_special_1    = "ts.buffalo"
graphic_special_1a   = "-"
graphic_special_2    = "ts.wheat"
graphic_special_2a   = "-"
road_trade_incr      = 1
road_time            = 2
transform_time       = 24
warmer_wetter_result = "##terr9##"
warmer_drier_result  = "##terr1##"
cooler_wetter_result = "##terr1##"
cooler_drier_result  = "##terr10##"
flags                = "Starter", "CanHaveRiver"
property_green       = 50
property_temperate   = 50
helptext	     = _("\
Plains are very broad, sparse regions, which makes trade slightly\
 inconvenient.\
")

identifier	     = "s"
graphic              = "swamp"
graphic_alt	     = "-"
graphic_special_1    = "ts.peat"
graphic_special_1a   = "-"
graphic_special_2    = "ts.spice"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 4
transform_time       = 24
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "##terr1##"
cooler_drier_result  = "##terr10##"
flags                = "CanHaveRiver"
property_wet         = 100
property_foliage     = 10
helptext	     = _("\
Swamps suffer from an over-abundance of water, making agriculture\
 somewhat problematic.\
")

identifier	     = "t"
graphic              = "tundra"
graphic_alt	     = "-"
graphic_special_1    = "ts.tundra_game"
graphic_special_1a   = "-"
graphic_special_2    = "ts.furs"
graphic_special_2a   = "-"
road_trade_incr      = 0
road_time            = 2
transform_time       = 24
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "##terr0##"
cooler_drier_result  = "##terr0##"
flags                = "Starter", "NoBarbs", "CanHaveRiver"
property_cold        = 50
helptext	     = _("\
Tundra are broad, cold regions, fit for some agriculture and little\
 else.\
")
