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Feature #897817 ยป 0022-Granularity-Add-Plains.patch

Marko Lindqvist, 2020-11-17 01:15 AM

View differences:

data/granularity/terrain.ruleset
irrigation_food_incr = 1
irrigation_time = 5
mining_shield_incr = 0
mining_time = 10
mining_time = 0
transform_result = "no"
transform_time = 24
pillage_time = 1
......
road_trade_incr_pct = 0
base_time = 1
road_time = 1
cultivate_result = "Grassland"
cultivate_result = "Plains"
cultivate_time = 30
plant_result = "no"
plant_time = 0
......
Forest provides easily harvested resources.\
")
[terrain_plains]
name = _("Plains")
graphic = "plains"
graphic_alt = "-"
identifier = "p"
class = "Land"
movement_cost = 5
defense_bonus = 0
food = 100
shield = 50
trade = 0
resources = "Generic Resource"
road_food_incr_pct = 0
road_shield_incr_pct = 0
road_trade_incr_pct = 100
base_time = 1
road_time = 1
cultivate_result = "no"
cultivate_time = 0
plant_result = "Forest"
plant_time = 25
irrigation_food_incr = 1
irrigation_time = 5
mining_shield_incr = 0
mining_time = 0
transform_result = "Grassland"
transform_time = 24
pillage_time = 1
clean_pollution_time = 3
clean_fallout_time = 3
animal = "None"
warmer_wetter_result = "no"
warmer_drier_result = "no"
cooler_wetter_result = "no"
cooler_drier_result = "no"
native_to = "Land"
flags = "Starter", "CanHaveRiver"
property_green = 50
property_temperate = 50
color.r = 122
color.g = 156
color.b = 46
helptext = _("\
Plains are very broad, sparse regions, which makes trade slightly\
inconvenient.\
")
[terrain_ocean]
name = _("Ocean")
graphic = "coast"
    (1-1/1)