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=================================
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Domesecration ruleset for FreeCiv
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=================================
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OBJECTIVES:
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-----------
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Base FreeCiv on *Animal Oppression and Human Violence: A History of Domesecration*.
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INFO:
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-----
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- Help texts have been updated (mainly buildings and wonders), so the
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info showed ingame already takes into account the changed rules. Some
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graphical tables from the manual might not match (mainly terrains and
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governments), so better use the tables in this Readme as reference.
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- I suggest new players to start a game with 6 players or so, AI skill
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level Normal, and default ruleset options (small continental map with
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100 land tiles per player).
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- For challenging games, you may place several AI players in the same
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team. For example, one team with 5 AIs together against you.
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- Cheating AI level was adjusted for these rules, I suggest experienced
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players to use it (better than Hard AI). The "AI Love" effect reduces
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the amount of wars between the AIs, even when they are not in the same
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team, making them more hostile against the human players (or against
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other non cheating AIs).
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CHEATING AI: +40% Science, Luxury, Gold and Production, +40 AI love,
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+40% Veteran chance, +40% Bribe and Incite costs, -20% Pollution, +1
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Content per city, no food penalty from units.
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The following is a full list of changes compared to classic ruleset
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(although it should be playable without reading it)...
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CORE CHANGES:
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-------------
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- No Rapture Growth (celebration only causes additional Trade per tile,
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same as civ3). Foodbox readjusted to keep a constant city growth.
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- Settlers cost 2 population (as in civ3). This way, the number of tiles
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worked in the original city are reduced by 2, equal to the number of
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tiles worked in the newly created city.
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- Disabled national trade routes: it is still possible to create trade
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routes, but only to foreign cities that you are not at war with (trade
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routes are canceled when war breaks out). Each city can support a
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maximum of 2 trade routes. Removed the one time revenues, and reduced
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the ongoing revenues.
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- Every unit (except Settlers, Migrants, and Fanatics, which cost
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population to build) pays some kind of upkeep cost. Some governments
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pay shields as upkeep, and others pay coins (similar to civ3), but not
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both.
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- Most units also require upkeep in Food, except for Workers/Engineers,
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Diplomat/Spy, Caravan/Freight, Explorer/AWACS, and Cruise
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Missile/Nuclear.
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A city can support for free as many units (with upkeep in Food) as
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its population size (min 4, max 20). Additional units cause waste of
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Food. If the city shrinks due to starvation, one of those extra units
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will be disbanded.
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- Units lose one veteran level when upgraded.
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- Enabled tired attack: units that attack with less than a single move
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point will have their attack power reduced accordingly.
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If they have 2/3 movement points, they will attack with 2/3 strength.
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If they have 1/3 movement points, they will attack with 1/3 strength.
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- Unlimited movement on rails delayed to maglev (available with
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Superconductors). Movement bonus on railroads x6, on roads x3, on
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rivers x3 (non diagonal).
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- Added Fort and Airstrip bases, required before you can build Fortress
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or Airbase, respectively. It prevents the construction of full bases
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in one single turn. The bases no longer protect full stacks from being
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killed when one unit is defeated.
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- All military infantry units can build fortresses. All worker units can
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build airbases. The working time required to build a base is 2 times
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the movement cost of the terrain.
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- Specialists output reduced to 2 (same as civ2). There are wonders that
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increase it to 3 for all players.
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- Enabled Tech Leakage: technologies are cheaper if already discovered
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by other nations you have embassy with.
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- The cost of each tech is equal to the number of steps needed to get
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the tech (Tech Cost = Base Cost * Number of Parents). It is a linear
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formula more similar to civ2, and it fits better the new reduced
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bonuses from Trade and Science.
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- Tech upkeep assigned to cities: some bulbs (research points) are
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required from each city to maintain a given technological level. The
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upkeep grows from 0 during the middle ages, up to 10 bulbs per city
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when the whole tech tree was researched.
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- No holes allowed in the tech tree. To acquire a tech you must know
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its prerequisites, and you cannot lose a tech that another depends on.
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- Enabled culture points, generated in your cities by wonders
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(proportional to their build cost), and by certain buildings
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(proportional to their upkeep cost): Temple, Amphitheatre,
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Cathedral, Library, University, Research Lab, and Palaces.
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The culture accumulated by each city increases its resistance in
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diplomatic fights against enemy agents (+5% for each 100 culture
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points, up to +50%).
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The culture accumulated by your nation increases the cost to bribe
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your units or incite your cities (+50% for each 1000 culture points,
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up to +500%).
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- Certain achievements give extra culture points: Metropolis (city reaches
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size 20), Cultured City (city reaches 1000 culture points), Multicultural
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(2 nationalities), Literate (libraries in every city), Land Ahoy (2nd
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continent sighted), Entire Map Known, and Spaceship Launch.
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- Enabled risk of plague at cities with population greater than 4.
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Chances reduced by the buildings Aqueduct and Sewer System, the tech
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Medicine, and the wonder Cure for Cancer.
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- Added other random disasters: Earthquake (city on Hills), Fire (city
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larger than 8), Flood (city near rivers), Industrial Accident (city
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with Mfg. Plant), and Nuclear Accident (city with Nuclear Plant).
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OPTIONAL RULES:
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---------------
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- Every player starts with 1 Settler, 1 Worker, 1 Explorer, 1 Diplomat,
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and 1 free tech. ('startunits', 'techlevel')
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- Minimum distance between cities set to 3. ('citymindist')
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- Initial national border equal to city radius (2 tiles). ('borders')
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- Restricted the use of infrastructure (roads, railroads, and rivers)
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for enemy units inside national borders. ('restrictinfra')
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- Unreachable units do not protect reachable ones (when they are in the
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same tile). ('unreachableprotects')
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- Occupy chance set to 100%: Units automatically move to the target
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tile if the attack is successful and ZoC rules allow the movement.
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('occupychance')
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- Halved chance of building loss (to 10%) when a city is conquered.
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('razechance')
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- If the pool of research points ends negative, one random technology
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is lost, and half of its value is restored to the research pool.
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('techlossforgiveness', 'techlossrestore')
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- Revolutions become quicker the more times any player has changed to
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the target government. ('revolentype')
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FOODBOX:
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--------
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- Foodbox size uniformed to even the population wasted when you build
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Settlers at larger cities (similar to civ3).
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- Granary size is fixed to 10 Food for every city size.
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- Cities with Pop <= 4 receive this granary effect for free, so they
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can create Settlers at best rate even without Granary. (This free
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granary effect helps the AI to build Settlers optimally).
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CITY FOODBOX SETTLER FOODBOX SETTLER
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SIZE NEW NEW OLD OLD
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1 20 - 20 -
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2 20(10)# - 30(15) 20(5-15)
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3 20(10)# 20(20) 40(20) 30(10-20)
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4 20(10)# 20(20) 50(25) 40(15-25)
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5 20(10) 30(20) 60(30) 50(20-30)
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6 30(10) 40(20) 70(35) 60(25-35)
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7 30(10) 50(30) 80(40) 70(30-40)
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8 40(10) 60(40) 90(45) 80(35-45)
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9 40(10) 70(50) 100(50) 90(40-50)
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10 40(10) 80(60) 110(55) 100(45-55)
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11 40(10) 80(60) 120(60) 110(50-60)
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12 40(10) 80(60) 130(65) 120(55-65)
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13 40(10) 80(60) 140(70) 130(60-70)
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14 40(10) 80(60) 150(75) 140(65-75)
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15 ... ... ... ...
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# Granary effect for free when city grows to this city level.
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FOODBOX = Foodbox size at that city level. (In brackets = Granary size).
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SETTLER = Food needed to recover the population if you create a Settler
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at that city size. (In brackets = The same but with Granary).
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NEW = This ruleset. OLD = civ2 ruleset
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TIP: In order to keep max growth, you should build the Granary before
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city grows larger than Pop 4 (same as Aqueduct at Pop 8, and Sewer
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System at Pop 16).
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TIP: Optimal production of Settlers occurs at any city with Pop <= 4,
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or cities with Granary and Pop <= 6.
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TERRAIN:
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--------
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- Jungles receive 1 extra Production (1/1/0).
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- Tundras can be mined for +1 Production (instead of irrigated) and
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receive +1 Trade when roaded (up to 1/1/1).
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- Swamps can be irrigated for +1 Food (to 2/0/0). Reduced Food bonus by
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1 to Spice resource (on Swamp).
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- Deserts with a river receive 1 extra Food from irrigation (total 2),
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unless they have an Oasis resource; this simulates a growth boost like
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Nile floods.
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- Hills receive 1 Production for free, and +2 from mines, same as civ3,
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(was 0 and +3). Mountains receive +2 Production from mines too (was +1).
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- Mountains give extra vision range. Cities can not be placed on
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Mountains (nor Glaciers). Ground units starting the turn on unroaded
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Mountains receive a -1 penalty to movement (this way it is not so good
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for cavalry to end the turn on Mountains).
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- The discovery of Refining allows to upgrade the mines placed on
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Desert and Glacier to Oil Wells (+2 Production in total).
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- Lake tiles receive for free +1 Food (2/0/2), but Harbors do not
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affect them. Lakes do not enable wonders that needs a coastal city.
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- Deep ocean tiles must be mined (resulting in an oil platform) in
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order to take advantage of the production bonus from Offshore Platforms.
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- Pollution may appear in Ocean tiles, and Transports can clean it
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without the need of Workers/Engineers. Oceans, Jungles and Forests are
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less affected by global warming.
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- Cities on rivers always get roads, even before Bridge Building is
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known.
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- The only terrain transformations available before the end of the tech
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tree are: Jungle -> Swamp; and Plains <-> Forest <-> Grassland.
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- The following diagram shows all the transformations available with
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the discovery of Fusion Power. Redesigned so all useful alterations can
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be finished in 1 or 2 steps, and all effects of global warming can be
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reverted:
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Glacier --> Lake <--
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/\ |
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Ocean --\ \/ |
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--> Grassland |
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--> Swamp --/ /\ |
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| \/ |
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<-- Jungle --> Forest --> |
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/\ | |
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Tundra --\ \/ | |
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--> Plains --|-->
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Desert --/ /\ |
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|| |
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Mountains --> Hills <--
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- No minimum city output (was 1/1/0). City central tile simply gets +1
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Production.
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This way, no matter the tile where you place your city, you never
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waste any resource (for example, with classic/civ2 rules, a city placed
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over bonused Grassland was wasting the Production bonus).
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TILE F/P/T IRRIG(t) MINE(t) ROAD MAX1 MAX2 TRANSFORM
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Deep 1/0/2 NO NO NO 2/0/2 2/1/2 No
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Ocean 1/0/2 NO NO NO 2/0/2 2/1/2 *Grass(36)
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Lake *2/0/2 NO NO NO 2/0/2 2/1/2 *Grass(36)
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Swamp 1/0/0 *+1(5) *NO +0(4) 2/0/0 3/0/0 *Grass(24)
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Glacier 0/0/0 NO +1(10) +0(4) 0/1/0 0/3/0 *Lake(24)
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Tundra 1/0/0 *NO *+1(5) *+1(2) 1/1/1 1/1/1 *Plains(24)
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Desert 0/1/0 +1(5) +1(5) +1(2) 0/2/1 0/4/1 Plains(24)
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Plains 1/1/0 +1(5) Forest(10) +1(2) 2/1/1 3/1/1 *Lake(36)
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Grassland 2/0/0 +1(5) Forest(15) +1(2) 3/0/1 4/0/1 *Lake(36)
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Jungle *1/1/0 *Swamp(10) *NO +0(4) 1/1/0 1/1/0 *Forest(24)
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Forest 1/2/0 Plain(10) *Grass(15) +0(4) 1/2/0 1/3/0 *Hills(24)
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Hills *1/1/0 +1(10) *+2(10) +0(4) 1/3/0 1/4/0 Plains(24)
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Mountains 0/1/0 NO *+2(10) +0(6) 0/3/0 0/4/0 Hills(36)
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F/P/T = Food/Production/Trade output; (t) = turns
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MAX1 = Irrigation/Mine/Road/Harbor; MAX2 = Farmland/Railroad/Oil Well.
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* = Changes compared to civ2 ruleset. Most affected are Jungles, Swamps
|
||||
and Tundras.
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|
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TIP: The optimal tiles to place your initial cities are those with MAX
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output equal or similar to 2/1/2, mainly those with bonus
|
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resources or rivers. Hills and Plains are always good places for
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cities, as well as Flood Desert (desert with river), or bonused
|
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Grassland. The best defense comes from cities placed on Hills with
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river.
|
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|
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|
||||
DEFENSE:
|
||||
--------
|
||||
|
||||
- Halved the terrain defense bonuses, now more similar to civ3 values:
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||||
|
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TERRAIN NEW OLD
|
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Forest/Jungle/Swamp +25% +50%
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Hills +50% +100%
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Mountains +100% +200%
|
||||
|
||||
RIVER +25% +50%
|
||||
|
||||
VETERAN
|
||||
Veteran +50% (=)
|
||||
Hardened +75% (=)
|
||||
Elite +100% (=)
|
||||
|
||||
FORTIFIED +50% (=)
|
||||
(only Land and Big Land units can fortify; inside cities, they are
|
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always considered fortified)
|
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|
||||
BASE VS LAND VS SEA VS AIR VS MISSILE
|
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Fort +50% +50% - -
|
||||
Fortress +100% +100% +50% +50%
|
||||
Airstrip - - +50% +50%
|
||||
Airbase +50% +50% +100% +100%
|
||||
|
||||
CITY VS LAND VS SEA VS AIR VS MISSILE
|
||||
Town (Pop<=8) +50% - - -
|
||||
City (Pop>8) +100% +50% - -
|
||||
|
||||
Buildings each add:
|
||||
Great Wall(W) +50% - - -
|
||||
Walls +100% - - -
|
||||
Coastal Defense - +100% - -
|
||||
SAM Battery - - +100% -
|
||||
SDI Defense - - - +100%
|
||||
|
||||
- Every city of any size receives an inherent +50% defense bonus
|
||||
against all kinds of ground units.
|
||||
|
||||
- Every city with Pop>8 receives an additional +50% defense bonus
|
||||
against both ground and naval units.
|
||||
|
||||
- City Walls effect reduced from 200% to 100%, and cost reduced from 60
|
||||
to 30.
|
||||
|
||||
- Great Wall wonder gives an additional +50% defense bonus against
|
||||
ground units.
|
||||
|
||||
Total Defense = (UNIT DEFENSE) * (100+TERRAIN)/100 * (100+RIVER)/100
|
||||
* (100+CITY+BASE)/100 * (100+FORTIFIED)/100 * (100+VETERAN)/100
|
||||
(Same as classic/civ2 rules).
|
||||
|
||||
EXAMPLE: Riflemen fortified in a fortress, on mountains, with a river,
|
||||
will get a total defense of 30 against land attacks:
|
||||
|
||||
Riflemen: defense 4
|
||||
Fortified (+50%): 4 + 2 = 6
|
||||
In Fortress (+100%): 6 + 6 = 12
|
||||
On Mountains (+100%): 12 + 12 = 24
|
||||
With River (+25%): 24 + 6 = 30.
|
||||
|
||||
EXAMPLE: Riflemen in a size 9 city, with walls, on hills,
|
||||
will get a total defense of 27 against land attacks:
|
||||
|
||||
Fortified (+50%): 4 + 2 = 6
|
||||
On Hills (+50%): 6 + 3 = 9
|
||||
In City with Walls (+200%): 9 + 18 = 27.
|
||||
|
||||
|
||||
GOVERNMENTS:
|
||||
------------
|
||||
Anarch Tribal Despot Monarc Fundam Republ Democr Federat Commun
|
||||
Tax/Lux/Sci Rate 0 60 60 70 70 80 90 90 80
|
||||
Output per tile # -1(if>2) -1(if>2) -1(if>2) 0 0 +1Trade +1Trade 0 0
|
||||
Celebration Bonus (no -1) (no -1) (no -1) (+1Trade) 0 (+1Trade)(+1Trade)(+1Trade) 0
|
||||
|
||||
Unit Upkeep Shield Shield Coin Coin Coin(x2) Shield Coin(x2) Coin(x2) Shield
|
||||
Free Units 2 2 2 3 2 1 1 2 3
|
||||
War Unhappiness 0 0 0 -1 -1 -1 -2 -1 -1
|
||||
Martial Law +1 0 +1 +1 0 0 0 0 +2
|
||||
|
||||
Civil war % 99% 90% 80% 70% 60% 40% 30% 20% 50%
|
||||
Empire Size 0 /12 /10 /14 /20 /16 /32 /24 /28
|
||||
Special +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes -Revolt -Revolt +Luxury +NoUpkeep
|
||||
-50%Lux (Land/Mil)(Palace) (Palace) -50%Sci -Senate -Senate (Cost=1)
|
||||
-NoTaxes +Content +Fanatic +Partisan +Partisan
|
||||
|
||||
Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30%
|
||||
Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0
|
||||
By Distance * +1% +1% +1% +1% +1% +1% +1% +0% +0%
|
||||
|
||||
* Corruption by distance is doubled (+2% per tile of distance to
|
||||
capital, or +1% for Federation) until The Corporation is researched by
|
||||
the player.
|
||||
Waste by distance is doubled (+2% per tile of distance to capital)
|
||||
until Trade is researched by the player.
|
||||
# The output per tile penalty is negated by The Pyramids wonder, or
|
||||
when Railroad is researched by the player.
|
||||
+ Partisans appear around conquered cities (democratic or communist) if
|
||||
Guerilla Warfare has been researched by any player.
|
||||
|
||||
- Added Fundamentalism (available with Theology), Tribal (available at
|
||||
start) and Federation (available with Economics).
|
||||
|
||||
- "Base Corruption/Waste": Modern governments cause less Corruption in
|
||||
Trade, but more Waste in Production. The total % lost (Waste +
|
||||
Corruption) is equal for all governments.
|
||||
|
||||
- "Empire Size" (number of cities before they start causing extra
|
||||
unhappiness): Modern governments have double size limit than their
|
||||
ancient counterpart. Empire Base Size is always equal to Empire Step
|
||||
Size.
|
||||
|
||||
- "Unit Upkeep": Tribal, Republic and Communism use the standard unit
|
||||
upkeep in shields, while the other governments use upkeep in coins (x2
|
||||
coins per unit for modern governments).
|
||||
|
||||
- "Free Units": Means units free of shield/coin upkeep and also free of
|
||||
unhappiness due to military activity. By default 2 free units per city.
|
||||
|
||||
- "War Unhappiness": Most governments cause unhappiness when military
|
||||
units end the turn outside national borders (same as Republic with civ2
|
||||
rules).
|
||||
|
||||
- "Martial Law": Max 3 units can apply martial law (was max 20 for
|
||||
Despotism and Anarchy).
|
||||
|
||||
- The bonus "+1 Trade" (for every worked tile that is already producing
|
||||
trade) under Republic and Democracy does not affect oceanic tiles.
|
||||
|
||||
- Republic gets "Revolution when unhappy" effect. Federation gets
|
||||
"Has senate" effect. Democracy gets both effects.
|
||||
|
||||
- Spies and Diplomats built under Communism or Federation will start at
|
||||
the first veteran level. Federation gets +2 Luxury points in every city.
|
||||
|
||||
- Under Communism you do not pay upkeep for buildings that cost 1 coin.
|
||||
Communism cancels the bonus from Mysticism and Theology (to Temples and
|
||||
Cathedrals).
|
||||
|
||||
- Under Fundamentalism, your cities receive extra Gold from tithes
|
||||
(from buildings that make citizens content), but -50% to Science (like
|
||||
subtracting the effect of a library in each city).
|
||||
|
||||
- The output bonus of Palace (under Despotism and Monarchy) switched
|
||||
from Production to Gold.
|
||||
|
||||
- Tribal government increases by half the chance of ground units
|
||||
getting the next veteran level after a battle. Every city gets 1 extra
|
||||
content citizen, but units can't apply martial law.
|
||||
|
||||
TIP: There is some hurry to get Monarchy or Republic (or to build
|
||||
Pyramids), in order to avoid the initial penalty to output per tile.
|
||||
However, the Corruption and Waste are evened for all governments, so
|
||||
there are no big differences, and each government could be useful in
|
||||
different situations.
|
||||
|
||||
|
||||
TECHS:
|
||||
------
|
||||
|
||||
- Added new wonders: Mausoleum of Mausolos (available with Ceremonial
|
||||
Burial), and Statue of Zeus (available with Polytheism). Oracle of
|
||||
Delphi renamed to Temple of Artemis (in order to allow all 7 wonders).
|
||||
|
||||
- Moved Great Wall to Construction (was Masonry). Moved King Richard's
|
||||
Crusade to Chivalry, so it requires Monarchy and Knights. Women's
|
||||
Suffrage moved to Conscription, so it requires Democracy. Switched
|
||||
Darwin's Voyage and Eiffel Tower (Darwin was earlier than Eiffel).
|
||||
Shakespeare's Theatre available with Sanitation (was Medicine).
|
||||
|
||||
- Diplomats available with Alphabet (was Writing), and Migrants with
|
||||
Pottery, so every initial tech allows some unit or building.
|
||||
|
||||
- Coastal Defense moved to Navigation. The labels and icons for
|
||||
"Magnetism" and "Navigation" were switched, because compass was already
|
||||
used by historical Caravels, while sextants were not invented until the
|
||||
age of Galleons/Frigates.
|
||||
|
||||
- Construction requires Iron Working instead of Currency. This way,
|
||||
Iron Working is a prerequisite to build Frigates and Ironclads.
|
||||
|
||||
- Bridge Building merged to old Engineering in the tech tree. Added
|
||||
modern "Engineering" in the Industrial Ages that allows Destroyers
|
||||
(was Electricity) and Transports (was Industrialization), and it is
|
||||
required for Steel (Cruiser), Amphibious Warfare (Ports), and
|
||||
Combustion (Submarines).
|
||||
|
||||
- Battleship available with Mass Production instead of Automobile.
|
||||
Mfg Plant available with Plastics instead of Robotics.
|
||||
|
||||
- Nuclear Fission requires Refrigeration, in order to delay the atomic
|
||||
age, and to force the AI to research farms. Communism requires Theology
|
||||
(Fundamentalism) instead of Philosophy, to encourage AI to research all
|
||||
governments.
|
||||
|
||||
Special effects:
|
||||
- Astronomy: Increases units vision when in Fortress.
|
||||
- Invention: Halves upgrade cost of your units.
|
||||
- Medicine: Reduces by 30% the chance of plague in your cities.
|
||||
- Electricity: Allows irrigation without adjacent water, increases city
|
||||
vision radius, and improves the effect of Amphitheatres.
|
||||
- Trade: Decreases one-time the waste of Production caused by distance
|
||||
to capital.
|
||||
- The Corporation: Decreases one-time the corruption of Trade caused by
|
||||
distance to capital.
|
||||
- Fusion Power: Allows Engineers to perform terrain transformations.
|
||||
|
||||
Almost all techs, buildings, wonders and units are the same as
|
||||
classic/civ2, but some requirements have been changed to improve a bit
|
||||
the historical accuracy, to encourage the use of every military unit,
|
||||
and to avoid units or wonders becoming obsolete too soon. The following
|
||||
is a list of some inaccuracies from classic/civ2 tech tree that were
|
||||
addressed in the new tree:
|
||||
- It was possible to research Pikemen before Phalanxs; Musketeers before
|
||||
Pikemen; Ironclads before Frigates; Destroyers before Ironclads;
|
||||
Armors before Artillery; Mech Infantry without Barracks III.
|
||||
- Cathedrals did not require Construction nor Masonry. Ironclads and
|
||||
Eiffel Tower were available without Iron Working. Chivalry and Pikemen
|
||||
did not need Iron nor Bronze.
|
||||
- Pottery was not needed to research Trade, Economics, Explosives,
|
||||
Invention, or Sanitation.
|
||||
- Chemistry was not related to Atomic theory, Refrigeration, Gunpowder,
|
||||
Steam Engine, or Steel.
|
||||
- Theory of Gravity did not need Physics, Invention, or even The Wheel,
|
||||
and it was not needed for Automobile, Robotics, or Miniaturization.
|
||||
- Offshore Platforms did not require Refining, Combustion or Explosives.
|
||||
Miniaturization was not needed for Rocketry or Laser.
|
||||
|
||||
In the new tree, you are forced to research most of the ancient techs
|
||||
before you can research the modern ones, but overall, researching paths
|
||||
are similar to classic/civ2 tree.
|
||||
|
||||
|
||||
BUILDINGS:
|
||||
----------
|
||||
|
||||
- Aqueduct is cheaper near rivers or lakes. Sewer System is needed to
|
||||
grow larger than pop 16 (instead of 12). Each one reduces the chances
|
||||
of plague by -30%.
|
||||
|
||||
- Added new building: Ecclesiastical Palace (available with Theology),
|
||||
that acts as a second center of government that lowers corruption and
|
||||
waste.
|
||||
|
||||
- Courthouse: Makes 1 citizen content, makes the city immune to incite
|
||||
actions, and halves any kind of waste (Trade, Production or Food).
|
||||
|
||||
Added new effect: Food wasted by distance to Palace is -1% Food each
|
||||
2 tiles. For example, cities at distance 10 of the Palace lose -5%
|
||||
Food, so they lose -1 Food when their output reaches 20 Food per turn
|
||||
(noticeable with 10 Food per turn due to rounding effects).
|
||||
|
||||
- Granary halves the waste of Food caused by distance to Palace.
|
||||
Together with a Courthouse, it eliminates completely the waste of Food.
|
||||
|
||||
- Police Station: Makes 2 citizens content, and reduces unhappiness
|
||||
caused by 1 military unit.
|
||||
|
||||
- Science bonus from Library, University, and Research Lab restored to
|
||||
civ2 values (+50%). There are wonders that double the effect later.
|
||||
|
||||
- Production bonus by Factory and Mfg Plant reduced to +25% each
|
||||
(was +50%), so the Power Plants are as important as the Factories.
|
||||
Mfg Plants allows the construction of 2 units per turn.
|
||||
|
||||
- Super Highways double the effect of Stock Exchange (+50% to
|
||||
Gold/Luxury), and they produce extra Trade at tiles with roads but
|
||||
without farmlands (the city center tile can still have both farmland
|
||||
and Super Highways bonuses).
|
||||
|
||||
- Doubled costs of all Spaceship parts. All them require Library,
|
||||
University, Research Lab and Factory present in the city in order to
|
||||
be built.
|
||||
|
||||
- Reduced by one the upkeep of Aqueduct, Colosseum (renamed to
|
||||
Amphitheatre), University, Bank, Stock Exchange, Port Facility, SDI
|
||||
Defense, and Factory; reduced by two for Mass Transit and Mfg. Plant.
|
||||
|
||||
- Pollution caused by population is increased by buildings instead of
|
||||
by techs:
|
||||
|
||||
Industrialization -> Factory; Automobile -> Highways; Plastics -> Mfg
|
||||
Plant; Mass Production -> Offshore platforms.
|
||||
|
||||
- Adjusted the pollution of all electrical plants, and increased the
|
||||
building cost of Nuclear Plants:
|
||||
|
||||
Cost Upkeep Pollution (+Recycling)
|
||||
Power plant 130 4 100%(50%)
|
||||
Hydro plant 180 4 50% (25%)
|
||||
(+Hoover Dam) (=) (=) 25% (0%)
|
||||
Nuclear plant 240 2 50% (25%)
|
||||
Solar plant 320 4 25% (0%)
|
||||
|
||||
Recycling Center 140 2 -50%/-25%
|
||||
|
||||
|
||||
UNITS:
|
||||
------
|
||||
|
||||
- Population cost of Settlers increased to 2, and removed the upkeep.
|
||||
New unit Migrants available to work, or to migrate 1 population; they
|
||||
can't create cities and can be captured. Costs more similar to civ3:
|
||||
|
||||
Settlers: pop 2, cost 30, upkeep 0, food 1
|
||||
Migrants: pop 1, cost 10, upkeep 0, food 1
|
||||
Workers: pop 0, cost 20, upkeep 1, food 0
|
||||
|
||||
- Non-military units now belongs to a new unit class ("Small Land")
|
||||
that can not pillage, nor capture cities, and does not create Zones of
|
||||
Control (ZOC) that would affect the movements of enemy units.
|
||||
|
||||
- Created a new unit class for Caravans and Freights ("Merchant") that
|
||||
doesn't get the unlimited movement from maglev, and can be captured.
|
||||
They can only establish trade routes to foreign cities.
|
||||
|
||||
- Military "Land" units can capture enemy Migrants (as slaves) and
|
||||
Caravans/Freights (as loot).
|
||||
|
||||
- Wheeled units (new unit class "Big Land") can't move to Mountains,
|
||||
Jungles and Swamps, unless they are travelling on a road. They do not
|
||||
get defensive bonuses from the terrain, can not perform pillage, and
|
||||
need Galleons or Transports to travel by sea.
|
||||
|
||||
- Only "Big Land" units can cause population loss when attacking a city.
|
||||
|
||||
- Diplomat units stay alive when they investigate cities, and they can
|
||||
establish embassies or investigate cities directly from boats without
|
||||
disembarking. Explorers can perform those two actions, same as
|
||||
Diplomats. Increased vision range of Explorers and Partisans.
|
||||
|
||||
|
||||
- Added Elephants from civ2, available with Polytheism:
|
||||
(att/def/mov-hp,cost) = (3/2/2-10,30). Obsolete by Dragoons.
|
||||
|
||||
- Added Crusaders from civ2, available with Monotheism: (5/1/2-10,40).
|
||||
Obsolete by Dragoons. They do not cause unhappiness due to military
|
||||
activity.
|
||||
|
||||
- Added Fanatics from civ2, available with Guerrilla, under
|
||||
Fundamentalism government: (5/5/1-20,20). They cost 1 population, but
|
||||
do not cause unhappiness and do not need upkeep.
|
||||
|
||||
- Archers defense reduced to 1 (was 2), and cost to 20 (was 30). Legion
|
||||
cost reduced to 30 (was 40). This way the ratio Attack/Cost of ancient
|
||||
units is more even to Catapults.
|
||||
|
||||
- Pikemen changed to (2/3), cost to 30, and removed the doubled defense
|
||||
vs horses. Attack of Chariots increased to 4 (was 3). Defense of
|
||||
Knights increased to 3 (was 2). In order to encourage early use of
|
||||
cavalry.
|
||||
|
||||
- Alpine Troops changed to (7/4), and Partisan to (4/5). This way,
|
||||
Riflemen do not become obsolete as city defenders until Partisan or
|
||||
Marine are researched, and every modern infantry is somehow useful.
|
||||
|
||||
- Given Marine ability to Legion, Musketeer, and Rifleman. This way,
|
||||
one-tile islands can be assaulted early in game. Yet, the Marine unit
|
||||
is still the best offensive/defensive infantry.
|
||||
|
||||
- Triremes can navigate rivers. Caravel changed from (2/1) to (1/2), in
|
||||
order to encourage peaceful exploration of the seas in the age of
|
||||
discovery.
|
||||
|
||||
- Removed transport capability from Frigates, to force the use of
|
||||
Galleons. Reduced attack of Frigate and defense of Ironclad to 3
|
||||
(was 4).
|
||||
|
||||
- Battleship hit points reduced to 30 (was 40), Ironclad and Submarine
|
||||
to 20 (was 30). Doubled the defense of Destroyers against Submarines.
|
||||
Now there is a Rock-paper-scissors relation between
|
||||
Destroyer-Cruiser-Submarine.
|
||||
|
||||
- All units that had Firepower 2 now have Firepower 1, in order to even
|
||||
the power of naval, air, and artillery units, and to simplify the
|
||||
mental calculation to compare them.
|
||||
|
||||
- Artillery and Howitzer receive the ability CityBuster, so their
|
||||
firepower is 1 in open field, and 2 against cities. Removed Ignore
|
||||
Walls for Howitzer (that would bypass the new city defense bonuses),
|
||||
and reduced movement to 1.
|
||||
|
||||
- Bombers and Helicopters receive the Bombarder ability: when they
|
||||
attack ground units, they can only damage (not kill) them, but they
|
||||
damage every unit in a stack or city; and are never damaged while
|
||||
attacking. Note they have a normal attack against naval units (they
|
||||
still can kill or die). Halved the attack so it is harder to bombard
|
||||
ground enemies successfully. Increased hit points so it is still
|
||||
possible to kill naval units.
|
||||
|
||||
- Air units can perform pillage (representing bombardment of
|
||||
infrastructure), and can be airlifted from a city with an Airport to
|
||||
another. Increased defense of all Air units, in order to discourage the
|
||||
use of ground units to protect them.
|
||||
|
||||
- Increased fuel of all planes by one (giving them an extra turn in
|
||||
the air), in order to allow battles for air control. All planes
|
||||
lose 10% of HPs, like helicopters, when they end a turn outside a city,
|
||||
airstrip, or airbase.
|
||||
|
||||
- Helicopters can carry 1 military Land unit, and can only be attacked
|
||||
by Fighters (with no extra attack bonuses), and by Missiles. Carriers
|
||||
can also transport military Land units.
|
||||
|
||||
- Cruise Missile no longer cause unhappiness, range increased to 16,
|
||||
and allowed to attack Air units.
|
||||
|
||||
- Nuclear weapons can be built with Nuclear Fission, but you need
|
||||
Advanced Flight to move them, and Rocketry to get max movement.
|
||||
|
||||
- Readjusted many costs so units with better stats are always more
|
||||
expensive. At the same time, modern units always get better ratio
|
||||
Att/Cost or Def/Cost.
|
||||
|
||||
UNIT Att Def Mov FP HP Cost
|
||||
Warrior 1 1 1 1 10 10
|
||||
Phalanx 1 2 1 1 10 20
|
||||
Archers 3 *1 1 1 10 *20
|
||||
Legion 4 2 1 1 10 *30 *Marines
|
||||
Pikemen *2 *3 1 1 10 *30 *(No bonus anti-horse)
|
||||
Musketeers 3 3 1 1 20 *40 *Marines
|
||||
Riflemen 5 4 1 1 20 *50 *Marines
|
||||
Alpine Troops *7 *4 1 1 20 *60 IgTer
|
||||
Partisan 4 *5 1 1 20 *60 IgTer, IgZOC
|
||||
Fanatics *5 *5 1 1 20 20 *1 Pop, No upkeep, No unhappy
|
||||
Marines 8 5 1 1 20 60 Marines
|
||||
Paratroopers 6 4 1 1 20 60 Paratroopers
|
||||
|
||||
Horsemen 2 1 2 1 10 20
|
||||
Chariot *4 1 2 1 10 30 *Wheeled
|
||||
Elephants *3 *2 2 1 10 *30
|
||||
Crusaders 5 1 2 1 10 40 *No unhappy
|
||||
Knights 4 *3 2 1 10 40
|
||||
Dragoons 5 2 2 1 20 50
|
||||
Cavalry 8 3 2 1 20 60
|
||||
Mech. Inf. 6 6 3 1 30 *70 *Wheeled
|
||||
Armor 10 5 3 1 30 *90 *Wheeled
|
||||
|
||||
Catapult 6 1 1 1 10 40 *Wheeled
|
||||
Cannon 8 1 1 1 20 *50 *Wheeled
|
||||
Artillery 10 *2 1 *1(2) 20 *60 *Wheeled,*CityBuster
|
||||
Howitzer 12 2 *1 *1(2) 30 *80 *Wheeled,*CityBuster
|
||||
|
||||
Trireme 1 1 3 1 10 *20 Cargo 2, Coastal
|
||||
Caravel *1 *2 3 1 10 *30 Cargo 3
|
||||
Galleon 0 2 4 1 20 40 Cargo 4,*No unhappy
|
||||
Transport 0 3 5 1 30 50 Cargo 8,*No unhappy
|
||||
Carrier *0 9 5 *1 40 *150 Cargo 8,*No unhappy
|
||||
|
||||
Frigate *3 2 4 1 20 *40 *No Cargo
|
||||
Ironclad 4 *3 4 1 *20 *50
|
||||
Destroyer 4 4 6 1 30 60 *(x2 def anti-submarine)
|
||||
Cruiser 6 6 5 *1 30 80
|
||||
AEGIS Cruiser 8 8 5 *1 30 100 *(x5 def anti-air/missile)
|
||||
Battleship 12 12 4 *1 *30 160
|
||||
Submarine *12 *5 *5 *1 *20 *70 Cargo 8, Invis
|
||||
|
||||
Fighter 4 *4 10 *1 20 60 Fuel 2
|
||||
Bomber *6 *2 8 *1 *30 *100 *Bombard 3, Fuel 3, FieldUnit
|
||||
Helicopter *5 3 6 *1 *30 *70 *Bombard 2,*Cargo 1
|
||||
Stealth Fighter 8 *8 14 *1 20 80 Fuel 2, Invis
|
||||
Stealth Bomber *9 5 12 *1 *30 *120 *Bombard 4, Fuel 3, FieldUnit, Invis
|
||||
|
||||
Cruise Missile 18 0 *16 *1(2) 10 *50 *CityBuster,*No FieldUnit
|
||||
Nuclear 99 0 16 1 10 160 Nuclear, FieldUnit
|
||||
|
||||
FP = Firepower, HP = Hit Points
|
||||
* = Changes compared to civ2 ruleset. Most affected are modern
|
||||
infantry, air units, and all units that had 2 firepower.
|
||||
|
||||
|
||||
WONDERS:
|
||||
--------
|
||||
|
||||
- Replaced all effects that worked as if you had certain building in
|
||||
every city.
|
||||
|
||||
- Replaced every effect Make_Happy, Force_Content, and No_Unhappy, by
|
||||
additional Luxury in the city tiles. Else they would avoid unhappiness
|
||||
caused by military activity too easily.
|
||||
|
||||
- Replaced effects that give a percentage bonus to Science output, by
|
||||
additional Science in the city tiles. This way, they do not multiply
|
||||
the effect of other wonders like Colossus, and it is not mandatory to
|
||||
build them all in the same city.
|
||||
|
||||
- These bonuses to Science, Gold or Luxury are produced by the citizens
|
||||
(same as the bonuses to Trade or Production), so they can be increased
|
||||
by other city improvements (same as the output of specialists).
|
||||
|
||||
- Your Caravans and Freight can help build allies' or team-mates'
|
||||
wonders.
|
||||
|
||||
- Wonders become obsolete by techs researched by the owner (not affected
|
||||
by the researches of other players).
|
||||
|
||||
- Some wonders require certain building in the city to be built.
|
||||
|
||||
- Readjusted effects of most wonders. Restored civ2 costs:
|
||||
|
||||
FULL LIST OF WONDERS
|
||||
(#) It has some global effect that affects other nations.
|
||||
"Name", Cost, Requirements, Obsolescence, Effect.
|
||||
|
||||
- "Pyramids" 200. Obsolete by Railroad (that increases even more the
|
||||
production):
|
||||
+1 Production per worked tile in the city (already producing shields).
|
||||
Disables the output per tile penalty under Despotism/Tribal governments.
|
||||
- "Colossus" 200. Obsolete by Automobile (Super Highways):
|
||||
+1 Trade per worked tile in the city (already producing Trade).
|
||||
- "Copernicus' Observatory" 300. Obsolete by Computers (Research Lab):
|
||||
+1 Science per worked tile in the city.
|
||||
|
||||
- "Hanging Gardens" 200. Obsolete by Electricity (that increases
|
||||
Amphitheatre effect):
|
||||
+1 Content all your cities. +4 Luxury in the city where it is built.
|
||||
- "Mausoleum of Mausolos" 200. Obsolete by Sanitation (that enables
|
||||
wonder with similar effect):
|
||||
+1 Content in your cities with Walls, and +1 extra content in your
|
||||
cities with Courthouse. Your cities cannot be incited to revolt.
|
||||
- "Temple of Artemis" 200. Requires Temple. Obsolete by Theology (that
|
||||
increases Cathedral effect):
|
||||
+2 Content in your cities with Temple.
|
||||
- "Michelangelo's Chapel" 400. Requires Cathedral:
|
||||
+3 Content in your cities with Cathedral.
|
||||
|
||||
- "J.S. Bach's Cathedral" 400:
|
||||
+2 Luxury in all your cities.
|
||||
- "Cure For Cancer" 600:
|
||||
+2 Luxury in all your cities. -10% chance of plague.
|
||||
|
||||
- (#)"Shakespeare's Theatre" 300:
|
||||
Entertainer specialists output increases to 3 for every nation.
|
||||
+1 Luxury in all your cities, +6 Luxury where it is built.
|
||||
- (#)"A.Smith's Trading Co" 400. Requires Stock Exchange:
|
||||
Taxman specialists output increases to 3 for every nation. Free upkeep
|
||||
for buildings that cost 1 coin, in all your cities with Stock Exchange.
|
||||
- (#)"Darwin's Voyage" 400:
|
||||
Scientist specialists output increases to 3 for every nation.
|
||||
+1 Science in all your cities.
|
||||
|
||||
- (#)"Great Library" 300. Requires Library:
|
||||
Doubles the effect of Library for every nation. Gives an immediate
|
||||
technology advance. +4 Science in the city where it is built.
|
||||
- (#)"Isaac Newton's College" 400. Requires University:
|
||||
Doubles the effect of University for every nation. Gives an immediate
|
||||
technology advance. +6 Science in the city where it is built.
|
||||
- (#)"Internet" 600. Requires Research Lab:
|
||||
Doubles the effect of Research Lab for every nation. Gives an immediate
|
||||
technology advance. Reveals all cities in the map for the owner.
|
||||
|
||||
- "Lighthouse" 200. Requires adjacent sea. Obsolete by Engineering
|
||||
(Destroyer):
|
||||
+1 Move point for all your naval units, and they are built veteran in
|
||||
all your cities.
|
||||
- "Magellan's Expedition" 400, Obsolete by Nuclear Power (that
|
||||
increases even more movement of naval units):
|
||||
+1 Move point, and +50% chance to become veteran after a battle, for
|
||||
Sea units (no Triremes).
|
||||
- "Sun Tzu's War Academy" 300. Obsolete by Mobile Warfare (Barracks III):
|
||||
+1 Veteran level for all military ground units built in your cities
|
||||
(cumulative to Barracks).
|
||||
|
||||
- "Statue of Zeus" 200. Obsolete by Conscription (that enables wonder
|
||||
with similar effect):
|
||||
+1 Military Content, +1 free shield per city for upkeep of units.
|
||||
- "King Richard's Crusade" 300. Obsolete by Communism (Police Station):
|
||||
+1 Military Content, +2 free coins per city for upkeep of units.
|
||||
- "Women's Suffrage" 600:
|
||||
+1 Military Content (cumulative to Police Stations). Under Democracy it
|
||||
halves the unhappiness caused by each military unit.
|
||||
|
||||
- "Marco Polo's Embassy" 200. Obsolete by Democracy:
|
||||
Embassy with all players (tech costs are reduced depending on the
|
||||
number of players which already know them).
|
||||
- "Eiffel Tower" 300:
|
||||
+10 to AI love for the owner. Reduces -25% the pollution caused by the
|
||||
population in all your cities.
|
||||
- "Statue of Liberty" 400:
|
||||
Disables Has Senate effect. Any government available. No Anarchy
|
||||
periods when government changes.
|
||||
- (#)"United Nations" 600:
|
||||
+10 to AI love for the owner. Revolution when unhappy effect for every
|
||||
nation.
|
||||
|
||||
- "Great Wall" 300. Obsolete by Machine Tools (Artillery):
|
||||
+50% Defense bonus against ground units in all your cities, and no loss
|
||||
of population due to attacks.
|
||||
- "Leonardo's Workshop" 400. Obsolete by Combustion:
|
||||
Upgrades one obsolete unit per game turn.
|
||||
- "Hoover Dam" 600. Requires Factory (and adjacent river):
|
||||
Gives to to all your Hydro Plants the same effect as Solar Plants (-25%
|
||||
pollution caused by production).
|
||||
- (#)"Manhattan Project" 600:
|
||||
Enables nuclear units for every nation.
|
||||
- (#)"Apollo Program" 600:
|
||||
Enables space race for every nation. Makes entire map permanently
|
||||
visible for the owner.
|
||||
|
||||
Special "Cold War" effect: if Manhattan Project and United Nations were
|
||||
built, every nation with nuclear power receives the Has Senate effect,
|
||||
until the Apollo Program is finished.
|
||||
|
||||
|
||||
THANKS:
|
||||
-------
|
||||
|
||||
To every people who collaborated to create this wonderful Freeciv game.
|
||||
Specially to those who programmed the Ruleset modding capabilities and
|
||||
the AI capable to play with them.
|
||||
Original developer David Fernandez (Bardo).
|
||||
+1506
File diff suppressed because it is too large
Load Diff
+2262
File diff suppressed because it is too large
Load Diff
+141
@@ -0,0 +1,141 @@
|
||||
|
||||
; 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 <mysubdir>" in the server to have freeciv
|
||||
; use your new customized file.
|
||||
|
||||
[datafile]
|
||||
description = "Civ2Civ3 cities data for Freeciv"
|
||||
options = "+Freeciv-3.2-ruleset web-compatible"
|
||||
format_version = 30
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; A specialist is a city citizen who is not a tile worker. Usually the
|
||||
; player can control what specialist each citizen is, so long as the
|
||||
; requirements for that specialist are met.
|
||||
;
|
||||
; Below are the entries for the specialists, one per specialist type.
|
||||
; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
|
||||
; For each specialist the following fields may be set:
|
||||
;
|
||||
;
|
||||
; name = translatable (plural) name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets etc; if
|
||||
; not present, "name" is used for this purpose too. Since
|
||||
; the name used in savegames must not change, if you want
|
||||
; to rename an item after a ruleset has been released, you
|
||||
; should set "rule_name" to the original value of "name".
|
||||
; short_name = one-character "short name" used (for instance) in cityrep;
|
||||
; should be first character/abbreviation of "name"
|
||||
; graphic = tag specifying preferred graphic
|
||||
; Different images based on citizen number are supported.
|
||||
; If no such images indexed with citizen number are found,
|
||||
; plain tag is used instead.
|
||||
; graphic_alt = fallback graphic tag in case the specialist graphic isn't
|
||||
; found.
|
||||
; reqs = requirements to have the specialist pick (see
|
||||
; effects.ruleset and README.effects for help on requirements)
|
||||
; helptext = optional help text string; should escape all raw newlines
|
||||
; so that xgettext parsing works
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[specialist_elvis]
|
||||
name = _("Entertainers")
|
||||
; (The original specialist names in the classic ruleset and derivatives were
|
||||
; not designed to be user-visible.)
|
||||
rule_name = "elvis"
|
||||
short_name = _("?Elvis:E")
|
||||
graphic = "specialist.entertainer"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
; Nothing
|
||||
}
|
||||
helptext = _("\
|
||||
Each entertainer produces two luxury points for their city per turn, \
|
||||
increasing to three once any player has built Shakespeare's Theater. \
|
||||
See the section on Happiness for the effects of luxury points.\
|
||||
")
|
||||
|
||||
[specialist_scientist]
|
||||
name = _("Scientists")
|
||||
rule_name = "scientist"
|
||||
short_name = _("?Scientist:S")
|
||||
graphic = "specialist.scientist"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
; Nothing
|
||||
}
|
||||
helptext = _("\
|
||||
Each scientist adds two points to your empire's research output \
|
||||
per turn, increasing to three once any player has built Darwin's \
|
||||
Voyage.\
|
||||
")
|
||||
|
||||
[specialist_taxman]
|
||||
name = _("Taxmen")
|
||||
rule_name = "taxman"
|
||||
short_name = _("?Taxman:T")
|
||||
graphic = "specialist.taxman"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
; Nothing
|
||||
}
|
||||
helptext = _("\
|
||||
Each tax collector produces two extra gold for your treasury \
|
||||
per turn, increasing to three once any player has built \
|
||||
A.Smith's Trading Co.\
|
||||
")
|
||||
|
||||
[parameters]
|
||||
add_to_size_limit = 8 ; cities >= this cannot be added to.
|
||||
angry_citizens = TRUE ; set to FALSE to disable angry citizens
|
||||
celebrate_size_limit = 3 ; cities >= can celebrate
|
||||
|
||||
changable_tax = TRUE ; set to FALSE to disallow changing of tax rates
|
||||
;forced_science = 0 ; set these fields when changeable_tax is turned off
|
||||
;forced_luxury = 100
|
||||
;forced_gold = 0
|
||||
|
||||
vision_reveal_tiles = TRUE ; civ1 & 2 default FALSE
|
||||
|
||||
pop_report_zeroes = 4 ; Population in reports in tens of thousands
|
||||
|
||||
[citizen]
|
||||
nationality = TRUE ; account for the nationality of the citizens
|
||||
ubuilder_nationality = FALSE ; does pop_cost unit get builder`s nationality,
|
||||
; or that of the majority of the citizens in the city
|
||||
convert_speed = 50 ; base probability 50/1000 -> once every 20 turns
|
||||
partisans_pct = 75 ; percentage of own nationality to inspire partisans
|
||||
; if 0, original city owner information is used instead
|
||||
conquest_convert_pct = 0 ; percentage which converts to the new nation
|
||||
; after a city was conquered. Applied separately for each
|
||||
; nationality present in the city, and number of
|
||||
; converted people rounded up
|
||||
|
||||
[missing_unit_upkeep]
|
||||
; Get rid of a unit the city is unable to pay the X upkeep of.
|
||||
; X_protected - never get rid of a unit with any of the listed unit type
|
||||
; flags.
|
||||
; X_unit_act - have the unit perform the listed actions until success,
|
||||
; death or the list ends.
|
||||
; X_wipe - wipe the unit if it survived performing the actions listed
|
||||
; above.
|
||||
|
||||
food_protected = "EvacuateFirst"
|
||||
; food_unit_act =
|
||||
food_wipe = TRUE
|
||||
|
||||
; TODO: Should missing gold upkeep really be able to kill units with the
|
||||
; EvacuateFirst unit type flag?
|
||||
; gold_protected =
|
||||
; gold_unit_act =
|
||||
gold_wipe = TRUE
|
||||
|
||||
shield_protected = "EvacuateFirst"
|
||||
shield_unit_act = "Help Wonder", "Disband Unit Recover", "Disband Unit"
|
||||
shield_wipe = FALSE
|
||||
+4618
File diff suppressed because it is too large
Load Diff
+822
@@ -0,0 +1,822 @@
|
||||
; 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 <mysubdir>" 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 game rules for Freeciv"
|
||||
options = "+Freeciv-3.2-ruleset web-compatible"
|
||||
format_version = 30
|
||||
|
||||
; This section contains meta information for freeciv-ruledit to recreate the ruleset
|
||||
; file in a form wanted. These have no in-game effect whatsoever
|
||||
[ruledit]
|
||||
|
||||
; Which file to read description in from.
|
||||
description_file = "civ2civ3/README.civ2civ3"
|
||||
|
||||
[about]
|
||||
; Ruleset name
|
||||
name = _("Civ2Civ3 ruleset")
|
||||
|
||||
; There`s no separate versioning in rulesets part of main freeciv distribution
|
||||
;version = ""
|
||||
|
||||
; When about to migrate ruleset under a new name in the future version, set
|
||||
; alt_dir to the name of that future directory. Then savegames saved with this
|
||||
; version of freeciv can find the ruleset from the correct place when loading
|
||||
; the savegame to the future version.
|
||||
;alt_dir = ""
|
||||
|
||||
; Summary of the ruleset
|
||||
; /* TRANS: In the client, this is displayed alongside the contents of
|
||||
; README.civ2civ3, which are not localized. */
|
||||
summary = _("\
|
||||
You are playing Freeciv with civ2civ3 rules:\
|
||||
\n\n\
|
||||
Gameplay more similar to civ3, keeping the combat system from civ2.\
|
||||
\n\n\
|
||||
Adapted for single player, with AI less aggressive at start,\
|
||||
but more challenging at the end.\
|
||||
\n\n\
|
||||
The differences from the former default ruleset, 'classic', are listed in\
|
||||
full in README.civ2civ3.\
|
||||
")
|
||||
|
||||
; Detailed description
|
||||
; When updating this, update also description_file in [ruledit] section to match
|
||||
description = *civ2civ3/README.civ2civ3*
|
||||
|
||||
; What capabilities ruleset provides for the scenarios.
|
||||
; See doc/README.rulesets for definitions of official capabilities
|
||||
; std-terrains - At least standard set of terrains
|
||||
capabilities = "std-terrains"
|
||||
|
||||
[options]
|
||||
global_init_techs = ""
|
||||
global_init_buildings = "Palace"
|
||||
|
||||
[tileset]
|
||||
; If preferred tileset is set, clients that support the feature will suggest
|
||||
; using that tileset with the ruleset.
|
||||
; preferred = ""
|
||||
|
||||
[soundset]
|
||||
; If preferred soundset is set, clients that support the feature will suggest
|
||||
; using that soundset with the ruleset.
|
||||
; preferred = ""
|
||||
|
||||
[musicset]
|
||||
; If preferred musicset is set, clients that support the feature will suggest
|
||||
; using that musicset with the ruleset.
|
||||
; preferred = ""
|
||||
|
||||
[civstyle]
|
||||
; Value added to city pollution
|
||||
base_pollution = -20
|
||||
|
||||
; Cost in luxuries of making one citizen happier
|
||||
happy_cost = 2
|
||||
|
||||
; Cost in food of upkeeping a single citizen
|
||||
food_cost = 2
|
||||
|
||||
; Parameters used to generalize the calculation of city granary size:
|
||||
; if city_size <= num_inis:
|
||||
; city_granary_size = (granary_food_ini[city_size] * foodbox / 100)
|
||||
; if city_size > num_inis;
|
||||
; city_granary_size = (granary_food_ini[num_inis] +
|
||||
; granary_food_inc * (city_size - num_inis)) * foodbox / 100
|
||||
granary_food_ini = 20, 20, 20, 20, 20, 30, 30, 40
|
||||
granary_food_inc = 0
|
||||
|
||||
; City center minimum outputs
|
||||
min_city_center_food = 0
|
||||
min_city_center_shield = 0
|
||||
min_city_center_trade = 0
|
||||
|
||||
; Square of initial city radius
|
||||
init_city_radius_sq = 5
|
||||
|
||||
; Square of initially visible radius (true distance).
|
||||
init_vis_radius_sq = 5
|
||||
|
||||
; A base bribe cost, modified heavily by other factors
|
||||
base_bribe_cost = 750
|
||||
|
||||
; Barbarian leader ransom in gold. The ransom is taken from
|
||||
; the victim (typically a barbarian player), and it`s possible
|
||||
; they cannot pay this in full.
|
||||
ransom_gold = 100
|
||||
|
||||
; Number of veteran levels lost when upgrading a unit
|
||||
upgrade_veteran_loss = 1
|
||||
|
||||
; Number of veteran levels lost when auto-upgrading a unit
|
||||
autoupgrade_veteran_loss = 1
|
||||
|
||||
; Whether player gets to select which terrain improvement to pillage.
|
||||
pillage_select = TRUE
|
||||
|
||||
; Whether one can steal a tech for which prereqs are not known
|
||||
tech_steal_allow_holes = FALSE
|
||||
; Whether one can get a tech for which prereqs are not known via
|
||||
; diplomatic trading
|
||||
tech_trade_allow_holes = FALSE
|
||||
; ...and whether one can lose a tech which is prereq for another known
|
||||
; tech via trade, if techlost_donor is nonzero
|
||||
tech_trade_loss_allow_holes = FALSE
|
||||
; Whether one can get a tech for which prereqs are not known via
|
||||
; parasite effect (Great Library)
|
||||
tech_parasite_allow_holes = FALSE
|
||||
; Whether one can lose a tech which is prereq for another known tech
|
||||
; due to negative bulbs, if techlossforgiveness allows loss
|
||||
tech_loss_allow_holes = FALSE
|
||||
|
||||
; Whether civil war is possible at all
|
||||
civil_war_enabled = TRUE
|
||||
|
||||
; How many percents each celebrating city affects chance of civil war
|
||||
civil_war_bonus_celebrating = -5
|
||||
|
||||
; How many percents each unhappy city affects chance of civil war
|
||||
civil_war_bonus_unhappy = 5
|
||||
|
||||
; Comma separated list of things to happen, in addition to death
|
||||
; of owner, when gameloss unit dies
|
||||
; "CivilWar" - Part of the empire remains, controlled by a new player
|
||||
; "Barbarians" - Depending on if there`s also "CivilWar", all or part
|
||||
; or half of the dead players empire gets under barbarian
|
||||
; control.
|
||||
; "Loot" - Player who killed the gameloss unit gets loot:
|
||||
; Partial map, gold, techs, cities
|
||||
gameloss_style = ""
|
||||
|
||||
; Whether units may safely paradrop to transport on non-native terrain
|
||||
paradrop_to_transport = FALSE
|
||||
|
||||
; Method of paying unit and improvement gold upkeep
|
||||
; "City" - The player`s total gold must be non-negative after paying upkeep
|
||||
; costs associated with each city. If for any city the player`s
|
||||
; gold is negative, random buildings in the city are sold off. If
|
||||
; the gold is still negative, then supported units with gold upkeep
|
||||
; are disbanded.
|
||||
; "Mixed" - In the first step, the player`s total gold must be non-negative
|
||||
; after paying upkeep for all buildings within a city. If for any
|
||||
; city the player`s gold is negative, random buildings in the city
|
||||
; are sold off.
|
||||
; In the second step, gold upkeep for all units is paid in a lump
|
||||
; sum. If the player does not have enough gold, random units with
|
||||
; gold upkeep are disbanded.
|
||||
; "Nation" - Gold upkeep for all buildings and units is paid in a lump sum
|
||||
; after all cities have been processed. If the player does not
|
||||
; have enough gold, random buildings from random cities are sold.
|
||||
; If still more gold is needed, then random units with gold
|
||||
; upkeep are disbanded.
|
||||
gold_upkeep_style = "Mixed"
|
||||
|
||||
; Whether also homeless units pay gold upkeep. Enabling requires that
|
||||
; gold_upkeep_style is not "City"
|
||||
homeless_gold_upkeep = FALSE
|
||||
|
||||
; How many points of output one basic unit consists of. Typically you
|
||||
; want this to be some 10^n.
|
||||
output_granularity = 1
|
||||
|
||||
; Is it possible to airlift even with zero airlift capacity when
|
||||
; airliftingstyle server setting has been set to unlimited airlifts?
|
||||
airlift_from_always_enabled = FALSE
|
||||
airlift_to_always_enabled = TRUE
|
||||
|
||||
[wonder_visibility]
|
||||
; When do opponents know which city, if any, has built the Small Wonder
|
||||
; "Always" - Information is always sent
|
||||
; "Never" - Information is never sent
|
||||
; "Embassy" - Information is sent when team has an embassy with Wonder owner
|
||||
small_wonders = "Always"
|
||||
|
||||
[illness]
|
||||
; Whether plagues (illness) are possible
|
||||
illness_on = TRUE
|
||||
|
||||
; the base factor for illness (of percent)
|
||||
illness_base_factor = 10
|
||||
|
||||
; minimum city size for illness
|
||||
illness_min_size = 5
|
||||
|
||||
; factor for how much trading with a plagued city increases our city`s
|
||||
; chance for plague (in percent)
|
||||
illness_trade_infection = 50
|
||||
|
||||
; factor for how much pollution within a city increases its chance for
|
||||
; plague (in percent)
|
||||
illness_pollution_factor = 50
|
||||
|
||||
[incite_cost]
|
||||
; city_incite_cost = total_factor * (city_size) * (base_incite_cost
|
||||
; + (units_cost) * unit_factor
|
||||
; + (improvements_cost) * improvement_factor)
|
||||
; / ((distance to capital) * 100)
|
||||
; See city_incite_cost() for more details
|
||||
base_incite_cost = 1000
|
||||
improvement_factor = 1
|
||||
unit_factor = 2
|
||||
total_factor = 100
|
||||
|
||||
[combat_rules]
|
||||
; If tired_attack is set to TRUE, units that attack with less than a single
|
||||
; move point (per move_fragments in terrain.ruleset) will have their attack
|
||||
; power reduced accordingly. For instance, if move_fragments = 3, a unit with
|
||||
; 2/3 move points will have attack power 2/3 of normal.
|
||||
; If this is set to FALSE units will attack with full strength even if they
|
||||
; have only fractional moves left.
|
||||
tired_attack = TRUE
|
||||
|
||||
; With some rules it`s possible that neither side of a combat dies.
|
||||
; Set this to TRUE if unit should never gain veterancy from such a combat.
|
||||
only_killing_makes_veteran = FALSE
|
||||
|
||||
; If either side of the fight is completely powerless, i.e., has
|
||||
; zero attack/defense power after modifiers, fight is not considered
|
||||
; a real fight. If this setting is enabled, nobody gets made veteran after
|
||||
; such a fight.
|
||||
only_real_fight_makes_veteran = TRUE
|
||||
|
||||
; When this setting is enabled, chance of getting veterancy from a combat
|
||||
; gets modified by the strength of the opponent relative to the strength
|
||||
; of unit that might gain the veterancy.
|
||||
; When this setting is disabled, the modifier is always simply considered
|
||||
; to be 100%, i.e, the base veterancy chance from units.ruleset is used as is.
|
||||
; This affects both regular and diplomat combat.
|
||||
combat_odds_scaled_veterancy = TRUE
|
||||
|
||||
; Does unit`s bombard rate get scaled down by how damaged it is.
|
||||
; Even after this unit gets at least one bombard round.
|
||||
damage_reduces_bombard_rate = TRUE
|
||||
|
||||
; When the attacker has BadWallAttacker flag, and there`s
|
||||
; positive DefendBonus effect applied to the attack, attacker`s
|
||||
; firepower gets reduced to this value.
|
||||
; If firepower is already lower than this, it won`t be affected.
|
||||
low_firepower_badwallattacker = 1
|
||||
|
||||
; When the defender has BadCityDefender flag, and it`s
|
||||
; defending on a city tile, attacker`s firepower is doubled
|
||||
; and defenders firepower is reduced to this value.
|
||||
; If firepower is already lower than this, it won`t be affected.
|
||||
low_firepower_pearl_harbour = 1
|
||||
|
||||
; When the opponent has LowFirepower combat bonus against
|
||||
; a unit, it`s firepower is reduced to this value.
|
||||
; If firepower is already lower than this, it won`t be affected.
|
||||
low_firepower_combat_bonus = 1
|
||||
|
||||
; When a unit capable of attacking NonNative tiles does such an
|
||||
; attack against NonNatBombardTgt unit, firepower of both sides
|
||||
; is reduced to this value.
|
||||
; If firepower is already lower than this, it won`t be affected.
|
||||
low_firepower_nonnat_bombard = 1
|
||||
|
||||
; Percentage of population lost by a city after nuclear attak. If set to
|
||||
; 100 city is destroyed along with all the units. If set to 0 city does not
|
||||
; lose population. Any value below 50 means the city can never be
|
||||
; destroyed completely using nuclear.
|
||||
nuke_pop_loss_pct = 49
|
||||
|
||||
; Percentage chance of a city defender surviving nuclear attack. When set
|
||||
; to 50 roughly half of defenders will survive nuclear attack. When set to
|
||||
; 0 no defenders will survive. When set to 100 all defenders will survive.
|
||||
nuke_defender_survival_chance_pct = 0
|
||||
|
||||
[borders]
|
||||
; Base border radius from city.
|
||||
radius_sq_city = 5
|
||||
|
||||
; Border radius square increased by this amount / point of city size
|
||||
size_effect = 1
|
||||
|
||||
; Difference between city workable area and area permanently claimed by
|
||||
; city (these tiles cannot be stolen by stronger border sources).
|
||||
; 0 means exactly city workable area is immune to border stealing.
|
||||
; Negative value means outer workable tiles can be stolen; highly negative
|
||||
; value (more than max city radius_sq) means any workable tile can be stolen.
|
||||
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
|
||||
; a squared value, so the radius of the ring of tiles which are workable
|
||||
; but not locked (or vice versa) varies but the area is constant.
|
||||
radius_sq_city_permanent = -3
|
||||
|
||||
[research]
|
||||
; Method of calculating technology costs
|
||||
; "Civ I|II" - Civ (I|II) style. Every new tech add base_tech_cost to
|
||||
; cost of next tech.
|
||||
; "Classic" - Cost of technology is:
|
||||
; base_tech_cost * (1 + reqs) * sqrt(1 + reqs) / 2
|
||||
; where reqs == number of requirement for tech, counted
|
||||
; recursively.
|
||||
; "Classic+" - Cost are read from tech.ruleset. Missing costs are
|
||||
; generated by style "Classic".
|
||||
; "Experimental" - Cost of technology is:
|
||||
; base_tech_cost * (reqs^2 / (1 + sqrt(sqrt(reqs + 1)))
|
||||
; - 0.5)
|
||||
; where reqs == number of requirement for tech, counted
|
||||
; recursively. Initial techs` cost will be base_tech_cost.
|
||||
; "Experimental+" - Cost are read from tech.ruleset. Missing costs are
|
||||
; generated by style "Experimental".
|
||||
; "Linear" - Cost of technology is:
|
||||
; base_tech_cost * reqs
|
||||
; where reqs == number of requirement for tech, counted
|
||||
; recursively.
|
||||
tech_cost_style = "Linear"
|
||||
|
||||
; Base research cost. Used in tech cost styles where tech cost is generated.
|
||||
; In other words: used everywhere unless the cost of *all* techs are
|
||||
; specified and the tech cost style is "Experimental+" or "Classic+".
|
||||
base_tech_cost = 10
|
||||
|
||||
; Minimum research cost. This is applied for techs that have their cost
|
||||
; calculated by a formula. This is not applied for techs that have their
|
||||
; cost explicitly stated in the tech.ruleset.
|
||||
min_tech_cost = 10
|
||||
|
||||
; Technology leak from other civilizations
|
||||
; "None" - No reduction of the technology cost.
|
||||
; "Embassies" - Technology cost is reduced depending on the number of
|
||||
; players which already know the tech and you have an
|
||||
; embassy with.
|
||||
; "All Players" - Technology cost is reduced depending on the number of
|
||||
; all players (human, AI and barbarians) which already
|
||||
; know the tech.
|
||||
; "Normal Players" - Technology cost is reduced depending on the number of
|
||||
; normal players (human and AI) which already know the
|
||||
; tech.
|
||||
tech_leakage = "Embassies"
|
||||
|
||||
; Method of paying tech upkeep
|
||||
; "None" - no upkeep
|
||||
; "Basic" - upkeep is calculated as:
|
||||
; <Cost of technology> / tech_upkeep_divider - <Free tech upkeep>
|
||||
; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities
|
||||
tech_upkeep_style = "Cities"
|
||||
|
||||
; upkeep cost is divided by this value
|
||||
tech_upkeep_divider = 6000
|
||||
|
||||
; Method of selecting techs given for free
|
||||
; "Goal" - Towards player`s goal, random if no goal
|
||||
; "Random" - Random researchable tech
|
||||
; "Cheapest" - Cheapest researchable tech, random among equal cost ones
|
||||
free_tech_method = "Cheapest"
|
||||
|
||||
[culture]
|
||||
; Minimum culture points for cultural domination victory
|
||||
victory_min_points = 20000
|
||||
|
||||
; How big lead relative to second best player is needed for victory
|
||||
victory_lead_pct = 100
|
||||
|
||||
; How much existing history grows each turn. This makes older history
|
||||
; of the same original value more valuable as newer history, as it has
|
||||
; gained more interest.
|
||||
history_interest_pml = 0
|
||||
|
||||
; How much each culture point affects the migration
|
||||
; from/to the city. Each culture point count as this many permilles
|
||||
; of a migration point.
|
||||
migration_pml = 50
|
||||
|
||||
[calendar]
|
||||
; Year in the beginning of the game
|
||||
start_year = -4000
|
||||
|
||||
; Year 1 instead of 0.
|
||||
skip_year_0 = TRUE
|
||||
|
||||
; How many fragments each year has. In addition to this, "Turn_Fragments" effects are
|
||||
; needed to control fragment accumulation.
|
||||
; Value 0 here disables year advancement by fragment accumulation.
|
||||
fragments = 0
|
||||
|
||||
; Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
|
||||
; numbers begin from 1 and not 0) is shown.
|
||||
|
||||
;fragment_name0 = _("Jan")
|
||||
;fragment_name1 = _("Feb")
|
||||
; ...
|
||||
|
||||
; What labels are used for positive and negative years.
|
||||
; /* TRANS: year label (Common Era) */
|
||||
positive_label = _("CE")
|
||||
; /* TRANS: year label (Before Common Era) */
|
||||
negative_label = _("BCE")
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Disaster types:
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; reqs = requirements for disaster to happen (see effects.ruleset
|
||||
; and README.effects for help on requirements)
|
||||
; frequency = how likely disaster is to occur.
|
||||
; Final probability for each city each turn is -
|
||||
; (this frequency) * (game settings option disasters
|
||||
; frequency) / 1000000.
|
||||
; If omitted, default is 0 and this disaster will not occur.
|
||||
; effects
|
||||
; - "DestroyBuilding" = Random building is destroyed
|
||||
; - "ReducePopulation" = Reduce city size by one unless it's already 1
|
||||
; - "ReducePopDestroy" = Reduce city size by one, possibly destroying the city
|
||||
; - "EmptyFoodStock" = Remove all food from food stock
|
||||
; - "EmptyProdStock" = Destroy current production
|
||||
; - "Pollution" = One tile surrounding city polluted
|
||||
; - "Fallout" = One tile surrounding city polluted with fallout
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[disaster_earthquake]
|
||||
name = _("Earthquake")
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Terrain", "Hills", "Tile"
|
||||
}
|
||||
frequency = 10
|
||||
effects = "EmptyProdStock"
|
||||
|
||||
[disaster_flood]
|
||||
name = _("Flood")
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Extra", "River", "Adjacent"
|
||||
}
|
||||
frequency = 10
|
||||
effects = "EmptyFoodStock"
|
||||
|
||||
[disaster_fire]
|
||||
name = _("Fire")
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"MinSize", "9", "City"
|
||||
}
|
||||
frequency = 10
|
||||
effects = "DestroyBuilding"
|
||||
|
||||
[disaster_industrial_accident]
|
||||
name = _("Industrial Accident")
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Building", "Mfg. Plant", "City"
|
||||
}
|
||||
frequency = 10
|
||||
effects = "ReducePopulation", "Pollution"
|
||||
|
||||
[disaster_nuclear_accident]
|
||||
name = _("Nuclear Accident")
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Building", "Nuclear Plant", "City"
|
||||
}
|
||||
frequency = 10
|
||||
effects = "ReducePopulation", "Fallout"
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Achievement types:
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets
|
||||
; etc; if not present, "name" is used for this
|
||||
; purpose too. Since the name used in savegames must
|
||||
; not change, if you want to rename an item after a
|
||||
; ruleset has been released, you should set
|
||||
; "rule_name" to the original value of "name".
|
||||
; type = What event grants the achievement to player.
|
||||
; See README.achievements for list of these types.
|
||||
; unique = If TRUE, only first one reaching the achievement will
|
||||
; get it. Defaults to TRUE.
|
||||
; value = Value to reach. Exact meaning of this depends on
|
||||
; achievement type.
|
||||
; culture = Amount of culture granted to player who gets achievement
|
||||
; granted.
|
||||
; first_msg = Message shown to first player gaining the achievement
|
||||
; cons_msg = Message shown to consecutive players gaining the achievement
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[achievement_spaceship]
|
||||
name = _("Spaceship Launch")
|
||||
type = "Spaceship"
|
||||
unique = FALSE
|
||||
culture = 5000
|
||||
first_msg = _("You're the first one to launch a spaceship towards Alpha Centauri!")
|
||||
cons_msg = _("You have launched a spaceship towards Alpha Centauri!")
|
||||
|
||||
[achievement_map_known]
|
||||
name = _("Entire Map Known")
|
||||
type = "Map_Known"
|
||||
unique = FALSE
|
||||
value = 100
|
||||
culture = 1000
|
||||
first_msg = _("You're the first one to have mapped the entire world!")
|
||||
cons_msg = _("You have mapped the entire world!")
|
||||
|
||||
[achievement_another_island]
|
||||
name = _("Land Ahoy")
|
||||
type = "Land_Ahoy"
|
||||
unique = FALSE
|
||||
value = 2
|
||||
culture = 100
|
||||
first_msg = _("Your people were the first in history to sight a foreign shore!")
|
||||
cons_msg = _("You sighted your first foreign shore!")
|
||||
|
||||
[achievement_literate]
|
||||
name = _("Literate")
|
||||
type = "Literate"
|
||||
unique = FALSE
|
||||
value = 100
|
||||
culture = 1000
|
||||
; /* xgettext:no-c-format */
|
||||
first_msg = _("Your nation is the first to reach 100% literacy!")
|
||||
; /* xgettext:no-c-format */
|
||||
cons_msg = _("Your nation has reached 100% literacy!")
|
||||
|
||||
[achievement_multicultural]
|
||||
name = _("Multicultural")
|
||||
type = "Multicultural"
|
||||
unique = FALSE
|
||||
value = 2
|
||||
culture = 1000
|
||||
first_msg = _("You're the first nation to have citizens of multiple nationalities!")
|
||||
cons_msg = _("Your nation now has citizens of multiple nationalities!")
|
||||
|
||||
[achievement_metropolis]
|
||||
name = _("Metropolis")
|
||||
type = "Metropolis"
|
||||
unique = FALSE
|
||||
value = 20
|
||||
culture = 1000
|
||||
first_msg = _("Your nation is the first with a city of population 20!")
|
||||
cons_msg = _("One of your cities has reached population 20!")
|
||||
|
||||
[achievement_cultured_city]
|
||||
name = _("Cultured City")
|
||||
type = "Cultured_City"
|
||||
unique = FALSE
|
||||
value = 1000
|
||||
culture = 1000
|
||||
first_msg = _("Your nation is the first with a city of 1000 culture points!")
|
||||
cons_msg = _("One of your cities has 1000 culture points!")
|
||||
|
||||
[achievement_cultured_nation]
|
||||
name = _("Cultured Nation")
|
||||
type = "Cultured_Nation"
|
||||
unique = FALSE
|
||||
value = 10000
|
||||
first_msg = _("Your nation is the first one to achieve 10000 culture points!")
|
||||
cons_msg = _("Your nation has achieved 10000 culture points!")
|
||||
|
||||
;
|
||||
; Trade settings
|
||||
;
|
||||
; IN = international, IC = intercontinental.
|
||||
; For each of the trade route types:
|
||||
; "pct" - Trade income %. If this is 0, trade route cannot be
|
||||
; established at all
|
||||
; "cancelling" - What to do to previously established trade routes when they
|
||||
; turn illegal
|
||||
; "Active" - Keep them active (although they will only
|
||||
; provide nonzero income if illegal due to
|
||||
; trademindist rather than pct==0)
|
||||
; "Inactive" - Keep them inactive
|
||||
; "Cancel" - Cancel them altogether
|
||||
; "bonus" - One-time bonuses granted when trade route established
|
||||
; "None" - No one-time bonus
|
||||
; "Gold" - Bonus to gold
|
||||
; "Science" - Bonus to research
|
||||
; "Both" - Bonus to gold and research
|
||||
;
|
||||
[trade]
|
||||
settings =
|
||||
{ "type", "pct", "cancelling", "bonus"
|
||||
"National", 0, "Cancel", "None"
|
||||
"NationalIC", 0, "Cancel", "None"
|
||||
"IN", 100, "Cancel", "Gold"
|
||||
"INIC", 200, "Cancel", "Gold"
|
||||
"Ally", 100, "Cancel", "Gold"
|
||||
"AllyIC", 200, "Cancel", "Gold"
|
||||
"Enemy", 0, "Cancel", "Gold"
|
||||
"EnemyIC", 0, "Cancel", "Gold"
|
||||
"Team", 100, "Cancel", "Gold"
|
||||
"TeamIC", 200, "Cancel", "Gold"
|
||||
}
|
||||
|
||||
; Minimum trade a trade route produces, as long as the good has nonzero income
|
||||
; for the relevant direction (from_pct / to_pct)
|
||||
min_trade_route_val = 0
|
||||
|
||||
; Reveal the trade partner city on map.
|
||||
reveal_trade_partner = FALSE
|
||||
|
||||
; When are goods for the trade route chosen.
|
||||
; "Leaving" - Goods to carry are assigned to unit when it`s built, or it changes homecity
|
||||
; "Arrival" - Goods are chosen when trade route is established, when unit arrives to destination
|
||||
goods_selection = "Leaving"
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Goods types:
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets
|
||||
; etc; if not present, "name" is used for this
|
||||
; purpose too. Since the name used in savegames must
|
||||
; not change, if you want to rename an item after a
|
||||
; ruleset has been released, you should set
|
||||
; "rule_name" to the original value of "name".
|
||||
; reqs = requirements for a city to provide goods (see effects.ruleset
|
||||
; and README.effects for help on requirements)
|
||||
; from_pct = Income for the sending end of the trade route. Default is 100%
|
||||
; This value is applied to both ends of bidirectional routes.
|
||||
; to_pct = Income for the receiving end of the trade route. Default is 100%
|
||||
; This value is not used at all in case of bidirectional routes.
|
||||
; onetime_pct = Onetime bonuses when trade route gets established. Default is 100%
|
||||
; flags
|
||||
; - "Bidirectional" = Trade route carrying the goods does not have "from" and "to"
|
||||
; ends, but both ends are considered the same.
|
||||
; - "Depletes" = Trade route gets cancelled when the source city cannot provide
|
||||
; goods any more. Bidirectional routes gets cancelled if either
|
||||
; one of the involved cities cannot provide goods.
|
||||
; - "Self-Provided" = Good requirement (in requirement lists of other rules)
|
||||
; is fulfilled also for the city exporting, or capable of exporting,
|
||||
; the good. Otherwise it would be true only for cities importing the
|
||||
; good from elsewhere.
|
||||
; helptext = Optional help text string; should escape all raw
|
||||
; newlines so that xgettext parsing works
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[goods_good]
|
||||
name = _("Goods")
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Clause types
|
||||
;
|
||||
; Clause types that are not listed here, are not enabled at all.
|
||||
;
|
||||
; type = Type of the clause, one of "Advance", "Gold", "Map", "Seamap",
|
||||
; "City", "Ceasefire", "Peace", "Alliance", "Vision", "Embassy",
|
||||
; "SharedTiles"
|
||||
; giver_reqs = requirements that the giving side of the clause needs to fulfill
|
||||
; (see effects.ruleset and README.effects for help on requirements)
|
||||
; receiver_reqs = requirements that the receiving side of the clause needs to fulfill
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[clause_advance]
|
||||
type = "Advance"
|
||||
|
||||
[clause_gold]
|
||||
type = "Gold"
|
||||
|
||||
[clause_map]
|
||||
type = "Map"
|
||||
|
||||
[clause_seamap]
|
||||
type = "Seamap"
|
||||
|
||||
[clause_city]
|
||||
type = "City"
|
||||
|
||||
[clause_ceasefire]
|
||||
type = "Ceasefire"
|
||||
|
||||
[clause_peace]
|
||||
type = "Peace"
|
||||
|
||||
[clause_alliance]
|
||||
type = "Alliance"
|
||||
|
||||
[clause_vision]
|
||||
type = "Vision"
|
||||
|
||||
[clause_embassy]
|
||||
type = "Embassy"
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;Counter types
|
||||
;
|
||||
;name = translatable name as seen by user
|
||||
;rule_name = (optional) internal name for savegames, rulesets
|
||||
; etc; if not present, "name" is used for this
|
||||
; purpose too. Since the name used in savegames must
|
||||
; not change, if you want to rename an item after a
|
||||
; ruleset has been released, you should set
|
||||
; "rule_name" to the original value of "name".
|
||||
;checkpoint = Trigger value of the counter. When counter`s
|
||||
; value is at least this much, the "Counter" requirement
|
||||
; is fulfilled.
|
||||
;def = Initial value of the counter.
|
||||
;type = Behavior of the counter:
|
||||
; "Owned" - Increased each turn, zeroed when city changes owner
|
||||
; "Celebraring" - Increased each celebrates turn. In case city
|
||||
; does not celebrates, counter is zeroed
|
||||
; "Disorder" - Increased each turn city is in disorder state. In
|
||||
; case riots are eliminated, value is zeroed.
|
||||
;helptext = Description about relation with requirement
|
||||
; vectors (effects, building, units, etc.)
|
||||
; and when counter req of this counter
|
||||
; will be fulfilled.
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[playercolors]
|
||||
background.r = 86
|
||||
background.g = 86
|
||||
background.b = 86
|
||||
|
||||
; Player colors for 32 players are defined below.
|
||||
; Avoid greens, blues, and white / very pale colors (too easy to confuse
|
||||
; with terrain).
|
||||
; Avoid dark colors.
|
||||
colorlist =
|
||||
{ "r", "g", "b"
|
||||
255, 0, 0
|
||||
255, 255, 0
|
||||
0, 255, 255
|
||||
138, 43, 226
|
||||
255, 165, 0
|
||||
255, 0, 255
|
||||
173, 216, 230
|
||||
0, 255, 127
|
||||
250, 128, 114
|
||||
124, 252, 0
|
||||
139, 0, 0
|
||||
255, 192, 203
|
||||
211, 211, 211
|
||||
218, 112, 214
|
||||
255, 20, 147
|
||||
100, 149, 237
|
||||
255, 215, 0
|
||||
245, 222, 179
|
||||
255, 255, 128
|
||||
192, 255, 128
|
||||
204, 255, 0
|
||||
255, 211, 140
|
||||
255, 79, 0
|
||||
240, 145, 169
|
||||
255, 219, 88
|
||||
153, 17, 153
|
||||
184, 134, 11
|
||||
255, 102, 0
|
||||
102, 205, 170
|
||||
195, 33, 72
|
||||
168, 153, 230
|
||||
255, 250, 205
|
||||
}
|
||||
|
||||
[teams]
|
||||
; freeciv optional team names definition.
|
||||
;
|
||||
; names =
|
||||
; _("Team 1"),
|
||||
; _("Team 2"),
|
||||
; _("Team 3"),
|
||||
; _("Team 4"),
|
||||
; etc...
|
||||
|
||||
[settings]
|
||||
; freeciv game settings for civ2civ3 ruleset
|
||||
;
|
||||
set =
|
||||
{ "name", "value"
|
||||
"aifill", 6
|
||||
"generator", "FRACTAL"
|
||||
"topology", "ISO|HEX"
|
||||
"wrap", "WRAPX|WRAPY"
|
||||
"mapsize", "PLAYER"
|
||||
"tilesperplayer", 100
|
||||
"tinyisles", "ENABLED"
|
||||
"temperature", 60
|
||||
"flatpoles", 0
|
||||
"startunits", "cwsx"
|
||||
"citymindist", 3
|
||||
"techlevel", 1
|
||||
"borders", "ENABLED"
|
||||
"foggedborders", "ENABLED"
|
||||
"restrictinfra", "ENABLED"
|
||||
"unreachableprotects", "DISABLED"
|
||||
"onsetbarbs", 120
|
||||
"occupychance", 100
|
||||
"razechance", 10
|
||||
"techlossforgiveness", 0
|
||||
"techlossrestore", 50
|
||||
"revolentype", "RANDQUICK"
|
||||
"tradeworldrelpct", 100
|
||||
"disasters", 100
|
||||
"animals", 14
|
||||
}
|
||||
@@ -0,0 +1,465 @@
|
||||
|
||||
; 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 <mysubdir>" 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 governments data for Freeciv"
|
||||
options = "+Freeciv-3.2-ruleset web-compatible"
|
||||
format_version = 30
|
||||
|
||||
[governments]
|
||||
during_revolution = "Anarchy"
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Below: The individual government types, one per section.
|
||||
;
|
||||
; The actual tag used (the * in [government_*]) does not matter, except
|
||||
; it must be unique within this file, and it may be used in debug
|
||||
; output when reading this file.
|
||||
;
|
||||
; For the "official" rulesets, the order of these sections should not
|
||||
; be changed because that would break backward compatibility with
|
||||
; savegames. (In particular, if Fundamentalism is added to default
|
||||
; ruleset, should be added at end.)
|
||||
;
|
||||
; Notes on fields:
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets etc; if
|
||||
; not present, "name" is used for this purpose too. Since
|
||||
; the name used in savegames must not change, if you want
|
||||
; to rename an item after a ruleset has been released, you
|
||||
; should set "rule_name" to the original value of "name".
|
||||
; reqs = requirements for this government (see README.effects)
|
||||
; graphic = tag specifying preferred graphic
|
||||
; graphic_alt = alternate graphics tag if preferred is not found;
|
||||
; should be a standard tag if preferred is not;
|
||||
; otherwise may be "-"
|
||||
; sound = Sound tag for the audio to play when player switch
|
||||
; to government.
|
||||
; sound_alt = Alternative sound tag, in case primary one is not found.
|
||||
; sound_alt2 = Second alternative sound tag, in case neither primary tag
|
||||
; nor the first alt tag is found.
|
||||
; ai_better = AI will not consider this government for use if the
|
||||
; government listed here is available
|
||||
; ruler_male_title = The default male ruler title for the government type.
|
||||
; It's a format string where name of the ruler is marked
|
||||
; by '%s'.
|
||||
; Individual nations may override this by their
|
||||
; own title.
|
||||
; ruler_female_title = The default female ruler title for the government type.
|
||||
; See above ruler_male_title.
|
||||
; helptext = optional help text string; should escape all raw newlines
|
||||
; so that xgettext parsing works
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_anarchy]
|
||||
|
||||
name = _("Anarchy")
|
||||
; No reqs
|
||||
graphic = "gov.anarchy"
|
||||
graphic_alt = "-"
|
||||
sound = "g_anarchy"
|
||||
sound_alt = "-"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("Warlord %s")
|
||||
ruler_female_title = _("Warlady %s")
|
||||
|
||||
helptext = _("\
|
||||
Anarchy is simply the absence of any recognizable government.\
|
||||
Citizens are disorganized and unproductive, and will spend all\
|
||||
income as quickly as possible, rather than paying taxes or\
|
||||
conducting research.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Buildings and technologies do not require any upkeep.\n\
|
||||
* Each worked tile that gives more than 2 Food, Shield, or Trade will\
|
||||
suffer a -1 penalty, unless the city working it is celebrating.\
|
||||
(Cities below size 3 will not celebrate.)\n\
|
||||
* Each city can support up to 2 units for free; further units each cost\
|
||||
1 shield per turn.\n\
|
||||
* Military units do not cause unhappiness even when deployed aggressively.\n\
|
||||
* Military units impose martial law. Up to 3 military units inside a city\
|
||||
will each force 1 unhappy citizen to become content.\n\
|
||||
* You have no control over tax rates. All trade income is\
|
||||
converted to luxuries.\n\
|
||||
* Half of the luxuries, including those converted from other\
|
||||
trade income, are wasted.\n\
|
||||
* Conventional corruption increases with distance from the capital\
|
||||
(half as fast with knowledge of The Corporation).\n\
|
||||
* Base production waste is 30%. This increases with distance from the\
|
||||
capital (half as fast with knowledge of Trade).\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_tribal]
|
||||
|
||||
name = _("Tribal")
|
||||
; No reqs
|
||||
graphic = "gov.tribal"
|
||||
graphic_alt = "s.tax_luxury"
|
||||
sound = "g_tribal"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
ai_better = "Republic"
|
||||
|
||||
ruler_male_title = _("Warlord %s")
|
||||
ruler_female_title = _("Warlady %s")
|
||||
|
||||
helptext = _("\
|
||||
Under a Tribal government, you are part ruler of your people. Your\
|
||||
control over your citizens is maintained largely by spiritual counsel.\
|
||||
"), _("\
|
||||
Compared to Despotism, a Tribal economy is more shield-oriented. Its\
|
||||
bonuses to veterancy can be an advantage in wartime, but it lacks the\
|
||||
martial law of other early governments.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Increases by half the chance of land units getting the next veteran level\
|
||||
after a battle.\n\
|
||||
* Each worked tile that gives more than 2 Food, Shield, or Trade will\
|
||||
suffer a -1 penalty, unless the city working it is celebrating.\
|
||||
(Cities below size 3 will not celebrate.)\n\
|
||||
* Each city gets 1 extra content citizen.\n\
|
||||
* Each city can support up to 2 units for free; further units each cost\
|
||||
1 shield per turn.\n\
|
||||
* Unlike later governments, military units do not cause unhappiness even\
|
||||
when deployed aggressively.\n\
|
||||
* Base corruption is 30% (the highest under any government). This\
|
||||
increases with distance from the capital (half as fast with knowledge\
|
||||
of The Corporation).\n\
|
||||
* There is no base level of production waste, but an increasing amount\
|
||||
with distance from the capital (half as fast with knowledge of Trade).\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_despotism]
|
||||
|
||||
name = _("Despotism")
|
||||
; No reqs
|
||||
graphic = "gov.despotism"
|
||||
graphic_alt = "-"
|
||||
sound = "g_despotism"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
ai_better = "Monarchy"
|
||||
|
||||
ruler_male_title = _("Chief %s")
|
||||
ruler_female_title = _("?female:Chief %s")
|
||||
|
||||
helptext = _("\
|
||||
Under Despotism, you are the absolute ruler of your people. Your\
|
||||
control over your citizens is maintained largely by martial law.\
|
||||
"), _("\
|
||||
Compared to Tribalism, a Despotic economy is more trade-oriented.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Your centers of government (cities with Palace and Ecclesiastical\
|
||||
Palace) get a +75% bonus to gold production.\n\
|
||||
* Each worked tile that gives more than 2 Food, Shield, or Trade will\
|
||||
suffer a -1 penalty, unless the city working it is celebrating.\
|
||||
(Cities below size 3 will not celebrate.)\n\
|
||||
* Each city can support up to 2 units for free; further units each cost\
|
||||
1 gold per turn.\n\
|
||||
* Unlike later governments, military units do not cause unhappiness even\
|
||||
when deployed aggressively.\n\
|
||||
* Military units impose martial law. Up to 3 military units inside a city\
|
||||
will each force 1 unhappy citizen to become content.\n\
|
||||
* Base corruption is 20%. This increases with distance from the capital\
|
||||
(half as fast with knowledge of The Corporation).\n\
|
||||
* Base production waste is 10%. This increases with distance from the\
|
||||
capital (half as fast with knowledge of Trade).\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_monarchy]
|
||||
|
||||
name = _("Monarchy")
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Monarchy", "Player"
|
||||
}
|
||||
graphic = "gov.monarchy"
|
||||
graphic_alt = "-"
|
||||
sound = "g_monarchy"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("King %s")
|
||||
ruler_female_title = _("Queen %s")
|
||||
|
||||
helptext = _("\
|
||||
Under Monarchy, a king or queen serves as a hereditary figurehead\
|
||||
for your government.\
|
||||
"), _("\
|
||||
Monarchy gives low unit upkeep costs.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Your centers of government (cities with Palace and Ecclesiastical\
|
||||
Palace) get a +50% bonus to gold production.\n\
|
||||
* Celebrating cities produce one extra trade point for every tile which is\
|
||||
already producing trade. (Cities below size 3 will not celebrate.)\n\
|
||||
* Each city can support up to 3 units for free (the maximum possible);\
|
||||
further units each cost 1 gold per turn.\n\
|
||||
* Each city tolerates up to 3 aggressively deployed military units;\
|
||||
each further unit causes 1 unhappy citizen.\n\
|
||||
* Military units impose martial law. Up to 3 military units inside a city\
|
||||
will each force 1 unhappy citizen to become content.\n\
|
||||
* Base corruption is 10%. This increases with distance from the capital\
|
||||
(half as fast with knowledge of The Corporation).\n\
|
||||
* Base production waste is 20%. This increases with distance from the\
|
||||
capital (half as fast with knowledge of Trade).\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_communism]
|
||||
|
||||
name = _("Communism")
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Communism", "Player"
|
||||
}
|
||||
graphic = "gov.communism"
|
||||
graphic_alt = "-"
|
||||
sound = "g_communism"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("Comrade %s")
|
||||
ruler_female_title = _("?female:Comrade %s")
|
||||
|
||||
helptext = _("\
|
||||
A Communist government is based on the ideal that all people are\
|
||||
equal. All goods are owned by the state, rather than by private\
|
||||
citizens. Communism gives a balance between military and commercial\
|
||||
styles of government.\
|
||||
"), _("\
|
||||
Communism is a good government for maximizing shield production, and\
|
||||
for large empires.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* City improvements which would normally have an upkeep of 1 gold are\
|
||||
free of upkeep.\n\
|
||||
* Cancels the bonus from Mysticism and Theology (to Temples and Cathedrals).\n\
|
||||
* Each city can support up to 3 units for free (the maximum possible);\
|
||||
further units each cost 1 shield per turn.\n\
|
||||
* Each city tolerates up to 3 aggressively deployed military units;\
|
||||
each further unit causes 1 unhappy citizen.\n\
|
||||
* Military units impose martial law. Up to 3 military units inside a city\
|
||||
will each force 2 unhappy citizens to become content (the maximum\
|
||||
possible).\n\
|
||||
* Base corruption is 30%, but is not affected by distance to the capital.\n\
|
||||
* There is no production waste.\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_fundamentalism]
|
||||
|
||||
name = _("Fundamentalism")
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Theology", "Player"
|
||||
}
|
||||
graphic = "gov.fundamentalism"
|
||||
graphic_alt = "-"
|
||||
sound = "g_fundamentalism"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("High Priest %s")
|
||||
ruler_female_title = _("High Priestess %s")
|
||||
|
||||
helptext = _("\
|
||||
Fundamentalism is a form of government organized around a central\
|
||||
set of beliefs. The beliefs, usually religious in nature, form\
|
||||
a rigid guideline for actions and reactions of both the rulers\
|
||||
and the people.\
|
||||
"), _("\
|
||||
In a fundamentalist society, the people and the rulers are entirely\
|
||||
devoted to their beliefs, and are usually willing to die to\
|
||||
preserve them.\
|
||||
"), _("\
|
||||
Improvements that normally convert unhappy citizens to content\
|
||||
citizens, produce `tithes' (gold) equivalent to the number\
|
||||
of people they would convert, and require no maintenance.\
|
||||
"), _("\
|
||||
Fundamentalism is a good government for maximizing gold, and its Fanatics\
|
||||
are useful in wartime, but it has a heavy penalty to technological\
|
||||
progress.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Base science production is half that of other governments. (A\
|
||||
Fundamentalist city with a Library produces as much science as a\
|
||||
city under another government does alone.)\n\
|
||||
* Each city can support up to 2 units for free; further units each cost\
|
||||
2 gold per turn (except for Fanatics).\n\
|
||||
* Each city tolerates up to 2 aggressively deployed military units;\
|
||||
each further unit causes 1 unhappy citizen.\n\
|
||||
* Base corruption is 15%. This increases with distance from the capital\
|
||||
(half as fast with knowledge of The Corporation).\n\
|
||||
* Base production waste is 15%. This increases with distance from the\
|
||||
capital (half as fast with knowledge of Trade).\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_federation]
|
||||
|
||||
name = _("Federation")
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Economics", "Player"
|
||||
}
|
||||
graphic = "gov.federation"
|
||||
graphic_alt = "s.tax_gold"
|
||||
sound = "g_federation"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("Consul %s")
|
||||
ruler_female_title = _("?female:Consul %s")
|
||||
|
||||
helptext = _("\
|
||||
Federalism is a system in which the power to govern is shared between\
|
||||
national and provincial governments. \
|
||||
This decentralization minimizes the corruption and waste caused by distance\
|
||||
to capital, and avoids separatist movements.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Each city gets 2 extra luxury points.\n\
|
||||
* Celebrating cities produce one extra trade point for every tile which is\
|
||||
already producing trade. (Cities below size 3 will not celebrate.)\n\
|
||||
* Each city can support up to 2 units for free; further units each cost\
|
||||
2 gold per turn.\n\
|
||||
* Each city tolerates up to 2 aggressively deployed military units;\
|
||||
each further unit causes 1 unhappy citizen.\n\
|
||||
* There is no base level of corruption, but an increasing amount\
|
||||
with distance from the capital (half as much as with most other\
|
||||
governments). Knowledge of The Corporation eliminates this corruption.\n\
|
||||
* Base production waste is 30%, but is not affected by distance to the\
|
||||
capital.\n\
|
||||
* Has a senate that may prevent declaration of war.\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_republic]
|
||||
|
||||
name = _("Republic")
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "The Republic", "Player"
|
||||
}
|
||||
graphic = "gov.republic"
|
||||
graphic_alt = "-"
|
||||
sound = "g_republic"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("President %s")
|
||||
ruler_female_title = _("?female:President %s")
|
||||
|
||||
helptext = _("\
|
||||
Under a Republican government, citizens hold an election to select a\
|
||||
representative who will govern them; since elected leaders must\
|
||||
remain popular to remain in control, citizens are given a greater\
|
||||
degree of freedom. Citizens under the Republic become unhappy\
|
||||
easily, but the self-sufficiency of your citizens allows high levels\
|
||||
of trade.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Cities produce an extra trade point for every worked land tile that is\
|
||||
already producing trade.\n\
|
||||
* Celebrating cities produce a further trade point for every worked tile\
|
||||
(land or water) which is already producing trade. (Cities below size 3\
|
||||
will not celebrate.)\n\
|
||||
* Each city can support one unit for free; further units each cost\
|
||||
1 shield per turn.\n\
|
||||
* Each city tolerates a single aggressively deployed military unit;\
|
||||
each further unit causes 1 unhappy citizen.\n\
|
||||
* Base corruption is 25%. This increases with distance from the capital\
|
||||
(half as fast with knowledge of The Corporation).\n\
|
||||
* Base production waste is 5%. This increases with distance from the\
|
||||
capital (half as fast with knowledge of Trade).\
|
||||
")
|
||||
|
||||
;------------------------------------------------------------------------
|
||||
[government_democracy]
|
||||
|
||||
name = _("Democracy")
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Democracy", "Player"
|
||||
}
|
||||
graphic = "gov.democracy"
|
||||
graphic_alt = "-"
|
||||
sound = "g_democracy"
|
||||
sound_alt = "g_generic"
|
||||
sound_alt2 = "-"
|
||||
|
||||
ruler_male_title = _("Prime Minister %s")
|
||||
ruler_female_title = _("?female:Prime Minister %s")
|
||||
|
||||
helptext = _("\
|
||||
Under Democracy, citizens govern directly by voting on issues.\
|
||||
Democracy offers the highest possible level of trade, but also\
|
||||
offers the most potential for unhappiness; citizens become very\
|
||||
upset during wars.\
|
||||
"),
|
||||
; /* xgettext:no-c-format */
|
||||
_("\
|
||||
* Cities produce an extra trade point for every worked land tile that is\
|
||||
already producing trade.\n\
|
||||
* Celebrating cities produce a further trade point for every worked tile\
|
||||
(land or water) which is already producing trade. (Cities below size 3\
|
||||
will not celebrate.)\n\
|
||||
* Each city can support one unit for free; further units each cost\
|
||||
2 gold per turn.\n\
|
||||
* Each city tolerates a single aggressively deployed military unit;\
|
||||
each further unit causes 2 unhappy citizens.\n\
|
||||
* Base corruption is 5%. This increases with distance from the capital\
|
||||
(half as fast with knowledge of The Corporation).\n\
|
||||
* Base production waste is 25%. This increases with distance from the\
|
||||
capital (half as fast with knowledge of Trade).\n\
|
||||
* Has a senate that may prevent declaration of war.\
|
||||
")
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Multipliers (aka policies)
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets
|
||||
; etc; if not present, "name" is used for this
|
||||
; purpose too. Since the name used in savegames must
|
||||
; not change, if you want to rename an item after a
|
||||
; ruleset has been released, you should set
|
||||
; "rule_name" to the original value of "name".
|
||||
; default = default value (as presented in UI)
|
||||
; start = minimum value (as presented in UI)
|
||||
; stop = maximum value (as presented in UI)
|
||||
; step = minimum increase/decrease (as presented in UI)
|
||||
; offset = offset/factor control how UI values are turned
|
||||
; factor = into effect values for use in effects.ruleset.
|
||||
; effect_value = (ui_value + offset) * (factor/100)
|
||||
; Optional; by default offset=0, factor=100, so
|
||||
; that UI values are used as-is.
|
||||
; minimum_turns = how often multiplier can be changed, or: how long one is stuck
|
||||
; with the given value after changing to it
|
||||
; reqs = requirements for adjusting this policy (see README.effects)
|
||||
; helptext = optional help text string; should escape all raw
|
||||
; newlines so that xgettext parsing works
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
@@ -0,0 +1,69 @@
|
||||
|
||||
; 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 <mysubdir>" in the server to have freeciv
|
||||
; use your new customized file.
|
||||
|
||||
[datafile]
|
||||
description = "Default nations data for Freeciv"
|
||||
options = "+Freeciv-3.2-ruleset web-compatible"
|
||||
format_version = 30
|
||||
|
||||
; This section contains meta information for freeciv-ruledit and freeciv-ruleup
|
||||
; to recreate the ruleset file in a form wanted.
|
||||
; These have no in-game effect whatsoever.
|
||||
[ruledit]
|
||||
|
||||
; Nationlist to add include statement for. If this entry is omitted, all the nations
|
||||
; will be saved to nations.ruleset itself.
|
||||
nationlist = "default/nationlist.ruleset"
|
||||
|
||||
; List of nations to embed to main nations.ruleset despite separate nationlist
|
||||
; being used for other nations.
|
||||
embedded_nations = "Barbarian", "Pirate", "Animal Kingdom"
|
||||
|
||||
[compatibility]
|
||||
; Initial government for all the nations that do not
|
||||
; have it explicitly defined
|
||||
default_government = "Despotism"
|
||||
|
||||
[default_traits]
|
||||
; Default values for the AI traits. These are used if nation specific
|
||||
; value for some trait has not been used. If these default too are
|
||||
; not defined, the ultimate default is 50.
|
||||
; <trait>_min and <trait>_max give the range from which the trait value
|
||||
; is randomly chosen for a given AI player unless 'traitdistribution'
|
||||
; server setting is 'FIXED'
|
||||
; <trait>_default is the exaxt trait value used when 'traitdistribution'
|
||||
; is 'FIXED'. If <trait>_default has not been given, it's set to the
|
||||
; midpoint between <trait>_min and <trait>_max.
|
||||
|
||||
; Value of trait "expansionist" defines how much AI wants to settle new territory.
|
||||
expansionist_min = 30
|
||||
expansionist_max = 90
|
||||
expansionist_default = 50
|
||||
|
||||
; Value of trait "trader" defines how much AI wants to establish trade routes.
|
||||
trader_min = 30
|
||||
trader_max = 90
|
||||
trader_default = 50
|
||||
|
||||
; Value of trait "aggressive" defines how easily AI declares war.
|
||||
aggressive_min = 30
|
||||
aggressive_max = 90
|
||||
aggressive_default = 50
|
||||
|
||||
; Value of trait "builder" defines how much AI wants to build buildings
|
||||
builder_min = 30
|
||||
builder_max = 90
|
||||
builder_default = 50
|
||||
|
||||
; Please keep [ruledit] section in sync with these includes
|
||||
*include "default/nationlist.ruleset"
|
||||
; This ruleset uses model of two separate barbarian nations
|
||||
*include "nation/barbarian.ruleset"
|
||||
*include "nation/pirate.ruleset"
|
||||
*include "nation/animals.ruleset"
|
||||
+13
@@ -0,0 +1,13 @@
|
||||
-- Freeciv - Copyright (C) 2007 - The Freeciv Project
|
||||
-- This program is free software; you can redistribute it and/or modify
|
||||
-- it under the terms of the GNU General Public License as published by
|
||||
-- the Free Software Foundation; either version 2, or (at your option)
|
||||
-- any later version.
|
||||
--
|
||||
-- This program is distributed in the hope that it will be useful,
|
||||
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
-- GNU General Public License for more details.
|
||||
|
||||
-- This file is for lua-functionality for parsing luadata.txt
|
||||
-- of this ruleset.
|
||||
+363
@@ -0,0 +1,363 @@
|
||||
-- Freeciv - Copyright (C) 2007 - The Freeciv Project
|
||||
-- This program is free software; you can redistribute it and/or modify
|
||||
-- it under the terms of the GNU General Public License as published by
|
||||
-- the Free Software Foundation; either version 2, or (at your option)
|
||||
-- any later version.
|
||||
--
|
||||
-- This program is distributed in the hope that it will be useful,
|
||||
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
-- GNU General Public License for more details.
|
||||
|
||||
-- This file is for lua-functionality that is specific to a given
|
||||
-- ruleset. When freeciv loads a ruleset, it also loads script
|
||||
-- file called 'default.lua'. The one loaded if your ruleset
|
||||
-- does not provide an override is default/default.lua.
|
||||
|
||||
|
||||
-- Place Ruins at the location of the destroyed city.
|
||||
function city_destroyed_callback(city, loser, destroyer)
|
||||
city.tile:create_extra("Ruins", NIL)
|
||||
-- continue processing
|
||||
return false
|
||||
end
|
||||
|
||||
signal.connect("city_destroyed", "city_destroyed_callback")
|
||||
|
||||
-- Check if there is certain terrain in ANY CAdjacent tile.
|
||||
function adjacent_to(tile, terrain_name)
|
||||
for adj_tile in tile:circle_iterate(1) do
|
||||
if adj_tile.id ~= tile.id then
|
||||
local adj_terr = adj_tile.terrain
|
||||
local adj_name = adj_terr:rule_name()
|
||||
if adj_name == terrain_name then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Check if there is certain terrain in ALL CAdjacent tiles.
|
||||
function surrounded_by(tile, terrain_name)
|
||||
for adj_tile in tile:circle_iterate(1) do
|
||||
if adj_tile.id ~= tile.id then
|
||||
local adj_terr = adj_tile.terrain
|
||||
local adj_name = adj_terr:rule_name()
|
||||
if adj_name ~= terrain_name then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- Add random labels to the map.
|
||||
function place_map_labels()
|
||||
local rivers = 0
|
||||
local deeps = 0
|
||||
local oceans = 0
|
||||
local lakes = 0
|
||||
local swamps = 0
|
||||
local glaciers = 0
|
||||
local tundras = 0
|
||||
local deserts = 0
|
||||
local plains = 0
|
||||
local grasslands = 0
|
||||
local jungles = 0
|
||||
local forests = 0
|
||||
local hills = 0
|
||||
local mountains = 0
|
||||
|
||||
local selected_river = 0
|
||||
local selected_deep = 0
|
||||
local selected_ocean = 0
|
||||
local selected_lake = 0
|
||||
local selected_swamp = 0
|
||||
local selected_glacier = 0
|
||||
local selected_tundra = 0
|
||||
local selected_desert = 0
|
||||
local selected_plain = 0
|
||||
local selected_grassland = 0
|
||||
local selected_jungle = 0
|
||||
local selected_forest = 0
|
||||
local selected_hill = 0
|
||||
local selected_mountain = 0
|
||||
|
||||
-- Count the tiles that has a terrain type that may get a label.
|
||||
for place in whole_map_iterate() do
|
||||
local terr = place.terrain
|
||||
local tname = terr:rule_name()
|
||||
|
||||
if place:has_extra("River") then
|
||||
rivers = rivers + 1
|
||||
elseif tname == "Deep Ocean" then
|
||||
deeps = deeps + 1
|
||||
elseif tname == "Ocean" then
|
||||
oceans = oceans + 1
|
||||
elseif tname == "Lake" then
|
||||
lakes = lakes + 1
|
||||
elseif tname == "Swamp" then
|
||||
swamps = swamps + 1
|
||||
elseif tname == "Glacier" then
|
||||
glaciers = glaciers + 1
|
||||
elseif tname == "Tundra" then
|
||||
tundras = tundras + 1
|
||||
elseif tname == "Desert" then
|
||||
deserts = deserts + 1
|
||||
elseif tname == "Plains" then
|
||||
plains = plains + 1
|
||||
elseif tname == "Grassland" then
|
||||
grasslands = grasslands + 1
|
||||
elseif tname == "Jungle" then
|
||||
jungles = jungles + 1
|
||||
elseif tname == "Forest" then
|
||||
forests = forests + 1
|
||||
elseif tname == "Hills" then
|
||||
hills = hills + 1
|
||||
elseif tname == "Mountains" then
|
||||
mountains = mountains + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Decide if a label should be included and, in case it should, where.
|
||||
if random(1, 100) <= rivers then
|
||||
selected_river = random(1, rivers)
|
||||
end
|
||||
if random(1, 100) <= deeps then
|
||||
selected_deep = random(1, deeps)
|
||||
end
|
||||
if random(1, 100) <= oceans then
|
||||
selected_ocean = random(1, oceans)
|
||||
end
|
||||
if random(1, 100) <= lakes then
|
||||
selected_lake = random(1, lakes)
|
||||
end
|
||||
if random(1, 100) <= swamps then
|
||||
selected_swamp = random(1, swamps)
|
||||
end
|
||||
if random(1, 100) <= glaciers then
|
||||
selected_glacier = random(1, glaciers)
|
||||
end
|
||||
if random(1, 100) <= tundras then
|
||||
selected_tundra = random(1, tundras)
|
||||
end
|
||||
if random(1, 100) <= deserts then
|
||||
selected_desert = random(1, deserts)
|
||||
end
|
||||
if random(1, 100) <= plains then
|
||||
selected_plain = random(1, plains)
|
||||
end
|
||||
if random(1, 100) <= grasslands then
|
||||
selected_grassland = random(1, grasslands)
|
||||
end
|
||||
if random(1, 100) <= jungles then
|
||||
selected_jungle = random(1, jungles)
|
||||
end
|
||||
if random(1, 100) <= forests then
|
||||
selected_forest = random(1, forests)
|
||||
end
|
||||
if random(1, 100) <= hills then
|
||||
selected_hill = random(1, hills)
|
||||
end
|
||||
if random(1, 100) <= mountains then
|
||||
selected_mountain = random(1, mountains)
|
||||
end
|
||||
|
||||
-- Place the included labels at the location determined above.
|
||||
for place in whole_map_iterate() do
|
||||
local terr = place.terrain
|
||||
local tname = terr:rule_name()
|
||||
|
||||
if place:has_extra("River") then
|
||||
selected_river = selected_river - 1
|
||||
if selected_river == 0 then
|
||||
if tname == "Hills" then
|
||||
place:set_label(_("Grand Canyon"))
|
||||
elseif tname == "Mountains" then
|
||||
place:set_label(_("Deep Gorge"))
|
||||
elseif tname == "Tundra" then
|
||||
place:set_label(_("Fjords"))
|
||||
elseif random(1, 100) <= 50 then
|
||||
place:set_label(_("Waterfalls"))
|
||||
else
|
||||
place:set_label(_("Travertine Terraces"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Deep Ocean" then
|
||||
selected_deep = selected_deep - 1
|
||||
if selected_deep == 0 then
|
||||
if surrounded_by(place, "Deep Ocean") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Deep Trench"))
|
||||
else
|
||||
place:set_label(_("Thermal Vent"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Ocean" then
|
||||
selected_ocean = selected_ocean - 1
|
||||
if selected_ocean == 0 then
|
||||
if surrounded_by(place, "Ocean") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Atoll Chain"))
|
||||
elseif adjacent_to(place, "Glacier") then
|
||||
place:set_label(_("Glacier Bay"))
|
||||
elseif adjacent_to(place, "Deep Ocean") then
|
||||
place:set_label(_("Great Barrier Reef"))
|
||||
else
|
||||
-- Coast (not adjacent to glacier nor deep ocean)
|
||||
place:set_label(_("Great Blue Hole"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Lake" then
|
||||
selected_lake = selected_lake - 1
|
||||
if selected_lake == 0 then
|
||||
if surrounded_by(place, "Lake") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Great Lakes"))
|
||||
elseif not adjacent_to(place, "Lake") then
|
||||
-- Isolated
|
||||
place:set_label(_("Dead Sea"))
|
||||
else
|
||||
place:set_label(_("Rift Lake"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Swamp" then
|
||||
selected_swamp = selected_swamp - 1
|
||||
if selected_swamp == 0 then
|
||||
if not adjacent_to(place, "Swamp") then
|
||||
-- Isolated
|
||||
place:set_label(_("Grand Prismatic Spring"))
|
||||
elseif adjacent_to(place, "Ocean") then
|
||||
-- Coast
|
||||
place:set_label(_("Mangrove Forest"))
|
||||
else
|
||||
place:set_label(_("Cenotes"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Glacier" then
|
||||
selected_glacier = selected_glacier - 1
|
||||
if selected_glacier == 0 then
|
||||
if surrounded_by(place, "Glacier") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Ice Sheet"))
|
||||
elseif not adjacent_to(place, "Glacier") then
|
||||
-- Isolated
|
||||
place:set_label(_("Frozen Lake"))
|
||||
elseif adjacent_to(place, "Ocean") then
|
||||
-- Coast
|
||||
place:set_label(_("Ice Shelf"))
|
||||
else
|
||||
place:set_label(_("Advancing Glacier"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Tundra" then
|
||||
selected_tundra = selected_tundra - 1
|
||||
if selected_tundra == 0 then
|
||||
place:set_label(_("Geothermal Area"))
|
||||
end
|
||||
elseif tname == "Desert" then
|
||||
selected_desert = selected_desert - 1
|
||||
if selected_desert == 0 then
|
||||
if surrounded_by(place, "Desert") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Sand Sea"))
|
||||
elseif not adjacent_to(place, "Desert") then
|
||||
-- Isolated
|
||||
place:set_label(_("Salt Flat"))
|
||||
elseif random(1, 100) <= 50 then
|
||||
place:set_label(_("Singing Dunes"))
|
||||
else
|
||||
place:set_label(_("White Desert"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Plains" then
|
||||
selected_plain = selected_plain - 1
|
||||
if selected_plain == 0 then
|
||||
if adjacent_to(place, "Ocean") then
|
||||
-- Coast
|
||||
place:set_label(_("Long Beach"))
|
||||
elseif random(1, 100) <= 50 then
|
||||
place:set_label(_("Valley of Geysers"))
|
||||
else
|
||||
place:set_label(_("Rock Pillars"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Grassland" then
|
||||
selected_grassland = selected_grassland - 1
|
||||
if selected_grassland == 0 then
|
||||
if adjacent_to(place, "Ocean") then
|
||||
-- Coast
|
||||
place:set_label(_("White Cliffs"))
|
||||
elseif random(1, 100) <= 50 then
|
||||
place:set_label(_("Giant Cave"))
|
||||
else
|
||||
place:set_label(_("Rock Formation"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Jungle" then
|
||||
selected_jungle = selected_jungle - 1
|
||||
if selected_jungle == 0 then
|
||||
if surrounded_by(place, "Jungle") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Rainforest"))
|
||||
elseif adjacent_to(place, "Ocean") then
|
||||
-- Coast
|
||||
place:set_label(_("Subterranean River"))
|
||||
else
|
||||
place:set_label(_("Sinkholes"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Forest" then
|
||||
selected_forest = selected_forest - 1
|
||||
if selected_forest == 0 then
|
||||
if adjacent_to(place, "Mountains") then
|
||||
place:set_label(_("Stone Forest"))
|
||||
elseif surrounded_by(place, "Forest") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Sequoia Forest"))
|
||||
else
|
||||
place:set_label(_("Millenary Trees"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Hills" then
|
||||
selected_hill = selected_hill - 1
|
||||
if selected_hill == 0 then
|
||||
if not adjacent_to(place, "Hills") then
|
||||
if adjacent_to(place, "Mountains") then
|
||||
-- Isolated (but adjacent to mountains)
|
||||
place:set_label(_("Table Mountain"))
|
||||
else
|
||||
-- Isolated (not adjacent to hills nor mountains)
|
||||
place:set_label(_("Inselberg"))
|
||||
end
|
||||
elseif random(1, 100) <= 50 then
|
||||
place:set_label(_("Karst Landscape"))
|
||||
else
|
||||
place:set_label(_("Mud Volcanoes"))
|
||||
end
|
||||
end
|
||||
elseif tname == "Mountains" then
|
||||
selected_mountain = selected_mountain - 1
|
||||
if selected_mountain == 0 then
|
||||
if surrounded_by(place, "Mountains") then
|
||||
-- Fully surrounded
|
||||
place:set_label(_("Highest Peak"))
|
||||
elseif not adjacent_to(place, "Mountains") then
|
||||
-- Isolated
|
||||
place:set_label(_("Sacred Mount"))
|
||||
elseif adjacent_to(place, "Ocean") then
|
||||
-- Coast
|
||||
place:set_label(_("Cliff Coast"))
|
||||
elseif random(1, 100) <= 50 then
|
||||
place:set_label(_("Active Volcano"))
|
||||
else
|
||||
place:set_label(_("High Summit"))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
signal.connect("map_generated", "place_map_labels")
|
||||
+254
@@ -0,0 +1,254 @@
|
||||
|
||||
; 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 <mysubdir>" in the server to have freeciv
|
||||
; use your new customized file.
|
||||
|
||||
[datafile]
|
||||
description = "Nation theme data for Freeciv"
|
||||
options = "+Freeciv-3.2-ruleset web-compatible"
|
||||
format_version = 30
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Nation styles
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets etc; if
|
||||
; not present, "name" is used for this purpose too. Since
|
||||
; the name used in savegames must not change, if you want
|
||||
; to rename an item after a ruleset has been released, you
|
||||
; should set "rule_name" to the original value of "name".
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[style_european]
|
||||
name = _("?style:European")
|
||||
|
||||
[style_classical]
|
||||
name = _("?style:Classical")
|
||||
|
||||
[style_tropical]
|
||||
name = _("?style:Tropical")
|
||||
|
||||
[style_asian]
|
||||
name = _("?style:Asian")
|
||||
|
||||
[style_babylonian]
|
||||
name = _("?style:Babylonian")
|
||||
|
||||
[style_celtic]
|
||||
name = _("?style:Celtic")
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; City styles define the way cities are drawn
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets etc; if
|
||||
; not present, "name" is used for this purpose too. Since
|
||||
; the name used in savegames must not change, if you want
|
||||
; to rename an item after a ruleset has been released, you
|
||||
; should set "rule_name" to the original value of "name".
|
||||
; graphic = group of tiles to use, see cities spec for
|
||||
; more info on city tiles
|
||||
; citizens_graphic = group of citizens tiles to use, see citizens/small
|
||||
; spec for more info on citizens tiles
|
||||
; reqs = requirements for this city style (see README.effects)
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[citystyle_european]
|
||||
name = _("?citystyle:European")
|
||||
graphic = "city.european"
|
||||
graphic_alt = "-"
|
||||
citizens_graphic = "ancient"
|
||||
reqs = { "type", "name", "range"
|
||||
"Style", "European", "Player"
|
||||
}
|
||||
|
||||
[citystyle_classical]
|
||||
name = _("?citystyle:Classical")
|
||||
graphic = "city.classical"
|
||||
graphic_alt = "-"
|
||||
citizens_graphic = "ancient"
|
||||
reqs = { "type", "name", "range"
|
||||
"Style", "Classical", "Player"
|
||||
}
|
||||
|
||||
[citystyle_tropical]
|
||||
name = _("?citystyle:Tropical")
|
||||
graphic = "city.tropical"
|
||||
graphic_alt = "city.european"
|
||||
citizens_graphic = "ancient"
|
||||
reqs = { "type", "name", "range"
|
||||
"Style", "Tropical", "Player"
|
||||
}
|
||||
|
||||
[citystyle_asian]
|
||||
name = _("?citystyle:Asian")
|
||||
graphic = "city.asian"
|
||||
graphic_alt = "city.classical"
|
||||
citizens_graphic = "ancient"
|
||||
reqs = { "type", "name", "range"
|
||||
"Style", "Asian", "Player"
|
||||
}
|
||||
|
||||
[citystyle_babylonian]
|
||||
name = _("?citystyle:Babylonian")
|
||||
graphic = "city.babylonian"
|
||||
graphic_alt = "city.classical"
|
||||
citizens_graphic = "ancient"
|
||||
reqs = { "type", "name", "range"
|
||||
"Style", "Babylonian", "Player"
|
||||
}
|
||||
|
||||
[citystyle_celtic]
|
||||
name = _("?citystyle:Celtic")
|
||||
graphic = "city.celtic"
|
||||
graphic_alt = "city.european"
|
||||
citizens_graphic = "ancient"
|
||||
reqs = { "type", "name", "range"
|
||||
"Style", "Celtic", "Player"
|
||||
}
|
||||
|
||||
[citystyle_industrial]
|
||||
name = _("?citystyle:Industrial")
|
||||
graphic = "city.industrial"
|
||||
graphic_alt = "-"
|
||||
citizens_graphic = "industrial"
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Railroad", "Player"
|
||||
}
|
||||
|
||||
[citystyle_electric]
|
||||
name = _("?citystyle:ElectricAge")
|
||||
graphic = "city.electricage"
|
||||
graphic_alt = "city.modern"
|
||||
citizens_graphic = "electricage"
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Automobile", "Player"
|
||||
}
|
||||
|
||||
[citystyle_modern]
|
||||
name = _("?citystyle:Modern")
|
||||
graphic = "city.modern"
|
||||
graphic_alt = "-"
|
||||
citizens_graphic = "modern"
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Rocketry", "Player"
|
||||
}
|
||||
|
||||
[citystyle_postmodern]
|
||||
name = _("?citystyle:PostModern")
|
||||
graphic = "city.postmodern"
|
||||
graphic_alt = "-"
|
||||
citizens_graphic = "postmodern"
|
||||
reqs = { "type", "name", "range"
|
||||
"tech", "Superconductors", "Player"
|
||||
}
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Music styles
|
||||
;
|
||||
; Order is important. The last one for which activation requirements
|
||||
; are fulfilled is the one that plays.
|
||||
;
|
||||
; music_peaceful = Music to play when nation in peaceful mood
|
||||
; music_combat = Music to play when nation in combat mood
|
||||
; reqs = requirements to activate the style (see effects.ruleset
|
||||
; and README.effects for help on requirements)
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[musicstyle_european]
|
||||
music_peaceful = "music_european_peace"
|
||||
music_combat = "music_european_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Style", "European", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_classical]
|
||||
music_peaceful = "music_classical_peace"
|
||||
music_combat = "music_classical_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Style", "Classical", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_tropical]
|
||||
music_peaceful = "music_tropical_peace"
|
||||
music_combat = "music_tropical_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Style", "Tropical", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_asian]
|
||||
music_peaceful = "music_asian_peace"
|
||||
music_combat = "music_asian_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Style", "Asian", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_babylonian]
|
||||
music_peaceful = "music_babylonian_peace"
|
||||
music_combat = "music_babylonian_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Style", "Babylonian", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_celtic]
|
||||
music_peaceful = "music_celtic_peace"
|
||||
music_combat = "music_celtic_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Style", "Celtic", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_renaissance]
|
||||
music_peaceful = "music_renaissance_peace"
|
||||
music_combat = "music_renaissance_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Tech", "University", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_industrial]
|
||||
music_peaceful = "music_industrial_peace"
|
||||
music_combat = "music_industrial_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Tech", "Railroad", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_electricage]
|
||||
music_peaceful = "music_electricage_peace"
|
||||
music_combat = "music_electricage_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Tech", "Automobile", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_modern]
|
||||
music_peaceful = "music_modern_peace"
|
||||
music_combat = "music_modern_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Tech", "Rocketry", "Player"
|
||||
}
|
||||
|
||||
[musicstyle_postmodern]
|
||||
music_peaceful = "music_postmodern_peace"
|
||||
music_combat = "music_postmodern_combat"
|
||||
reqs =
|
||||
{ "type", "name", "range"
|
||||
"Tech", "Superconductors", "Player"
|
||||
}
|
||||
+870
@@ -0,0 +1,870 @@
|
||||
|
||||
; 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 <mysubdir>" in the server to have freeciv
|
||||
; use your new customized file.
|
||||
|
||||
[datafile]
|
||||
description = "Civ2Civ3 technology data for Freeciv"
|
||||
options = "+Freeciv-3.2-ruleset web-compatible"
|
||||
format_version = 30
|
||||
|
||||
[control]
|
||||
; Names for custom tech flags. There can be up to 8 of these.
|
||||
; name = rule name; In some circumstances user may see this
|
||||
; as part of some sentences, so try to make it descriptive
|
||||
; and sensible.
|
||||
; helptxt = displayed in the help for advances with this flag (optional)
|
||||
;flags =
|
||||
; { "name", "helptxt"
|
||||
; }
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Tech classes:
|
||||
;
|
||||
; First one is the default one.
|
||||
; If there is none, tech classes feature is disabled
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets
|
||||
; etc; if not present, "name" is used for this
|
||||
; purpose too. Since the name used in savegames must
|
||||
; not change, if you want to rename an item after a
|
||||
; ruleset has been released, you should set
|
||||
; "rule_name" to the original value of "name".
|
||||
; cost_pct = how much techs of the class cost compared
|
||||
; to normal. Default is 100%.
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
;[techclass_default]
|
||||
;name =
|
||||
|
||||
; /* <-- avoid gettext warnings
|
||||
;
|
||||
; Below: The individual advances, one per section.
|
||||
; The number can be variable, up to 400.
|
||||
;
|
||||
; The actual tag used (the * in [advance_*]) does not matter, except
|
||||
; it must be unique within this file, and it may be used in debug
|
||||
; output when reading this file.
|
||||
;
|
||||
; Notes:
|
||||
;
|
||||
; name = translatable name as seen by user
|
||||
; rule_name = (optional) internal name for savegames, rulesets etc; if
|
||||
; not present, "name" is used for this purpose too. Since
|
||||
; the name used in savegames must not change, if you want
|
||||
; to rename an item after a ruleset has been released, you
|
||||
; should set "rule_name" to the original value of "name".
|
||||
; class = tech class this tech belongs to, if they have been defined.
|
||||
; Default is first one defined above.
|
||||
; req1, req2 = advances required before researching this one
|
||||
; root_req = tech required before acquiring this tech, by any means.
|
||||
; All techs with any direct or indirect dependency on this
|
||||
; one will *also* have this root_req, as well as their own
|
||||
; and any others they inherit.
|
||||
; Giving "None" explicitly here prevents a tech from
|
||||
; inheriting root_reqs in this way, and stops root_req
|
||||
; inheritance through that tech.
|
||||
; Specifying a tech's root_req as itself means that the tech
|
||||
; can only be acquired by special means (nation's init_techs,
|
||||
; scripting, etc).
|
||||
; research_reqs = requirements before researching this one. Can have non
|
||||
; tech requirements because it is a requirement vector.
|
||||
; See doc/README.effects to learn more about requirement
|
||||
; vectors.
|
||||
; Requiring a tech here instead of in req1, req2 or
|
||||
; root_req is not supported yet.
|
||||
; Requirements that may become fulfilled during the game
|
||||
; when they weren't at the start of the game is not
|
||||
; supported yet.
|
||||
; flags = special flag strings
|
||||
; graphic = icon for technology
|
||||
; graphic_alt = alternate icon
|
||||
; helptext = optional help text string (set units ruleset for examples)
|
||||
; bonus_message = text seen when a player is the first to discover
|
||||
; an bonus tech. Must contain '%s' to mark place of the tech
|
||||
; gained.
|
||||
; cost = if tech_cost_style is set to "Classic+" or "Experimental+",
|
||||
; this field is read for information on how much a tech
|
||||
; costs.
|
||||
;
|
||||
; Special values for req1 and req2 are "None" (first section below)
|
||||
; and "Never" (never available). If only one tech is required,
|
||||
; it should be listed as req1.
|
||||
;
|
||||
; As well as custom flags defined above, the following flag strings are
|
||||
; possible:
|
||||
;
|
||||
; "Bonus_Tech" = player gets extra tech if reached first
|
||||
; "Bridge" = "Settler" unit types can build extras that
|
||||
; require bridge when occurring with some other
|
||||
; extra. See "bridged_over" extra property in
|
||||
; terrain.ruleset.
|
||||
; "Build_Airborne" = from now on can build air units (for use by AI)
|
||||
; "Claim_Ocean" = Player claims ocean tiles even if they are not
|
||||
; adjacent to border source
|
||||
; "Claim_Ocean_Limited" = Oceanic border sources claim ocean tiles even if
|
||||
; they are not adjacent to border source
|
||||
;
|
||||
; */ <-- avoid gettext warnings
|
||||
|
||||
[advance_advanced_flight]
|
||||
name = _("Advanced Flight")
|
||||
req1 = "Radio"
|
||||
req2 = "Machine Tools"
|
||||
flags = ""
|
||||
graphic = "a.advanced_flight"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Enables movement of nuclear units.")
|
||||
|
||||
[advance_alphabet]
|
||||
name = _("Alphabet")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.alphabet"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_amphibious_warfare]
|
||||
name = _("Amphibious Warfare")
|
||||
req1 = "Engineering"
|
||||
req2 = "Tactics"
|
||||
flags = ""
|
||||
graphic = "a.amphibious_warfare"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_astronomy]
|
||||
name = _("Astronomy")
|
||||
req1 = "Mysticism"
|
||||
req2 = "Mathematics"
|
||||
flags = ""
|
||||
graphic = "a.astronomy"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Increases units' vision when in fortresses.")
|
||||
|
||||
[advance_atomic_theory]
|
||||
name = _("Atomic Theory")
|
||||
req1 = "Chemistry"
|
||||
req2 = "Refrigeration"
|
||||
flags = ""
|
||||
graphic = "a.atomic_theory"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_automobile]
|
||||
name = _("Automobile")
|
||||
req1 = "Combustion"
|
||||
req2 = "Steel"
|
||||
flags = ""
|
||||
graphic = "a.automobile"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_banking]
|
||||
name = _("Banking")
|
||||
req1 = "Trade"
|
||||
req2 = "The Republic"
|
||||
flags = ""
|
||||
graphic = "a.banking"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_bridge_building]
|
||||
name = _("Bridge Building")
|
||||
req1 = "The Wheel"
|
||||
req2 = "Construction"
|
||||
flags = "Bridge"
|
||||
graphic = "a.bridge_building"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Allows roads to be built on river tiles.")
|
||||
|
||||
[advance_bronze_working]
|
||||
name = _("Bronze Working")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.bronze_working"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_ceremonial_burial]
|
||||
name = _("Ceremonial Burial")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.ceremonial_burial"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_chemistry]
|
||||
name = _("Chemistry")
|
||||
req1 = "University"
|
||||
req2 = "Medicine"
|
||||
flags = ""
|
||||
graphic = "a.chemistry"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_chivalry]
|
||||
name = _("Chivalry")
|
||||
req1 = "Feudalism"
|
||||
req2 = "Horseback Riding"
|
||||
flags = ""
|
||||
graphic = "a.chivalry"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_code_of_laws]
|
||||
name = _("Code of Laws")
|
||||
req1 = "Alphabet"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.code_of_laws"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_combined_arms]
|
||||
name = _("Combined Arms")
|
||||
req1 = "Mobile Warfare"
|
||||
req2 = "Advanced Flight"
|
||||
flags = ""
|
||||
graphic = "a.combined_arms"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_combustion]
|
||||
name = _("Combustion")
|
||||
req1 = "Refining"
|
||||
req2 = "Engineering"
|
||||
flags = ""
|
||||
graphic = "a.combustion"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_communism]
|
||||
name = _("Communism")
|
||||
req1 = "Theology"
|
||||
req2 = "Industrialization"
|
||||
flags = ""
|
||||
graphic = "a.communism"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_computers]
|
||||
name = _("Computers")
|
||||
req1 = "Miniaturization"
|
||||
req2 = "Radio"
|
||||
flags = ""
|
||||
graphic = "a.computers"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_conscription]
|
||||
name = _("Conscription")
|
||||
req1 = "Democracy"
|
||||
req2 = "Metallurgy"
|
||||
flags = ""
|
||||
graphic = "a.conscription"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_construction]
|
||||
name = _("Construction")
|
||||
req1 = "Masonry"
|
||||
req2 = "Iron Working"
|
||||
flags = ""
|
||||
graphic = "a.construction"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers, Engineers, and military infantry \
|
||||
units to build forts and fortresses.\
|
||||
")
|
||||
|
||||
[advance_currency]
|
||||
name = _("Currency")
|
||||
req1 = "Bronze Working"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.currency"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_democracy]
|
||||
name = _("Democracy")
|
||||
req1 = "Banking"
|
||||
req2 = "Invention"
|
||||
flags = ""
|
||||
graphic = "a.democracy"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_economics]
|
||||
name = _("Economics")
|
||||
req1 = "Banking"
|
||||
req2 = "University"
|
||||
flags = ""
|
||||
graphic = "a.economics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_electricity]
|
||||
name = _("Electricity")
|
||||
req1 = "Metallurgy"
|
||||
req2 = "Theory of Gravity"
|
||||
flags = ""
|
||||
graphic = "a.electricity"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows irrigation without an adjacent water source, improves the \
|
||||
effect of Amphitheaters, and increases city vision radius.\
|
||||
")
|
||||
|
||||
[advance_electronics]
|
||||
name = _("Electronics")
|
||||
req1 = "The Corporation"
|
||||
req2 = "Electricity"
|
||||
flags = ""
|
||||
graphic = "a.electronics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_engineering]
|
||||
name = _("Engineering")
|
||||
req1 = "Electricity"
|
||||
req2 = "Steam Engine"
|
||||
flags = ""
|
||||
graphic = "a.engineering"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_environmentalism]
|
||||
name = _("Environmentalism")
|
||||
req1 = "Recycling"
|
||||
req2 = "Space Flight"
|
||||
flags = ""
|
||||
graphic = "a.environmentalism"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_espionage]
|
||||
name = _("Espionage")
|
||||
req1 = "Communism"
|
||||
req2 = "Democracy"
|
||||
flags = ""
|
||||
graphic = "a.espionage"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_explosives]
|
||||
name = _("Explosives")
|
||||
req1 = "Gunpowder"
|
||||
req2 = "Chemistry"
|
||||
flags = ""
|
||||
graphic = "a.explosives"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_feudalism]
|
||||
name = _("Feudalism")
|
||||
req1 = "Iron Working"
|
||||
req2 = "Monarchy"
|
||||
flags = ""
|
||||
graphic = "a.feudalism"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_flight]
|
||||
name = _("Flight")
|
||||
req1 = "Combustion"
|
||||
req2 = "Tactics"
|
||||
flags = "Build_Airborne"
|
||||
graphic = "a.flight"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_fusion_power]
|
||||
name = _("Fusion Power")
|
||||
req1 = "Superconductors"
|
||||
req2 = "Labor Union"
|
||||
flags = ""
|
||||
graphic = "a.fusion_power"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Makes it possible for Engineers to transform terrains.")
|
||||
|
||||
[advance_genetic_engineering]
|
||||
name = _("Genetic Engineering")
|
||||
req1 = "Refrigeration"
|
||||
req2 = "The Corporation"
|
||||
flags = ""
|
||||
graphic = "a.genetic_engineering"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_guerilla_warfare]
|
||||
name = _("Guerilla Warfare")
|
||||
req1 = "Communism"
|
||||
req2 = "Tactics"
|
||||
flags = ""
|
||||
graphic = "a.guerilla_warfare"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_gunpowder]
|
||||
name = _("Gunpowder")
|
||||
req1 = "Invention"
|
||||
req2 = "Feudalism"
|
||||
graphic = "a.gunpowder"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_horseback_riding]
|
||||
name = _("Horseback Riding")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.horseback_riding"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_industrialization]
|
||||
name = _("Industrialization")
|
||||
req1 = "Railroad"
|
||||
req2 = "Banking"
|
||||
graphic = "a.industrialization"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_invention]
|
||||
name = _("Invention")
|
||||
req1 = "Bridge Building"
|
||||
req2 = "Literacy"
|
||||
flags = ""
|
||||
graphic = "a.invention"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Halves the upgrade cost of your units.")
|
||||
|
||||
[advance_iron_working]
|
||||
name = _("Iron Working")
|
||||
req1 = "Bronze Working"
|
||||
req2 = "Warrior Code"
|
||||
flags = ""
|
||||
graphic = "a.iron_working"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_labor_union]
|
||||
name = _("Labor Union")
|
||||
req1 = "Communism"
|
||||
req2 = "Mobile Warfare"
|
||||
flags = ""
|
||||
graphic = "a.labor_union"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_laser]
|
||||
name = _("Laser")
|
||||
req1 = "Computers"
|
||||
req2 = "Nuclear Power"
|
||||
flags = ""
|
||||
graphic = "a.laser"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_leadership]
|
||||
name = _("Leadership")
|
||||
req1 = "Chivalry"
|
||||
req2 = "Gunpowder"
|
||||
flags = ""
|
||||
graphic = "a.leadership"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_literacy]
|
||||
name = _("Literacy")
|
||||
req1 = "Writing"
|
||||
req2 = "Code of Laws"
|
||||
flags = ""
|
||||
graphic = "a.literacy"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_machine_tools]
|
||||
name = _("Machine Tools")
|
||||
req1 = "Steel"
|
||||
req2 = "Tactics"
|
||||
flags = ""
|
||||
graphic = "a.machine_tools"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_magnetism]
|
||||
name = _("Magnetism")
|
||||
req1 = "Seafaring"
|
||||
req2 = "Astronomy"
|
||||
flags = ""
|
||||
graphic = "a.magnetism"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_map_making]
|
||||
name = _("Map Making")
|
||||
req1 = "Alphabet"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.map_making"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_masonry]
|
||||
name = _("Masonry")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.masonry"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_mass_production]
|
||||
name = _("Mass Production")
|
||||
req1 = "Automobile"
|
||||
req2 = "The Corporation"
|
||||
flags = ""
|
||||
graphic = "a.mass_production"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_mathematics]
|
||||
name = _("Mathematics")
|
||||
req1 = "Alphabet"
|
||||
req2 = "Masonry"
|
||||
flags = ""
|
||||
graphic = "a.mathematics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_medicine]
|
||||
name = _("Medicine")
|
||||
req1 = "Philosophy"
|
||||
req2 = "Trade"
|
||||
flags = ""
|
||||
graphic = "a.medicine"
|
||||
graphic_alt = "-"
|
||||
; /* xgettext:no-c-format */
|
||||
helptext = _("\
|
||||
Reduces the risk of plague in your cities by 30% of the base chance \
|
||||
(this is additive with the benefits of any buildings).\
|
||||
")
|
||||
|
||||
[advance_metallurgy]
|
||||
name = _("Metallurgy")
|
||||
req1 = "Gunpowder"
|
||||
req2 = "Mathematics"
|
||||
flags = ""
|
||||
graphic = "a.metallurgy"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_miniaturization]
|
||||
name = _("Miniaturization")
|
||||
req1 = "Combustion"
|
||||
req2 = "Electronics"
|
||||
flags = ""
|
||||
graphic = "a.miniaturization"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers, Engineers, and Transports to build \
|
||||
oil platforms on Deep Ocean, required to get the bonus from \
|
||||
Offshore Platforms.\
|
||||
")
|
||||
|
||||
[advance_mobile_warfare]
|
||||
name = _("Mobile Warfare")
|
||||
req1 = "Automobile"
|
||||
req2 = "Machine Tools"
|
||||
flags = ""
|
||||
graphic = "a.mobile_warfare"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_monarchy]
|
||||
name = _("Monarchy")
|
||||
req1 = "Ceremonial Burial"
|
||||
req2 = "Code of Laws"
|
||||
flags = ""
|
||||
graphic = "a.monarchy"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_monotheism]
|
||||
name = _("Monotheism")
|
||||
req1 = "Astronomy"
|
||||
req2 = "Polytheism"
|
||||
flags = ""
|
||||
graphic = "a.monotheism"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_mysticism]
|
||||
name = _("Mysticism")
|
||||
req1 = "Ceremonial Burial"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.mysticism"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Improves the effect of Temples.")
|
||||
|
||||
[advance_navigation]
|
||||
name = _("Navigation")
|
||||
req1 = "Invention"
|
||||
req2 = "Physics"
|
||||
flags = ""
|
||||
graphic = "a.navigation"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_nuclear_fission]
|
||||
name = _("Nuclear Fission")
|
||||
req1 = "Mass Production"
|
||||
req2 = "Atomic Theory"
|
||||
flags = ""
|
||||
graphic = "a.nuclear_fission"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_nuclear_power]
|
||||
name = _("Nuclear Power")
|
||||
req1 = "Nuclear Fission"
|
||||
req2 = "Miniaturization"
|
||||
flags = ""
|
||||
graphic = "a.nuclear_power"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Gives sea units one extra move.")
|
||||
|
||||
[advance_philosophy]
|
||||
name = _("Philosophy")
|
||||
req1 = "Mysticism"
|
||||
req2 = "Literacy"
|
||||
flags = "Bonus_Tech"
|
||||
bonus_message = _("Great philosophers from all the world join \
|
||||
your civilization: you learn %s immediately.")
|
||||
graphic = "a.philosophy"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_physics]
|
||||
name = _("Physics")
|
||||
req1 = "The Wheel"
|
||||
req2 = "Magnetism"
|
||||
flags = ""
|
||||
graphic = "a.physics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_plastics]
|
||||
name = _("Plastics")
|
||||
req1 = "Mass Production"
|
||||
req2 = "Robotics"
|
||||
flags = ""
|
||||
graphic = "a.plastics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_polytheism]
|
||||
name = _("Polytheism")
|
||||
req1 = "Horseback Riding"
|
||||
req2 = "Ceremonial Burial"
|
||||
flags = ""
|
||||
graphic = "a.polytheism"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_pottery]
|
||||
name = _("Pottery")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.pottery"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_radio]
|
||||
name = _("Radio")
|
||||
req1 = "Flight"
|
||||
req2 = "Electronics"
|
||||
flags = ""
|
||||
graphic = "a.radio"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers and Engineers to build airstrips, \
|
||||
airbases and buoys. Allows Transports to build buoys.\
|
||||
")
|
||||
|
||||
[advance_railroad]
|
||||
name = _("?tech:Railroad")
|
||||
req1 = "Steam Engine"
|
||||
req2 = "Metallurgy"
|
||||
flags = ""
|
||||
graphic = "a.railroad"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers and Engineers to upgrade roads to \
|
||||
railroads.\
|
||||
"), _("\
|
||||
For Despotism or Tribal governments, cancels the penalty to worked \
|
||||
tiles with output greater than 2 (as if all your cities were always \
|
||||
celebrating).\
|
||||
")
|
||||
|
||||
[advance_recycling]
|
||||
name = _("Recycling")
|
||||
req1 = "Mass Production"
|
||||
req2 = "Sanitation"
|
||||
flags = ""
|
||||
graphic = "a.recycling"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_refining]
|
||||
name = _("Refining")
|
||||
req1 = "Explosives"
|
||||
req2 = "Industrialization"
|
||||
flags = ""
|
||||
graphic = "a.refining"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers and Engineers to upgrade \
|
||||
mines to oil wells on Desert and Glacier tiles, for an extra production \
|
||||
point.\
|
||||
")
|
||||
|
||||
[advance_refrigeration]
|
||||
name = _("Refrigeration")
|
||||
req1 = "Sanitation"
|
||||
req2 = "Electricity"
|
||||
flags = ""
|
||||
graphic = "a.refrigeration"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers and Engineers to upgrade \
|
||||
irrigation systems to farmland.\
|
||||
")
|
||||
|
||||
[advance_robotics]
|
||||
name = _("Robotics")
|
||||
req1 = "Mobile Warfare"
|
||||
req2 = "Computers"
|
||||
flags = ""
|
||||
graphic = "a.robotics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_rocketry]
|
||||
name = _("Rocketry")
|
||||
req1 = "Advanced Flight"
|
||||
req2 = "Miniaturization"
|
||||
flags = ""
|
||||
graphic = "a.rocketry"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Doubles movement of nuclear units.")
|
||||
|
||||
[advance_sanitation]
|
||||
name = _("Sanitation")
|
||||
req1 = "Bridge Building"
|
||||
req2 = "Medicine"
|
||||
flags = ""
|
||||
graphic = "a.sanitation"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_seafaring]
|
||||
name = _("Seafaring")
|
||||
req1 = "Pottery"
|
||||
req2 = "Map Making"
|
||||
flags = ""
|
||||
graphic = "a.seafaring"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_space_flight]
|
||||
name = _("Space Flight")
|
||||
req1 = "Computers"
|
||||
req2 = "Rocketry"
|
||||
flags = ""
|
||||
graphic = "a.space_flight"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_stealth]
|
||||
name = _("Stealth")
|
||||
req1 = "Plastics"
|
||||
req2 = "Space Flight"
|
||||
flags = ""
|
||||
graphic = "a.stealth"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_steam_engine]
|
||||
name = _("Steam Engine")
|
||||
req1 = "Chemistry"
|
||||
req2 = "Navigation"
|
||||
flags = ""
|
||||
graphic = "a.steam_engine"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_steel]
|
||||
name = _("Steel")
|
||||
req1 = "Engineering"
|
||||
req2 = "Industrialization"
|
||||
flags = ""
|
||||
graphic = "a.steel"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_superconductors]
|
||||
name = _("Superconductors")
|
||||
req1 = "Space Flight"
|
||||
req2 = "Laser"
|
||||
flags = ""
|
||||
graphic = "a.superconductors"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Allows Settlers, Migrants, Workers and Engineers to upgrade railroads \
|
||||
with maglev.\
|
||||
")
|
||||
|
||||
[advance_tactics]
|
||||
name = _("Tactics")
|
||||
req1 = "Conscription"
|
||||
req2 = "Leadership"
|
||||
flags = ""
|
||||
graphic = "a.tactics"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_the_corporation]
|
||||
name = _("The Corporation")
|
||||
req1 = "Economics"
|
||||
req2 = "Industrialization"
|
||||
flags = ""
|
||||
graphic = "a.the_corporation"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Halves the corruption of trade related to distance from the capital \
|
||||
(or eliminates it for Federation governments).\
|
||||
")
|
||||
|
||||
[advance_the_republic]
|
||||
name = _("The Republic")
|
||||
req1 = "Code of Laws"
|
||||
req2 = "Literacy"
|
||||
flags = ""
|
||||
graphic = "a.the_republic"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_the_wheel]
|
||||
name = _("The Wheel")
|
||||
req1 = "Horseback Riding"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.the_wheel"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_theology]
|
||||
name = _("Theology")
|
||||
req1 = "Philosophy"
|
||||
req2 = "Monotheism"
|
||||
flags = ""
|
||||
graphic = "a.theology"
|
||||
graphic_alt = "-"
|
||||
helptext = _("Improves the effect of Cathedrals.")
|
||||
|
||||
[advance_theory_of_gravity]
|
||||
name = _("Theory of Gravity")
|
||||
req1 = "Physics"
|
||||
req2 = "University"
|
||||
flags = ""
|
||||
graphic = "a.theory_of_gravity"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_trade]
|
||||
name = _("Trade")
|
||||
req1 = "Currency"
|
||||
req2 = "Pottery"
|
||||
flags = ""
|
||||
graphic = "a.trade"
|
||||
graphic_alt = "-"
|
||||
helptext = _("\
|
||||
Halves the waste of production related to distance from the capital.\
|
||||
")
|
||||
|
||||
[advance_university]
|
||||
name = _("University")
|
||||
req1 = "Mathematics"
|
||||
req2 = "Philosophy"
|
||||
flags = ""
|
||||
graphic = "a.university"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_warrior_code]
|
||||
name = _("Warrior Code")
|
||||
req1 = "None"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.warrior_code"
|
||||
graphic_alt = "-"
|
||||
|
||||
[advance_writing]
|
||||
name = _("Writing")
|
||||
req1 = "Alphabet"
|
||||
req2 = "None"
|
||||
flags = ""
|
||||
graphic = "a.writing"
|
||||
graphic_alt = "-"
|
||||
+2347
File diff suppressed because it is too large
Load Diff
+2893
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user