823 lines
30 KiB
Plaintext
823 lines
30 KiB
Plaintext
; Modifying this file:
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; You should not modify this file except to make bugfixes or
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; for other "maintenance". If you want to make custom changes,
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; you should create a new datadir subdirectory and copy this file
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; into that directory, and then modify that copy. Then use the
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; command "rulesetdir <mysubdir>" in the server to have freeciv
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; use your new customized file.
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; Note that the freeciv AI may not cope well with anything more
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; than minor changes.
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[datafile]
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description = "Civ2Civ3 game rules for Freeciv"
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options = "+Freeciv-3.2-ruleset web-compatible"
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format_version = 30
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; This section contains meta information for freeciv-ruledit to recreate the ruleset
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; file in a form wanted. These have no in-game effect whatsoever
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[ruledit]
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; Which file to read description in from.
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description_file = "civ2civ3/README.civ2civ3"
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[about]
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; Ruleset name
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name = _("Civ2Civ3 ruleset")
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; There`s no separate versioning in rulesets part of main freeciv distribution
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;version = ""
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; When about to migrate ruleset under a new name in the future version, set
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; alt_dir to the name of that future directory. Then savegames saved with this
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; version of freeciv can find the ruleset from the correct place when loading
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; the savegame to the future version.
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;alt_dir = ""
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; Summary of the ruleset
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; /* TRANS: In the client, this is displayed alongside the contents of
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; README.civ2civ3, which are not localized. */
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summary = _("\
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You are playing Freeciv with civ2civ3 rules:\
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\n\n\
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Gameplay more similar to civ3, keeping the combat system from civ2.\
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\n\n\
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Adapted for single player, with AI less aggressive at start,\
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but more challenging at the end.\
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\n\n\
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The differences from the former default ruleset, 'classic', are listed in\
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full in README.civ2civ3.\
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")
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; Detailed description
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; When updating this, update also description_file in [ruledit] section to match
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description = *civ2civ3/README.civ2civ3*
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; What capabilities ruleset provides for the scenarios.
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; See doc/README.rulesets for definitions of official capabilities
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; std-terrains - At least standard set of terrains
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capabilities = "std-terrains"
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[options]
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global_init_techs = ""
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global_init_buildings = "Palace"
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[tileset]
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; If preferred tileset is set, clients that support the feature will suggest
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; using that tileset with the ruleset.
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; preferred = ""
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[soundset]
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; If preferred soundset is set, clients that support the feature will suggest
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; using that soundset with the ruleset.
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; preferred = ""
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[musicset]
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; If preferred musicset is set, clients that support the feature will suggest
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; using that musicset with the ruleset.
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; preferred = ""
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[civstyle]
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; Value added to city pollution
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base_pollution = -20
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; Cost in luxuries of making one citizen happier
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happy_cost = 2
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; Cost in food of upkeeping a single citizen
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food_cost = 2
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; Parameters used to generalize the calculation of city granary size:
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; if city_size <= num_inis:
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; city_granary_size = (granary_food_ini[city_size] * foodbox / 100)
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; if city_size > num_inis;
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; city_granary_size = (granary_food_ini[num_inis] +
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; granary_food_inc * (city_size - num_inis)) * foodbox / 100
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granary_food_ini = 20, 20, 20, 20, 20, 30, 30, 40
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granary_food_inc = 0
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; City center minimum outputs
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min_city_center_food = 0
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min_city_center_shield = 0
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min_city_center_trade = 0
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; Square of initial city radius
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init_city_radius_sq = 5
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; Square of initially visible radius (true distance).
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init_vis_radius_sq = 5
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; A base bribe cost, modified heavily by other factors
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base_bribe_cost = 750
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; Barbarian leader ransom in gold. The ransom is taken from
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; the victim (typically a barbarian player), and it`s possible
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; they cannot pay this in full.
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ransom_gold = 100
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; Number of veteran levels lost when upgrading a unit
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upgrade_veteran_loss = 1
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; Number of veteran levels lost when auto-upgrading a unit
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autoupgrade_veteran_loss = 1
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; Whether player gets to select which terrain improvement to pillage.
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pillage_select = TRUE
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; Whether one can steal a tech for which prereqs are not known
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tech_steal_allow_holes = FALSE
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; Whether one can get a tech for which prereqs are not known via
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; diplomatic trading
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tech_trade_allow_holes = FALSE
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; ...and whether one can lose a tech which is prereq for another known
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; tech via trade, if techlost_donor is nonzero
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tech_trade_loss_allow_holes = FALSE
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; Whether one can get a tech for which prereqs are not known via
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; parasite effect (Great Library)
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tech_parasite_allow_holes = FALSE
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; Whether one can lose a tech which is prereq for another known tech
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; due to negative bulbs, if techlossforgiveness allows loss
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tech_loss_allow_holes = FALSE
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; Whether civil war is possible at all
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civil_war_enabled = TRUE
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; How many percents each celebrating city affects chance of civil war
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civil_war_bonus_celebrating = -5
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; How many percents each unhappy city affects chance of civil war
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civil_war_bonus_unhappy = 5
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; Comma separated list of things to happen, in addition to death
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; of owner, when gameloss unit dies
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; "CivilWar" - Part of the empire remains, controlled by a new player
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; "Barbarians" - Depending on if there`s also "CivilWar", all or part
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; or half of the dead players empire gets under barbarian
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; control.
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; "Loot" - Player who killed the gameloss unit gets loot:
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; Partial map, gold, techs, cities
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gameloss_style = ""
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; Whether units may safely paradrop to transport on non-native terrain
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paradrop_to_transport = FALSE
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; Method of paying unit and improvement gold upkeep
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; "City" - The player`s total gold must be non-negative after paying upkeep
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; costs associated with each city. If for any city the player`s
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; gold is negative, random buildings in the city are sold off. If
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; the gold is still negative, then supported units with gold upkeep
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; are disbanded.
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; "Mixed" - In the first step, the player`s total gold must be non-negative
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; after paying upkeep for all buildings within a city. If for any
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; city the player`s gold is negative, random buildings in the city
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; are sold off.
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; In the second step, gold upkeep for all units is paid in a lump
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; sum. If the player does not have enough gold, random units with
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; gold upkeep are disbanded.
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; "Nation" - Gold upkeep for all buildings and units is paid in a lump sum
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; after all cities have been processed. If the player does not
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; have enough gold, random buildings from random cities are sold.
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; If still more gold is needed, then random units with gold
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; upkeep are disbanded.
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gold_upkeep_style = "Mixed"
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; Whether also homeless units pay gold upkeep. Enabling requires that
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; gold_upkeep_style is not "City"
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homeless_gold_upkeep = FALSE
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; How many points of output one basic unit consists of. Typically you
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; want this to be some 10^n.
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output_granularity = 1
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; Is it possible to airlift even with zero airlift capacity when
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; airliftingstyle server setting has been set to unlimited airlifts?
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airlift_from_always_enabled = FALSE
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airlift_to_always_enabled = TRUE
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[wonder_visibility]
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; When do opponents know which city, if any, has built the Small Wonder
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; "Always" - Information is always sent
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; "Never" - Information is never sent
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; "Embassy" - Information is sent when team has an embassy with Wonder owner
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small_wonders = "Always"
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[illness]
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; Whether plagues (illness) are possible
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illness_on = TRUE
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; the base factor for illness (of percent)
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illness_base_factor = 10
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; minimum city size for illness
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illness_min_size = 5
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; factor for how much trading with a plagued city increases our city`s
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; chance for plague (in percent)
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illness_trade_infection = 50
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; factor for how much pollution within a city increases its chance for
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; plague (in percent)
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illness_pollution_factor = 50
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[incite_cost]
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; city_incite_cost = total_factor * (city_size) * (base_incite_cost
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; + (units_cost) * unit_factor
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; + (improvements_cost) * improvement_factor)
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; / ((distance to capital) * 100)
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; See city_incite_cost() for more details
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base_incite_cost = 1000
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improvement_factor = 1
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unit_factor = 2
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total_factor = 100
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[combat_rules]
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; If tired_attack is set to TRUE, units that attack with less than a single
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; move point (per move_fragments in terrain.ruleset) will have their attack
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; power reduced accordingly. For instance, if move_fragments = 3, a unit with
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; 2/3 move points will have attack power 2/3 of normal.
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; If this is set to FALSE units will attack with full strength even if they
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; have only fractional moves left.
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tired_attack = TRUE
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; With some rules it`s possible that neither side of a combat dies.
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; Set this to TRUE if unit should never gain veterancy from such a combat.
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only_killing_makes_veteran = FALSE
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; If either side of the fight is completely powerless, i.e., has
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; zero attack/defense power after modifiers, fight is not considered
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; a real fight. If this setting is enabled, nobody gets made veteran after
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; such a fight.
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only_real_fight_makes_veteran = TRUE
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; When this setting is enabled, chance of getting veterancy from a combat
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; gets modified by the strength of the opponent relative to the strength
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; of unit that might gain the veterancy.
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; When this setting is disabled, the modifier is always simply considered
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; to be 100%, i.e, the base veterancy chance from units.ruleset is used as is.
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; This affects both regular and diplomat combat.
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combat_odds_scaled_veterancy = TRUE
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; Does unit`s bombard rate get scaled down by how damaged it is.
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; Even after this unit gets at least one bombard round.
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damage_reduces_bombard_rate = TRUE
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; When the attacker has BadWallAttacker flag, and there`s
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; positive DefendBonus effect applied to the attack, attacker`s
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; firepower gets reduced to this value.
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; If firepower is already lower than this, it won`t be affected.
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low_firepower_badwallattacker = 1
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; When the defender has BadCityDefender flag, and it`s
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; defending on a city tile, attacker`s firepower is doubled
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; and defenders firepower is reduced to this value.
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; If firepower is already lower than this, it won`t be affected.
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low_firepower_pearl_harbour = 1
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; When the opponent has LowFirepower combat bonus against
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; a unit, it`s firepower is reduced to this value.
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; If firepower is already lower than this, it won`t be affected.
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low_firepower_combat_bonus = 1
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; When a unit capable of attacking NonNative tiles does such an
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; attack against NonNatBombardTgt unit, firepower of both sides
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; is reduced to this value.
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; If firepower is already lower than this, it won`t be affected.
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low_firepower_nonnat_bombard = 1
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; Percentage of population lost by a city after nuclear attak. If set to
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; 100 city is destroyed along with all the units. If set to 0 city does not
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; lose population. Any value below 50 means the city can never be
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; destroyed completely using nuclear.
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nuke_pop_loss_pct = 49
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; Percentage chance of a city defender surviving nuclear attack. When set
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; to 50 roughly half of defenders will survive nuclear attack. When set to
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; 0 no defenders will survive. When set to 100 all defenders will survive.
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nuke_defender_survival_chance_pct = 0
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[borders]
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; Base border radius from city.
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radius_sq_city = 5
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; Border radius square increased by this amount / point of city size
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size_effect = 1
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; Difference between city workable area and area permanently claimed by
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; city (these tiles cannot be stolen by stronger border sources).
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; 0 means exactly city workable area is immune to border stealing.
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; Negative value means outer workable tiles can be stolen; highly negative
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; value (more than max city radius_sq) means any workable tile can be stolen.
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; If City_Radius_Sq is variable, so is the set of locked tiles; this is
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; a squared value, so the radius of the ring of tiles which are workable
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; but not locked (or vice versa) varies but the area is constant.
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radius_sq_city_permanent = -3
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[research]
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; Method of calculating technology costs
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; "Civ I|II" - Civ (I|II) style. Every new tech add base_tech_cost to
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; cost of next tech.
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; "Classic" - Cost of technology is:
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; base_tech_cost * (1 + reqs) * sqrt(1 + reqs) / 2
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; where reqs == number of requirement for tech, counted
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; recursively.
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; "Classic+" - Cost are read from tech.ruleset. Missing costs are
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; generated by style "Classic".
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; "Experimental" - Cost of technology is:
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; base_tech_cost * (reqs^2 / (1 + sqrt(sqrt(reqs + 1)))
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; - 0.5)
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; where reqs == number of requirement for tech, counted
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; recursively. Initial techs` cost will be base_tech_cost.
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; "Experimental+" - Cost are read from tech.ruleset. Missing costs are
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; generated by style "Experimental".
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; "Linear" - Cost of technology is:
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; base_tech_cost * reqs
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; where reqs == number of requirement for tech, counted
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; recursively.
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tech_cost_style = "Linear"
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; Base research cost. Used in tech cost styles where tech cost is generated.
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; In other words: used everywhere unless the cost of *all* techs are
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; specified and the tech cost style is "Experimental+" or "Classic+".
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base_tech_cost = 10
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; Minimum research cost. This is applied for techs that have their cost
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; calculated by a formula. This is not applied for techs that have their
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; cost explicitly stated in the tech.ruleset.
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min_tech_cost = 10
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; Technology leak from other civilizations
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; "None" - No reduction of the technology cost.
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; "Embassies" - Technology cost is reduced depending on the number of
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; players which already know the tech and you have an
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; embassy with.
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; "All Players" - Technology cost is reduced depending on the number of
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; all players (human, AI and barbarians) which already
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; know the tech.
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; "Normal Players" - Technology cost is reduced depending on the number of
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; normal players (human and AI) which already know the
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; tech.
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tech_leakage = "Embassies"
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; Method of paying tech upkeep
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; "None" - no upkeep
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; "Basic" - upkeep is calculated as:
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; <Cost of technology> / tech_upkeep_divider - <Free tech upkeep>
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; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities
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tech_upkeep_style = "Cities"
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; upkeep cost is divided by this value
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tech_upkeep_divider = 6000
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; Method of selecting techs given for free
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; "Goal" - Towards player`s goal, random if no goal
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; "Random" - Random researchable tech
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; "Cheapest" - Cheapest researchable tech, random among equal cost ones
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free_tech_method = "Cheapest"
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[culture]
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; Minimum culture points for cultural domination victory
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victory_min_points = 20000
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; How big lead relative to second best player is needed for victory
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victory_lead_pct = 100
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; How much existing history grows each turn. This makes older history
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; of the same original value more valuable as newer history, as it has
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; gained more interest.
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history_interest_pml = 0
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; How much each culture point affects the migration
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; from/to the city. Each culture point count as this many permilles
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; of a migration point.
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migration_pml = 50
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[calendar]
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; Year in the beginning of the game
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start_year = -4000
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; Year 1 instead of 0.
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skip_year_0 = TRUE
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; How many fragments each year has. In addition to this, "Turn_Fragments" effects are
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; needed to control fragment accumulation.
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; Value 0 here disables year advancement by fragment accumulation.
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fragments = 0
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; Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
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; numbers begin from 1 and not 0) is shown.
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;fragment_name0 = _("Jan")
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;fragment_name1 = _("Feb")
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; ...
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; What labels are used for positive and negative years.
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; /* TRANS: year label (Common Era) */
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positive_label = _("CE")
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; /* TRANS: year label (Before Common Era) */
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negative_label = _("BCE")
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; /* <-- avoid gettext warnings
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;
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; Disaster types:
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;
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; name = translatable name as seen by user
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; reqs = requirements for disaster to happen (see effects.ruleset
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; and README.effects for help on requirements)
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; frequency = how likely disaster is to occur.
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; Final probability for each city each turn is -
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; (this frequency) * (game settings option disasters
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; frequency) / 1000000.
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; If omitted, default is 0 and this disaster will not occur.
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; effects
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; - "DestroyBuilding" = Random building is destroyed
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; - "ReducePopulation" = Reduce city size by one unless it's already 1
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; - "ReducePopDestroy" = Reduce city size by one, possibly destroying the city
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; - "EmptyFoodStock" = Remove all food from food stock
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; - "EmptyProdStock" = Destroy current production
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; - "Pollution" = One tile surrounding city polluted
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; - "Fallout" = One tile surrounding city polluted with fallout
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;
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; */ <-- avoid gettext warnings
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[disaster_earthquake]
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name = _("Earthquake")
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reqs =
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{ "type", "name", "range"
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"Terrain", "Hills", "Tile"
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}
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frequency = 10
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effects = "EmptyProdStock"
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[disaster_flood]
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name = _("Flood")
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reqs =
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{ "type", "name", "range"
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"Extra", "River", "Adjacent"
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}
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frequency = 10
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effects = "EmptyFoodStock"
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[disaster_fire]
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name = _("Fire")
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reqs =
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{ "type", "name", "range"
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"MinSize", "9", "City"
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}
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frequency = 10
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effects = "DestroyBuilding"
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[disaster_industrial_accident]
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name = _("Industrial Accident")
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reqs =
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{ "type", "name", "range"
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"Building", "Mfg. Plant", "City"
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}
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frequency = 10
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effects = "ReducePopulation", "Pollution"
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[disaster_nuclear_accident]
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name = _("Nuclear Accident")
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reqs =
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{ "type", "name", "range"
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"Building", "Nuclear Plant", "City"
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}
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frequency = 10
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effects = "ReducePopulation", "Fallout"
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; /* <-- avoid gettext warnings
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;
|
|
; 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
|
|
}
|