Files
domescration-ruleset/cities.ruleset
T
2026-02-21 14:29:36 +01:00

142 lines
5.5 KiB
Plaintext

; 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