466 lines
18 KiB
Plaintext
466 lines
18 KiB
Plaintext
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; 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 governments data for Freeciv"
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options = "+Freeciv-3.2-ruleset web-compatible"
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format_version = 30
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[governments]
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during_revolution = "Anarchy"
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; /* <-- avoid gettext warnings
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;
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; Below: The individual government types, one per section.
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;
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; The actual tag used (the * in [government_*]) does not matter, except
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; it must be unique within this file, and it may be used in debug
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; output when reading this file.
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;
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; For the "official" rulesets, the order of these sections should not
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; be changed because that would break backward compatibility with
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; savegames. (In particular, if Fundamentalism is added to default
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; ruleset, should be added at end.)
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;
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; Notes on fields:
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;
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; name = translatable name as seen by user
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; rule_name = (optional) internal name for savegames, rulesets etc; if
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; not present, "name" is used for this purpose too. Since
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; the name used in savegames must not change, if you want
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; to rename an item after a ruleset has been released, you
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; should set "rule_name" to the original value of "name".
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; reqs = requirements for this government (see README.effects)
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; graphic = tag specifying preferred graphic
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; graphic_alt = alternate graphics tag if preferred is not found;
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; should be a standard tag if preferred is not;
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; otherwise may be "-"
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; sound = Sound tag for the audio to play when player switch
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; to government.
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; sound_alt = Alternative sound tag, in case primary one is not found.
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; sound_alt2 = Second alternative sound tag, in case neither primary tag
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; nor the first alt tag is found.
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; ai_better = AI will not consider this government for use if the
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; government listed here is available
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; ruler_male_title = The default male ruler title for the government type.
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; It's a format string where name of the ruler is marked
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; by '%s'.
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; Individual nations may override this by their
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; own title.
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; ruler_female_title = The default female ruler title for the government type.
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; See above ruler_male_title.
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; helptext = optional help text string; should escape all raw newlines
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; so that xgettext parsing works
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;
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; */ <-- avoid gettext warnings
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;------------------------------------------------------------------------
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[government_anarchy]
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name = _("Anarchy")
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; No reqs
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graphic = "gov.anarchy"
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graphic_alt = "-"
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sound = "g_anarchy"
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sound_alt = "-"
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sound_alt2 = "-"
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ruler_male_title = _("Warlord %s")
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ruler_female_title = _("Warlady %s")
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helptext = _("\
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Anarchy is simply the absence of any recognizable government.\
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Citizens are disorganized and unproductive, and will spend all\
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income as quickly as possible, rather than paying taxes or\
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conducting research.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Buildings and technologies do not require any upkeep.\n\
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* Each worked tile that gives more than 2 Food, Shield, or Trade will\
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suffer a -1 penalty, unless the city working it is celebrating.\
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(Cities below size 3 will not celebrate.)\n\
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* Each city can support up to 2 units for free; further units each cost\
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1 shield per turn.\n\
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* Military units do not cause unhappiness even when deployed aggressively.\n\
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* Military units impose martial law. Up to 3 military units inside a city\
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will each force 1 unhappy citizen to become content.\n\
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* You have no control over tax rates. All trade income is\
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converted to luxuries.\n\
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* Half of the luxuries, including those converted from other\
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trade income, are wasted.\n\
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* Conventional corruption increases with distance from the capital\
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(half as fast with knowledge of The Corporation).\n\
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* Base production waste is 30%. This increases with distance from the\
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capital (half as fast with knowledge of Trade).\
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")
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;------------------------------------------------------------------------
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[government_tribal]
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name = _("Tribal")
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; No reqs
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graphic = "gov.tribal"
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graphic_alt = "s.tax_luxury"
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sound = "g_tribal"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ai_better = "Republic"
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ruler_male_title = _("Warlord %s")
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ruler_female_title = _("Warlady %s")
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helptext = _("\
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Under a Tribal government, you are part ruler of your people. Your\
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control over your citizens is maintained largely by spiritual counsel.\
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"), _("\
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Compared to Despotism, a Tribal economy is more shield-oriented. Its\
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bonuses to veterancy can be an advantage in wartime, but it lacks the\
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martial law of other early governments.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Increases by half the chance of land units getting the next veteran level\
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after a battle.\n\
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* Each worked tile that gives more than 2 Food, Shield, or Trade will\
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suffer a -1 penalty, unless the city working it is celebrating.\
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(Cities below size 3 will not celebrate.)\n\
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* Each city gets 1 extra content citizen.\n\
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* Each city can support up to 2 units for free; further units each cost\
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1 shield per turn.\n\
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* Unlike later governments, military units do not cause unhappiness even\
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when deployed aggressively.\n\
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* Base corruption is 30% (the highest under any government). This\
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increases with distance from the capital (half as fast with knowledge\
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of The Corporation).\n\
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* There is no base level of production waste, but an increasing amount\
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with distance from the capital (half as fast with knowledge of Trade).\
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")
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;------------------------------------------------------------------------
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[government_despotism]
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name = _("Despotism")
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; No reqs
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graphic = "gov.despotism"
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graphic_alt = "-"
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sound = "g_despotism"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ai_better = "Monarchy"
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ruler_male_title = _("Chief %s")
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ruler_female_title = _("?female:Chief %s")
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helptext = _("\
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Under Despotism, you are the absolute ruler of your people. Your\
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control over your citizens is maintained largely by martial law.\
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"), _("\
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Compared to Tribalism, a Despotic economy is more trade-oriented.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Your centers of government (cities with Palace and Ecclesiastical\
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Palace) get a +75% bonus to gold production.\n\
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* Each worked tile that gives more than 2 Food, Shield, or Trade will\
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suffer a -1 penalty, unless the city working it is celebrating.\
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(Cities below size 3 will not celebrate.)\n\
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* Each city can support up to 2 units for free; further units each cost\
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1 gold per turn.\n\
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* Unlike later governments, military units do not cause unhappiness even\
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when deployed aggressively.\n\
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* Military units impose martial law. Up to 3 military units inside a city\
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will each force 1 unhappy citizen to become content.\n\
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* Base corruption is 20%. This increases with distance from the capital\
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(half as fast with knowledge of The Corporation).\n\
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* Base production waste is 10%. This increases with distance from the\
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capital (half as fast with knowledge of Trade).\
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")
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;------------------------------------------------------------------------
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[government_monarchy]
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name = _("Monarchy")
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reqs = { "type", "name", "range"
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"tech", "Monarchy", "Player"
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}
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graphic = "gov.monarchy"
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graphic_alt = "-"
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sound = "g_monarchy"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ruler_male_title = _("King %s")
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ruler_female_title = _("Queen %s")
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helptext = _("\
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Under Monarchy, a king or queen serves as a hereditary figurehead\
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for your government.\
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"), _("\
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Monarchy gives low unit upkeep costs.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Your centers of government (cities with Palace and Ecclesiastical\
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Palace) get a +50% bonus to gold production.\n\
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* Celebrating cities produce one extra trade point for every tile which is\
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already producing trade. (Cities below size 3 will not celebrate.)\n\
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* Each city can support up to 3 units for free (the maximum possible);\
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further units each cost 1 gold per turn.\n\
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* Each city tolerates up to 3 aggressively deployed military units;\
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each further unit causes 1 unhappy citizen.\n\
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* Military units impose martial law. Up to 3 military units inside a city\
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will each force 1 unhappy citizen to become content.\n\
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* Base corruption is 10%. This increases with distance from the capital\
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(half as fast with knowledge of The Corporation).\n\
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* Base production waste is 20%. This increases with distance from the\
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capital (half as fast with knowledge of Trade).\
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")
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;------------------------------------------------------------------------
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[government_communism]
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name = _("Communism")
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reqs = { "type", "name", "range"
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"tech", "Communism", "Player"
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}
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graphic = "gov.communism"
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graphic_alt = "-"
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sound = "g_communism"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ruler_male_title = _("Comrade %s")
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ruler_female_title = _("?female:Comrade %s")
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helptext = _("\
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A Communist government is based on the ideal that all people are\
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equal. All goods are owned by the state, rather than by private\
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citizens. Communism gives a balance between military and commercial\
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styles of government.\
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"), _("\
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Communism is a good government for maximizing shield production, and\
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for large empires.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* City improvements which would normally have an upkeep of 1 gold are\
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free of upkeep.\n\
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* Cancels the bonus from Mysticism and Theology (to Temples and Cathedrals).\n\
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* Each city can support up to 3 units for free (the maximum possible);\
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further units each cost 1 shield per turn.\n\
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* Each city tolerates up to 3 aggressively deployed military units;\
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each further unit causes 1 unhappy citizen.\n\
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* Military units impose martial law. Up to 3 military units inside a city\
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will each force 2 unhappy citizens to become content (the maximum\
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possible).\n\
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* Base corruption is 30%, but is not affected by distance to the capital.\n\
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* There is no production waste.\
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")
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;------------------------------------------------------------------------
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[government_fundamentalism]
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name = _("Fundamentalism")
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reqs = { "type", "name", "range"
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"tech", "Theology", "Player"
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}
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graphic = "gov.fundamentalism"
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graphic_alt = "-"
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sound = "g_fundamentalism"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ruler_male_title = _("High Priest %s")
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ruler_female_title = _("High Priestess %s")
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helptext = _("\
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Fundamentalism is a form of government organized around a central\
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set of beliefs. The beliefs, usually religious in nature, form\
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a rigid guideline for actions and reactions of both the rulers\
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and the people.\
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"), _("\
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In a fundamentalist society, the people and the rulers are entirely\
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devoted to their beliefs, and are usually willing to die to\
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preserve them.\
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"), _("\
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Improvements that normally convert unhappy citizens to content\
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citizens, produce `tithes' (gold) equivalent to the number\
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of people they would convert, and require no maintenance.\
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"), _("\
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Fundamentalism is a good government for maximizing gold, and its Fanatics\
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are useful in wartime, but it has a heavy penalty to technological\
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progress.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Base science production is half that of other governments. (A\
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Fundamentalist city with a Library produces as much science as a\
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city under another government does alone.)\n\
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* Each city can support up to 2 units for free; further units each cost\
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2 gold per turn (except for Fanatics).\n\
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* Each city tolerates up to 2 aggressively deployed military units;\
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each further unit causes 1 unhappy citizen.\n\
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* Base corruption is 15%. This increases with distance from the capital\
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(half as fast with knowledge of The Corporation).\n\
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* Base production waste is 15%. This increases with distance from the\
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capital (half as fast with knowledge of Trade).\
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")
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;------------------------------------------------------------------------
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[government_federation]
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name = _("Federation")
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reqs = { "type", "name", "range"
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"tech", "Economics", "Player"
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}
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graphic = "gov.federation"
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graphic_alt = "s.tax_gold"
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sound = "g_federation"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ruler_male_title = _("Consul %s")
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ruler_female_title = _("?female:Consul %s")
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helptext = _("\
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Federalism is a system in which the power to govern is shared between\
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national and provincial governments. \
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This decentralization minimizes the corruption and waste caused by distance\
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to capital, and avoids separatist movements.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Each city gets 2 extra luxury points.\n\
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* Celebrating cities produce one extra trade point for every tile which is\
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already producing trade. (Cities below size 3 will not celebrate.)\n\
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* Each city can support up to 2 units for free; further units each cost\
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2 gold per turn.\n\
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* Each city tolerates up to 2 aggressively deployed military units;\
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each further unit causes 1 unhappy citizen.\n\
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* There is no base level of corruption, but an increasing amount\
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with distance from the capital (half as much as with most other\
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governments). Knowledge of The Corporation eliminates this corruption.\n\
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* Base production waste is 30%, but is not affected by distance to the\
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capital.\n\
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* Has a senate that may prevent declaration of war.\
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")
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;------------------------------------------------------------------------
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[government_republic]
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name = _("Republic")
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reqs = { "type", "name", "range"
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"tech", "The Republic", "Player"
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}
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graphic = "gov.republic"
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graphic_alt = "-"
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sound = "g_republic"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ruler_male_title = _("President %s")
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ruler_female_title = _("?female:President %s")
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helptext = _("\
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Under a Republican government, citizens hold an election to select a\
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representative who will govern them; since elected leaders must\
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remain popular to remain in control, citizens are given a greater\
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degree of freedom. Citizens under the Republic become unhappy\
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easily, but the self-sufficiency of your citizens allows high levels\
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of trade.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Cities produce an extra trade point for every worked land tile that is\
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already producing trade.\n\
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* Celebrating cities produce a further trade point for every worked tile\
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(land or water) which is already producing trade. (Cities below size 3\
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will not celebrate.)\n\
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* Each city can support one unit for free; further units each cost\
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1 shield per turn.\n\
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* Each city tolerates a single aggressively deployed military unit;\
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each further unit causes 1 unhappy citizen.\n\
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* Base corruption is 25%. This increases with distance from the capital\
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(half as fast with knowledge of The Corporation).\n\
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* Base production waste is 5%. This increases with distance from the\
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capital (half as fast with knowledge of Trade).\
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")
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;------------------------------------------------------------------------
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[government_democracy]
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name = _("Democracy")
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reqs = { "type", "name", "range"
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"tech", "Democracy", "Player"
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}
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graphic = "gov.democracy"
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graphic_alt = "-"
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sound = "g_democracy"
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sound_alt = "g_generic"
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sound_alt2 = "-"
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ruler_male_title = _("Prime Minister %s")
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ruler_female_title = _("?female:Prime Minister %s")
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helptext = _("\
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Under Democracy, citizens govern directly by voting on issues.\
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Democracy offers the highest possible level of trade, but also\
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offers the most potential for unhappiness; citizens become very\
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upset during wars.\
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"),
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; /* xgettext:no-c-format */
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_("\
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* Cities produce an extra trade point for every worked land tile that is\
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already producing trade.\n\
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* Celebrating cities produce a further trade point for every worked tile\
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(land or water) which is already producing trade. (Cities below size 3\
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will not celebrate.)\n\
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* Each city can support one unit for free; further units each cost\
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2 gold per turn.\n\
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* Each city tolerates a single aggressively deployed military unit;\
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each further unit causes 2 unhappy citizens.\n\
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* Base corruption is 5%. This increases with distance from the capital\
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(half as fast with knowledge of The Corporation).\n\
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* Base production waste is 25%. This increases with distance from the\
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capital (half as fast with knowledge of Trade).\n\
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* Has a senate that may prevent declaration of war.\
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")
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; /* <-- avoid gettext warnings
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|
;
|
|
; Multipliers (aka policies)
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|
;
|
|
; 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)
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; start = minimum value (as presented in UI)
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; stop = maximum value (as presented in UI)
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; step = minimum increase/decrease (as presented in UI)
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; offset = offset/factor control how UI values are turned
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; factor = into effect values for use in effects.ruleset.
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; effect_value = (ui_value + offset) * (factor/100)
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; Optional; by default offset=0, factor=100, so
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; that UI values are used as-is.
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; minimum_turns = how often multiplier can be changed, or: how long one is stuck
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; with the given value after changing to it
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; reqs = requirements for adjusting this policy (see README.effects)
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|
; helptext = optional help text string; should escape all raw
|
|
; newlines so that xgettext parsing works
|
|
;
|
|
; */ <-- avoid gettext warnings
|