142 lines
5.5 KiB
Plaintext
142 lines
5.5 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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[datafile]
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description = "Civ2Civ3 cities 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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; /* <-- avoid gettext warnings
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;
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; A specialist is a city citizen who is not a tile worker. Usually the
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; player can control what specialist each citizen is, so long as the
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; requirements for that specialist are met.
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;
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; Below are the entries for the specialists, one per specialist type.
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; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
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; For each specialist the following fields may be set:
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;
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;
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; name = translatable (plural) 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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; short_name = one-character "short name" used (for instance) in cityrep;
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; should be first character/abbreviation of "name"
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; graphic = tag specifying preferred graphic
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; Different images based on citizen number are supported.
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; If no such images indexed with citizen number are found,
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; plain tag is used instead.
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; graphic_alt = fallback graphic tag in case the specialist graphic isn't
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; found.
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; reqs = requirements to have the specialist pick (see
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; effects.ruleset and README.effects for help on requirements)
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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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[specialist_elvis]
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name = _("Entertainers")
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; (The original specialist names in the classic ruleset and derivatives were
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; not designed to be user-visible.)
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rule_name = "elvis"
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short_name = _("?Elvis:E")
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graphic = "specialist.entertainer"
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reqs =
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{ "type", "name", "range"
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; Nothing
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}
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helptext = _("\
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Each entertainer produces two luxury points for their city per turn, \
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increasing to three once any player has built Shakespeare's Theater. \
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See the section on Happiness for the effects of luxury points.\
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")
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[specialist_scientist]
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name = _("Scientists")
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rule_name = "scientist"
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short_name = _("?Scientist:S")
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graphic = "specialist.scientist"
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reqs =
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{ "type", "name", "range"
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; Nothing
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}
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helptext = _("\
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Each scientist adds two points to your empire's research output \
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per turn, increasing to three once any player has built Darwin's \
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Voyage.\
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")
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[specialist_taxman]
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name = _("Taxmen")
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rule_name = "taxman"
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short_name = _("?Taxman:T")
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graphic = "specialist.taxman"
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reqs =
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{ "type", "name", "range"
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; Nothing
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}
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helptext = _("\
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Each tax collector produces two extra gold for your treasury \
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per turn, increasing to three once any player has built \
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A.Smith's Trading Co.\
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")
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[parameters]
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add_to_size_limit = 8 ; cities >= this cannot be added to.
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angry_citizens = TRUE ; set to FALSE to disable angry citizens
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celebrate_size_limit = 3 ; cities >= can celebrate
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changable_tax = TRUE ; set to FALSE to disallow changing of tax rates
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;forced_science = 0 ; set these fields when changeable_tax is turned off
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;forced_luxury = 100
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;forced_gold = 0
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vision_reveal_tiles = TRUE ; civ1 & 2 default FALSE
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pop_report_zeroes = 4 ; Population in reports in tens of thousands
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[citizen]
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nationality = TRUE ; account for the nationality of the citizens
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ubuilder_nationality = FALSE ; does pop_cost unit get builder`s nationality,
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; or that of the majority of the citizens in the city
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convert_speed = 50 ; base probability 50/1000 -> once every 20 turns
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partisans_pct = 75 ; percentage of own nationality to inspire partisans
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; if 0, original city owner information is used instead
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conquest_convert_pct = 0 ; percentage which converts to the new nation
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; after a city was conquered. Applied separately for each
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; nationality present in the city, and number of
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; converted people rounded up
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[missing_unit_upkeep]
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; Get rid of a unit the city is unable to pay the X upkeep of.
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; X_protected - never get rid of a unit with any of the listed unit type
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; flags.
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; X_unit_act - have the unit perform the listed actions until success,
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; death or the list ends.
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; X_wipe - wipe the unit if it survived performing the actions listed
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; above.
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food_protected = "EvacuateFirst"
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; food_unit_act =
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food_wipe = TRUE
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; TODO: Should missing gold upkeep really be able to kill units with the
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; EvacuateFirst unit type flag?
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; gold_protected =
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; gold_unit_act =
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gold_wipe = TRUE
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shield_protected = "EvacuateFirst"
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shield_unit_act = "Help Wonder", "Disband Unit Recover", "Disband Unit"
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shield_wipe = FALSE
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