3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
11 description="Cities data for Freeciv"
12 options="+Freeciv-ruleset-Devel-2017.Jan.02"
15 ; /* <-- avoid gettext warnings
17 ; A specialist is a city citizen who is not a tile worker. Usually the
18 ; player can control what specialist each citizen is, so long as the
19 ; requirements for that specialist are met.
21 ; Below are the entries for the specialists, one per specialist type.
22 ; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
23 ; For each specialist the following fields may be set:
26 ; name = translatable (plural) name as seen by user
27 ; rule_name = (optional) name for savegames, rulesets etc; if not
28 ; present, 'name' is used. Since the name used in savegames
29 ; must not change, this is used when renaming a specialist
30 ; after a ruleset has been released. (The original specialist
31 ; names in the default ruleset were not designed to be
33 ; short_name = one-character "short name" used (for instance) in cityrep;
34 ; should be first character/abbrevation of "name"
35 ; graphic_alt = fallback graphic tag in case the specialist graphic isn't
36 ; found. Example value: "specialist.scientist_0"
37 ; The specialist graphic allow different images based on
38 ; citizen number. The alt tag don't. To use another
39 ; specialist's tag use specialist.<otherrulename>_<number>.
40 ; reqs = requirements to have the specialist pick (see
41 ; effects.ruleset and README.effects for help on requirements)
42 ; helptext = optional help text string; should escape all raw newlines
43 ; so that xgettext parsing works
45 ; */ <-- avoid gettext warnings
48 name = _("Entertainers")
50 short_name = _("?Elvis:E")
52 { "type", "name", "range"
56 Each entertainer produces two luxury points for their city per turn. \
57 See the section on Happiness for the effects of luxury points.\
60 [specialist_scientist]
61 name = _("Scientists")
62 rule_name = "scientist"
63 short_name = _("?Scientist:S")
65 { "type", "name", "range"
66 "MinSize", "5", "City"
69 Each scientist adds two points to your empire's research output \
76 short_name = _("?Taxman:T")
78 { "type", "name", "range"
79 "MinSize", "5", "City"
82 Each tax collector produces two extra gold for your treasury \
87 add_to_size_limit = 8 ; cities >= this cannot be added to.
88 angry_citizens = TRUE ; set to FALSE to disable angry citizens
89 celebrate_size_limit = 3 ; cities >= can celebrate
91 changable_tax = TRUE ; set to FALSE to disallow changing of tax rates
93 ;forced_science = 0 ; set these fields when changeable_tax is turned off
97 vision_reveal_tiles = FALSE ; civ1 & 2 default FALSE
99 pop_report_zeroes = 4 ; Population in reports in tens of thousands
102 nationality = FALSE ; account for the nationality of the citizens
103 convert_speed = 50 ; base probability 50/1000 -> once every 20 turns
104 partisans_pct = 0 ; percentage of own nationality to inspire partisans
105 ; if 0, original city owner information is used instead
107 [missing_unit_upkeep]
108 ; Get rid of a unit the city is unable to pay the X upkeep of.
109 ; X_protected - never get rid of a unit with any of the listed unit type
111 ; X_unit_act - have the unit perform the listed actions until success,
112 ; death or the list ends.
113 ; X_wipe - wipe the unit if it survived performing the actions listed
116 food_protected = "EvacuateFirst"
120 ; TODO: Should missing gold upkeep really be able to kill units with the
121 ; EvacuateFirst unit type flag?
126 shield_protected = "EvacuateFirst"
127 shield_unit_act = "Help Wonder", "Recycle Unit", "Disband Unit"