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.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Sandbox governments data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
19 during_revolution="Anarchy"
21 ; /* <-- avoid gettext warnings
23 ; Below: The individual government types, one per section.
25 ; The actual tag used (the * in [government_*]) does not matter, except
26 ; it must be unique within this file, and it may be used in debug
27 ; output when reading this file.
29 ; For the "official" rulesets, the order of these sections should not
30 ; be changed because that would break backward compatability with
31 ; savegames. (In particular, if Fundamentalism is added to default
32 ; ruleset, should be added at end.)
36 ; name = translatable name as seen by user
37 ; rule_name = (optional) name for savegames, rulesets etc; if not
38 ; present, 'name' is used. Since the name used in savegames
39 ; must not change, use this when renaming a government after a
40 ; ruleset has been released.
41 ; reqs = requirements for this government (see README.effects)
42 ; graphic = tag specifing preferred graphic
43 ; graphic_alt = alternate graphics tag if preferred is not found;
44 ; should be a standard tag if preferred is not;
45 ; otherwise may be "-"
46 ; ai_better = AI will not consider this government for use if the
47 ; government listed here is available
48 ; ruler_titles = ruler titles by nation, "-" is default, and non-matched
50 ; helptext = optional help text string; should escape all raw newlines
51 ; so that xgettext parsing works
53 ; */ <-- avoid gettext warnings
55 ;------------------------------------------------------------------------
60 graphic = "gov.anarchy"
63 ruler_male_title = _("Warlord %s")
64 ruler_female_title = _("Warlady %s")
67 Anarchy is simply the absence of any recognizable government.\
68 Citizens are disorganized and unproductive, and will spend all\
69 income as quickly as possible, rather than paying taxes or\
72 ; /* xgettext:no-c-format */
74 * Buildings and technologies do not require any upkeep.\n\
75 * Each city can support up to 2 units for free; further units each cost\
77 * Military units do not cause unhappiness even when deployed aggressively.\n\
78 * You have no control over tax rates. Half of the trade income is\
79 simply lost to your economy (less if you have luxury-promoting buildings),\
80 and the remainder all goes to luxuries.\
81 Conventional corruption increases with distance from the capital\
82 (half as fast with knowledge of The Corporation).\n\
83 * Base production waste is 30%. This increases with distance from the\
84 capital (half as fast with knowledge of Trade).\
87 ;------------------------------------------------------------------------
92 graphic = "gov.tribal"
93 graphic_alt = "s.tax_luxury"
95 ruler_male_title = _("Warlord %s")
96 ruler_female_title = _("Warlady %s")
99 Under a Tribal government, you are part ruler of your people. Your\
100 control over your citizens is maintained largely by spiritual counsel.\
102 Compared to Despotism, a Tribal economy is more shield-oriented. Its\
103 bonuses to veterancy and strong martial law can be an advantage in\
106 ; /* xgettext:no-c-format */
108 * Increases by half the chance of land units getting the next veteran level\
110 * Each city can support up to 2 units for free; further units each cost\
111 1 shield per turn.\n\
112 * Unlike later governments, military units do not cause unhappiness even\
113 when deployed aggressively.\n\
114 * Base corruption is 30% (the highest under any government). This\
115 increases with distance from the capital (half as fast with knowledge\
116 of The Corporation).\n\
117 * There is no base level of production waste, but an increasing amount\
118 with distance from the capital (half as fast with knowledge of Trade).\
121 ;------------------------------------------------------------------------
122 [government_despotism]
124 name = _("Despotism")
126 graphic = "gov.despotism"
129 ruler_male_title = _("Chief %s")
130 ruler_female_title = _("?female:Chief %s")
133 Under Despotism, you are the absolute ruler of your people. Your\
134 control over your citizens is maintained largely by martial law.\
136 Compared to Tribalism, a Despotic economy is more trade-oriented.\
138 ; /* xgettext:no-c-format */
140 * Your capital city gets a +75% bonus to gold production.\n\
141 * Each city can support up to 2 units for free; further units each cost\
143 * Unlike later governments, military units do not cause unhappiness even\
144 when deployed aggressively.\n\
145 * Base corruption is 20%. This increases with distance from the capital\
146 (half as fast with knowledge of The Corporation).\n\
147 * Base production waste is 10%. This increases with distance from the\
148 capital (half as fast with knowledge of Trade).\
151 ;------------------------------------------------------------------------
152 [government_monarchy]
155 reqs = { "type", "name", "range"
156 "tech", "Monarchy", "Player"
158 graphic = "gov.monarchy"
161 ruler_male_title = _("King %s")
162 ruler_female_title = _("Queen %s")
165 Under Monarchy, a king or queen serves as a hereditary figurehead\
166 for your government.\
168 Monarchy gives low unit upkeep costs.\
170 ; /* xgettext:no-c-format */
172 * Your capital city gets a +50% bonus to gold production.\n\
173 * Celebrating cities produce one extra trade point for every tile which is\
174 already producing trade. (Cities below size 3 will not celebrate.)\n\
175 * Each city can support up to 3 units for free (the maximum possible);\
176 further units each cost 1 gold per turn.\n\
177 * Each city tolerates up to 3 aggressively deployed military units;\
178 each further unit causes 1 unhappy citizen.\n\
179 * Base corruption is 10%. This increases with distance from the capital\
180 (half as fast with knowledge of The Corporation).\n\
181 * Base production waste is 20%. This increases with distance from the\
182 capital (half as fast with knowledge of Trade).\
185 ;------------------------------------------------------------------------
186 [government_communism]
188 name = _("Communism")
189 reqs = { "type", "name", "range"
190 "tech", "Communism", "Player"
192 graphic = "gov.communism"
195 ruler_male_title = _("Comrade %s")
196 ruler_female_title = _("?female:Comrade %s")
199 A Communist government is based on the ideal that all people are\
200 equal. All goods are owned by the state, rather than by private\
201 citizens. Communism gives a balance between military and commercial\
202 styles of government.\
204 Communism is a good government for maximizing shield production, and\
207 ; /* xgettext:no-c-format */
209 * City improvements which would normally have an upkeep of 1 gold are\
211 * Each city can support up to 3 units for free (the maximum possible);\
212 further units each cost 1 shield per turn.\n\
213 * Each city tolerates up to 3 aggressively deployed military units;\
214 each further unit causes 1 unhappy citizen.\n\
215 * Base corruption is 30%, but is not affected by distance to the capital.\n\
216 * There is no production waste.\
217 "), _("* Your bureaucracy can prevent you from disbanding certain units.\
220 ;------------------------------------------------------------------------
221 [government_fundamentalism]
223 name = _("Fundamentalism")
224 reqs = { "type", "name", "range"
225 "tech", "Theology", "Player"
227 graphic = "gov.fundamentalism"
230 ruler_male_title = _("High Priest %s")
231 ruler_female_title = _("High Priestess %s")
234 Fundamentalism is a form of government organized around a central\
235 set of beliefs. The beliefs, usually religious in nature, form\
236 a rigid guideline for actions and reactions of both the rulers\
239 In a fundamentalist society, the people and the rulers are entirely\
240 devoted to their beliefs, and are usually willing to die to\
243 Improvements that normally convert unhappy citizens to content\
244 citizens, produce `tithes' (gold) equivalent to the number\
245 of people they would convert, and require no maintenance.\
247 Fundamentalism is a good government for maximizing gold, and its Fanatics\
248 are useful in wartime, but it has a heavy penalty to technological\
251 ; /* xgettext:no-c-format */
253 * Base science production is half that of other governments. (A\
254 Fundamentalist city with a Library produces as much science as a\
255 city under another government does alone.)\n\
256 * Each city can support up to 2 units for free; further units each cost\
257 2 gold per turn (except for Fanatics).\n\
258 * Each city tolerates up to 2 aggressively deployed military units;\
259 each further unit causes 1 unhappy citizen.\n\
260 * Base corruption is 15%. This increases with distance from the capital\
261 (half as fast with knowledge of The Corporation).\n\
262 * Base production waste is 15%. This increases with distance from the\
263 capital (half as fast with knowledge of Trade).\
266 ;------------------------------------------------------------------------
267 [government_federation]
269 name = _("Federation")
270 reqs = { "type", "name", "range"
271 "tech", "Economics", "Player"
273 graphic = "gov.federation"
274 graphic_alt = "s.tax_gold"
276 ruler_male_title = _("Consul %s")
277 ruler_female_title = _("?female:Consul %s")
280 Federalism is a system in which the power to govern is shared between\
281 national and provincial governments. \
282 This decentralization minimizes the corruption and waste caused by distance\
283 to capital, and avoids separatist movements.\
285 ; /* xgettext:no-c-format */
287 * Each city receives 3 extra luxury points.\n\
288 * Celebrating cities produce one extra trade point for every tile which is\
289 already producing trade. (Cities below size 3 will not celebrate.)\n\
290 * Each city can support up to 2 units for free; further units each cost\
292 * Each city tolerates up to 2 aggressively deployed military units;\
293 each further unit causes 1 unhappy citizen.\n\
294 * There is no base level of corruption, but an increasing amount\
295 with distance from the capital (half as much as with most other\
296 governments). Knowledge of The Corporation eliminates this corruption.\n\
297 * Base production waste is 30%, but is not affected by distance to the\
301 ;------------------------------------------------------------------------
302 [government_republic]
305 reqs = { "type", "name", "range"
306 "tech", "The Republic", "Player"
308 graphic = "gov.republic"
311 ruler_male_title = _("President %s")
312 ruler_female_title = _("?female:President %s")
315 Under a Republican government, citizens hold an election to select a\
316 representative who will govern them; since elected leaders must\
317 remain popular to remain in control, citizens are given a greater\
318 degree of freedom. Citizens under the Republic become unhappy\
319 easily, but the self-sufficiency of your citizens allows high levels\
322 ; /* xgettext:no-c-format */
324 * Cities produce an extra trade point for every worked land tile that is\
325 already producing trade.\n\
326 * Celebrating cities produce a further trade point for every worked tile\
327 (land or water) which is already producing trade. (Cities below size 3\
328 will not celebrate.)\n\
329 * Each city can support one unit for free; further units each cost\
330 1 shield per turn.\n\
331 * Each city tolerates a single aggressively deployed military unit;\
332 each further unit causes 1 unhappy citizen.\n\
333 * Base corruption is 25%. This increases with distance from the capital\
334 (half as fast with knowledge of The Corporation).\n\
335 * Base production waste is 5%. This increases with distance from the\
336 capital (half as fast with knowledge of Trade).\
337 "), _("* Your bureaucracy can prevent you from disbanding certain units.\
340 ;------------------------------------------------------------------------
341 [government_democracy]
343 name = _("Democracy")
344 reqs = { "type", "name", "range"
345 "tech", "Democracy", "Player"
347 graphic = "gov.democracy"
350 ruler_male_title = _("Prime Minister %s")
351 ruler_female_title = _("?female:Prime Minister %s")
354 Under Democracy, citizens govern directly by voting on issues.\
355 Democracy offers the highest possible level of trade, but also\
356 offers the most potential for unhappiness; citizens become very\
359 ; /* xgettext:no-c-format */
361 * Cities produce an extra trade point for every worked land tile that is\
362 already producing trade.\n\
363 * Celebrating cities produce a further trade point for every worked tile\
364 (land or water) which is already producing trade. (Cities below size 3\
365 will not celebrate.)\n\
366 * Each city can support one unit for free; further units each cost\
368 * Each city tolerates a single aggressively deployed military unit;\
369 each further unit causes 2 unhappy citizens.\n\
370 * Base corruption is 5%. This increases with distance from the capital\
371 (half as fast with knowledge of The Corporation).\n\
372 * Base production waste is 25%. This increases with distance from the\
373 capital (half as fast with knowledge of Trade).\
374 "), _("* Your bureaucracy can prevent you from disbanding certain units.\
377 ; /* <-- avoid gettext warnings
379 ; Multipliers (aka policies)
381 ; name = translatable name as seen by user
382 ; rule_name = (optional) name for savegames, rulesets etc; if not
383 ; present, 'name' is used. Since the name used in
384 ; savegames must not change, use this when renaming
385 ; a multiplier after a ruleset has been released.
386 ; default = default value (as presented in UI)
387 ; start = minimum value (as presented in UI)
388 ; stop = maximum value (as presented in UI)
389 ; step = minimum increase/decrease (as presented in UI)
390 ; offset = offset/factor control how UI values are turned
391 ; factor = into effect values for use in effects.ruleset.
392 ; effect_value = (ui_value + offset) * (factor/100)
393 ; Optional; by default offset=0, factor=100, so
394 ; that UI values are used as-is.
395 ; helptext = optional help text string; should escape all raw
396 ; newlines so that xgettext parsing works
398 ; */ <-- avoid gettext warnings
400 [multiplier_personal_freedom]
401 name = _("Personal Freedom")
406 ; /* xgettext:no-c-format */
408 Each step of personal freedom you allow your citizens yields a 10% \
409 increase in science output, but makes an additional citizen unhappy \
410 for every aggressively deployed military unit.\