1 ; This is minimal techs ruleset. Replace <modpack> with your module name in
5 description="<modpack> technology data for Freeciv"
6 options="+Freeciv-ruleset-Devel-2017.Jan.02"
10 ; Names for custom tech flags. There can be up to 8 of these.
11 ; name = rule name; In some circumstances user may see this
12 ; as part of some sentences, so try to make it descriptive
14 ; helptxt = displayed in the help for advances with this flag (optional)
19 ; /* <-- avoid gettext warnings
23 ; First one is the default one.
24 ; If there is none, tech classes feature is disabled
26 ; name = translatable name as seen by user
27 ; rule_name = (optional) name for rulesets etc; if not
28 ; present, 'name' is used.
29 ; cost_pct = how much techs of the class cost compared
30 ; to normal. Default is 100%.
32 ; */ <-- avoid gettext warnings
37 ; /* <-- avoid gettext warnings
39 ; Below: The individual advances, one per section.
40 ; The number can be variable, up to 196.
42 ; The actual tag used (the * in [advance_*]) does not matter, except
43 ; it must be unique within this file, and it may be used in debug
44 ; output when reading this file.
48 ; name = name as seen by user
49 ; rule_name = (optional) name for savegames, rulesets etc; if not
50 ; present, 'name' is used. Since the name used in savegames
51 ; must not change, use this when renaming a tech after a
52 ; ruleset has been released.
53 ; class = tech class this tech belongs to, if they have been defined.
54 ; Default is first one defined above.
55 ; req1, req2 = advances required before researching this one
56 ; root_req = tech required before acquiring this tech, by any
57 ; means, inherited by all techs that require this tech in turn
58 ; unless "None" is given here explicitly; and you can make
59 ; a tech available only through the init_tech of a nation by
60 ; making it root_req itself.
61 ; research_reqs = requirements before researching this one. Can have non
62 ; tech requirements because it is a requirement vector.
63 ; See doc/README.effects to learn more about requirement
65 ; Requireing a tech here in stead of in req1, req2 or
66 ; root_req is not supported yet.
67 ; Requirements that may become fulfilled during the game
68 ; when they weren't at the start of the game is not
70 ; flags = special flag strings
71 ; graphic = icon for technology
72 ; graphic_alt = alternate icon
73 ; helptext = optional help text string (set units ruleset for examples)
74 ; bonus_message = text seen when a player is the first to discover
75 ; an bonus tech. Must contain '%s' to mark place of the tech
77 ; cost = if tech_cost_style is set to "Classic+" or "Experimental+",
78 ; this field is read for information on how much a tech
81 ; Special values for req1 and req2 are "None" (first section below)
82 ; and "Never" (never available). If only one tech is required,
83 ; it should be listed as req1.
85 ; As well as custom flags defined above, the following flag strings are
88 ; "Bonus_Tech" = player gets extra tech if reached first
89 ; "Bridge" = "Settler" unit types can build roads with
90 ; "RequiresBridge" flag over roads with
91 ; "PreventsOtherRoads" flag (rivers)
92 ; "Build_Airborne" = from now on can build air units (for use by AI)
93 ; "Claim_Ocean" = Player claims ocean tiles even if they are not
94 ; adjacent to border source
95 ; "Claim_Ocean_Limited" = Oceanic border sources claim ocean tiles even if
96 ; they are not adjacent to border source
98 ; */ <-- avoid gettext warnings
101 name = _("Generic Tech");
105 graphic = "a.alphabet"
107 helptext = _("This is the only technology you can research.");