1 ; This is Alien World game ruleset.
4 description="Alien World game rules for Freeciv"
5 options="+Freeciv-2.5-ruleset"
9 name = _("Alien World")
11 ; Description of the ruleset
12 description = _("One of the design goals of this ruleset is that it has to \
13 provide gameplay different from standard rules. Do not assume that any rules \
14 you know from classic rules apply with this ruleset.\n\n\
15 See http://www.freeciv.org/wiki/Alien_World, \
16 doc/README.ruleset_alien under freeciv version control and \
17 http://www.cazfi.net/freeciv/alien/ for ruleset info.")
21 global_init_buildings="Headquarters", "Basic Infrastructure"
22 popup_tech_help = TRUE
25 ; Value added to city pollution
28 ; Cost in luxuries of making one citizen happier
31 ; Cost in food of upkeeping a single citizen
34 ; Parameters used to generalize the calculation of city granary size:
35 ; if city_size <= num_inis:
36 ; city_granary_size = (granary_food_ini[city_size] * foodbox / 100)
37 ; if city_size > num_inis;
38 ; city_granary_size = (granary_food_ini[num_inis] +
39 ; granary_food_inc * (city_size - num_inis)) * foodbox / 100
43 ; City center minimum outputs
44 min_city_center_food = 1
45 min_city_center_shield = 1
46 min_city_center_trade = 1
48 ; Square of initial city radius
49 init_city_radius_sq = 4
51 ; Square of initially visible radius (true distance).
52 init_vis_radius_sq = 5
54 ; The type of collateral contamination produced by a nuclear attack.
55 ; "Pollution" - Pollution (same as industrial/population-generated).
56 ; "Fallout" - Nuclear Fallout (distinct from industrial/population).
57 nuke_contamination = "Fallout"
59 ; A base bribe cost, modified heavily by other factors
62 ; Barbarian leader ransom in gold
65 ; Number of veteran levels lost when upgrading a unit
66 upgrade_veteran_loss = 0
68 ; Number of veteran levels lost when auto-upgrading a unit
69 autoupgrade_veteran_loss = 0
71 ; Whether player gets to select which terrain improvement to pillage.
74 ; Whether civil war is possible at all
75 civil_war_enabled = FALSE
77 ; Comma separated list of things to happen, in addition to death
78 ; of owner, when gameloss unit dies
79 ; "CivilWar" - Part of the empire remains, controlled by a new player
80 ; "Barbarians" - Depending on if there`s also "CivilWar", all or part
81 ; or half of the dead players empire gets under barbarian
83 ; "Loot" - Player who killed the gameloss unit gets loot:
84 ; Partial map, gold, techs, cities
87 ; Whether units may safely paradrop to transport on non-native terrain
88 paradrop_to_transport = FALSE
90 ; Method of paying unit and improvement gold upkeep
91 ; 0 - The player`s total gold must be non-negative after paying upkeep
92 ; costs associated with each city. If for any city the player`s gold
93 ; is negative, random buildings in the city are sold off. If the gold
94 ; is still negative, then supported units with gold upkeep are
96 ; 1 - In the first step, the player`s total gold must be non-negative after
97 ; paying upkeep for all buildings within a city. If for any city the
98 ; player`s gold is negative, random buildings in the city are sold off.
99 ; In the second step, gold upkeep for all units is paid in a lump sum.
100 ; If the player does not have enough gold, random units with gold upkeep
102 ; 2 - Gold upkeep for all buildings and units is paid in a lump sum after
103 ; all cities have been processed. If the player does not have enough
104 ; gold, alternatively a random buildings from a random cities is sold
105 ; and a random units with gold upkeep is disbanded till the treasury is
107 gold_upkeep_style = 2
109 ; Method of calculating technology costs
110 ; 0 - Civ (I|II) style. Every new tech add researchcost to cost of next tech.
111 ; 1 - Cost of technology is:
112 ; MAX((1+parents) * (researchcost/2) * sqrt(1+parents), researchcost)
113 ; where num_parents == number of requirement for tech, counted
115 ; 2 - Cost are read from tech.ruleset. Missing costs are generated by
117 ; 3 - Cost of technology is:
118 ; cost = base * (reqs - 1)^2 / (1 + sqrt(sqrt(reqs))) - base/2
119 ; 4 - Cost are read from tech.ruleset. Missing costs are generated by
123 ; Base research cost for tech styles 1 & 2
126 ; Technology leak from other civilizations
127 ; 0 - No reduction of the technology cost.
128 ; 1 - Technology cost is reduced depending on the number of players
129 ; which already know the tech and you have an embassy with.
130 ; 2 - Technology cost is reduced depending on the number of all players
131 ; (human, AI and barbarians) which already know the tech.
132 ; 3 - Technology cost is reduced depending on the number of normal
133 ; players (human and AI) which already know the tech.
137 ; Whether plagues (illness) are possible
139 ; the base factor for illness (of percent)
140 illness_base_factor = 50
141 ; minimum city size for illness
143 ; factor for how much trading with a plagued city increases our city`s
144 ; chance for plague (in percent)
145 illness_trade_infection = 0
146 ; factor for how much pollution within a city increases its chance for
147 ; plague (in percent)
148 illness_pollution_factor = 0
152 ; total_factor * (city_size) *
153 ; (base_incite_cost + (units_cost) * unit_factor +
154 ; (improvements_cost) * improvement_factor)
156 ; See city_incite_cost() for more details
157 base_incite_cost = 1000
158 improvement_factor = 1
162 [global_unit_options]
163 ; Shore landing style
164 ; FALSE - normal movement
165 ; TRUE - (default) slow invasions by removing all
166 ; movement points from ground units moving
167 ; from ocean tile to land
168 slow_invasions = TRUE
171 ; If tired_attack is set to TRUE, units that attack with less than a single
172 ; move point (per move_fragments in terrain.ruleset) will have their attack
173 ; power reduced accordingly. For instance, if move_fragments=3, a unit with
174 ; 2/3 move points will have attack power 2/3 of normal.
175 ; If this is set to FALSE units will attack with full strength even if they
176 ; have only fractional moves left.
180 ; Base border radius from city.
183 ; Border radius square increased by this amount / point of city size
187 ; Method of paying tech upkeep
189 ; "Basic" - upkeep is calculated as:
190 ; <Cost of technology> / tech_upkeep_divider - tech_upkeep_free
191 ; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities
192 tech_upkeep_style = "None"
194 ; upkeep cost is divided by this value
195 tech_upkeep_divider = 2000
197 ; Method of selecting techs given for free
198 ; "Goal" - Towards player`s goal, random if no goal
199 ; "Random" - Random researchable tech
200 ; "Cheapest" - Cheapest researchable tech, random among equal cost ones
201 free_tech_method = "Goal"
204 ; Year in the beginning of the game
207 ; Year 1 instead of 0.
210 ; What labels are used of positive and negative years.
211 positive_label = _("GE")
212 negative_label = _("BGE")
214 ; /* <-- avoid gettext warnings
218 ; name = translatable name as seen by user
219 ; reqs = requirements for disaster to happen (see effects.ruleset
220 ; and README.effects for help on requirements)
221 ; frequency = how likely disaster is to occur
223 ; - "DestroyBuilding" = Random building is destroyed
224 ; - "ReducePopulation" = Reduce city size by one unless it's already 1
225 ; - "EmptyFoodStock" = Remove all food from food stock
226 ; - "EmptyProdStock" = Destroy current production
227 ; - "Pollution" = One tile surrounding city polluted
228 ; - "Fallout" = One tile surrounding city polluted with fallout
230 ; */ <-- avoid gettext warnings
232 [disaster_earthquake]
233 name = _("Earthquake")
235 effects = "DestroyBuilding"
240 effects = "DestroyBuilding"
242 [disaster_radiation_burst]
243 name = _("Radiation Burst")
245 effects = "ReducePopulation"
250 effects = "EmptyfoodStock", "EmptyProdStock", "Fallout"
252 [disaster_alien_microbes]
253 name = _("Alien Microbes")
255 effects = "ReducePopulation"
260 ; For each of the trade route types; "National", "NationalIC", "IN", "INIC":
261 ; "pct" - Trade income %. If this is 0, trade route cannot be established at all
262 ; "cancelling" - What to do to previously established traderoutes when they turn illegal
263 ; "Active" - Keep them active
264 ; "Inactive" - Keep them inactive
265 ; "Cancel" - Cancel them altogether
269 { "type", "pct", "cancelling"
270 "National", 100, "Cancel"
271 "NationalIC", 100, "Cancel"
273 "INIC", 300, "Cancel"
281 ; Player colors for 32 players are defined below.
282 ; Avoid greens, blues, and white / very pale colors (too easy to confuse
322 ; freeciv game settings for the alien ruleset
325 "topology", " WRAPX|WRAPY|ISO"
327 "tilesperplayer", 300
334 "plrcolormode", "NATION_ORDER"