1 ; This is Alien World cities ruleset.
4 ; You should not modify this file except to make bugfixes or
5 ; for other "maintenance". If you want to make custom changes,
6 ; you should create a new datadir subdirectory and copy this file
7 ; into that directory, and then modify that copy. Then use the
8 ; command "rulesetdir <mysubdir>" in the server to have freeciv
9 ; use your new customized file.
11 ; Note that the freeciv AI may not cope well with anything more
15 description="Alien World cities data for Freeciv"
16 options="+Freeciv-ruleset-Devel-2017.Jan.02"
19 ; /* <-- avoid gettext warnings
21 ; A specialist is a city citizen who is not a tile worker. Usually the
22 ; player can control what specialist each citizen is, so long as the
23 ; requirements for that specialist are met.
25 ; Below are the entries for the specialists, one per specialist type.
26 ; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
27 ; For each specialist the following fields may be set:
30 ; name = translatable (plural) name as seen by user
31 ; rule_name = (optional) name for savegames, rulesets etc; if not
32 ; present, 'name' is used. Since the name used in savegames
33 ; must not change, this is used when renaming a specialist
34 ; after a ruleset has been released. (The original specialist
35 ; names in the default ruleset were not designed to be
37 ; short_name = one-character "short name" used (for instance) in cityrep;
38 ; should be first character/abbrevation of "name"
39 ; graphic_alt = fallback graphic tag in case the specialist graphic isn't
40 ; found. Example value: "specialist.scientist_0"
41 ; The specialist graphic allow different images based on
42 ; citizen number. The alt tag don't. To use another
43 ; specialist's tag use specialist.<otherrulename>_<number>.
44 ; reqs = requirements to have the specialist pick (see
45 ; effects.ruleset and README.effects for help on requirements)
46 ; helptext = optional help text string; should escape all raw newlines
47 ; so that xgettext parsing works
49 ; */ <-- avoid gettext warnings
51 [specialist_culturists]
52 name = _("Culturists")
53 short_name = _("?Culturists:C")
54 graphic_alt = "specialist.elvis_0"
56 { "type", "name", "range"
60 Culturists create works that keep people satisfied. They create two luxury \
61 points per turn, four if Specialist Training tech is known.")
63 [specialist_scientist]
64 name = _("Scientists")
65 short_name = _("?Scientist:S")
66 graphic_alt = "specialist.scientist_0"
68 { "type", "name", "range"
72 Scientist reseach two bulbs worth of science each turn, four bulbs \
73 when Specialist Training tech is known.")
75 [specialist_government_merchant]
76 name = _("Government Merchants")
77 rule_name = "Government_Merchants"
78 short_name = _("?Merchant:M")
79 graphic_alt = "specialist.taxman_0"
81 { "type", "name", "range"
85 Government Merchants produce two gold for the government each turn, \
86 four once Specialist Training tech is known.")
89 add_to_size_limit = 8 ; cities >= this cannot be added to.
90 angry_citizens = TRUE ; set to FALSE to disable angry citizens
91 celebrate_size_limit = 3 ; cities >= can celebrate
93 changable_tax = TRUE ; set to FALSE to disallow changing of tax rates
95 ;forced_science = 0 ; set these fields when changeable_tax is turned off
99 vision_reveal_tiles = TRUE ; civ1 & 2 default FALSE
101 pop_report_zeroes = 2 ; Population in reports in hundreds
104 nationality = TRUE ; account for the nationality of the citizens
105 convert_speed = 50 ; base probability 50/1000 -> once every 20 turns
106 partisans_pct = 0 ; percentage of own nationality to inspire partisans
107 ; if 0, original city owner information is used instead
109 [missing_unit_upkeep]
110 ; Get rid of a unit the city is unable to pay the X upkeep of.
111 ; X_protected - never get rid of a unit with any of the listed unit type
113 ; X_unit_act - have the unit perform the listed actions until success,
114 ; death or the list ends.
115 ; X_wipe - wipe the unit if it survived performing the actions listed
118 food_protected = "EvacuateFirst"
122 ; TODO: Should missing gold upkeep really be able to kill units with the
123 ; EvacuateFirst unit type flag?
128 shield_protected = "EvacuateFirst"
129 shield_unit_act = "Help Wonder", "Recycle Unit", "Disband Unit"