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; This is the experimental ruleset. See doc/README.ruleset_experimental
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; for a detailed description.
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; You should not modify this file except to make bugfixes or
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; for other "maintenance". If you want to make custom changes
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; you should create a new datadir subdirectory and copy this file
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; into that directory, and then modify that copy. Then use the
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; command "rulesetdir <mysubdir>" in the server to have freeciv
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; use your new customized file.
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description="Experimental cities data for Freeciv"
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options="+Freeciv-2.3-ruleset"
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; /* <-- avoid gettext warnings
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; A specialist is a city citizen who is not a tile worker. Usually the
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; player can control what specialist each citizen is, so long as the
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; requirements for that specialist are met.
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; Below are the entries for the specialists, one per specialist type.
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; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
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; For each specialist the following fields may be set:
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; name = translatable (plural) name as seen by user
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; rule_name = (optional) name for savegames, rulesets etc; if not
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; present, 'name' is used. Since the name used in savegames
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; must not change, this is used when renaming a specialist
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; after a ruleset has been released. (The original specialist
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; names in the default ruleset were not designed to be
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; short_name = one-character "short name" used (for instance) in cityrep;
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; should be first character/abbrevation of "name"
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; reqs = requirements to have the specialist pick (see
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; effects.ruleset and README.effects for help on requirements)
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; helptext = optional help text string; should escape all raw newlines
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; so that xgettext parsing works
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; */ <-- avoid gettext warnings
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name = _("Entertainers")
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short_name = _("?Elvis:E")
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{ "type", "name", "range"
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Each entertainer produces two luxury points for their city per turn. \
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See the section on Happiness for the effects of luxury points.\
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[specialist_scientist]
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name = _("Scientists")
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rule_name = "scientist"
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short_name = _("?Scientist:S")
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{ "type", "name", "range"
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Each scientist adds three points to your empire's research output \
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short_name = _("?Taxman:T")
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{ "type", "name", "range"
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Each tax collector produces three extra gold for your treasury \
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add_to_size_limit = 8 ; cities >= this cannot be added to.
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angry_citizens = 1 ; set to zero to disable angry citizens
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celebrate_size_limit = 3 ; cities >= can celebrate
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changable_tax = 1 ; set to zero to disallow changing of tax rates
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;forced_science = 0 ; set these fields when changeable_tax is turned off
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vision_reveal_tiles = 1 ; civ1 & 2 default zero
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; /* <-- avoid gettext warnings
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; City styles define the way cities are drawn
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; name = translatable name as seen by user
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; rule_name = (optional) name for savegames, rulesets etc; if not
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; present, 'name' is used. Since the name used in savegames
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; must not change, use this when renaming a city style after a
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; ruleset has been released.
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; graphic = group of tiles to use, see cities spec for
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; more info on city tiles
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; oceanic_graphic = group of tiles to use for oceanic cities. If this
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; is omitted, same graphics as for land cities is used
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; citizens_graphic = group of citizens tiles to use, see citizens/small
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; spec for more info on citizens tiles
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; reqs = requirements for this city style (see README.effects)
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; replaced_by = which style replaced this one
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; */ <-- avoid gettext warnings
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name = _("?citystyle:European")
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graphic = "city.european"
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citizens_graphic = "ancient"
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citizens_graphic_alt = "generic"
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replaced_by = "Industrial"
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[citystyle_classical]
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name = _("?citystyle:Classical")
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graphic = "city.classical"
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citizens_graphic = "ancient"
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citizens_graphic_alt = "generic"
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replaced_by = "Industrial"
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name = _("?citystyle:Tropical")
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graphic = "city.tropical"
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graphic_alt = "city.european"
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citizens_graphic = "ancient"
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citizens_graphic_alt = "generic"
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replaced_by = "Industrial"
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name = _("?citystyle:Asian")
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graphic = "city.asian"
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graphic_alt = "city.classical"
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citizens_graphic = "ancient"
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citizens_graphic_alt = "generic"
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replaced_by = "Industrial"
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[citystyle_babylonian]
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name = _("?citystyle:Babylonian")
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graphic = "city.babylonian"
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graphic_alt = "city.classical"
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citizens_graphic = "ancient"
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citizens_graphic_alt = "generic"
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replaced_by = "Industrial"
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name = _("?citystyle:Celtic")
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graphic = "city.celtic"
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graphic_alt = "city.european"
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citizens_graphic = "ancient"
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citizens_graphic_alt = "generic"
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replaced_by = "Industrial"
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[citystyle_industrial]
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name = _("?citystyle:Industrial")
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graphic = "city.industrial"
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citizens_graphic = "industrial"
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citizens_graphic_alt = "generic"
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reqs = { "type", "name", "range"
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"tech", "Railroad", "Player"
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replaced_by = "ElectricAge"
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name = _("?citystyle:ElectricAge")
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graphic = "city.electricage"
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graphic_alt = "city.modern"
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citizens_graphic = "electricage"
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citizens_graphic_alt = "generic"
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reqs = { "type", "name", "range"
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"tech", "Automobile", "Player"
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replaced_by = "Modern"
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name = _("?citystyle:Modern")
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graphic = "city.modern"
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citizens_graphic = "modern"
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citizens_graphic_alt = "generic"
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reqs = { "type", "name", "range"
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"tech", "Rocketry", "Player"
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replaced_by = "PostModern"
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[citystyle_postmodern]
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name = _("?citystyle:PostModern")
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graphic = "city.postmodern"
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citizens_graphic = "postmodern"
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citizens_graphic_alt = "generic"
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reqs = { "type", "name", "range"
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"tech", "Superconductors", "Player"