2 ; You should not modify this file except to make bugfixes or
3 ; for other "maintenance". If you want to make custom changes,
4 ; you should create a new datadir subdirectory and copy this file
5 ; into that directory, and then modify that copy. Then use the
6 ; command "rulesetdir <mysubdir>" in the server to have freeciv
7 ; use your new customized file.
9 ; Note that the freeciv AI may not cope well with anything more
13 description="Multiplayer game rules for Freeciv"
14 options="+Freeciv-ruleset-Devel-2017.Jan.02 web-compatible"
17 ; This section contains meta information for freeciv-ruledit to recreate the ruleset
18 ; file in a form wanted. These have no in-game effect whatsoever
21 ; Which file to read description in from.
22 description_file = "multiplayer/README.multiplayer"
26 name = _("Multiplayer ruleset")
28 ; There`s no separate versioning in rulesets part of main freeciv distribution
31 ; Summary of the ruleset
33 You are playing Freeciv with rules designed for multiplayer gaming. \
34 The biggest differences from the classic ruleset are that trade routes \
35 are disabled, and that most wonders can be built once by each player, \
36 and affect only cities on the same continent. A full description of \
37 the differences can be found in README.ruleset_multiplayer.\
40 ; Detailed description
41 ; When updating this, update also desciption_file in [ruledit] section to match
42 description = *multiplayer/README.multiplayer*
44 ; What capabilities ruleset provides for the scenarios.
45 ; mimimum-default-sets - Default units, terrains, buildings, etc
46 capabilities = "minimum-default-sets"
50 global_init_buildings="Palace"
53 ; Value added to city pollution
56 ; Cost in luxuries of making one citizen happier
59 ; Cost in food of upkeeping a single citizen
62 ; Parameters used to generalize the calculation of city granary size:
63 ; if city_size <= num_inis:
64 ; city_granary_size = (granary_food_ini[city_size] * foodbox / 100)
65 ; if city_size > num_inis;
66 ; city_granary_size = (granary_food_ini[num_inis] +
67 ; granary_food_inc * (city_size - num_inis)) * foodbox / 100
71 ; City center minimum outputs
72 min_city_center_food = 1
73 min_city_center_shield = 1
74 min_city_center_trade = 0
76 ; Square of initial city radius
77 init_city_radius_sq = 5
79 ; Square of initially visible radius (true distance).
80 init_vis_radius_sq = 5
82 ; A base bribe cost, modified heavily by other factors
85 ; Barbarian leader ransom in gold
88 ; Number of veteran levels lost when upgrading a unit
89 upgrade_veteran_loss = 0
91 ; Number of veteran levels lost when auto-upgrading a unit
92 autoupgrade_veteran_loss = 0
94 ; Whether player gets to select which terrain improvement to pillage.
97 ; Whether one can steal a tech for which prereqs are not known
98 tech_steal_allow_holes = TRUE
99 ; Whether one can get a tech for which prereqs are not known via
101 tech_trade_allow_holes = TRUE
102 ; ...and whether one can lose a tech which is prereq for another known
103 ; tech via trade, if techlost_donor is nonzero
104 tech_trade_loss_allow_holes = TRUE
105 ; Whether one can get a tech for which prereqs are not known via
106 ; parasite effect (Great Library)
107 tech_parasite_allow_holes = TRUE
108 ; Whether one can lose a tech which is prereq for another known tech
109 ; due to negative bulbs, if techlossforgiveness allows loss
110 tech_loss_allow_holes = TRUE
112 ; Whether civil war is possible at all
113 civil_war_enabled = TRUE
115 ; Comma separated list of things to happen, in addition to death
116 ; of owner, when gameloss unit dies
117 ; "CivilWar" - Part of the empire remains, controlled by a new player
118 ; "Barbarians" - Depending on if there`s also "CivilWar", all or part
119 ; or half of the dead players empire gets under barbarian
121 ; "Loot" - Player who killed the gameloss unit gets loot:
122 ; Partial map, gold, techs, cities
125 ; Whether units may safely paradrop to transport on non-native terrain
126 paradrop_to_transport = FALSE
128 ; Method of paying unit and improvement gold upkeep
129 ; "City" - The player`s total gold must be non-negative after paying upkeep
130 ; costs associated with each city. If for any city the player`s
131 ; gold is negative, random buildings in the city are sold off. If
132 ; the gold is still negative, then supported units with gold upkeep
134 ; "Mixed" - In the first step, the player`s total gold must be non-negative
135 ; after paying upkeep for all buildings within a city. If for any
136 ; city the player`s gold is negative, random buildings in the city
138 ; In the second step, gold upkeep for all units is paid in a lump
139 ; sum. If the player does not have enough gold, random units with
140 ; gold upkeep are disbanded.
141 ; "Nation" - Gold upkeep for all buildings and units is paid in a lump sum
142 ; after all cities have been processed. If the player does not
143 ; have enough gold, random buildings from random cities are sold.
144 ; If still more gold is needed, then random units with gold
145 ; upkeep are disbanded.
146 gold_upkeep_style = "City"
149 ; Whether plagues (illness) are possible
150 ; There are some latent building effects in effects.ruleset which affect
151 ; health, if you enable plague here.
154 ; the base factor for illness (of percent)
155 illness_base_factor = 25
157 ; minimum city size for illness
160 ; factor for how much trading with a plagued city increases our city`s
161 ; chance for plague (in percent)
162 illness_trade_infection = 0
164 ; factor for how much pollution within a city increases its chance for
165 ; plague (in percent)
166 illness_pollution_factor = 50
169 ; city_incite_cost = total_factor * (city_size) * (base_incite_cost
170 ; + (units_cost) * unit_factor
171 ; + (improvements_cost) * improvement_factor)
172 ; / ((distance to capital) * 100)
173 ; See city_incite_cost() for more details
174 base_incite_cost = 10000
175 improvement_factor = 1
179 [global_unit_options]
180 ; Shore landing style
181 ; FALSE - normal movement
182 ; TRUE - (default) slow invasions by removing all
183 ; movement points from ground units moving
184 ; from ocean tile to land
185 slow_invasions = TRUE
188 ; If tired_attack is set to TRUE, units that attack with less than a single
189 ; move point (per move_fragments in terrain.ruleset) will have their attack
190 ; power reduced accordingly. For instance, if move_fragments=3, a unit with
191 ; 2/3 move points will have attack power 2/3 of normal.
192 ; If this is set to FALSE units will attack with full strength even if they
193 ; have only fractional moves left.
197 ; An auto attack may be triggered when another unit moves to an adjacent
198 ; tile and the autoattack server setting is enabled. The following details
199 ; are ruleset controlled.
200 ; will_never - units with this unit type flag will never auto attack.
202 ; Not a good idea to nuke our own area.
203 will_never = "Nuclear"
206 ; If force_trade_route is set to TRUE it is illegal for an actor unit to
207 ; enter the marketplace of a city if it can establish a trade route to it
209 force_trade_route = FALSE
211 ; If force_capture_units is set to TRUE it is illegal for an actor unit to
212 ; bombard, explode nuclear or perform a regular attack against a tile if
213 ; it can capture units on it in stead.
214 force_capture_units = FALSE
216 ; If force_bombard is set to TRUE it is illegal for an actor unit to
217 ; explode nuclear or perform a regular attack against a tile if it can
218 ; bombard it in stead.
219 force_bombard = FALSE
221 ; If force_explode_nuclear is set to TRUE it is illegal for an actor unit
222 ; to perform a regular attack against a tile if it can do explode nuclear
224 force_explode_nuclear = TRUE
226 ; If poison_empties_food_stock is set to TRUE a successful "Poison City"
227 ; will empty the food stock.
228 poison_empties_food_stock = FALSE
230 ; The maximum distance from the actor unit to the target of the "Bombard"
231 ; action. The value 1 means that the targets must be on a tile adjacent to
232 ; the actor unit. The special value "unlimited" lifts the maximum distance
233 ; restriction. The maximum distance can`t be smaller than the minimum
235 bombard_max_range = 1
237 ; What each action should be called when showing them to the player.
238 ; The first %s should be before the mnemonic of the action. A Freeciv client
239 ; that supports mnemonics will replace it with the in-band signal that marks
240 ; the following character as a mnemonic in its graphical toolkit.
241 ; The second %s marks where extra details should be inserted.
243 ; /* TRANS: _Poison City (3% chance of success). */
244 ui_name_poison_city = _("%sPoison City%s")
246 ; /* TRANS: _Sabotage Enemy Unit (3% chance of success). */
247 ui_name_sabotage_unit = _("%sSabotage Enemy Unit%s")
249 ; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
250 ui_name_bribe_unit = _("%sBribe Enemy Unit%s")
252 ; /* TRANS: _Sabotage City (3% chance of success). */
253 ui_name_sabotage_city = _("%sSabotage City%s")
255 ; /* TRANS: Industrial _Sabotage (3% chance of success). */
256 ui_name_targeted_sabotage_city = _("Industrial %sSabotage%s")
258 ; /* TRANS: Incite a _Revolt (3% chance of success). */
259 ui_name_incite_city = _("Incite a %sRevolt%s")
261 ; /* TRANS: Incite a _Revolt and Escape (3% chance of success). */
262 ui_name_incite_city_escape = _("Incite a Re%svolt and Escape%s")
264 ; /* TRANS: Establish _Embassy (100% chance of success). */
265 ui_name_establish_embassy = _("Establish %sEmbassy%s")
267 ; /* TRANS: Becom_e Ambassador (100% chance of success). */
268 ui_name_establish_embassy_stay = _("Becom%se Ambassador%s")
270 ; /* TRANS: Steal _Technology (3% chance of success). */
271 ui_name_steal_tech = _("Steal %sTechnology%s")
273 ; /* TRANS: Indus_trial Espionage (3% chance of success). */
274 ui_name_targeted_steal_tech = _("Indus%strial Espionage%s")
276 ; /* TRANS: _Investigate City (100% chance of success). */
277 ui_name_investigate_city = _("%sInvestigate City%s")
279 ; /* TRANS: _Investigate City (spends the unit) (100% chance of success). */
280 ui_name_investigate_city_spend_unit = _("%sInvestigate City (spends the unit)%s")
282 ; /* TRANS: Help _build Wonder (100% chance of success). */
283 ui_name_help_wonder = _("Help %sbuild Wonder%s")
285 ; /* TRANS: Rec_ycle Unit (100% chance of success). */
286 ui_name_recycle_unit = _("Rec%sycle Unit%s")
288 ; /* TRANS: _You're Fired (100% chance of success). */
289 ui_name_disband_unit = _("%sYou're Fired%s")
291 ; /* TRANS: _Build City (100% chance of success). */
292 ui_name_found_city = _("%sBuild City%s")
294 ; /* TRANS: _Add to City (100% chance of success). */
295 ui_name_join_city = _("%sAdd to City%s")
297 ; /* TRANS: Explode _Nuclear (100% chance of success). */
298 ui_name_explode_nuclear = _("Explode %sNuclear%s")
300 ; /* TRANS: Set _Home City (100% chance of success). */
301 ui_name_home_city = _("Set %sHome City%s")
303 ; /* TRANS: _Upgrade Unit (100% chance of success). */
304 ui_upgrade_unit = _("%sUpgrade Unit%s")
306 ; /* TRANS: Drop _Paratrooper (100% chance of success). */
307 ui_paradrop_unit = _("Drop %sParatrooper%s")
309 ; /* TRANS: _Airlift to City (100% chance of success). */
310 ui_airlift_unit = _("%sAirlift to City%s")
312 ; /* TRANS: _Attack (100% chance of success). */
313 ui_name_attack = _("%sAttack%s")
315 ; /* TRANS: _Conquer City (100% chance of success). */
316 ui_name_conquer_city = _("%sConquer City%s")
318 ; Suppress automatic help text generation about what enables and/or
319 ; disables the following actions.
321 ; Can make the help text less redundant when you document it your self.
322 ;quiet_actions = "Targeted Sabotage City", "Targeted Steal Tech"
324 ; /* <-- avoid gettext warnings
328 ; action = the action to enable.
329 ; actor_reqs = requirements that apply to the actor.
330 ; target_reqs = requirements that apply to the target.
332 ; README.actions lists the possible actions and their hard coded
335 ; An action enabler is active when its actor_reqs AND its target_reqs are
338 ; */ <-- avoid gettext warnings
340 [actionenabler_sabotage_city]
341 action = "Sabotage City"
343 { "type", "name", "range"
344 "UnitFlag", "Diplomat", "Local"
345 "DiplRel", "War", "Local"
346 "UnitState", "OnLivableTile", "Local"
347 "MinMoveFrags", "1", "Local"
350 [actionenabler_sabotage_city_target]
351 action = "Targeted Sabotage City"
353 { "type", "name", "range"
354 "DiplRel", "War", "Local"
355 "UnitFlag", "Spy", "Local"
356 "UnitState", "OnLivableTile", "Local"
357 "MinMoveFrags", "1", "Local"
360 [actionenabler_establish_embassy]
361 action = "Establish Embassy Stay"
363 { "type", "name", "range", "present"
364 "UnitFlag", "Diplomat", "Local", TRUE
365 "UnitState", "OnLivableTile", "Local", TRUE
366 "MinMoveFrags", "1", "Local", TRUE
367 "DiplRel", "Foreign", "Local", TRUE
368 "UnitFlag", "Spy", "Local", FALSE
371 { "type", "name", "range", "present"
372 "NationGroup", "Barbarian", "Player", FALSE
375 [actionenabler_establish_embassy_spy]
376 action = "Establish Embassy"
378 { "type", "name", "range"
379 "UnitFlag", "Spy", "Local"
380 "UnitState", "OnLivableTile", "Local"
381 "MinMoveFrags", "1", "Local"
382 "DiplRel", "Foreign", "Local"
385 { "type", "name", "range", "present"
386 "NationGroup", "Barbarian", "Player", FALSE
389 [actionenabler_investigate_city]
390 action = "Investigate City Spend Unit"
392 { "type", "name", "range", "present"
393 "UnitFlag", "Diplomat", "Local", TRUE
394 "UnitState", "OnLivableTile", "Local", TRUE
395 "MinMoveFrags", "1", "Local", TRUE
396 "DiplRel", "Foreign", "Local", TRUE
397 "UnitFlag", "Spy", "Local", FALSE
400 [actionenabler_investigate_city_spy]
401 action = "Investigate City"
403 { "type", "name", "range"
404 "UnitFlag", "Spy", "Local"
405 "UnitState", "OnLivableTile", "Local"
406 "MinMoveFrags", "1", "Local"
407 "DiplRel", "Foreign", "Local"
410 [actionenabler_poison_city]
411 action = "Poison City"
413 { "type", "name", "range"
414 "UnitFlag", "Spy", "Local"
415 "DiplRel", "War", "Local"
416 "UnitState", "OnLivableTile", "Local"
417 "MinMoveFrags", "1", "Local"
420 { "type", "name", "range"
421 "MinSize", "2", "City"
424 [actionenabler_steal_tech_random]
425 action = "Steal Tech"
427 { "type", "name", "range"
428 "UnitFlag", "Diplomat", "Local"
429 "UnitState", "OnLivableTile", "Local"
430 "MinMoveFrags", "1", "Local"
431 "DiplRel", "Foreign", "Local"
434 { "type", "name", "range", "present"
435 "NationGroup", "Barbarian", "Player", FALSE
438 [actionenabler_steal_tech_target]
439 action = "Targeted Steal Tech"
441 { "type", "name", "range"
442 "UnitFlag", "Spy", "Local"
443 "UnitState", "OnLivableTile", "Local"
444 "MinMoveFrags", "1", "Local"
445 "DiplRel", "Foreign", "Local"
448 { "type", "name", "range", "present"
449 "NationGroup", "Barbarian", "Player", FALSE
452 [actionenabler_incite_city]
453 action = "Incite City"
455 { "type", "name", "range", "present"
456 "UnitFlag", "Diplomat", "Local", TRUE
457 "DiplRel", "Alliance", "Local", FALSE
458 "DiplRel", "Team", "Local", FALSE
459 "UnitState", "OnLivableTile", "Local", TRUE
460 "MinMoveFrags", "1", "Local", TRUE
461 "DiplRel", "Foreign", "Local", TRUE
462 "UnitFlag", "Spy", "Local", FALSE
465 { "type", "name", "range", "present"
466 "Gov", "Democracy", "Player", FALSE
467 "Building", "Palace", "City", FALSE
470 [actionenabler_incite_city_spy]
471 action = "Incite City Escape"
473 { "type", "name", "range", "present"
474 "UnitFlag", "Spy", "Local", TRUE
475 "DiplRel", "Alliance", "Local", FALSE
476 "DiplRel", "Team", "Local", FALSE
477 "UnitState", "OnLivableTile", "Local", TRUE
478 "MinMoveFrags", "1", "Local", TRUE
479 "DiplRel", "Foreign", "Local", TRUE
482 { "type", "name", "range", "present"
483 "Gov", "Democracy", "Player", FALSE
484 "Building", "Palace", "City", FALSE
487 [actionenabler_bribe_unit]
488 action = "Bribe Unit"
490 { "type", "name", "range", "present"
491 "UnitFlag", "Diplomat", "Local", TRUE
492 "DiplRel", "Alliance", "Local", FALSE
493 "DiplRel", "Team", "Local", FALSE
494 "UnitState", "OnLivableTile", "Local", TRUE
495 "MinMoveFrags", "1", "Local", TRUE
496 "DiplRel", "Foreign", "Local", TRUE
499 { "type", "name", "range", "present"
500 "UnitFlag", "Unbribable", "Local", FALSE
501 "CityTile", "Center", "Local", FALSE
502 "Gov", "Democracy", "Player", FALSE
503 "MaxUnitsOnTile", "1", "Local", TRUE
506 [actionenabler_sabotage_unit]
507 action = "Sabotage Unit"
509 { "type", "name", "range"
510 "UnitFlag", "Spy", "Local"
511 "DiplRel", "War", "Local"
512 "UnitState", "OnLivableTile", "Local"
513 "MinMoveFrags", "1", "Local"
516 { "type", "name", "range", "present"
517 "CityTile", "Center", "Local", FALSE
518 "MinHitPoints", "2", "Local", TRUE
519 "MaxUnitsOnTile", "1", "Local", TRUE
522 [actionenabler_help_build_wonder]
523 action = "Help Wonder"
525 { "type", "name", "range", "present"
526 "UnitFlag", "HelpWonder", "Local", TRUE
527 "DiplRel", "Foreign", "Local", FALSE
530 { "type", "name", "range"
531 "BuildingGenus", "GreatWonder", "Local"
534 [actionenabler_help_build_small_wonder]
535 action = "Help Wonder"
537 { "type", "name", "range", "present"
538 "UnitFlag", "HelpWonder", "Local", TRUE
539 "DiplRel", "Foreign", "Local", FALSE
542 { "type", "name", "range"
543 "BuildingGenus", "SmallWonder", "Local"
546 [actionenabler_recycle_unit]
547 action = "Recycle Unit"
549 { "type", "name", "range", "present"
550 "UnitFlag", "EvacuateFirst", "Local", FALSE
551 "DiplRel", "War", "Local", FALSE
552 "DiplRel", "Cease-fire", "Local", FALSE
553 "DiplRel", "Armistice", "Local", FALSE
554 "DiplRel", "Peace", "Local", FALSE
557 [actionenabler_disband_unit]
558 action = "Disband Unit"
560 { "type", "name", "range", "present"
561 "UnitFlag", "EvacuateFirst", "Local", FALSE
564 [actionenabler_build_city_pioneer]
565 action = "Found City"
567 { "type", "name", "range"
568 "UnitFlag", "Cities", "Local"
569 "UnitState", "OnLivableTile", "Local"
570 "MinMoveFrags", "1", "Local"
573 { "type", "name", "range", "present"
574 "CityTile", "Claimed", "Local", FALSE
577 [actionenabler_build_city_domestic]
578 action = "Found City"
580 { "type", "name", "range", "present"
581 "UnitFlag", "Cities", "Local", TRUE
582 "UnitState", "OnLivableTile", "Local", TRUE
583 "MinMoveFrags", "1", "Local", TRUE
584 "DiplRel", "Foreign", "Local", FALSE
587 [actionenabler_join_city]
590 { "type", "name", "range", "present"
591 "UnitFlag", "AddToCity", "Local", TRUE
592 "DiplRel", "Foreign", "Local", FALSE
593 "MinMoveFrags", "1", "Local", TRUE
597 action = "Explode Nuclear"
599 { "type", "name", "range", "present"
600 "UnitFlag", "Nuclear", "Local", TRUE
603 [actionenabler_attack_native]
606 { "type", "name", "range", "present"
607 "UnitFlag", "NonMil", "Local", FALSE
608 "MinMoveFrags", "1", "Local", TRUE
609 "UnitState", "OnNativeTile", "Local", TRUE
612 [actionenabler_attack_marines]
615 { "type", "name", "range", "present"
616 "UnitFlag", "NonMil", "Local", FALSE
617 "MinMoveFrags", "1", "Local", TRUE
618 "UnitFlag", "Marines", "Local", TRUE
621 [actionenabler_attack_att_from_non_native]
624 { "type", "name", "range", "present"
625 "UnitFlag", "NonMil", "Local", FALSE
626 "MinMoveFrags", "1", "Local", TRUE
627 "UnitClassFlag", "AttFromNonNative", "Local", TRUE
630 [actionenabler_conquer_city_native]
631 action = "Conquer City"
633 { "type", "name", "range", "present"
634 "UnitClassFlag", "CanOccupyCity", "Local", TRUE
635 "UnitFlag", "NonMil", "Local", FALSE
636 "DiplRel", "War", "Local", TRUE
637 "MinMoveFrags", "1", "Local", TRUE
638 "UnitState", "OnLivableTile", "Local", TRUE
641 { "type", "name", "range", "present"
642 "MaxUnitsOnTile", "0", "Local", TRUE
645 [actionenabler_conquer_city_marines]
646 action = "Conquer City"
648 { "type", "name", "range", "present"
649 "UnitClassFlag", "CanOccupyCity", "Local", TRUE
650 "UnitFlag", "NonMil", "Local", FALSE
651 "DiplRel", "War", "Local", TRUE
652 "MinMoveFrags", "1", "Local", TRUE
653 "UnitFlag", "Marines", "Local", TRUE
656 { "type", "name", "range", "present"
657 "MaxUnitsOnTile", "0", "Local", TRUE
660 [actionenabler_conquer_city_att_from_non_native]
661 action = "Conquer City"
663 { "type", "name", "range", "present"
664 "UnitClassFlag", "CanOccupyCity", "Local", TRUE
665 "UnitFlag", "NonMil", "Local", FALSE
666 "DiplRel", "War", "Local", TRUE
667 "MinMoveFrags", "1", "Local", TRUE
668 "UnitClassFlag", "AttFromNonNative", "Local", TRUE
671 { "type", "name", "range", "present"
672 "MaxUnitsOnTile", "0", "Local", TRUE
675 [actionenabler_change_home_city]
678 { "type", "name", "range", "present"
679 "UnitFlag", "NoHome", "Local", FALSE
680 "UnitState", "HasHomeCity", "Local", TRUE
681 "DiplRel", "Foreign", "Local", FALSE
684 [actionenabler_paradrop_base]
685 action = "Paradrop Unit"
687 { "type", "name", "range", "present"
688 "UnitFlag", "Paratroopers", "Local", TRUE
689 "UnitState", "Transporting", "Local", FALSE
690 "Extra", "Airbase", "Local", TRUE
693 [actionenabler_paradrop_city]
694 action = "Paradrop Unit"
696 { "type", "name", "range", "present"
697 "UnitFlag", "Paratroopers", "Local", TRUE
698 "UnitState", "Transporting", "Local", FALSE
699 "CityTile", "Center", "Local", TRUE
702 [actionenabler_upgrade_unit]
703 action = "Upgrade Unit"
705 { "type", "name", "range", "present"
706 "DiplRel", "Foreign", "Local", FALSE
709 [actionenabler_airlift_unit]
710 action = "Airlift Unit"
712 { "type", "name", "range", "present"
713 "UnitClass", "Land", "Local", TRUE
714 "UnitState", "Transporting", "Local", FALSE
715 "MinMoveFrags", "1", "Local", TRUE
719 ; Base border radius from city.
722 ; Border radius square increased by this amount / point of city size
725 ; Difference between city workable area and area permanently claimed by
726 ; city (these tiles cannot be stolen by stronger border sources).
727 ; 0 means exactly city workable area is immune to border stealing.
728 ; Negative value means outer workable tiles can be stolen; highly negative
729 ; value (more than max city radius_sq) means any workable tile can be stolen.
730 ; If City_Radius_Sq is variable, so is the set of locked tiles; this is
731 ; a squared value, so the radius of the ring of tiles which are workable
732 ; but not locked (or vice versa) varies but the area is constant.
733 radius_sq_city_permanent = 0
736 ; Method of calculating technology costs
737 ; "Civ I|II" - Civ (I|II) style. Every new tech add base_tech_cost to
739 ; "Classic" - Cost of technology is:
740 ; base_tech_cost * (1 + reqs) * sqrt(1 + reqs) / 2
741 ; where reqs == number of requirement for tech, counted
743 ; "Classic+" - Cost are read from tech.ruleset. Missing costs are
744 ; generated by style "Classic".
745 ; "Experimental" - Cost of technology is:
746 ; base_tech_cost * (reqs^2 / (1 + sqrt(sqrt(reqs + 1)))
748 ; where reqs == number of requirement for tech, counted
750 ; "Experimental+" - Cost are read from tech.ruleset. Missing costs are
751 ; generated by style "Experimental".
752 tech_cost_style = "Classic"
754 ; Base research cost. Used in tech cost styles where tech cost is generated.
755 ; In other words: used everywhere unless the cost of *all* techs are
756 ; specified and the tech cost style is "Experimental+" or "Classic+".
759 ; Technology leak from other civilizations
760 ; "None" - No reduction of the technology cost.
761 ; "Embassies" - Technology cost is reduced depending on the number of
762 ; players which already know the tech and you have an
764 ; "All Players" - Technology cost is reduced depending on the number of
765 ; all players (human, AI and barbarians) which already
767 ; "Normal Players" - Technology cost is reduced depending on the number of
768 ; normal players (human and AI) which already know the
770 tech_leakage = "None"
772 ; Method of paying tech upkeep
774 ; "Basic" - upkeep is calculated as:
775 ; <Cost of technology> / tech_upkeep_divider - tech_upkeep_free
776 ; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities
777 tech_upkeep_style = "None"
779 ; upkeep cost is divided by this value
780 tech_upkeep_divider = 2000
782 ; Method of selecting techs given for free
783 ; "Goal" - Towards player`s goal, random if no goal
784 ; "Random" - Random researchable tech
785 ; "Cheapest" - Cheapest researchable tech, random among equal cost ones
786 free_tech_method = "Goal"
789 ; Minimum culture points for cultural domination victory
790 victory_min_points = 1000
792 ; How big lead relative to second best player is needed for victory
793 victory_lead_pct = 200
795 ; How much each culture point affects the migration
796 ; from/to the city. Each culture point count as this many permilles
797 ; of a migration point.
801 ; Year in the beginning of the game
804 ; Year 1 instead of 0.
807 ; How many fragments each year has. Value 0 disables year advancement by fragment
811 ; Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
812 ; numbers begin from 1 and not 0) is shown.
814 ;fragment_name0 = "Jan"
815 ;fragment_name1 = "Feb"
818 ; What labels are used for positive and negative years.
819 ; /* TRANS: year label (Common Era) */
820 positive_label = _("CE")
821 ; /* TRANS: year label (Before Common Era) */
822 negative_label = _("BCE")
824 ; /* <-- avoid gettext warnings
828 ; name = translatable name as seen by user
829 ; reqs = requirements for disaster to happen (see effects.ruleset
830 ; and README.effects for help on requirements)
831 ; frequency = how likely disaster is to occur
833 ; - "DestroyBuilding" = Random building is destroyed
834 ; - "ReducePopulation" = Reduce city size by one unless it's already 1
835 ; - "ReducePopDestroy" = Reduce city size by one, possibly destroying the city
836 ; - "EmptyFoodStock" = Remove all food from food stock
837 ; - "EmptyProdStock" = Destroy current production
838 ; - "Pollution" = One tile surrounding city polluted
839 ; - "Fallout" = One tile surrounding city polluted with fallout
841 ; */ <-- avoid gettext warnings
843 ; No disasters in multiplayer ruleset
845 ; /* <-- avoid gettext warnings
849 ; name = translatable name as seen by user
850 ; rule_name = (optional) name for savegames, rulesets etc; if not
851 ; present, 'name' is used. Since the name used in
852 ; savegames must not change, use this when renaming a
853 ; achievement after a ruleset has been released.
854 ; type = What event grants the achievement to player.
855 ; See README.achievements for list of these types.
856 ; unique = If TRUE, only first one reaching the achievement will
857 ; get it. Defaults to TRUE.
858 ; value = Value to reach. Exact meaning of this depends on
860 ; culture = Amount of culture granted to player who gets achievement
862 ; first_msg = Message shown to first player gaining the achievement
863 ; cons_msg = Message shown to consecutive players gaining the achievement
865 ; */ <-- avoid gettext warnings
867 ; No achievements in multiplayer ruleset
872 ; IN = international, IC = intercontinental.
873 ; For each of the trade route types:
874 ; "pct" - Trade income %. If this is 0, trade route cannot be
876 ; "cancelling" - What to do to previously established traderoutes when they
878 ; "Active" - Keep them active (although they will only
879 ; provide nonzero income if illegal due to
880 ; trademindist rather than pct==0)
881 ; "Inactive" - Keep them inactive
882 ; "Cancel" - Cancel them altogether
883 ; "bonus" - One-time bonuses granted when traderoute established
884 ; "None" - No one-time bonus
885 ; "Gold" - Bonus to gold
886 ; "Science" - Bonus to research
887 ; "Both" - Bonus to gold and research
891 { "type", "pct", "cancelling", "bonus"
892 "National", 0, "Cancel", "Both"
893 "NationalIC", 0, "Cancel", "Both"
894 "IN", 0, "Cancel", "Both"
895 "INIC", 0, "Cancel", "Both"
896 "Ally", 0, "Cancel", "Both"
897 "AllyIC", 0, "Cancel", "Both"
898 "Enemy", 0, "Cancel", "Both"
899 "EnemyIC", 0, "Cancel", "Both"
900 "Team", 0, "Cancel", "Both"
901 "TeamIC", 0, "Cancel", "Both"
904 ; When are goods for the trade route chosen.
905 ; "Leaving" - Goods to carry are assigned to unit when it`s built, or it changes homecity
906 ; "Arrival" - Goods are chosen when trade route is established, when unit arrives to destination
907 goods_selection = "Arrival"
909 ; /* <-- avoid gettext warnings
913 ; name = translatable name as seen by user
914 ; rule_name = (optional) name for savegames, rulesets etc; if not
915 ; present, 'name' is used. Since the name used in
916 ; savegames must not change, use this when renaming
917 ; an good after a ruleset has been released.
918 ; reqs = requirements for a city to provide goods (see effects.ruleset
919 ; and README.effects for help on requirements)
920 ; from_pct = Income for the sending end of the trade route. Default is 100%
921 ; This value is applied to both ends of bidirectional routes.
922 ; to_pct = Income for the receiving end of the trade route. Default is 100%
923 ; This value is not used at all in case of bidirectional routes.
925 ; - "Bidirectional" = Trade route carrying the goods does not have "from" and "to"
926 ; ends, but both ends are considered the same.
927 ; - "Depletes" = Trade route gets cancelled when the source city cannot provide
928 ; goods any more. Bidirectional routes gets cancelled if either
929 ; one of the involved cities cannot provide goods.
930 ; helptext = Optional help text string; should escape all raw
931 ; newlines so that xgettext parsing works
933 ; */ <-- avoid gettext warnings
943 ; Player colors for 32 players are defined below.
944 ; Avoid greens, blues, and white / very pale colors (too easy to confuse
952 138, 43, 226 ; Purple
954 255, 0, 255 ; Magenta
955 173, 216, 230 ; Cornflower
956 0, 255, 127 ; Emerald
957 250, 128, 114 ; Salmon
961 211, 211, 211 ; Silver
962 218, 112, 214 ; Heliotrope
963 255, 20, 147 ; Fuchsia
964 100, 149, 237 ; Azure
966 245, 222, 179 ; Khaki
967 255, 255, 128 ; Butter
970 255, 211, 140 ; Peach
971 255, 79, 0 ; Vermilion
973 255, 219, 88 ; Mustard
974 153, 17, 153 ; Aubergine
976 255, 102, 0 ; Pumpkin
977 102, 205, 170 ; Turquoise
978 195, 33, 72 ; Crimson
979 168, 153, 230 ; Lavender
980 255, 250, 205 ; Cream
984 ; Team names correspond roughly to colors defined above, so that
985 ; plrcolormode=TEAM_ORDER is not gratuitously confusing.
987 ; /* TRANS: Name of a color; used as unique identifier for a team */
988 ; /* TRANS: With this and other color team names, uniqueness is more */
989 ; /* TRANS: important than precise translation. To see the colors, start a */
990 ; /* TRANS: multiplayer game with 32 players and look at the Nations report. */
992 ; /* TRANS: Name of a color; used as unique identifier for a team */
993 _("?team name:Yellow"),
994 ; /* TRANS: Name of a color; used as unique identifier for a team */
995 _("?team name:Blue"),
996 ; /* TRANS: Name of a color; used as unique identifier for a team */
997 _("?team name:Purple"),
998 ; /* TRANS: Name of a color; used as unique identifier for a team */
999 _("?team name:Orange"),
1000 ; /* TRANS: Name of a color; used as unique identifier for a team */
1001 _("?team name:Magenta"),
1002 ; /* TRANS: Name of a color; used as unique identifier for a team */
1003 _("?team name:Cornflower"),
1004 ; /* TRANS: Name of a color; used as unique identifier for a team */
1005 _("?team name:Emerald"),
1006 ; /* TRANS: Name of a color; used as unique identifier for a team */
1007 _("?team name:Salmon"),
1008 ; /* TRANS: Name of a color; used as unique identifier for a team */
1009 _("?team name:Green"),
1010 ; /* TRANS: Name of a color; used as unique identifier for a team */
1011 _("?team name:Burgundy"),
1012 ; /* TRANS: Name of a color; used as unique identifier for a team */
1013 _("?team name:Pink"),
1014 ; /* TRANS: Name of a color; used as unique identifier for a team */
1015 _("?team name:Silver"),
1016 ; /* TRANS: Name of a color; used as unique identifier for a team */
1017 _("?team name:Heliotrope"),
1018 ; /* TRANS: Name of a color; used as unique identifier for a team */
1019 _("?team name:Fuchsia"),
1020 ; /* TRANS: Name of a color; used as unique identifier for a team */
1021 _("?team name:Azure"),
1022 ; /* TRANS: Name of a color; used as unique identifier for a team */
1023 _("?team name:Gold"),
1024 ; /* TRANS: Name of a color; used as unique identifier for a team */
1025 _("?team name:Khaki"),
1026 ; /* TRANS: Name of a color; used as unique identifier for a team */
1027 _("?team name:Butter"),
1028 ; /* TRANS: Name of a color; used as unique identifier for a team */
1029 _("?team name:Mint"),
1030 ; /* TRANS: Name of a color; used as unique identifier for a team */
1031 _("?team name:Lime"),
1032 ; /* TRANS: Name of a color; used as unique identifier for a team */
1033 _("?team name:Peach"),
1034 ; /* TRANS: Name of a color; used as unique identifier for a team */
1035 _("?team name:Vermilion"),
1036 ; /* TRANS: Name of a color; used as unique identifier for a team */
1037 _("?team name:Puce"),
1038 ; /* TRANS: Name of a color; used as unique identifier for a team */
1039 _("?team name:Mustard"),
1040 ; /* TRANS: Name of a color; used as unique identifier for a team */
1041 _("?team name:Aubergine"),
1042 ; /* TRANS: Name of a color; used as unique identifier for a team */
1043 _("?team name:Brown"),
1044 ; /* TRANS: Name of a color; used as unique identifier for a team */
1045 _("?team name:Pumpkin"),
1046 ; /* TRANS: Name of a color; used as unique identifier for a team */
1047 _("?team name:Turquoise"),
1048 ; /* TRANS: Name of a color; used as unique identifier for a team */
1049 _("?team name:Crimson"),
1050 ; /* TRANS: Name of a color; used as unique identifier for a team */
1051 _("?team name:Lavender"),
1052 ; /* TRANS: Name of a color; used as unique identifier for a team */
1053 _("?team name:Cream")
1057 { "name", "value", "lock"
1058 "minplayers", 2, FALSE
1059 "generator", "ISLAND", FALSE
1060 "topology", "WRAPX|WRAPY|ISO", FALSE
1061 "startpos", "SINGLE", FALSE
1062 "tinyisles", FALSE, FALSE
1063 "alltemperate", TRUE, FALSE
1064 "separatepoles", FALSE, FALSE
1067 "dispersion", 0, FALSE
1068 "diplomacy", "DISABLED", FALSE
1069 "contactturns", 0, FALSE
1071 "barbarians", "DISABLED", FALSE
1072 "techpenalty", 0, FALSE
1073 "startunits", "cccwwwxxxx", FALSE
1074 "specials", 350, FALSE
1075 "borders", "SEE_INSIDE", FALSE
1076 "foggedborders", TRUE, FALSE