3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; Note that the freeciv AI may not cope well with anything more
13 ; TODO: check values really match Civ1!
16 description="Civilization I governments data for Freeciv"
17 options="+Freeciv-ruleset-Devel-2017.Jan.02"
21 during_revolution="Anarchy"
23 ; /* <-- avoid gettext warnings
25 ; Below: The individual government types, one per section.
27 ; The actual tag used (the * in [government_*]) does not matter, except
28 ; it must be unique within this file, and it may be used in debug
29 ; output when reading this file.
31 ; For the "official" rulesets, the order of these sections should not
32 ; be changed because that would break backward compatability with
33 ; savegames. (In particular, if Fundamentalism is added to default
34 ; ruleset, should be added at end.)
38 ; name = translatable name as seen by user
39 ; rule_name = (optional) name for savegames, rulesets etc; if not
40 ; present, 'name' is used. Since the name used in savegames
41 ; must not change, use this when renaming a government after a
42 ; ruleset has been released.
43 ; reqs = requirements for this government (see README.effects)
44 ; graphic = tag specifing preferred graphic
45 ; graphic_alt = alternate graphics tag if preferred is not found;
46 ; should be a standard tag if preferred is not;
47 ; otherwise may be "-"
48 ; ai_better = AI will not consider this government for use if the
49 ; government listed here is available
50 ; ruler_titles = ruler titles by nation, "-" is default, and non-matched
52 ; helptext = optional help text string; should escape all raw newlines
53 ; so that xgettext parsing works
55 ; */ <-- avoid gettext warnings
57 ;------------------------------------------------------------------------
62 graphic = "gov.anarchy"
65 ruler_male_title = _("Warlord %s")
66 ruler_female_title = _("Warlady %s")
69 Anarchy is simply the absence of any recognizable government.\
70 Citizens are disorganized and unproductive, and will spend all\
71 income as quickly as possible, rather than paying taxes or\
74 Anarchy offers slightly less corruption than Despotism, but slightly\
78 ;------------------------------------------------------------------------
79 [government_despotism]
83 graphic = "gov.despotism"
85 ai_better = "Monarchy"
87 ruler_male_title = _("Chief %s")
88 ruler_female_title = _("?female:Chief %s")
91 Under Despotism, you are the absolute ruler of your people. Your\
92 control over your citizens is maintained largely by martial law.\
94 Despotism suffers the highest level of corruption of all forms of\
98 ;------------------------------------------------------------------------
102 reqs = { "type", "name", "range"
103 "tech", "Monarchy", "Player"
105 graphic = "gov.monarchy"
107 ai_better = "Communism"
109 ruler_male_title = _("King %s")
110 ruler_female_title = _("Queen %s")
113 Under Monarchy, a king or queen serves as a hereditary figurehead\
114 for your government.\
116 Monarchy suffers the same small amount of corruption that the\
120 ;------------------------------------------------------------------------
121 [government_communism]
123 name = _("Communism")
124 reqs = { "type", "name", "range"
125 "tech", "Communism", "Player"
127 graphic = "gov.communism"
130 ruler_male_title = _("Comrade %s")
131 ruler_female_title = _("?female:Comrade %s")
134 A Communist government is based on the ideal that all people are\
135 equal. All goods are owned by the state, rather than by private\
136 citizens. Communism gives a balance between military and commercial\
137 styles of government.\
139 Under Communism, corruption does not vary by distance from the\
140 capital; all cities (including the capital) have a modest amount\
144 ;------------------------------------------------------------------------
145 [government_republic]
148 reqs = { "type", "name", "range"
149 "tech", "The Republic", "Player"
151 graphic = "gov.republic"
154 ruler_male_title = _("Consul %s")
155 ruler_female_title = _("?female:Consul %s")
158 Under a Republican government, citizens hold an election to select a\
159 representative who will govern them; since elected leaders must\
160 remain popular to remain in control, citizens are given a greater\
161 degree of freedom. Citizens under the Republic become unhappy\
162 easily, but the self-sufficiency of your citizens allows high levels\
166 ;------------------------------------------------------------------------
167 [government_democracy]
169 name = _("Democracy")
170 reqs = { "type", "name", "range"
171 "tech", "Democracy", "Player"
173 graphic = "gov.democracy"
176 ruler_male_title = _("President %s")
177 ruler_female_title = _("?female:President %s")
180 Under Democracy, citizens govern directly by voting on issues.\
181 Democracy offers the highest possible level of trade, but also\
182 offers the most potential for unhappiness. There is no corruption\
183 during Democracy, but citizens become very upset during wars.\
185 Because (happy) citizens of Democracy believe strongly in the\
186 government, their loyalty is unswerving. Military units of\
187 Democratic civilizations cannot be bribed, and Democratic cities\
188 cannot be incited to revolt by enemy Diplomats and Spies.\
191 ; /* <-- avoid gettext warnings
193 ; Multipliers (aka policies)
195 ; name = translatable name as seen by user
196 ; rule_name = (optional) name for savegames, rulesets etc; if not
197 ; present, 'name' is used. Since the name used in
198 ; savegames must not change, use this when renaming
199 ; a multiplier after a ruleset has been released.
200 ; default = default value (as presented in UI)
201 ; start = minimum value (as presented in UI)
202 ; stop = maximum value (as presented in UI)
203 ; step = minimum increase/decrease (as presented in UI)
204 ; offset = offset/factor control how UI values are turned
205 ; factor = into effect values for use in effects.ruleset.
206 ; effect_value = (ui_value + offset) * (factor/100)
207 ; Optional; by default offset=0, factor=100, so
208 ; that UI values are used as-is.
209 ; helptext = optional help text string; should escape all raw
210 ; newlines so that xgettext parsing works
212 ; */ <-- avoid gettext warnings