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
14 description="Civ2 style governments data for Freeciv (Fundamentalism incomplete)"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
19 during_revolution="Anarchy"
21 ; /* <-- avoid gettext warnings
23 ; Below: The individual government types, one per section.
25 ; The actual tag used (the * in [government_*]) does not matter, except
26 ; it must be unique within this file, and it may be used in debug
27 ; output when reading this file.
29 ; For the "official" rulesets, the order of these sections should not
30 ; be changed because that would break backward compatability with
31 ; savegames. (In particular, if Fundamentalism is added to default
32 ; ruleset, should be added at end.)
36 ; name = translatable name as seen by user
37 ; rule_name = (optional) name for savegames, rulesets etc; if not
38 ; present, 'name' is used. Since the name used in savegames
39 ; must not change, use this when renaming a government after a
40 ; ruleset has been released.
41 ; reqs = requirements for this government (see README.effects)
42 ; graphic = tag specifing preferred graphic
43 ; graphic_alt = alternate graphics tag if preferred is not found;
44 ; should be a standard tag if preferred is not;
45 ; otherwise may be "-"
46 ; ai_better = AI will not consider this government for use if the
47 ; government listed here is available
48 ; ruler_titles = ruler titles by nation, "-" is default, and non-matched
50 ; helptext = optional help text string; should escape all raw newlines
51 ; so that xgettext parsing works
53 ; */ <-- avoid gettext warnings
55 ;------------------------------------------------------------------------
60 graphic = "gov.anarchy"
63 ruler_male_title = _("Warlord %s")
64 ruler_female_title = _("Warlady %s")
67 Anarchy is simply the absence of any recognizable government.\
68 Citizens are disorganized and unproductive, and will spend all\
69 income as quickly as possible, rather than paying taxes or\
72 Anarchy offers slightly less corruption and waste than Despotism, but\
73 slightly more unhappiness.\
76 ;------------------------------------------------------------------------
77 [government_despotism]
81 graphic = "gov.despotism"
83 ai_better = "Monarchy"
85 ruler_male_title = _("Chief %s")
86 ruler_female_title = _("?female:Chief %s")
89 Under Despotism, you are the absolute ruler of your people. Your\
90 control over your citizens is maintained largely by martial law.\
92 Despotism suffers the highest level of corruption and waste of all\
96 ;------------------------------------------------------------------------
100 reqs = { "type", "name", "range"
101 "tech", "Monarchy", "Player"
103 graphic = "gov.monarchy"
105 ai_better = "Communism"
107 ruler_male_title = _("King %s")
108 ruler_female_title = _("Queen %s")
111 Under Monarchy, a king or queen serves as a hereditary figurehead\
112 for your government.\
114 Monarchy suffers the same small amount of corruption and waste that\
118 ;------------------------------------------------------------------------
119 [government_communism]
121 name = _("Communism")
122 reqs = { "type", "name", "range"
123 "tech", "Communism", "Player"
125 graphic = "gov.communism"
128 ruler_male_title = _("Comrade %s")
129 ruler_female_title = _("?female:Comrade %s")
132 A Communist government is based on the ideal that all people are\
133 equal. All goods are owned by the state, rather than by private\
134 citizens. Communism gives a balance between military and commercial\
135 styles of government.\
137 Under Communism, corruption and waste does not vary by distance from\
138 the capital; all cities (including the capital) have a modest amount\
142 ;------------------------------------------------------------------------
143 [government_fundamentalism]
145 name = _("Fundamentalism")
146 reqs = { "type", "name", "range"
147 "tech", "Fundamentalism", "Player"
149 graphic = "gov.fundamentalism"
152 ruler_male_title = _("High Priest %s")
153 ruler_female_title = _("High Priestess %s")
156 Fundamentalism is a form of government organized around a central\
157 set of beliefs. The beliefs, usually religious in nature, form\
158 a rigid guideline for actions and reactions of both the rulers\
161 In a fundamentalist society, the people and the rulers are entirely\
162 devoted to their beliefs, and are usually willing to die to\
165 Improvements that normally convert unhappy citizens to content\
166 citizens, produce `tithes' (gold) equivalent to the number\
167 of people they would convert, and require no maintenance.\
170 ;------------------------------------------------------------------------
171 [government_republic]
174 reqs = { "type", "name", "range"
175 "tech", "The Republic", "Player"
177 graphic = "gov.republic"
180 ruler_male_title = _("Consul %s")
181 ruler_female_title = _("?female:Consul %s")
184 Under a Republican government, citizens hold an election to select a\
185 representative who will govern them; since elected leaders must\
186 remain popular to remain in control, citizens are given a greater\
187 degree of freedom. Citizens under the Republic become unhappy\
188 easily, but the self-sufficiency of your citizens allows high levels\
192 ;------------------------------------------------------------------------
193 [government_democracy]
195 name = _("Democracy")
196 reqs = { "type", "name", "range"
197 "tech", "Democracy", "Player"
199 graphic = "gov.democracy"
202 ruler_male_title = _("President %s")
203 ruler_female_title = _("?female:President %s")
206 Under Democracy, citizens govern directly by voting on issues.\
207 Democracy offers the highest possible level of trade, but also\
208 offers the most potential for unhappiness. There is no corruption\
209 or waste during Democracy, but citizens become very upset during\
212 Because (happy) citizens of Democracy believe strongly in the\
213 government, their loyalty is unswerving. Military units of\
214 Democratic civilizations cannot be bribed, and Democratic cities\
215 cannot be incited to revolt by enemy Diplomats and Spies.\
218 ; /* <-- avoid gettext warnings
220 ; Multipliers (aka policies)
222 ; name = translatable name as seen by user
223 ; rule_name = (optional) name for savegames, rulesets etc; if not
224 ; present, 'name' is used. Since the name used in
225 ; savegames must not change, use this when renaming
226 ; a multiplier after a ruleset has been released.
227 ; default = default value (as presented in UI)
228 ; start = minimum value (as presented in UI)
229 ; stop = maximum value (as presented in UI)
230 ; step = minimum increase/decrease (as presented in UI)
231 ; offset = offset/factor control how UI values are turned
232 ; factor = into effect values for use in effects.ruleset.
233 ; effect_value = (ui_value + offset) * (factor/100)
234 ; Optional; by default offset=0, factor=100, so
235 ; that UI values are used as-is.
236 ; helptext = optional help text string; should escape all raw
237 ; newlines so that xgettext parsing works
239 ; */ <-- avoid gettext warnings