1 ; This is Alien World techs 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 technology data for Freeciv"
16 options="+Freeciv-2.6-ruleset"
19 ; Names for custom tech flags. There can be up to 8 of these.
20 ; name = rule name; In some circumstances user may see this
21 ; as part of some sentences, so try to make it descriptive
23 ; helptxt = displayed in the help for advances with this flag (optional)
28 ; /* <-- avoid gettext warnings
30 ; Below: The individual advances, one per section.
31 ; The number can be variable, up to 196.
33 ; The actual tag used (the * in [advance_*]) does not matter, except
34 ; it must be unique within this file, and it may be used in debug
35 ; output when reading this file.
39 ; name = translatable name as seen by user
40 ; rule_name = (optional) name for savegames, rulesets etc; if not
41 ; present, 'name' is used. Since the name used in savegames
42 ; must not change, use this when renaming a tech after a
43 ; ruleset has been released.
44 ; req1, req2 = advances required before researching this one
45 ; root_req = tech required before acquiring this tech, by any
46 ; means, inherited by all techs that require this tech in turn unless
47 ; "None" is given here explicitly; and you can make a tech available
48 ; only through the init_tech of a nation by making it root_req itself.
49 ; flags = special flag strings
50 ; graphic = icon for technology
51 ; graphic_alt = alternate icon
52 ; helptext = optional help text string (set units ruleset for examples)
53 ; bonus_message = text seen when a player is the first to discover
54 ; an bonus tech. Must contain '%s' to mark place of the tech
56 ; cost = if tech_cost_style is set to "Classic+" or "Experimental+",
57 ; this field is read for information on how much a tech
60 ; Special values for req1 and req2 are "None" (first section below)
61 ; and "Never" (never available). If only one tech is required,
62 ; it should be listed as req1.
64 ; As well as custom flags defined above, the following flag strings are
67 ; "Bonus_Tech" = player gets extra tech if reached first
68 ; "Bridge" = "Settler" unit types can build roads with "RequiresBridge" flag
69 ; over roads with "PreventsOtherRoads" flag (rivers)
70 ; "Build_Airborne" = from now on can build air units (for use by AI)
71 ; "Claim_Ocean" = Player claims ocean tiles even if they are not
72 ; adjacent to border source
73 ; "Claim_Ocean_Limited" = Oceanic border sources claim ocean tiles even if
74 ; they are not adjacent to border source
76 ; */ <-- avoid gettext warnings
78 [advance_alien_rights]
79 name = _("Alien Rights")
83 graphic = "a.alien_rights"
85 helptext = _("They're smart. Should they have rights too?\n\n\
86 Alien Forest tiles produce +1 production.\
89 [advance_alien_taming]
90 name = _("Alien Taming")
94 graphic = "a.alien_taming"
96 helptext = _("Some of the Alien lifeforms now work for us.")
98 [advance_alien_training]
99 name = _("Alien Training")
100 req1 = "War Monsters"
101 req2 = "Virtual Reality Training"
103 graphic = "a.alien_training"
105 helptext = _("Trained native lifeforms - deadly.")
107 [advance_amphibious_tactics]
108 name = _("Amphibious Tactics")
109 req1 = "Ocean Cities"
110 req2 = "Modified Spitter"
112 graphic = "a.amphibious_tactics"
114 helptext = _("Warfare with amphibious units.")
116 [advance_antigravity]
117 name = _("Antigravity")
118 req1 = "Gravity Manipulation"
119 req2 = "Brain Development"
120 flags = "Build_Airborne"
121 graphic = "a.antigravity"
123 helptext = _("Even if normal method of flying is impossible in this world\
124 antigravity works. We just need to master it.")
127 name = _("Burrowing")
128 req1 = "Thermal Module"
129 req2 = "Cyber Aliens"
131 graphic = "a.burrowing"
134 Since it seems to be impossible to fly in this world, we\
135 focus on opposite direction. Burrowing through earth is possible.\n\n\
136 In addition to making first burrowing units available, knowledge of this\
137 tech allows mining of Thick Mountains.\
140 [advance_brain_development]
141 name = _("Brain Development")
142 req1 = "Smart Aliens"
145 graphic = "a.brain_development"
148 [advance_brute_force]
149 name = _("Brute Force")
150 req1 = "Faction Politics"
153 graphic = "a.brute_force"
155 helptext = _("It's time to make more powerful weapons than ever before.")
157 [advance_city_defense]
158 name = _("City Defense")
159 req1 = "Force Channeling"
160 req2 = "Manufacturing"
162 graphic = "a.city_defense"
164 helptext = _("Advanced form of force channeling allows us to protect \
165 city size objects with channeled radiation energy.")
167 [advance_commercial_antigravity]
168 name = _("Commercial Antigravity");
172 graphic = "a.comm_antigrav"
174 helptext = _("Antigravity is not only for military. It has commercial \
175 applications as well.")
177 [advance_communication]
178 name = _("Communication");
179 req1 = "City Defense"
180 req2 = "Data Storage"
182 graphic = "a.communication"
184 helptext = _("Conventional radio does not work here. Develop working alternative \
185 that takes advantage of the local radiation. You'll get contact to other factions and \
186 much more information about them.\n\n\
187 Also your own bases can communicate more efficiently with each other, so number of \
188 bases you have is not causing as much unhappiness as before.")
191 name = _("Composites");
195 graphic = "a.composites"
197 helptext = _("Stronger materials mean stronger armors.")
199 [advance_controlled_biomass]
200 name = _("Controlled Biomass");
201 req1 = "Spitter Control"
204 graphic = "a.controlled_biomass"
206 helptext = _("Bugs, Slimes, Molds. We can drive masses of them together and then\
207 control movement of that biomass to act like a one being.")
209 [advance_crust_defense]
210 name = _("Crust Defense");
211 req1 = "Modified Spitter"
212 req2 = "Strong Force"
214 graphic = "a.crust_defense"
216 helptext = _("Defense against burrowing units.")
218 [advance_cyber_aliens]
219 name = _("Cyber Aliens")
220 req1 = "Protein Modifications"
221 req2 = "Alien Training"
223 graphic = "a.cyber_aliens"
225 helptext = _("Alliance of the machine and alien organisms.")
227 [advance_cybermodules]
228 name = _("Cybermodules")
232 graphic = "a.cybermodules"
234 helptext = _("Standardized cyber units save money - or make money to those \
237 [advance_cybernetics]
238 name = _("Cybernetics")
242 graphic = "a.cybernetics"
244 helptext = _("Making old Earth technology better than before is relatively easy \
245 task to do. For small investment, cybernetics gives us much better attack units.")
247 [advance_data_storage]
248 name = _("Data Storage")
249 req1 = "Cybermodules"
250 req2 = "Faction Politics"
252 graphic = "a.data_storage"
254 helptext = _("Needs to archive all the media produced for and by politics \
255 drive development of better data storage methods.")
257 [advance_deep_pumping]
258 name = _("Deep Pumping")
260 req2 = "Crust Defense"
262 graphic = "a.deep_pumping"
264 helptext = _("We can pump water from the depths of the crust. We no longer\
265 need any of the adjacent tiles to have water in order to build irrigation.")
267 [advance_deneb_radar]
268 name = _("Deneb Radar")
269 req1 = "Communication"
272 graphic = "a.deneb_radar"
274 helptext = _("Not really an conventional radar, but named so as it fills similar role. \
275 It's based on Deneb 7 radiation and works on this planet.")
277 [advance_dual_government]
278 name = _("Dual Government")
279 req1 = "Alien Rights"
282 graphic = "a.dual_gov"
284 helptext = _("Government should consider both Humans and Native \
294 helptext = _("We are finally able to escape force field surrounding \
295 Deneb 7. In addition to technical insight it requires correct attitude.")
297 [advance_faction_government]
298 name = _("Faction Government")
302 graphic = "a.fact_gov"
304 helptext = _("Familiar government types adjusted to local environment.")
306 [advance_faction_politics]
307 name = _("Faction Politics")
308 req1 = "Faction Government"
309 req2 = "Research Methods"
311 graphic = "a.fact_politics"
313 helptext = _("Human relations in this situation, where various factions \
314 have been forced to this strange planet, are quite unlike anything seen \
315 before. It very well deserves small study. Maybe we then can co-operate \
316 with other factions.")
318 [advance_food_regeneration]
319 name = _("Food Regeneration")
320 req1 = "Regeneration"
321 req2 = "High-Tech Filtering"
323 graphic = "a.food_regen"
325 ; /* xgettext:no-c-format */
326 helptext = _("If what we harvest grows back faster, we get more food. \
327 It's simple as that.\n\n\
328 Farmland tiles get additional 50% food production bonus.")
330 [advance_force_channeling]
331 name = _("Force Channeling")
332 req1 = "Radiation Resistance"
335 graphic = "a.force_channel"
337 helptext = _("Radiation is obstacle for us, but now also an resource. \
338 We know how to channel Deneb 7's power to our own use.\n\n\
339 Engineers can build Force Fortresses.")
341 [advance_gravity_manipulation]
342 name = _("Gravity Manipulation")
344 req2 = "Teleportation"
346 graphic = "a.grav_manip"
348 helptext = _("From inside the crust we gather information required to \
349 understand how gravity works and what one can do with it.")
351 [advance_global_knowledge]
352 name = _("Global Knowledge")
353 req1 = "Dual Government"
356 graphic = "a.glob_knowledge"
358 helptext = _("Information flows to us. We learn any tech known by \
359 four other civilizations.")
361 [advance_high_tech_filtering]
362 name = _("High-Tech Filtering")
364 req2 = "Stealth Module"
366 graphic = "a.ht_filter"
368 helptext = _("You can get a lot of things from ocean if you know how.")
371 name = _("Happiness")
372 req1 = "Mood Manipulation"
373 req2 = "Mental Powers"
375 graphic = "a.happiness"
377 helptext = _("Simply knowing this tech makes two content citizens happy \
380 [advance_low_level_orbit]
381 name = _("Low-Level Orbit")
382 req1 = "Unified Theory"
383 req2 = "Global Knowledge"
385 graphic = "a.low_level_orbit"
387 helptext = _("With further advances in antigravitics we are able to enter \
388 orbit even if we still are prisoners of the force field surronding Deneb 7.\n\n\
389 Makes Antigrav Ports more efficient. They can airlift three units instead of \
394 req1 = "Strong Force"
395 req2 = "Gravity Manipulation"
399 helptext = _("Using Deneb 7's own power available everywhere land travel\
400 speeds can reach levels never seen before.")
402 [advance_manufacturing]
403 name = _("Manufacturing")
407 graphic = "a.manufacturing"
409 helptext = _("It takes some research to even make basic manufacturing\
410 in this alien world.")
412 [advance_martial_law]
413 name = _("Martial Law")
417 graphic = "a.martial_law"
419 helptext = _("Effective martial law requires that we can react quickly, \
420 to immediately send forces where they are needed.\n\n\
421 Maximum martial law for cities with Secret Police is increased \
424 [advance_mental_powers]
425 name = _("Mental Powers")
427 req2 = "Specialist Training"
429 graphic = "a.mental_powers"
431 helptext = _("I WANT\n\n\
432 One way to resist radiation is willpower.\n\n\
433 Simply knowing this tech allows cities to grow 3 sizes bigger.")
437 req1 = "Manufacturing"
442 helptext = _("Earthly mining technologies were not sufficient for heavy \
443 scale mining on this planet.")
445 [advance_modified_spitter]
446 name = _("Modified Spitter")
447 req1 = "Smart Aliens"
448 req2 = "Teleportation"
450 graphic = "a.mod_spitter"
452 helptext = _("We already know how to make modifications to alien \
453 lifeforms. Let's improve spitters.")
455 [advance_mood_manipulation]
456 name = _("Mood Manipulation")
457 req1 = "Dual Government"
458 req2 = "Regeneration"
460 graphic = "a.mood_manip"
462 helptext = _("People are happy if they believe that they are happy.")
464 [advance_naval_superiority]
465 name = _("Naval Superiority")
469 graphic = "a.naval_superiority"
471 helptext = _("It's no longer enough to replicate old Earth technologies. We \
474 [advance_new_frontier]
475 name = _("New Frontier")
476 req1 = "Naval Superiority"
477 req2 = "War Monsters"
479 graphic = "a.new_frontier"
481 ; /* xgettext:no-c-format */
482 helptext = _("We finally fully realize that we are not limited to what \
483 we had as part of Earth empire.\n\n\
484 Increases max tax/science/lux rate by 10%.")
486 [advance_ocean_cities]
487 name = _("Ocean Cities");
489 req2 = "Thermal Module"
490 flags = "Claim_Ocean"
491 graphic = "a.ocean_cities"
493 helptext = _("Cities on ocean. Why not?")
495 [advance_organic_structures]
496 name = _("Organic Structures");
497 req1 = "Radiation Resistance"
500 graphic = "a.organic_struct"
502 helptext = _("The art of making armor from alien organisms resistant to \
503 Deneb 7's strange radiation allows us to enter new areas.\n\n\
504 Cities can work radiating tiles.")
507 name = _("Paradrop");
508 req1 = "Low-Level Orbit"
509 req2 = "Mental Powers"
510 graphic = "a.paradrop"
512 helptext = _("It's easy to fall all the way from orbit, but to hit \
513 small target and to be ready to act immediately after landing are hard \
514 for aliens. They need extra mental powers for that.")
516 [advance_personal_contact]
517 name = _("Personal Contact");
518 req1 = "Virtual Entertainment"
519 req2 = "Teleportation"
520 graphic = "a.personal_contact"
522 ; /* xgettext:no-c-format */
523 helptext = _("With Virtual Reality it's like actor actually was there \
524 with you. When you allow actors to teleport to meet their audience, maybe \
526 Stealth Spies protecting your cities against enemy Spies will get 40% bonus. \
527 It also gets 40% harder for enemies to sabotage specific buildings.")
529 [advance_protein_modifications]
530 name = _("Protein Modifications");
531 req1 = "Organic Structures"
532 req2 = "Controlled Biomass"
533 graphic = "a.protein_mod"
535 ; /* xgettext:no-c-format */
536 helptext = _("Turns out we can make alien lifeforms edible.\n\n\
537 Engineers can build Farmland, which increases tile food production by 50%.")
540 [advance_radiation_resistance]
541 name = _("Radiation Resistance");
542 req1 = "Alien Taming"
545 graphic = "a.rad_resist"
547 helptext = _("By closely examining alien lifeform and how they survive \
548 the radiation, we are able to build some radiation resistance to our cities. \
549 \n\nSimply knowing this tech allows cities to grow 1 size bigger.")
551 [advance_regeneration]
552 name = _("Regeneration");
553 req1 = "Protein Modifications"
554 req2 = "New Frontier"
556 graphic = "a.regeneration"
558 helptext = _("We know how aliens regenerate, we know how self-repairing machines \
559 regenerate, we know how Earth organisms regenerate.")
561 [advance_research_methods]
562 name = _("Research Methods");
566 graphic = "a.research_methods"
568 ; /* xgettext:no-c-format */
569 helptext = _("Research methods suitable for tackling challenges here \
570 allow us to gain knowledge much faster.\n\n\
571 Simply knowing this tech increases science output by 35%.")
573 [advance_smart_aliens]
574 name = _("Smart Aliens");
575 req1 = "Cyber Aliens"
576 req2 = "Communication"
578 graphic = "a.smart_aliens"
580 helptext = _("Once we have given some smarts, backed with some remote \
581 control, to them, they can work on more demanding tasks.")
585 req1 = "Alien Rights"
586 req2 = "Personal Contact"
590 helptext = _("By combining our knowledge about humans and aliens \
591 we finally understand universal concept of soul.\n\n\
592 We can cause terror in our enemies. Once somebody knows Soul, two content \
593 citizens is converted to unhappy in every city in the world unless \
594 owner of the city also knows Soul.")
596 [advance_specialist_training]
597 name = _("Specialist Training");
598 req1 = "Brain Development"
599 req2 = "Amphibious Tactics"
601 graphic = "a.spec_training"
603 helptext = _("Based on our Tactics teaching techniques, we can teach our \
604 specialists trick or two.\n\n\
605 Output of all specialists doubles.")
607 [advance_spitter_control]
608 name = _("Spitter Control");
609 req1 = "Research Methods"
610 req2 = "Alien Taming"
612 graphic = "a.spitter_ctrl"
614 helptext = _("Alien lifeforms spitting solid objects are interesting research \
617 [advance_stealth_module]
618 name = _("Stealth Module");
619 req1 = "Thermal Module"
620 req2 = "Communication"
622 graphic = "a.stealth_module"
624 helptext = _("Even when we know this technology making our units invisible, it's \
625 far too expensive to be used for armies. It's perfect for individuals in espionage \
628 [advance_strong_force]
629 name = _("Strong Force");
633 graphic = "a.strong_force"
635 helptext = _("We are quite capable of making different energy fields out of \
636 radiation. We can still improve, though.\n\n\
637 Allows Engineers to build Towers instead of Force Fortresses.")
639 [advance_strong_resistance]
640 name = _("Strong Resistance");
641 req1 = "Strong Force"
644 graphic = "a.strong_resistance"
646 helptext = _("We get better at building resistance against radiation.\n\n\
647 Simply knowing this tech allows cities to grow 2 sizes bigger.")
649 [advance_supermodule]
650 name = _("Supermodule");
651 req1 = "Underground Habitat"
652 req2 = "Low-Level Orbit"
654 graphic = "a.supermodule"
656 helptext = _("Supermodule combines lesser modules in one extremely efficient \
659 [advance_synthetic_food]
660 name = _("Synthetic Food");
661 req1 = "Food Regeneration"
664 graphic = "a.synth_food"
666 helptext = _("This is completely new, and extremely efficient, way of \
667 making synthetic food.\n\n\
668 As their food consumption is no longer an problem, we can grow bigger, meaner, \
671 [advance_teleportation]
672 name = _("Teleportation");
673 req1 = "New Frontier"
674 req2 = "Stealth Module"
676 graphic = "a.teleportation"
678 helptext = _("We can teleport relatively small objects relatively short \
679 distances. This reduces problem of not being able to fly.")
681 [advance_thermal_control]
682 name = _("Thermal Module");
683 req1 = "Naval Superiority"
684 req2 = "Force Channeling"
686 graphic = "a.thermal_ctrl"
688 helptext = _("To be competent in boiling waters requires good control of \
689 temperature surrounding vessels. Also, knowledge about basic module \
690 technology allows more advanced modules in the future.\n\n\
691 Cities can work Boiling Ocean tiles.")
693 [advance_underground_habitat]
694 name = _("Underground Habitat");
695 req1 = "Deep Pumping"
696 req2 = "Synthetic Food"
698 graphic = "a.underground_habitat"
700 helptext = _("If needed, we can produce everything we need without \
701 ever leaving underground bunker.")
705 req1 = "Manufacturing"
710 helptext = _("Once we master ship manufacturing, traveling more \
711 hospitable seas of Deneb 7 proved to be no different from \
714 [advance_unified_theory]
715 name = _("Unified Theory");
716 req1 = "Strong Resistance"
717 req2 = "Commercial Antigravity"
719 graphic = "a.unified_theory"
721 helptext = _("We now understand that radiation and antigravity are two \
722 sides of the same phenomenom.")
724 [advance_virtual_reality]
725 name = _("Virtual Entertainment");
726 req1 = "Virtual Reality Training"
729 graphic = "a.virt_entertain"
731 helptext = _("Another tech that Earth has long been close to mastering.")
733 [advance_virtual_reality_training]
734 name = _("Virtual Reality Training");
735 req1 = "Data Storage"
738 graphic = "a.vr_training"
740 helptext = _("Virtual Reality provides excellent way to train our forces, both \
741 infantry and naval forces.")
743 [advance_warmonsters]
744 name = _("War Monsters");
745 req1 = "Spitter Control"
748 graphic = "a.war_monsters"
750 helptext = _("We can tame monsters suitable for war. These might be relatively \
751 weak, but they are the only thing that can wage war on radiating areas for the time \
755 name = _("Water Flow")
756 req1 = "Ocean Cities"
759 graphic = "a.water_flow"
761 helptext = _("We understand Deneb 7 fluid dynamics and can get water to flow \
762 where we want. Irrigation becomes possible in tiles adjacent to cities and rivers.")