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="Civ2-style game rules for Freeciv"
14 options="+Freeciv-2.6-ruleset"
16 ; This section contains meta information for freeciv-ruledit to recreate the ruleset
17 ; file in a form wanted. These have no in-game effect whatsoever
20 ; Which file to read description in from.
21 ;description_file = ""
25 name = _("Civ2 ruleset")
27 ; There`s no separate versioning in rulesets part of main freeciv distribution
30 ; Summary of the ruleset
32 You are playing with civ2 style rules. These are\
33 quite close to Freeciv default rules, but with some additions.\
36 ; Detailed description
37 ; When updating this, update also desciption_file in [ruledit] section to match
42 global_init_buildings="Palace"
45 ; Parameters used to generalize the calculation of city granary size:
46 ; if city_size <= num_inis:
47 ; city_granary_size = (granary_food_ini[city_size] * foodbox / 100)
48 ; if city_size > num_inis;
49 ; city_granary_size = (granary_food_ini[num_inis] +
50 ; granary_food_inc * (city_size - num_inis)) * foodbox / 100
54 ; City center minimum outputs
55 min_city_center_food = 1
56 min_city_center_shield = 1
57 min_city_center_trade = 0
59 ; Square of initial city radius
60 init_city_radius_sq = 5
62 ; Square of initially visible radius (true distance).
63 init_vis_radius_sq = 5
65 ; Number of veteran levels lost when upgrading a unit
66 upgrade_veteran_loss = 10
68 ; Number of veteran levels lost when auto-upgrading a unit
69 autoupgrade_veteran_loss = 10
71 ; Whether player gets to select which terrain improvement to pillage.
74 ; Whether one can steal a tech for which prereqs are not known
75 tech_steal_allow_holes = TRUE
76 ; Whether one can get a tech for which prereqs are not known via
78 tech_trade_allow_holes = TRUE
79 ; ...and whether one can lose a tech which is prereq for another known
80 ; tech via trade, if techlost_donor is nonzero
81 tech_trade_loss_allow_holes = TRUE
82 ; Whether one can get a tech for which prereqs are not known via
83 ; parasite effect (Great Library)
84 tech_parasite_allow_holes = TRUE
85 ; Whether one can lose a tech which is prereq for another known tech
86 ; due to negative bulbs, if techlossforgiveness allows loss
87 tech_loss_allow_holes = TRUE
89 ; Whether civil war is possible at all
90 civil_war_enabled = TRUE
92 ; Comma separated list of things to happen, in addition to death
93 ; of owner, when gameloss unit dies
94 ; "CivilWar" - Part of the empire remains, controlled by a new player
95 ; "Barbarians" - Depending on if there`s also "CivilWar", all or part
96 ; or half of the dead players empire gets under barbarian
98 ; "Loot" - Player who killed the gameloss unit gets loot:
99 ; Partial map, gold, techs, cities
102 ; Whether units may safely paradrop to transport on non-native terrain
103 paradrop_to_transport = FALSE
105 ; Method of paying unit and improvement gold upkeep
106 ; "City" - The player`s total gold must be non-negative after paying upkeep
107 ; costs associated with each city. If for any city the player`s
108 ; gold is negative, random buildings in the city are sold off. If
109 ; the gold is still negative, then supported units with gold upkeep
111 ; "Mixed" - In the first step, the player`s total gold must be non-negative
112 ; after paying upkeep for all buildings within a city. If for any
113 ; city the player`s gold is negative, random buildings in the city
115 ; In the second step, gold upkeep for all units is paid in a lump
116 ; sum. If the player does not have enough gold, random units with
117 ; gold upkeep are disbanded.
118 ; "Nation" - Gold upkeep for all buildings and units is paid in a lump sum
119 ; after all cities have been processed. If the player does not
120 ; have enough gold, random buildings from random cities are sold.
121 ; If still more gold is needed, then random units with gold
122 ; upkeep are disbanded.
123 gold_upkeep_style = "City"
126 ; Whether plagues (illness) are possible
129 ; the base factor for illness (of percent)
130 illness_base_factor = 25
132 ; minimum city size for illness
135 ; factor for how much trading with a plagued city increases our city`s
136 ; chance for plague (in percent)
137 illness_trade_infection = 50
139 ; factor for how much pollution within a city increases its chance for
140 ; plague (in percent)
141 illness_pollution_factor = 50
144 ; city_incite_cost = total_factor * (city_size) * (base_incite_cost
145 ; + (units_cost) * unit_factor
146 ; + (improvements_cost) * improvement_factor)
147 ; / ((distance to capital) * 100)
148 ; See city_incite_cost() for more details
149 improvement_factor = 1
153 [global_unit_options]
155 ; Explanation: Civ 2 allowed fast units to use any remaining movement after
156 ; disembarking. Boarding a ship spent every movement point the land unit
159 ; Freeciv doesn`t support removing all movement points when a unit boards a
160 ; ship. If slow_invasions is set to FALSE a fast unit will be allowed to
161 ; board a ship, be moved by it, disembark and keep moving in the same turn.
162 ; That would have been impossible in Civ 2. If it is set to TRUE
163 ; strategies that involves loading fast units on a ship, waiting a turn and
164 ; then unloading them so they can act (attack, spy, etc) the same turn will
167 ; Shore landing style
168 ; FALSE - normal movement
169 ; TRUE - (default) slow invasions by removing all
170 ; movement points from ground units moving
171 ; from ocean tile to land
172 slow_invasions = TRUE
175 ; If tired_attack is set to TRUE, units that attack with less than a single
176 ; move point (per move_fragments in terrain.ruleset) will have their attack
177 ; power reduced accordingly. For instance, if move_fragments=3, a unit with
178 ; 2/3 move points will have attack power 2/3 of normal.
179 ; If this is set to FALSE units will attack with full strength even if they
180 ; have only fractional moves left.
184 ; If force_trade_route is set to TRUE it is illegal for an actor unit to
185 ; enter the marketplace of a city if it can establish a trade route to it
187 force_trade_route = TRUE
189 ; What each action should be called when showing them to the player.
190 ; The first %s should be before the mnemonic of the action. A Freeciv client
191 ; that supports mnemonics will replace it with the in-band signal that marks
192 ; the following character as a mnemonic in its graphical toolkit.
193 ; The second %s marks where extra details should be inserted.
195 ; /* TRANS: _Poison City (3% chance of success). */
196 ui_name_poison_city = _("%sPoison City%s")
198 ; /* TRANS: _Sabotage Enemy Unit (3% chance of success). */
199 ui_name_sabotage_unit = _("%sSabotage Enemy Unit%s")
201 ; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
202 ui_name_bribe_unit = _("%sBribe Enemy Unit%s")
204 ; /* TRANS: _Sabotage City (3% chance of success). */
205 ui_name_sabotage_city = _("%sSabotage City%s")
207 ; /* TRANS: Industrial _Sabotage (3% chance of success). */
208 ui_name_targeted_sabotage_city = _("Industrial %sSabotage%s")
210 ; /* TRANS: Incite a _Revolt (3% chance of success). */
211 ui_name_incite_city = _("Incite a %sRevolt%s")
213 ; /* TRANS: Establish _Embassy (100% chance of success). */
214 ui_name_establish_embassy = _("Establish %sEmbassy%s")
216 ; /* TRANS: Steal _Technology (3% chance of success). */
217 ui_name_steal_tech = _("Steal %sTechnology%s")
219 ; /* TRANS: Indus_trial Espionage (3% chance of success). */
220 ui_name_targeted_steal_tech = _("Indus%strial Espionage%s")
222 ; /* TRANS: _Investigate City (100% chance of success). */
223 ui_name_investigate_city = _("%sInvestigate City%s")
225 ; /* TRANS: Establish Trade _Route (100% chance of success). */
226 ui_name_establish_trade_route = _("Establish Trade %sRoute%s")
228 ; /* TRANS: Enter _Marketplace (100% chance of success). */
229 ui_name_enter_marketplace = _("Enter %sMarketplace%s")
231 ; /* TRANS: Help _build Wonder (100% chance of success). */
232 ui_name_help_wonder = _("Help %sbuild Wonder%s")
234 ; Suppress automatic help text generation about what enables and/or
235 ; disables the following actions.
237 ; Can make the help text less redundant when you document it your self.
238 ;quiet_actions = "Targeted Sabotage City", "Targeted Steal Tech"
240 ; /* <-- avoid gettext warnings
244 ; action = the action to enable.
245 ; actor_reqs = requirements that apply to the actor.
246 ; target_reqs = requirements that apply to the target.
248 ; README.actions lists the possible actions and their hard coded
251 ; An action enabler is active when its actor_reqs AND its target_reqs are
254 ; */ <-- avoid gettext warnings
255 [actionenabler_sabotage_city]
256 action = "Sabotage City"
258 { "type", "name", "range"
259 "UnitFlag", "Diplomat", "Local"
260 "DiplRel", "War", "Local"
261 "MinMoveFrags", "1", "Local"
264 [actionenabler_sabotage_city_target]
265 action = "Targeted Sabotage City"
267 { "type", "name", "range"
268 "DiplRel", "War", "Local"
269 "UnitFlag", "Spy", "Local"
270 "MinMoveFrags", "1", "Local"
273 [actionenabler_establish_embassy]
274 action = "Establish Embassy"
276 { "type", "name", "range"
277 "UnitFlag", "Diplomat", "Local"
278 "MinMoveFrags", "1", "Local"
281 [actionenabler_investigate_city]
282 action = "Investigate City"
284 { "type", "name", "range"
285 "UnitFlag", "Diplomat", "Local"
286 "MinMoveFrags", "1", "Local"
289 [actionenabler_poison_city]
290 action = "Poison City"
292 { "type", "name", "range"
293 "UnitFlag", "Spy", "Local"
294 "DiplRel", "War", "Local"
295 "MinMoveFrags", "1", "Local"
298 { "type", "name", "range"
299 "MinSize", "2", "City"
302 [actionenabler_steal_tech_random]
303 action = "Steal Tech"
305 { "type", "name", "range"
306 "UnitFlag", "Diplomat", "Local"
307 "MinMoveFrags", "1", "Local"
310 { "type", "name", "range", "present"
311 "NationGroup", "Barbarian", "Player", FALSE
314 [actionenabler_steal_tech_target]
315 action = "Targeted Steal Tech"
317 { "type", "name", "range"
318 "UnitFlag", "Spy", "Local"
319 "MinMoveFrags", "1", "Local"
322 { "type", "name", "range", "present"
323 "NationGroup", "Barbarian", "Player", FALSE
326 [actionenabler_incite_city]
327 action = "Incite City"
329 { "type", "name", "range", "present"
330 "UnitFlag", "Diplomat", "Local", TRUE
331 "DiplRel", "Alliance", "Local", FALSE
332 "DiplRel", "Team", "Local", FALSE
333 "MinMoveFrags", "1", "Local", TRUE
336 { "type", "name", "range", "present"
337 "Gov", "Democracy", "Player", FALSE
338 "Building", "Palace", "City", FALSE
341 [actionenabler_bribe_unit]
342 action = "Bribe Unit"
344 { "type", "name", "range", "present"
345 "UnitFlag", "Diplomat", "Local", TRUE
346 "DiplRel", "Alliance", "Local", FALSE
347 "DiplRel", "Team", "Local", FALSE
348 "MinMoveFrags", "1", "Local", TRUE
351 { "type", "name", "range", "present"
352 "CityTile", "Center", "Local", FALSE
353 "Gov", "Democracy", "Player", FALSE
354 "MaxUnitsOnTile", "1", "Local", TRUE
357 [actionenabler_sabotage_unit]
358 action = "Sabotage Unit"
360 { "type", "name", "range"
361 "UnitFlag", "Spy", "Local"
362 "DiplRel", "War", "Local"
363 "MinMoveFrags", "1", "Local"
366 { "type", "name", "range", "present"
367 "CityTile", "Center", "Local", FALSE
368 "MinHitPoints", "2", "Local", TRUE
369 "MaxUnitsOnTile", "1", "Local", TRUE
372 [actionenabler_traderoute]
373 action = "Establish Trade Route"
375 { "type", "name", "range", "present"
376 "UnitFlag", "TradeRoute", "Local", TRUE
379 [actionenabler_marketplace]
380 action = "Enter Marketplace"
382 { "type", "name", "range", "present"
383 "UnitFlag", "TradeRoute", "Local", TRUE
386 [actionenabler_help_build_wonder]
387 action = "Help Wonder"
389 { "type", "name", "range", "present"
390 "UnitFlag", "HelpWonder", "Local", TRUE
391 "DiplRel", "Is foreign", "Local", FALSE
395 ; Base border radius from city.
398 ; Border radius square increased by this amount / point of city size
401 ; Difference between city workable area and area permanently claimed by
402 ; city (these tiles cannot be stolen by stronger border sources).
403 ; 0 means exactly city workable area is immune to border stealing.
404 ; Negative value means outer workable tiles can be stolen; highly negative
405 ; value (more than max city radius_sq) means any workable tile can be stolen.
406 ; If City_Radius_Sq is variable, so is the set of locked tiles; this is
407 ; a squared value, so the radius of the ring of tiles which are workable
408 ; but not locked (or vice versa) varies but the area is constant.
409 radius_sq_city_permanent = 0
412 ; Method of calculating technology costs
413 ; "Civ I|II" - Civ (I|II) style. Every new tech add base_tech_cost to
415 ; "Classic" - Cost of technology is:
416 ; base_tech_cost * (1 + reqs) * sqrt(1 + reqs) / 2
417 ; where reqs == number of requirement for tech, counted
419 ; "Classic+" - Cost are read from tech.ruleset. Missing costs are
420 ; generated by style "Classic".
421 ; "Experimental" - Cost of technology is:
422 ; base_tech_cost * (reqs^2 / (1 + sqrt(sqrt(reqs + 1)))
424 ; where reqs == number of requirement for tech, counted
426 ; "Experimental+" - Cost are read from tech.ruleset. Missing costs are
427 ; generated by style "Experimental".
428 tech_cost_style = "Civ I|II"
430 ; Base research cost. Used in tech cost styles where tech cost is generated.
431 ; In other words: used everywhere unless the cost of *all* techs are
432 ; specified and the tech cost style is "Experimental+" or "Classic+".
435 ; Technology leak from other civilizations
436 ; "None" - No reduction of the technology cost.
437 ; "Embassies" - Technology cost is reduced depending on the number of
438 ; players which already know the tech and you have an
440 ; "All Players" - Technology cost is reduced depending on the number of
441 ; all players (human, AI and barbarians) which already
443 ; "Normal Players" - Technology cost is reduced depending on the number of
444 ; normal players (human and AI) which already know the
446 tech_leakage = "None"
448 ; Method of paying tech upkeep
450 ; "Basic" - upkeep is calculated as:
451 ; <Cost of technology> / tech_upkeep_divider - tech_upkeep_free
452 ; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities
453 tech_upkeep_style = "None"
455 ; Method of selecting techs given for free
456 ; "Goal" - Towards player`s goal, random if no goal
457 ; "Random" - Random researchable tech
458 ; "Cheapest" - Cheapest researchable tech, random among equal cost ones
459 free_tech_method = "Random"
462 ; Minimum culture points for cultural domination victory
463 victory_min_points = 1000
465 ; How big lead relative to second best player is needed for victory
466 victory_lead_pct = 200
468 ; How much each culture point affects the migration
469 ; from/to the city. Each culture point count as this many permilles
470 ; of a migration point.
474 ; Year 1 instead of 0.
477 ; How many fragments each year has. Value 0 disables year advancement by fragment
481 ; Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
482 ; numbers begin from 1 and not 0) is shown.
484 ;fragment_name0 = "Jan"
485 ;fragment_name1 = "Feb"
488 ; What labels are used for positive and negative years.
489 ; /* TRANS: year label (Anno Domini) */
490 positive_label = _("AD")
491 ; /* TRANS: year label (Before Christ) */
492 negative_label = _("BC")
494 ; /* <-- avoid gettext warnings
498 ; name = translatable name as seen by user
499 ; reqs = requirements for disaster to happen (see effects.ruleset
500 ; and README.effects for help on requirements)
501 ; frequency = how likely disaster is to occur
503 ; - "DestroyBuilding" = Random building is destroyed
504 ; - "ReducePopulation" = Reduce city size by one unless it's already 1
505 ; - "ReducePopDestroy" = Reduce city size by one, possibly destroying the city
506 ; - "EmptyFoodStock" = Remove all food from food stock
507 ; - "EmptyProdStock" = Destroy current production
508 ; - "Pollution" = One tile surrounding city polluted
509 ; - "Fallout" = One tile surrounding city polluted with fallout
511 ; */ <-- avoid gettext warnings
513 ; No disasters in civ2
515 ; /* <-- avoid gettext warnings
519 ; name = translatable name as seen by user
520 ; rule_name = (optional) name for savegames, rulesets etc; if not
521 ; present, 'name' is used. Since the name used in
522 ; savegames must not change, use this when renaming a
523 ; achievement after a ruleset has been released.
524 ; type = What event grants the achievement to player.
525 ; See README.achievements for list of these types.
526 ; unique = If TRUE, only first one reaching the achievement will
527 ; get it. Defaults to TRUE
528 ; value = Value to reach. Exact meaning of this depends on
530 ; culture = Amount of culture granted to player who gets achievement
532 ; first_msg = Message shown to first player gaining the achievement
533 ; cons_msg = Message shown to consecutive players gaining the achievement
535 ; */ <-- avoid gettext warnings
537 ; No achievements in civ2 ruleset
542 ; IN = international, IC = intercontinental.
543 ; For each of the trade route types:
544 ; "pct" - Trade income %. If this is 0, trade route cannot be
546 ; "cancelling" - What to do to previously established traderoutes when they
548 ; "Active" - Keep them active (although they will only
549 ; provide nonzero income if illegal due to
550 ; trademindist rather than pct==0)
551 ; "Inactive" - Keep them inactive
552 ; "Cancel" - Cancel them altogether
554 ; TODO: What`s correct "cancelling" behavior for civ2? If you have established
555 ; traderoute with enemy city nearby and conquer it -> what happens to traderoute
556 ; between your cities with less than trademindist distance?
558 ; "bonus" - One-time bonuses granted when traderoute established
559 ; "None" - No one-time bonus
560 ; "Gold" - Bonus to gold
561 ; "Science" - Bonus to research
562 ; "Both" - Bonus to gold and research
564 ; TODO: What`s correct "bonus" behavior for civ2?
568 { "type", "pct", "cancelling", "bonus"
569 "National", 100, "Cancel", "Both"
570 "NationalIC", 200, "Cancel", "Both"
571 "IN", 200, "Cancel", "Both"
572 "INIC", 400, "Cancel", "Both"
573 "Ally", 200, "Cancel", "Both"
574 "AllyIC", 400, "Cancel", "Both"
575 "Enemy", 200, "Cancel", "Both"
576 "EnemyIC", 400, "Cancel", "Both"
577 "Team", 200, "Cancel", "Both"
578 "TeamIC", 400, "Cancel", "Both"
586 ; Player colors for 32 players are defined below.
587 ; Avoid greens, blues, and white / very pale colors (too easy to confuse
627 ; freeciv optional team names definition.
637 ; freeciv game settings for the civ2 ruleset
640 ; { "name", "value", "lock"
641 ; "bool_set", TRUE, FALSE
642 ; "int_set", 123, FALSE
643 ; "str_set", "test", FALSE
646 { "name", "value", "lock"
647 "sciencebox", 50, FALSE
648 "startunits", "cc", FALSE
649 "borders", "DISABLED", FALSE
650 ; Ruleset has no trait ranges, so player choosing EVEN would have
652 "traitdistribution", "FIXED", TRUE
653 "plrcolormode", "NATION_ORDER", FALSE