1 ; This is the experimental ruleset. See README.experimental
2 ; for a detailed description.
5 ; You should not modify this file except to make bugfixes or
6 ; for other "maintenance". If you want to make custom changes
7 ; you should create a new datadir subdirectory and copy this file
8 ; into that directory, and then modify that copy. Then use the
9 ; command "rulesetdir <mysubdir>" in the server to have freeciv
10 ; use your new customized file.
12 ; Note that the freeciv AI may not cope well with anything more
16 description="Experimental governments data for Freeciv"
17 options="+Freeciv-2.6-ruleset"
20 during_revolution="Anarchy"
22 ; /* <-- avoid gettext warnings
24 ; Below: The individual government types, one per section.
26 ; The actual tag used (the * in [government_*]) does not matter, except
27 ; it must be unique within this file, and it may be used in debug
28 ; output when reading this file.
30 ; For the "official" rulesets, the order of these sections should not
31 ; be changed because that would break backward compatability with
32 ; savegames. (In particular, if Fundamentalism is added to default
33 ; ruleset, should be added at end.)
37 ; name = translatable name as seen by user
38 ; rule_name = (optional) name for savegames, rulesets etc; if not
39 ; present, 'name' is used. Since the name used in savegames
40 ; must not change, use this when renaming a government after a
41 ; ruleset has been released.
42 ; reqs = requirements for this government (see README.effects)
43 ; graphic = tag specifing preferred graphic
44 ; graphic_alt = alternate graphics tag if preferred is not found;
45 ; should be a standard tag if preferred is not;
46 ; otherwise may be "-"
47 ; ai_better = AI will not consider this government for use if the
48 ; government listed here is available
50 ; ruler_titles = ruler titles by nation, "-" is default, and non-matched
53 ; helptext = optional help text string; should escape all raw newlines
54 ; so that xgettext parsing works
56 ; */ <-- avoid gettext warnings
58 ;------------------------------------------------------------------------
63 graphic = "gov.anarchy"
66 ruler_male_title = _("Warlord %s")
67 ruler_female_title = _("Warlady %s")
70 Anarchy is simply the absence of any recognizable government.\
71 Citizens are disorganized and unproductive, and will spend all\
72 income as quickly as possible, rather than paying taxes or\
75 Anarchy offers slightly less corruption than Despotism,\
76 but slightly more unhappiness.\
78 Under Anarchy, technology cannot be lost due to lack of upkeep.\
81 ;------------------------------------------------------------------------
82 [government_despotism]
86 graphic = "gov.despotism"
88 ai_better = "Monarchy"
90 ruler_male_title = _("Chief %s")
91 ruler_female_title = _("?female:Chief %s")
94 Under Despotism, you are the absolute ruler of your people. Your\
95 control over your citizens is maintained largely by martial law.\
97 Despotism suffers the highest level of corruption of all\
101 ;------------------------------------------------------------------------
102 [government_monarchy]
105 reqs = { "type", "name", "range"
106 "tech", "Monarchy", "Player"
108 graphic = "gov.monarchy"
110 ai_better = "Communism"
112 ruler_male_title = _("King %s")
113 ruler_female_title = _("Queen %s")
116 Under Monarchy, a king or queen serves as a hereditary figurehead\
117 for your government.\
119 Monarchy suffers the same small amount of corruption that\
123 ;------------------------------------------------------------------------
124 [government_communism]
126 name = _("Communism")
127 reqs = { "type", "name", "range"
128 "tech", "Communism", "Player"
130 graphic = "gov.communism"
133 ruler_male_title = _("Comrade %s")
134 ruler_female_title = _("?female:Comrade %s")
137 A Communist government is based on the ideal that all people are\
138 equal. All goods are owned by the state, rather than by private\
139 citizens. Communism gives a balance between military and commercial\
140 styles of government.\
142 Under Communism, corruption does not vary by distance from\
143 the capital; all cities (including the capital) have a modest amount\
147 ;------------------------------------------------------------------------
148 [government_republic]
151 reqs = { "type", "name", "range"
152 "tech", "The Republic", "Player"
154 graphic = "gov.republic"
157 ruler_male_title = _("President %s")
158 ruler_female_title = _("?female:President %s")
161 Under a Republican government, citizens hold an election to select a\
162 representative who will govern them; since elected leaders must\
163 remain popular to remain in control, citizens are given a greater\
164 degree of freedom. Citizens under the Republic become unhappy\
165 easily, but the self-sufficiency of your citizens allows high levels\
169 ;------------------------------------------------------------------------
170 [government_democracy]
172 name = _("Democracy")
173 reqs = { "type", "name", "range"
174 "tech", "Democracy", "Player"
176 graphic = "gov.democracy"
179 ruler_male_title = _("Prime Minister %s")
180 ruler_female_title = _("?female:Prime Minister %s")
183 Under Democracy, citizens govern directly by voting on issues.\
184 Democracy offers the highest possible level of trade, but also\
185 offers the most potential for unhappiness. There is no corruption\
186 during Democracy, but citizens become very upset during\
190 ; /* <-- avoid gettext warnings
192 ; Multipliers (aka policies)
194 ; name = translatable name as seen by user
195 ; rule_name = (optional) name for savegames, rulesets etc; if not
196 ; present, 'name' is used. Since the name used in
197 ; savegames must not change, use this when renaming
198 ; a multiplier after a ruleset has been released.
199 ; default = default value (as presented in UI)
200 ; start = minimum value (as presented in UI)
201 ; stop = maximum value (as presented in UI)
202 ; step = minimum increase/decrease (as presented in UI)
203 ; offset = offset/factor control how UI values are turned
204 ; factor = into effect values for use in effects.ruleset.
205 ; effect_value = (ui_value + offset) * (factor/100)
206 ; Optional; by default offset=0, factor=100, so
207 ; that UI values are used as-is.
208 ; helptext = optional help text string; should escape all raw
209 ; newlines so that xgettext parsing works
211 ; */ <-- avoid gettext warnings
213 [multiplier_personal_freedom]
214 name = _("Personal Freedom")
219 ; /* xgettext:no-c-format */
221 Each step of personal freedom you allow your citizens yields a 10% \
222 increase in science output, but makes an additional citizen unhappy \
223 for every aggressively deployed military unit.\