; Modifying this file: ; You should not modify this file except to make bugfixes or ; for other "maintenance". If you want to make custom changes, ; you should create a new datadir subdirectory and copy this file ; into that directory, and then modify that copy. Then use the ; command "rulesetdir " in the server to have freeciv ; use your new customized file. ; Note that the freeciv AI may not cope well with anything more ; than minor changes. [datafile] description="Civ2Civ3 game rules for Freeciv" options="+Freeciv-2.5-ruleset" [about] ; Ruleset name name = _("Civ2Civ3 Earth ruleset") ; Description of the ruleset description = _("\ You are playing Freeciv with civ2civ3_earth rules:\ \n\n\ Gameplay more similar to civ3, keeping the combat system from civ2.\ \n\n\ Detailed description of the differences from the classic ruleset can be\ found in README.ruleset_civ2civ3_earth.\ ") [options] global_init_techs="" global_init_buildings="Palace" [civstyle] ; Value added to city pollution base_pollution = -20 ; Cost in luxuries of making one citizen happier happy_cost = 2 ; Cost in food of upkeeping a single citizen food_cost = 2 ; Parameters used to generalize the calculation of city granary size: ; if city_size <= num_inis: ; city_granary_size = (granary_food_ini[city_size] * foodbox / 100) ; if city_size > num_inis; ; city_granary_size = (granary_food_ini[num_inis] + ; granary_food_inc * (city_size - num_inis)) * foodbox / 100 granary_food_ini = 20, 20, 20, 20, 20, 30, 30, 40 granary_food_inc = 0 ; City center minimum outputs min_city_center_food = 1 min_city_center_shield = 0 min_city_center_trade = 0 ; Square of initial city radius init_city_radius_sq = 5 ; Square of initially visible radius (true distance). init_vis_radius_sq = 5 ; The type of collateral contamination produced by a nuclear attack. ; "Pollution" - Pollution (same as industrial/population-generated). ; "Fallout" - Nuclear Fallout (distinct from industrial/population). nuke_contamination = "Fallout" ; A base bribe cost, modified heavily by other factors base_bribe_cost = 750 ; Barbarian leader ransom in gold ransom_gold = 100 ; Number of veteran levels lost when upgrading a unit upgrade_veteran_loss = 1 ; Number of veteran levels lost when auto-upgrading a unit autoupgrade_veteran_loss = 1 ; Whether player gets to select which terrain improvement to pillage. pillage_select = TRUE ; Whether civil war is possible at all civil_war_enabled = TRUE ; Comma separated list of things to happen, in addition to death ; of owner, when gameloss unit dies ; "CivilWar" - Part of the empire remains, controlled by a new player ; "Barbarians" - Depending on if there`s also "CivilWar", all or part ; or half of the dead players empire gets under barbarian ; control. ; "Loot" - Player who killed the gameloss unit gets loot: ; Partial map, gold, techs, cities gameloss_style = "" ; Whether units may safely paradrop to transport on non-native terrain paradrop_to_transport = FALSE ; Method of paying unit and improvement gold upkeep ; 0 - The player`s total gold must be non-negative after paying upkeep ; costs associated with each city. If for any city the player`s gold ; is negative, random buildings in the city are sold off. If the gold ; is still negative, then supported units with gold upkeep are ; disbanded. ; 1 - In the first step, the player`s total gold must be non-negative after ; paying upkeep for all buildings within a city. If for any city the ; player`s gold is negative, random buildings in the city are sold off. ; In the second step, gold upkeep for all units is paid in a lump sum. ; If the player does not have enough gold, random units with gold upkeep ; are disbanded. ; 2 - Gold upkeep for all buildings and units is paid in a lump sum after ; all cities have been processed. If the player does not have enough ; gold, alternatively a random buildings from a random cities is sold ; and a random units with gold upkeep is disbanded till the treasury is ; balanced. gold_upkeep_style = 1 ; Method of calculating technology costs ; 0 - Civ (I|II) style. Every new tech add researchcost to cost of next tech. ; 1 - Cost of technology is: ; MAX((1+parents) * (researchcost/2) * sqrt(1+parents), researchcost) ; where num_parents == number of requirement for tech, counted ; recursively. ; 2 - Cost are read from tech.ruleset. Missing costs are generated by ; style 1. ; 3 - Cost of technology is: ; cost = base * (reqs - 1)^2 / (1 + sqrt(sqrt(reqs))) - base/2 ; 4 - Cost are read from tech.ruleset. Missing costs are generated by ; style 3. tech_cost_style = 2 ; Base research cost for tech styles 1 & 2 base_tech_cost = 20 ; Technology leak from other civilizations ; 0 - No reduction of the technology cost. ; 1 - Technology cost is reduced depending on the number of players ; which already know the tech and you have an embassy with. ; 2 - Technology cost is reduced depending on the number of all players ; (human, AI and barbarians) which already know the tech. ; 3 - Technology cost is reduced depending on the number of normal ; players (human and AI) which already know the tech. tech_leakage = 1 [illness] ; Whether plagues (illness) are possible illness_on = TRUE ; the base factor for illness (of percent) illness_base_factor = 10 ; minimum city size for illness illness_min_size = 5 ; factor for how much trading with a plagued city increases our city`s ; chance for plague (in percent) illness_trade_infection = 50 ; factor for how much pollution within a city increases its chance for ; plague (in percent) illness_pollution_factor = 50 [incite_cost] ; city_incite_cost = total_factor * (city_size) * (base_incite_cost ; + (units_cost) * unit_factor ; + (improvements_cost) * improvement_factor) ; / ((distance to capital) * 100) ; See city_incite_cost() for more details base_incite_cost = 1000 improvement_factor = 1 unit_factor = 2 total_factor = 100 [global_unit_options] ; Shore landing style ; FALSE - normal movement ; TRUE - (default) slow invasions by removing all ; movement points from ground units moving ; from ocean tile to land slow_invasions = TRUE [combat_rules] ; If tired_attack is set to TRUE, units that attack with less than a single ; move point (per move_fragments in terrain.ruleset) will have their attack ; power reduced accordingly. For instance, if move_fragments=3, a unit with ; 2/3 move points will have attack power 2/3 of normal. ; If this is set to FALSE units will attack with full strength even if they ; have only fractional moves left. tired_attack = FALSE [borders] ; Base border radius from city. radius_sq_city = 5 ; Border radius square increased by this amount / point of city size size_effect = 1 [research] ; Method of paying tech upkeep ; "None" - no upkeep ; "Basic" - upkeep is calculated as: ; / tech_upkeep_divider - tech_upkeep_free ; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities tech_upkeep_style = "Cities" ; upkeep cost is divided by this value tech_upkeep_divider = 6000 ; Method of selecting techs given for free ; "Goal" - Towards player`s goal, random if no goal ; "Random" - Random researchable tech ; "Cheapest" - Cheapest researchable tech, random among equal cost ones free_tech_method = "Cheapest" [calendar] ; Year in the beginning of the game start_year = -4000 ; Year 1 instead of 0. skip_year_0 = TRUE ; What labels are used for positive and negative years. ; /* TRANS: year label (Common Era) */ positive_label = _("CE") ; /* TRANS: year label (Before Common Era) */ negative_label = _("BCE") ; /* <-- avoid gettext warnings ; ; Disaster types: ; ; name = translatable name as seen by user ; reqs = requirements for disaster to happen (see effects.ruleset ; and README.effects for help on requirements) ; frequency = how likely disaster is to occur ; effects ; - "DestroyBuilding" = Random building is destroyed ; - "ReducePopulation" = Reduce city size by one unless it's already 1 ; - "EmptyFoodStock" = Remove all food from food stock ; - "EmptyProdStock" = Destroy current production ; - "Pollution" = One tile surrounding city polluted ; - "Fallout" = One tile surrounding city polluted with fallout ; ; */ <-- avoid gettext warnings [disaster_earthquake] name = _("Earthquake") reqs = { "type", "name", "range" "Terrain", "Hills", "Local" } frequency = 100 effects = "EmptyProdStock" [disaster_flood] name = _("Flood") reqs = { "type", "name", "range" "Road", "River", "Adjacent" } frequency = 100 effects = "EmptyFoodStock" [disaster_fire] name = _("Fire") reqs = { "type", "name", "range" "MinSize", "9", "City" } frequency = 100 effects = "DestroyBuilding" [disaster_nuclear_accident] name = _("Nuclear Accident") reqs = { "type", "name", "range" "Building", "Nuclear Plant", "City" } frequency = 100 effects = "ReducePopulation", "Fallout" ; ; Trade settings ; ; IN = international, IC = intercontinental. ; For each of the trade route types: ; "pct" - Trade income %. If this is 0, trade route cannot be ; established at all ; "cancelling" - What to do to previously established traderoutes when they ; turn illegal ; "Active" - Keep them active (although they will only ; provide nonzero income if illegal due to ; trademindist rather than pct==0) ; "Inactive" - Keep them inactive ; "Cancel" - Cancel them altogether ; [trade] settings = { "type", "pct", "cancelling" "National", 0, "Cancel" "NationalIC", 0, "Cancel" "IN", 100, "Cancel" "INIC", 200, "Cancel" } [playercolors] background.r = 86 background.g = 86 background.b = 86 ; Player colors for 32 players are defined below. ; Avoid greens, blues, and white / very pale colors (too easy to confuse ; with terrain). ; Avoid dark colors. colorlist = { "r", "g", "b" 255, 0, 0 255, 255, 0 0, 255, 255 138, 43, 226 255, 165, 0 255, 0, 255 173, 216, 230 0, 255, 127 250, 128, 114 124, 252, 0 139, 0, 0 255, 192, 203 211, 211, 211 218, 112, 214 255, 20, 147 100, 149, 237 255, 215, 0 245, 222, 179 255, 255, 128 192, 255, 128 204, 255, 0 255, 211, 140 255, 79, 0 240, 145, 169 255, 219, 88 153, 17, 153 184, 134, 11 255, 102, 0 102, 205, 170 195, 33, 72 168, 153, 230 255, 250, 205 } [teams] ; freeciv optional team names definition. ; ; name = ; _("Team 0"), ; _("Team 1"), ; _("Team 2"), ; _("Team 3"), ; etc... [settings] ; freeciv game settings for civ2civ3 ruleset ; set = { "name", "value" "aifill", 12 "generator", "FRACTAL" "topology", "WRAPX|WRAPY|ISO" "mapsize", "PLAYER" "tilesperplayer", 100 "tinyisles", "ENABLED" "startunits", "cwx" "citymindist", 3 "techlevel", 1 "sciencebox", 100 "borders", "ENABLED" "foggedborders", "ENABLED" "happyborders", "DISABLED" "restrictinfra", "ENABLED" "unreachableprotects", "DISABLED" "onsetbarbs", 120 "occupychance", 100 "techlossforgiveness", 0 "techlossrestore", 50 }