; Use the command "rulesetdir ancients" in the server to have freeciv ; use this file. [datafile] description="Ancients cities data for Freeciv" options="+Freeciv-2.6-ruleset" ; /* <-- avoid gettext warnings ; ; A specialist is a city citizen who is not a tile worker. Usually the ; player can control what specialist each citizen is, so long as the ; requirements for that specialist are met. ; ; Below are the entries for the specialists, one per specialist type. ; The tag name (in [specialist_*]) doesn't matter so long as it's unique. ; For each specialist the following fields may be set: ; ; ; name = translatable (plural) name as seen by user ; rule_name = (optional) internal name for savegames, rulesets etc; if ; not present, "name" is used for this purpose too. Since ; the name used in savegames must not change, if you want ; to rename an item after a ruleset has been released, you ; should set "rule_name" to the original value of "name". ; short_name = one-character "short name" used (for instance) in cityrep; ; should be first character/abbrevation of "name" ; graphic_alt = fallback graphic tag in case the specialist graphic isn't ; found. Example value: "specialist.scientist_0" ; The specialist graphic allow different images based on ; citizen number. The alt tag don't. To use another ; specialist's tag use specialist._. ; reqs = requirements to have the specialist pick (see ; effects.ruleset and README.effects for help on requirements) ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; ; */ <-- avoid gettext warnings [specialist_elvis] name = _("elvis") short_name = _("?Elvis:E") reqs = { "type", "name", "range" ; Nothing } helptext = _("\ Each entertainer produces two luxury points for their city per turn. \ See the section on Happiness for the effects of luxury points.\ ") [specialist_scientist] name = _("scientist") short_name = _("?Scientist:S") reqs = { "type", "name", "range" "MinSize", "5", "City" } helptext = _("\ Each scientist adds three points to your empire's research output \ per turn.\ ") [specialist_taxman] name = _("taxman") short_name = _("?Taxman:T") reqs = { "type", "name", "range" "MinSize", "5", "City" } helptext = _("\ Each tax collector produces three extra gold for your treasury \ per turn.\ ") [parameters] add_to_size_limit = 8 ; cities >= this cannot be added to. angry_citizens = TRUE ; set to FALSE to disable angry citizens celebrate_size_limit = 3 ; cities >= can celebrate changable_tax = TRUE ; set to FALSE to disallow changing of tax rates ;forced_science = 0 ; set these fields when changeable_tax is turned off ;forced_luxury = 100 ;forced_gold = 0 vision_reveal_tiles = FALSE ; civ1 & 2 default FALSE pop_report_zeroes = 4 ; Population in reports in tens of thousands [citizen] nationality = FALSE ; account for the nationality of the citizens convert_speed = 50 ; base probability 50/1000 -> once every 20 turns partisans_pct = 0 ; percentage of own nationality to inspire partisans ; if 0, original city owner information is used instead