; 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="Variant2 government data for Freeciv" options="+Freeciv-3.0-ruleset" format_version=10 [governments] during_revolution = "Anarchy" ; /* <-- avoid gettext warnings ; ; Below: The individual government types, one per section. ; ; The actual tag used (the * in [government_*]) does not matter, except ; it must be unique within this file, and it may be used in debug ; output when reading this file. ; ; For the "official" rulesets, the order of these sections should not ; be changed because that would break backward compatability with ; savegames. (In particular, if Fundamentalism is added to default ; ruleset, should be added at end.) ; ; Notes on fields: ; ; name = translatable 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". ; reqs = requirements for this government (see README.effects) ; graphic = tag specifing preferred graphic ; graphic_alt = alternate graphics tag if preferred is not found; ; should be a standard tag if preferred is not; ; otherwise may be "-" ; ai_better = AI will not consider this government for use if the ; government listed here is available ; ruler_male_title = The default male ruler title for the government type. ; It's a format string where name of the ruler is marked ; by '%s'. ; Individual nations may override this by their ; own title. ; ruler_female_title = The default female ruler title for the government type. ; See above ruler_male_title. ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; ; */ <-- avoid gettext warnings ;------------------------------------------------------------------------ [government_anarchy] name = _("Anarchy") ; No reqs graphic = "gov.anarchy" graphic_alt = "-" ruler_male_title = _("Mr. %s") ruler_female_title = _("Ms. %s") helptext = _("\ Anarchy is simply the absence of any recognizable government.\ Citizens are disorganized and unproductive, and will spend all\ income as quickly as possible, rather than paying taxes or\ conducting research.\ "), _("\ Anarchy offers slightly less corruption than Despotism,\ but slightly more unhappiness.\ "), _("\ Settlers consume 1 food per turn under Anarchy. Squares which would\ normally yield more than 2 units of food, shields or trade suffer\ a 1-unit penalty (e.g., an irrigated grassland square which would\ normally yield 3 food only yields 2 food while you are in Anarchy).\ (This penalty is removed if the city is celebrating; see Happiness.)\ "), _("\ Under Anarchy, each of your cities can support 3 military\ units without paying shields for upkeep.\ (Additional units require 1 production shield each.)\ "), _("\ You may impose martial law under Anarchy: each military unit inside\ a city will keep one unhappy citizen content. (Or at least, unhappy\ citizens will act content, and will not cause disorder.)\ ") ;------------------------------------------------------------------------ [government_despotism] name = _("Despotism") ; No reqs graphic = "gov.despotism" graphic_alt = "-" ai_better = "Monarchy" ruler_male_title = _("Emperor %s") ruler_female_title = _("Empress %s") helptext = _("\ Under Despotism, you are the absolute ruler of your people. Your\ control over your citizens is maintained largely by martial law.\ "), _("\ Despotism suffers the highest level of corruption and waste of all\ forms of government.\ "), _("\ Settlers consume 1 food per turn under Despotism. Squares which\ would normally yield more than 2 units of food, shields or trade\ suffer a 1-unit penalty (e.g., an irrigated grassland square which\ would normally yield 3 food only yields 2 food while you are under\ Despotic rule). (This penalty is removed if the city is\ celebrating; see Happiness.)\ "), _("\ The maximum rate you can set for science, tax or luxuries is 60%.\ "), _("\ Under Despotism, each of your cities can support 3\ military units without paying shields for\ upkeep. (Additional units require 1 production shield each.)\ "), _("\ You may impose martial law under Despotism: each military unit\ inside a city will keep one unhappy citizen content. (Or at least,\ unhappy citizens will act content, and will not cause disorder.)\ ") ;------------------------------------------------------------------------ [government_monarchy] name = _("Monarchy") reqs = { "type", "name", "range" "tech", "Monarchy", "Player" } graphic = "gov.monarchy" graphic_alt = "-" ai_better = "Communism" ruler_male_title = _("King %s") ruler_female_title = _("Queen %s") helptext = _("\ Under Monarchy, a king or queen serves as a hereditary figurehead\ for your government.\ "), _("\ Monarchy suffers the same small amount of corruption that\ the Republic does.\ "), _("\ Settlers consume 1 food per turn under Monarchy.\ "), _("\ If a city governed by a Monarchy is celebrating, it will receive a\ bonus of 1 trade in each square which already produces at least 1\ trade. See Happiness for details.\ "), _("\ The maximum rate you can set for science, tax or luxuries is 70%.\ "), _("\ Under Monarchy, your cities can support up to 3 military units\ without paying shields for upkeep. (Additional units require 1\ production shield each.)\ "), _("\ You may impose limited martial law under Monarchy: each military\ unit in a city, up to a maximum of 3, will keep one unhappy citizen\ content.\ ") ;------------------------------------------------------------------------ [government_communism] name = _("Communism") reqs = { "type", "name", "range" "tech", "Communism", "Player" } graphic = "gov.communism" graphic_alt = "-" ruler_male_title = _("Comrade %s") ruler_female_title = _("?female:Comrade %s") helptext = _("\ A Communist government is based on the ideal that all people are\ equal. All goods are owned by the state, rather than by private\ citizens. Communism gives a balance between military and commercial\ styles of government.\ "), _("\ Under Communism, corruption and waste does not vary by distance from\ the capital; all cities (including the capital) have a modest amount\ of corruption. In addition, Communist cities more than 10\ squares away from the capital are considered to be only 10 squares\ away when computing the cost of inciting a revolt. \ See Units, Diplomat.\ "), _("\ Settlers consume 2 food per turn under Communism.\ "), _("\ If a city governed by Communism is celebrating, it will receive a\ bonus of 1 trade in each square which already produces at least 1\ trade. See Happiness for details.\ "), _("\ The maximum rate you can set for science, tax or luxuries is 80%.\ "), _("\ Diplomats, Spies, and Cyborgs created under Communism are always veterans.\ "), _("\ Under Communism, your cities can support up to 3 military units\ without paying shields for upkeep. (Additional units require 1\ production shield each.)\ "), _("\ You impose limited but efficient martial law under Communism. Each\ military unit inside a city, up to a maximum of 3, will keep 2\ unhappy citizens content.\ ") ;------------------------------------------------------------------------ [government_republic] name = _("Republic") reqs = { "type", "name", "range" "tech", "The Republic", "Player" } graphic = "gov.republic" graphic_alt = "-" ruler_male_title = _("Consul %s") ruler_female_title = _("Consul %s") helptext = _("\ Under a Republican government, citizens hold an election to select a\ representative who will govern them; since elected leaders must\ remain popular to remain in control, citizens are given a greater\ degree of freedom. Citizens under the Republic become unhappy\ easily, but the self-sufficiency of your citizens allows high levels\ of trade.\ "), _("\ Cities under the Republic suffer a small amount of corruption and waste.\ "), _("\ Settlers consume 2 food per turn under the Republic. Squares with\ at least 1 trade resource get a trade bonus of 1 under the Republic.\ "), _("\ Republican cities which are celebrating grow at a rate of 1 citizen\ per turn; see Happiness for details.\ "), _("\ The maximum rate you can set for science, tax or luxuries is 80%.\ "), _("\ Under the Republic, military units require 1 production shield each\ for upkeep. In addition the following units are considered\ aggressive units:\ "), _("\ - units with an attack strength greater than 0 which are not\ inside a city or inside a fortress within 3 squares of a friendly\ city\ "), _("\ - Field units regardless of their location. Most sea and air units\ with attack strength greater than 0 are field units.\ Fighters and Stealth Fighters are exception.\ "), _("\ The citizens of a city will tolerate 1 aggressive unit; subsequent\ units will generate 1 unhappy citizen each.\ "), _("\ Having Republic as an government makes one citizen content in each city.\ ") ;------------------------------------------------------------------------ [government_democracy] name = _("Democracy") reqs = { "type", "name", "range" "tech", "Democracy", "Player" } graphic = "gov.democracy" graphic_alt = "-" ruler_male_title = _("President %s") ruler_female_title = _("President %s") helptext = _("\ Under Democracy, citizens govern directly by voting on issues.\ Democracy offers the highest possible level of trade, but also\ offers the most potential for unhappiness. There is only minimal corruption\ and waste during Democracy, but citizens become very upset during\ wars.\ "), _("\ Settlers consume 2 food per turn under Democracy. Squares with\ at least 1 trade resource get a trade bonus of 1 under Democracy.\ "), _("\ Democratic cities which are celebrating grow at a rate of 1 citizen\ per turn; see Happiness for details.\ "), _("\ There are no taxation limits under Democracy; you can set science, tax\ or luxuries to 100%.\ "), _("\ Under Democracy, military units require 1 production shield each for\ upkeep. In addition the following units generate unhappiness:\ "), _("\ - Units with an attack strength greater than 0 which are not\ inside a city, or inside a fortress within 3 squares of a\ friendly city, generate 2 unhappy citizens.\ "), _("\ - Air/sea units with an attack strength greater than 0 which are\ inside a city generate only 1 unhappy citizen. Fighters generate\ no unhappiness.\\ - Field units, which are inside a city generate only 1 unhappy citizen.\ "), _("\ If a city remains in disorder more than 2 turns under Democratic\ rule, the citizens will spontaneously revolt and plunge your\ civilization into Anarchy.\ "), _("\ Because (happy) citizens of Democracy believe strongly in the\ government, their loyalty is unswerving. Military units of\ Democratic civilizations cannot be bribed, and Democratic cities\ cannot be incited to revolt by enemy Diplomats and Spies.\ ") ;------------------------------------------------------------------------ [government_fundamentalism] name = _("Fundamentalism") reqs = { "type", "name", "range" "tech", "Fundamentalism", "Player" } graphic = "gov.fundamentalism" graphic_alt = "-" ai_better = "Communism" ruler_male_title = _("Highpriest %s") ruler_female_title = _("Highpriestess %s") helptext = _("\ Fundamentalism suffers the same small amount of corruption that\ the Republic and the Monarchy do.\ "), _("\ Settlers consume 1 food per turn under Fundamentalism.\ "), _("\ If a city governed by a Fundamentalism is celebrating, it will receive a\ bonus of 1 trade in each square which already produces at least 1\ trade. See Happiness for details.\ "), _("\ The maximum rate you can set for science, tax or luxuries is 70%.\ "), _("\ Under Fundamentalism, your cities can support up to 5 military units\ without paying shields for upkeep. (Additional units require 1\ production shield each.)\ "), _("\ Temples and Cathedrals both provide one happy person in addition to their \ normal bonuses.\ "), _("\ Having Fundamentalism as an government makes two citizens content in each city.\ ") ; /* <-- avoid gettext warnings ; ; Multipliers (aka policies) ; ; name = translatable 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". ; default = default value (as presented in UI) ; start = minimum value (as presented in UI) ; stop = maximum value (as presented in UI) ; step = minimum increase/decrease (as presented in UI) ; offset = offset/factor control how UI values are turned ; factor = into effect values for use in effects.ruleset. ; effect_value = (ui_value + offset) * (factor/100) ; Optional; by default offset=0, factor=100, so ; that UI values are used as-is. ; helptext = optional help text string; should escape all raw ; newlines so that xgettext parsing works ; ; */ <-- avoid gettext warnings