; Use the command "rulesetdir ancients" in the server to have freeciv ; use this file. [datafile] description="Ancients cities data for Freeciv" options="+Freeciv-2.5-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) name for savegames, rulesets etc; if not ; present, 'name' is used. Since the name used in savegames ; must not change, this is used when renaming a specialist ; after a ruleset has been released. (The original specialist ; names in the default ruleset were not designed to be ; user-visible.) ; 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 ; ; City styles define the way cities are drawn ; ; graphic = group of tiles to use, see cities spec for ; more info on city tiles ; oceanic_graphic = group of tiles to use for oceanic cities. If this ; is omitted, same graphics as for land cities is used ; citizens_graphic = group of citizens tiles to use, see citizens/small ; spec for more info on citizens tiles ; reqs = requirements for this city style (see README.effects) ; replaced_by = which style replaced this one [citystyle_european] name = _("?citystyle:European") graphic = "city.european" graphic_alt = "-" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" [citystyle_classical] name = _("?citystyle:Classical") graphic = "city.classical" graphic_alt = "-" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" ;[citystyle_mesopotamian] ;name = _("?citystyle:Mesopotamian") ;graphic = "city.mesopotamian" ;graphic_alt = "city.classical" ;citizens_graphic = "ancient" ;citizens_graphic_alt = "generic" ; No reqs ;replaced_by = "Renaissance" [citystyle_arabian] name = _("?citystyle:Arabian") graphic = "city.arabian" graphic_alt = "city.classical" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" ;[citystyle_tropical] ;name = _("?citystyle:Tropical") ;graphic = "city.tropical" ;graphic_alt = "city.european" ;citizens_graphic = "ancient" ;citizens_graphic_alt = "generic" ; No reqs ;replaced_by = "Renaissance" [citystyle_precolumbian] name = _("?citystyle:Precolumbian") graphic = "city.precolumbian" graphic_alt = "city.tropical" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" [citystyle_african] name = _("?citystyle:African") graphic = "city.african" graphic_alt = "city.tropical" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" [citystyle_asian] name = _("?citystyle:Asian") graphic = "city.asian" graphic_alt = "city.classical" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" [citystyle_babylonian] name = _("?citystyle:Babylonian") graphic = "city.babylonian" graphic_alt = "city.classical" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" ;[citystyle_barbarian] ;name = _("?citystyle:Barbarian") ;graphic = "city.barbarian" ;graphic_alt = "city.european" ;citizens_graphic = "ancient" ;citizens_graphic_alt = "generic" ; No reqs ;replaced_by = "Renaissance" [citystyle_celtic] name = _("?citystyle:Celtic") graphic = "city.celtic" graphic_alt = "city.european" citizens_graphic = "ancient" citizens_graphic_alt = "generic" ; No reqs replaced_by = "Renaissance" [citystyle_renaissance] name = _("?citystyle:Renaissance") graphic = "city.industrial" graphic_alt = "-" citizens_graphic = "renaissance" citizens_graphic_alt = "generic" reqs = { "type", "name", "range" "tech", "University", "Player" } replaced_by = "-"