; Use the command "rulesetdir ancients" in the server to have freeciv ; use this file. [datafile] description="Ancients cities data for Freeciv" options="+Freeciv-3.0-ruleset" format_version=10 ; /* <-- 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 = tag specifying preferred graphic ; Different images based on citizen number are supported. ; If no such images indexed with citizen number are found, ; plain tag is used instead. ; graphic_alt = fallback graphic tag in case the specialist graphic isn't ; found. ; 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 = _("Entertainers") ; (The original specialist names in the classic ruleset and derivatives were ; not designed to be user-visible.) rule_name = "elvis" short_name = _("?Elvis:E") graphic = "specialist.entertainer" 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") graphic = "specialist.scientist" 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") graphic = "specialist.taxman" 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 conquest_convert_pct = 0 ; percentage which converts to the new nation ; after a city was conquered. Applied separately for each ; nationality present in the city, and number of ; converted people rounded up [missing_unit_upkeep] ; Get rid of a unit the city is unable to pay the X upkeep of. ; X_protected - never get rid of a unit with any of the listed unit type ; flags. ; X_unit_act - have the unit perform the listed actions until success, ; death or the list ends. ; X_wipe - wipe the unit if it survived performing the actions listed ; above. food_protected = "EvacuateFirst" ; food_unit_act = food_wipe = TRUE ; TODO: Should missing gold upkeep really be able to kill units with the ; EvacuateFirst unit type flag? ; gold_protected = ; gold_unit_act = gold_wipe = TRUE shield_protected = "EvacuateFirst" shield_unit_act = "Help Wonder", "Recycle Unit", "Disband Unit" shield_wipe = FALSE