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-
- ; 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 <mysubdir>" 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="Default game rules for Freeciv"
- options="1.11.1"
-
- [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
-
- ; A base bribe cost, modified heavily by other factors
- base_bribe_cost = 750
-
- ; Barbarian leader ransom in gold
- ransom_gold = 100
-
- ; Base research cost for tech styles 1 & 2
- base_tech_cost = 20
-
- ; City center minimum outputs
- min_city_center_food = 1
- min_city_center_shield = 1
- min_city_center_trade = 0
-
- ; Number of veteran levels lost when auto-upgrading a unit
- autoupgrade_veteran_loss = 0
-
- ; Minimum distance between cities (move distance).
- ; (Minimum value for this is 1, which means adjacent is okay.)
- min_dist_bw_cities = 2
-
- ; Square of initially visible radius (true distance).
- init_vis_radius_sq = 5
-
- ; What happens when a hut is overflown:
- ; "Nothing" - Just fly over; hut remains.
- ; "Frighten" - Tribe frightened and disbands; hut disappears.
- hut_overflight = "Frighten"
-
- ; Whether player gets to select which terrain improvement to pillage.
- pillage_select = 1
-
- ; 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"
-
- ; 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
- granary_food_inc = 10
-
- ; 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.
- tech_cost_style = 1
-
- ; 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 = 0
-
- ; Research cost doubles after this year. Set to zero to disable.
- tech_cost_double_year = 0
-
- ; city_incite_cost =
- ; total_factor * (city_size) *
- ; (base_incite_cost + (units_cost) * unit_factor +
- ; (improvements_cost) * improvement_factor)
- ; / (distance * 100)
- ; See city_incite_cost() for more details
- [incite_cost]
- base_incite_cost = 1000
- improvement_factor = 1
- unit_factor = 2
- total_factor = 100
-
- ; Shore landing style
- ; 0 - normal movement
- ; 1 - (default) slow invasions by removing all
- ; movement points from ground units moving
- ; from ocean tile to land
- [global_unit_options]
- slow_invasions = 1
-
- [combat_rules]
- ;If killstack is set to 1, each time a defender unit lost in combat, and is
- ;not inside a city, fortress or airbase, all units in the same tile are
- ;destroyed along with the defender. This is the freeciv default.
- ;If this options is set to 0, only the defender unit is destroyed.
- killstack = 1
-
- [teams]
- names =
- _("Team 0"),
- _("Team 1"),
- _("Team 2"),
- _("Team 3"),
- _("Team 4"),
- _("Team 5"),
- _("Team 6"),
- _("Team 7"),
- _("Team 8"),
- _("Team 9"),
- _("Team 10"),
- _("Team 11"),
- _("Team 12"),
- _("Team 13"),
- _("Team 14"),
- _("Team 15"),
- _("Team 16"),
- _("Team 17"),
- _("Team 18"),
- _("Team 19"),
- _("Team 20"),
- _("Team 21"),
- _("Team 22"),
- _("Team 23"),
- _("Team 24"),
- _("Team 25"),
- _("Team 26"),
- _("Team 27"),
- _("Team 28"),
- _("Team 29"),
- _("Team 30"),
- _("Team 31")
-