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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 "set governments <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.
-
- ; TODO: check values really match Civ1!
-
- [datafile]
- description="Civilization I governments data for Freeciv"
- options="1.9"
-
- [governments]
- default="Despotism"
- when_anarchy="Anarchy"
- ai_goal="Republic"
-
- ai_tech_hints = { "tech", "turns_factor", "const_factor", "get_first", "done"
- "Code of Laws", 150, 0, 1, 0
- "The Republic", 90, 90, 0, 1
- "Monarchy", 0, 150, 0, 0
- }
-
- ; 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.
- ;
- ; Notes on fields:
-
- ; name = name of this government form as seen by user
- ; tech_req = required advance, names from techs.ruleset, or special:
- ; "None" => available from start
- ; 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 "-"
- ; flags = special effects; see government.c for strings
- ; hints = hints to the AI about how to use / behave with government
- ; subgoal = another government name or "-"; if main gov is nation or
- ; AI goal government, aim for subgoal first.
-
- ; martial_law_max = maximum number of units which can enforce martial law
- ; in the city
- ; martial_law_per = number of unhappy citizens made content by each
- ; enforcer unit
- ; max_single_rate = maximum which can be allocated to single one of
- ; taxation/luxuries/science
- ; empire_size_mod = signed modifier added to cityfactor to determine
- ; empire size when base unhappiness is increased
- ; civil_war_chance = percentage change of civil war when capital is captured
- ; (and player has enough cities etc)
- ; rapture_size = if non-zero, city can grow by celebrating, when size is
- ; this value or larger
-
- ; unit_*_factor = factor applied to individual unit upkeep for different
- ; upkeep forms
- ; unit_free_* = base unit upkeep cost which the city gets "free"; only
- ; upkeep above this value applies; special value: "City_Size"
-
- ; corruption:
-
- ; _level = percentage factor applied to corruption;
- ; if 0, Courthouse effect changes
- ; _modifier = non-zero divisor to corruption; higher value
- ; means less corruption
- ; TODO: why have both level and modifier??
- ; _fixed_distance = if non-zero, used instead of actual calculation of
- ; distance from Palace; also used for distances in
- ; unit and city bribe cost calculations
- ; _distance_factor = multiply distance by this factor for corruption
- ; (but not bribe costs)
- ; _extra_distance = add this to distance after applying distance factor
-
- ; production_*_bonus = added to base production for each worked tile;
- ; second value is used instead when city is celebrating
- ; production_*_penalty = if non-zero, tile production above this amount is
- ; reduced by one; second value used when celebrating
-
- ; ruler_titles = ruler titles by nation, "-" is default, and non-matched
- ; nations are ignored
-
- ; helptext = optional help text string; should escape all raw newlines
- ; so that xgettext parsing works
-
- ;------------------------------------------------------------------------
- [government_anarchy]
-
- name = _("Anarchy")
- tech_req = "None"
- graphic = "gov.anarchy"
- graphic_alt = "-"
- flags = "-"
- hints = "Favors_Growth"
- subgoal = "-"
-
- martial_law_max = 100 ; unlimited
- martial_law_per = 1
- max_single_rate = 100 ; rates are irrelevant under Anarchy; use 100
- ; to avoid unnecessary changes during revolution
- civil_war_chance = 90
- empire_size_mod = -5
- rapture_size = 0
-
- unit_unhappy_factor = 0
- unit_shield_factor = 1
- unit_food_factor = 1
- unit_gold_factor = 0 ; ??
-
- unit_free_unhappy = 0
- unit_free_shield = "City_Size"
- unit_free_food = 0
- unit_free_gold = 0
-
- corruption_level = 100
- corruption_modifier = 40
- corruption_fixed_distance = 0
- corruption_distance_factor = 1
- corruption_extra_distance = 0
-
- production_trade_bonus = 0, 0
- production_shield_bonus = 0, 0
- production_food_bonus = 0, 0
-
- production_trade_penalty = 2, 0
- production_shield_penalty = 2, 0
- production_food_penalty = 2, 0
-
- ruler_male_title = _("Mr.")
- ruler_female_title = _("Ms.")
-
- 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.\
- \n\n\
- Anarchy offers slightly less corruption than Despotism, but slightly\
- more unhappiness.\
- \n\n\
- 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.)\
- \n\n\
- Under Anarchy, each of your cities can support a number of military\
- units equal to its size without paying shields for upkeep.\
- (Additional units require 1 production shield each.)\
- \n\n\
- 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")
- tech_req = "None"
- graphic = "gov.despotism"
- graphic_alt = "-"
- flags = "-"
- hints = "Favors_Growth"
- subgoal = "-"
-
- martial_law_max = 100 ; unlimited
- martial_law_per = 1
- max_single_rate = 100
- civil_war_chance = 80
- empire_size_mod = -4
- rapture_size = 0
-
- unit_unhappy_factor = 0
- unit_shield_factor = 1
- unit_food_factor = 1
- unit_gold_factor = 1
-
- unit_free_unhappy = 0
- unit_free_shield = "City_Size"
- unit_free_food = 0
- unit_free_gold = 0
-
- corruption_level = 100
- corruption_modifier = 27
- corruption_fixed_distance = 0
- corruption_distance_factor = 2
- corruption_extra_distance = 3
-
- production_trade_bonus = 0, 0
- production_shield_bonus = 0, 0
- production_food_bonus = 0, 0
-
- production_trade_penalty = 2, 0
- production_shield_penalty = 2, 0
- production_food_penalty = 2, 0
-
- ruler_male_title = _("Emperor")
- ruler_female_title = _("Empress")
-
- helptext = _("\
- Under Despotism, you are the absolute ruler of your people. Your\
- control over your citizens is maintained largely by martial law.\
- \n\n\
- Despotism suffers the highest level of corruption of all forms of\
- government.\
- \n\n\
- 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.)\
- \n\n\
- Under Despotism, each of your cities can support a number of\
- military units equal to its size without paying shields for\
- upkeep. (Additional units require 1 production shield each.)\
- \n\n\
- 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")
- tech_req = "Monarchy"
- graphic = "gov.monarchy"
- graphic_alt = "-"
- flags = "-"
- hints = "Favors_Growth"
- subgoal = "-"
-
- martial_law_max = 100 ; unlimited
- martial_law_per = 1
- max_single_rate = 100
- civil_war_chance = 70
- empire_size_mod = -3
- rapture_size = 0
-
- unit_unhappy_factor = 0
- unit_shield_factor = 1
- unit_food_factor = 1
- unit_gold_factor = 1
-
- unit_free_unhappy = 0
- unit_free_shield = 0
- unit_free_food = 0
- unit_free_gold = 0
-
- corruption_level = 100
- corruption_modifier = 67
- corruption_fixed_distance = 0
- corruption_distance_factor = 1
- corruption_extra_distance = 0
-
- production_trade_bonus = 0, 1
- production_shield_bonus = 0, 0
- production_food_bonus = 0, 0
-
- production_trade_penalty = 0, 0
- production_shield_penalty = 0, 0
- production_food_penalty = 0, 0
-
- ruler_male_title = _("King")
- ruler_female_title = _("Queen")
-
- helptext = _("\
- Under Monarchy, a king or queen serves as a hereditary figurehead\
- for your government.\
- \n\n\
- Monarchy suffers the same small amount of corruption that the\
- Republic does.\
- \n\n\
- Settlers consume 1 food per turn under Monarchy.\
- \n\n\
- 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.\
- \n\n\
- Under Monarchy, your cities can support up to 3 military units\
- without paying shields for upkeep. (Additional units require 1\
- production shield each.)\
- \n\n\
- 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")
- tech_req = "Communism"
- graphic = "gov.communism"
- graphic_alt = "-"
- flags = "Build_Veteran_Diplomats"
- hints = "Favors_Growth"
- subgoal = "Monarchy"
-
- martial_law_max = 100 ; unlimited
- martial_law_per = 1
- max_single_rate = 100
- civil_war_chance = 50
- empire_size_mod = -2
- rapture_size = 0
-
- unit_unhappy_factor = 0
- unit_shield_factor = 1
- unit_food_factor = 1
- unit_gold_factor = 1
-
- unit_free_unhappy = 0
- unit_free_shield = 0
- unit_free_food = 0
- unit_free_gold = 0
-
- corruption_level = 50
- corruption_modifier = 80
- corruption_fixed_distance = 10
- corruption_distance_factor = 1
- corruption_extra_distance = 0
-
- production_trade_bonus = 0, 1
- production_shield_bonus = 0, 0
- production_food_bonus = 0, 0
-
- production_trade_penalty = 0, 0
- production_shield_penalty = 0, 0
- production_food_penalty = 0, 0
-
- ruler_male_title = _("Comrade")
- ruler_female_title = _("Comrade")
-
- 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.\
- \n\n\
- Under Communism, corruption 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).\
- \n\n\
- Settlers consume 2 food per turn under Communism.\
- \n\n\
- 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.\
- \n\n\
- Diplomats and Spies created under Communism are always veterans.\
- \n\n\
- Under Communism, your cities can support up to 3 military units\
- without paying shields for upkeep. (Additional units require 1\
- production shield each.)\
- \n\n\
- 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")
- tech_req = "The Republic"
- graphic = "gov.republic"
- graphic_alt = "-"
- flags = "Has_Senate"
- hints = "Is_Nice"
- subgoal = "Monarchy"
-
- martial_law_max = 0
- martial_law_per = 0
- max_single_rate = 100
- civil_war_chance = 40
- empire_size_mod = -1
- rapture_size = 3
-
- unit_unhappy_factor = 1
- unit_shield_factor = 1
- unit_food_factor = 2
- unit_gold_factor = 1
-
- unit_free_unhappy = 0
- unit_free_shield = 0
- unit_free_food = 0
- unit_free_gold = 0
-
- corruption_level = 100
- corruption_modifier = 67
- corruption_fixed_distance = 0
- corruption_distance_factor = 1
- corruption_extra_distance = 0
-
- production_trade_bonus = 1, 1
- production_shield_bonus = 0, 0
- production_food_bonus = 0, 0
-
- production_trade_penalty = 0, 0
- production_shield_penalty = 0, 0
- production_food_penalty = 0, 0
-
- ruler_male_title = _("Consul")
- ruler_female_title = _("Consul")
-
- 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.\
- \n\n\
- Cities under the Republic suffer a small amount of corruption.\
- \n\n\
- 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.\
- \n\n\
- Republican cities which are celebrating grow at a rate of 1 citizen\
- per turn; see Happiness for details.\
- \n\n\
- Under the Republic, military units require 1 production shield each\
- for upkeep. In addition the following units are considered\
- aggressive units:\
- \n\n\
- - 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\
- \n\n\
- - air units (including missiles and helicopters) and sea units\
- with an attack strength greater than 0, regardless of their\
- location\
- \n\n\
- The citizens of a city will tolerate 1 aggressive unit; subsequent\
- units will generate 1 unhappy citizen each.\
- ")
-
- ;------------------------------------------------------------------------
- [government_democracy]
-
- name = _("Democracy")
- tech_req = "Democracy"
- graphic = "gov.democracy"
- graphic_alt = "-"
- flags = "Has_Senate", "Revolution_When_Unhappy"
- hints = "Is_Nice"
- subgoal = "Republic"
-
- martial_law_max = 0
- martial_law_per = 0
- max_single_rate = 100
- civil_war_chance = 30
- empire_size_mod = 0
- rapture_size = 3
-
- unit_unhappy_factor = 2
- unit_shield_factor = 1
- unit_food_factor = 2
- unit_gold_factor = 1
-
- unit_free_unhappy = 0
- unit_free_shield = 0
- unit_free_food = 0
- unit_free_gold = 0
-
- corruption_level = 0
- corruption_modifier = 1
- corruption_fixed_distance = 0
- corruption_distance_factor = 0
- corruption_extra_distance = 0
-
- production_trade_bonus = 1, 1
- production_shield_bonus = 0, 0
- production_food_bonus = 0, 0
-
- production_trade_penalty = 0, 0
- production_shield_penalty = 0, 0
- production_food_penalty = 0, 0
-
- ruler_male_title = _("President")
- ruler_female_title = _("President")
-
- 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 no corruption\
- during Democracy, but citizens become very upset during wars.\
- \n\n\
- Settlers consume 2 food per turn under Democracy. Squares with\
- at least 1 trade resource get a trade bonus of 1 under Democracy.\
- \n\n\
- Democratic cities which are celebrating grow at a rate of 1 citizen\
- per turn; see Happiness for details.\
- \n\n\
- Under Democracy, military units require 1 production shield each for\
- upkeep. In addition the following units generate unhappiness:\
- \n\n\
- - 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.\
- \n\n\
- - Air/sea units with an attack strength greater than 0 which are\
- inside a city or nearby fortress generate only 1 unhappy citizen.\
- \n\n\
- If a city remains in disorder more than 2 turns under Democratic\
- rule, the citizens will spontaneously revolt and plunge your\
- civilization into Anarchy.\
- \n\n\
- 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.\
- ")
-