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Amiga Plus 2002 #3
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Amiga Plus CD - 2002 - No. 03.iso
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Games
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Freeciv
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data
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game.ruleset
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2003-01-22
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3KB
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73 lines
; 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=""
[civstyle]
min_city_center_food = 1
min_city_center_shield = 1
min_city_center_trade = 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:
; city_granary_size = (granary_food_ini * foodbox) +
; (granary_food_inc * city_size) * foodbox / 100
granary_food_ini = 1
granary_food_inc = 100
; 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 (1+num_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.
; Note that style 1 will make techs overall cheaper. With researchcost
; set to 10 and using 1.12.0 default rules, style 0 requires 38280 bulbs
; while style 1 requires only 21120. If you set researchcost to 20, then
; total bulb cost for style 1 increases to 42240, which is more in line
; with previous tech progression.
tech_cost_style = 0
; 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