; 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 " 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 [calendar_unit0] ; a placeholder position = -1 [calendar_unit1] mapping = 10 position = 2 format = _("in the %s Age") alias = _("First"), _("Second"), _("Third"), _("Fourth"), _("Fifth"), _("Sixth"), _("Seventh"), _("Eighth"), _("Ninth"), _("Tenth") [calendar_unit2] mapping = 5 position = 1 format = _("King %s ") alias = _("Foo"), _("Frodo"), _("Bilbo"), _("Odin"), _("Bar") [calendar_unit3] mapping = 62,46,31,52,37 ; how long until the next king kicks the bucket position = 0 format = _("%d years after the death of ") start_at_one = 1 [calendar] builtin= "none" startdate = 0,2,0,44 enddate = 0,2,4,36 nframes = 1 timeframe={ "d0","d1","d2","d3","d4","d5","trigger_tech","req_tech","timeunit","multiple" 0, 2, 0, 44, 0, 0, "Never", "None", 3, 1 }