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To: joona.kiiski@xxxxxx
Subject: [Freeciv-Dev] Re: (PR#12978) Documentation about veteran level combat bonus
From: "Marcel Edward Verhagen" <marcel@xxxxxxxxxxxxxx>
Date: Tue, 10 May 2005 11:15:18 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12978 >

Op zaterdag 07 mei 2005 02:06, schreef Jason Short:
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=12978 >
>
> Patch wanted.

I've created one patch wich adds a file to the doc dir. In this file I have 
collected the info in the various rulesets. (This includes the info on the 
veteran system.)
The other patch adds another file to the doc dir. This file is a list of the 
flags and the roles used in the rulesets. 

I hope the collecting of the info gives a overview on how the rulesets work. 

--- /home/marcel/freeciv/doc/leeg       2005-05-10 20:06:10.000000000 -0400
+++ /home/marcel/freeciv/doc/readme.info-rulesets       2005-05-10 
20:05:07.000000000 -0400
@@ -1 +1,508 @@
 
+Modifying the rulesets:
+-----------------------
+
+If you want to make custom changes,
+you should create a new datadir subdirectory and copy the needed files
+into that directory, and then modify those copies.  Then use the
+command "rulesetdir <mysubdir>" in the server to have freeciv
+use your new customized file.
+
+The information below is more of less the same information wich can be found 
in the .ruleset files.
+
+See the readme.flags-roles for the flags and the roles used in the various 
rulesets.
+
+
+
+-----------------
+The units.ruleset
+-----------------
+
+A list of the roles and flags can be found in the readme.flags-roles document.
+
+The AI does not know the value of Partial_Invis, nor does this
+work against the AI, since it knows all. It does not know anything 
+about air units at all. It does not build No_Land_Attack, Missile 
+or Nuclear units. It values GameLoss units at 1/10th its usual value
+and therefore would not easily build it, but if it does, it does not 
+protect it from harm. NoHome units are likely to be given a homecity
+by the AI, because it is rather stupid in this regard.
+
+You should sort role units from worst to better, as often the best
+available role unit of a given sort will be picked by choosing
+the first available (not obsolete) such unit, or by picking the last
+such unit directly. When determining starting units, the first 
+unit with the relevant role that the player can build will be chosen.
+If no such unit can be found (eg Explorers that require Seafaring),
+then the first unit with this role will be chosen.
+
+The number of units can be variable, up to 200.  
+However for the "official" rulesets, units should not be removed 
+because that would break backward compatability with savegames.
+
+The order here matters: later units are considered "better" for
+a given flag or role.  
+
+The actual tag used (the * in [unit_*]) does not matter, except 
+it must be unique within this file, and it may be used in debug 
+output when reading this file.
+
+The veteran system in the units.ruleset:
+----------------------------------------
+
+veteran_names              = The veteran levels have names, 
+                             what are the names of the levels?
+veteran_raise_chance       = The percentage chance of increasing level through 
combat
+veteran_power_fact         = What is the effect of a veteran level. 
+                             (A defense of 2 will become 3 at the veteran 
level.)
+                             Power factors are as a percentage. 
+                             +50% is represented by 150
+veteran_work_raise_chance  = The percentage chance of a settler/engineer    
+                             increasing level through performing 
+                             useful work (per turn)
+veteran_highseas_loss_pct  = The chances of a trireme being 
+                             lost at sea when not adjacent to a land tile.
+veteran_move_bonus         = The additional number of movement points 
+                             granted for different veteran levels.  
+                             These are thirds of points, so to increase 
movement 
+                             by a whole point 3 must be specified.
+
+The fields wich form the units data:
+------------------------------------
+
+name            = name as seen by user 
+graphic         = tag specifing preferred graphic
+graphic_alt    = tag for alternate garphic if preferred graphic is not 
+                 present; especially if preferred graphic is non-standard, 
+                 this should be a standard tag.  Otherwise can use eg "-" 
+                 for no alternate graphic.
+tech_req        = required advance, names from techs.ruleset, or special:
+                  "None" => available from start
+impr_req       = required city improvement, names from buildings.ruleset
+gov_req         = required government, names from governments.ruleset
+obsolete_by     = can be upgraded to and made obsolete by another unit by name
+move_type       = "Land" or "Sea" or "Air" or "Heli"
+transport_cap   = Number of units (ground, or air/missiles, depending on flags)
+fuel            = number of turns air units can fly before they crash. For
+                  barbarians this is used as lifetime instead. If this is zero,
+                  the unit has unlimited fuel, despite flying.
+uk_*            = upkeep costs, these are used as base values in the game
+flags           = special flag strings
+roles           = special role strings
+sound_move     = optional sound effect when the unit moves
+sound_move_alt  = optional alternative sound effect if above not
+                 supported in client
+sound_fight    = optional sound effect when the unit fights
+sound_fight_alt = optional alternative sound effect if above not
+                 supported in client
+helptext       = optional help text string; should escape all raw newlines 
+                 so that xgettext parsing works
+
+
+
+
+---------------------
+The buildings ruleset
+---------------------
+
+Buildings = City Improvements and Wonders
+
+The actual tag used (the * in [building_*]) does not matter, except 
+it must be unique within this file, and it may be used in debug 
+output when reading this file.
+
+The fields used to form the buildings:
+-------------------------------------
+
+name           = name as seen by user 
+genus          = genus; one of:
+                  "GreatWonder", "SmallWonder", "Improvement", "Special".
+reqs           = requirements to build the building (see effects.ruleset
+                 and README.effects for help on requirements)
+graphic                = icon of improvement (used in city dialog)
+graphic_alt    = alternate icon of improvement
+obsolete_by    = advance which makes building obsolete; special
+                 value "None" means does not become obsolete
+build_cost     = production shields required to build
+upkeep         = monetary upkeep value
+sabotage       = percent chance of diplomat sabotage being successful
+flags           = special flag strings
+
+
+
+
+------------------
+The cities.ruleset
+------------------
+
+The first part of the is cities.ruleset is to configure the effect 
+of specialists. Each specialist contributes
+the given amount of its special kind of value (luxury for elvis,
+research for scientist and gold for taxman). You can set
+changable_tax to zero to disallow players setting the taxrate
+for themselves. In this case, the values in the forced_ fields
+apply instead, modified by government restrictions. The min_size
+fields restrict setting specialists to this type before the
+the city is of a certain size.
+
+Note that there is a parameter to disable the angry citizens.
+
+The fiels wich form the citystyles:
+-----------------------------------
+
+City styles define the way cities are drawn
+
+graphic            = group of tiles to use, see cities spec for
+                     more info on city tiles
+citizens_graphic   = group of citizens tiles to use, see citizens/small
+                     spec for more info on citizens tiles
+reqs               = requirements for this city style (see README.effects)
+replaced_by        = which style replaced this one
+
+
+
+
+----------------
+The game.ruleset
+----------------
+
+This is a special ruleset file. Since in only contains configuration fields 
for the game itself.
+
+global_init_techs        = techs wich get all players when the game starts 
+global_init_buildings    = these buildings will be build for free in your 
first city.
+min_city_center_food    = Default value is 1.
+min_city_center_shield  = Default value is 1.
+min_city_center_trade   = Default value is 0.
+autoupgrade_veteran_loss = Number of veteran levels lost when auto-upgrading a 
unit
+min_dist_bw_cities       = Minimum distance between cities (move distance).
+                           (Minimum value for this is 1, 
+                           which means adjacent is okay.)
+init_vis_radius_sq       = Square of initially visible radius (true distance).
+hut_overflight           = What happens when a hut is overflown:
+                           "Nothing"  - Just fly over; hut remains.
+                           "Frighten" - Tribe frightened and disbands.
+                                        hut disappears.
+pillage_select           = Whether player gets to select which 
+                           terrain improvement to pillage.
+nuke_contamination       = The type of collateral contamination 
+                           produced by a nuclear attack.
+                "Pollution" - Pollution (same as 
industrial/population-generated).
+                "Fallout"   - Nuclear Fallout (distinct from 
industrial/population).
+granary_food_ini,
+granary_food_inc  = Parameters used to generalize the 
+                    calculation of city granary size:
+                    if city_size <= num_inis;
+                       city_granary_size = (granary_food_ini[city_size] * 
foodbox)
+                    if city_size > num_inis;
+                      city_granary_size = (granary_food_ini[num_inis] * 
foodbox) +
+                      (granary_food_inc * (city_size - num_inis)) * foodbox / 
100
+tech_cost_style = 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_leakage = 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_cost_double_year = Research cost doubles after this year. 
+                        Set to zero to disable.
+improvement_factor,
+unit_factor,
+total_factor = total_factor * (city_size) * (base + (units_cost) * unit_factor 
+ 
+               (improvements_cost) * improvement_factor)  / (distance * 100)
+               See city_incite_cost() for more details
+slow_invasions   =  Shore landing style
+                    0 - normal movement
+                    1 - (default) slow invasions by removing all movement 
points from
+                    ground units moving from ocean tile to land
+killstack        =  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.
+
+
+
+
+-----------------------
+The governments.ruleset
+-----------------------
+
+The goverment.ruleset has only one parameter:
+
+when_anarchy=Wich goverment is anarchy. (Changes to this goverment when your
+             nation revolts.)
+
+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.  (In particular, if Fundamentalism is added to default
+ruleset, should be added at end.)
+
+name          = name of this government form as seen by user 
+reqs          = requirements for this government (see README.effects)
+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 "-"
+ai_better     = AI will not consider this government for use if the
+                government listed here is available
+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 multiplied 
+                   by 100; if 0, Courthouse effect changes
+_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
+_max_distance_cap = cap to the max distance from the capital used in
+                    corruption calculation
+
+waste:
+_level             = percentage factor applied to waste multiplied by 100
+_fixed_distance    = used if not 0 instead of actual calculation of 
+                    distance from Palace;                   
+_distance_factor   = multiply distance by this factor for waste
+_extra_distance    = add this to distance after applying distance factor
+_max_distance_cap  = cap to the max distance from the capital used in
+                     waste calculation
+
+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
+
+
+
+
+-------------------
+The nations.ruleset
+-------------------
+
+Descriptions of nation groups
+name           = name of the group
+match          = How much the AI will try to select a nation in the same
+                  group
+
+The availiable nations can be found in the nations data in sections [nation_*] 
+for all nations available. If you want to have more nations just add one at 
the end.
+
+The Fields wich form a nation: 
+------------------------------
+You have to add a file in the nations directory with specific information over 
the nation. 
+
+name          = name of the nation
+plural        = plural form of the nation name (use '?plural:' qualifier)
+leader        = default leader names for the nation
+leader_sex    = sex of each default leader: "Male" or "Female"
+flag          = string to look for in client tilespec files for
+                preferred flag icon
+flag_alt      = alternate flag icon string, or "-"
+cities        = city names, of course :-)
+
+The following AI hints are currently not used, but may be in the future:
+tech_goals    = technology goals, up to 10
+wonder        = primary wonder
+government    = wanted government
+
+Section [misc] currently contains cities suggested when you run out of
+default cities for your nation. See doc/README.rulesets for information
+on marking up cities with terrain information.
+
+
+
+
+-----------------
+The techs.ruleset
+-----------------
+
+The individual advances, one per section. The number can be variable, up to 
196.
+
+The actual tag used (the * in [advance_*]) does not matter, except 
+it must be unique within this file, and it may be used in debug output when 
reading this file.
+
+The fields wich form a tech:
+name          = name as seen by user 
+req1, req2    = advances required before researching this one
+root_req      = advance required before acquiring this one, inherited
+                by all techs that require this tech in turn unless
+                "None" is given explicitly
+flags         = special flag strings
+graphic       = icon for technology
+graphic_alt   = alternate icon
+helptext      = optional help text string (set units ruleset for examples)
+bonus_message = text seen when a player is the first to 
+                discover an bonus tech.
+cost         = if tech_cost_style is set to 3, this field is read for
+                information on how much a tech costs
+
+Special values for req1 and req2 are "None" (first section below) 
+and "Never" (never available).  If only one tech is required, 
+it should be listed as req1.
+
+See the reade.flags-roles for the possible flag strings
+
+-------------------
+The terrain.ruleset
+-------------------
+
+There are lot of parameters wich apply to the terrains in general:
+
+may_road                      = 0 means no, 1 means yes
+may_irrigate                  = 0 means no, 1 means yes
+may_mine                      = 0 means no, 1 means yes
+may_transform                 = 0 means no, 1 means yes
+ocean_reclaim_requirement_pct = Percentage of "land" tiles required to be 
+                                adjacent to an ocean tile before
+                                it may be "reclaimed" into a land tile (0-101
+                                0=anywhere, 101=nowhere)
+land_channel_requirement_pct  = Percentage of "ocean" tiles required 
+                                to be adjacent to a land tile before
+                                it may be "channeled" into an ocean tile (0-101
+                                0=anywhere, 101=nowhere)
+river_move_mode               = special movement costs for rivers:
+                            0 - normal movement cost for rivers (matches Civ1)
+                            1 - 1/3 movement cost, but only when moving exactly
+                                along rivers, diagonal moves incur full terrain
+                                movement costs (matches Civ2)
+                            2 - 1/3 movement cost directly along river, 2/3 for
+                                diagonals (this is effectively the same as '1',
+                                as if you had done the two moves, except for
+                                differences relating to ZOC, etc.)
+                            3 - 1/3 movement cost for any river to river move
+                                (classic Freeciv)
+river_defense_bonus           = percent added to defense if square is 
+                                Civ2-style river
+river_trade_incr              = amount added to trade production if square is 
+                                Civ2-style river
+river_help_text               = help text for Civ2-style rivers
+fortress_defense_bonus        = percent added to defense if square has fortress
+fortress_extra_vision         = extra vision range given to units in a fortress
+road_superhighway_trade_bonus = percent added to trade production if road and
+                                city has superhighways
+rail_food_bonus               = percent added to food production if square 
+                                has railroad
+rail_shield_bonus             = percent added to shield production if square 
+                                has railroad
+rail_trade_bonus              = percent added to trade production if square
+                                has railroad
+farmland_supermarket_food_bonus=percent added to food production if farmland
+                                and city has supermarket
+pollution_food_penalty        = percent subtracted from food production if 
+                                square is polluted
+pollution_shield_penalty      = percent subtracted from shield production 
+                                if square is polluted
+pollution_trade_penalty       = percent subtracted from trade production 
+                                if square is polluted
+fallout_food_penalty          = percent subtracted from food production if 
+                                square has fallout
+fallout_shield_penalty        = percent subtracted from shield production 
+                                if square has fallout
+fallout_trade_penalty         = percent subtracted from trade production 
+                                if square has fallout
+
+Below the fields wich form the terrains.
+----------------------------------------
+The individual terrain types, one per section.
+For now, the number of such sections must be kept the same (=12).
+Also, terrains should be in the same order as defined in common/map.h,
+and have similar roles/effects, as some things are still hardwired.
+The actual tag used (the * in [terrain_*]) does not matter, except 
+it must be unique for each terrain, and it may be used in debug 
+output when reading this file.
+
+terrain_name         = name as seen by user; if "unused", it is not used
+graphic              = preferred base graphics tag in tilespec; must have
+                       tags with extensions _n0s0e0e0 etc.
+graphic_alt          = alternate graphics tag if preferred is not found;
+                       should be a standard tag if preferred is not;
+                      otherwise may be "-"
+identifier           = single-character identifier used in savegames.  This
+                       must be unique for each terrain, and changing it will
+                       break savegame compatibility.
+movement_cost        = typically 1 to 3
+defense_bonus        = 10 times actual; typically 10 to 30 (1.0 to 3.0)
+food                 = normal food production
+shield               = normal shield production
+trade                = normal trade production
+special_1_name       = name of special; if "none", special is not used
+graphic_special_1    = full tilespec tag
+graphic_special_1a   = alternate
+food_special_1       = special (1) food production
+shield_special_1     = special (1) shield production
+trade_special_1      = special (1) trade production
+special_2_name       = name of special; if "none", special is not used
+graphic_special_2    = full tilespec tag
+graphic_special_2a   = alternate
+food_special_2       = special (2) food production
+shield_special_2     = special (2) shield production
+trade_special_2      = special (2) trade production
+road_trade_incr      = increment to trade if square has road
+road_time            = time to build road; if 0, cannot build road
+irrigation_result    = result of irrigation; one of:
+                       "no"  -- cannot irrigate
+                       "yes" -- can irrigate
+                       terrain name -- irrigation changes to that terrain
+irrigation_food_incr = increment to food if square is irrigated
+irrigation_time      = time to irrigate; if 0, cannot irrigate
+mining_result        = result of mining; one of:
+                       "no"  -- cannot mine
+                       "yes" -- can mine
+                       terrain name -- mining changes to that terrain
+mining_shield_incr   = increment to shields if square is mined
+mining_time          = time to mine; if 0, cannot mine
+transform_result     = result of transformation; one of:
+                       "no"  -- cannot transform
+                       terrain name -- transformation changes to that terrain
+transform_time       = time to transform; if 0, cannot transform
+warmer_wetter_result = result of global warming for wet terrains; one of:
+                       "no"  -- no change; doesn''t count for warming
+                       "yes" -- no change; counts for warming
+                        terrain name -- warming changes to that terrain
+warmer_drier_result  = result of global warming for dry terrains;
+                       see warmer_wetter_result
+cooler_wetter_result = result of nuclear winter for wet terrains;
+                       see warmer_wetter_result
+cooler_drier_result  = result of nuclear winter for dry terrains;
+                       see warmer_wetter_result
+flags                = General flags for this terrain, See readme.flags-roles.
+helptext            = optional help text string; should escape all raw 
+                      newlines so that xgettext parsing works
+
+specific property % values used by mapgen.  Most terrains will have 0 for most 
values.
+property_mountainous = degree to which this terrain is mountainous
+property_green       = how much life this terrain has
+property_foliage     = how much thick undergrowth the terrain has 
+property_tropical    = how "tropical" the terrain is (high temperature)
+property_temperate   = how "temperate" the terrain is (med temperature)
+property_cold        = how "cold" the terrain is (low temperature)
+property_frozen      = how "frozen" the terrain is (very low temperature)
+property_wet         = how "wet" the terrain is (moisture)
+property_dry         = how "dry" the terrain is (moisture)
+property_ocean_depth = the depth of an ocean, as a percentage
+
--- /home/marcel/freeciv/doc/leeg       2005-05-10 20:06:10.000000000 -0400
+++ /home/marcel/freeciv/doc/readme.flags-roles 2005-05-10 18:34:21.000000000 
-0400
@@ -1 +1,166 @@
+This is an list of the most of the flags and the roles used in the rulesets by 
freeciv. Most of the flags and roles can be found in the helptexts included in 
the rulesets. (in the freeciv/data/default dir.)
 
+It is smart to create a new dir. And to copy the rulesets to this dir before 
editing them. Use the /read command in the server window to load the rulesets. 
Use the /write command to create a .serv file.
+
+[flags_units]
+"HelpWonder"   = can help build wonders
+"TradeRoute"   = can establish trade routes
+"Missile"      = (air only) some buildings and units have higher defence 
against these
+"IgZOC"        = (land only) ignore Zones of Control (ZOC)
+"NonMil"       = a non=military unit, does not cause unhappiness
+"IgTer"        = ignore terrain/road/rail, treat every tile as 1/3 move cost
+"Carrier"      = can transport air and missile units, but not land units
+"Missile_Carrier" = can transport only missiles, but no aircraft or land units
+"OneAttack"    = can only make a single attack, regardless of movement points
+"Pikemen"      = double defence power against "Horse" flag units
+"Horse"        = (no effect)
+"IgWall"       = ignore effect of city walls
+"FieldUnit"    = cause unhappiness even when not being aggressive
+"AEGIS"        = fivefold increased defence against air attacks and missiles
+"Fighter"      = can attack air units (no other units can normally do this)
+"Marines"      = (land only) can attack from transports
+"Partial_Invis" = visible only to adjancent units; does not hide transported 
units other than missiles
+"Settlers"     = can irrigate and build roads
+"Diplomat"     = can do diplomat actions (see diplchance server option)
+"Spy"          = can do poison and sabotage, _must_ be "Diplomat" also
+"Trireme"      = (sea only) sinks on high seas, lots of special rules
+"Nuclear"      = nuke!
+"Transform"    = can transform terrain
+"Paratroopers"= (land only) can paradrop
+"Airbase"      = (land only) can produce airbases
+"Cities"       = can disband to produce a city
+"IgTired"      = ignore tired penalty when attacking
+"No_Land_Attack" = (sea only) cannot attack targets on land
+"AddToCity"    = can disband to add a single point of population to a city 
(see cities.ruleset for limitation of this ability)
+"Fanatic"      = can only be built by governments that allow them (see 
data/civ2/governments.ruleset, Fanaticism government)
+"Unique"       = a player can only have one of these units in the game at the 
same time; barbarians cannot use this at present
+"GameLoss"     = losing one of these units means you lose the game, but it is 
produced without homecity and upkeep
+"Unbribable"   = this unit cannot be bribed
+"Undisbandable" = this unit cannot be disbanded, will not drown, and will not 
disband due to lack of shields to upkeep it in homecity if not given enough 
food to upkeep it, homecity will shrink every turn it cannot do so, however
+"SuperSpy"     = this unit always wins diplomatic contests, that is, unless it 
encounters another SuperSpy, in which case defender wins can also be used on 
non=diplomat units, in which case it can protect cities from diplomats; also 
100% spy survival chance
+"NoHome"       = this unit has no homecity and will be free of all upkeep, and 
therefore will not revolt along with its city of origin should it be incited
+"NoVeteran"   = this unit cannot become veteran
+"Bombarder"   = this unit cannot kill other units, only damage them, but also 
is not harmed by return fire when attacking the field bombard_rate regulates 
its number of shots
+"CityBuster"  = this unit has double firepower against cities
+"NoBuild"     = this unit cannot be built
+
+[roles_units]
+"FirstBuild"   = first to be built when city founded
+"Explorer"     = initial explorer unit (only one unit can have this flag)
+"Hut"          = can be found in a hut
+"HutTech"      = can be found in a hut, but its techs required
+"Partisan"     = can be created as a partisan (only one unit can have this 
flag), see end of this file for its tech requirements option
+"DefendOk"     = AI hint: ok for defending with
+"DefendGood"   = AI hint: good for defending with
+"AttackFast"   = AI hint: quick attacking unit (unused)
+"AttackStrong"= AI hint: strong attacker (unused)
+"Ferryboat"    = AI hint: useful for ferrying
+"Barbarian"    = can be created as barbarian
+"BarbarianTech" = can be created as barbarian, if someone has researched its 
tech requirements
+"BarbarianBoat" = can be created as barbarian
+"BarbarianBuild" = can be built by barbarians
+"BarbarianBuildTech" = can be built by barbarians if someone has researched 
its tech requirements
+"BarbarianLeader" = this unit is the barbarian leader (only one)
+"BarbarianSea" = can be created as a sea barbarian
+"BarbarianSeaTech" = can be created as a sea barbarian if someone has 
researched its tech requirements
+"Cities"       = can disband to produce a city
+"Settlers"     = can irrigate and build roads
+"GameLoss"     = losing one of these units means you lose the game, but it is 
produced without homecity and upkeep
+"Diplomat"     = can do diplomat actions (see diplchance server option)
+"Hunter"      = AI hint: good for hunting other units
+
+[flags_techs]
+"Bonus_Tech" = player gets extra tech if rearched first
+"Boat_Fast" = all sea units get one extra move point
+"Bridge"   = "Settler" unit types can build bridges over rivers
+"Railroad" = "Settler" unit types can build rail roads
+"Farmland" = "Settler" unit types can build farmland
+"Fortress" = "Settler" unit types can build fortress
+"Watchtower" = Units get enhanced visionrange in a fortress
+"Population_Pollution_Inc" = Increase the pollution factor created by 
popultaion by one
+"Trade_Revenue_Reduce" = When known by the player establishing a trade route 
reduces the initial revenue by cumulative factors of 2/3
+"Airbase" = "Airbase" unit types can build Airbases
+"Build_Airborne" = from now on can build air units (for use by AI)
+
+[effect_buildings]
+"Tech_Parasite"        = gains advances known by AMOUNT other players.
+"Airlift"      = allows airlift of units to/from a city (one per turn)
+"Any_Government"= allows the choice of any government form This must be either 
a "Player" or "World" ranged effect.
+"Capital_City" = marks the capital city of a nation (many special cases)
+"Corrupt_Pct"  = Decreases corruption by AMOUNT percent
+"Waste_Pct"     = Decreases waste by AMOUNT percent
+"Enable_Nuke"  = allows production of nuclear units This must be either a 
"Player" or "World" ranged effect.
+"Enable_Space" = allows production of "Space_Part" improvements This must be 
either a "Player" or "World" ranged effect.
+"Food_Add_Tile"        = each worked tile produces AMOUNT additional food
+"Food_Inc_Tile"        = each worked tile that is already producing some food 
produces AMOUNT additional food (applied after Food_Add_Tile)
+"Food_Per_Tile"        = increases food generated on each worked tile by 
AMOUNT percent
+"Force_Content"        = makes AMOUNT unhappy citizens content (applied 
*after* martial law and aggressive units all Force_Content's are summed before 
being applied)
+"Give_Imm_Tech"        = immediately gain AMOUNT advances when built
+"Growth_Food"  = food left after cities grow or shrink is AMOUNT percent of 
the capacity of the city's foodbox
+"Have_Embassies"= like having embassies with all other players
+"Luxury_Bonus" = luxury production increased by AMOUNT percent
+"Make_Content" = makes AMOUNT unhappy citizens content (applied *before* 
martial law and aggressive units all Make_Content's are summed before being 
applied)
+"Make_Content_Mil" = makes AMOUNT unhappy citizens caused by units outside of 
a city content
+"Make_Content_Mil_Per" = makes AMOUNT _per unit_ of unhappy citizens caused by 
units outside of a city content
+"Make_Happy"   = makes AMOUNT content citizens happy (all Make_Happy's are 
summed before being applied)
+"No_Anarchy"   = eliminates anarchy period between governments
+"No_Sink_Deep" = prevent certain sea units from sinking in deep sea
+"Nuke_Proof"   = nuclear attacks will fail within AMOUNT distance
+"Pollu_Pop_Pct"        = increases pollution caused by population by AMOUNT 
percent
+"Pollu_Prod_Pct"= increases pollution caused by shields by AMOUNT percent
+"Prod_Add_Tile"        = each worked tile produces AMOUNT additional shield 
production
+"Prod_Inc_Tile"        = each worked tile that is already producing some 
shields produces AMOUNT additional shields
+"Prod_Per_Tile"        = increases shield production generated on each worked 
tile by AMOUNT percent
+"Prod_Bonus"   = shield production is increased by AMOUNT percent
+"Prod_To_Gold" = convert production to gold at 1:1 ratio
+"Reveal_Cities"        = make all city tiles known
+"Reveal_Map"   = make entire map known
+"Incite_Dist_Pct" = multiplies effective distance to the capital by AMOUNT 
percent for purpose of computing revolt cost
+"Science_Bonus"        = science research is increased by AMOUNT percent
+"Size_Adj"      = Increases maximum city size by AMOUNT
+"Size_Unlimit" = Removes maximum city size limitation
+"SS_Structural"        = a part of a spaceship this is a "Local" ranged 
effect. It (for now) applies to improvements which cannot be built unless 
"Enable_Space" is felt.  Buildings which have this effect should probably not 
be given any other effects.
+"SS_Component" = a part of a spaceship this is a "Local" ranged effect. It 
(for now) applies to improvements which cannot be built unless "Enable_Space" 
is felt.  Buildings which have this effect should probably not be given any 
other effects.
+"SS_Module"    = a part of a spaceship this is a "Local" ranged effect. It 
(for now) applies to improvements which cannot be built unless "Enable_Space" 
is felt.  Buildings which have this effect should probably not be given any 
other effects.
+"Spy_Resistant"        = if a spy specifies a target for sabotage, then she  
has an AMOUNT percent chance to fail.  Also in diplomatic combat defending 
diplomatic units in cities will get an AMOUNT percent bonus. (all 
Spy_Resistant's are summed before being applied)
+"Tax_Bonus"    = tax revenues are increased by AMOUNT percent
+"Trade_Add_Tile"= each worked tile produces AMOUNT additional trade
+"Trade_Inc_Tile" = each worked tile that is already producing some trade 
produces AMOUNT additional trade
+"Trade_Per_Tile" = increases trade generated on each worked tile by AMOUNT 
percent
+"Trade_Bonus"  = trade generated is increased by AMOUNT percent
+"Sea_Move"     = adds AMOUNT of movement points to sea units
+"Unit_No_Lose_Pop" = no population lost when a city's defender is lost
+"Unit_Recover" = units recover AMOUNT extra hitpoints per turn
+"Upgrade_Unit" = upgrade AMOUNT obsolete units per turn
+"Upkeep_Free"  = improvements with AMOUNT or less upkeep cost become free to 
upkeep (others are unaffected)
+"No_Unhappy"    = No citizens in the city are ever unhappy
+"Land_Veteran" = New land units of this type have veteran class 1
+"Sea_Veteran" = New sea units of this type have veteran class 1
+"Air_Veteran"  = New air units of this type have veteran class 1
+"Land_Vet_Combat" = Increases the chance of units of this type becoming 
veteran after combat by AMOUNT percent
+"Sea_Vet_Combat" = Increases the chance of units of this type becoming veteran 
after combat by AMOUNT percent
+"Air_Vet_Combat" = Increases the chance of units of this type becoming veteran 
after combat by AMOUNT percent
+"Gain_AI_Love"  = Increase AI's love for you by AMOUNT units (out of 1000) per 
turn
+"Regen_Reputation" = Increase your reputation by AMOUNT units (out of 1000) 
per turn
+
+[flags_terrain]
+"NoBarbs" = Barbarians will not be spawned here.
+"NoPollution" = Pollution will not be put on this terrain type.
+"NoCities" = Cities may not be built or found on this terrain.
+"Starter" = Players will only be started on "Starter" terrain.
+"CanHaveRiver" = Set to 1 if this terrain can have river on it (the actual 
chance of river generation is controlled separately).
+"UnsafeCoast" = This terrain does not provide a safe coast for F_TRIRIEME 
units.
+"Unsafe" = This terrain is unsafe for alll units that travel on it.
+"Oceanic" = This is an "ocean" terrain.  This has a big effect on gameplay.  
Naval units can move on oceanic terrain, while land units cannot.  Oceanic 
tiles can be used as a water source for irrigation.  Cities built next to 
oceanic terrain can build naval improvements and units.  Most terrain 
improvements can only be built on land.  Oceanic terrain has no zones of 
control.
+
+[flags_governments]
+"Build_Veteran_Diplomats" = and Spies (in general: all F_DIPLOMAT)
+"Revolution_When_Unhappy" = revolt when unhappy
+"Has_Senate" = not implemented
+"Unbribable" = the units can be brided with this governemnt flag
+"Inspires_Partisans" = on the capture of a city, partisans rize
+"Rapture_City_Growth" = allows city to grow by celebrating
+"Fanatic_Troops" = for building troops with F_FANATIC flag
+"No_Unhappy_Citizens" =  no unhappy citizen, needed by fundamentism
+"Convert_Tithes_To_Money" = tithes to money, needed by fundamentalism
+"Reduced_Research" =penalty for research, needed by fundamentalism

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