; This is the experimental ruleset. See doc/README.experimental
; for a detailed description.

; 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 Freeciv21
; use your new customized file.

[datafile]
description="Experimental nation theme data for Freeciv21"
options="+Freeciv-ruleset-Devel-2017.Jan.02"
format_version=20

; /* <-- avoid gettext warnings
;
; Nation styles
;
; name          = translatable name as seen by user
; rule_name     = (optional) internal name for savegames, rulesets etc; if
;                 not present, "name" is used for this purpose too. Since
;                 the name used in savegames must not change, if you want
;                 to rename an item after a ruleset has been released, you
;                 should set "rule_name" to the original value of "name".
;
; */ <-- avoid gettext warnings

[style_european]
name = _("?style:European")

[style_classical]
name = _("?style:Classical")

[style_tropical]
name = _("?style:Tropical")

[style_asian]
name = _("?style:Asian")

[style_babylonian]
name = _("?style:Babylonian")

[style_celtic]
name = _("?style:Celtic")

; /* <-- avoid gettext warnings
;
; City styles define the way cities are drawn
;
; name             = translatable name as seen by user
; rule_name        = (optional) internal name for savegames, rulesets etc; if
;                    not present, "name" is used for this purpose too. Since
;                    the name used in savegames must not change, if you want
;                    to rename an item after a ruleset has been released, you
;                    should set "rule_name" to the original value of "name".
; 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
;                    FIXME: this and _alt not currently used!
; reqs             = requirements for this city style (see README.effects)
;
; */ <-- avoid gettext warnings

[citystyle_european]
name        = _("?citystyle:European")
graphic     = "city.european"
graphic_alt = "-"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "Style", "European", "Player"
       }

[citystyle_classical]
name        = _("?citystyle:Classical")
graphic     = "city.classical"
graphic_alt = "-"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "Style", "Classical", "Player"
       }

[citystyle_tropical]
name        = _("?citystyle:Tropical")
graphic     = "city.tropical"
graphic_alt = "city.european"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "Style", "Tropical", "Player"
       }

[citystyle_asian]
name        = _("?citystyle:Asian")
graphic     = "city.asian"
graphic_alt = "city.classical"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "Style", "Asian", "Player"
       }

[citystyle_babylonian]
name        = _("?citystyle:Babylonian")
graphic     = "city.babylonian"
graphic_alt = "city.classical"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "Style", "Babylonian", "Player"
       }

[citystyle_celtic]
name        = _("?citystyle:Celtic")
graphic     = "city.celtic"
graphic_alt = "city.european"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "Style", "Celtic", "Player"
       }

[citystyle_industrial]
name        = _("?citystyle:Industrial")
graphic     = "city.industrial"
graphic_alt = "-"
citizens_graphic     = "industrial"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Railroad", "Player"
       }

[citystyle_electric]
name        = _("?citystyle:ElectricAge")
graphic     = "city.electricage"
graphic_alt = "city.modern"
citizens_graphic     = "electricage"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Automobile", "Player"
       }

[citystyle_modern]
name        = _("?citystyle:Modern")
graphic     = "city.modern"
graphic_alt = "-"
citizens_graphic     = "modern"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Rocketry", "Player"
       }

[citystyle_postmodern]
name        = _("?citystyle:PostModern")
graphic     = "city.postmodern"
graphic_alt = "-"
citizens_graphic     = "postmodern"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Superconductors", "Player"
       }

; /* <-- avoid gettext warnings
;
; Music styles
;
; Order is important. The last one for which activation requirements
; are fulfilled is the one that plays.
;
; music_peaceful = Music to play when nation in peaceful mood
; music_combat   = Music to play when nation in combat mood
; reqs		 = requirements to activate the style (see effects.ruleset
;		   and README.effects for help on requirements)
;
; */ <-- avoid gettext warnings

[musicstyle_european]
music_peaceful     = "music_european_peace"
music_combat       = "music_european_combat"
reqs	=
    { "type", "name", "range"
      "Style", "European", "Player"
    }

[musicstyle_classical]
music_peaceful     = "music_classical_peace"
music_combat       = "music_classical_combat"
reqs	=
    { "type", "name", "range"
      "Style", "Classical", "Player"
    }

[musicstyle_tropical]
music_peaceful     = "music_tropical_peace"
music_combat       = "music_tropical_combat"
reqs	=
    { "type", "name", "range"
      "Style", "Tropical", "Player"
    }

[musicstyle_asian]
music_peaceful     = "music_asian_peace"
music_combat       = "music_asian_combat"
reqs	=
    { "type", "name", "range"
      "Style", "Asian", "Player"
    }

[musicstyle_babylonian]
music_peaceful     = "music_babylonian_peace"
music_combat       = "music_babylonian_combat"
reqs	=
    { "type", "name", "range"
      "Style", "Babylonian", "Player"
    }

[musicstyle_celtic]
music_peaceful     = "music_celtic_peace"
music_combat       = "music_celtic_combat"
reqs	=
    { "type", "name", "range"
      "Style", "Celtic", "Player"
    }

[musicstyle_renaissance]
music_peaceful     = "music_renaissance_peace"
music_combat       = "music_renaissance_combat"
reqs	=
    { "type", "name", "range"
      "Tech", "University", "Player"
    }

[musicstyle_industrial]
music_peaceful     = "music_industrial_peace"
music_combat       = "music_industrial_combat"
reqs	=
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
    }

[musicstyle_electricage]
music_peaceful     = "music_electricage_peace"
music_combat       = "music_electricage_combat"
reqs	=
    { "type", "name", "range"
      "Tech", "Automobile", "Player"
    }

[musicstyle_modern]
music_peaceful     = "music_modern_peace"
music_combat       = "music_modern_combat"
reqs	=
    { "type", "name", "range"
      "Tech", "Rocketry", "Player"
    }

[musicstyle_postmodern]
music_peaceful     = "music_postmodern_peace"
music_combat       = "music_postmodern_combat"
reqs	=
    { "type", "name", "range"
      "Tech", "Superconductors", "Player"
    }
