
; 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="Civ2Civ3 cities data for Freeciv21"
options="+Freeciv-ruleset-Devel-2017.Jan.02"
format_version=20

; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker.  Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
; Below are the entries for the specialists, one per specialist type.
; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
; For each specialist the following fields may be set:
;
;
; name          = translatable (plural) 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".
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbrevation of "name"
; graphic       = tag specifying preferred graphic
;                 Different images based on citizen number are supported.
;                 If no such images indexed with citizen number are found,
;                 plain tag is used instead.
; graphic_alt   = fallback graphic tag in case the specialist graphic isn't
;                 found.
; reqs          = requirements to have the specialist pick (see
;                 effects.ruleset and README.effects for help on requirements)
; helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_elvis]
name            = _("Entertainers")
; (The original specialist names in the classic ruleset and derivatives were
; not designed to be user-visible.)
rule_name       = "elvis"
short_name	= _("?Elvis:E")
graphic         = "specialist.entertainer"
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each entertainer produces two luxury points for their city per turn, \
increasing to three once any player has built Shakespeare's Theater. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"
short_name	= _("?Scientist:S")
graphic         = "specialist.scientist"
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each scientist adds two points to your empire's research output \
per turn, increasing to three once any player has built Darwin's \
Voyage.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"
short_name	= _("?Taxman:T")
graphic         = "specialist.taxman"
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each tax collector produces two extra gold for your national treasury \
per turn, increasing to three once any player has built \
A.Smith's Trading Co.\
")

[parameters]
add_to_size_limit  = 8		; cities >= this cannot be added to.
angry_citizens = TRUE           ; set to FALSE to disable angry citizens
celebrate_size_limit = 3        ; cities >= can celebrate

changeable_budget = TRUE        ; set to FALSE to disallow changing of national budget
;forced_science = 0		; set these fields when changeable_tax is turned off
;forced_luxury = 100
;forced_gold = 0

vision_reveal_tiles  = TRUE     ; civ1 & 2 default FALSE

pop_report_zeroes    = 4        ; Population in reports in tens of thousands

[citizen]
nationality          = TRUE     ; account for the nationality of the citizens
convert_speed        = 50       ; base probability 50/1000 -> once every 20 turns
partisans_pct        = 75       ; percentage of own nationality to inspire partisans
                                ; if 0, original city owner information is used instead
conquest_convert_pct = 0        ; percentage which converts to the new nation
                                ; after a city was conquered. Applied separately for each
                                ; nationality present in the city, and number of
                                ; converted people rounded up

[missing_unit_upkeep]
; Get rid of a unit the city is unable to pay the X upkeep of.
; X_protected  - never get rid of a unit with any of the listed unit type
;                flags.
; X_unit_act   - have the unit perform the listed actions until success,
;                death or the list ends.
; X_wipe       - wipe the unit if it survived performing the actions listed
;                above.

food_protected    = "EvacuateFirst"
; food_unit_act   =
food_wipe         = TRUE

; TODO: Should missing gold upkeep really be able to kill units with the
; EvacuateFirst unit type flag?
; gold_protected  =
; gold_unit_act   =
gold_wipe         = TRUE

shield_protected  = "EvacuateFirst"
shield_unit_act   = "Help Wonder", "Recycle Unit", "Disband Unit"
shield_wipe       = FALSE
