/usr/share/games/freeciv/civ2civ3/game.ruleset is in freeciv-data 2.5.3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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; 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="Civ2Civ3 game rules for Freeciv"
options="+Freeciv-2.5-ruleset"
[about]
; Ruleset name
name = _("Civ2Civ3 ruleset")
; Description of the ruleset
description = _("\
You are playing Freeciv with civ2civ3 rules:\
\n\n\
Gameplay more similar to civ3, keeping the combat system from civ2.\
\n\n\
Adapted for single player, with AI less aggressive at start,\
but more challenging at the end.\
\n\n\
Detailed description of the differences from the classic ruleset can be\
found in README.ruleset_civ2civ3.\
")
[options]
global_init_techs=""
global_init_buildings="Palace"
[civstyle]
; Value added to city pollution
base_pollution = -20
; Cost in luxuries of making one citizen happier
happy_cost = 2
; Cost in food of upkeeping a single citizen
food_cost = 2
; Parameters used to generalize the calculation of city granary size:
; if city_size <= num_inis:
; city_granary_size = (granary_food_ini[city_size] * foodbox / 100)
; if city_size > num_inis;
; city_granary_size = (granary_food_ini[num_inis] +
; granary_food_inc * (city_size - num_inis)) * foodbox / 100
granary_food_ini = 20, 20, 20, 20, 20, 30, 30, 40
granary_food_inc = 0
; City center minimum outputs
min_city_center_food = 1
min_city_center_shield = 0
min_city_center_trade = 0
; Square of initial city radius
init_city_radius_sq = 5
; Square of initially visible radius (true distance).
init_vis_radius_sq = 5
; 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"
; A base bribe cost, modified heavily by other factors
base_bribe_cost = 750
; Barbarian leader ransom in gold
ransom_gold = 100
; Number of veteran levels lost when upgrading a unit
upgrade_veteran_loss = 1
; Number of veteran levels lost when auto-upgrading a unit
autoupgrade_veteran_loss = 1
; Whether player gets to select which terrain improvement to pillage.
pillage_select = TRUE
; Whether civil war is possible at all
civil_war_enabled = TRUE
; Comma separated list of things to happen, in addition to death
; of owner, when gameloss unit dies
; "CivilWar" - Part of the empire remains, controlled by a new player
; "Barbarians" - Depending on if there`s also "CivilWar", all or part
; or half of the dead players empire gets under barbarian
; control.
; "Loot" - Player who killed the gameloss unit gets loot:
; Partial map, gold, techs, cities
gameloss_style = ""
; Whether units may safely paradrop to transport on non-native terrain
paradrop_to_transport = FALSE
; Method of paying unit and improvement gold upkeep
; 0 - The player`s total gold must be non-negative after paying upkeep
; costs associated with each city. If for any city the player`s gold
; is negative, random buildings in the city are sold off. If the gold
; is still negative, then supported units with gold upkeep are
; disbanded.
; 1 - In the first step, the player`s total gold must be non-negative after
; paying upkeep for all buildings within a city. If for any city the
; player`s gold is negative, random buildings in the city are sold off.
; In the second step, gold upkeep for all units is paid in a lump sum.
; If the player does not have enough gold, random units with gold upkeep
; are disbanded.
; 2 - Gold upkeep for all buildings and units is paid in a lump sum after
; all cities have been processed. If the player does not have enough
; gold, alternatively a random buildings from a random cities is sold
; and a random units with gold upkeep is disbanded till the treasury is
; balanced.
gold_upkeep_style = 1
; 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.
; 3 - Cost of technology is:
; cost = base * (reqs - 1)^2 / (1 + sqrt(sqrt(reqs))) - base/2
; 4 - Cost are read from tech.ruleset. Missing costs are generated by
; style 3.
tech_cost_style = 2
; Base research cost for tech styles 1 & 2
base_tech_cost = 20
; 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 = 1
[illness]
; Whether plagues (illness) are possible
illness_on = TRUE
; the base factor for illness (of percent)
illness_base_factor = 10
; minimum city size for illness
illness_min_size = 5
; factor for how much trading with a plagued city increases our city`s
; chance for plague (in percent)
illness_trade_infection = 50
; factor for how much pollution within a city increases its chance for
; plague (in percent)
illness_pollution_factor = 50
[incite_cost]
; city_incite_cost = total_factor * (city_size) * (base_incite_cost
; + (units_cost) * unit_factor
; + (improvements_cost) * improvement_factor)
; / ((distance to capital) * 100)
; See city_incite_cost() for more details
base_incite_cost = 1000
improvement_factor = 1
unit_factor = 2
total_factor = 100
[global_unit_options]
; Shore landing style
; FALSE - normal movement
; TRUE - (default) slow invasions by removing all
; movement points from ground units moving
; from ocean tile to land
slow_invasions = TRUE
[combat_rules]
; If tired_attack is set to TRUE, units that attack with less than a single
; move point (per move_fragments in terrain.ruleset) will have their attack
; power reduced accordingly. For instance, if move_fragments=3, a unit with
; 2/3 move points will have attack power 2/3 of normal.
; If this is set to FALSE units will attack with full strength even if they
; have only fractional moves left.
tired_attack = FALSE
[borders]
; Base border radius from city.
radius_sq_city = 5
; Border radius square increased by this amount / point of city size
size_effect = 1
[research]
; Method of paying tech upkeep
; "None" - no upkeep
; "Basic" - upkeep is calculated as:
; <Cost of technology> / tech_upkeep_divider - tech_upkeep_free
; "Cities" - upkeep is calculated like "Basic", but multiplied by number of cities
tech_upkeep_style = "Cities"
; upkeep cost is divided by this value
tech_upkeep_divider = 6000
; Method of selecting techs given for free
; "Goal" - Towards player`s goal, random if no goal
; "Random" - Random researchable tech
; "Cheapest" - Cheapest researchable tech, random among equal cost ones
free_tech_method = "Cheapest"
[calendar]
; Year in the beginning of the game
start_year = -4000
; Year 1 instead of 0.
skip_year_0 = TRUE
; What labels are used for positive and negative years.
; /* TRANS: year label (Common Era) */
positive_label = _("CE")
; /* TRANS: year label (Before Common Era) */
negative_label = _("BCE")
; /* <-- avoid gettext warnings
;
; Disaster types:
;
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
; - "EmptyFoodStock" = Remove all food from food stock
; - "EmptyProdStock" = Destroy current production
; - "Pollution" = One tile surrounding city polluted
; - "Fallout" = One tile surrounding city polluted with fallout
;
; */ <-- avoid gettext warnings
[disaster_earthquake]
name = _("Earthquake")
reqs =
{ "type", "name", "range"
"Terrain", "Hills", "Local"
}
frequency = 100
effects = "EmptyProdStock"
[disaster_flood]
name = _("Flood")
reqs =
{ "type", "name", "range"
"Road", "River", "Adjacent"
}
frequency = 100
effects = "EmptyFoodStock"
[disaster_fire]
name = _("Fire")
reqs =
{ "type", "name", "range"
"MinSize", "9", "City"
}
frequency = 100
effects = "DestroyBuilding"
[disaster_nuclear_accident]
name = _("Nuclear Accident")
reqs =
{ "type", "name", "range"
"Building", "Nuclear Plant", "City"
}
frequency = 100
effects = "ReducePopulation", "Fallout"
;
; Trade settings
;
; IN = international, IC = intercontinental.
; For each of the trade route types:
; "pct" - Trade income %. If this is 0, trade route cannot be
; established at all
; "cancelling" - What to do to previously established traderoutes when they
; turn illegal
; "Active" - Keep them active (although they will only
; provide nonzero income if illegal due to
; trademindist rather than pct==0)
; "Inactive" - Keep them inactive
; "Cancel" - Cancel them altogether
;
[trade]
settings =
{ "type", "pct", "cancelling"
"National", 0, "Cancel"
"NationalIC", 0, "Cancel"
"IN", 100, "Cancel"
"INIC", 200, "Cancel"
}
[playercolors]
background.r = 86
background.g = 86
background.b = 86
; Player colors for 32 players are defined below.
; Avoid greens, blues, and white / very pale colors (too easy to confuse
; with terrain).
; Avoid dark colors.
colorlist =
{ "r", "g", "b"
255, 0, 0
255, 255, 0
0, 255, 255
138, 43, 226
255, 165, 0
255, 0, 255
173, 216, 230
0, 255, 127
250, 128, 114
124, 252, 0
139, 0, 0
255, 192, 203
211, 211, 211
218, 112, 214
255, 20, 147
100, 149, 237
255, 215, 0
245, 222, 179
255, 255, 128
192, 255, 128
204, 255, 0
255, 211, 140
255, 79, 0
240, 145, 169
255, 219, 88
153, 17, 153
184, 134, 11
255, 102, 0
102, 205, 170
195, 33, 72
168, 153, 230
255, 250, 205
}
[teams]
; freeciv optional team names definition.
;
; name =
; _("Team 0"),
; _("Team 1"),
; _("Team 2"),
; _("Team 3"),
; etc...
[settings]
; freeciv game settings for civ2civ3 ruleset
;
set =
{ "name", "value"
"aifill", 12
"generator", "FRACTAL"
"topology", "WRAPX|WRAPY|ISO"
"mapsize", "PLAYER"
"tilesperplayer", 100
"tinyisles", "ENABLED"
"startunits", "cwx"
"citymindist", 3
"techlevel", 1
"sciencebox", 100
"borders", "ENABLED"
"foggedborders", "ENABLED"
"happyborders", "DISABLED"
"restrictinfra", "ENABLED"
"unreachableprotects", "DISABLED"
"onsetbarbs", 120
"occupychance", 100
"techlossforgiveness", 0
"techlossrestore", 50
}
|