; This is Alien World governments ruleset.

; 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 freeciv
; use your new customized file.

; Note that the freeciv AI may not cope well with anything more
; than minor changes.

[datafile]
description="Alien World governments data for Freeciv"
options="+Freeciv-3.0-ruleset"
format_version=10

[governments]
during_revolution = "Anarchy"

; /* <-- avoid gettext warnings
;
; Below: 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 compatibility with
; savegames.  (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
;
; 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".
; 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
; ruler_male_title   = The default male ruler title for the government type.
;                      It's a format string where name of the ruler is marked
;                      by '%s'.
;                      Individual nations may override this by their
;                      own title.
; ruler_female_title = The default female ruler title for the government type.
;                      See above ruler_male_title.
; helptext     = optional help text string; should escape all raw newlines
;                so that xgettext parsing works
;
; */ <-- avoid gettext warnings

;------------------------------------------------------------------------
[government_anarchy]

name        = _("Anarchy")
; No reqs
graphic     = "gov.anarchy"
graphic_alt = "-"

ruler_male_title = _("Usurper %s")
ruler_female_title = _("?female:Usurper %s")

helptext = _("\
Anarchy happens between government changes.\
")

;------------------------------------------------------------------------
[government_despotism]

name        = _("Despotism")
reqs =
   { "type", "name", "range"
; No requirements
   }
graphic     = "gov.despotism"
graphic_alt = "-"

ruler_male_title = _("Leader %s")
ruler_female_title = _("?female:Leader %s")

; /* xgettext:no-c-format */
helptext = _("\
This is the only available form of government in the beginning.\n\n\
Max tax/science/lux rate is 40%.\
")

;------------------------------------------------------------------------
[government_communism]

name        = _("Communism")
reqs =
   { "type", "name", "range"
     "Tech", "Faction Government", "Player"
   }
graphic     = "gov.communism"
graphic_alt = "-"

ruler_male_title = _("Comrade %s")
ruler_female_title = _("?female:Comrade %s")

; /* xgettext:no-c-format */
helptext = _("\
Government type for military might.\n\n\
Max tax/science/lux rate is 60%.\n\n\
Communism gains 20% bonus to production.\
")

;------------------------------------------------------------------------
[government_democracy]

name        = _("Democracy")
reqs =
   { "type", "name", "range"
     "Tech", "Faction Government", "Player"
   }
graphic     = "gov.democracy"
graphic_alt = "-"

ruler_male_title = _("President %s")
ruler_female_title = _("?female:President %s")

; /* xgettext:no-c-format */
helptext = _("\
Government type of freedom.\n\n\
Max tax/science/lux rate is 70%.\n\n\
Democracy gains 20% bonus to trade.\
")

;------------------------------------------------------------------------
[government_dual_communism]

name        = _("Dual Communism")
reqs =
   { "type", "name", "range"
     "Tech", "Dual Government", "Player"
   }
graphic     = "gov.dual_communism"
graphic_alt = "gov.monarchy"

ruler_male_title = _("Comrade %s")
ruler_female_title = _("?female:Comrade %s")

; /* xgettext:no-c-format */
helptext = _("\
Government type for military might for both humans and aliens alike.\n\n\
Max tax/science/lux rate is 80%.\n\n\
Dual Communism gains 40% production bonus, and 20% trade bonus.\
")

;------------------------------------------------------------------------
[government_dual_democracy]

name        = _("Dual Democracy")
reqs =
   { "type", "name", "range"
     "Tech", "Dual Government", "Player"
   }
graphic     = "gov.dual_democracy"
graphic_alt = "gov.republic"

ruler_male_title = _("President %s")
ruler_female_title = _("?female:President %s")

; /* xgettext:no-c-format */
helptext = _("\
Government type of freedom for both humans and aliens alike.\n\n\
Max tax/science/lux rate is 90%.\n\n\
Dual Democracy gains 40% trade bonus, and 20% production bonus.\
")

; /* <-- avoid gettext warnings
;
; Multipliers (aka policies)
;
; 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".
; default                 = default value (as presented in UI)
; start                   = minimum value (as presented in UI)
; stop                    = maximum value (as presented in UI)
; step                    = minimum increase/decrease (as presented in UI)
; offset                  = offset/factor control how UI values are turned
; factor                  = into effect values for use in effects.ruleset.
;                           effect_value = (ui_value + offset) * (factor/100)
;                           Optional; by default offset=0, factor=100, so
;                           that UI values are used as-is.
; helptext                = optional help text string; should escape all raw
;                           newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings
