
; 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.

; TODO: check values really match Civ1!

[datafile]
description = "Civilization I governments data for Freeciv"
options = "+Freeciv-ruleset-3.3-Devel-2023.Feb.24"
format_version = 40

[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 specifying preferred graphic
; graphic_alt  = alternate graphics tag if preferred is not found;
;                should be a standard tag if preferred is not;
;                otherwise may be "-"
; sound        = Sound tag for the audio to play when player switch
;                to government.
; sound_alt    = Alternative sound tag, in case primary one is not found.
; sound_alt2   = Second alternative sound tag, in case neither primary tag
;                nor the first alt tag is found.
; 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 = "-"
sound       = "g_anarchy"
sound_alt   = "-"
sound_alt2  = "-"

ruler_male_title = _("Warlord %s")
ruler_female_title = _("Warlady %s")

helptext = _("\
Anarchy is simply the absence of any recognizable government.\
 Citizens are disorganized and unproductive, and will spend all\
 income as quickly as possible, rather than paying taxes or\
 conducting research.\
"), _("\
Anarchy offers slightly less corruption than Despotism, but slightly\
 more unhappiness.\
")

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

name        = _("Despotism")
; No reqs
graphic     = "gov.despotism"
graphic_alt = "-"
sound       = "g_despotism"
sound_alt   = "g_generic"
sound_alt2  = "-"
ai_better   = "Monarchy"

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

helptext = _("\
Under Despotism, you are the absolute ruler of your people.  Your\
 control over your citizens is maintained largely by martial law.\
"), _("\
Despotism suffers the highest level of corruption of all forms of\
 government.\
")

;------------------------------------------------------------------------
[government_monarchy]

name        = _("Monarchy")
reqs = { "type", "name", "range"
         "tech", "Monarchy", "Player"
       }
graphic     = "gov.monarchy"
graphic_alt = "-"
sound       = "g_monarchy"
sound_alt   = "g_generic"
sound_alt2  = "-"
ai_better   = "Communism"

ruler_male_title = _("King %s")
ruler_female_title = _("Queen %s")

helptext = _("\
Under Monarchy, a king or queen serves as a hereditary figurehead\
 for your government.\
"), _("\
Monarchy suffers the same small amount of corruption that the\
 Republic does.\
")

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

name        = _("Communism")
reqs = { "type", "name", "range"
         "tech", "Communism", "Player"
       }
graphic     = "gov.communism"
graphic_alt = "-"
sound       = "g_communism"
sound_alt   = "g_generic"
sound_alt2  = "-"

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

helptext = _("\
A Communist government is based on the ideal that all people are\
 equal.  All goods are owned by the state, rather than by private\
 citizens.  Communism gives a balance between military and commercial\
 styles of government.\
"), _("\
Under Communism, corruption does not vary by distance from the\
 capital; all cities (including the capital) have a modest amount\
 of corruption.\
")

;------------------------------------------------------------------------
[government_republic]

name        = _("Republic")
reqs = { "type", "name", "range"
         "tech", "The Republic", "Player"
       }
graphic     = "gov.republic"
graphic_alt = "-"
sound       = "g_republic"
sound_alt   = "g_generic"
sound_alt2  = "-"

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

helptext = _("\
Under a Republican government, citizens hold an election to select a\
 representative who will govern them; since elected leaders must\
 remain popular to remain in control, citizens are given a greater\
 degree of freedom.  Citizens under the Republic become unhappy\
 easily, but the self-sufficiency of your citizens allows high levels\
 of trade.\
")

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

name        = _("Democracy")
reqs = { "type", "name", "range"
         "tech", "Democracy", "Player"
       }
graphic     = "gov.democracy"
graphic_alt = "-"
sound       = "g_democracy"
sound_alt   = "g_generic"
sound_alt2  = "-"

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

helptext = _("\
Under Democracy, citizens govern directly by voting on issues.\
 Democracy offers the highest possible level of trade, but also\
 offers the most potential for unhappiness.  There is no corruption\
 during Democracy, but citizens become very upset during wars.\
"), _("\
Because (happy) citizens of Democracy believe strongly in the\
 government, their loyalty is unswerving.  Military units of\
 Democratic civilizations cannot be bribed, and Democratic cities\
 cannot be incited to revolt by enemy Diplomats and Spies.\
")

; /* <-- avoid gettext warnings
;
; Multipliers (aka policies), there can be up to 50:
;
; 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.
; minimum_turns           = how often multiplier can be changed, or: how long one is stuck
;                           with the given value after changing to it
; reqs                    = requirements for adjusting this policy (see README.effects)
; helptext                = optional help text string; should escape all raw
;                           newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings
