; This is minimal techs ruleset. Replace <modpack> with your module name in
; description.

[datafile]
description = "<modpack> technology data for Freeciv"
options = "+Freeciv-ruleset-3.4-Devel-2025.Jan.17"
format_version = 50

[control]
; Names for custom tech flags. There can be up to 10 of these.
; name          = rule name; In some circumstances user may see this
;                 as part of some sentences, so try to make it descriptive
;                 and sensible.
; helptxt       = displayed in the help for advances with this flag (optional)
;flags =
;  { "name", "helptxt"
;  }

; /* <-- avoid gettext warnings
;
; Tech classes, there can be up to 16:
;
; First one is the default one.
; If there is none, tech classes feature is disabled
;
; 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".
; cost_pct                = how much techs of the class cost compared
;                           to normal. Default is 100%.
;
; */ <-- avoid gettext warnings

;[techclass_default]
;name =

; /* <-- avoid gettext warnings
;
; Below: The individual advances, one per section.
; The number can be variable, up to 400.
;
; The actual tag used (the * in [advance_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; Notes:
;
; 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".
; class         = tech class this tech belongs to, if they have been defined.
;                 Default is first one defined above.
; req1, req2    = advances required before researching this one
; root_req      = tech required before acquiring this tech, by any means.
;                 All techs with any direct or indirect dependency on this
;                 one will *also* have this root_req, as well as their own
;                 and any others they inherit.
;                 Giving "None" explicitly here prevents a tech from
;                 inheriting root_reqs in this way, and stops root_req
;                 inheritance through that tech.
;                 Specifying a tech's root_req as itself means that the tech
;                 can only be acquired by special means (nation's init_techs,
;                 scripting, etc).
; research_reqs = requirements before researching this one. Can have non
;                 tech requirements because it is a requirement vector.
;                 See doc/README.effects to learn more about requirement
;                 vectors.
;                 Requiring a tech here instead of in req1, req2 or
;                 root_req is not supported yet.
;                 Requirements that may become fulfilled during the game
;                 when they weren't at the start of the game is not
;                 supported yet.
; flags         = special flag strings
; graphic       = icon for technology
; graphic_alt   = alternate icon
; helptext      = optional help text string (set units ruleset for examples)
; bonus_message = text seen when a player is the first to discover
;                 an bonus tech. Must contain '%s' to mark place of the tech
;                 gained.
; cost          = if tech_cost_style is set to "Classic+" or "Experimental+",
;                 this field is read for information on how much a tech
;                 costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available). If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
; possible:
;
; "Bonus_Tech"          = player gets extra tech if reached first
; "Bridge"              = "Settler" unit types can build extras that
;                         require bridge when occurring with some other
;                         extra. See "bridged_over" extra property in
;                         terrain.ruleset.
; "Build_Airborne"      = from now on can build air units (for use by AI)
;
; */ <-- avoid gettext warnings

[advance_generic]
name        = _("Generic Tech")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.alphabet"
graphic_alt = "-"
helptext    = _("This is the only technology you can research.")
