DELTA 21650 6018 317
SVN  ÆÆ}
†A À8 €†AÅ}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
  ENDREP
DELTA 21028 164 2755
SVN  ÌÑV‹N ¯  €�9 „v®|€�	 Ž³p€‰ ƒuÈ$What labels are used for positive and negative years.
; /* TRANS: year label (Anno Domini) */
positive_label = _("AD")
; /* TRANS: year label (Before Christ) */
negative_label = _("BC")   - "Pollution"         = One tile surrounding city polluted
;   - "Fallout"           = One tile surrounding city polluted with fallout;
; Trade settings
;
; For each of the trade route types; "National", "NationalIC", "IN", "INIC":
; "pct" - Trade income %
; 
[trade]
settings =
  { "type",       "pct"
    "National",   100
    "NationalIC", 200
    "IN",         200
    "INIC",       400
  }

[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, 205ENDREP
DELTA 21650 0 477
SVN  ÁÂ†> ·j €†> ƒ`½8Player 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, 205ENDREP
DELTA 21460 0 10348
SVN  Ð^Ñ%Î€™ J™|€‚/ Pœ}€m Ež=€‘: K°€ˆD Iº8€—d; 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="Civ2Civ3 game rules for Freeciv"
options="+Freeciv-ruleset-Devel-2012.Feb.28"

[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.\
")

[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     = 0

; Number of veteran levels lost when auto-upgrading a unit
autoupgrade_veteran_loss = 0

; Whether player gets to select which terrain improvement to pillage.
pillage_select           = 1

; 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.
;     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 = 2

; Method of calculating technology costs
;   1 - Cost of technology is:
;         MAX((1+parents) * (researchcost/2) * sqrt(1+parents), researchcost)
;       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 = 1

; 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
;  0 - normal movement
;  1 - (default) slow invasions by removing all
;      movement points from ground units moving
;      from ocean tile to land
slow_invasions = 1

[combat_rules]
;If killstack is set to 1, each time a defender unit lost in combat, and is
;not inside a city, fortress or airbase, all units in the same tile are
;destroyed along with the defender. This is the freeciv default.
;If this options is set to 0, only the defender unit is destroyed.
killstack = 1

;left will have their attack power reduced by 2/3 or 1/3 respectively. If
;this is set to 0 units will attack with full strength even if they have
;only fractional moves left.
tired_attack = 0

[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
; 0 - no upkeep
; 1 - upkeep is calculated as:
;     <Cost of technology> / tech_upkeep_divider + tech_upkeep_free
tech_upkeep_style = 1

; upkeep cost is divided by this value
tech_upkeep_divider = 200

[calendar]
; Year in the beginning of the game
start_year = -4000

; Year 1 instead of 0.
skip_year_0 = 1

; 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
; nreqs                   = requirements to avoid disaster
; frequency               = how likely disaster is to occur
; effects
;   - "DestroyBuilding"   = Random building is destroyed
;   - "ReducePopulation"  = Reduce city size by one
;   - "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_nuclear_accident]
name           = _("Nuclear Accident")
reqs           =
    { "type", "name", "range"
      "Building", "Nuclear Plant", "City"
    }
frequency      = 1
effects        = "ReducePopulation", "Fallout"

;
; Trade settings
;
; For each of the trade route types; "National", "NationalIC", "IN", "INIC":
; "pct" - Trade income %
; 
[trade]
settings =
  { "type",       "pct"
    "National",   0
    "NationalIC", 0
    "IN",         200
    "INIC",       400
  }

[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 the default ruleset
;
; set =
;     { "name", "value", "lock"
;       "bool_set", TRUE, FALSE
;       "int_set", 123, FALSE
;       "str_set", "test", FALSE
;     }

; freeciv game settings for civ2civ3 ruleset
;
;set =
;    { "name", "value", "lock"
;      "aifill", 6, FALSE
;      "generator", "FRACTAL", FALSE
;      "topology", "WRAPX|WRAPY|ISO", FALSE
;      "mapsize", "PLAYER", FALSE
;      "tilesperplayer", 100, FALSE
;      "tinyisles", TRUE, FALSE
;      "separatepoles", TRUE, FALSE
;      "startunits", "cwx", FALSE
;      "citymindist", 3, FALSE
;      "techlevel", 1, FALSE
;      "sciencebox", 100, FALSE
;      "borders", "ENABLED", FALSE
;      "foggedborders", TRUE, FALSE
;      "happyborders", TRUE, FALSE
;      "trademindist", 999, FALSE
;      "restrictinfra", TRUE, FALSE
;      "unreachableprotects", FALSE, FALSE
;      "onsetbarbs", 120, FALSE
;      "migration", TRUE, FALSE
;      "separatepoles", TRUE, FALSE
;    }
ENDREP
DELTA 21650 8532 434
SVN  ËÌ†> Âo €†> ‚XÈ=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, 205ENDREP
DELTA 21650 7996 434
SVN  Î[ÏK†> Âb €†> †+È0Player 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, 205ENDREP
DELTA 21650 4678 1308
SVN  Þé3�,�% Á €Š FÍ@€�b nÇ: ^Ê>ƒ YË}… YË} ^Ëx‡ XË~Š XË~‡ XË~† XË~… XË~ˆ XË~„ XË~† XË~‰ YË}‡ XË~„ YË}„ XË~… XË~† XË~„ XË~ƒ YË}… YË~ˆ XË~ƒ YË}‡ XË~ˆ YË}… XË~‡ XË~ˆ YË}‡ XË~ˆ XË~… „bÙ)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  ; Red
      255, 255,   0  ; Yellow
        0, 255, 255  ; Blue
      138,  43, 226  ; Purple
      255, 165,   0  ; Orange
      255,   0, 255  ; Magenta
      173, 216, 230  ; Cornflower
        0, 255, 127  ; Emerald
      250, 128, 114  ; Salmon
      124, 252,   0  ; Green
      139,   0,   0  ; Burgundy
      255, 192, 203  ; Pink
      211, 211, 211  ; Silver
      218, 112, 214  ; Heliotrope
      255,  20, 147  ; Fuchsia
      100, 149, 237  ; Azure
      255, 215,   0  ; Gold
      245, 222, 179  ; Khaki
      255, 255, 128  ; Butter
      192, 255, 128  ; Mint
      204, 255,   0  ; Lime
      255, 211, 140  ; Peach
      255,  79,   0  ; Vermilion
      240, 145, 169  ; Puce
      255, 219,  88  ; Mustard
      153,  17, 153  ; Aubergine
      184, 134,  11  ; Brown
      255, 102,   0  ; Pumpkin
      102, 205, 170  ; Turquoise
      195,  33,  72  ; Crimson
      168, 153, 230  ; Lavender
      255, 250, 205  ; Cream
    }

[teams]
; Team names correspond roughly to colors defined above, so that
; plrcolormode=TEAM_ORDER is not gratuitously confusing.
names =; /* TRANS: With this and other color team names, uniqueness is more */
; /* TRANS: important than precise translation. To see the colors, start a */
; /* TRANS: multiplayer game with 32 players and look at the Nations report.BluPurplMagentaCornflowerEmeraldSalmonGreenBurgundyPinkSilverHeliotropFuchsiaAzurGoldKhakiButterMintLimPeachermilionPucMustardAuberginBrownPumpkinTurquoisCrimsonLavenderCreamENDREP
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cpath: /trunk/data/civ1/game.ruleset
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PLAIN
K 11
Makefile.am
V 22
file 8n.5ck.r21483/562
K 17
buildings.ruleset
V 24
file 8p.5ck.r20936/24788
K 14
cities.ruleset
V 25
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K 15
effects.ruleset
V 25
file 2ww.5ck.r21373/14990
K 12
game.ruleset
V 24
file u6.5ck.r21651/17082
K 19
governments.ruleset
V 24
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K 15
nations.ruleset
V 24
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K 10
script.lua
V 25
file 3w7.5ck.r15828/10205
K 13
techs.ruleset
V 22
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K 15
terrain.ruleset
V 24
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K 13
units.ruleset
V 22
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END
ENDREP
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cpath: /trunk/data/civ1
copyroot: 15280 /trunk

id: u7.5ck.r21651/18130
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pred: u7.5ck.r21650/20288
count: 59
text: 21651 2437 854 8456 8b9c89eb4dba6bf4566e7b052326119e
props: 10866 13014 111 0 a7a47edee133482c23dc1cb4e5f0087b
cpath: /trunk/data/civ2/game.ruleset
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PLAIN
K 11
Makefile.am
V 23
file gg.5ck.r21483/1592
K 17
buildings.ruleset
V 24
file gm.5ck.r20936/27884
K 14
cities.ruleset
V 25
file 3c4.5ck.r21550/12408
K 15
effects.ruleset
V 25
file 2wx.5ck.r21373/16040
K 12
game.ruleset
V 24
file u7.5ck.r21651/18130
K 19
governments.ruleset
V 24
file hh.5ck.r20936/29146
K 15
nations.ruleset
V 25
file 38l.5ck.r21418/28736
K 10
script.lua
V 25
file 3w8.5ck.r15828/11190
K 13
techs.ruleset
V 23
file gn.5ck.r21119/1607
K 15
terrain.ruleset
V 24
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K 13
units.ruleset
V 24
file go.5ck.r21501/12321
END
ENDREP
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props: 4431 13678 46 0 e473fc4bd409d833d90929dfcb3a14b8
cpath: /trunk/data/civ2
copyroot: 15280 /trunk

id: u8.5es.r21651/19182
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text: 21651 15167 1886 13491 40095ced5af3e08683c68b9f0a69b184
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cpath: /trunk/data/multiplayer/game.ruleset
copyroot: 17702 /trunk/data/multiplayer

PLAIN
K 11
Makefile.am
V 23
file 8f.5es.r21140/1890
K 18
ai_effects.ruleset
V 25
file 3s4.5bk.r13978/25400
K 17
buildings.ruleset
V 24
file 8t.5es.r20936/30984
K 14
cities.ruleset
V 24
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K 15
effects.ruleset
V 24
file 2wy.5es.r21431/3528
K 12
game.ruleset
V 24
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K 19
governments.ruleset
V 24
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K 15
nations.ruleset
V 24
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K 10
script.lua
V 23
file 330.5es.r21577/652
K 13
techs.ruleset
V 24
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V 24
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K 13
units.ruleset
V 24
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ENDREP
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4kb.5ck.t21650-1 modify true false /trunk/data/experimental/game.ruleset

u8.5jl.t21650-1 modify true false /trunk/data/classic/game.ruleset

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