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

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

; /* <-- avoid gettext warnings
;
; User effect types
;
; type                    = Effect type to define. Must be one of user effects.
; ai_valued_as            = Hardcoded effect type that AI considers this to match
;
; */ <-- avoid gettext warnings

;[ueff_1]
;type         = "User_Effect_1"
;ai_valued_as = ""

; /* <-- avoid gettext warnings
;
; Effects
;
; type                    = What the effect does. Values of multiple active effects
;                           of the same type get summed for the total.
;                           See README.effects for list of possible types
; value                   = Value added for the effect type when this effect is active,
;                           i.e., all requirements are fulfilled
; multiplier              = Name of the policy that gives a multiplier for effect's value
; reqs                    = Requirements for the effect to be active.
;                           See README.effects for help on requirements
; comment                 = Comment for the benefit to someone examining the ruleset
;                           Not used by freeciv any other way.
;
; */ <-- avoid gettext warnings

; Cheating AI effects are in separate file
;*include "default/ai_effects.ruleset"

; Base vision range - radius of vision is sqrt(5) = 2.24
[effect_city_vision]
type    = "City_Vision_Radius_Sq"
value   = 5

[effect_base_unit_upkeep]
type    = "Upkeep_Pct"
value   = 100

[effect_empire_size_base]
type    = "Empire_Size_Base"
value   = 1

[effect_empire_size_step_base]
type    = "Empire_Size_Step"
value   = 1

[effect_max_rates_base]
type    = "Max_Rates"
value   = 40

[effect_base_size]
type    = "Size_Adj"
value   = 1

[effect_tech_cost_base]
type    = "Tech_Cost_Pct"
value   = 100

; Cities can always work tiles
[effect_tile_workable]
type    = "Tile_Workable"
value   = 1

; each city has at least one slot to build units
[effect_city_build_slots_basic]
type    = "City_Build_Slots"
value   = 1
