; This is Alien World cities 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 cities data for Freeciv"
options = "+Freeciv-ruleset-3.4-Devel-2025.Jan.17"
format_version = 50

; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker. Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
; Below are the entries for the specialists, one per specialist type.
; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
; For each specialist the following fields may be set:
;
;
; name          = translatable (plural) 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".
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbreviation of "name"
; graphic       = tag specifying preferred graphic
;                 Different images based on citizen number are supported.
;                 If no such images indexed with citizen number are found,
;                 plain tag is used instead.
; graphic_alt   = fallback graphic tag in case the specialist graphic isn't
;                 found.
; reqs          = requirements to have the specialist pick (see
;                 effects.ruleset and README.effects for help on requirements)
; helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_culturists]
name            = _("Culturists")
short_name      = _("?Culturists:C")
graphic         = "specialist.culturists"
graphic_alt     = "specialist.entertainer"
reqs            =
    { "type", "name", "range"
; No requirements
    }
helptext = _("\
Culturists create works that keep people satisfied. They create two luxury \
points per turn, four if Specialist Training tech is known.")

[specialist_scientist]
name		= _("Scientists")
short_name	= _("?Scientist:S")
graphic         = "specialist.scientists"
graphic_alt     = "specialist.scientist"
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext = _("\
Scientist research two bulbs worth of science each turn, four bulbs \
when Specialist Training tech is known.")

[specialist_government_merchant]
name		= _("Government Merchants")
rule_name       = "Government_Merchants"
short_name	= _("?Merchant:M")
graphic         = "specialist.government_merchants"
graphic_alt     = "specialist.taxman"
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext = _("\
Government Merchants produce two gold for the government each turn, \
four once Specialist Training tech is known.")

[parameters]
add_to_size_limit  = 8		; cities >= this cannot be added to.
angry_citizens = TRUE           ; set to FALSE to disable angry citizens
celebrate_size_limit = 3        ; cities >= can celebrate

changable_tax = TRUE            ; set to FALSE to disallow changing of tax rates

;forced_science = 0		; set these fields when changeable_tax is turned off
;forced_luxury = 100
;forced_gold = 0

vision_reveal_tiles  = TRUE     ; civ1 & 2 default FALSE

pop_report_zeroes    = 2        ; Population in reports in hundreds

[citizen]
nationality          = TRUE     ; account for the nationality of the citizens
ubuilder_nationality = FALSE    ; does pop_cost unit get builder`s nationality,
                                ; or that of the majority of the citizens in the city
convert_speed        = 50       ; base probability 50/1000 -> once every 20 turns
partisans_pct        = 0        ; percentage of own nationality to inspire partisans
                                ; if 0, original city owner information is used instead
conquest_convert_pct = 0        ; percentage which converts to the new nation
                                ; after a city was conquered. Applied separately for each
                                ; nationality present in the city, and number of
                                ; converted people rounded up

[missing_unit_upkeep]
; Get rid of a unit the city is unable to pay the X upkeep of.
; X_protected  - never get rid of a unit with any of the listed unit type
;                flags.
; X_unit_act   - have the unit perform the listed actions until success,
;                death or the list ends.
; X_wipe       - wipe the unit if it survived performing the actions listed
;                above.

; food_protected    = "EvacuateFirst"
; food_unit_act   =
food_wipe         = TRUE

; gold_protected  =
; gold_unit_act   =
gold_wipe         = TRUE

; shield_protected  = "EvacuateFirst"
shield_unit_act   = "Help Wonder", "Disband Unit Recover", "Disband Unit"
shield_wipe       = FALSE
