
; 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.

[datafile]
description="Civ2Civ3 cities data for Freeciv"
options="+Freeciv-2.6-ruleset"

; /* <-- 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/abbrevation of "name"
; graphic_alt   = fallback graphic tag in case the specialist graphic isn't
;                 found. Example value: "specialist.scientist_0"
;                 The specialist graphic allow different images based on
;                 citizen number. The alt tag don't. To use another
;                 specialist's tag use specialist.<otherrulename>_<number>.
; 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_elvis]
name            = _("Entertainers")
rule_name       = "elvis"
short_name	= _("?Elvis:E")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each entertainer produces two luxury points for their city per turn, \
increasing to three once any player has built Shakespeare's Theater. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"
short_name	= _("?Scientist:S")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each scientist adds two points to your empire's research output \
per turn, increasing to three once any player has built Darwin's \
Voyage.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"
short_name	= _("?Taxman:T")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each tax collector produces two extra gold for your treasury \
per turn, increasing to three once any player has built \
A.Smith's Trading Co.\
")

[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 = 4           ; Population in reports in tens of thousands

[citizen]
nationality   = TRUE            ; account for the nationality of the citizens
convert_speed = 50              ; base probability 50/1000 -> once every 20 turns
partisans_pct = 75              ; percentage of own nationality to inspire partisans
                                ; if 0, original city owner information is used instead
