
; 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 governments data for Freeciv"
options="+Freeciv-3.0-ruleset web-compatible"
format_version=10

[governments]
during_revolution="Anarchy"

; /* <-- avoid gettext warnings
;
; Below: The individual government types, one per section.
;
; The actual tag used (the * in [government_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; For the "official" rulesets, the order of these sections should not
; be changed because that would break backward compatibility with
; savegames.  (In particular, if Fundamentalism is added to default
; ruleset, should be added at end.)
;
; Notes on fields:
;
; 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".
; reqs         = requirements for this government (see README.effects)
; graphic      = tag specifing preferred graphic
; graphic_alt  = alternate graphics tag if preferred is not found;
;                should be a standard tag if preferred is not;
;                otherwise may be "-"
; ai_better    = AI will not consider this government for use if the
;                government listed here is available
; ruler_male_title   = The default male ruler title for the government type.
;                      It's a format string where name of the ruler is marked
;                      by '%s'.
;                      Individual nations may override this by their
;                      own title.
; ruler_female_title = The default female ruler title for the government type.
;                      See above ruler_male_title.
; helptext     = optional help text string; should escape all raw newlines
;                so that xgettext parsing works
;
; */ <-- avoid gettext warnings

;------------------------------------------------------------------------
[government_anarchy]

name        = _("Anarchy")
; No reqs
graphic     = "gov.anarchy"
graphic_alt = "-"

ruler_male_title = _("Warlord %s")
ruler_female_title = _("Warlady %s")

helptext = _("\
Anarchy is simply the absence of any recognizable government.\
 Citizens are disorganized and unproductive, and will spend all\
 income as quickly as possible, rather than paying taxes or\
 conducting research.\
"),
; /* xgettext:no-c-format */
_("\
* Buildings and technologies do not require any upkeep.\n\
* Each worked tile that gives more than 2 Food, Production, or Trade will\
 suffer a -1 penalty, unless the city working it is celebrating.\
 (Cities below size 3 will not celebrate.)\n\
* Each city can support up to 2 units for free; further units each cost\
 1 shield per turn.\n\
* Military units do not cause unhappiness even when deployed aggressively.\n\
* Military units impose martial law. Up to 3 military units inside a city\
 will each force 1 unhappy citizen to become content.\n\
* You have no control over tax rates. All trade income is\
 converted to luxuries.\n\
* There is no base level of conventional corruption, but it increases\
 by 2% for each tile of distance from the capital.\n\
* Base production waste is 30%. This increases by 2% for each tile of\
 distance from the capital.\
")

;------------------------------------------------------------------------
[government_tribal]

name        = _("Tribal")
reqs = { "type", "name", "range"
         "tech", "Warrior Code", "Player"
       }
graphic     = "gov.tribal"
graphic_alt = "s.tax_luxury"
ai_better   = "Republic"

ruler_male_title = _("Warlord %s")
ruler_female_title = _("Warlady %s")

helptext = _("\
Under a Tribal government, you are part ruler of your people. Your\
 control over your citizens is maintained largely by spiritual counsel.\
"), _("\
Compared to Despotism, a Tribal economy is more shield-oriented. Its\
 bonuses to veterancy can be an advantage in wartime, but it lacks the\
 martial law of other early governments.\
"),
; /* xgettext:no-c-format */
_("\
* Increases by half the chance of land units to obtain the next veteran\
 level after a battle, and also increases their vision radius.\n\
* Each worked tile that gives more than 2 Food, Production, or Trade will\
 suffer a -1 penalty, unless the city working it is celebrating.\
 (Cities below size 3 will not celebrate.)\n\
* Each city gets 1 extra content citizen.\n\
* Each city can support up to 3 units for free; further units each cost\
 1 shield per turn.\n\
* Unlike later governments, military units do not cause unhappiness even\
 when deployed aggressively.\n\
* Base corruption is 30% (the highest under any government). This\
 increases by 2% for each tile of distance from the capital.\n\
* There is no base level of production waste, but it increases\
 by 2% for each tile of distance from the capital.\n\
")

;------------------------------------------------------------------------
[government_despotism]

name        = _("Despotism")
; No reqs
graphic     = "gov.despotism"
graphic_alt = "-"
ai_better   = "Monarchy"

ruler_male_title = _("Chief %s")
ruler_female_title = _("?female:Chief %s")

helptext = _("\
Under Despotism, you are the absolute ruler of your people. Your\
 control over your citizens is maintained largely by martial law.\
"), _("\
Compared to Tribalism, a Despotic economy is more trade-oriented.\
"),
; /* xgettext:no-c-format */
_("\
* Your centers of government (cities with Palace and Ecclesiastical\
 Palace) get a +75% bonus to luxury production.\n\
* Each worked tile that gives more than 2 Food, Production, or Trade will\
 suffer a -1 penalty, unless the city working it is celebrating.\
 (Cities below size 3 will not celebrate.)\n\
* Each city can support up to 2 units for free; further units each cost\
 1 gold per turn.\n\
* Unlike later governments, military units do not cause unhappiness even\
 when deployed aggressively.\n\
* Military units impose martial law. Up to 3 military units inside a city\
 will each force 1 unhappy citizen to become content.\n\
* Base corruption is 20%. This increases by 2% for each tile of distance\
 from the capital.\n\
* Base production waste is 10%. This increases by 2% for each tile of\
 distance from the capital.\
")

;------------------------------------------------------------------------
[government_monarchy]

name        = _("Monarchy")
reqs = { "type", "name", "range"
         "tech", "Monarchy", "Player"
       }
graphic     = "gov.monarchy"
graphic_alt = "-"

ruler_male_title = _("King %s")
ruler_female_title = _("Queen %s")

helptext = _("\
Under Monarchy, a king or queen serves as a hereditary figurehead\
 for your government.\
"), _("\
Monarchy gives low unit upkeep costs.\
"),
; /* xgettext:no-c-format */
_("\
* Your centers of government (cities with Palace and Ecclesiastical\
 Palace) get a +50% bonus to luxury production.\n\
* Celebrating cities produce one extra trade point for every tile which is\
 already producing trade. (Cities below size 3 will not celebrate.)\n\
* Each city can support up to 3 units for free (the maximum possible);\
 further units each cost 1 gold per turn.\n\
* Each city tolerates up to 3 aggressively deployed military units;\
 each further unit causes 1 unhappy citizen.\n\
* Military units impose martial law. Up to 3 military units inside a city\
 will each force 1 unhappy citizen to become content.\n\
* Base corruption is 10%. This increases by 2% for each tile of distance\
 from the capital.\n\
* Base production waste is 20%. This increases by 2% for each tile of\
 distance from the capital.\
")

;------------------------------------------------------------------------
[government_communism]

name        = _("Communism")
reqs = { "type", "name", "range"
         "tech", "Communism", "Player"
       }
graphic     = "gov.communism"
graphic_alt = "-"

ruler_male_title = _("Comrade %s")
ruler_female_title = _("?female:Comrade %s")

helptext = _("\
A Communist government is based on the ideal that all people are\
 equal. All goods are owned by the state, rather than by private\
 citizens. Communism gives a balance between military and commercial\
 styles of government.\
"), _("\
Communism is a good government for maximizing shield production, and\
 for large empires.\
"),
; /* xgettext:no-c-format */
_("\
* City improvements which would normally have an upkeep of 1 or 2 gold are\
 free of upkeep.\n\
* Cancels the bonus from Mysticism and Theology (to Temples and Cathedrals).\n\
* Each city can support up to 3 units for free (the maximum possible);\
 further units each cost 1 shield per turn.\n\
* Each city tolerates up to 3 aggressively deployed military units;\
 each further unit causes 1 unhappy citizen.\n\
* Military units impose martial law. Up to 3 military units inside a city\
 will each force 2 unhappy citizens to become content (the maximum\
 possible).\n\
* Base corruption is 30%, but is not affected by distance to the capital.\n\
* There is no production waste.\
")

;------------------------------------------------------------------------
[government_fundamentalism]

name        = _("Fundamentalism")
reqs = { "type", "name", "range"
         "tech", "Theology", "Player"
       }
graphic     = "gov.fundamentalism"
graphic_alt = "-"

ruler_male_title = _("High Priest %s")
ruler_female_title = _("High Priestess %s")

helptext = _("\
Fundamentalism is a form of government organized around a central\
 set of beliefs. The beliefs, usually religious in nature, form\
 a rigid guideline for actions and reactions of both the rulers\
 and the people.\
"), _("\
In a fundamentalist society, the people and the rulers are entirely\
 devoted to their beliefs, and are usually willing to die to\
 preserve them.\
"), _("\
Improvements that normally convert unhappy citizens to content\
 citizens, produce `tithes' (gold) equivalent to the number\
 of people they would convert.\
"), _("\
Fundamentalism is a good government for maximizing gold, and its Fanatics\
 are useful in wartime.\
"),
; /* xgettext:no-c-format */
_("\
* Each city can support up to 2 units for free; further units each cost\
 2 gold per turn (except for Fanatics).\n\
* Each city tolerates up to 2 aggressively deployed military units;\
 each further unit causes 1 unhappy citizen.\n\
* Base corruption is 15%. This increases by 2% for each tile of distance\
 from the capital.\n\
* Base production waste is 15%. This increases by 2% for each tile of\
 distance from the capital.\
")

;------------------------------------------------------------------------
[government_federation]

name        = _("Federation")
reqs = { "type", "name", "range"
         "tech", "Economics", "Player"
       }
graphic     = "gov.federation"
graphic_alt = "s.tax_gold"

ruler_male_title = _("Consul %s")
ruler_female_title = _("?female:Consul %s")

helptext = _("\
Federalism is a system in which the power to govern is shared between\
 national and provincial governments.\
 This decentralization minimizes the corruption and waste caused by distance\
 to capital, and avoids separatist movements.\
"),
; /* xgettext:no-c-format */
_("\
* Each city gets 2 extra luxury points.\n\
* Celebrating cities produce one extra trade point for every tile which is\
 already producing trade. (Cities below size 3 will not celebrate.)\n\
* Each city can support up to 2 units for free; further units each cost\
 2 gold per turn.\n\
* Each city tolerates up to 2 aggressively deployed military units;\
 each further unit causes 1 unhappy citizen.\n\
* There is no corruption.\n\
* Base production waste is 30%, but is not affected by distance to the\
 capital.\n\
")

;------------------------------------------------------------------------
[government_republic]

name        = _("Republic")
reqs = { "type", "name", "range"
         "tech", "The Republic", "Player"
       }
graphic     = "gov.republic"
graphic_alt = "-"

ruler_male_title = _("President %s")
ruler_female_title = _("?female:President %s")

helptext = _("\
Under a Republican government, citizens hold an election to select a\
 representative who will govern them; since elected leaders must\
 remain popular to remain in control, citizens are given a greater\
 degree of freedom. Citizens under the Republic become unhappy\
 easily, but the self-sufficiency of your citizens allows high levels\
 of trade.\
"),
; /* xgettext:no-c-format */
_("\
* Cities produce one extra trade point for every tile with an irrigation.\n\
* Celebrating cities produce one extra trade point for every tile which is\
 already producing trade. (Cities below size 3 will not celebrate.)\n\
* Each city can support one unit for free; further units each cost\
 1 shield per turn.\n\
* Each city tolerates a single aggressively deployed military unit;\
 each further unit causes 1 unhappy citizen.\n\
* Base corruption is 25%. This increases by 2% for each tile of distance\
 from the capital.\n\
* Base production waste is 5%. This increases by 2% for each tile of\
 distance from the capital.\
* Has a senate that may prevent declaration of war.\
")

;------------------------------------------------------------------------
[government_democracy]

name        = _("Democracy")
reqs = { "type", "name", "range"
         "tech", "Democracy", "Player"
       }
graphic     = "gov.democracy"
graphic_alt = "-"

ruler_male_title = _("Prime Minister %s")
ruler_female_title = _("?female:Prime Minister %s")

helptext = _("\
Under Democracy, citizens govern directly by voting on issues.\
 Democracy offers the highest possible level of trade, but also\
 offers the most potential for unhappiness; citizens become very\
 upset during wars.\
"),
; /* xgettext:no-c-format */
_("\
* Cities produce one extra trade point for every tile with irrigation.\n\
* Celebrating cities produce one extra trade point for every tile which is\
 already producing trade. (Cities below size 3 will not celebrate.)\n\
* Each city can support one unit for free; further units each cost\
 2 gold per turn.\n\
* Each city tolerates a single aggressively deployed military unit;\
 each further unit causes 2 unhappy citizens.\n\
* Base corruption is 5%. This increases by 1% for each tile of distance\
 from the capital.\n\
* Base production waste is 25%. This increases by 1% for each tile of\
 distance from the capital.\n\
* Has a senate that may prevent declaration of war.\
")

;------------------------------------------------------------------------
[government_fascism]

name        = _("Fascism")
reqs = { "type", "name", "range"
         "tech", "Tactics", "Player"
       }
graphic     = "gov.fascism"
graphic_alt = "citizen.unhappy_0"

ruler_male_title = _("Chancellor %s")
ruler_female_title = _("?female:Chancellor %s")

helptext = _("\
Fascism seeks to solve economic, political, and social problems by\
 achieving a national rebirth, exalting the nation or race above all\
 else, and promoting cults of unity, strength, and purity.\
"), _("\
Fascism is better suited for militaristic nations.\
"),
; /* xgettext:no-c-format */
_("\
* Increases by a quarter the chance of any unit to obtain the next\
 veteran level after a battle.\n\
* City improvements which would normally have an upkeep of 1 or 2 gold are\
 free of upkeep.\n\
* Each 2 citizens of enemy nationality in a city cause 1 extra unhappy\
 citizen.\n\
* Each city can support up to 3 units for free (the maximum possible);\
 further units each cost 1 shield per turn.\n\
* Military units do not cause unhappiness even when deployed aggressively.\n\
* Military units impose martial law. Up to 3 military units inside a city\
 will each force 2 unhappy citizens to become content (the maximum\
 possible).\n\
* Base corruption is 15%. This increases by 1% for each tile of distance\
 from the capital.\n\
* Base production waste is 15%. This increases by 1% for each tile of\
 distance from the capital.\n\
")

; /* <-- avoid gettext warnings
;
; Multipliers (aka policies)
;
; 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".
; default                 = default value (as presented in UI)
; start                   = minimum value (as presented in UI)
; stop                    = maximum value (as presented in UI)
; step                    = minimum increase/decrease (as presented in UI)
; offset                  = offset/factor control how UI values are turned
; factor                  = into effect values for use in effects.ruleset.
;                           effect_value = (ui_value + offset) * (factor/100)
;                           Optional; by default offset=0, factor=100, so
;                           that UI values are used as-is.
; helptext                = optional help text string; should escape all raw
;                           newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings
