Project

General

Profile

Feature #1595 ยป 0086-stub-ruleset-Replace-tabs-with-spaces.patch

Marko Lindqvist, 07/09/2025 05:23 AM

View differences:

data/stub/buildings.ruleset
; 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".
; genus = genus; one of:
; genus = genus; one of:
; "GreatWonder", "SmallWonder", "Improvement", "Special",
; or "Convert".
; reqs = requirements to build the building (see effects.ruleset
; and README.effects for help on requirements)
; reqs = requirements to build the building (see effects.ruleset
; and README.effects for help on requirements)
; graphic = icon of improvement (used in city dialog)
; graphic_alt = alternate icon of improvement
; graphic_alt2 = second alternative icon.
; obsolete_by = requirements for the building to become obsolete
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; obsolete_by = requirements for the building to become obsolete
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; sound = tag of the sound to play when building finished
; sound_alt = alternate sound tag
; sound_alt2 = second alternative sound tag
......
; */ <-- avoid gettext warnings
[building_generic]
name = _("Generic")
genus = "Improvement"
reqs =
name = _("Generic")
genus = "Improvement"
reqs =
{ "type", "name", "range"
; No requirements
}
......
obsolete_by =
{ "type", "name", "range"
}
build_cost = 100
upkeep = 0
sabotage = 100
sound = "b_generic"
sound_alt = "b_barracks"
build_cost = 100
upkeep = 0
sabotage = 100
sound = "b_generic"
sound_alt = "b_barracks"
sound_alt2 = "-"
helptext = _("\
helptext = _("\
This is the only building you can build.\
")
data/stub/effects.ruleset
value = 5
[effect_base_unit_upkeep]
type = "Upkeep_Pct"
value = 100
type = "Upkeep_Pct"
value = 100
[effect_empire_size_base]
type = "Empire_Size_Base"
data/stub/game.ruleset
; 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
granary_food_inc = 10
granary_food_ini = 20
granary_food_inc = 10
; City center minimum outputs
min_city_center_food = 1
min_city_center_shield = 1
min_city_center_trade = 0
min_city_center_food = 1
min_city_center_shield = 1
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
init_vis_radius_sq = 5
; A base bribe cost, modified heavily by other factors
base_bribe_cost = 750
data/stub/nations.ruleset
; The first set defined is the one that is used by default. It is mandatory
; to have at least one, but if there is only one, it will be kept out of
; the user`s way.
; name = Translatable name of the set presented in the UI.
; name = Translatable name of the set presented in the UI.
; rule_name = Unique persistent name; this is also visible to users as
; the value of the "nationset" server option, and presented
; in "/list nationsets". It should thus be short, in lower
......
; These are more cosmetic than sets; they affect the "pick nation" dialog,
; random nation selection, and possibly ruleset behavior.
; It`s OK to not define any nation groups at all.
; name = name of the group (used adjectivally)
; name = name of the group (used adjectivally)
; hidden = TRUE to not include this group in the "pick nation" dialog
; (for instance if it's for use in a NationGroup requirement).
; Default FALSE.
; match = How much the AI will try to select a nation in the same
; match = How much the AI will try to select a nation in the same
; group
[ngroup_generic]
    (1-1/1)