Feature #1595 ยป 0086-stub-ruleset-Replace-tabs-with-spaces.patch
data/stub/buildings.ruleset | ||
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; the name used in savegames must not change, if you want
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; to rename an item after a ruleset has been released, you
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; should set "rule_name" to the original value of "name".
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; genus = genus; one of:
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; genus = genus; one of:
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; "GreatWonder", "SmallWonder", "Improvement", "Special",
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; or "Convert".
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; reqs = requirements to build the building (see effects.ruleset
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; and README.effects for help on requirements)
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; reqs = requirements to build the building (see effects.ruleset
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; and README.effects for help on requirements)
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; graphic = icon of improvement (used in city dialog)
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; graphic_alt = alternate icon of improvement
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; graphic_alt2 = second alternative icon.
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; obsolete_by = requirements for the building to become obsolete
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; build_cost = production shields required to build
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; upkeep = monetary upkeep value
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; sabotage = percent chance of diplomat sabotage being successful
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; obsolete_by = requirements for the building to become obsolete
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; build_cost = production shields required to build
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; upkeep = monetary upkeep value
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; sabotage = percent chance of diplomat sabotage being successful
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; sound = tag of the sound to play when building finished
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; sound_alt = alternate sound tag
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; sound_alt2 = second alternative sound tag
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... | ... | |
; */ <-- avoid gettext warnings
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[building_generic]
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name = _("Generic")
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genus = "Improvement"
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reqs =
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name = _("Generic")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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; No requirements
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}
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... | ... | |
obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 100
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upkeep = 0
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sabotage = 100
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sound = "b_generic"
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sound_alt = "b_barracks"
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build_cost = 100
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upkeep = 0
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sabotage = 100
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sound = "b_generic"
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sound_alt = "b_barracks"
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sound_alt2 = "-"
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helptext = _("\
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helptext = _("\
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This is the only building you can build.\
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")
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data/stub/effects.ruleset | ||
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value = 5
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[effect_base_unit_upkeep]
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type = "Upkeep_Pct"
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value = 100
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type = "Upkeep_Pct"
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value = 100
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[effect_empire_size_base]
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type = "Empire_Size_Base"
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data/stub/game.ruleset | ||
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; if city_size > num_inis;
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; city_granary_size = (granary_food_ini[num_inis] +
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; granary_food_inc * (city_size - num_inis)) * foodbox / 100
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granary_food_ini = 20
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granary_food_inc = 10
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granary_food_ini = 20
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granary_food_inc = 10
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; City center minimum outputs
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min_city_center_food = 1
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min_city_center_shield = 1
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min_city_center_trade = 0
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min_city_center_food = 1
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min_city_center_shield = 1
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min_city_center_trade = 0
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; Square of initial city radius
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init_city_radius_sq = 5
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; Square of initially visible radius (true distance).
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init_vis_radius_sq = 5
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init_vis_radius_sq = 5
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; A base bribe cost, modified heavily by other factors
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base_bribe_cost = 750
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data/stub/nations.ruleset | ||
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; The first set defined is the one that is used by default. It is mandatory
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; to have at least one, but if there is only one, it will be kept out of
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; the user`s way.
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; name = Translatable name of the set presented in the UI.
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; name = Translatable name of the set presented in the UI.
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; rule_name = Unique persistent name; this is also visible to users as
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; the value of the "nationset" server option, and presented
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; in "/list nationsets". It should thus be short, in lower
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... | ... | |
; These are more cosmetic than sets; they affect the "pick nation" dialog,
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; random nation selection, and possibly ruleset behavior.
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; It`s OK to not define any nation groups at all.
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; name = name of the group (used adjectivally)
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; name = name of the group (used adjectivally)
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; hidden = TRUE to not include this group in the "pick nation" dialog
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; (for instance if it's for use in a NationGroup requirement).
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; Default FALSE.
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; match = How much the AI will try to select a nation in the same
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; match = How much the AI will try to select a nation in the same
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; group
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[ngroup_generic]
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