Feature #1698 » 1698_S3_3.patch
| data/alien/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/alien/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/alien/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/alien/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/alien/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/alien/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/civ1/buildings.ruleset | ||
|---|---|---|
|   } | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/civ1/game.ruleset | ||
|---|---|---|
| [civstyle] | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ1/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ1/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/civ1/terrain.ruleset | ||
|---|---|---|
| ; Bases and roads have additional sections for their specific features below. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ1/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/civ2/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/civ2/game.ruleset | ||
|---|---|---|
| [civstyle] | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ2/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ2/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/civ2/terrain.ruleset | ||
|---|---|---|
| ; Bases and roads have additional sections for their specific features below. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ2/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/civ2civ3/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/civ2civ3/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ2civ3/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ2civ3/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/civ2civ3/terrain.ruleset | ||
|---|---|---|
| ; Bases and roads have additional sections for their specific features below. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/civ2civ3/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/classic/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/classic/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/classic/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/classic/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/classic/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/classic/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/goldkeep/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/goldkeep/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/goldkeep/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/goldkeep/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/goldkeep/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/goldkeep/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/granularity/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/granularity/game.ruleset | ||
|---|---|---|
| food_cost        = 200 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
|     } | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/granularity/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/granularity/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/granularity/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/multiplayer/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/multiplayer/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/multiplayer/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/multiplayer/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/multiplayer/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/multiplayer/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/ruledit/comments-3.3.txt | ||
|---|---|---|
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Below: The individual buildings, one per section.\n\ | ||
| ; There can be up to 200.\n\ | ||
| ; (Buildings = City Improvements and Wonders)\n\ | ||
| ;\n\ | ||
| ; The actual tag used (the * in [building_*]) does not matter, except\n\ | ||
| ... | ... | |
| \n\ | ||
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Tech classes:\n\ | ||
| ; Tech classes, there can be up to 16:\n\ | ||
| ;\n\ | ||
| ; First one is the default one.\n\ | ||
| ; If there is none, tech classes feature is disabled\n\ | ||
| ... | ... | |
| \n\ | ||
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Multipliers (aka policies)\n\ | ||
| ; Multipliers (aka policies), there can be up to 50:\n\ | ||
| ;\n\ | ||
| ; name                    = translatable name as seen by user\n\ | ||
| ; rule_name               = (optional) internal name for savegames, rulesets\n\ | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Unit classes\n\ | ||
| ; The number can be variable, up to 32\n\ | ||
| ; The number can be variable, up to 32.\n\ | ||
| ; When adding new classes, remember to check effects.ruleset also.\n\ | ||
| ; Eg. if you divide class \'Land\' to two separate classes, you may\n\ | ||
| ; want add effect giving City Walls defense bonus against new class\n\ | ||
| ... | ... | |
| ; flags         = special flag strings; list of built-in flags described below\n\ | ||
| ;                 and/or user flags defined above\n\ | ||
| ;\n\ | ||
| ; veteran_names = Special veteran level for this unit. See the definitions in\n\ | ||
| ; veteran_names = Special veteran levels for this unit. See the definitions in\n\ | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the\n\ | ||
| ;                 same length!\n\ | ||
| ;                 There can be up to 20 levels.\n\ | ||
| ; veteran_base_raise_chance =\n\ | ||
| ; veteran_work_raise_chance =\n\ | ||
| ; veteran_power_fact =\n\ | ||
| ... | ... | |
| ; Bases, roads, and resources have additional sections for their specific features.\n\ | ||
| ;\n\ | ||
| ;\n\ | ||
| ; Extra types:\n\ | ||
| ; Extra types, there can be up to 250:\n\ | ||
| ;\n\ | ||
| ; name                    = translatable name as seen by user\n\ | ||
| ; rule_name               = (optional) internal name for savegames, rulesets\n\ | ||
| ... | ... | |
| \n\ | ||
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Disaster types:\n\ | ||
| ; Disaster types, there can be up to 10:\n\ | ||
| ;\n\ | ||
| ; name                    = translatable name as seen by user\n\ | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset\n\ | ||
| ... | ... | |
| \n\ | ||
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Achievement types:\n\ | ||
| ; Achievement types, there can be up to 40:\n\ | ||
| ;\n\ | ||
| ; name                    = translatable name as seen by user\n\ | ||
| ; rule_name               = (optional) internal name for savegames, rulesets\n\ | ||
| ... | ... | |
| \n\ | ||
| ; /* <-- avoid gettext warnings\n\ | ||
| ;\n\ | ||
| ; Goods types:\n\ | ||
| ; Goods types, there can be up to 25:\n\ | ||
| ;\n\ | ||
| ; name                    = translatable name as seen by user\n\ | ||
| ; rule_name               = (optional) internal name for savegames, rulesets\n\ | ||
| ... | ... | |
| counters = "\n\ | ||
| ; /* <-- avoid gettext warnings\n\ | ||
| ;Counter types\n\ | ||
| ;Counter types, there can be up to 20:\n\ | ||
| ;\n\ | ||
| ;name                    = translatable name as seen by user\n\ | ||
| ;rule_name               = (optional) internal name for savegames, rulesets\n\ | ||
| ... | ... | |
| granary = "\n\ | ||
| ; Parameters used to generalize the calculation of city granary size:\n\ | ||
| ;\n\ | ||
| ; granary_food_ini is a list of up to 24 integers.\n\ | ||
| ;\n\ | ||
| ;   if city_size <= num_inis:\n\ | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100)\n\ | ||
| ;   if city_size > num_inis;\n\ | ||
| data/sandbox/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/sandbox/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "SharedTiles" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/sandbox/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/sandbox/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/sandbox/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/sandbox/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
| data/stub/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/stub/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; */ <-- avoid gettext warnings | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/stub/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/stub/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/stub/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/webperimental/buildings.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Below: The individual buildings, one per section. | ||
| ; There can be up to 200. | ||
| ; (Buildings = City Improvements and Wonders) | ||
| ; | ||
| ; The actual tag used (the * in [building_*]) does not matter, except | ||
| data/webperimental/game.ruleset | ||
|---|---|---|
| food_cost        = 2 | ||
| ; Parameters used to generalize the calculation of city granary size: | ||
| ; | ||
| ; granary_food_ini is a list of up to 24 integers. | ||
| ; | ||
| ;   if city_size <= num_inis: | ||
| ;     city_granary_size = (granary_food_ini[city_size] * foodbox / 100) | ||
| ;   if city_size > num_inis; | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Disaster types: | ||
| ; Disaster types, there can be up to 10: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; reqs                    = requirements for disaster to happen (see effects.ruleset | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Achievement types: | ||
| ; Achievement types, there can be up to 40: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Goods types: | ||
| ; Goods types, there can be up to 25: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| ... | ... | |
| type = "Embassy" | ||
| ; /* <-- avoid gettext warnings | ||
| ;Counter types | ||
| ;Counter types, there can be up to 20: | ||
| ; | ||
| ;name                    = translatable name as seen by user | ||
| ;rule_name               = (optional) internal name for savegames, rulesets | ||
| data/webperimental/governments.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Multipliers (aka policies) | ||
| ; Multipliers (aka policies), there can be up to 50: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/webperimental/techs.ruleset | ||
|---|---|---|
| ; /* <-- avoid gettext warnings | ||
| ; | ||
| ; Tech classes: | ||
| ; Tech classes, there can be up to 16: | ||
| ; | ||
| ; First one is the default one. | ||
| ; If there is none, tech classes feature is disabled | ||
| data/webperimental/terrain.ruleset | ||
|---|---|---|
| ; Bases, roads, and resources have additional sections for their specific features. | ||
| ; | ||
| ; | ||
| ; Extra types: | ||
| ; Extra types, there can be up to 250: | ||
| ; | ||
| ; name                    = translatable name as seen by user | ||
| ; rule_name               = (optional) internal name for savegames, rulesets | ||
| data/webperimental/units.ruleset | ||
|---|---|---|
| ; veteran_names = Special veteran level for this unit. See the definitions in | ||
| ;                 game.ruleset. All of the veteran_* entries have to have the | ||
| ;                 same length! | ||
| ;                 There can be up to 20 levels. | ||
| ; veteran_base_raise_chance = | ||
| ; veteran_work_raise_chance = | ||
| ; veteran_power_fact = | ||
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