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Tasks #1698 » 1698_S3_3.patch

Dean Brown, 10/09/2025 06:00 AM

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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 =
(3-3/3)