
; 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="Civ2 style governments data for Freeciv (##gov4## incomplete)"
options="1.9"

[governments]
default="##gov1##"
when_anarchy="##gov0##"

; 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 compatability with 
; savegames.
;
; Notes on fields:

; name        = name of this government form as seen by user 
; 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 "-"

; unit_*_factor = factor applied to individual unit upkeep for different 
;		  upkeep forms
; unit_free_*   = base unit upkeep cost which the city gets "free"; only
;	          upkeep above this value applies; special value: "City_Size"

; corruption:
 
; _level            = percentage factor applied to corruption multiplied
;		      by 100; if 0, Courthouse effect changes
; _fixed_distance   = if non-zero, used instead of actual calculation of 
;		      distance from Palace; also used for distances in 
;		      unit and city bribe cost calculations
; _distance_factor  = multiply distance by this factor for corruption 
;		      (but not bribe costs)
; _extra_distance   = add this to distance after applying distance factor
; _max_distance_cap = cap to the max distance from the capital used in
;                     corruption calculation

; waste:

; _level             = percentage factor applied to waste multipled by 100
; _fixed_distance    = used if not 0 instead of actual calculation of 
;		              distance from Palace;  		     
; _distance_factor   = multiply distance by this factor for waste
; _extra_distance    = add this to distance after applying distance factor
; _max_distance_cap  = cap to the max distance from the capital used in
;                      waste calculation

; production_*_bonus   = added to base production for each worked tile;
;			 second value is used instead when city is celebrating
; production_*_penalty = if non-zero, tile production above this amount is 
;			 reduced by one; second value used when celebrating

; ruler_titles = ruler titles by nation, "-" is default, and non-matched 
;	         nations are ignored 

; helptext = optional help text string; should escape all raw newlines 
;	     so that xgettext parsing works

;------------------------------------------------------------------------
##newgov
[government_anarchy]

name        = _("##gov0##")

graphic     = "gov.anarchy"
graphic_alt = "-"

unit_unhappy_factor = 0
unit_shield_factor  = 1
unit_food_factor    = ##cosm5##
unit_gold_factor    = 0   ; ??

unit_free_unhappy = 0
unit_free_shield  = "City_Size"
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 375
corruption_fixed_distance   = 0
corruption_distance_factor  = 1 
corruption_extra_distance   = 5 
corruption_max_distance_cap = 32

waste_level                = 375
waste_fixed_distance       = 0
waste_distance_factor      = 1 
waste_extra_distance       = 5 
waste_max_distance_cap     = 16

production_trade_bonus    = 0, 0
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 2, 0
production_shield_penalty = 2, 0
production_food_penalty   = 2, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

helptext = _("\
##gov0## 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.\
\n\n\
##gov0## offers slightly less corruption than ##gov1##, but slightly\
 more unhappiness.\
\n\n\
Settlers consume 1 food per turn under ##gov0##.  Squares which would\
 normally yield more than 2 units of food, shields or trade suffer\
 a 1-unit penalty (e.g., an irrigated grassland square which would\
 normally yield 3 food only yields 2 food while you are in ##gov0##).\
 (This penalty is removed if the city is celebrating; see Happiness.)\
\n\n\
Under ##gov0##, each of your cities can support a number of military\
 units equal to its size without paying shields for upkeep.\
 (Additional units require 1 production shield each.)\
\n\n\
You may impose martial law under ##gov0##: each military unit inside\
 a city will keep one unhappy citizen content.  (Or at least, unhappy\
 citizens will act content, and will not cause disorder.)\
")

;------------------------------------------------------------------------
##newgov
[government_despotism]

name        = _("##gov1##")
; No reqs
graphic     = "gov.despotism"
graphic_alt = "-"
ai_better   = "Monarchy"

unit_unhappy_factor = 0 
unit_shield_factor  = 1
unit_food_factor    = ##cosm5##
unit_gold_factor    = 1 

unit_free_unhappy = 0
unit_free_shield  = "City_Size"
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 300
corruption_fixed_distance   = 0
corruption_distance_factor  = 1 
corruption_extra_distance   = 5 
corruption_max_distance_cap = 32

waste_level                = 300
waste_fixed_distance       = 0
waste_distance_factor      = 1 
waste_extra_distance       = 5 
waste_max_distance_cap     = 16

production_trade_bonus    = 0, 0
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 2, 0
production_shield_penalty = 2, 0
production_food_penalty   = 2, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

helptext = _("\
Under ##gov1##, you are the absolute ruler of your people.  Your\
 control over your citizens is maintained largely by martial law.\
\n\n\
##gov1## suffers the highest level of corruption of all forms of\
 government.\
\n\n\
Settlers consume 1 food per turn under ##gov1##.  Squares which\
 would normally yield more than 2 units of food, shields or trade\
 suffer a 1-unit penalty (e.g., an irrigated grassland square which\
 would normally yield 3 food only yields 2 food while you are under\
 Despotic rule).  (This penalty is removed if the city is\
 celebrating; see Happiness.)\
\n\n\
The maximum rate you can set for science, tax or luxuries is 60%.\
\n\n\
Under ##gov1##, each of your cities can support a number of\
 military units equal to its size without paying shields for\
 upkeep.  (Additional units require 1 production shield each.)\
\n\n\
You may impose martial law under ##gov1##: each military unit\
 inside a city will keep one unhappy citizen content.  (Or at least,\
 unhappy citizens will act content, and will not cause disorder.)\
")

;------------------------------------------------------------------------
##newgov
[government_monarchy]

name        = _("##gov2##")
reqs = { "type", "name", "range"
         "tech", "##tech-Mon##", "Player"
       }
graphic     = "gov.monarchy"
graphic_alt = "-"
ai_better   = "Communism"

unit_unhappy_factor = 0
unit_shield_factor  = 1
unit_food_factor    = ##cosm5##
unit_gold_factor    = 1 

unit_free_unhappy = 0
unit_free_shield  = ##cosm13##
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 250
corruption_fixed_distance   = 0
corruption_distance_factor  = 1 
corruption_extra_distance   = 0 
corruption_max_distance_cap = 32

waste_level                = 250
waste_fixed_distance       = 0
waste_distance_factor      = 1 
waste_extra_distance       = 0 
waste_max_distance_cap     = 16

production_trade_bonus    = 0, 1
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 0, 0
production_shield_penalty = 0, 0
production_food_penalty   = 0, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

helptext = _("\
Under ##gov2##, a king or queen serves as a hereditary figurehead\
 for your government.\
\n\n\
##gov2## suffers the same small amount of corruption that the\
 ##gov5## does.\
\n\n\
Settlers consume 1 food per turn under ##gov2##.\
\n\n\
If a city governed by a ##gov2## is celebrating, it will receive a\
 bonus of 1 trade in each square which already produces at least 1\
 trade.  See Happiness for details.\
\n\n\
The maximum rate you can set for science, tax or luxuries is 70%.\
\n\n\
Under ##gov2##, your cities can support up to 3 military units\
 without paying shields for upkeep.  (Additional units require 1\
 production shield each.)\
\n\n\
You may impose limited martial law under ##gov2##: each military\
 unit in a city, up to a maximum of 3, will keep one unhappy citizen\
 content.\
")

;------------------------------------------------------------------------
##newgov
[government_communism]

name        = _("##gov3##")
reqs = { "type", "name", "range"
         "tech", "##tech-Cmn##", "Player"
       }
graphic     = "gov.communism"
graphic_alt = "-"

unit_unhappy_factor = 0
unit_shield_factor  = 1
unit_food_factor    = ##cosm6##
unit_gold_factor    = 1

unit_free_unhappy = 0
unit_free_shield  = ##cosm14##
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 215
corruption_fixed_distance   = 1
corruption_distance_factor  = 1 
corruption_extra_distance   = 1 
corruption_max_distance_cap = 32

waste_level                = 35
waste_fixed_distance       = 1
waste_distance_factor      = 1 
waste_extra_distance       = 1 
waste_max_distance_cap     = 16

production_trade_bonus    = 0, 1
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 0, 0
production_shield_penalty = 0, 0
production_food_penalty   = 0, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

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.  ##gov3## gives a balance between military and commercial\
 styles of government.\
\n\n\
Under ##gov3##, corruption does not vary by distance from the\
 capital; all cities (including the capital) have a modest amount\
 of corruption.  In addition, Communist cities more than 10 squares\
 away from the capital are considered to be only 10 squares away when\
 computing the cost of inciting a revolt (see Units, Diplomat).\
\n\n\
Settlers consume 2 food per turn under ##gov3##.\
\n\n\
If a city governed by ##gov3## is celebrating, it will receive a\
 bonus of 1 trade in each square which already produces at least 1\
 trade.  See Happiness for details.\
\n\n\
The maximum rate you can set for science, tax or luxuries is 80%.\
\n\n\
Diplomats and Spies created under ##gov3## are always veterans.\
\n\n\
Under ##gov3##, your cities can support up to 3 military units\
 without paying shields for upkeep.  (Additional units require 1\
 production shield each.)\
\n\n\
You impose limited but efficient martial law under ##gov3##.  Each\
 military unit inside a city, up to a maximum of 3, will keep 2\
 unhappy citizens content.\
")

;------------------------------------------------------------------------
##newgov
[government_fundamentalism]

name        = _("##gov4##")
reqs = { "type", "name", "range"
         "tech", "##tech-Fun##", "Player"
       }
graphic     = "gov.fundamentalism"
graphic_alt = "-"

unit_unhappy_factor = 0
unit_shield_factor  = 1
unit_food_factor    = ##cosm6##
unit_gold_factor    = 1 

unit_free_unhappy = 0
unit_free_shield  = ##cosm15##
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 1
corruption_fixed_distance   = 1
corruption_distance_factor  = 1 
corruption_extra_distance   = 0 
corruption_max_distance_cap = 32

waste_level                = 1
waste_fixed_distance       = 1
waste_distance_factor      = 1 
waste_extra_distance       = 0 
waste_max_distance_cap     = 16

production_trade_bonus    = 0, 1
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 0, 0
production_shield_penalty = 0, 0
production_food_penalty   = 0, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

helptext = _("\
##gov4## 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.\
\n\n\
In a fundamentalist society, the people and the rulers are entirely\
 devoted to their beliefs, and are usually willing to die to\
 preserve them.\
\n\n\
Under ##gov4##, your cities can support up to 10 military\
 units without paying shields for upkeep. (Additional units\
 require 1 production shield each. Fanatics units need no upkeep.\
\n\n\
Settlers consume 2 food per turn under ##gov4##.\
\n\n\
If a city governed by ##gov4## is celebrating, it will receive\
 a bonus of 1 trade in each square which already produces at least 1\
 trade.  See Happiness for details.\
\n\n\
The maximum rate you can set for science, tax or luxuries is 80%.\
\n\n\
The maximum effective rate for science is 50%, the surplus is used\
 for collecting tax, and furthermore the science production is\
 halved.\
\n\n\
Cities under ##gov4## suffer a small amount of corruption.\
\n\n\
Improvement that normally convert unhappy citizens to content\
 citizens, produces `tithes' (gold) equivalent to the number\
 of people they would convert, and require no maintenance.\
")

;------------------------------------------------------------------------
##newgov
[government_republic]

name        = _("##gov5##")
reqs = { "type", "name", "range"
         "tech", "##tech-Rep##", "Player"
       }
graphic     = "gov.republic"
graphic_alt = "-"

unit_unhappy_factor = 1
unit_shield_factor  = 1
unit_food_factor    = ##cosm6##
unit_gold_factor    = 1 

unit_free_unhappy = 1
unit_free_shield  = 0
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 187
corruption_fixed_distance   = 0
corruption_distance_factor  = 1 
corruption_extra_distance   = 0 
corruption_max_distance_cap = 32

waste_level                = 65
waste_fixed_distance       = 0
waste_distance_factor      = 1 
waste_extra_distance       = 0 
waste_max_distance_cap     = 16

production_trade_bonus    = 1, 1
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 0, 0
production_shield_penalty = 0, 0
production_food_penalty   = 0, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

helptext = _("\
Under a ##gov5##an 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 ##gov5## become unhappy\
 easily, but the self-sufficiency of your citizens allows high levels\
 of trade.\
\n\n\
Cities under the ##gov5## suffer a small amount of corruption.\
\n\n\
Settlers consume 2 food per turn under the ##gov5##.  Squares with\
 at least 1 trade resource get a trade bonus of 1 under the ##gov5##.\
\n\n\
##gov5##an cities which are celebrating grow at a rate of 1 citizen\
 per turn; see Happiness for details.\
\n\n\
The maximum rate you can set for science, tax or luxuries is 80%.\
\n\n\
Under the ##gov5##, military units require 1 production shield each\
 for upkeep.  In addition the following units are considered\
 aggressive units:\
\n\n\
- units with an attack strength greater than 0 which are not\
 inside a city or inside a fortress within 3 squares of a friendly\
 city\
\n\n\
- air units (including missiles and helicopters, but not fighters)\
 with an attack strength greater than 0, regardless of their\
 location\
\n\n\
The citizens of a city will tolerate 1 aggressive unit; subsequent\
 units will generate 1 unhappy citizen each.\
")

;------------------------------------------------------------------------
##newgov
[government_democracy]


name        = _("##gov6##")
reqs = { "type", "name", "range"
         "tech", "##tech-Dem##", "Player"
       }
graphic     = "gov.democracy"
graphic_alt = "-"

unit_unhappy_factor = 2
unit_shield_factor  = 1
unit_food_factor    = ##cosm6##
unit_gold_factor    = 1 

unit_free_unhappy = 0
unit_free_shield  = 0
unit_free_food    = 0
unit_free_gold    = 0

corruption_level            = 0
corruption_fixed_distance   = 0
corruption_distance_factor  = 0 
corruption_extra_distance   = 0 
corruption_max_distance_cap = 32

waste_level                = 0
waste_fixed_distance       = 0
waste_distance_factor      = 0 
waste_extra_distance       = 0 
waste_max_distance_cap     = 16

production_trade_bonus    = 1, 1
production_shield_bonus   = 0, 0
production_food_bonus     = 0, 0

production_trade_penalty  = 0, 0
production_shield_penalty = 0, 0
production_food_penalty   = 0, 0

ruler_male_title = _("##mname##")
ruler_female_title = _("##fname##")

helptext = _("\
Under ##gov6##, citizens govern directly by voting on issues.\
 ##gov6## offers the highest possible level of trade, but also\
 offers the most potential for unhappiness.  There is no corruption\
 during ##gov6##, but citizens become very upset during wars.\
\n\n\
Settlers consume 2 food per turn under ##gov6##.  Squares with\
 at least 1 trade resource get a trade bonus of 1 under ##gov6##.\
\n\n\
Democratic cities which are celebrating grow at a rate of 1 citizen\
 per turn; see Happiness for details.\
\n\n\
There are no taxation limits under ##gov6##; you can set science, tax\
 or luxuries to 100%.\
\n\n\
Under ##gov6##, military units require 1 production shield each for\
 upkeep.  In addition the following units generate unhappiness:\
\n\n\
- Units with an attack strength greater than 0 which are not\
 inside a city, or inside a fortress within 3 squares of a\
 friendly city, generate 2 unhappy citizens.\
\n\n\
- Air units with an attack strength greater than 0 which are\
 inside a city generate only 1 unhappy citizen.  Fighters generate\
 no unhappiness.\
\n\n\
If a city remains in disorder more than 2 turns under Democratic\
 rule, the citizens will spontaneously revolt and plunge your\
 civilization into ##gov0##.\
\n\n\
Because (happy) citizens of ##gov6## believe strongly in the\
 government, their loyalty is unswerving.  Military units of\
 Democratic civilizations cannot be bribed, and Democratic cities\
 cannot be incited to revolt by enemy Diplomats and Spies.\
")
