; This is minimal techs ruleset. Replace with your module name in ; description. [datafile] description = " technology data for Freeciv" options = "+Freeciv-ruleset-3.2-Devel-2022.Feb.02" format_version = 30 [control] ; Names for custom tech flags. There can be up to 8 of these. ; name = rule name; In some circumstances user may see this ; as part of some sentences, so try to make it descriptive ; and sensible. ; helptxt = displayed in the help for advances with this flag (optional) ;flags = ; { "name", "helptxt" ; } ; /* <-- avoid gettext warnings ; ; Tech classes: ; ; First one is the default one. ; If there is none, tech classes feature is disabled ; ; name = translatable name as seen by user ; rule_name = (optional) internal name for savegames, rulesets ; etc; if not present, "name" is used for this ; purpose too. Since the name used in savegames must ; not change, if you want to rename an item after a ; ruleset has been released, you should set ; "rule_name" to the original value of "name". ; cost_pct = how much techs of the class cost compared ; to normal. Default is 100%. ; ; */ <-- avoid gettext warnings ;[techclass_default] ;name = ; /* <-- avoid gettext warnings ; ; Below: The individual advances, one per section. ; The number can be variable, up to 250. ; ; The actual tag used (the * in [advance_*]) does not matter, except ; it must be unique within this file, and it may be used in debug ; output when reading this file. ; ; Notes: ; ; name = translatable name as seen by user ; rule_name = (optional) internal name for savegames, rulesets etc; if ; not present, "name" is used for this purpose too. Since ; the name used in savegames must not change, if you want ; to rename an item after a ruleset has been released, you ; should set "rule_name" to the original value of "name". ; class = tech class this tech belongs to, if they have been defined. ; Default is first one defined above. ; req1, req2 = advances required before researching this one ; root_req = tech required before acquiring this tech, by any means. ; All techs with any direct or indirect dependency on this ; one will *also* have this root_req, as well as their own ; and any others they inherit. ; Giving "None" explicitly here prevents a tech from ; inheriting root_reqs in this way, and stops root_req ; inheritance through that tech. ; Specifying a tech's root_req as itself means that the tech ; can only be acquired by special means (nation's init_techs, ; scripting, etc). ; research_reqs = requirements before researching this one. Can have non ; tech requirements because it is a requirement vector. ; See doc/README.effects to learn more about requirement ; vectors. ; Requireing a tech here in stead of in req1, req2 or ; root_req is not supported yet. ; Requirements that may become fulfilled during the game ; when they weren't at the start of the game is not ; supported yet. ; flags = special flag strings ; graphic = icon for technology ; graphic_alt = alternate icon ; helptext = optional help text string (set units ruleset for examples) ; bonus_message = text seen when a player is the first to discover ; an bonus tech. Must contain '%s' to mark place of the tech ; gained. ; cost = if tech_cost_style is set to "Classic+" or "Experimental+", ; this field is read for information on how much a tech ; costs. ; ; Special values for req1 and req2 are "None" (first section below) ; and "Never" (never available). If only one tech is required, ; it should be listed as req1. ; ; As well as custom flags defined above, the following flag strings are ; possible: ; ; "Bonus_Tech" = player gets extra tech if reached first ; "Bridge" = "Settler" unit types can build extras that ; require bridge when occurring with some other ; extra. See "bridged_over" extra property in ; terrain.ruleset. ; "Build_Airborne" = from now on can build air units (for use by AI) ; "Claim_Ocean" = Player claims ocean tiles even if they are not ; adjacent to border source ; "Claim_Ocean_Limited" = Oceanic border sources claim ocean tiles even if ; they are not adjacent to border source ; ; */ <-- avoid gettext warnings [advance_generic] name = _("Generic Tech") req1 = "None" req2 = "None" flags = "" graphic = "a.alphabet" graphic_alt = "-" helptext = _("This is the only technology you can research.") [advance_test] name = _("Test") req1 = "Never" req2 = "Never" flags = "" graphic = "a.alphabet" graphic_alt = "-" helptext = _("test")