mirror of https://github.com/FreeCol/freecol.git
244 lines
11 KiB
XML
244 lines
11 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<!--
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* Copyright (C) 2002-2022 The FreeCol Team
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*
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* This file is part of FreeCol.
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*
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* FreeCol is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* FreeCol is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with FreeCol. If not, see <http://www.gnu.org/licenses/>.
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In case of incompatible changes, please update version number and
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XSD schema for validation.
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-->
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<freecol-specification id="freecol" version="0.120" extends="classic">
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<goods-types>
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<goods-type id="model.goods.horses" is-farmed="false"
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breeding-number="2"
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made-from="model.goods.grain"> <!-- changed from food -->
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<market initial-amount="1000" initial-price="1" price-difference="2" />
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</goods-type>
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</goods-types>
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<building-types>
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<building-type id="model.building.stockade" preserve="true">
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<modifier id="model.modifier.minimumColonySize" delete="true" />
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</building-type>
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<building-type id="model.building.fort" preserve="true">
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<modifier id="model.modifier.minimumColonySize" delete="true" />
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</building-type>
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<building-type id="model.building.fortress" preserve="true">
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<modifier id="model.modifier.minimumColonySize" delete="true" />
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</building-type>
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<building-type id="model.building.country" preserve="true">
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<production delete="true"/>
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<production unattended="true">
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<input goods-type="model.goods.grain" value="1"/>
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<output goods-type="model.goods.horses" value="1"/>
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</production>
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</building-type>
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<building-type id="model.building.stables" extends="model.building.country"
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preserve="true">
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<production delete="true"/>
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<production unattended="true">
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<input goods-type="model.goods.grain" value="1"/>
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<output goods-type="model.goods.horses" value="1"/>
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</production>
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</building-type>
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</building-types>
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<founding-fathers>
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<founding-father id="model.foundingFather.franciscoDeCoronado"
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type="exploration"
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weight1="3" weight2="5" weight3="7">
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<!-- FreeCol extension -->
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<ability id="model.ability.seeAllColonies"
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value="true"/>
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<event id="model.event.seeAllColonies"/>
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</founding-father>
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<founding-father id="model.foundingFather.pocahontas" type="political"
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weight1="7" weight2="5" weight3="3">
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<modifier id="model.modifier.nativeAlarmModifier"
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type="percentage" value="-50"/>
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<event id="model.event.resetNativeAlarm"/>
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<!-- In Col1 bans on missionaries persist forever. Allow
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Pocahontas to clear them as a FreeCol extension. -->
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<event id="model.event.resetBannedMissions"/>
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</founding-father>
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</founding-fathers>
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<european-nation-types>
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<european-nation-type id="model.nationType.ref" preserve="true">
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<!-- Shorten REF sail time. -->
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<modifier id="model.modifier.sailHighSeas"
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type="additive" value="-1"/>
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</european-nation-type>
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<european-nation-type id="model.nationType.naval"
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extends="model.nationType.default">
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<modifier id="model.modifier.movementBonus"
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type="additive" value="3">
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<scope ability-id="model.ability.navalUnit"/>
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</modifier>
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<unit id="ship" type="model.unit.merchantman"/>
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</european-nation-type>
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<european-nation-type id="model.nationType.building"
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extends="model.nationType.default">
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<unit id="pioneer" type="model.unit.masterCarpenter"
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role="model.role.pioneer"/>
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<unit id="soldier" type="model.unit.expertLumberJack"
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role="model.role.soldier"/>
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<modifier id="model.goods.lumber" index="80"
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type="additive" value="2"/>
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<modifier id="model.goods.hammers" index="80"
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type="additive" value="2">
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<scope ability-id="model.ability.person" />
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</modifier>
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</european-nation-type>
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<european-nation-type id="model.nationType.agriculture"
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extends="model.nationType.default">
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<unit id="pioneer" type="model.unit.expertFarmer"
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role="model.role.pioneer"/>
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<modifier id="model.goods.grain" index="80"
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type="additive" value="2"/>
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</european-nation-type>
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<european-nation-type id="model.nationType.furTrapping"
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extends="model.nationType.default">
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<unit id="pioneer" type="model.unit.expertFurTrapper"
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role="model.role.pioneer"/>
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<unit id="soldier" type="model.unit.masterFurTrader"
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role="model.role.soldier"/>
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<modifier id="model.goods.furs" index="80"
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type="additive" value="2"/>
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<modifier id="model.goods.coats" index="80"
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type="additive" value="2">
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<scope ability-id="model.ability.person" />
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</modifier>
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</european-nation-type>
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</european-nation-types>
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<nations>
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<nation id="model.nation.portuguese" color="0x00ff00"
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nation-type="model.nationType.naval" selectable="true"
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preferred-latitude="-16" ref="model.nation.portugueseREF"/>
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<nation id="model.nation.swedish" color="0x00bfff"
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nation-type="model.nationType.building" selectable="true"
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preferred-latitude="-39" ref="model.nation.swedishREF"/>
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<nation id="model.nation.danish" color="0xff00bf"
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nation-type="model.nationType.agriculture" selectable="true"
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preferred-latitude="-64" ref="model.nation.danishREF"/>
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<nation id="model.nation.russian" color="0xffffff"
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nation-type="model.nationType.furTrapping" selectable="true"
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preferred-latitude="-55" starts-on-east-coast="false"
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ref="model.nation.russianREF"/>
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<nation id="model.nation.portugueseREF" color="0xbfff00"
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nation-type="model.nationType.ref"/>
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<nation id="model.nation.swedishREF" color="0x367588"
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nation-type="model.nationType.ref"/>
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<nation id="model.nation.danishREF" color="0x91006d"
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nation-type="model.nationType.ref"/>
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<nation id="model.nation.russianREF" color="0xbebebe"
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nation-type="model.nationType.ref"/>
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</nations>
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<options>
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<optionGroup id="difficultyLevels" recursive="false">
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<optionGroup id="model.difficulty.veryEasy" editable="false">
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<optionGroup id="model.difficulty.immigration" editable="false">
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<integerOption id="model.option.crossesIncrement" value="2"/>
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</optionGroup>
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</optionGroup>
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<optionGroup id="model.difficulty.easy" editable="false">
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<optionGroup id="model.difficulty.immigration" editable="false">
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<integerOption id="model.option.crossesIncrement" value="3"/>
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</optionGroup>
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</optionGroup>
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<optionGroup id="model.difficulty.medium" editable="false">
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<optionGroup id="model.difficulty.immigration" editable="false">
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<integerOption id="model.option.crossesIncrement" value="4"/>
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</optionGroup>
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</optionGroup>
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<optionGroup id="model.difficulty.hard" editable="false">
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<optionGroup id="model.difficulty.immigration" editable="false">
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<integerOption id="model.option.crossesIncrement" value="6"/>
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</optionGroup>
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</optionGroup>
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<optionGroup id="model.difficulty.veryHard" editable="false">
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<optionGroup id="model.difficulty.immigration" editable="false">
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<integerOption id="model.option.crossesIncrement" value="10"/>
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</optionGroup>
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</optionGroup>
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<optionGroup id="model.difficulty.custom" editable="true">
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<optionGroup id="model.difficulty.immigration" editable="true">
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<integerOption id="model.option.crossesIncrement" value="10"/>
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</optionGroup>
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</optionGroup>
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</optionGroup>
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<optionGroup id="gameOptions">
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<optionGroup id="gameOptions.map">
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<!-- Enables/disables fog of war -->
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<booleanOption id="model.option.fogOfWar"
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defaultValue="true"/>
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<!-- Whether to award exploration points or not -->
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<booleanOption id="model.option.explorationPoints"
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defaultValue="true"/>
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<!-- The number of turns it takes to sail between Europe and
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the New World. -->
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<integerOption id="model.option.turnsToSail"
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defaultValue="3" minimumValue="1" maximumValue="10"/>
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<!-- Whether amphibious moves are allowed. -->
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<booleanOption id="model.option.amphibiousMoves"
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defaultValue="true"/>
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<!-- Allow trading with empty units. -->
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<booleanOption id="model.option.emptyTraders"
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defaultValue="true"/>
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<!-- Missionaries grant visibility and enhance trade and training -->
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<booleanOption id="model.option.enhancedMissionaries"
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defaultValue="true"/>
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<!-- Does the REF "teleport" to its first target or sail in. -->
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<booleanOption id="model.option.teleportREF" defaultValue="false"/>
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</optionGroup>
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<optionGroup id="gameOptions.colony">
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<!-- Is colony bell accumulation capped when 100% rebels achieved? -->
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<booleanOption id="model.option.bellAccumulationCapped"
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defaultValue="false"/>
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<!-- Capture units under repair when a colony is captured? -->
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<booleanOption id="model.option.captureUnitsUnderRepair"
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defaultValue="true"/>
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<!-- Does the Custom House sell boycotted goods -->
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<booleanOption id="model.option.customIgnoreBoycott"
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defaultValue="false"/>
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<!-- Disembark all units on arriving in a colony. -->
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<booleanOption id="model.option.disembarkInColony"
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defaultValue="false"/>
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<!-- Whether experts have connections, producing without raw
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materials in factories. -->
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<booleanOption id="model.option.expertsHaveConnections"
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defaultValue="false"/>
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<!-- Can colonies be founded during the war of independence? -->
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<booleanOption id="model.option.foundColonyDuringRebellion"
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defaultValue="true"/>
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<!-- Overflow hammer and cross production is preserved? -->
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<booleanOption id="model.option.saveProductionOverflow"
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defaultValue="false"/>
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<!-- Whether to educate the least skilled unit first -->
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<booleanOption id="model.option.allowStudentSelection"
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defaultValue="true"/>
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<!-- Claim all available tiles on colony foundation. -->
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<booleanOption id="model.option.claimAllTiles"
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defaultValue="false" />
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</optionGroup>
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</optionGroup>
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</options>
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</freecol-specification>
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