Author: sveinung
Date: Sun Feb 1 20:37:18 2015
New Revision: 27926
URL: http://svn.gna.org/viewcvs/freeciv?rev=27926&view=rev
Log:
civ2civ3: Give Tribal government 2 martial law per unit.
Increase the effect of martial law under Tribal government from 0 to 2 per
unit. This should make it a good alternative to Despotism again. (Tribal's
extra movement was replaced by a higher probability of gaining veterancy in
combat)
Patch by David Fernandez <bardo>
See patch #5763
Modified:
trunk/data/civ2civ3/effects.ruleset
trunk/doc/README.ruleset_civ2civ3
Modified: trunk/data/civ2civ3/effects.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/trunk/data/civ2civ3/effects.ruleset?rev=27926&r1=27925&r2=27926&view=diff
==============================================================================
--- trunk/data/civ2civ3/effects.ruleset (original)
+++ trunk/data/civ2civ3/effects.ruleset Sun Feb 1 20:37:18 2015
@@ -1357,6 +1357,14 @@
"Gov", "Monarchy", "Player"
}
+[effect_martial_law_each_tribal]
+type = "Martial_Law_Each"
+value = 2
+reqs =
+ { "type", "name", "range"
+ "Gov", "Tribal", "Player"
+ }
+
[effect_martial_law_each_communism]
type = "Martial_Law_Each"
value = 2
@@ -1365,36 +1373,20 @@
"Gov", "Communism", "Player"
}
-[effect_martial_law_max_anarchy]
+[effect_martial_law_max]
type = "Martial_Law_Max"
value = 3
reqs =
- { "type", "name", "range"
- "Gov", "Anarchy", "Player"
- }
-
-[effect_martial_law_max_despotism]
-type = "Martial_Law_Max"
-value = 3
-reqs =
- { "type", "name", "range"
- "Gov", "Despotism", "Player"
- }
-
-[effect_martial_law_max_monarchy]
-type = "Martial_Law_Max"
-value = 3
-reqs =
- { "type", "name", "range"
- "Gov", "Monarchy", "Player"
- }
-
-[effect_martial_law_max_communism]
-type = "Martial_Law_Max"
-value = 3
-reqs =
- { "type", "name", "range"
- "Gov", "Communism", "Player"
+ { "type", "name", "range", "present"
+; "Gov", "Anarchy", "Player", FALSE
+; "Gov", "Tribal", "Player", FALSE
+; "Gov", "Communism", "Player", FALSE
+; "Gov", "Despotism", "Player", FALSE
+; "Gov", "Monarchy", "Player", FALSE
+ "Gov", "Fundamentalism", "Player", FALSE
+ "Gov", "Federation", "Player", FALSE
+ "Gov", "Republic", "Player", FALSE
+ "Gov", "Democracy", "Player", FALSE
}
; Railroad because makes Pyramids obsolete
Modified: trunk/doc/README.ruleset_civ2civ3
URL:
http://svn.gna.org/viewcvs/freeciv/trunk/doc/README.ruleset_civ2civ3?rev=27926&r1=27925&r2=27926&view=diff
==============================================================================
--- trunk/doc/README.ruleset_civ2civ3 (original)
+++ trunk/doc/README.ruleset_civ2civ3 Sun Feb 1 20:37:18 2015
@@ -173,7 +173,7 @@
Unit Upkeep Shield Shield Gold Gold Gold(x2) Shield
Gold(x2) Gold(x2) Shield
Free Units 2\2 2\2 2\2 3\3 2\2 1\1 1\1
2\2 3\3
Mil Unhappiness 0 0 0 -1 -1 -1 -2
-1 -1
-Martial Law +1 0 +1 +1 0 0 0
0 +2
+Martial Law +1 +2 +1 +1 0 0 0
0 +2
Civil war % 99 90 80 70 60 40 30
20 50
Empire Size 0 /14 /10 /12 /20 /16 /32
/24 /28
@@ -463,6 +463,7 @@
- Wonders become obsolete by techs researched by the owner (not affected by
the researches of other players).
- A little boost to Federation (+1 Luxury per city, so it is easier to
celebrate), and Fundamentalism (-50% to science, instead of total science
output halved).
- The bonus to defense moved to cities with pop>8 (instead of pop>=8), so
Aqueduct is a prerequisite.
+- Tribal government increases by half the chance of land units getting the
next veteran level after a battle (instead of the extra movement), and
increases the effect of martial law to 2.
Terrain:
- Readjusted terrain transformations. Designed so all useful alterations can
be finished in 1 or 2 steps, and all effects from Global warming can be
reversibly with terraforming.
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