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. _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits