Author: sveinung
Date: Sun Feb  1 20:43:30 2015
New Revision: 27927

URL: http://svn.gna.org/viewcvs/freeciv?rev=27927&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:
    branches/S2_6/data/civ2civ3/effects.ruleset
    branches/S2_6/doc/README.ruleset_civ2civ3

Modified: branches/S2_6/data/civ2civ3/effects.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/effects.ruleset?rev=27927&r1=27926&r2=27927&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/effects.ruleset (original)
+++ branches/S2_6/data/civ2civ3/effects.ruleset Sun Feb  1 20:43:30 2015
@@ -1356,6 +1356,14 @@
       "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
@@ -1364,36 +1372,20 @@
       "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: branches/S2_6/doc/README.ruleset_civ2civ3
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/doc/README.ruleset_civ2civ3?rev=27927&r1=27926&r2=27927&view=diff
==============================================================================
--- branches/S2_6/doc/README.ruleset_civ2civ3   (original)
+++ branches/S2_6/doc/README.ruleset_civ2civ3   Sun Feb  1 20:43:30 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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