Author: jtn Date: Thu May 28 00:00:29 2015 New Revision: 29135 URL: http://svn.gna.org/viewcvs/freeciv?rev=29135&view=rev Log: civ2civ3: Prevent building farmland on desert without food bonus. It would provide no bonus, and prevent Super Highways bonus.
See gna bug #23609. Modified: branches/S2_6/data/civ2civ3/effects.ruleset branches/S2_6/data/civ2civ3/terrain.ruleset Modified: branches/S2_6/data/civ2civ3/effects.ruleset URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/effects.ruleset?rev=29135&r1=29134&r2=29135&view=diff ============================================================================== --- branches/S2_6/data/civ2civ3/effects.ruleset (original) +++ branches/S2_6/data/civ2civ3/effects.ruleset Thu May 28 00:00:29 2015 @@ -2749,7 +2749,7 @@ ; City center tiles only get the trade bonus if they aren't benefiting from ; 'automatic' farmland (the following clauses duplicate terms from -; Supermarket rules) +; Supermarket and Irrig_Possible rules) ; City without Supermarket doesn't get farmland bonus => can get trade bonus [effect_super_highways_city_center_1] @@ -2796,6 +2796,7 @@ } ; Otherwise, it can't get farmland bonus if terrain can't be irrigated +; (desert terrain can be irrigated so will not match this clause) [effect_super_highways_city_center_4] type = "Output_Inc_Tile" value = 1 @@ -2809,6 +2810,26 @@ "Extra", "Mine", "Local", FALSE "Extra", "Oil Well", "Local", FALSE "TerrainAlter", "CanIrrigate", "Local", FALSE + "Extra", "Farmland", "Local", FALSE + } + +; Otherwise, it can't get farmland bonus if underlying terrain is bare +; desert on which building farmland is prohibited (see Irrig_Possible rules) +[effect_super_highways_city_center_5] +type = "Output_Inc_Tile" +value = 1 +reqs = + { "type", "name", "range", "present" + "Extra", "Road", "Local", TRUE + "Building", "Super Highways", "City", TRUE + "OutputType", "Trade", "Local", TRUE + "CityTile", "Center", "Local", TRUE + "Building", "Supermarket", "City", TRUE + "Terrain", "Desert", "Local", TRUE + "Resource", "Oasis", "Local", FALSE + "Extra", "River", "Local", FALSE + ; Desert cannot have mine, only oil well + "Extra", "Oil Well", "Local", FALSE "Extra", "Farmland", "Local", FALSE } @@ -3716,6 +3737,24 @@ "UnitClass", "Sea", "Local", FALSE } +; Prevent building farmland on bare deserts. It does not yield any bonus +; over irrigation, and prevents any Super Highways trade bonus, so it +; would be a waste of time. +; (Note that it is still possible to end up with farmland on such terrain +; through climate change.) +; Deserts with food bonuses _are_ allowed farmland (hence exceptions). +; -4 counterbalances all the above positive Irrig_Possible effects +[effect_no_desert_farmland_1] +type = "Irrig_Possible" +value = -4 +reqs = + { "type", "name", "range", "present" + "Terrain", "Desert", "Local", TRUE + "Extra", "Irrigation", "Local", TRUE + "Resource", "Oasis", "Local", FALSE + "Extra", "River", "Local", FALSE + } + [effect_mining] type = "Mining_Possible" value = 1 Modified: branches/S2_6/data/civ2civ3/terrain.ruleset URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/terrain.ruleset?rev=29135&r1=29134&r2=29135&view=diff ============================================================================== --- branches/S2_6/data/civ2civ3/terrain.ruleset (original) +++ branches/S2_6/data/civ2civ3/terrain.ruleset Thu May 28 00:00:29 2015 @@ -1202,6 +1202,8 @@ act_gfx_alt = "unit.irrigate" rmact_gfx = "None" rmact_gfx_alt = "-" +; Note, there are extra restrictions on where farmland can be built +; through Irrig_Possible effects reqs = { "type", "name", "range" "Tech", "Refrigeration", "Player" _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits