Author: jtn Date: Tue Dec 8 23:01:04 2015 New Revision: 30901 URL: http://svn.gna.org/viewcvs/freeciv?rev=30901&view=rev Log: More thorough description of disasters in shipping rulesets.
See gna patch #5818. Modified: trunk/data/civ1/buildings.ruleset trunk/data/civ1/techs.ruleset trunk/data/civ1/terrain.ruleset trunk/data/civ2civ3/buildings.ruleset trunk/data/classic/buildings.ruleset trunk/data/experimental/buildings.ruleset trunk/data/sandbox/buildings.ruleset Modified: trunk/data/civ1/buildings.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/civ1/buildings.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/civ1/buildings.ruleset (original) +++ trunk/data/civ1/buildings.ruleset Tue Dec 8 23:01:04 2015 @@ -45,7 +45,8 @@ helptext = _("\ Allows a city to grow larger than size 10.\ "), _("\ -Aqueduct protects the city from Fire and Plague.\ +An Aqueduct also eliminates a city's risk of plague causing loss of\ + population, and of fire causing loss of buildings.\ ") [building_bank] @@ -98,7 +99,8 @@ which stay in town for one full turn without moving are completely\ restored.\ "), _("\ -Barracks protect the city from Pirates.\ +Barracks also prevent stored food and goods in coastal cities being\ + lost to piracy.\ ") [building_barracks_ii] @@ -127,7 +129,8 @@ which stay in town for one full turn without moving are completely\ restored.\ "), _("\ -Barracks protect the city from Pirates.\ +Barracks also prevent stored food and goods in coastal cities being\ + lost to piracy.\ ") [building_barracks_iii] @@ -155,7 +158,8 @@ which stay in town for one full turn without moving are completely\ restored.\ "), _("\ -Barracks protect the city from Pirates.\ +Barracks also prevent stored food and goods in coastal cities being\ + lost to piracy.\ ") [building_cathedral] @@ -206,7 +210,8 @@ as Artillery. City Walls also prevent the loss of population which\ occurs when a defending unit is destroyed by a land unit.\ "), _("\ -City Walls protect the city from Flood.\ +For cities near rivers, City Walls also eliminate the risk of population\ + loss from flooding.\ ") [building_colosseum] @@ -298,12 +303,18 @@ The amount of stored food will be set to half full whenever a city\ with a Granary shrinks or grows. This helps a city to grow faster\ and more easily withstand famine.\ -"), _("\ -Granary protects the city from Famine.\ -") +"), ; NOTE: ; In Civ1, city size reduction does not generate food like this. ; Dare I ask where this food comes from?? :-) +_("\ +Famine can occur when food stock reaches zero due to a food deficit\ + (which a Granary merely delays), in which case it leads to the loss\ + of any Settlers consuming food, or of city population if there are\ + none. Famine can also occur at any time due to random crop failure,\ + in which case it causes loss of population and all stored food;\ + a Granary eliminates this risk.\ +") [building_hydro_plant] name = _("Hydro Plant") @@ -688,7 +699,8 @@ 4 citizens are made content. Does not affect citizens made unhappy by military\ activity.\ "), _("\ -Temple protects the city from Volcano.\ +A Temple in a city near mountains additionally prevents population loss\ + from volcanic activity.\ ") [building_university] Modified: trunk/data/civ1/techs.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/civ1/techs.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/civ1/techs.ruleset (original) +++ trunk/data/civ1/techs.ruleset Tue Dec 8 23:01:04 2015 @@ -388,6 +388,8 @@ flags = "" graphic = "a.medicine" graphic_alt = "-" +helptext = _("Eliminates the risk of population loss from plague in \ +all your cities.") [advance_metallurgy] name = _("Metallurgy") Modified: trunk/data/civ1/terrain.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/civ1/terrain.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/civ1/terrain.ruleset (original) +++ trunk/data/civ1/terrain.ruleset Tue Dec 8 23:01:04 2015 @@ -207,6 +207,10 @@ color.b = 137 helptext = _("\ Oceans cover much of the world.\ +"), _("\ +In cities built on the coast, stored food and work towards the current\ + project are at risk from piracy, unless there is any kind of\ + Barracks in the city.\ ") [terrain_arctic] @@ -413,6 +417,10 @@ helptext = _("\ In addition to being amenable to agriculture, Hills are frequently\ rich in resources.\ +"), _("\ +A city built in or next to hills is at risk of earthquakes, which can\ + destroy buildings in that city. There is no technology or improvement\ + which can prevent this disaster.\ ") [terrain_jungle] @@ -492,6 +500,10 @@ helptext = _("\ Mountains are regions of extreme altitude, making agriculture and\ trade very difficult.\ +"), _("\ +Cities built in or next to mountains are at risk from volcanic\ + activity. A Temple in the city instils sufficient respect for the\ + forces of nature to prevent population loss.\ ") [terrain_plains] @@ -1006,6 +1018,10 @@ "), _("\ Roads and railroads can only be built on River tiles if your\ civilization has learned Bridge Building technology.\ +"), _("\ +Cities built on or next to rivers are at risk of flooding, which\ + will cause a loss of population and stored food. City Walls\ + eliminate this risk.\ ") ; /* <-- avoid gettext warnings Modified: trunk/data/civ2civ3/buildings.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/civ2civ3/buildings.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/civ2civ3/buildings.ruleset (original) +++ trunk/data/civ2civ3/buildings.ruleset Tue Dec 8 23:01:04 2015 @@ -702,11 +702,11 @@ production to 50% of its normal value, or 25% in combination with a \ Recycling Center. (Its effect is the same as that of a Hydro Plant.)\ "), _("\ +A Nuclear Plant has a small risk of suffering a nuclear accident, which \ +can lead to fallout and reduce the city's population.\ +"), _("\ In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \ Solar Plant can take effect at any one time.\ -"), _("\ -A Nuclear Plant has a small risk of suffering a nuclear accident, which \ -can lead to fallout and reduce the city's population.\ ") [building_offshore_platform] Modified: trunk/data/classic/buildings.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/classic/buildings.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/classic/buildings.ruleset (original) +++ trunk/data/classic/buildings.ruleset Tue Dec 8 23:01:04 2015 @@ -548,6 +548,9 @@ Together with a Factory, a Manufacturing Plant increases the shield\ production in a city by 100%. A Manufacturing Plant on its own\ increases shield production by 50%.\ +"), _("\ +A Manufacturing Plant also has a small risk of suffering an industrial\ + accident, which can lead to pollution and reduce the city's population.\ ") [building_nuclear_plant] @@ -579,6 +582,9 @@ Nuclear Plant, Factory, and Mfg. Plant together give a 150%\ production bonus with pollution only 50% of the equivalent\ combination with a Power Plant.\ +"), _("\ +A Nuclear Plant has a small risk of suffering a nuclear accident, which\ + can lead to fallout and reduce the city's population.\ "), _("\ In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\ Solar Plant can take effect at any one time.\ Modified: trunk/data/experimental/buildings.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/experimental/buildings.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/experimental/buildings.ruleset (original) +++ trunk/data/experimental/buildings.ruleset Tue Dec 8 23:01:04 2015 @@ -606,6 +606,9 @@ Together with a Factory, a Manufacturing Plant increases the shield\ production in a city by 100%. A Manufacturing Plant on its own\ increases shield production by 50%.\ +"), _("\ +A Manufacturing Plant also has a small risk of suffering an industrial\ + accident, which can lead to pollution and reduce the city's population.\ ") [building_nuclear_plant] Modified: trunk/data/sandbox/buildings.ruleset URL: http://svn.gna.org/viewcvs/freeciv/trunk/data/sandbox/buildings.ruleset?rev=30901&r1=30900&r2=30901&view=diff ============================================================================== --- trunk/data/sandbox/buildings.ruleset (original) +++ trunk/data/sandbox/buildings.ruleset Tue Dec 8 23:01:04 2015 @@ -702,11 +702,11 @@ production to 50% of its normal value, or 25% in combination with a \ Recycling Center. (Its effect is the same as that of a Hydro Plant.)\ "), _("\ +A Nuclear Plant has a small risk of suffering a nuclear accident, which \ +can lead to fallout and reduce the city's population.\ +"), _("\ In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \ Solar Plant can take effect at any one time.\ -"), _("\ -A Nuclear Plant has a small risk of suffering a nuclear accident, which \ -can lead to fallout and reduce the city's population.\ ") [building_offshore_platform] _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits