Author: jtn
Date: Tue Dec 8 23:17:49 2015
New Revision: 30906
URL: http://svn.gna.org/viewcvs/freeciv?rev=30906&view=rev
Log:
More thorough description of disasters in shipping rulesets.
See gna patch #5818.
Modified:
branches/S2_6/data/civ1/buildings.ruleset
branches/S2_6/data/civ1/techs.ruleset
branches/S2_6/data/civ1/terrain.ruleset
branches/S2_6/data/civ2civ3/buildings.ruleset
branches/S2_6/data/classic/buildings.ruleset
branches/S2_6/data/experimental/buildings.ruleset
branches/S2_6/data/sandbox/buildings.ruleset
Modified: branches/S2_6/data/civ1/buildings.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ1/buildings.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/civ1/buildings.ruleset (original)
+++ branches/S2_6/data/civ1/buildings.ruleset Tue Dec 8 23:17:49 2015
@@ -44,7 +44,8 @@
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]
@@ -97,7 +98,8 @@
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]
@@ -126,7 +128,8 @@
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]
@@ -154,7 +157,8 @@
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]
@@ -205,7 +209,8 @@
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]
@@ -297,12 +302,18 @@
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")
@@ -687,7 +698,8 @@
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: branches/S2_6/data/civ1/techs.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ1/techs.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/civ1/techs.ruleset (original)
+++ branches/S2_6/data/civ1/techs.ruleset Tue Dec 8 23:17:49 2015
@@ -378,6 +378,8 @@
flags = ""
graphic = "a.medicine"
graphic_alt = "-"
+helptext = _("Eliminates the risk of population loss from plague in \
+all your cities.")
[advance_metallurgy]
name = _("Metallurgy")
Modified: branches/S2_6/data/civ1/terrain.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ1/terrain.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/civ1/terrain.ruleset (original)
+++ branches/S2_6/data/civ1/terrain.ruleset Tue Dec 8 23:17:49 2015
@@ -206,6 +206,10 @@
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]
@@ -412,6 +416,10 @@
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]
@@ -491,6 +499,10 @@
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]
@@ -994,6 +1006,10 @@
"), _("\
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: branches/S2_6/data/civ2civ3/buildings.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/buildings.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/buildings.ruleset (original)
+++ branches/S2_6/data/civ2civ3/buildings.ruleset Tue Dec 8 23:17:49 2015
@@ -698,11 +698,11 @@
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: branches/S2_6/data/classic/buildings.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/classic/buildings.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/classic/buildings.ruleset (original)
+++ branches/S2_6/data/classic/buildings.ruleset Tue Dec 8 23:17:49 2015
@@ -544,6 +544,9 @@
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]
@@ -575,6 +578,9 @@
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: branches/S2_6/data/experimental/buildings.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/experimental/buildings.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/experimental/buildings.ruleset (original)
+++ branches/S2_6/data/experimental/buildings.ruleset Tue Dec 8 23:17:49 2015
@@ -602,6 +602,9 @@
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: branches/S2_6/data/sandbox/buildings.ruleset
URL:
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/sandbox/buildings.ruleset?rev=30906&r1=30905&r2=30906&view=diff
==============================================================================
--- branches/S2_6/data/sandbox/buildings.ruleset (original)
+++ branches/S2_6/data/sandbox/buildings.ruleset Tue Dec 8 23:17:49 2015
@@ -698,11 +698,11 @@
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]
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