Author: cazfi
Date: Tue Jun 14 17:15:32 2016
New Revision: 32851

URL: http://svn.gna.org/viewcvs/freeciv?rev=32851&view=rev
Log:
Added Ecclesiastical Palace to civ2civ3 ruleset.

Patch by David Fernandez <bardo>

See patch #7159

Modified:
    branches/S2_6/data/civ2civ3/README.civ2civ3
    branches/S2_6/data/civ2civ3/buildings.ruleset
    branches/S2_6/data/civ2civ3/effects.ruleset
    branches/S2_6/data/civ2civ3/game.ruleset
    branches/S2_6/data/civ2civ3/governments.ruleset

Modified: branches/S2_6/data/civ2civ3/README.civ2civ3
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/README.civ2civ3?rev=32851&r1=32850&r2=32851&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/README.civ2civ3 (original)
+++ branches/S2_6/data/civ2civ3/README.civ2civ3 Tue Jun 14 17:15:32 2016
@@ -402,7 +402,7 @@
   receives all them).
 
 - Spies built under Communism or Federation will start at the first
-  veteran level. Federation grants +1 Luxury per city.
+  veteran level. Federation grants +3 Luxury per city.
 
 - Under Communism you do not pay upkeep for buildings that cost 1 Gold.
   Communism cancels the bonus from Mysticism and Theology (to Temples
@@ -512,6 +512,10 @@
 - Aqueduct is cheaper near rivers or lakes. Sewer System is needed to
   grow larger than pop 16 (instead of 12). Each one reduces the chances
   of illness by -30%.
+
+- Created a new building: Ecclesiastical Palace (available with
+  Theology), that acts as a second center of government that lowers
+  corruption and waste.
 
 - Courthouse: Make_Content = 1, and reduces to half any kind of waste
   (Trade, Shields or Food).
@@ -896,7 +900,7 @@
   classes).
 - 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
+- A little boost to Federation (+3 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),

Modified: branches/S2_6/data/civ2civ3/buildings.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/buildings.ruleset?rev=32851&r1=32850&r2=32851&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/buildings.ruleset       (original)
+++ branches/S2_6/data/civ2civ3/buildings.ruleset       Tue Jun 14 17:15:32 2016
@@ -737,10 +737,6 @@
 name           = _("Palace")
 genus          = "SmallWonder"
 flags          = "SaveSmallWonder"
-reqs   =
-    { "type", "name", "range"
-      "Tech", "Masonry", "Player"
-    }
 graphic        = "b.palace"
 graphic_alt    = "-"
 obsolete_by    =
@@ -773,6 +769,43 @@
 If the capital is in a dangerous location, or a more central capital\
  would give a better corruption distribution, you can move your palace\
  by rebuilding it in another city.\
+"),
+; /* xgettext:no-c-format */
+_("\
+Under Despotism the city containing the palace gains a +75% \
+gold bonus, and under Monarchy a +50% gold bonus.\
+")
+
+[building_ecclesiastical_palace]
+name           = _("Ecclesiastical Palace")
+genus          = "SmallWonder"
+reqs   =
+    { "type", "name", "range"
+      "Tech", "Theology", "Player"
+    }
+graphic        = "b.ecclesiastical_palace"
+graphic_alt    = "b.palace"
+obsolete_by    =
+    { "type", "name", "range"
+    }
+build_cost     = 140
+upkeep         = 0
+sabotage       = 0
+sound          = "b_palace"
+sound_alt      = "b_generic"
+helptext       = _("\
+Makes a city the ecclesiastical capital, that acts as a second center \
+of government.\
+"), _("\
+Waste in other cities (corruption, production waste, and food waste) \
+is related to how far away from the nearest capital they are. On top of \
+this, corruption and production waste in the capital itself is half \
+of what it would otherwise be (and a Courthouse will eliminate it \
+entirely).\
+"), _("\
+The city where this palace is located cannot be incited to revolt, \
+and enjoys a bonus when enemy agents try to evade your own agents \
+stationed in the city, or sabotage your buildings.\
 "),
 ; /* xgettext:no-c-format */
 _("\

Modified: branches/S2_6/data/civ2civ3/effects.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/effects.ruleset?rev=32851&r1=32850&r2=32851&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/effects.ruleset (original)
+++ branches/S2_6/data/civ2civ3/effects.ruleset Tue Jun 14 17:15:32 2016
@@ -1623,7 +1623,7 @@
 
 [effect_lux_federation]
 type    = "Output_Add_Tile"
-value   = 1
+value   = 3
 reqs    =
     { "type", "name", "range"
       "Gov", "Federation", "Player"
@@ -2469,6 +2469,75 @@
       "Building", "Palace", "City"
     }
 
+[effect_ecclesiastical_palace]
+type    = "Output_Waste_Pct"
+value   = 50
+reqs    =
+    { "type", "name", "range", "present"
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "OutputType", "Trade", "Local", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
+[effect_ecclesiastical_palace_1]
+type    = "Output_Waste_Pct"
+value   = 50
+reqs    =
+    { "type", "name", "range", "present"
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "OutputType", "Shield", "local", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
+[effect_ecclesiastical_palace_2]
+type    = "Spy_Resistant"
+value   = 50
+reqs    =
+    { "type", "name", "range", "present"
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
+[effect_ecclesiastical_palace_gov_center]
+type    = "Gov_Center"
+value  = 1
+reqs   =
+    { "type", "name", "range", "present"
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
+[effect_ecclesiastical_palace_despotism]
+type    = "Output_Bonus"
+value   = 75
+reqs    =
+    { "type", "name", "range", "present"
+      "Gov", "Despotism", "Player", TRUE
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "OutputType", "Gold", "Local", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
+[effect_ecclesiastical_palace_monarchy]
+type    = "Output_Bonus"
+value   = 50
+reqs    =
+    { "type", "name", "range", "present"
+      "Gov", "Monarchy", "Player", TRUE
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "OutputType", "Gold", "Local", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
+[effect_ecclesiastical_palace_culture]
+type    = "History"
+value  = 1
+reqs   =
+    { "type", "name", "range", "present"
+      "Building", "Ecclesiastical Palace", "City", TRUE
+      "Building", "Palace", "City", FALSE
+    }
+
 [effect_police_station]
 type    = "Make_Content"
 value   = 2

Modified: branches/S2_6/data/civ2civ3/game.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/game.ruleset?rev=32851&r1=32850&r2=32851&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/game.ruleset    (original)
+++ branches/S2_6/data/civ2civ3/game.ruleset    Tue Jun 14 17:15:32 2016
@@ -357,6 +357,7 @@
       "Gov", "Federation", "Player", FALSE
       "Gov", "Democracy", "Player", FALSE
       "Building", "Palace", "City", FALSE
+      "Building", "Ecclesiastical Palace", "City", FALSE
       "Building", "Mausoleum of Mausolos", "Player", FALSE
     }
 

Modified: branches/S2_6/data/civ2civ3/governments.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_6/data/civ2civ3/governments.ruleset?rev=32851&r1=32850&r2=32851&view=diff
==============================================================================
--- branches/S2_6/data/civ2civ3/governments.ruleset     (original)
+++ branches/S2_6/data/civ2civ3/governments.ruleset     Tue Jun 14 17:15:32 2016
@@ -284,7 +284,7 @@
 "),
 ; /* xgettext:no-c-format */
 _("\
-* Each city receives one extra luxury point.\n\
+* Each city receives 3 extra luxury points.\n\
 * Celebrating cities produce one extra trade point for every tile which is\
  already producing trade. (Cities below size 3 will not celebrate.)\n\
 * Each city can support up to 2 units for free; further units each cost\


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