Author: sveinung
Date: Wed Dec 24 14:41:30 2014
New Revision: 27398

URL: http://svn.gna.org/viewcvs/freeciv?rev=27398&view=rev
Log:
civ2civ3: adjust Federation and Fundamentalism governments

Make Fundamentalism a good government to maximize the production of
gold/money, even in the middle of the game.

Make Federation a good alternative to Democracy in some cases, even at small
maps.

Patch by David Fernandez <bardo@gna>

See patch #5592

Modified:
    trunk/data/civ2civ3/effects.ruleset
    trunk/doc/README.ruleset_civ2civ3

Modified: trunk/data/civ2civ3/effects.ruleset
URL: 
http://svn.gna.org/viewcvs/freeciv/trunk/data/civ2civ3/effects.ruleset?rev=27398&r1=27397&r2=27398&view=diff
==============================================================================
--- trunk/data/civ2civ3/effects.ruleset (original)
+++ trunk/data/civ2civ3/effects.ruleset Wed Dec 24 14:41:30 2014
@@ -1617,8 +1617,18 @@
       "Nation", "Pirate", "Player", FALSE
     }
 
+[effect_lux_federation]
+type    = "Output_Add_Tile"
+value   = 1
+reqs    =
+    { "type", "name", "range"
+      "Gov", "Federation", "Player"
+      "CityTile", "Center", "Local"
+      "OutputType", "Luxury", "Local"
+    }
+
 [effect_bad_lux_anarchy]
-type    = "Output_Bonus_2"
+type    = "Output_Bonus"
 value   = -50
 reqs    =
     { "type", "name", "range"
@@ -1627,7 +1637,7 @@
     }
 
 [effect_bad_sci_fundamentalism]
-type    = "Output_Bonus_2"
+type    = "Output_Bonus"
 value   = -50
 reqs    =
     { "type", "name", "range"

Modified: trunk/doc/README.ruleset_civ2civ3
URL: 
http://svn.gna.org/viewcvs/freeciv/trunk/doc/README.ruleset_civ2civ3?rev=27398&r1=27397&r2=27398&view=diff
==============================================================================
--- trunk/doc/README.ruleset_civ2civ3   (original)
+++ trunk/doc/README.ruleset_civ2civ3   Wed Dec 24 14:41:30 2014
@@ -177,7 +177,7 @@
 Empire Size       0        /14      /10      /12      /20      /16      /32    
  /24      /28      
 Special          +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes  +Bribe  
+Brib/Sub +Subvert +NoUpkeep
                  -50%Lux  (Land/Mil)(Palace) (Palace) -50%Sci  -Revolt 
-Rev/Sen  -Senate  (Cost=1) 
-                 -NoTaxes                             +Fanatic         
+Partisan          +Partisan 
+                 -NoTaxes                             +Fanatic         
+Partisan +Luxury  +Partisan 
                                                                                
 
 Base Corruption   0%       30%      20%      10%      15%      25%      5%     
  0%       30%      
 Corrup by Dist *  1        1        1        1        1        1        1      
  0        0        
@@ -200,10 +200,11 @@
 
 - The bonus "+1 Trade" under Republic and Democracy does not affect oceanic 
tiles. This way, oceanic tiles are more even to land tiles under any government.
 - Republic receives Revolution_When_Unhappy and has unbribable units, 
Federation receives Has_senate and has unincitable cities (Democracy receives 
all them).
-- Tribal government increases by half the chance of land units getting the 
next veteran level after a battle. They are tribal warriors, maintained with 
Shields instead of Gold.
+- Spies built under Communism or Federation will start at the first veteran 
level. Federation grants +1 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 and 
Cathedrals).
 - Under Fundamentalism you receive extra Gold from Tithes, but -50% to Science.
 - The Bonus to production at Palace (under Despotism and Monarchy) switched 
from Shields to Gold.
+- Tribal government increases by half the chance of land units getting the 
next veteran level after a battle. They are tribal warriors, maintained with 
Shields instead of Gold.
 
 TIP: There is some hurry to get Monarchy or Republic (or to build Pyramids), 
in order to avoid the initial penalty to output per tile. However, the 
Corruption and Waste are evened for all governments, so there are no big 
differences, and every government could be used at any technological age. The 
choice depends on the role of your civilization.
 
@@ -458,6 +459,7 @@
 - Added Fort and Airstrip bases, as pre-requisite for Fortress and Airbase, in 
order to prevent the construction of full bases in one single turn. Airbases 
and Fortresses can be built on river tiles again.
 - Introduced Maglev, available with Superconductors, that allows unlimited 
movement for Land units (except Big Land and Merchant 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 
celebrate), and Fundamentalism (-50% to science, instead of total science 
output halved).
 
 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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