Author: jtn Date: Thu May 28 00:01:04 2015 New Revision: 29140 URL: http://svn.gna.org/viewcvs/freeciv?rev=29140&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_5/data/civ2civ3/effects.ruleset Modified: branches/S2_5/data/civ2civ3/effects.ruleset URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/data/civ2civ3/effects.ruleset?rev=29140&r1=29139&r2=29140&view=diff ============================================================================== --- branches/S2_5/data/civ2civ3/effects.ruleset (original) +++ branches/S2_5/data/civ2civ3/effects.ruleset Thu May 28 00:01:04 2015 @@ -2889,7 +2889,7 @@ ; 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] @@ -2925,6 +2925,7 @@ ; Can't have farmland with mine, so no need for farmland in nreqs ; 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_3] type = "Output_Inc_Tile" value = 1 @@ -2940,6 +2941,28 @@ { "type", "name", "range" "Special", "Mine", "Local" "TerrainAlter", "CanIrrigate", "Local" + "Special", "Farmland", "Local" + } + +; 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_4] +type = "Output_Inc_Tile" +value = 1 +reqs = + { "type", "name", "range" + "Road", "Road", "Local" + "Building", "Super Highways", "City" + "OutputType", "Trade", "Local" + "CityTile", "Center", "Local" + "Building", "Supermarket", "City" + "Terrain", "Desert", "Local" + } +nreqs = + { "type", "name", "range" + "Resource", "Oasis", "Local" + "Road", "River", "Local" + "Special", "Mine", "Local" "Special", "Farmland", "Local" } @@ -3872,6 +3895,27 @@ "UnitClass", "Sea", "Local" } +; 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 nreqs). +; -4 counterbalances all the above positive Irrig_Possible effects +[effect_no_desert_farmland_1] +type = "Irrig_Possible" +value = -4 +reqs = + { "type", "name", "range" + "Terrain", "Desert", "Local" + "Special", "Irrigation", "Local" + } +nreqs = + { "type", "name", "range" + "Resource", "Oasis", "Local" + "Road", "River", "Local" + } + [effect_mining] type = "Mining_Possible" value = 1 _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits