From 171344d6c60c3120428ea9008805a286ee039b43 Mon Sep 17 00:00:00 2001 From: dftec Date: Sun, 15 Aug 2021 05:11:32 +0200 Subject: [PATCH] civ2civ3: culture has effects - The culture accumulated by each city increases its resistance in diplomatic fights against enemy agents (up to +50%). - The culture accumulated by your nation increases the cost to bribe your units or incite your cities (up to +500%). - Governments no longer get immunity against bribe or incite actions. Cities with a Courthouse or a Palace are now immune to incite actions. - Increased the amount of culture granted by achievements (from 100 to 1000 in most cases), and the lead relative to second best player needed for victory (from 33 to 100%). See Ticket #42712 --- data/civ2civ3/README.civ2civ3 | 37 ++-- data/civ2civ3/buildings.ruleset | 5 +- data/civ2civ3/effects.ruleset | 289 ++++++++++++++++++++++++++++---- data/civ2civ3/game.ruleset | 20 +-- data/civ2civ3/units.ruleset | 23 ++- data/sandbox/buildings.ruleset | 5 +- data/sandbox/effects.ruleset | 289 ++++++++++++++++++++++++++++---- data/sandbox/game.ruleset | 20 +-- data/sandbox/units.ruleset | 23 ++- 9 files changed, 598 insertions(+), 113 deletions(-) diff --git a/data/civ2civ3/README.civ2civ3 b/data/civ2civ3/README.civ2civ3 index 7c381ae6c6..487bc419f8 100644 --- a/data/civ2civ3/README.civ2civ3 +++ b/data/civ2civ3/README.civ2civ3 @@ -126,11 +126,23 @@ CORE CHANGES: - No holes allowed in the tech tree. To acquire a tech you must know its prerequisites, and you cannot lose a tech that another depends on. -- Some buildings, and all wonders, generate culture points in your - cities; certain achievements such as mapping the world also generate - culture points. By default, this only affects score; it also affects - migration (which is not enabled by default), and a cultural victory - can optionally be enabled. +- Enabled culture points, generated in your cities by wonders + (proportional to their build cost), and by certain buildings + (proportional to their upkeep cost): Temple, Amphitheatre, + Cathedral, Library, University, Research Lab, and Palaces. + + The culture accumulated by each city increases its resistance in + diplomatic fights against enemy agents (+5% for each 100 culture + points, up to +50%). + + The culture accumulated by your nation increases the cost to bribe + your units or incite your cities (+50% for each 1000 culture points, + up to +500%). + +- Certain achievements give extra culture points: Metropolis (city reaches + size 20), Cultured City (city reaches 1000 culture points), Multicultural + (2 nationalities), Literate (libraries in every city), Land Ahoy (2nd + continent sighted), Entire Map Known, and Spaceship Launch. - Enabled risk of plague at cities with population greater than 4. Chances reduced by the buildings Aqueduct and Sewer System, the tech @@ -396,9 +408,9 @@ Martial Law +1 0 +1 +1 0 0 0 Civil war % 99% 90% 80% 70% 60% 40% 30% 20% 50% Empire Size 0 /12 /10 /14 /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 +Content +Fanatic +Partisan +Luxury +Partisan +Special +NoUpkeep +Veteran +75%Gold +50%Gold +Tithes -Revolt -Revolt +Luxury +NoUpkeep + -50%Lux (Land/Mil)(Palace) (Palace) -50%Sci -Senate -Senate (Cost=1) + -NoTaxes +Content +Fanatic +Partisan +Partisan Base Corruption 0% 30% 20% 10% 15% 25% 5% 0% 30% Base Waste 30% 0% 10% 20% 15% 5% 25% 30% 0 @@ -443,9 +455,8 @@ By Distance * +1% +1% +1% +1% +1% +1% +1% - The bonus "+1 Trade" (for every worked tile that is already producing trade) under Republic and Democracy does not affect oceanic tiles. -- Republic gets "Revolution when unhappy" effect and has unbribable - units. Federation gets "Has senate" effect and has unincitable cities. - Democracy gets all them. +- Republic gets "Revolution when unhappy" effect. Federation gets + "Has senate" effect. Democracy gets both effects. - Spies and Diplomats built under Communism or Federation will start at the first veteran level. Federation gets +2 Luxury points in every city. @@ -559,8 +570,8 @@ BUILDINGS: that acts as a second center of government that lowers corruption and waste. -- Courthouse: Makes 1 citizen content, and halves any kind of waste - (Trade, Production or Food). +- Courthouse: Makes 1 citizen content, makes the city immune to incite + actions, and halves any kind of waste (Trade, Production or Food). Added new effect: Food wasted by distance to Palace is -1% Food each 2 tiles. For example, cities at distance 10 of the Palace lose -5% diff --git a/data/civ2civ3/buildings.ruleset b/data/civ2civ3/buildings.ruleset index 9e2506672b..676b1bcaed 100644 --- a/data/civ2civ3/buildings.ruleset +++ b/data/civ2civ3/buildings.ruleset @@ -440,8 +440,9 @@ eliminated. A Granary together with a Courthouse in a city will \ eliminate food waste.\ "), _("\ Also makes one unhappy citizen content (unless that citizen is unhappy \ -about military activity), and makes the revolt cost of the city 4 times \ -bigger.\ +about military activity).\ +"), _("\ +A city with a Courthouse cannot be incited to revolt.\ ") [building_factory] diff --git a/data/civ2civ3/effects.ruleset b/data/civ2civ3/effects.ruleset index 4e3f8152ad..c56e429106 100644 --- a/data/civ2civ3/effects.ruleset +++ b/data/civ2civ3/effects.ruleset @@ -2085,41 +2085,16 @@ reqs = "Building", "Courthouse", "City" } -[effect_courthouse_incite] +; any city with Courthouse immune to incite (see game.ruleset) +; any non empty city gets +100% incite cost +[effect_incite_cost_not_empty] type = "Incite_Cost_Pct" -value = 300 -reqs = +value = 100 +reqs = { "type", "name", "range", "present" - "Building", "Courthouse", "City", TRUE "MaxUnitsOnTile", "0", "Local", FALSE } -[effect_incite_cost_empty_courthouse] -type = "Incite_Cost_Pct" -value = 100 -reqs = - { "type", "name", "range", "present" - "MaxUnitsOnTile", "0", "Local", TRUE - "Building", "Courthouse", "City", TRUE - } - -[effect_diplomat_defense_extra] -type = "Spy_Resistant" -value = 25 -reqs = - { "type", "name", "range" - "ExtraFlag", "DiplomatDefense", "Local" - } - -[effect_incite_cost_empty] -type = "Incite_Cost_Pct" -value = -50 -reqs = - { "type", "name", "range", "present" - "MaxUnitsOnTile", "0", "Local", TRUE - "Building", "Courthouse", "City", FALSE - } - [effect_factory] type = "Output_Bonus" value = 25 @@ -4261,6 +4236,260 @@ reqs = "Action", "Explode Nuclear", "Local", TRUE } +[effect_diplomat_defense_extra] +type = "Spy_Resistant" +value = 25 +reqs = + { "type", "name", "range" + "ExtraFlag", "DiplomatDefense", "Local" + } + +; Spy resistant: +5% for each 100 culture points of the city +[effect_culture_spy_resistant_1] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "100", "City" + } + +[effect_culture_spy_resistant_2] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "200", "City" + } + +[effect_culture_spy_resistant_3] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "300", "City" + } + +[effect_culture_spy_resistant_4] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "400", "City" + } + +[effect_culture_spy_resistant_5] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "500", "City" + } + +[effect_culture_spy_resistant_6] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "600", "City" + } + +[effect_culture_spy_resistant_7] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "700", "City" + } + +[effect_culture_spy_resistant_8] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "800", "City" + } + +[effect_culture_spy_resistant_9] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "900", "City" + } + +; 5 * 10 = +50% +[effect_culture_spy_resistant_10] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "1000", "City" + } + +; Cost to bribe: +50% for each 1000 culture points of the player +[effect_culture_bribe_1] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "1000", "Player" + } + +[effect_culture_bribe_2] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "2000", "Player" + } + +[effect_culture_bribe_3] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "3000", "Player" + } + +[effect_culture_bribe_4] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "4000", "Player" + } + +[effect_culture_bribe_5] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "5000", "Player" + } + +[effect_culture_bribe_6] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "6000", "Player" + } + +[effect_culture_bribe_7] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "7000", "Player" + } + +[effect_culture_bribe_8] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "8000", "Player" + } + +[effect_culture_bribe_9] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "9000", "Player" + } + +; 50 * 10 = +500% +[effect_culture_bribe_10] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "10000", "Player" + } + +; Cost to incite: +50% for each 1000 culture points of the player +[effect_culture_incite_1] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "1000", "Player" + } + +[effect_culture_incite_2] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "2000", "Player" + } + +[effect_culture_incite_3] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "3000", "Player" + } + +[effect_culture_incite_4] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "4000", "Player" + } + +[effect_culture_incite_5] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "5000", "Player" + } + +[effect_culture_incite_6] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "6000", "Player" + } + +[effect_culture_incite_7] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "7000", "Player" + } + +[effect_culture_incite_8] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "8000", "Player" + } + +[effect_culture_incite_9] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "9000", "Player" + } + +; 50 * 10 = +500% +[effect_culture_incite_10] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "10000", "Player" + } + ; Double (+100%) buy cost for Great Wonders [effect_great_wonder_buy_cost] type = "Building_Buy_Cost_Pct" diff --git a/data/civ2civ3/game.ruleset b/data/civ2civ3/game.ruleset index 6216dcd92a..3c3e767856 100644 --- a/data/civ2civ3/game.ruleset +++ b/data/civ2civ3/game.ruleset @@ -551,8 +551,7 @@ actor_reqs = } target_reqs = { "type", "name", "range", "present" - "Gov", "Federation", "Player", FALSE - "Gov", "Democracy", "Player", FALSE + "Building", "Courthouse", "City", FALSE "Building", "Palace", "City", FALSE "Building", "Ecclesiastical Palace", "City", FALSE "Building", "Mausoleum of Mausolos", "Player", FALSE @@ -571,8 +570,7 @@ actor_reqs = } target_reqs = { "type", "name", "range", "present" - "Gov", "Federation", "Player", FALSE - "Gov", "Democracy", "Player", FALSE + "Building", "Courthouse", "City", FALSE "Building", "Palace", "City", FALSE "Building", "Ecclesiastical Palace", "City", FALSE "Building", "Mausoleum of Mausolos", "Player", FALSE @@ -593,8 +591,6 @@ target_reqs = { "type", "name", "range", "present" "UnitFlag", "Unbribable", "Local", FALSE "CityTile", "Center", "Local", FALSE - "Gov", "Republic", "Player", FALSE - "Gov", "Democracy", "Player", FALSE "MaxUnitsOnTile", "1", "Local", TRUE } @@ -912,7 +908,7 @@ free_tech_method = "Cheapest" victory_min_points = 20000 ; How big lead relative to second best player is needed for victory -victory_lead_pct = 33 +victory_lead_pct = 100 ; How much each culture point affects the migration ; from/to the city. Each culture point count as this many permilles @@ -1036,7 +1032,7 @@ effects = "ReducePopulation", "Fallout" name = _("Spaceship Launch") type = "Spaceship" unique = FALSE -culture = 10000 +culture = 5000 first_msg = _("You're the first one to launch a spaceship towards Alpha Centauri!"); cons_msg = _("You have launched a spaceship towards Alpha Centauri!") @@ -1063,7 +1059,7 @@ name = _("Literate") type = "Literate" unique = FALSE value = 100 -culture = 100 +culture = 1000 ; /* xgettext:no-c-format */ first_msg = _("Your nation is the first to reach 100% literacy!") ; /* xgettext:no-c-format */ @@ -1074,7 +1070,7 @@ name = _("Multicultural") type = "Multicultural" unique = FALSE value = 2 -culture = 100 +culture = 1000 first_msg = _("You're the first nation to have citizens of multiple nationalities!") cons_msg = _("Your nation now has citizens of multiple nationalities!") @@ -1083,7 +1079,7 @@ name = _("Metropolis") type = "Metropolis" unique = FALSE value = 20 -culture = 100 +culture = 1000 first_msg = _("Your nation is the first with a city of population 20!") cons_msg = _("One of your cities has reached population 20!") @@ -1092,7 +1088,7 @@ name = _("Cultured City") type = "Cultured_City" unique = FALSE value = 1000 -culture = 100 +culture = 1000 first_msg = _("Your nation is the first with a city of 1000 culture points!") cons_msg = _("One of your cities has 1000 culture points!") diff --git a/data/civ2civ3/units.ruleset b/data/civ2civ3/units.ruleset index df9a3229b8..c4c1471fd2 100644 --- a/data/civ2civ3/units.ruleset +++ b/data/civ2civ3/units.ruleset @@ -2236,9 +2236,8 @@ Many covert actions may be attempted even in peacetime, but the more\ If a foreign unit is alone on a tile, you may attempt to bribe it\ with your Diplomat. By paying a sum of gold the unit will immediately\ become yours; the exact sum depends on the status of the unit and\ - that of the civilization owning it. However, units belonging to\ - Republican or Democratic governments cannot be bribed. Bribery when\ - not at war will cause a diplomatic incident.\ + that of the civilization owning it. Bribery when not at war will cause\ + a diplomatic incident.\ "), _("\ Diplomats can also perform a number of actions in another player's\ city, although each Diplomat may attempt only one action. Most of\ @@ -2280,9 +2279,8 @@ The actions available to Diplomats in a city are:\ remain in the enemy's control, but units outside cities are lost to\ both players. The exact sum depends on the status of the city and\ that of the civilization that owns it. It is not possible to incite\ - a rebellion in a capital, or in any city governed by a Federation or\ - Democracy. Incitement may be attempted in peacetime, but will cause a\ - diplomatic incident.\ + a rebellion in a capital, or in any city with Courthouse. Incitement\ + may be attempted in peacetime, but will cause a diplomatic incident.\ "), _("\ In some game strategies, hordes of Diplomats can be used to wreak\ havoc on the enemy. Little wonder that Diplomats are often\ @@ -2290,6 +2288,19 @@ In some game strategies, hordes of Diplomats can be used to wreak\ "), _("\ Diplomats built under Communist or Federation governments will\ start at the first veteran level (secretary).\ +"), +; /* xgettext:no-c-format */ +_("\ +The cost to bribe units or incite cities increases +50% for each 1000 \ +culture points accumulated by the target player, up to +500% (as if \ +the distance to the capital was 6 times lower) when the player reaches \ +10000 culture points.\ +"), +; /* xgettext:no-c-format */ +_("\ +A city gets +5% resistance in diplomatic fights against enemy agents for \ +each 100 culture points, up to +50% when the city reaches 1000 culture \ +points.\ ") [unit_spy] diff --git a/data/sandbox/buildings.ruleset b/data/sandbox/buildings.ruleset index 9f2b68966c..71c0bc0a63 100644 --- a/data/sandbox/buildings.ruleset +++ b/data/sandbox/buildings.ruleset @@ -443,8 +443,9 @@ eliminated. A Granary together with a Courthouse in a city will \ eliminate food waste.\ "), _("\ Also makes one unhappy citizen content (unless that citizen is unhappy \ -about military activity), and makes the revolt cost of the city 4 times \ -bigger.\ +about military activity).\ +"), _("\ +A city with a Courthouse cannot be incited to revolt.\ ") [building_factory] diff --git a/data/sandbox/effects.ruleset b/data/sandbox/effects.ruleset index e639950897..f347dea179 100644 --- a/data/sandbox/effects.ruleset +++ b/data/sandbox/effects.ruleset @@ -2127,41 +2127,16 @@ reqs = "Building", "Courthouse", "City" } -[effect_courthouse_incite] +; any city with Courthouse immune to incite (see game.ruleset) +; any non empty city gets +100% incite cost +[effect_incite_cost_not_empty] type = "Incite_Cost_Pct" -value = 300 -reqs = +value = 100 +reqs = { "type", "name", "range", "present" - "Building", "Courthouse", "City", TRUE "MaxUnitsOnTile", "0", "Local", FALSE } -[effect_incite_cost_empty_courthouse] -type = "Incite_Cost_Pct" -value = 100 -reqs = - { "type", "name", "range", "present" - "MaxUnitsOnTile", "0", "Local", TRUE - "Building", "Courthouse", "City", TRUE - } - -[effect_diplomat_defense_extra] -type = "Spy_Resistant" -value = 25 -reqs = - { "type", "name", "range" - "ExtraFlag", "DiplomatDefense", "Local" - } - -[effect_incite_cost_empty] -type = "Incite_Cost_Pct" -value = -50 -reqs = - { "type", "name", "range", "present" - "MaxUnitsOnTile", "0", "Local", TRUE - "Building", "Courthouse", "City", FALSE - } - [effect_factory] type = "Output_Bonus" value = 25 @@ -4367,6 +4342,260 @@ value = 300 type = "Thiefs_Share_Pm" value = 50 +[effect_diplomat_defense_extra] +type = "Spy_Resistant" +value = 25 +reqs = + { "type", "name", "range" + "ExtraFlag", "DiplomatDefense", "Local" + } + +; Spy resistant: +5% for each 100 culture points of the city +[effect_culture_spy_resistant_1] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "100", "City" + } + +[effect_culture_spy_resistant_2] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "200", "City" + } + +[effect_culture_spy_resistant_3] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "300", "City" + } + +[effect_culture_spy_resistant_4] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "400", "City" + } + +[effect_culture_spy_resistant_5] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "500", "City" + } + +[effect_culture_spy_resistant_6] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "600", "City" + } + +[effect_culture_spy_resistant_7] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "700", "City" + } + +[effect_culture_spy_resistant_8] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "800", "City" + } + +[effect_culture_spy_resistant_9] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "900", "City" + } + +; 5 * 10 = +50% +[effect_culture_spy_resistant_10] +type = "Spy_Resistant" +value = 5 +reqs = + { "type", "name", "range" + "MinCulture", "1000", "City" + } + +; Cost to bribe: +50% for each 1000 culture points of the player +[effect_culture_bribe_1] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "1000", "Player" + } + +[effect_culture_bribe_2] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "2000", "Player" + } + +[effect_culture_bribe_3] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "3000", "Player" + } + +[effect_culture_bribe_4] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "4000", "Player" + } + +[effect_culture_bribe_5] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "5000", "Player" + } + +[effect_culture_bribe_6] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "6000", "Player" + } + +[effect_culture_bribe_7] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "7000", "Player" + } + +[effect_culture_bribe_8] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "8000", "Player" + } + +[effect_culture_bribe_9] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "9000", "Player" + } + +; 50 * 10 = +500% +[effect_culture_bribe_10] +type = "Unit_Bribe_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "10000", "Player" + } + +; Cost to incite: +50% for each 1000 culture points of the player +[effect_culture_incite_1] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "1000", "Player" + } + +[effect_culture_incite_2] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "2000", "Player" + } + +[effect_culture_incite_3] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "3000", "Player" + } + +[effect_culture_incite_4] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "4000", "Player" + } + +[effect_culture_incite_5] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "5000", "Player" + } + +[effect_culture_incite_6] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "6000", "Player" + } + +[effect_culture_incite_7] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "7000", "Player" + } + +[effect_culture_incite_8] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "8000", "Player" + } + +[effect_culture_incite_9] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "9000", "Player" + } + +; 50 * 10 = +500% +[effect_culture_incite_10] +type = "Incite_Cost_Pct" +value = 50 +reqs = + { "type", "name", "range" + "MinCulture", "10000", "Player" + } + ; Double (+100%) buy cost for Great Wonders [effect_great_wonder_buy_cost] type = "Building_Buy_Cost_Pct" diff --git a/data/sandbox/game.ruleset b/data/sandbox/game.ruleset index ee21a4d095..4c2962a454 100644 --- a/data/sandbox/game.ruleset +++ b/data/sandbox/game.ruleset @@ -605,8 +605,7 @@ actor_reqs = } target_reqs = { "type", "name", "range", "present" - "Gov", "Federation", "Player", FALSE - "Gov", "Democracy", "Player", FALSE + "Building", "Courthouse", "City", FALSE "Building", "Palace", "City", FALSE "Building", "Ecclesiastical Palace", "City", FALSE "Building", "Mausoleum of Mausolos", "Player", FALSE @@ -625,8 +624,7 @@ actor_reqs = } target_reqs = { "type", "name", "range", "present" - "Gov", "Federation", "Player", FALSE - "Gov", "Democracy", "Player", FALSE + "Building", "Courthouse", "City", FALSE "Building", "Palace", "City", FALSE "Building", "Ecclesiastical Palace", "City", FALSE "Building", "Mausoleum of Mausolos", "Player", FALSE @@ -647,8 +645,6 @@ target_reqs = { "type", "name", "range", "present" "UnitFlag", "Unbribable", "Local", FALSE "CityTile", "Center", "Local", FALSE - "Gov", "Republic", "Player", FALSE - "Gov", "Democracy", "Player", FALSE } [actionenabler_sabotage_unit] @@ -1105,7 +1101,7 @@ free_tech_method = "Cheapest" victory_min_points = 20000 ; How big lead relative to second best player is needed for victory -victory_lead_pct = 33 +victory_lead_pct = 100 ; How much each culture point affects the migration ; from/to the city. Each culture point count as this many permilles @@ -1229,7 +1225,7 @@ effects = "ReducePopulation", "Fallout" name = _("Spaceship Launch") type = "Spaceship" unique = FALSE -culture = 10000 +culture = 5000 first_msg = _("You're the first one to launch a spaceship towards Alpha Centauri!"); cons_msg = _("You have launched a spaceship towards Alpha Centauri!") @@ -1256,7 +1252,7 @@ name = _("Literate") type = "Literate" unique = FALSE value = 100 -culture = 100 +culture = 1000 ; /* xgettext:no-c-format */ first_msg = _("Your nation is the first to reach 100% literacy!") ; /* xgettext:no-c-format */ @@ -1267,7 +1263,7 @@ name = _("Multicultural") type = "Multicultural" unique = FALSE value = 2 -culture = 100 +culture = 1000 first_msg = _("You're the first nation to have citizens of multiple nationalities!") cons_msg = _("Your nation now has citizens of multiple nationalities!") @@ -1276,7 +1272,7 @@ name = _("Metropolis") type = "Metropolis" unique = FALSE value = 20 -culture = 100 +culture = 1000 first_msg = _("Your nation is the first with a city of population 20!") cons_msg = _("One of your cities has reached population 20!") @@ -1285,7 +1281,7 @@ name = _("Cultured City") type = "Cultured_City" unique = FALSE value = 1000 -culture = 100 +culture = 1000 first_msg = _("Your nation is the first with a city of 1000 culture points!") cons_msg = _("One of your cities has 1000 culture points!") diff --git a/data/sandbox/units.ruleset b/data/sandbox/units.ruleset index cc12ac486d..afad33651b 100644 --- a/data/sandbox/units.ruleset +++ b/data/sandbox/units.ruleset @@ -2298,9 +2298,8 @@ Many covert actions may be attempted even in peacetime, but the more\ If a foreign unit is alone on a tile, you may attempt to bribe it\ with your Diplomat. By paying a sum of gold the unit will immediately\ become yours; the exact sum depends on the status of the unit and\ - that of the civilization owning it. However, units belonging to\ - Republican or Democratic governments cannot be bribed. Bribery when\ - not at war will cause a diplomatic incident.\ + that of the civilization owning it. Bribery when not at war will cause\ + a diplomatic incident.\ "), _("\ Diplomats can also perform a number of actions in another player's\ city, although each Diplomat may attempt only one action. Most of\ @@ -2342,9 +2341,8 @@ The actions available to Diplomats in a city are:\ remain in the enemy's control, but units outside cities are lost to\ both players. The exact sum depends on the status of the city and\ that of the civilization that owns it. It is not possible to incite\ - a rebellion in a capital, or in any city governed by a Federation or\ - Democracy. Incitement may be attempted in peacetime, but will cause a\ - diplomatic incident.\ + a rebellion in a capital, or in any city with Courthouse. Incitement\ + may be attempted in peacetime, but will cause a diplomatic incident.\ "), _("\ In some game strategies, hordes of Diplomats can be used to wreak\ havoc on the enemy. Little wonder that Diplomats are often\ @@ -2352,6 +2350,19 @@ In some game strategies, hordes of Diplomats can be used to wreak\ "), _("\ Diplomats built under Communist or Federation governments will\ start at the first veteran level (secretary).\ +"), +; /* xgettext:no-c-format */ +_("\ +The cost to bribe units or incite cities increases +50% for each 1000 \ +culture points accumulated by the target player, up to +500% (as if \ +the distance to the capital was 6 times lower) when the player reaches \ +10000 culture points.\ +"), +; /* xgettext:no-c-format */ +_("\ +A city gets +5% resistance in diplomatic fights against enemy agents for \ +each 100 culture points, up to +50% when the city reaches 1000 culture \ +points.\ ") [unit_spy] -- 2.25.1