From 20dc91c0926ed0551c7301b3f119e7e0fc63f28e Mon Sep 17 00:00:00 2001 From: Marko Lindqvist Date: Fri, 23 Dec 2022 02:02:49 +0200 Subject: [PATCH 44/44] Tutorial: Don't indicate that cities could be built on Montains Current default ruleset, civ2civ3, does not allow cities on Mountains. Reported by ihnatus See osdn #46229 Signed-off-by: Marko Lindqvist --- data/scenarios/tutorial.sav | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/data/scenarios/tutorial.sav b/data/scenarios/tutorial.sav index 66adffafbb..1d37c23289 100644 --- a/data/scenarios/tutorial.sav +++ b/data/scenarios/tutorial.sav @@ -265,7 +265,7 @@ function tutorial_unit_built_callback(unit) if has_unit_type_name(unit, 'Settlers') then if settlersbuilt == 0 then notify.event(unit.owner, unit.tile, E.SCRIPT, -_("You have built a settler unit. Settlers are best used to build \nnew cities, so as to expand your civilization. Move your settler\naway from your existing cities to find a spot for a new city. When\nyou have picked a spot press B to build the city.\n\nAgain, cities are best built on open ground near water. Grassland\nand plains provide food for the city. Forests and hills provide\nthe resources (shields) needed for building things. Rivers and ocean\ngive trade bonuses that provide civilization-wide benefits. Desert,\ntundra, and mountains generally provide little output and are not\nof much use to small cities. See the help on Terrain for more\ninformation about terrain specs.")) +_("You have built a settler unit. Settlers are best used to build \nnew cities, so as to expand your civilization. Move your settler\naway from your existing cities to find a spot for a new city. When\nyou have picked a spot press B to build the city.\n\nAgain, cities are best built on open ground near water. Grassland\nand plains provide food for the city. Forests and hills provide\nthe resources (shields) needed for building things. Rivers and ocean\ngive trade bonuses that provide civilization-wide benefits. Desert\nand tundra generally provide little output and are not of much\nuse to small cities. See the help on Terrain for more information\nabout terrain specs.")) elseif settlersbuilt == 1 then notify.event(unit.owner, unit.tile, E.SCRIPT, _("Your second Settlers should also be used to build a new city.\nNotice how when you move the Settlers away from your existing cities\nan outline is drawn around them. This shows the area that would be\ncovered by a city built at this location; it fits in with the outline\nalready on the map view that shows which tiles are covered by your\nexisting cities. Generally when building new cities you want to make\nsure that all tiles are covered by at least one city, but after that\nit is best that your cities overlap as little as possible. Spreading\nout cities properly gives each city access to more resources, allowing\nthem to grow to larger sizes.")) -- 2.35.1