On 1 February 2015 at 21:43,  <sveinun...@users.sourceforge.net> wrote:
> Author: sveinung
> Date: Sun Feb  1 20:43:30 2015
> New Revision: 27927
>
> URL: http://svn.gna.org/viewcvs/freeciv?rev=27927&view=rev
> Log:
> civ2civ3: Give Tribal government 2 martial law per unit.
>
> Increase the effect of martial law under Tribal government from 0 to 2 per
> unit. This should make it a good alternative to Despotism again. (Tribal's
> extra movement was replaced by a higher probability of gaining veterancy in
> combat)
>
> Patch by David Fernandez <bardo>
>
> See patch #5763
>
> Modified:
>     branches/S2_6/data/civ2civ3/effects.ruleset
>     branches/S2_6/doc/README.ruleset_civ2civ3
>

> +[effect_martial_law_max]
>  type    = "Martial_Law_Max"
>  value   = 3
>  reqs    =

> +    { "type", "name", "range", "present"
> +;      "Gov", "Anarchy", "Player", FALSE
> +;      "Gov", "Tribal", "Player", FALSE
> +;      "Gov", "Communism", "Player", FALSE
> +;      "Gov", "Despotism", "Player", FALSE
> +;      "Gov", "Monarchy", "Player", FALSE
> +      "Gov", "Fundamentalism", "Player", FALSE
> +      "Gov", "Federation", "Player", FALSE
> +      "Gov", "Republic", "Player", FALSE
> +      "Gov", "Democracy", "Player", FALSE
>      }


 Is there a situation where Martial_Law_Each is not 0, and
Martial_Law_Max should have value other than 3? Or could we clean out
all these Gov requirements from this Martial_Law_Max effect?


 - ML

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