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 _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev