From 2dba69318ef762ed29b005228168ef684d6d66fd Mon Sep 17 00:00:00 2001 From: dftec Date: Thu, 27 May 2021 01:32:57 +0200 Subject: [PATCH] civ2civ3: helptext of Tech Communism was wrong. In this ruleset, the effect of Cathedrals is reduced by the Communism government, not by the tech. Fixed typo error in helptext of Anarchy government. Added missing "*", and joined the 2 lines related to luxury. --- data/civ2civ3/governments.ruleset | 7 ++++--- data/civ2civ3/techs.ruleset | 1 - data/sandbox/governments.ruleset | 7 ++++--- data/sandbox/techs.ruleset | 1 - 4 files changed, 8 insertions(+), 8 deletions(-) diff --git a/data/civ2civ3/governments.ruleset b/data/civ2civ3/governments.ruleset index 387fde7120..09dbe612a9 100644 --- a/data/civ2civ3/governments.ruleset +++ b/data/civ2civ3/governments.ruleset @@ -86,11 +86,11 @@ _("\ * Military units impose martial law. Up to 3 military units inside a city\ will each force 1 unhappy citizen to become content.\n\ * You have no control over tax rates. All trade income is\ - converted to luxuries.\ - Conventional corruption increases with distance from the capital\ - (half as fast with knowledge of The Corporation).\n\ + converted to luxuries.\n\ * Half of the luxuries, including those converted from other\ trade income, are wasted.\n\ +* Conventional corruption increases with distance from the capital\ + (half as fast with knowledge of The Corporation).\n\ * Base production waste is 30%. This increases with distance from the\ capital (half as fast with knowledge of Trade).\ ") @@ -234,6 +234,7 @@ Communism is a good government for maximizing shield production, and\ _("\ * City improvements which would normally have an upkeep of 1 gold are\ free of upkeep.\n\ +* Cancels the bonus from Mysticism and Theology (to Temples and Cathedrals).\n\ * Each city can support up to 3 units for free (the maximum possible);\ further units each cost 1 shield per turn.\n\ * Each city tolerates up to 3 aggressively deployed military units;\ diff --git a/data/civ2civ3/techs.ruleset b/data/civ2civ3/techs.ruleset index 7d6ac56400..edcd35e04e 100644 --- a/data/civ2civ3/techs.ruleset +++ b/data/civ2civ3/techs.ruleset @@ -223,7 +223,6 @@ req2 = "Industrialization" flags = "" graphic = "a.communism" graphic_alt = "-" -helptext = _("Reduces the effect of Cathedrals.") cost = 420 [advance_computers] diff --git a/data/sandbox/governments.ruleset b/data/sandbox/governments.ruleset index 8e6b4cdb41..fe2b36ab01 100644 --- a/data/sandbox/governments.ruleset +++ b/data/sandbox/governments.ruleset @@ -86,11 +86,11 @@ _("\ * Military units impose martial law. Up to 3 military units inside a city\ will each force 1 unhappy citizen to become content.\n\ * You have no control over tax rates. All trade income is\ - converted to luxuries.\ - Conventional corruption increases with distance from the capital\ - (half as fast with knowledge of The Corporation).\n\ + converted to luxuries.\n\ * Half of the luxuries, including those converted from other\ trade income, are wasted.\n\ +* Conventional corruption increases with distance from the capital\ + (half as fast with knowledge of The Corporation).\n\ * Base production waste is 30%. This increases with distance from the\ capital (half as fast with knowledge of Trade).\ ") @@ -234,6 +234,7 @@ Communism is a good government for maximizing shield production, and\ _("\ * City improvements which would normally have an upkeep of 1 gold are\ free of upkeep.\n\ +* Cancels the bonus from Mysticism and Theology (to Temples and Cathedrals).\n\ * Each city can support up to 3 units for free (the maximum possible);\ further units each cost 1 shield per turn.\n\ * Each city tolerates up to 3 aggressively deployed military units;\ diff --git a/data/sandbox/techs.ruleset b/data/sandbox/techs.ruleset index bad77cc17b..1e7aea397b 100644 --- a/data/sandbox/techs.ruleset +++ b/data/sandbox/techs.ruleset @@ -223,7 +223,6 @@ req2 = "Industrialization" flags = "" graphic = "a.communism" graphic_alt = "-" -helptext = _("Reduces the effect of Cathedrals.") cost = 420 [advance_computers] -- 2.25.1