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[Freeciv-Dev] Re: A Ruleset for Disasters?
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To: mike_jing@xxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: A Ruleset for Disasters?
From: Tomasz Wegrzanowski <maniek@xxxxxxxx>
Date: Sat, 19 Feb 2000 04:35:45 +0100

On Wed, Feb 16, 2000 at 01:38:06PM -0500, Mike Jing wrote:
> [disaster_piracy]
> name          = _("Piracy")
> terrain_req   = "Ocean"
> tech_neg      = "None"
> improve_neg   = "Barraxks"
> effects       = "Empty_Foodstock", "Empty_Shieldstock"
> helptext      = _("\
> Pirate raids may strike any city built adjacent to an Ocean square.\
> Pirates can be prevented by building a Barracks improvement.\
> Pirates remove all food from the food storage box and destroy whatever\
> is being built in the production box.  All resources spent so far in\
> production are lost.\
> ")

improve_neg     = "Coastal Fortress"
Barracks won't work because there are 3 different kinds of barracks,
and coastal fortress is more logical.

> [disaster_plage]
> name          = _("Plague")
> terrain_req   = "None"
> tech_neg      = "Medicine"
> improve_neg   = "Aqueduct"
> effects       = "Reduce_Population"
> helptext      = _("\
> Plague may strike any city at any time.  It can be prevented by acquiring\
> the advance of Medicine or by building an Aqueduct improvement.\
> Plague reduces the city's population.\
> ")

improve_neg     = "Sewer System"
more logical



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