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Feature #1009 ยป 0055-Add-Civil_War_City_Bonus-effect-type.patch

Marko Lindqvist, 10/23/2024 02:19 AM

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ai/default/daieffects.c
case EFT_BORDER_STRENGTH_PCT:
v += amount / 4;
break;
case EFT_CIVIL_WAR_CITY_BONUS:
/* Relatively low, since we don't expect ever to lose our capital,
* and otherwise this doesn't matter. */
v += amount / 10;
break;
/* Currently not supported for building AI - wait for modpack users */
case EFT_CITY_UNHAPPY_SIZE:
doc/README.effects
increased by 5 for each city in civil disorder and reduced by 5 for
each one celebrating.
Civil_War_City_Bonus
Reduction of player's civil war chance percentage by each city.
Combat_Rounds
Maximum number of rounds combat lasts. Unit is the attacker. Zero and
negative values mean that combat continues until either side dies.
gen_headers/enums/effects_enums.def
TURN_YEARS "Turn_Years"
SLOW_DOWN_TIMELINE "Slow_Down_Timeline"
CIVIL_WAR_CHANCE "Civil_War_Chance"
CIVIL_WAR_CITY_BONUS "Civil_War_City_Bonus"
MIGRATION_PCT "Migration_Pct"
EMPIRE_SIZE_BASE "Empire_Size_Base"
EMPIRE_SIZE_STEP "Empire_Size_Step"
server/plrhand.c
if (city_celebrating(pcity)) {
prob += game.info.civil_war_bonus_celebrating;
}
prob -= get_city_bonus(pcity, EFT_CIVIL_WAR_CITY_BONUS);
} city_list_iterate_end;
log_verbose("Civil war chance for %s: prob %d, dice %d",
    (1-1/1)