Feature #1009 ยป 0055-Add-Civil_War_City_Bonus-effect-type.patch
ai/default/daieffects.c | ||
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case EFT_BORDER_STRENGTH_PCT:
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v += amount / 4;
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break;
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case EFT_CIVIL_WAR_CITY_BONUS:
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/* Relatively low, since we don't expect ever to lose our capital,
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* and otherwise this doesn't matter. */
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v += amount / 10;
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break;
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/* Currently not supported for building AI - wait for modpack users */
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case EFT_CITY_UNHAPPY_SIZE:
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doc/README.effects | ||
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increased by 5 for each city in civil disorder and reduced by 5 for
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each one celebrating.
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Civil_War_City_Bonus
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Reduction of player's civil war chance percentage by each city.
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Combat_Rounds
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Maximum number of rounds combat lasts. Unit is the attacker. Zero and
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negative values mean that combat continues until either side dies.
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gen_headers/enums/effects_enums.def | ||
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TURN_YEARS "Turn_Years"
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SLOW_DOWN_TIMELINE "Slow_Down_Timeline"
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CIVIL_WAR_CHANCE "Civil_War_Chance"
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CIVIL_WAR_CITY_BONUS "Civil_War_City_Bonus"
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MIGRATION_PCT "Migration_Pct"
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EMPIRE_SIZE_BASE "Empire_Size_Base"
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EMPIRE_SIZE_STEP "Empire_Size_Step"
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server/plrhand.c | ||
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if (city_celebrating(pcity)) {
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prob += game.info.civil_war_bonus_celebrating;
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}
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prob -= get_city_bonus(pcity, EFT_CIVIL_WAR_CITY_BONUS);
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} city_list_iterate_end;
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log_verbose("Civil war chance for %s: prob %d, dice %d",
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