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Feature #1231 ยป Feature #1000419patch.diff

Marko Lindqvist, 02/01/2025 06:09 AM

View differences:

data/alien/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/civ1/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/civ2/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/civ2civ3/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/classic/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/goldkeep/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/granularity/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/multiplayer/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/ruledit/comments-3.4.txt
; reqs = requirements for disaster to happen (see effects.ruleset\n\
; and README.effects for help on requirements)\n\
; frequency = how likely disaster is to occur\n\
; Final probability for each city each turn is -\n\
; (this frequency) * (game settings option disasters\n\
; frequency) / 1000000.\n\
; If omitted, default is 0 and this disater will not occur.\n\
; effects\n\
; - \"DestroyBuilding\" = Random building is destroyed\n\
; - \"ReducePopulation\" = Reduce city size by one unless it's already 1\n\
data/sandbox/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/stub/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
data/webperimental/game.ruleset
; name = translatable name as seen by user
; reqs = requirements for disaster to happen (see effects.ruleset
; and README.effects for help on requirements)
; frequency = how likely disaster is to occur
; frequency = how likely disaster is to occur.
; Final probability for each city each turn is -
; (this frequency) * (game settings option disasters
; frequency) / 1000000.
; If omitted, default is 0 and this disater will not occur.
; effects
; - "DestroyBuilding" = Random building is destroyed
; - "ReducePopulation" = Reduce city size by one unless it's already 1
    (1-1/1)