From 30b600843b77d93b21a5094d3cd886f5ada724da Mon Sep 17 00:00:00 2001 From: azum4roll Date: Tue, 21 May 2024 17:48:09 +0800 Subject: [PATCH] cleanup (#10880) remove all references to Prize Rules - modmodders beware fix Songhai still having river connections (now its trait is entirely vanilla, ironically enough) sweep pantheon text - always put Faith first - standardization: "your" Capital/Holy City, "the" City, "the" Palace - remove "scaling with game speed" as all instant yields from pantheons already do - remove "in the City", "in every City" etc. unless there's a need to explicitly use the phrase (e.g. Ancestor Worship) - separate "from the Palace" and "in your Capital/Holy City" - they're different after founding - UNSURE: which/whose units FriendlyHealChange affect - the DLL code is so weird --- .../AI/LeaderFlavorSweeps.sql | 13 +++--- .../AI/PolicyFlavorSweeps.sql | 8 ++-- .../Database Changes/AI/TechFlavorSweeps.sql | 3 +- .../Database Changes/AI/UnitFlavorSweeps.sql | 2 +- .../Beliefs/PantheonChanges.sql | 22 ++++------ .../City/Buildings/BuildingChanges.sql | 8 +--- .../City/Buildings/BuildingChanges2.sql | 2 +- .../City/Buildings/BuildingCostSweeps.sql | 10 ----- .../Civilizations/Carthage.sql | 5 +-- .../Civilizations/Shoshone.sql | 1 + .../Civilizations/Songhai.sql | 4 -- .../Database Changes/Civilizations/Spain.sql | 2 - .../Difficulty/DifficultyChanges.sql | 1 - .../Events/CityEventChanges.sql | 4 +- .../Database Changes/Policies/Authority.sql | 11 ++--- .../Database Changes/Policies/Fealty.sql | 4 +- .../Database Changes/Policies/Rationalism.sql | 1 - .../Database Changes/Policies/Tradition.sql | 36 ++++++++-------- .../Text/en_US/Beliefs/BeliefTextChanges.sql | 42 +++++++++---------- .../Text/en_US/Beliefs/NewBeliefText.xml | 22 +++++----- .../Text/en_US/City/BuildingTextChanges.sql | 6 +-- .../Civilizations/CivilizationTextChanges.sql | 4 +- .../Civilizations/NewCivilizationText.xml | 8 ++-- .../en_US/Concepts/ConceptTextChanges.sql | 4 +- .../Text/en_US/Policies/PolicyTextChanges.sql | 10 ++--- .../Text/en_US/UI/NewUIText.xml | 11 +++-- .../Text/en_US/UI/UITextChanges.sql | 2 +- .../en_US/UnitPromotions/NewPromotionText.xml | 8 +--- .../UnitPromotions/NewPromotions.xml | 9 +--- .../UnitPromotions/PromotionChanges.sql | 7 +--- .../UnitPromotions/PromotionDisplaySweeps.sql | 2 +- .../UnitPromotions/PromotionIconChanges.sql | 1 - .../Database Changes/Units/NewUnits.xml | 1 + .../Database Changes/Units/PreUnitChanges.sql | 19 ++++----- .../WorldMap/Improvements/BuildChanges.sql | 1 + CvGameCoreDLL_Expansion2/CvCity.cpp | 2 +- CvGameCoreDLL_Expansion2/CvVotingClasses.cpp | 6 +-- 37 files changed, 124 insertions(+), 178 deletions(-) diff --git a/(2) Vox Populi/Database Changes/AI/LeaderFlavorSweeps.sql b/(2) Vox Populi/Database Changes/AI/LeaderFlavorSweeps.sql index 3725f23a53..1dbf62af32 100644 --- a/(2) Vox Populi/Database Changes/AI/LeaderFlavorSweeps.sql +++ b/(2) Vox Populi/Database Changes/AI/LeaderFlavorSweeps.sql @@ -387,14 +387,12 @@ UPDATE Leader_Flavors SET Flavor = 8 WHERE FlavorType = 'FLAVOR_DIPLOMACY' AND L UPDATE Leader_Flavors SET Flavor = 6 WHERE FlavorType = 'FLAVOR_MILITARY_TRAINING' AND LeaderType = 'LEADER_ISABELLA'; -- 5, primary: dom UPDATE Leader_Flavors SET Flavor = 7 WHERE FlavorType = 'FLAVOR_OFFENSE' AND LeaderType = 'LEADER_ISABELLA'; -- 5, primary: dom -UPDATE Leader_Flavors SET Flavor = 4 WHERE FlavorType = 'FLAVOR_DEFENSE' AND LeaderType = 'LEADER_ISABELLA'; -- 9, primary: dom -UPDATE Leader_Flavors SET Flavor = 9 WHERE FlavorType = 'FLAVOR_TILE_IMPROVEMENT' AND LeaderType = 'LEADER_ISABELLA'; -- 7, UI +UPDATE Leader_Flavors SET Flavor = 4 WHERE FlavorType = 'FLAVOR_DEFENSE' AND LeaderType = 'LEADER_ISABELLA'; -- 8, primary: dom UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_MOBILE' AND LeaderType = 'LEADER_ISABELLA'; -- 7, UU is a pseudo mounted -UPDATE Leader_Flavors SET Flavor = 8 WHERE FlavorType = 'FLAVOR_NAVAL' AND LeaderType = 'LEADER_ISABELLA'; -- 4, UA, loves overseas expansion -UPDATE Leader_Flavors SET Flavor = 8 WHERE FlavorType = 'FLAVOR_NAVAL_RECON' AND LeaderType = 'LEADER_ISABELLA'; -- 4, loves overseas expansion -UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_NUKE' AND LeaderType = 'LEADER_ISABELLA'; -- 9, primary: dom -UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_USE_NUKE' AND LeaderType = 'LEADER_ISABELLA'; -- 9, primary: dom -UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_AIR_CARRIER' AND LeaderType = 'LEADER_ISABELLA'; -- 5, naval +UPDATE Leader_Flavors SET Flavor = 8 WHERE FlavorType = 'FLAVOR_NAVAL' AND LeaderType = 'LEADER_ISABELLA'; -- 5, UA, loves overseas expansion +UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_AIR_CARRIER' AND LeaderType = 'LEADER_ISABELLA'; -- 4, naval +UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_USE_NUKE' AND LeaderType = 'LEADER_ISABELLA'; -- 4, primary: dom +UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_NUKE' AND LeaderType = 'LEADER_ISABELLA'; -- 4, primary: dom UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_GROWTH' AND LeaderType = 'LEADER_ISABELLA'; -- 7, primary: dom UPDATE Leader_Flavors SET Flavor = 9 WHERE FlavorType = 'FLAVOR_GOLD' AND LeaderType = 'LEADER_ISABELLA'; -- 7, UA UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_SCIENCE' AND LeaderType = 'LEADER_ISABELLA'; -- 7, primary: dom @@ -402,6 +400,7 @@ UPDATE Leader_Flavors SET Flavor = 3 WHERE FlavorType = 'FLAVOR_SPACESHIP' AND L UPDATE Leader_Flavors SET Flavor = 3 WHERE FlavorType = 'FLAVOR_ESPIONAGE' AND LeaderType = 'LEADER_ISABELLA'; -- 5, passive UPDATE Leader_Flavors SET Flavor = 9 WHERE FlavorType = 'FLAVOR_RELIGION' AND LeaderType = 'LEADER_ISABELLA'; -- 6, UA UPDATE Leader_Flavors SET Flavor = 5 WHERE FlavorType = 'FLAVOR_HAPPINESS' AND LeaderType = 'LEADER_ISABELLA'; -- 8, naval +UPDATE Leader_Flavors SET Flavor = 9 WHERE FlavorType = 'FLAVOR_TILE_IMPROVEMENT' AND LeaderType = 'LEADER_ISABELLA'; -- 7, UI UPDATE Leader_Flavors SET Flavor = 7 WHERE FlavorType = 'FLAVOR_I_SEA_TRADE_ROUTE' AND LeaderType = 'LEADER_ISABELLA'; -- 5, naval UPDATE Leader_Flavors SET Flavor = 4 WHERE FlavorType = 'FLAVOR_WONDER' AND LeaderType = 'LEADER_ISABELLA'; -- 5, primary: dom diff --git a/(2) Vox Populi/Database Changes/AI/PolicyFlavorSweeps.sql b/(2) Vox Populi/Database Changes/AI/PolicyFlavorSweeps.sql index b6a0da0afc..31ea922836 100644 --- a/(2) Vox Populi/Database Changes/AI/PolicyFlavorSweeps.sql +++ b/(2) Vox Populi/Database Changes/AI/PolicyFlavorSweeps.sql @@ -43,10 +43,10 @@ VALUES ('POLICY_WARRIOR_CODE', 'FLAVOR_HAPPINESS', 5), ('POLICY_DISCIPLINE', 'FLAVOR_PRODUCTION', 5), ('POLICY_DISCIPLINE', 'FLAVOR_GOLD', 5), - ('POLICY_MILITARY_TRADITION', 'FLAVOR_SCIENCE', 5), - ('POLICY_MILITARY_TRADITION', 'FLAVOR_OFFENSE', 5), - ('POLICY_MILITARY_CASTE', 'FLAVOR_RANGED', 5), - ('POLICY_MILITARY_CASTE', 'FLAVOR_EXPANSION', 5), + ('POLICY_MILITARY_TRADITION', 'FLAVOR_MILITARY_TRAINING', 5), + ('POLICY_MILITARY_TRADITION', 'FLAVOR_EXPANSION', 5), + ('POLICY_MILITARY_CASTE', 'FLAVOR_MILITARY_TRAINING', 5), + ('POLICY_MILITARY_CASTE', 'FLAVOR_OFFENSE', 5), ('POLICY_PROFESSIONAL_ARMY', 'FLAVOR_GOLD', 5), ('POLICY_PROFESSIONAL_ARMY', 'FLAVOR_PRODUCTION', 5), ('POLICY_HONOR_FINISHER', 'FLAVOR_OFFENSE', 50), diff --git a/(2) Vox Populi/Database Changes/AI/TechFlavorSweeps.sql b/(2) Vox Populi/Database Changes/AI/TechFlavorSweeps.sql index 95b9ef9442..2b291c1464 100644 --- a/(2) Vox Populi/Database Changes/AI/TechFlavorSweeps.sql +++ b/(2) Vox Populi/Database Changes/AI/TechFlavorSweeps.sql @@ -1,6 +1,7 @@ -- Notes on Format: Eras are separated by dashes, NO UNIQUES in comments since flavors are general. Please update the comments if any tech gets changed. -/*Flavors used here, somewhat grouped: +/* +Flavors used here, somewhat grouped: Strategy: FLAVOR_EXPANSION, FLAVOR_WONDER, FLAVOR_CITY_DEFENSE, FLAVOR_ESPIONAGE, FLAVOR_SPACESHIP, FLAVOR_NAVAL_GROWTH, FLAVOR_DIPLOMACY Yield: FLAVOR_GROWTH, FLAVOR_PRODUCTION, FLAVOR_SCIENCE, FLAVOR_GOLD, FLAVOR_RELIGION, FLAVOR_CULTURE, FLAVOR_TILE_IMPROVEMENT, FLAVOR_NAVAL_TILE_IMPROVEMENT diff --git a/(2) Vox Populi/Database Changes/AI/UnitFlavorSweeps.sql b/(2) Vox Populi/Database Changes/AI/UnitFlavorSweeps.sql index 7968f00d65..31cafa6627 100644 --- a/(2) Vox Populi/Database Changes/AI/UnitFlavorSweeps.sql +++ b/(2) Vox Populi/Database Changes/AI/UnitFlavorSweeps.sql @@ -478,7 +478,7 @@ VALUES ('UNIT_POLYNESIAN_MAORI_WARRIOR', 'FLAVOR_OFFENSE', 10), ('UNIT_POLYNESIAN_MAORI_WARRIOR', 'FLAVOR_DEFENSE', 10), ('UNIT_POLYNESIAN_MAORI_WARRIOR', 'FLAVOR_RECON', 10), - + -- Explorer ('UNIT_EXPLORER', 'FLAVOR_RECON', 12), diff --git a/(2) Vox Populi/Database Changes/Beliefs/PantheonChanges.sql b/(2) Vox Populi/Database Changes/Beliefs/PantheonChanges.sql index c0eb465fb8..d10cba1b90 100644 --- a/(2) Vox Populi/Database Changes/Beliefs/PantheonChanges.sql +++ b/(2) Vox Populi/Database Changes/Beliefs/PantheonChanges.sql @@ -143,9 +143,9 @@ UPDATE Beliefs SET RequiresResource = 1 WHERE Type = 'BELIEF_SUN_GOD'; INSERT INTO Belief_ImprovementYieldChanges (BeliefType, ImprovementType, YieldType, Yield) VALUES - ('BELIEF_SUN_GOD', 'IMPROVEMENT_FARM', 'YIELD_FAITH', 1), + ('BELIEF_SUN_GOD', 'IMPROVEMENT_FARM', 'YIELD_FOOD', 1), ('BELIEF_SUN_GOD', 'IMPROVEMENT_FARM', 'YIELD_SCIENCE', 1), - ('BELIEF_SUN_GOD', 'IMPROVEMENT_FARM', 'YIELD_FOOD', 1); + ('BELIEF_SUN_GOD', 'IMPROVEMENT_FARM', 'YIELD_FAITH', 1); INSERT INTO Belief_BuildingClassYieldChanges (BeliefType, BuildingClassType, YieldType, YieldChange) @@ -425,7 +425,7 @@ VALUES INSERT INTO Belief_YieldPerBorderGrowth (BeliefType, YieldType, Yield, IsEraScaling) VALUES - ('BELIEF_EPONA', 'YIELD_FOOD', 8, 1), + ('BELIEF_EPONA', 'YIELD_FOOD', 8, 1), ('BELIEF_EPONA', 'YIELD_PRODUCTION', 8, 1), ('BELIEF_EPONA', 'YIELD_SCIENCE', 8, 1), ('BELIEF_EPONA', 'YIELD_CULTURE', 8, 1); @@ -485,7 +485,6 @@ VALUES ('BELIEF_LUGH', 'YIELD_CULTURE', 2), ('BELIEF_LUGH', 'YIELD_TOURISM', 2); - -- Rhiannon, the Sovereign INSERT INTO Belief_YieldPerFollowingCity (BeliefType, YieldType, Yield) @@ -570,13 +569,13 @@ WHERE Type = 'BELIEF_DAGDA'; INSERT INTO Belief_YieldPerBirth (BeliefType, YieldType, Yield) VALUES - ('BELIEF_DAGDA', 'YIELD_GOLD', 12), ('BELIEF_DAGDA', 'YIELD_PRODUCTION', 12), + ('BELIEF_DAGDA', 'YIELD_GOLD', 12), ('BELIEF_DAGDA', 'YIELD_CULTURE', 12); -- Bran, the Sleeping Guardian -UPDATE Beliefs -SET +UPDATE Beliefs +SET FriendlyHealChange = 10, CityRangeStrikeModifier = 25 WHERE Type = 'BELIEF_BRAN'; @@ -599,6 +598,7 @@ VALUES -- Cailleach, the Queen of Winter UPDATE Beliefs SET RequiresResource = 1 WHERE Type = 'BELIEF_CAILLEACH'; + -- Note: if you have the RequiresResources flag set, the Times100 table ignores it for tundra, but the YieldChanges table obeys it INSERT INTO Belief_CityYieldPerXTerrainTimes100 (BeliefType, TerrainType, YieldType, Yield) @@ -609,12 +609,11 @@ VALUES INSERT INTO Belief_TerrainYieldChanges (BeliefType, TerrainType, YieldType, Yield) VALUES - ('BELIEF_CAILLEACH', 'TERRAIN_SNOW', 'YIELD_FOOD', 1), - ('BELIEF_CAILLEACH', 'TERRAIN_SNOW', 'YIELD_PRODUCTION', 1), + ('BELIEF_CAILLEACH', 'TERRAIN_SNOW', 'YIELD_FOOD', 1), + ('BELIEF_CAILLEACH', 'TERRAIN_SNOW', 'YIELD_PRODUCTION', 1), ('BELIEF_CAILLEACH', 'TERRAIN_SNOW', 'YIELD_SCIENCE', 1), ('BELIEF_CAILLEACH', 'TERRAIN_SNOW', 'YIELD_CULTURE', 1); - INSERT INTO Belief_ImprovementYieldChanges (BeliefType, ImprovementType, YieldType, Yield) VALUES @@ -622,6 +621,3 @@ VALUES ('BELIEF_CAILLEACH', 'IMPROVEMENT_QUARRY', 'YIELD_CULTURE', 1), ('BELIEF_CAILLEACH', 'IMPROVEMENT_MINE', 'YIELD_GOLD', 1), ('BELIEF_CAILLEACH', 'IMPROVEMENT_MINE', 'YIELD_CULTURE', 1); - - - diff --git a/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges.sql b/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges.sql index 4ba02103b5..9b0841989b 100644 --- a/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges.sql +++ b/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges.sql @@ -1007,15 +1007,11 @@ FROM Buildings WHERE BuildingClass = 'BUILDINGCLASS_HARBOR'; -- Seaport -UPDATE Buildings -SET - AllowsIndustrialWaterRoutes = 1 -WHERE BuildingClass = 'BUILDINGCLASS_SEAPORT'; - UPDATE Buildings SET PrereqTech = 'TECH_STEAM_POWER', - CitySupplyModifier = 20 + CitySupplyModifier = 20, + AllowsIndustrialWaterRoutes = 1 WHERE BuildingClass = 'BUILDINGCLASS_SEAPORT'; INSERT INTO Helper diff --git a/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges2.sql b/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges2.sql index f2977bf41c..52793674a5 100644 --- a/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges2.sql +++ b/(2) Vox Populi/Database Changes/City/Buildings/BuildingChanges2.sql @@ -799,7 +799,7 @@ UPDATE Buildings SET PolicyBranchType = NULL, IlliteracyFlatReduction = 1, - MedianTechPercentChange = 0 + MedianTechPercentChange = 0 WHERE Type = 'BUILDING_PORCELAIN_TOWER'; INSERT INTO Building_YieldChanges diff --git a/(2) Vox Populi/Database Changes/City/Buildings/BuildingCostSweeps.sql b/(2) Vox Populi/Database Changes/City/Buildings/BuildingCostSweeps.sql index 899d884a39..496b6e6f47 100644 --- a/(2) Vox Populi/Database Changes/City/Buildings/BuildingCostSweeps.sql +++ b/(2) Vox Populi/Database Changes/City/Buildings/BuildingCostSweeps.sql @@ -200,16 +200,6 @@ UPDATE Buildings SET Cost = 800, GoldMaintenance = 4 WHERE Type = 'BUILDING_SKOLA'; --- Coaling Station -UPDATE Buildings -SET Cost = 1000, GoldMaintenance = 5 -WHERE BuildingClass = 'BUILDINGCLASS_COALING_STATION'; - --- Seaport -UPDATE Buildings -SET Cost = 1000, GoldMaintenance = 5 -WHERE BuildingClass = 'BUILDINGCLASS_SEAPORT'; - -- Museum, Military Academy UPDATE Buildings SET GoldMaintenance = 6 diff --git a/(2) Vox Populi/Database Changes/Civilizations/Carthage.sql b/(2) Vox Populi/Database Changes/Civilizations/Carthage.sql index bf88ffa225..0185a1a815 100644 --- a/(2) Vox Populi/Database Changes/Civilizations/Carthage.sql +++ b/(2) Vox Populi/Database Changes/Civilizations/Carthage.sql @@ -42,6 +42,8 @@ INSERT INTO Civilization_BuildingClassOverrides VALUES ('CIVILIZATION_CARTHAGE', 'BUILDINGCLASS_NATIONAL_TREASURY', 'BUILDING_GREAT_COTHON'); +DELETE FROM Building_ClassesNeededInCity WHERE BuildingType = 'BUILDING_GREAT_COTHON'; + UPDATE Buildings SET PrereqTech = 'TECH_CURRENCY', @@ -53,9 +55,6 @@ SET FreeBuilding = 'BUILDINGCLASS_HARBOR' WHERE Type = 'BUILDING_GREAT_COTHON'; -DELETE FROM Building_ClassesNeededInCity -WHERE BuildingType = 'BUILDING_GREAT_COTHON'; - INSERT INTO Building_BuildingClassYieldChanges (BuildingType, BuildingClassType, YieldType, YieldChange) VALUES diff --git a/(2) Vox Populi/Database Changes/Civilizations/Shoshone.sql b/(2) Vox Populi/Database Changes/Civilizations/Shoshone.sql index 0b07fd8709..3df234d16c 100644 --- a/(2) Vox Populi/Database Changes/Civilizations/Shoshone.sql +++ b/(2) Vox Populi/Database Changes/Civilizations/Shoshone.sql @@ -25,6 +25,7 @@ VALUES ('TRAIT_GREAT_EXPANSE', 'TERRAIN_DESERT'), ('TRAIT_GREAT_EXPANSE', 'TERRAIN_TUNDRA'), ('TRAIT_GREAT_EXPANSE', 'TERRAIN_SNOW'); + ---------------------------------------------------------- -- Unique Unit: Comanche Riders (Cavalry) ---------------------------------------------------------- diff --git a/(2) Vox Populi/Database Changes/Civilizations/Songhai.sql b/(2) Vox Populi/Database Changes/Civilizations/Songhai.sql index 927e75ec9b..62936f9073 100644 --- a/(2) Vox Populi/Database Changes/Civilizations/Songhai.sql +++ b/(2) Vox Populi/Database Changes/Civilizations/Songhai.sql @@ -1,10 +1,6 @@ ---------------------------------------------------------- -- Unique Ability: River Warlord ---------------------------------------------------------- -UPDATE Traits -SET - RiverTradeRoad = 1 -WHERE Type = 'TRAIT_AMPHIB_WARLORD'; ---------------------------------------------------------- -- Unique Unit: Mandekalu Cavalry (Knight) diff --git a/(2) Vox Populi/Database Changes/Civilizations/Spain.sql b/(2) Vox Populi/Database Changes/Civilizations/Spain.sql index df7a5a210e..b4baa2f17c 100644 --- a/(2) Vox Populi/Database Changes/Civilizations/Spain.sql +++ b/(2) Vox Populi/Database Changes/Civilizations/Spain.sql @@ -68,8 +68,6 @@ INSERT INTO Civilization_UnitClassOverrides VALUES ('CIVILIZATION_SPAIN', 'UNITCLASS_INQUISITOR', 'UNIT_SPAIN_INQUISITOR'); -UPDATE Units SET ShowInPedia = 0 WHERE Type = 'UNIT_SPAIN_INQUISITOR'; - ---------------------------------------------------------- -- Unique Unit: Conquistador (Explorer) ---------------------------------------------------------- diff --git a/(2) Vox Populi/Database Changes/Difficulty/DifficultyChanges.sql b/(2) Vox Populi/Database Changes/Difficulty/DifficultyChanges.sql index f368b9a06b..dd7d67e30d 100644 --- a/(2) Vox Populi/Database Changes/Difficulty/DifficultyChanges.sql +++ b/(2) Vox Populi/Database Changes/Difficulty/DifficultyChanges.sql @@ -203,7 +203,6 @@ WHERE EXISTS ( DROP TABLE AncientDifficultyBonusAmounts; - -- +/- 1 or 2 to the final totals for Renaissance amounts to match Proposal (6-71) CREATE TEMP TABLE RenaissanceDifficultyBonusAmounts ( HandicapTypeTemp text, diff --git a/(2) Vox Populi/Database Changes/Events/CityEventChanges.sql b/(2) Vox Populi/Database Changes/Events/CityEventChanges.sql index 9f5b4ac27f..719bdb6b1d 100644 --- a/(2) Vox Populi/Database Changes/Events/CityEventChanges.sql +++ b/(2) Vox Populi/Database Changes/Events/CityEventChanges.sql @@ -306,8 +306,7 @@ INSERT INTO CityEventChoice_YieldSiphon (CityEventChoiceType, YieldType, Yield) VALUES ('ESPIONAGE_EVENT_CHOICE_STEAL_FAITH', 'YIELD_FAITH', 100); - - + CREATE TEMP TABLE Helper ( YieldType TEXT ); @@ -333,4 +332,3 @@ FROM CityEventChoices a, Helper b WHERE a.isCounterSpyMission = 1; DROP TABLE Helper; - diff --git a/(2) Vox Populi/Database Changes/Policies/Authority.sql b/(2) Vox Populi/Database Changes/Policies/Authority.sql index b49252f036..257ec77d5b 100644 --- a/(2) Vox Populi/Database Changes/Policies/Authority.sql +++ b/(2) Vox Populi/Database Changes/Policies/Authority.sql @@ -35,17 +35,12 @@ INSERT INTO Policy_CityYieldChanges (PolicyType, YieldType, Yield) VALUES ('POLICY_HONOR', 'YIELD_PRODUCTION', 1); - + INSERT INTO Policy_YieldFromKills (PolicyType, YieldType, Yield) VALUES ('POLICY_HONOR', 'YIELD_SCIENCE', 50); -INSERT INTO Policy_CityYieldChanges - (PolicyType, YieldType, Yield) -VALUES - ('POLICY_HONOR', 'YIELD_PRODUCTION', 1); - -- Warrior Code (Now Tribute) DELETE FROM Policy_UnitCombatProductionModifiers WHERE PolicyType = 'POLICY_WARRIOR_CODE'; @@ -108,7 +103,6 @@ INSERT INTO Policy_YieldPerCityOverStrengthThreshold (PolicyType, YieldType, Yield) VALUES ('POLICY_MILITARY_TRADITION', 'YIELD_CULTURE', 2); - -- Military Caste (Now Dominance) UPDATE Policies @@ -163,7 +157,8 @@ VALUES -- Scaler INSERT INTO Policy_YieldFromKills (PolicyType, YieldType, Yield) -SELECT Type, 'YIELD_SCIENCE', 10 +SELECT + Type, 'YIELD_SCIENCE', 10 FROM Policies WHERE PolicyBranchType = 'POLICY_BRANCH_HONOR'; diff --git a/(2) Vox Populi/Database Changes/Policies/Fealty.sql b/(2) Vox Populi/Database Changes/Policies/Fealty.sql index 37ea23f163..f6c3c971e4 100644 --- a/(2) Vox Populi/Database Changes/Policies/Fealty.sql +++ b/(2) Vox Populi/Database Changes/Policies/Fealty.sql @@ -135,9 +135,9 @@ INSERT INTO Policy_ReligionYieldMod (PolicyType, YieldType, Yield) VALUES ('POLICY_PIETY_FINISHER', 'YIELD_PRODUCTION', 3), + ('POLICY_PIETY_FINISHER', 'YIELD_GOLD', 3), ('POLICY_PIETY_FINISHER', 'YIELD_SCIENCE', 3), - ('POLICY_PIETY_FINISHER', 'YIELD_CULTURE', 3), - ('POLICY_PIETY_FINISHER', 'YIELD_GOLD', 3); + ('POLICY_PIETY_FINISHER', 'YIELD_CULTURE', 3); -- Scaler INSERT INTO Policy_CityYieldChanges diff --git a/(2) Vox Populi/Database Changes/Policies/Rationalism.sql b/(2) Vox Populi/Database Changes/Policies/Rationalism.sql index a5f0b373d5..25cd7087ee 100644 --- a/(2) Vox Populi/Database Changes/Policies/Rationalism.sql +++ b/(2) Vox Populi/Database Changes/Policies/Rationalism.sql @@ -104,7 +104,6 @@ INSERT INTO Policy_SpecialistExtraYields VALUES ('POLICY_SCIENTIFIC_REVOLUTION', 'YIELD_FOOD', 1); - INSERT INTO Policy_YieldModifierFromGreatWorks (PolicyType, YieldType, Yield) VALUES diff --git a/(2) Vox Populi/Database Changes/Policies/Tradition.sql b/(2) Vox Populi/Database Changes/Policies/Tradition.sql index e69d90742f..0eae05e499 100644 --- a/(2) Vox Populi/Database Changes/Policies/Tradition.sql +++ b/(2) Vox Populi/Database Changes/Policies/Tradition.sql @@ -21,7 +21,6 @@ WHERE Type = 'POLICY_MONARCHY'; DELETE FROM Policy_PrereqPolicies WHERE PolicyType IN ( - 'POLICY_LANDED_ELITE', 'POLICY_MONARCHY', 'POLICY_LEGALISM' ); @@ -29,10 +28,9 @@ WHERE PolicyType IN ( INSERT INTO Policy_PrereqPolicies (PolicyType, PrereqPolicy) VALUES - ('POLICY_MONARCHY', 'POLICY_ARISTOCRACY'), + ('POLICY_MONARCHY', 'POLICY_ARISTOCRACY'), ('POLICY_MONARCHY', 'POLICY_OLIGARCHY'), - ('POLICY_LANDED_ELITE', 'POLICY_ARISTOCRACY'), - ('POLICY_LANDED_ELITE', 'POLICY_LEGALISM'); + ('POLICY_LANDED_ELITE', 'POLICY_ARISTOCRACY'); -- Opener DELETE FROM Policy_BuildingClassCultureChanges @@ -95,9 +93,7 @@ VALUES -- Legalism (now Ceremony) UPDATE Policies SET - GoldenAgeDurationMod = 0, NumCitiesFreeCultureBuilding = 0, - CapitalGrowthMod = 0, PortraitIndex = 55 WHERE Type = 'POLICY_LEGALISM'; @@ -161,8 +157,6 @@ WHERE PolicyType = 'POLICY_LANDED_ELITE'; UPDATE Policies SET CapitalGrowthMod = 0, - GreatPeopleRateModifier = 0, - CityGrowthMod = 3, PortraitIndex = 56 WHERE Type = 'POLICY_LANDED_ELITE'; @@ -183,19 +177,24 @@ SET CityGrowthMod = 0 WHERE Type = 'POLICY_TRADITION_FINISHER'; -INSERT INTO Policy_ImprovementYieldChanges - (PolicyType, ImprovementType, YieldType, Yield) -SELECT - 'POLICY_TRADITION_FINISHER', Type, 'YIELD_FOOD', 1 -FROM Improvements -WHERE CreatedByGreatPerson = 1 OR Type = 'IMPROVEMENT_LANDMARK'; +CREATE TEMP TABLE Helper ( + YieldType TEXT +); + +INSERT INTO Helper + (YieldType) +VALUES + ('YIELD_FOOD'), + ('YIELD_PRODUCTION'); INSERT INTO Policy_ImprovementYieldChanges (PolicyType, ImprovementType, YieldType, Yield) SELECT - 'POLICY_TRADITION_FINISHER', Type, 'YIELD_PRODUCTION', 1 -FROM Improvements -WHERE CreatedByGreatPerson = 1 OR Type = 'IMPROVEMENT_LANDMARK'; + 'POLICY_TRADITION_FINISHER', a.Type, b.YieldType, 1 +FROM Improvements a, Helper b +WHERE a.CreatedByGreatPerson = 1 OR a.Type = 'IMPROVEMENT_LANDMARK'; + +DROP TABLE Helper; INSERT INTO Policy_FreeBuilding (PolicyType, BuildingClassType, Count) @@ -212,6 +211,7 @@ WHERE PolicyBranchType = 'POLICY_BRANCH_TRADITION'; INSERT INTO Policy_CityYieldChanges (PolicyType, YieldType, Yield) -SELECT Type, 'YIELD_FOOD', 1 +SELECT + Type, 'YIELD_FOOD', 1 FROM Policies WHERE PolicyBranchType = 'POLICY_BRANCH_TRADITION'; diff --git a/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/BeliefTextChanges.sql b/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/BeliefTextChanges.sql index 6f9a5f0804..68ae89a9ca 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/BeliefTextChanges.sql +++ b/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/BeliefTextChanges.sql @@ -4,7 +4,7 @@ -- Ancestor Worship UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith for every 4 [ICON_CITIZEN] Citizens in a City. +1 [ICON_CULTURE] Culture and +2 [ICON_PEACE] Faith from Councils.' +SET Text = '+1 [ICON_PEACE] Faith for every 4 [ICON_CITIZEN] Citizens in the City. +2 [ICON_PEACE] Faith and +1 [ICON_CULTURE] Culture from Councils.' WHERE Tag = 'TXT_KEY_BELIEF_ANCESTOR_WORSHIP'; UPDATE Language_en_US @@ -20,7 +20,7 @@ SET Text = 'God of All Creation' WHERE Tag = 'TXT_KEY_BELIEF_TEARS_OF_GODS_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith from Monuments and +1 [ICON_CULTURE] in [ICON_CAPITAL] Capital. +1 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, and [ICON_RESEARCH] Science in [ICON_CAPITAL] Capital/Holy City for every two Pantheons ever founded (caps at 8 Pantheons total).' +SET Text = '+1 [ICON_PEACE] Faith from Monuments and +1 [ICON_CULTURE] from the Palace. +1 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, and [ICON_RESEARCH] Science in your [ICON_CAPITAL] Capital/Holy City for every two Pantheons ever founded (caps at 8 Pantheons total).' WHERE Tag = 'TXT_KEY_BELIEF_TEARS_OF_GODS'; UPDATE Language_en_US @@ -28,7 +28,7 @@ SET Text = 'God of Commerce' WHERE Tag = 'TXT_KEY_BELIEF_MESSENGER_GODS_SHORT'; UPDATE Language_en_US -SET Text = '+2 [ICON_PEACE] Faith and [ICON_GOLD] Gold in Cities with a [ICON_CONNECTED] City Connection and per active Trade Route to or from the City. Capital/Holy City gains +2 [ICON_PEACE] Faith and [ICON_GOLD] Gold after your second City is founded, and +2 [ICON_GREAT_MERCHANT] Great Merchant Points.' +SET Text = '+2 [ICON_PEACE] Faith and [ICON_GOLD] Gold in Cities with a [ICON_CONNECTED] City Connection and per active Trade Route to or from the City. Your [ICON_CAPITAL] Capital/Holy City gains +2 [ICON_GREAT_MERCHANT] Great Merchant Points, and an additional +2 [ICON_PEACE] Faith and [ICON_GOLD] Gold after your second City is founded.' WHERE Tag = 'TXT_KEY_BELIEF_MESSENGER_GODS'; UPDATE Language_en_US @@ -44,17 +44,17 @@ SET Text = 'God of the Expanse' WHERE Tag = 'TXT_KEY_BELIEF_RELIGIOUS_SETTLEMENTS_SHORT'; UPDATE Language_en_US -SET Text = '+25% [ICON_CULTURE_LOCAL] Border Growth. Gain 25 [ICON_PEACE] Faith and 15 [ICON_PRODUCTION] Production every time a City expands its borders naturally, scaling with game speed.' +SET Text = '+25% [ICON_CULTURE_LOCAL] Border Growth. Gain 25 [ICON_PEACE] Faith and 15 [ICON_PRODUCTION] Production every time the City expands its borders naturally.' WHERE Tag = 'TXT_KEY_BELIEF_RELIGIOUS_SETTLEMENTS'; -- God of the Open Sky UPDATE Language_en_US -SET Text = '+1 [ICON_CULTURE] Culture and [ICON_PEACE] Faith in City per 2 worked Plains or 2 worked Grassland tiles without Hills or Features. +1 [ICON_PEACE] Faith and +3 [ICON_GOLD] Gold from Pastures.' +SET Text = '+1 [ICON_PEACE] Faith and [ICON_CULTURE] Culture in the City for every 2 Plains or 2 Grassland tiles without Hills or Features worked by the City. +1 [ICON_PEACE] Faith and +3 [ICON_GOLD] Gold from Pastures.' WHERE Tag = 'TXT_KEY_BELIEF_OPEN_SKY'; -- God of the Sea UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith and [ICON_PRODUCTION] Production from Fishing Boats and Atolls. +2 [ICON_FOOD] Food and +1 [ICON_PEACE] Faith in Coastal Cities.' +SET Text = '+1 [ICON_PEACE] Faith and [ICON_PRODUCTION] Production from Fishing Boats and Atolls. +2 [ICON_FOOD] Food and +1 [ICON_PEACE] Faith if the City is [COLOR_POSITIVE]coastal[ENDCOLOR].' WHERE Tag = 'TXT_KEY_BELIEF_GOD_SEA'; UPDATE Language_en_US @@ -62,7 +62,7 @@ SET Text = 'God of the Stars and Sky' WHERE Tag = 'TXT_KEY_BELIEF_DANCE_AURORA_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_CULTURE] Culture from Tundra and Snow Tiles with Resources.' +SET Text = '+1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_CULTURE] Culture from Tundra and Snow tiles with Resources.' WHERE Tag = 'TXT_KEY_BELIEF_DANCE_AURORA'; UPDATE Language_en_US @@ -70,17 +70,17 @@ SET Text = 'God of the Sun' WHERE Tag = 'TXT_KEY_BELIEF_SUN_GOD_SHORT'; UPDATE Language_en_US -SET Text = '+2 [ICON_PEACE] Faith and +2 [ICON_GOLD] Gold from Granaries. +1 [ICON_PEACE] Faith, +1 [ICON_RESEARCH] Science and +1 [ICON_FOOD] Food from Farms on Resources.' +SET Text = '+2 [ICON_PEACE] Faith and [ICON_GOLD] Gold from Granaries. +1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_RESEARCH] Science from Farms on Resources.' WHERE Tag = 'TXT_KEY_BELIEF_SUN_GOD'; -- God of War UPDATE Language_en_US -SET Text = 'Gain [ICON_PEACE] Faith from killing military units equal to 175% of its [ICON_STRENGTH] Strength. +2 [ICON_PEACE] Faith and +1 [ICON_PRODUCTION] Production from Barracks.' +SET Text = 'Gain [ICON_PEACE] Faith from killing enemy units equal to 175% of its [ICON_STRENGTH] Strength. +2 [ICON_PEACE] Faith and +1 [ICON_PRODUCTION] Production from Barracks.' WHERE Tag = 'TXT_KEY_BELIEF_GOD_WAR'; -- God-King UPDATE Language_en_US -SET Text = '+2 [ICON_PEACE] Faith and [ICON_PRODUCTION] Production from Palace. +1 [ICON_CULTURE] Culture, [ICON_GOLDEN_AGE] Golden Age Points, [ICON_PEACE] Faith, [ICON_GOLD] Gold, and [ICON_RESEARCH] Science in [ICON_CAPITAL] Capital/Holy City for every 5 Followers of your Pantheon in owned Cities.' +SET Text = '+2 [ICON_PEACE] Faith and [ICON_PRODUCTION] Production from the Palace. +1 [ICON_PEACE] Faith, [ICON_GOLD] Gold, [ICON_RESEARCH] Science, [ICON_CULTURE] Culture, and [ICON_GOLDEN_AGE] Golden Age Points in your [ICON_CAPITAL] Capital/Holy City for every 5 Followers of your Pantheon in owned Cities.' WHERE Tag = 'TXT_KEY_BELIEF_GOD_KING'; UPDATE Language_en_US @@ -88,12 +88,12 @@ SET Text = 'Goddess of Beauty' WHERE Tag = 'TXT_KEY_BELIEF_MONUMENT_GODS_SHORT'; UPDATE Language_en_US -SET Text = '+2 [ICON_PEACE] Faith from Palace and World Wonders, +1 [ICON_PEACE] Faith from [ICON_GREAT_WORK] Great Works. +2 [ICON_GREAT_ARTIST] Great Artist and [ICON_GREAT_ENGINEER] Great Engineer Points in your [ICON_CAPITAL] Capital/Holy City.' +SET Text = '+2 [ICON_PEACE] Faith from the Palace and World Wonders, +1 [ICON_PEACE] Faith from [ICON_GREAT_WORK] Great Works. +2 [ICON_GREAT_ARTIST] Great Artist Points and [ICON_GREAT_ENGINEER] Great Engineer Points in your [ICON_CAPITAL] Capital/Holy City.' WHERE Tag = 'TXT_KEY_BELIEF_MONUMENT_GODS'; -- Goddess of Festivals UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith from Palace. +3 [ICON_GOLD] Gold, +1 [ICON_CULTURE] Culture, and +1 [ICON_PEACE] Faith in the [ICON_CAPITAL] Capital/Holy City for every unique Luxury Resource owned or imported.' +SET Text = '+1 [ICON_PEACE] Faith from the Palace. +1 [ICON_PEACE] Faith, +3 [ICON_GOLD] Gold, and +1 [ICON_CULTURE] Culture in your [ICON_CAPITAL] Capital/Holy City for every unique Luxury Resource owned or imported.' WHERE Tag = 'TXT_KEY_BELIEF_GOD_FESTIVALS'; UPDATE Language_en_US @@ -101,12 +101,12 @@ SET Text = 'Goddess of Nature' WHERE Tag = 'TXT_KEY_BELIEF_ONE_WITH_NATURE_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith, [ICON_GOLD] Gold, and [ICON_FOOD] Food for every 2 Mountains within 3 tiles of a City (capping at the City''s population). Natural Wonders gain +3 [ICON_PEACE] Faith and +2 [ICON_CULTURE] Culture.' +SET Text = '+1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_GOLD] Gold for every 2 Mountains within 3 tiles of the City (capping at the City''s population). Natural Wonders gain +3 [ICON_PEACE] Faith and +2 [ICON_CULTURE] Culture.' WHERE Tag = 'TXT_KEY_BELIEF_ONE_WITH_NATURE'; -- Goddess of Protection UPDATE Language_en_US -SET Text = '+10 HP healed per turn in friendly territory. +3 [ICON_PEACE] Faith from Palace, +2 [ICON_PEACE] Faith and +2 [ICON_CULTURE] Culture from Walls.' +SET Text = '+10 HP healed per turn in friendly territory. +3 [ICON_PEACE] Faith from the Palace. +2 [ICON_PEACE] Faith and [ICON_CULTURE] Culture from Walls.' WHERE Tag = 'TXT_KEY_BELIEF_GODDESS_STRATEGY'; UPDATE Language_en_US @@ -114,7 +114,7 @@ SET Text = 'Goddess of Purity' WHERE Tag = 'TXT_KEY_BELIEF_SACRED_WATERS_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith and [ICON_FOOD] Food from Lakes, +1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_PRODUCTION] Production from Marshes. +1 [ICON_HAPPINESS_1] Happiness from Cities on rivers.' +SET Text = '+1 [ICON_PEACE] Faith and [ICON_FOOD] Food from Lakes. +1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_PRODUCTION] Production from Marshes. +1 [ICON_HAPPINESS_1] Happiness if the City is on River.' WHERE Tag = 'TXT_KEY_BELIEF_SACRED_WATERS'; UPDATE Language_en_US @@ -122,7 +122,7 @@ SET Text = 'Goddess of Renewal' WHERE Tag = 'TXT_KEY_BELIEF_SACRED_PATH_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith, [ICON_CULTURE] Culture, and [ICON_RESEARCH] Science for every 2 Jungle or 2 Forest tiles worked by a City. +2 [ICON_FOOD] Food and [ICON_RESEARCH] Science from Markets.' +SET Text = '+1 [ICON_PEACE] Faith, [ICON_CULTURE] Culture, and [ICON_RESEARCH] Science for every 2 Jungle or 2 Forest tiles worked by the City. +2 [ICON_FOOD] Food and [ICON_RESEARCH] Science from Markets.' WHERE Tag = 'TXT_KEY_BELIEF_SACRED_PATH'; UPDATE Language_en_US @@ -130,7 +130,7 @@ SET Text = 'Goddess of Springtime' WHERE Tag = 'TXT_KEY_BELIEF_ORAL_TRADITION_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_GOLD] Gold, +1 [ICON_FOOD] Food, and [ICON_PEACE] Faith from Plantations. +1 [ICON_RESEARCH] Science and +2 [ICON_PEACE] Faith from Herbalists.' +SET Text = '+1 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_GOLD] Gold from Plantations. +2 [ICON_PEACE] Faith and [ICON_RESEARCH] Science from Herbalists.' WHERE Tag = 'TXT_KEY_BELIEF_ORAL_TRADITION'; UPDATE Language_en_US @@ -138,12 +138,12 @@ SET Text = 'Goddess of the Home' WHERE Tag = 'TXT_KEY_BELIEF_FERTILITY_RITES_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_FOOD] Food and [ICON_PEACE] Faith from Shrines, and +8 [ICON_FOOD] Food and [ICON_PEACE] Faith when a Building is constructed, scaling with Era. 25% faster [ICON_FOOD] Growth Rate' +SET Text = '+25% [ICON_FOOD] Growth. +1 [ICON_PEACE] Faith and [ICON_FOOD] Food from Shrines. +8 [ICON_PEACE] Faith and [ICON_FOOD] Food when a Building is constructed, scaling with Era.' WHERE Tag = 'TXT_KEY_BELIEF_FERTILITY_RITES'; -- Goddess of the Hunt UPDATE Language_en_US -SET Text = '+1 [ICON_PEACE] Faith, [ICON_GOLD] Gold, and [ICON_CULTURE] Culture from Camps, +2 [ICON_FOOD] Food from Smokehouses.' +SET Text = '+1 [ICON_PEACE] Faith, [ICON_GOLD] Gold, and [ICON_CULTURE] Culture from Camps. +2 [ICON_FOOD] Food from Smokehouses.' WHERE Tag = 'TXT_KEY_BELIEF_GODDESS_HUNT'; UPDATE Language_en_US @@ -151,7 +151,7 @@ SET Text = 'Goddess of Wisdom' WHERE Tag = 'TXT_KEY_BELIEF_FORMAL_LITURGY_SHORT'; UPDATE Language_en_US -SET Text = '+1 [ICON_RESEARCH] Science, +1 [ICON_PEACE] Faith in every City, and +2 [ICON_GREAT_SCIENTIST] Great Scientist Points in Capital/Holy City. +2 [ICON_PEACE] Faith and [ICON_RESEARCH] Science in any City with a Specialist.' +SET Text = '+2 [ICON_GREAT_SCIENTIST] Great Scientist Points in your Capital/Holy City. +1 [ICON_PEACE] Faith and [ICON_RESEARCH] Science in the City, and an additional +2 [ICON_PEACE] Faith and [ICON_RESEARCH] Science if the City has a Specialist.' WHERE Tag = 'TXT_KEY_BELIEF_FORMAL_LITURGY'; UPDATE Language_en_US @@ -167,7 +167,7 @@ SET Text = 'Tutelary Gods' WHERE Tag = 'TXT_KEY_BELIEF_GODDESS_LOVE_SHORT'; UPDATE Language_en_US -SET Text = '+3 [ICON_PRODUCTION] Production, +2 [ICON_GOLD] Gold, and +1 [ICON_PEACE] Faith in Cities with at least 3 [ICON_CITIZEN] Citizens. +1 [ICON_PRODUCTION] Production and [ICON_PEACE] Faith from Engineer Specialists.' +SET Text = '+1 [ICON_PEACE] Faith, +3 [ICON_PRODUCTION] Production, and +2 [ICON_GOLD] Gold if the City has at least 3 [ICON_CITIZEN] Citizens. +1 [ICON_PEACE] Faith and [ICON_PRODUCTION] Production from Engineers.' WHERE Tag = 'TXT_KEY_BELIEF_GODDESS_LOVE'; ---------------------------------------------- diff --git a/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/NewBeliefText.xml b/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/NewBeliefText.xml index bf6e2270f6..5ba8b36b4c 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/NewBeliefText.xml +++ b/(2) Vox Populi/Database Changes/Text/en_US/Beliefs/NewBeliefText.xml @@ -2,67 +2,67 @@ - Earn [ICON_GOLD] Gold, [ICON_CULTURE] Culture, and [ICON_GOLDEN_AGE] Golden Age Points if you kill a Unit (200% of its [ICON_STRENGTH] Strength) or Pillage a non-road improvement (20 of each, scaling with Era). +2 [ICON_GREAT_GENERAL] Great General Points from Ceilidh Hall. + Gain [ICON_GOLD] Gold, [ICON_CULTURE] Culture, and [ICON_GOLDEN_AGE] Golden Age Points from killing enemy units equal to 200% of its [ICON_STRENGTH] Strength.Gain 20 [ICON_GOLD] Gold, [ICON_CULTURE] Culture, and [ICON_GOLDEN_AGE] Golden Age Points when you pillage an improvement, scaling with Era. +2 [ICON_GREAT_GENERAL] Great General Points from Ceilidh Hall. Morrigan, the Harbinger - +3 [ICON_CULTURE_LOCAL] Border Growth in every City. Receive +8 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture when your Borders expand, scaling with Era. +5 [ICON_CULTURE_LOCAL] Border Growth from Ceilidh Hall. + +3 [ICON_CULTURE_LOCAL] Border Growth. Gain +8 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture every time the City expands its borders naturally, scaling with Era. +5 [ICON_CULTURE_LOCAL] Border Growth from Ceilidh Hall. Epona, the Great Mare - +15% [ICON_GOLD] Gold and [ICON_RESEARCH] Science from "We Love the King Days". +3 [ICON_GOLD] Gold, [ICON_RESEARCH] Science, and [ICON_GOLDEN_AGE] Golden Age Points for every Unique Luxury Resource in Empire and per active [ICON_INTERNATIONAL_TRADE] Trade Route to or from the City. +5 [ICON_GOLD] Gold from Ceilidh Hall. + +15% [ICON_GOLD] Gold and [ICON_RESEARCH] Science during "We Love the King Days". +3 [ICON_GOLD] Gold, [ICON_RESEARCH] Science, and [ICON_GOLDEN_AGE] Golden Age Points in your [ICON_CAPITAL] Capital/Holy City for every unique Luxury Resource owned or imported. +3 [ICON_GOLD] Gold, [ICON_RESEARCH] Science, and [ICON_GOLDEN_AGE] Golden Age Points per active Trade Route to or from the City. +5 [ICON_GOLD] Gold from Ceilidh Hall. Nuada, the Silver-Handed - +1 [ICON_FOOD] Food and [ICON_GOLD] Gold from Forests, +1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production from Jungles. +1 [ICON_CULTURE] Culture and [ICON_RESEARCH] Science from Camps and Plantations. +2 [ICON_CULTURE] Culture from Ceilidh Hall. + +1 [ICON_FOOD] Food and [ICON_GOLD] Gold from Forests. +1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production from Jungles. +1 [ICON_RESEARCH] Science and [ICON_CULTURE] Culture from Camps and Plantations. +2 [ICON_CULTURE] Culture from Ceilidh Hall. Cernunnos, the Horned Stag - +2 [ICON_CULTURE] Culture, [ICON_RESEARCH] Science, [ICON_FOOD] Food, and [ICON_GOLD] Gold in Cities with a Specialist. +10% [ICON_PRODUCTION] Production towards [ICON_WONDER] Wonders, and +2 [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism from each. +3 [ICON_PRODUCTION] Production from Ceilidh Hall. + +2 [ICON_FOOD] Food, [ICON_GOLD] Gold, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture if the City has a Specialist. +10% [ICON_PRODUCTION] Production towards [ICON_WONDER] Wonders. +2 [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism from [ICON_WONDER] World Wonders. +3 [ICON_PRODUCTION] Production from Ceilidh Hall. Lugh, the Skilled One - +2 [ICON_CULTURE] Culture in every City, +1 [ICON_GOLD] Gold and [ICON_PRODUCTION] Production from [COLOR_POSITIVE_TEXT]improved[ENDCOLOR] Resource tile. +5 [ICON_GOLDEN_AGE] Golden Age Points from Ceilidh Hall. + +2 [ICON_CULTURE] Culture. +1 [ICON_PRODUCTION] Production and [ICON_GOLD] Gold from [COLOR_POSITIVE_TEXT]improved[ENDCOLOR] Resources. +5 [ICON_GOLDEN_AGE] Golden Age Points from Ceilidh Hall. Rhiannon, the Sovereign - +3 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, and [ICON_GOLD] Gold in Coastal Cities. +1 [ICON_PRODUCTION] Production from Water tiles in your Cities and +1 [ICON_GOLD] Gold from Fishing Boats. +2 [ICON_GREAT_ADMIRAL] Great Admiral Points from Ceilidh Hall. + +3 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, and [ICON_GOLD] Gold if the City is [COLOR_POSITIVE]coastal[ENDCOLOR]. +1 [ICON_PRODUCTION] Production from Water tiles and +1 [ICON_GOLD] Gold from Fishing Boats. +2 [ICON_GREAT_ADMIRAL] Great Admiral Points from Ceilidh Hall. Manannan, Son of the Sea - +1 [ICON_RESEARCH] Science for every 4 [ICON_CITIZEN] Citizens. +1 [ICON_CULTURE] Culture and [ICON_RESEARCH] Science from [ICON_GREAT_WORK] Great Works. +3 [ICON_RESEARCH] Science, [ICON_CULTURE] Culture, and [ICON_GREAT_SCIENTIST] Great Scientist Points, and [ICON_GREAT_ARTIST] Great Artist Points in [ICON_CAPITAL] Capital. +5 [ICON_RESEARCH] Science from Ceilidh Hall. + +1 [ICON_RESEARCH] Science for every 4 [ICON_CITIZEN] Citizens in the City. +1 [ICON_RESEARCH] Science and [ICON_CULTURE] Culture from [ICON_GREAT_WORK] Great Works. +3 [ICON_RESEARCH] Science and [ICON_CULTURE] Culture from the Palace. +3 [ICON_GREAT_SCIENTIST] Great Scientist Points and [ICON_GREAT_ARTIST] Great Artist Points in your [ICON_CAPITAL] Capital/Holy City. +5 [ICON_RESEARCH] Science from Ceilidh Hall. Ogma, the Learned - +25% [ICON_FOOD] Growth. +12 [ICON_CULTURE] Culture, [ICON_PRODUCTION] Production, and [ICON_GOLD] Gold when a [ICON_CITIZEN] Citizen is born, scaling with Era. +1 [ICON_HAPPINESS_1] Happiness per following City. +5 [ICON_FOOD] Food from Ceilidh Hall. + +25% [ICON_FOOD] Growth and +1 [ICON_HAPPINESS_1] Happiness. +12 [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, and [ICON_CULTURE] Culture when a [ICON_CITIZEN] Citizen is born, scaling with Era. +5 [ICON_FOOD] Food from Ceilidh Hall. Dagda, the All-Father - +1 [ICON_CULTURE] Culture, [ICON_GOLD] Gold, [ICON_PRODUCTION] Production, and [ICON_RESEARCH] Science in the [ICON_CAPITAL] Capital, and for every 4 Followers of your Pantheon in owned Cities. +10 HP healed per turn in Friendly Territory and +25% increase in City [ICON_RANGE_STRENGTH] Ranged Combat Strength. +2 [ICON_HAPPINESS_1] Happiness from Ceilidh Hall. + +1 [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture from the Palace. +4 [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture in your [ICON_CAPITAL] Capital/Holy City for every 5 Followers of your Pantheon in owned Cities. +25% City [ICON_RANGE_STRENGTH] Ranged Combat Strength. Units heal +10 HP per turn in owned Territory. +2 [ICON_HAPPINESS_1] Happiness from Ceilidh Hall. Bran, the Sleeping Guardian - +1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production for every 2 Tundra tiles worked by a City. +1 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture from Snow tiles with Resources. +1 [ICON_GOLD] Gold and [ICON_CULTURE] Culture from Quarries and Mines on Resources. +5 [ICON_TOURISM] Tourism from Ceilidh Hall. + +1 [ICON_FOOD] Food and [ICON_PRODUCTION] Production for every 2 Tundra tiles worked by the City. +1 [ICON_FOOD] Food, [ICON_PRODUCTION] Production, [ICON_RESEARCH] Science, and [ICON_CULTURE] Culture from Snow tiles with Resources. +1 [ICON_GOLD] Gold and [ICON_CULTURE] Culture from Quarries and Mines on Resources. +5 [ICON_TOURISM] Tourism from Ceilidh Hall. Cailleach, the Queen of Winter diff --git a/(2) Vox Populi/Database Changes/Text/en_US/City/BuildingTextChanges.sql b/(2) Vox Populi/Database Changes/Text/en_US/City/BuildingTextChanges.sql index 5576252147..8db87c851e 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/City/BuildingTextChanges.sql +++ b/(2) Vox Populi/Database Changes/Text/en_US/City/BuildingTextChanges.sql @@ -481,7 +481,6 @@ UPDATE Language_en_US SET Text = 'This National Wonder provides +2 [ICON_HAPPINESS_1] Happiness, 2 [ICON_RES_HORSE] Horses, +1 [ICON_CULTURE] Culture, and reduces [ICON_HAPPINESS_3] Boredom, and generates +10% [ICON_CULTURE] Culture and [ICON_GOLD] Gold during "We Love the King Day" in the City where it is built. The City must have an Arena before it can construct the Circus Maximus.' WHERE Tag = 'TXT_KEY_BUILDING_CIRCUS_MAXIMUS_STRATEGY'; --- Chartered Company UPDATE Language_en_US SET Text = 'Chartered Company' WHERE Tag = 'TXT_KEY_BUILDING_EAST_INDIA'; @@ -507,11 +506,10 @@ UPDATE Language_en_US SET Text = 'The Ironworks National Wonder provides 2 [ICON_RES_IRON] Iron, increases [ICON_PRODUCTION] Production in a City by 10, and generates [ICON_RESEARCH] Science every time you construct a building. The City must have a Forge before it can construct an Ironworks.' WHERE Tag = 'TXT_KEY_BUILDING_IRONWORKS_STRATEGY'; --- Imperial College UPDATE Language_en_US SET Text = 'Imperial College' WHERE Tag = 'TXT_KEY_BUILDING_OXFORD_UNIVERSITY'; - + UPDATE Language_en_US SET Text = 'A [ICON_GREAT_SCIENTIST] Great Scientist appears near the City. +50 [ICON_CULTURE] Culture every time you research a Technology, scaling with Era. Contains 2 slots for [ICON_VP_GREATWRITING] Great Works of Writing. -1 [ICON_HAPPINESS_3] Unhappiness from [ICON_RESEARCH] Illiteracy.[NEWLINE][NEWLINE]The [ICON_PRODUCTION] Production Cost and [ICON_CITIZEN] Population Requirements increase based on the number of Cities you own.[NEWLINE][NEWLINE]+4 [ICON_RESEARCH] Science if [COLOR_POSITIVE_TEXT]Themed[ENDCOLOR].' WHERE Tag = 'TXT_KEY_BUILDING_OXFORD_UNIVERSITY_HELP'; @@ -523,7 +521,7 @@ WHERE Tag = 'TXT_KEY_BUILDING_OXFORD_UNIVERSITY_STRATEGY'; UPDATE Language_en_US SET Text = 'In the medieval period, higher education evolved in various regions, each with its own distinct institutions and traditions. In Europe, the earliest universities emerged spontaneously as a scholastic guild, whether of masters or students, without any express authorization of a prince, king, pope or prelate.[NEWLINE][NEWLINE]In many cases, however, universities petitioned secular power for privileges. Emperor Frederick I in Authentica Habita (1158) gave the first privileges to students in Bologna. Another step was Pope Alexander III in 1179 requiring that masters of church schools give licenses to properly qualified teachers and forbidding them from charging for it. The integrity of a university was only preserved in such an internally regulated corporation, which protected the scholars from external intervention. This independently evolving organization was absent in the universities of southern Italy and Spain, which served the bureaucratic needs of monarchs, and were therefore their artificial creations.[NEWLINE][NEWLINE]The University of Paris was formally recognized when Pope Gregory IX issued the bull Parens scientiarum (1231). This was a revolutionary step: studium generale (universities) and universitas (corporations of students or teachers) existed beforehand, but after the issuing of the bull, they attained autonomy. The papal bull of 1233 stipulated that anyone admitted as a teacher in Toulouse had the right to teach everywhere without further examinations. In time, this privilege became the single most important defining characteristic of the university and the symbol of its institutional autonomy. By the year 1292, even the two oldest universities, Bologna and Paris, felt the need to seek similar bulls from Pope Nicholas IV.[NEWLINE][NEWLINE]Meanwhile, in the Islamic world, institutions such as madrasas and the House of Wisdom in Baghdad (established in the late 8th century) played vital roles in preserving and advancing knowledge, spanning fields from theology to medicine.[NEWLINE]Outside of Europe and the Islamic world, East Asia saw the rise of educational centers like the Imperial Academy in China (founded in 3 AD under Emperor Ping of Han as Taixue, then renamed Guozijian after the Sui dynasty) as well as the National Confucian Academy in Korea (Sungkyunkwan, 1398), which emphasized Confucian teachings and governmental administration. The Imperial Examination system in China further democratized access to education by selecting officials based on merit rather than birthright, fostering social mobility and intellectual development. These diverse educational systems in medieval times contributed to the spread of knowledge, cultural exchange, and societal progress, leaving a lasting impact on the intellectual landscape of their respective regions.' WHERE Tag = 'TXT_KEY_BUILDING_OXFORD_UNIVERSITY_PEDIA'; - + -- National Intelligence Agency UPDATE Language_en_US SET Text = '+10 [ICON_SPY] City Security and +100 [ICON_VP_SPY_POINTS] Spy Points. -1 [ICON_HAPPINESS_3] Unhappiness from [ICON_FOOD] and [ICON_PRODUCTION] Distress in all Cities.[NEWLINE][NEWLINE]+100 [ICON_RESEARCH] Science and [ICON_GOLD] Gold when you identify, capture, or kill a foreign [ICON_SPY] Spy, or when you complete a [ICON_SPY] Spy Mission in a foreign City, scaling with Era. +25 [ICON_RESEARCH] Science and [ICON_GOLD] Gold when you successfully rig an election in a [ICON_CITY_STATE] City-State, scaling with Era.[NEWLINE][NEWLINE]The [ICON_PRODUCTION] Production Cost and [ICON_CITIZEN] Population Requirements increase based on the number of Cities you own.' diff --git a/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/CivilizationTextChanges.sql b/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/CivilizationTextChanges.sql index d734a1a90c..df92531f49 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/CivilizationTextChanges.sql +++ b/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/CivilizationTextChanges.sql @@ -178,7 +178,7 @@ WHERE Tag = 'TXT_KEY_UNIT_BYZANTINE_CATAPHRACT_STRATEGY'; -- Carthage -------------------- UPDATE Language_en_US -SET Text = '+100 [ICON_GOLD] Gold and +25 [ICON_RESEARCH] Science when your ownership of a Luxury Resource increases, scaling with Era. +5 Experience to Military Units purchased with [ICON_GOLD] Gold, scaling with Era. [ICON_INTERNATIONAL_TRADE] Trade Route Resource Diversity modifier doubled.' +SET Text = '+100 [ICON_GOLD] Gold and +25 [ICON_RESEARCH] Science when the number of Luxury Resources connected to your trade network increases, scaling with Era. +5 Experience to Military Units purchased with [ICON_GOLD] Gold, scaling with Era. +100% Resource Diversity modifier for [ICON_INTERNATIONAL_TRADE] Trade Routes.' WHERE Tag = 'TXT_KEY_TRAIT_PHOENICIAN_HERITAGE'; UPDATE Language_en_US @@ -935,7 +935,7 @@ WHERE Tag = 'TXT_KEY_UNIT_SIAMESE_WARELEPHANT_STRATEGY'; -- Songhai -------------------- UPDATE Language_en_US -SET Text = 'Triple [ICON_GOLD] Gold from destroying Encampments and plundering Cities. Land Units gain the [COLOR_POSITIVE_TEXT]Amphibious[ENDCOLOR] Promotion, and have double movement when next to a river. Rivers create [ICON_CONNECTED] City Connections.' +SET Text = 'Triple [ICON_GOLD] Gold from destroying Encampments and plundering Cities. Land Units gain the [COLOR_POSITIVE_TEXT]{TXT_KEY_PROMOTION_AMPHIBIOUS}[ENDCOLOR] and [COLOR_POSITIVE_TEXT]{TXT_KEY_PROMOTION_WAR_CANOES}[ENDCOLOR] Promotions.' WHERE Tag = 'TXT_KEY_TRAIT_AMPHIB_WARLORD'; UPDATE Language_en_US diff --git a/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/NewCivilizationText.xml b/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/NewCivilizationText.xml index 0c580f27c8..40d70ce73a 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/NewCivilizationText.xml +++ b/(2) Vox Populi/Database Changes/Text/en_US/Civilizations/NewCivilizationText.xml @@ -104,10 +104,10 @@ A cothon is an artificial, protected inner harbor such as that in Carthage during the Punic Wars around 200 BC. The cothon at Carthage was divided into a rectangular merchant harbor followed by an inner protected harbor reserved for military use only. This inner harbor was circular and surrounded by an outer ring of structures divided into a series of docking bays for ship maintenance, along with an island structure at its centre that also housed navy ships. Each individual docking bay featured a raised slipway. Above the raised docking bays was a second level consisting of warehouses where oars and rigging were kept along with supplies such as wood and canvas. On the island structure there existed a raised 'cabin' where the admiral in command could observe the whole harbor along with the surrounding sea. Altogether the inner docking complex could house up to 220 ships. The entire harbor was protected by an outer wall and the main entrance could be closed off with iron chains. - Unique Carthaginian replacement for the {TXT_KEY_BUILDING_EAST_INDIA}. In addition to the bonuses of the {TXT_KEY_BUILDING_EAST_INDIA}, the {TXT_KEY_BUILDING_GREAT_COTHON} provides a free {TXT_KEY_BUILDING_HARBOR} in all of your coastal cities, two [ICON_INTERNATIONAL_TRADE] Trade Routes, more poverty reduction, more [ICON_GOLD] Gold for both recipient and target of trade routes from the City where it is built; and boosts all Lighthouses and Harbors in your empire. Unlike the {TXT_KEY_BUILDING_EAST_INDIA}, the {TXT_KEY_BUILDING_GREAT_COTHON} is made available in the [COLOR_CYAN]Classical Era[ENDCOLOR] with the discovery of [COLOR_CYAN]{TXT_KEY_TECH_CURRENCY_TITLE}[ENDCOLOR]. The Great Cothon does not have any building requirements, but can only be built in a Coastal City. + Unique Carthaginian replacement for the {TXT_KEY_BUILDING_EAST_INDIA}. In addition to the bonuses of the {TXT_KEY_BUILDING_EAST_INDIA}, the {TXT_KEY_BUILDING_GREAT_COTHON} provides a free {TXT_KEY_BUILDING_HARBOR} in all of your coastal cities, two [ICON_INTERNATIONAL_TRADE] Trade Routes, more poverty reduction, more [ICON_GOLD] Gold for both recipient and target of trade routes from the City where it is built; and boosts all Lighthouses and Harbors in your empire. Unlike the {TXT_KEY_BUILDING_EAST_INDIA}, the {TXT_KEY_BUILDING_GREAT_COTHON} is made available in the [COLOR_CYAN]Classical Era[ENDCOLOR] with the discovery of [COLOR_CYAN]{TXT_KEY_TECH_CURRENCY_TITLE}[ENDCOLOR]. The {TXT_KEY_BUILDING_GREAT_COTHON} does not have any building requirements, but can only be built in a Coastal City. - Receive an additional copy of all Luxury Resources around this City and a [COLOR_POSITIVE_TEXT]Free[ENDCOLOR] {TXT_KEY_BUILDING_HARBOR} in all of your coastal cities. Incoming [ICON_ARROW_LEFT] Trade Routes generate +5 [ICON_GOLD] Gold for the City, and +3 [ICON_GOLD] Gold for the [ICON_ARROW_RIGHT] Trade Route owner. +25% [COLOR_POSITIVE_TEXT]Resource Diversity Modifier for Trade Routes[ENDCOLOR] from this City.[NEWLINE][NEWLINE]All Harbors gain +3 [ICON_PRODUCTION] Production, and all Lighthouses gain +2 [ICON_CULTURE] Culture.[NEWLINE][NEWLINE]Gain 2 [COLOR_POSITIVE_TEXT]Additional[ENDCOLOR] [ICON_INTERNATIONAL_TRADE] Trade Routes.[NEWLINE][NEWLINE]-2 [ICON_HAPPINESS_3] Unhappiness from [ICON_GOLD] Poverty in this City, and -1 in all other Cities.[NEWLINE][NEWLINE]The [ICON_PRODUCTION] Production Cost increases based on the number of Cities you own. + Receive an additional copy of all Luxury Resources around this City and a [COLOR_POSITIVE_TEXT]Free[ENDCOLOR] {TXT_KEY_BUILDING_HARBOR} in all of your coastal Cities. Incoming [ICON_ARROW_LEFT] Trade Routes generate +5 [ICON_GOLD] Gold for the City, and +3 [ICON_GOLD] Gold for the [ICON_ARROW_RIGHT] Trade Route owner. +25% [COLOR_POSITIVE_TEXT]Resource Diversity Modifier for Trade Routes[ENDCOLOR] from this City.[NEWLINE][NEWLINE]All Harbors gain +3 [ICON_PRODUCTION] Production, and all Lighthouses gain +2 [ICON_CULTURE] Culture.[NEWLINE][NEWLINE]Gain 2 [COLOR_POSITIVE_TEXT]Additional[ENDCOLOR] [ICON_INTERNATIONAL_TRADE] Trade Routes.[NEWLINE][NEWLINE]-2 [ICON_HAPPINESS_3] Unhappiness from [ICON_GOLD] Poverty in this City, and -1 in all other Cities.[NEWLINE][NEWLINE]The [ICON_PRODUCTION] Production Cost increases based on the number of Cities you own. @@ -233,7 +233,7 @@ A dojo is a Japanese term which literally means "place of the way". Initially, dojos were adjunct to temples. The term can refer to a formal training place for any of the Japanese do arts but typically it is considered the formal gathering place for students of any Japanese martial arts style such as karate, judo, or samurai, to conduct training, examinations and other related encounters. The concept of a dojo only referring to a training place specifically for Asian martial arts is a Western concept; in Japan, any physical training facility, including professional wrestling schools, may be called dojo because of its close martial arts roots. - +25 XP for all Units. +2 [ICON_SILVER_FIST] Military Supply.[NEWLINE][NEWLINE]All Melee, Mounted Melee, Gunpowder, and Armored Units trained in this City receive the [COLOR_POSITIVE_TEXT]{TXT_KEY_PROMOTION_BUSHIDO}[ENDCOLOR] Promotion.[NEWLINE][NEWLINE]When Units created by this City gain Experience through combat, receive 140% of the gained Experience as [ICON_RESEARCH] Science and [ICON_CULTURE] Culture.[NEWLINE][NEWLINE]-1 [ICON_HAPPINESS_3] Unhappiness from [ICON_FOOD] and [ICON_PRODUCTION] Distress. + +25 XP for all Units. +2 [ICON_WAR] Military Supply.[NEWLINE][NEWLINE]All Melee, Mounted Melee, Gunpowder, and Armored Units trained in this City receive the [COLOR_POSITIVE_TEXT]{TXT_KEY_PROMOTION_BUSHIDO}[ENDCOLOR] Promotion.[NEWLINE][NEWLINE]When Units created by this City gain Experience through combat, receive [ICON_RESEARCH] Science and [ICON_CULTURE] Culture equal to 140% of the gained Experience.[NEWLINE][NEWLINE]-1 [ICON_HAPPINESS_3] Unhappiness from [ICON_FOOD] and [ICON_PRODUCTION] Distress. Unique Japanese replacement for the {TXT_KEY_BUILDING_ARMORY}. In addition to the {TXT_KEY_BUILDING_ARMORY}'s bonuses, {TXT_KEY_BUILDING_DOJO} provides more training experience and more military supply; grants the {TXT_KEY_PROMOTION_BUSHIDO} promotion to all melee, gunpowder, mounted and armored units, which offers one of eight possible promotions to these unit types after their first combat and increases the unit's strength as it takes damage; and produces [ICON_RESEARCH] Science and [ICON_CULTURE] Culture when units gain experience in combat. @@ -342,7 +342,7 @@ +5 [ICON_GOLDEN_AGE] Golden Age Points when a Unit defeats an Enemy Unit in battle; also +10 [ICON_GREAT_GENERAL]/[ICON_GREAT_ADMIRAL] Great General(if Land)/Admiral(if Sea) Points if the Unit was [COLOR_POSITIVE_TEXT]created by this City[ENDCOLOR], both scaling with Era.[NEWLINE][NEWLINE]+1 [ICON_TOURISM] Tourism for every 3 [ICON_CITIZEN] Citizens in the City. +2 [ICON_PRODUCTION] Production from Barracks, Forge, and Armory in this City.[NEWLINE][NEWLINE]All [ICON_CONNECTED] City Connections produce +2% more [ICON_GOLD] Gold and all [ICON_INDUSTRIAL_CONNECTED] Industrial City Connections gain +2% more [ICON_PRODUCTION] Production.[NEWLINE][NEWLINE]-1 [ICON_HAPPINESS_3] Unhappiness from [ICON_CULTURE] Boredom.[NEWLINE][NEWLINE]Nearby [ICON_RES_PERFUME] Perfume: +1 [ICON_CULTURE] Culture, +1 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_OLIVE] Olives: +1 [ICON_FOOD] Food, +1 [ICON_GOLD] Gold. - Unique Roman replacement for the {TXT_KEY_BUILDING_COLOSSEUM}. In addition to the {TXT_KEY_BUILDING_COLOSSEUM}'s bonuses, {TXT_KEY_BUILDING_FLAVIAN_COLOSSEUM}produces more [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_TOURISM] Tourism; generates [ICON_GOLDEN_AGE] Golden Age Points and [ICON_GREAT_GENERAL]/[ICON_GREAT_ADMIRAL] Great General/Admiral Points when your unit defeats an enemy unit; and globally boosts [ICON_GOLD] Gold produced by[ICON_CONNECTED] City Connections and [ICON_PRODUCTION] Production from [ICON_INDUSTRIAL_CONNECTED] Industrial City Connections.[NEWLINE][NEWLINE]The globally applicable abilities allow Rome to benefit from large, sprawling empires. + Unique Roman replacement for the {TXT_KEY_BUILDING_COLOSSEUM}. In addition to the {TXT_KEY_BUILDING_COLOSSEUM}'s bonuses, {TXT_KEY_BUILDING_FLAVIAN_COLOSSEUM}produces more [ICON_PRODUCTION] Production, [ICON_CULTURE] Culture, and [ICON_TOURISM] Tourism; generates [ICON_GOLDEN_AGE] Golden Age Points and [ICON_GREAT_GENERAL]/[ICON_GREAT_ADMIRAL] Great General/Admiral Points when your unit defeats an enemy unit; and globally boosts [ICON_GOLD] Gold from[ICON_CONNECTED] City Connections and [ICON_PRODUCTION] Production from [ICON_INDUSTRIAL_CONNECTED] Industrial City Connections.[NEWLINE][NEWLINE]The globally applicable abilities allow Rome to benefit from large, sprawling empires. diff --git a/(2) Vox Populi/Database Changes/Text/en_US/Concepts/ConceptTextChanges.sql b/(2) Vox Populi/Database Changes/Text/en_US/Concepts/ConceptTextChanges.sql index 8162eb9e5f..6fecbe2c63 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/Concepts/ConceptTextChanges.sql +++ b/(2) Vox Populi/Database Changes/Text/en_US/Concepts/ConceptTextChanges.sql @@ -237,7 +237,7 @@ SET Text = '[COLOR_YELLOW]City Connections[ENDCOLOR]' WHERE Tag = 'TXT_KEY_GOLD_TRADE_ROUTES_HEADING3_TITLE'; UPDATE Language_en_US -SET Text = 'If a City is connected by a road and/or [COLOR_YELLOW]Lighthouse[ENDCOLOR] to your Capital City (i.e. both cities have a Lighthouse), that City has a City Connection with the Capital. Each City Connection is worth a certain amount of gold each turn, the amount determined by the size of the two cities.[NEWLINE][NEWLINE]If a City is connected by a railroad and/or [COLOR_YELLOW]Seaport[ENDCOLOR] to your Capital City (i.e. both cities have a Seaport), that City has an Industrial City Connection with the Capital. An Industrial City Connection gives a production bonus to the targeted city, the amount determined by the size of the two cities. An Industrial City Connection also allows the construction of the [COLOR_YELLOW]Coaling Station[ENDCOLOR], an industrial era building which gives a massive production boost to the city.' +SET Text = 'If a City is connected by a road and/or [COLOR_YELLOW]Lighthouse[ENDCOLOR] to your Capital City (i.e. both cities have a Lighthouse), that City has a City Connection with the Capital. Each City Connection is worth a certain amount of gold each turn, the amount determined by the size of the two cities.[NEWLINE][NEWLINE][COLOR_GREEN]If a City is connected by a railroad and/or Seaport to your Capital City (i.e. both cities have a Seaport), that City has an Industrial City Connection with the Capital. An Industrial City Connection gives a production bonus to the targeted city, the amount determined by the size of the two cities. An Industrial City Connection also allows the construction of the Coaling Station, an industrial era building which gives a massive production boost to the city.[ENDCOLOR]' WHERE Tag = 'TXT_KEY_GOLD_TRADE_ROUTES_HEADING3_BODY'; UPDATE Language_en_US @@ -254,7 +254,7 @@ UPDATE Language_en_US SET Text = '[COLOR_YELLOW]Roads and City Connections[ENDCOLOR]' WHERE Tag = 'TXT_KEY_WORKERS_TRADEROUTES_HEADING3_TITLE'; UPDATE Language_en_US -SET Text = 'If there is a road between your Capital and another of your cities, those cities have a City Connection." City Connections give your civilization gold bonuses each turn, the amount depending upon the size of the cities involved. ([COLOR_YELLOW]Lighthouses[ENDCOLOR] can also create city connections between coastal cities.) See the section on City Connections for details.' +SET Text = 'If there is a road between your Capital and another of your cities, those cities have a City Connection. City Connections give your civilization gold bonuses each turn, the amount depending upon the size of the cities involved. ([COLOR_YELLOW]Lighthouses[ENDCOLOR] can also create city connections between coastal cities.) See the section on City Connections for details.' WHERE Tag = 'TXT_KEY_WORKERS_TRADEROUTES_HEADING3_BODY'; UPDATE Language_en_US diff --git a/(2) Vox Populi/Database Changes/Text/en_US/Policies/PolicyTextChanges.sql b/(2) Vox Populi/Database Changes/Text/en_US/Policies/PolicyTextChanges.sql index 8b44799072..7dd47a2e19 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/Policies/PolicyTextChanges.sql +++ b/(2) Vox Populi/Database Changes/Text/en_US/Policies/PolicyTextChanges.sql @@ -160,7 +160,7 @@ SET Text = 'Authority' WHERE Tag = 'TXT_KEY_POLICY_BRANCH_HONOR'; UPDATE Language_en_US -SET Text = '[COLOR_POSITIVE_TEXT]Authority[ENDCOLOR] will greatly benefit warlike and expansionist civilizations.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Authority grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+25% combat bonus VS Barbarians and receive announcements when Barbarian Camps spawn in revealed territory.[NEWLINE][ICON_BULLET]Receive 25 [ICON_CULTURE] Culture when you clear Barbarian Camps, scaling with Era.[NEWLINE][ICON_BULLET]Receive [ICON_CULTURE] Culture and [ICON_RESEARCH] Science when you kill a Unit equal to 50% of its [ICON_STRENGTH] Strength.[NEWLINE][ICON_BULLET]+1 [ICON_PRODUCTION] Production in every City.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Authority policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Receive [ICON_CULTURE] Culture and [ICON_RESEARCH] Science when you kill a Unit equal to 10% of its [ICON_STRENGTH] Strength.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all policies in Authority grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building [COLOR_POSITIVE_TEXT]Alhambra[ENDCOLOR].[NEWLINE][ICON_BULLET]Allows the purchasing of [COLOR_YELLOW]Free Companies[ENDCOLOR], [COLOR_YELLOW]Foreign Legions[ENDCOLOR], and [COLOR_YELLOW]Mercenaries[ENDCOLOR] as their prerequisite technologies are researched.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_GENERAL] Great Generals with [ICON_PEACE] Faith starting in the Industrial Era.' +SET Text = '[COLOR_POSITIVE_TEXT]Authority[ENDCOLOR] will greatly benefit warlike and expansionist civilizations.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Authority grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+25% combat bonus VS Barbarians and receive announcements when Barbarian Camps spawn in revealed territory.[NEWLINE][ICON_BULLET]Receive 25 [ICON_CULTURE] Culture when you clear Barbarian Camps, scaling with Era.[NEWLINE][ICON_BULLET]Receive [ICON_RESEARCH] Science and [ICON_CULTURE] Culture when you kill a Unit equal to 50% of its [ICON_STRENGTH] Strength.[NEWLINE][ICON_BULLET]+1 [ICON_PRODUCTION] Production in every City.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Authority policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Receive [ICON_RESEARCH] Science and [ICON_CULTURE] Culture when you kill a Unit equal to 10% of its [ICON_STRENGTH] Strength.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all policies in Authority grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building [COLOR_POSITIVE_TEXT]Alhambra[ENDCOLOR].[NEWLINE][ICON_BULLET]Allows the purchasing of [COLOR_YELLOW]Free Companies[ENDCOLOR], [COLOR_YELLOW]Foreign Legions[ENDCOLOR], and [COLOR_YELLOW]Mercenaries[ENDCOLOR] as their prerequisite technologies are researched.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_GENERAL] Great Generals with [ICON_PEACE] Faith starting in the Industrial Era.' WHERE Tag = 'TXT_KEY_POLICY_BRANCH_HONOR_HELP'; UPDATE Language_en_US @@ -241,7 +241,7 @@ SET Text = 'Fealty' WHERE Tag = 'TXT_KEY_POLICY_BRANCH_PIETY'; UPDATE Language_en_US -SET Text = '[COLOR_POSITIVE_TEXT]Fealty[ENDCOLOR] enhances your ability to defend and leverage your [ICON_RELIGION] Majority Religion.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Can purchase Monasteries with [ICON_PEACE] Faith (+3 [ICON_FOOD] Food, +3 [ICON_RESEARCH] Science, +2 [ICON_PEACE] Faith).[NEWLINE][ICON_BULLET]-25% [ICON_PEACE] Faith costs for purchasing Buildings, Missionaries, and Inquisitors.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Fealty policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+1 [ICON_PEACE] Faith and [ICON_STRENGTH] Strength in every City.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]Red Fort[ENDCOLOR].[NEWLINE][ICON_BULLET]+25% [ICON_TOURISM] Tourism modifier for [COLOR_POSITIVE_TEXT]Shared Religion[ENDCOLOR].[NEWLINE][ICON_BULLET]Cities that follow your [ICON_RELIGION] Majority Religion generate +3 [ICON_RESEARCH] Science, [ICON_GOLD] Gold, [ICON_PRODUCTION] Production, and [ICON_CULTURE] Culture.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ARTIST] Great Artists with [ICON_PEACE] Faith starting in the Industrial Era.' +SET Text = '[COLOR_POSITIVE_TEXT]Fealty[ENDCOLOR] enhances your ability to defend and leverage your [ICON_RELIGION] Majority Religion.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Can purchase Monasteries with [ICON_PEACE] Faith (+3 [ICON_FOOD] Food, +3 [ICON_RESEARCH] Science, +2 [ICON_PEACE] Faith).[NEWLINE][ICON_BULLET]-25% [ICON_PEACE] Faith costs for purchasing Buildings, Missionaries, and Inquisitors.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Fealty policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+1 [ICON_PEACE] Faith and [ICON_STRENGTH] Strength in every City.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Fealty grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building the [COLOR_POSITIVE_TEXT]Red Fort[ENDCOLOR].[NEWLINE][ICON_BULLET]+25% [ICON_TOURISM] Tourism modifier for [COLOR_POSITIVE_TEXT]Shared Religion[ENDCOLOR].[NEWLINE][ICON_BULLET]Cities that follow your [ICON_RELIGION] Majority Religion generate +3 [ICON_PRODUCTION] Production, [ICON_GOLD] Gold, [ICON_SCIENCE] Science, and [ICON_CULTURE] Culture.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_ARTIST] Great Artists with [ICON_PEACE] Faith starting in the Industrial Era.' WHERE Tag = 'TXT_KEY_POLICY_BRANCH_PIETY_HELP'; UPDATE Language_en_US @@ -472,7 +472,7 @@ SET Text = 'Division of Labor' WHERE Tag = 'TXT_KEY_POLICY_TRADE_UNIONS'; UPDATE Language_en_US -SET Text = '[COLOR_POSITIVE_TEXT]Division of Labor[ENDCOLOR][NEWLINE][ICON_BULLET]+3% [ICON_PRODUCTION] Production and [ICON_GOLD] Gold from Forges, Windmills, Workshops, Factories and Coaling Stations.[NEWLINE][ICON_BULLET]+100% [ICON_PRODUCTION] Production towards Coaling Stations.' +SET Text = '[COLOR_POSITIVE_TEXT]Division of Labor[ENDCOLOR][NEWLINE][ICON_BULLET]+3% [ICON_PRODUCTION] Production and [ICON_GOLD] Gold from Forges, Windmills, Workshops, Factories, and Coaling Stations.[NEWLINE][ICON_BULLET]+100% [ICON_PRODUCTION] Production towards Coaling Stations.' WHERE Tag = 'TXT_KEY_POLICY_TRADE_UNIONS_HELP'; UPDATE Language_en_US @@ -590,7 +590,7 @@ SET Text = 'Chancellor {1_PlayerName:textkey} of {2_CivName:textkey}' WHERE Tag = 'TXT_KEY_RATIONALISM_TITLE'; UPDATE Language_en_US -SET Text = '[COLOR_POSITIVE_TEXT]Rationalism[ENDCOLOR] focuses on maximizing [ICON_FOOD] Growth and [ICON_RESEARCH] Science output.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Rationalism grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+3 [ICON_RESEARCH] Science and +2 [ICON_PRODUCTION] Production from all Strategic Resources.[NEWLINE][ICON_BULLET]+5% [ICON_RESEARCH] Science in all Cities.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Rationalism policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+2% [ICON_RESEARCH] Science.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Rationalism grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building [COLOR_POSITIVE_TEXT]Bletchley Park[ENDCOLOR].[NEWLINE][ICON_BULLET]-1 [ICON_HAPPINESS_3] Unhappiness from all Needs in all Cities.[NEWLINE][ICON_BULLET]+12 City Security in every City[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_SCIENTIST] Great Scientists with [ICON_PEACE] Faith starting in the Industrial Era.' +SET Text = '[COLOR_POSITIVE_TEXT]Rationalism[ENDCOLOR] focuses on maximizing [ICON_FOOD] Growth and [ICON_RESEARCH] Science output.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting Rationalism grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+2 [ICON_PRODUCTION] Production and +3 [ICON_RESEARCH] Science from all Strategic Resources.[NEWLINE][ICON_BULLET]+5% [ICON_RESEARCH] Science in all Cities.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Each Rationalism policy unlocked grants:[ENDCOLOR][NEWLINE][ICON_BULLET]+2% [ICON_RESEARCH] Science.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Adopting all Policies in Rationalism grants:[ENDCOLOR][NEWLINE][ICON_BULLET]Unlocks building [COLOR_POSITIVE_TEXT]Bletchley Park[ENDCOLOR].[NEWLINE][ICON_BULLET]-1 [ICON_HAPPINESS_3] Unhappiness from all Needs in all Cities.[NEWLINE][ICON_BULLET]+12 City Security in every City.[NEWLINE][ICON_BULLET]Allows for the purchase of [ICON_GREAT_SCIENTIST] Great Scientists with [ICON_PEACE] Faith starting in the Industrial Era.' WHERE Tag = 'TXT_KEY_POLICY_BRANCH_RATIONALISM_HELP'; UPDATE Language_en_US @@ -610,7 +610,7 @@ SET Text = 'Empiricism' WHERE Tag = 'TXT_KEY_POLICY_SCIENTIFIC_REVOLUTION'; UPDATE Language_en_US -SET Text = '[COLOR_POSITIVE_TEXT]Empiricism[ENDCOLOR][NEWLINE][ICON_BULLET]+1 [ICON_FOOD] Food per Citizen and +25% [ICON_FOOD] Growth in all Cities.[NEWLINE][ICON_BULLET]+3% [ICON_RESEARCH] Science in a City for every [ICON_GREAT_WORK] Great Work present (up to 20%).' +SET Text = '[COLOR_POSITIVE_TEXT]Empiricism[ENDCOLOR][NEWLINE][ICON_BULLET]+1 [ICON_FOOD] Food for every [ICON_CITIZEN] Citizen and +25% [ICON_FOOD] Growth in all Cities.[NEWLINE][ICON_BULLET]+3% [ICON_RESEARCH] Science in a City for every [ICON_GREAT_WORK] Great Work present (up to 20%).' WHERE Tag = 'TXT_KEY_POLICY_SCIENTIFIC_REVOLUTION_HELP'; UPDATE Language_en_US diff --git a/(2) Vox Populi/Database Changes/Text/en_US/UI/NewUIText.xml b/(2) Vox Populi/Database Changes/Text/en_US/UI/NewUIText.xml index f221e11408..5909f4b368 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/UI/NewUIText.xml +++ b/(2) Vox Populi/Database Changes/Text/en_US/UI/NewUIText.xml @@ -4,7 +4,7 @@ [COLOR_WARNING_TEXT]You must unlock {1_Num} Policies from other Branches before this Branch becomes unlocked.[ENDCOLOR] - + [NEWLINE] [ICON_BULLET]Advanced Spy Missions are disabled. @@ -12,9 +12,6 @@ Your Current [ICON_VP_SPY_POINTS] Spy Points: {1_Num}/{2_Threshold}[NEWLINE][NEWLINE]You gain a new Spy whenever the number of [ICON_VP_SPY_POINTS] Spy Points exceeds the threshold of {2_Threshold}. The threshold value scales on the number of Civilizations and City-States existing at the start of the game. When the first Civilization reaches Renaissance, or when you reach any later Era, you gain 100 [ICON_VP_SPY_POINTS] Spy Points. Some Buildings and Policies also provide [ICON_VP_SPY_POINTS] Spy Points.[NEWLINE][NEWLINE]Total Number of [ICON_VP_SPY_POINTS] Spy Points ever accumulated: {3_NumTotal} - - [NEWLINE]Blocked because of recent Spy Mission ({1_Num} {1_Num: plural 1?Turn; other?Turns;} remaining). - [NEWLINE] [ICON_BULLET] No Technologies to steal. @@ -1217,7 +1214,7 @@ {1_Num} {2_IconString} from City-States - {1_Num} {2_IconString} from [ICON_CONNECTED] City Connections + {1_Num} {2_IconString} from [ICON_CONNECTED] City Connection {1_Num} {2_IconString} from [ICON_INDUSTRIAL_CONNECTED] Industrial City Connection @@ -1258,7 +1255,6 @@ Enemy Land Units expend all [ICON_MOVES] Movement when entering land territory owned by this City. - Enemy Naval Units and Embarked Units expend all [ICON_MOVES] Movement when entering water territory owned by this City. @@ -1301,6 +1297,9 @@ [NEWLINE]{1_BuildingName:textkey} cannot be constructed while you are constructing {2_BuildingName:textkey} elsewhere in your Empire. + + [NEWLINE]Blocked because of recent Spy Mission ({1_Num} {1_Num: plural 1?Turn; other?Turns;} remaining). + Automate production for this city. diff --git a/(2) Vox Populi/Database Changes/Text/en_US/UI/UITextChanges.sql b/(2) Vox Populi/Database Changes/Text/en_US/UI/UITextChanges.sql index d3a2c2042c..d392f0dd19 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/UI/UITextChanges.sql +++ b/(2) Vox Populi/Database Changes/Text/en_US/UI/UITextChanges.sql @@ -318,7 +318,7 @@ UPDATE Language_en_US SET Text = 'Name' WHERE Tag = 'TXT_KEY_EO_NAME_RANK'; --- no ranks anymore in VP, so every Recruit is now an Agent +-- No ranks anymore in VP, so every Recruit is now an Agent UPDATE Language_en_US SET Text = 'Agent' WHERE Tag = 'TXT_KEY_SPY_RANK_0'; diff --git a/(2) Vox Populi/Database Changes/Text/en_US/UnitPromotions/NewPromotionText.xml b/(2) Vox Populi/Database Changes/Text/en_US/UnitPromotions/NewPromotionText.xml index 1a2627b225..038e741d4b 100644 --- a/(2) Vox Populi/Database Changes/Text/en_US/UnitPromotions/NewPromotionText.xml +++ b/(2) Vox Populi/Database Changes/Text/en_US/UnitPromotions/NewPromotionText.xml @@ -193,6 +193,7 @@ +50% [ICON_STRENGTH] Combat Strength VS [COLOR_POSITIVE_TEXT]Naval Melee[ENDCOLOR], [COLOR_POSITIVE_TEXT]Naval Ranged[ENDCOLOR], and [COLOR_POSITIVE_TEXT]Carrier[ENDCOLOR] Units. + Splash Damage I @@ -546,13 +547,6 @@ +15% [ICON_STRENGTH] Combat Strength when attacking.[NEWLINE]+1 [ICON_MOVES] Movement. - - Prize Rules - - - +20% [ICON_STRENGTH] Combat Strength when attacking [COLOR_POSITIVE_TEXT]Units at or below 50% HP[ENDCOLOR].[NEWLINE]Gain 300% of the [ICON_STRENGTH] Combat Strength of defeated Enemy Units as [ICON_GOLD] Gold. - - Mare Nostrum diff --git a/(2) Vox Populi/Database Changes/UnitPromotions/NewPromotions.xml b/(2) Vox Populi/Database Changes/UnitPromotions/NewPromotions.xml index ef444b36ef..18d0982ee3 100644 --- a/(2) Vox Populi/Database Changes/UnitPromotions/NewPromotions.xml +++ b/(2) Vox Populi/Database Changes/UnitPromotions/NewPromotions.xml @@ -73,9 +73,9 @@ PROMOTION_COASTAL_ARTILLERY - TECH_GUNPOWDER TXT_KEY_PROMOTION_COASTAL_ARTILLERY TXT_KEY_PROMOTION_COASTAL_ARTILLERY_HELP + TECH_GUNPOWDER PROMOTION_FIELD_1 PEDIA_SIEGE TXT_KEY_PROMOTION_COASTAL_ARTILLERY @@ -516,13 +516,6 @@ PEDIA_ATTRIBUTES TXT_KEY_PROMOTION_LIGHTNING_WARFARE_ARMOR - - PROMOTION_PRIZE_RULES - TXT_KEY_PROMOTION_PRIZE_RULES - TXT_KEY_PROMOTION_PRIZE_RULES_HELP - PEDIA_NAVAL - TXT_KEY_PROMOTION_PRIZE_RULES - PROMOTION_MARE_NOSTRUM TXT_KEY_PROMOTION_MARE_NOSTRUM diff --git a/(2) Vox Populi/Database Changes/UnitPromotions/PromotionChanges.sql b/(2) Vox Populi/Database Changes/UnitPromotions/PromotionChanges.sql index 4137bd4f2d..3766a293b5 100644 --- a/(2) Vox Populi/Database Changes/UnitPromotions/PromotionChanges.sql +++ b/(2) Vox Populi/Database Changes/UnitPromotions/PromotionChanges.sql @@ -164,6 +164,7 @@ VALUES ('PROMOTION_COASTAL_ARTILLERY', 'UNITCOMBAT_NAVALMELEE', 50), ('PROMOTION_COASTAL_ARTILLERY', 'UNITCOMBAT_NAVALRANGED', 50), ('PROMOTION_COASTAL_ARTILLERY', 'UNITCOMBAT_CARRIER', 50); + ---------------------------------------------------------------------------------------------------------------------------- -- Recon promotion tree drawn using ASCIIFlow -- @@ -559,12 +560,6 @@ UPDATE UnitPromotions SET MovesChange = 3 WHERE Type = 'PROMOTION_FAST_GENERAL'; UPDATE UnitPromotions SET AttackMod = 15, IgnoreZOC = 1 WHERE Type = 'PROMOTION_LIGHTNING_WARFARE_GUN'; UPDATE UnitPromotions SET AttackMod = 15, MovesChange = 1 WHERE Type = 'PROMOTION_LIGHTNING_WARFARE_ARMOR'; -UPDATE UnitPromotions SET AttackBelowEqual50HealthMod = 20 WHERE Type = 'PROMOTION_PRIZE_RULES'; -INSERT INTO UnitPromotions_YieldFromKills - (PromotionType, YieldType, Yield) -VALUES - ('PROMOTION_PRIZE_RULES', 'YIELD_GOLD', 300); - UPDATE UnitPromotions SET FriendlyHealChange = 5, CityAttack = 25 WHERE Type = 'PROMOTION_MARE_NOSTRUM'; -------------------------------------------- diff --git a/(2) Vox Populi/Database Changes/UnitPromotions/PromotionDisplaySweeps.sql b/(2) Vox Populi/Database Changes/UnitPromotions/PromotionDisplaySweeps.sql index 3715d0dd06..61ff32302b 100644 --- a/(2) Vox Populi/Database Changes/UnitPromotions/PromotionDisplaySweeps.sql +++ b/(2) Vox Populi/Database Changes/UnitPromotions/PromotionDisplaySweeps.sql @@ -49,7 +49,6 @@ VALUES ('FORMATION', 301), ('COVER', 302), ('AMBUSH', 303), - ('COASTAL_ARTILLERY', 303), ('CHARGE', 304), ('MEDIC', 305), ('MARCH', 306), @@ -158,6 +157,7 @@ VALUES ('PROMOTION_SKIRMISHER_POWER', 312), ('PROMOTION_ENVELOPMENT', 313), ('PROMOTION_VOLLEY', 311), + ('PROMOTION_COASTAL_ARTILLERY', 312), ('PROMOTION_FROGMAN', 311), ('PROMOTION_SCREENING', 312), ('PROMOTION_BREACHER', 311), diff --git a/(2) Vox Populi/Database Changes/UnitPromotions/PromotionIconChanges.sql b/(2) Vox Populi/Database Changes/UnitPromotions/PromotionIconChanges.sql index 5282a167c3..871ee57268 100644 --- a/(2) Vox Populi/Database Changes/UnitPromotions/PromotionIconChanges.sql +++ b/(2) Vox Populi/Database Changes/UnitPromotions/PromotionIconChanges.sql @@ -141,7 +141,6 @@ VALUES ('promoVP_atlas_01', 48, 'PROMOTION_PARTIAL_HEAL_IF_DESTROY_ENEMY'), ('promoVP_atlas_01', 49, 'PROMOTION_HEAL_IF_DESTROY_ENEMY'), ('promoVP_atlas_01', 50, 'PROMOTION_KILL_HEAL'), - ('promoVP_atlas_01', 52, 'PROMOTION_PRIZE_RULES'), ('promoVP_atlas_01', 52, 'PROMOTION_ENSLAVEMENT'), ('promoVP_atlas_01', 53, 'PROMOTION_FLANK_ATTACK_BONUS'), ('promoVP_atlas_01', 54, 'PROMOTION_FLANK_ATTACK_BONUS_STRONG'), diff --git a/(2) Vox Populi/Database Changes/Units/NewUnits.xml b/(2) Vox Populi/Database Changes/Units/NewUnits.xml index 0159de2750..d4fc504eca 100644 --- a/(2) Vox Populi/Database Changes/Units/NewUnits.xml +++ b/(2) Vox Populi/Database Changes/Units/NewUnits.xml @@ -783,6 +783,7 @@ 17 EXPANSION_UNIT_ATLAS_1 17 + false