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Merge pull request #8 from ErikSteiner/1.26.1
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Update to 1.26.1
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Erik Steiner authored Jan 31, 2017
2 parents 7f4adaf + e615f5b commit 728a6c8
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<?xml version="1.0" encoding="utf-8"?>
<Mod id="7906b667-3fea-4325-8afa-c49fba1b0933" version="8">
<Mod id="7906b667-3fea-4325-8afa-c49fba1b0933" version="9">
<Properties>
<Name>(1a) Community Patch Localized</Name>
<Stability>Beta</Stability>
<Teaser>(01-13) [COLOR_GREEN]Translation of the Community Patch[ENDCOLOR]</Teaser>
<Teaser>(01-26) [COLOR_GREEN]Translation of the Community Patch[ENDCOLOR]</Teaser>
<Description>Translation of the Community Patch to different languages.</Description>
<Authors>The Community</Authors>
<HideSetupGame>0</HideSetupGame>
<AffectsSavedGames>0</AffectsSavedGames>
<MinCompatibleSaveVersion>8</MinCompatibleSaveVersion>
<MinCompatibleSaveVersion>9</MinCompatibleSaveVersion>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>
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7 changes: 0 additions & 7 deletions (1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.sql
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Expand Up @@ -398,20 +398,13 @@ UPDATE Language_xx_XX
SET Text = 'Only one combat unit may occupy a city at a time. That military unit is said to "Garrison" the city, and it adds a significant defensive bonus to the city. If a city is attacked while a Garrison is in the city, the Garrison will deflect some of the damage onto itself, thus offering the city even more protection. Be careful, however, as a Garrison can be destroyed this way.[NEWLINE][NEWLINE]Additional combat units may move through the city, but they cannot end their turn there. (So if you build a combat unit in a city with a garrison, you have to move one of the two units out before you end your turn.)'
WHERE Tag = 'TXT_KEY_CITIES_COMBATUNITS_HEADING3_BODY';

UPDATE Language_xx_XX
SET Text = 'Only one combat unit may occupy a city at a time. That military unit is said to "Garrison" the city, and it adds a significant defensive bonus to the city. If a city is attacked while a Garrison is in the city, the Garrison will deflect some of the damage onto itself, thus offering the city even more protection. Be careful, however, as a Garrison can be destroyed this way.[NEWLINE][NEWLINE]Additional combat units may move through the city, but they cannot end their turn there. (So if you build a combat unit in a city with a garrison, you have to move one of the two units out before you end your turn.)'
WHERE Tag = 'TXT_KEY_CITIES_COMBATUNITS_HEADING3_BODY';

UPDATE Language_xx_XX
SET Text = 'A city''s owner may "garrison" a military unit inside the city to bolster its defenses. A portion of the garrisoned unit''s combat strength is added to the city''s strength. The garrisoned will divert part of the all damage to a city when the city is attacked. This can destroy the garrison, so be careful! If the city is captured, the garrisoned unit is destroyed.[NEWLINE][NEWLINE]A unit stationed in the city may attack surrounding enemy units, but if it does so the city loses its garrison bonus, and, if it is a melee attack, the unit may take damage during the combat as normal.'
WHERE Tag = 'TXT_KEY_COMBAT_GARRISONINCITIES_HEADING3_BODY';

UPDATE Language_xx_XX
SET Text = 'At the end of melee combat, one or both units may have sustained damage and lost "hit points." If a unit''s hit points are reduced to 0, that unit is destroyed. If after melee combat the defending unit has been destroyed and the attacker survives, the attacking unit moves into the defender''s hex [COLOR_POSITIVE_TEXT]unless[ENDCOLOR] defending a Citadel, Fort, or City, at which point the melee unit remains in place. If it moves, the winner will capture any non-military units in that hex. If the defending unit survives, it retains possession of its hex and any other units in the hex.[NEWLINE][NEWLINE]Most units use up all of their movement when attacking. Some however have the ability to move after combat - if they survive the battle and have movement points left to expend.[NEWLINE][NEWLINE]Any surviving units involved in the combat will receive "experience points" (XPs), which may be expended to give the unit promotions.'
WHERE Tag = 'TXT_KEY_COMBAT_MELEERESULTS_HEADING3_BODY';
UPDATE Language_xx_XX
SET Text = 'Great Generals are "Great People" skilled in the art of warfare. They provide combat bonuses - offensive and defensive bonuses both - to any friendly units within two tiles of their location. A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an enemy unit ever enters the tile containing a Great General, the General is destroyed.[NEWLINE][NEWLINE]A Great General gives a combat bonus of 20% to units in the General''s tile and all friendly units within 2 tiles of the General.[NEWLINE][NEWLINE]Great Generals are created when your units have been in battle and also can be acquired from buildings, policies, beliefs, and tenets. See the section on "Great People" for more details.'
WHERE Tag = 'TXT_KEY_COMBAT_GREATGENERALS_HEADING2_BODY';

UPDATE Language_xx_XX
SET Text = 'Great Generals are "Great People" skilled in the art of warfare. They provide combat bonuses - offensive and defensive bonuses both - to any friendly units within two tiles of their location. A Great General itself is a non-combat unit, so it may be stacked with a combat unit for protection. If an enemy unit ever enters the tile containing a Great General, the General is destroyed.[NEWLINE][NEWLINE]A Great General gives a combat bonus of 20% to units in the General''s tile and all friendly units within 2 tiles of the General.[NEWLINE][NEWLINE]Great Generals are created when your units have been in battle and also can be acquired from buildings, policies, beliefs, and tenets. See the section on "Great People" for more details.'
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14 changes: 12 additions & 2 deletions (1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.xml
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Expand Up @@ -6426,11 +6426,14 @@
<Row Tag="TXT_KEY_PRODUCTION_INVESTMENT_BUILDING">
<Text>[COLOR_POSITIVE_TEXT]Investing [ICON_GOLD] Gold in a Building reduces its [ICON_PRODUCTION] Production cost by {1_Num}%, or {2_Num}% if a Wonder.[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_INVESTED">
<Text>[COLOR_POSITIVE_TEXT] (INVESTED) [ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_PRODUCTION_INVESTMENT_UNIT">
<Text>[COLOR_POSITIVE_TEXT]Investing [ICON_GOLD] Gold in a Unit reduces its [ICON_PRODUCTION] Production cost by {1_Num}%.[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_INVESTED">
<Text>[COLOR_POSITIVE_TEXT] (INVESTED) [ENDCOLOR]</Text>
<Row Tag="TXT_KEY_WONDER_COST_INCREASE_METRIC">
<Text>Additional [ICON_PRODUCTION] Production cost due to owned World Wonders: [COLOR_POSITIVE_TEXT]{1_Num}%[ENDCOLOR].[NEWLINE][ICON_PRODUCTION] Production cost increase metric:[NEWLINE][ICON_BULLET] Wonders from the same Era: [COLOR_POSITIVE_TEXT]25%.[ENDCOLOR][NEWLINE][ICON_BULLET] Wonders from the previous Era: [COLOR_POSITIVE_TEXT]15%[ENDCOLOR].[NEWLINE][ICON_BULLET] Wonders from earlier Eras: [COLOR_POSITIVE_TEXT]10%.[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_GAME_OPTION_EVENTS">
<Text>Enable Events System</Text>
Expand Down Expand Up @@ -6479,6 +6482,13 @@
<Text>Barbarian spawn rates reduced slightly, and camps do not spawn two units when created. Groovy, man.</Text>
</Row>

<Row Tag="TXT_KEY_GAMEOPTION_RANDOM_VICTORY">
<Text>Randomized Victories</Text>
</Row>
<Row Tag="TXT_KEY_GAMEOPTION_RANDOM_VICTORY_HELP">
<Text>One random Victory Type (Domination, Culture, Diplomatic, or Spaceship) is enabled when any player enters the Information Era. All other victories are disabled (note: Score and Domination Victories are always possible).</Text>
</Row>

<!-- Egypt CBO-->

<Row Tag="TXT_KEY_ARTIFACT_SARCOPHAGUS_1">
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<?xml version="1.0" encoding="utf-8"?>
<Mod id="64830ab8-3276-4f3c-916c-1e23f17993d6" version="8">
<Mod id="64830ab8-3276-4f3c-916c-1e23f17993d6" version="9">
<Properties>
<Name>(2a) Community Balance Overhaul Localized</Name>
<Stability>Beta</Stability>
<Teaser>(01-18) [COLOR_GREEN]Translation of the Community Balance Overhaul[ENDCOLOR]</Teaser>
<Teaser>(01-26) [COLOR_GREEN]Translation of the Community Balance Overhaul[ENDCOLOR]</Teaser>
<Description>Translation of the Community Balance Overhaul into several non-English languages.</Description>
<Authors>The Community</Authors>
<HideSetupGame>0</HideSetupGame>
<AffectsSavedGames>0</AffectsSavedGames>
<MinCompatibleSaveVersion>8</MinCompatibleSaveVersion>
<MinCompatibleSaveVersion>9</MinCompatibleSaveVersion>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>
Expand All @@ -21,7 +21,7 @@
<Dependencies>
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd" minversion="88" maxversion="999" title="Community Patch" />
<Mod id="8411a7a8-dad3-4622-a18e-fcc18324c799" minversion="13" maxversion="999" title="Community Balance Patch" />
<Mod id="7906b667-3fea-4325-8afa-c49fba1b0933" minversion="8" maxversion="999" title="(1a) Community Patch Localized" />
<Mod id="7906b667-3fea-4325-8afa-c49fba1b0933" minversion="9" maxversion="999" title="(1a) Community Patch Localized" />
</Dependencies>
<References />
<Blocks />
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UPDATE language_xx_XX
SET Text = '+1 [ICON_RESEARCH] Science for every 3 [ICON_CITIZEN] Citizens in the City. Contains 1 slot for a Great Work of Art.[NEWLINE][NEWLINE]When one of the following [COLOR_POSITIVE_TEXT]Historic Events[ENDCOLOR] is completed, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture output:[NEWLINE][ICON_BULLET] Earn a [ICON_GREAT_PEOPLE] Great Person[NEWLINE][ICON_BULLET] Build a [ICON_GOLDEN_AGE] World Wonder[NEWLINE][ICON_BULLET] Win a [ICON_WAR] War[NEWLINE][ICON_BULLET] Enter a new [ICON_RESEARCH] Era[NEWLINE][NEWLINE][ICON_CONNECTED] Connecting other Cities to the [ICON_CAPITAL] Capital by Road will produce additional [ICON_GOLD] Gold.'
SET Text = '+1 [ICON_RESEARCH] Science for every 3 [ICON_CITIZEN] Citizens in the City. Contains 1 slot for a Great Work of Art.[NEWLINE][NEWLINE]When one of the following [COLOR_POSITIVE_TEXT]Historic Events[ENDCOLOR] is completed, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism output:[NEWLINE][ICON_BULLET] Earn a [ICON_GREAT_PEOPLE] Great Person[NEWLINE][ICON_BULLET] Build a [ICON_GOLDEN_AGE] World Wonder[NEWLINE][ICON_BULLET] Win a [ICON_WAR] War[NEWLINE][ICON_BULLET] Enter a new [ICON_RESEARCH] Era[NEWLINE][NEWLINE][ICON_CONNECTED] Connecting other Cities to the [ICON_CAPITAL] Capital by Road will produce additional [ICON_GOLD] Gold.'
WHERE Tag = 'TXT_KEY_BUILDING_PALACE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
Expand Down Expand Up @@ -128,7 +128,7 @@ SET Text = 'If a city is connected by a road and/or Lighthouse to your capital c
WHERE Tag = 'TXT_KEY_GOLD_TRADE_ROUTES_HEADING3_BODY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
SET Text = 'Requires a Lighthouse in the City. When a [ICON_INTERNATIONAL_TRADE] Sea Trade Route originating here and targeting another Civ is completed, receive a [ICON_TOURISM] Tourism boost with the Civ based on your recent [ICON_CULTURE] Culture output.[NEWLINE][NEWLINE]+1 [ICON_FOOD] Food and [ICON_GOLD] Gold from Coast and Ocean Tiles, and +1 [ICON_PRODUCTION] Production from Sea Resources worked by this City. Sea Trade Routes gain +50% Range and +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]+15% [ICON_PRODUCTION] Production of Naval units. City must be built on the coast.'
SET Text = 'Requires a Lighthouse in the City. When a [ICON_INTERNATIONAL_TRADE] Sea Trade Route originating here and targeting another Civ is completed, receive a [ICON_TOURISM] Tourism boost with the Civ based on your recent [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism output.[NEWLINE][NEWLINE]+1 [ICON_FOOD] Food and [ICON_GOLD] Gold from Coast and Ocean Tiles, and +1 [ICON_PRODUCTION] Production from Sea Resources worked by this City. Sea Trade Routes gain +50% Range and +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]+15% [ICON_PRODUCTION] Production of Naval units. City must be built on the coast.'
WHERE Tag = 'TXT_KEY_BUILDING_HARBOR_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
Expand All @@ -152,7 +152,7 @@ SET Text = 'Markets increase the amount of [ICON_GOLD] Gold a city generates, an
WHERE Tag = 'TXT_KEY_BUILDING_MARKET_STRATEGY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
SET Text = 'When any [ICON_INTERNATIONAL_TRADE] Trade Route originating here and targeting another Civ is completed, receive a [ICON_TOURISM] Tourism boost with the Civ based on your recent [ICON_CULTURE] Culture output.[NEWLINE][NEWLINE][ICON_INTERNATIONAL_TRADE] Trade Routes to this City generate +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]City must have a Market.'
SET Text = 'When any [ICON_INTERNATIONAL_TRADE] Trade Route originating here and targeting another Civ is completed, receive a [ICON_TOURISM] Tourism boost with the Civ based on your recent [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism output.[NEWLINE][NEWLINE][ICON_INTERNATIONAL_TRADE] Trade Routes to this City generate +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]City must have a Market.'
WHERE Tag = 'TXT_KEY_BUILDING_MINT_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
Expand All @@ -176,7 +176,7 @@ SET Text = 'City must have a Bank. +1 [ICON_GOLD] Gold for every 5 [ICON_CITIZEN
WHERE Tag = 'TXT_KEY_BUILDING_STOCK_EXCHANGE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
SET Text = 'When a [ICON_INTERNATIONAL_TRADE] Land Trade Route originating here and targeting another Civ is completed, receive a [ICON_TOURISM] Tourism boost with the Civ based on your recent [ICON_CULTURE] Culture output.[NEWLINE][NEWLINE]Land Trade Routes gain +50% Range and +2 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_TRUFFLES] Truffles: +2 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COTTON] Cotton: +1 [ICON_PRODUCTION] Production, +1 [ICON_CULTURE] Culture.[NEWLINE]Neabry [ICON_RES_FUR] Furs: +1 [ICON_GOLD] Gold, +1 [ICON_PRODUCTION] Production.'
SET Text = 'When a [ICON_INTERNATIONAL_TRADE] Land Trade Route originating here and targeting another Civ is completed, receive a [ICON_TOURISM] Tourism boost with the Civ based on your recent [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism output.[NEWLINE][NEWLINE]Land Trade Routes gain +50% Range and +2 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_TRUFFLES] Truffles: +2 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COTTON] Cotton: +1 [ICON_PRODUCTION] Production, +1 [ICON_CULTURE] Culture.[NEWLINE]Neabry [ICON_RES_FUR] Furs: +1 [ICON_GOLD] Gold, +1 [ICON_PRODUCTION] Production.'
WHERE Tag = 'TXT_KEY_BUILDING_CARAVANSARY_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 );

UPDATE language_xx_XX
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Expand Up @@ -287,7 +287,7 @@
<Text>The Bath generates Culture, and boosts the Gold and Culture yield of Temples, Gardens, and Amphitheaters in the City. Also generates additional Culture during Golden Ages. Baths can be constructed only in cities next to a river.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_HERBALIST_STRATEGY">
<Text>The Herbalist increases City growth, and improves the yields on nearby Jungle and Forest tiles. Requires a nearby Forest or Jungle in order to be constructed. Build them early to maximize the bonus, and to take advantage of regions with a large number of features.</Text>
<Text>The Herbalist increases City growth, and improves the yields on nearby Jungle and Forest as well as Plantations. Requires a nearby Forest or Jungle in order to be constructed. Build them early to maximize the bonus, and to take advantage of regions with a large number of features.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_WELL_STRATEGY">
<Text>The Well can only be constructed in a city not on a river. The Well increases the city's Food and Production based on the city's population, but has a lower efficiency (per citizen) than a Water Mill.</Text>
Expand All @@ -296,7 +296,7 @@
<Text>The Wind Plant is a Modern-era building which can only be constructed in a city not on a river. The Wind Plant increases the Production, Science, and Gold output of every Grassland and Plains tile the city works.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_GROCER_STRATEGY">
<Text>The Grocer is a Renaissance-era building which can only be constructed if you have already built an Aqueduct in the City. The Grocer helps your City grow more quickly, and combats Poverty.</Text>
<Text>The Grocer is a Renaissance-era building which can only be constructed if you have already built an Aqueduct in the City. The Grocer helps your City grow more quickly, combats Poverty, and improves the tile yield of Bananas.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_STOCKYARD_STRATEGY">
<Text>The Agribusiness is an Industrial-era building which can only be constructed if you have already built a Grocer in the City. An Agribusiness helps your City grow more quickly, however the use of Horses is a risky tradeoff during an era in which Cavalry is still quite powerful.</Text>
Expand All @@ -314,13 +314,13 @@
<Text>+1 [ICON_FOOD] Food and +1 [ICON_PRODUCTION] Production for every 5 [ICON_CITIZEN] Citizens in the City. [NEWLINE][NEWLINE]City must not be built next to a River. Cannot be built if the City already has a Watermill.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_HERBALIST_HELP">
<Text>+1 [ICON_FOOD] Food on nearby Forest and Jungle tiles. [NEWLINE][NEWLINE]City must have a workable Forest or Jungle tile in its borders.</Text>
<Text>+1 [ICON_FOOD] Food on nearby Forest and Jungle tiles +1 [ICON_PRODUCTION] Production from Plantations.[NEWLINE][NEWLINE]City must have a workable Forest or Jungle tile in its borders.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_BATH_HELP">
<Text>Temples, Amphitheaters, and Gardens in City: +1 [ICON_GOLD] Gold and [ICON_CULTURE] Culture. +10% [ICON_CULTURE] Culture in the City during [ICON_GOLDEN_AGE] Golden Ages.[NEWLINE][NEWLINE]City must be built next to a River.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_GROCER_HELP">
<Text>Carries over 15% of [ICON_FOOD] Food after City growth (effect stacks with Aqueduct). Reduces [ICON_HAPPINESS_3] Poverty.[NEWLINE][NEWLINE]Requires an Aqueduct in the City.</Text>
<Text>Carries over 15% of [ICON_FOOD] Food after City growth (effect stacks with Aqueduct). Reduces [ICON_HAPPINESS_3] Poverty.[NEWLINE] Nearby [ICON_RES_BANANA] Bananas: +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]Requires an Aqueduct in the City.</Text>
</Row>
<Row Tag="TXT_KEY_BUILDING_WIND_PLANT_HELP">
<Text>+2 [ICON_PRODUCTION] Production on every Grassland and Plains tile. Requires [ICON_RES_ALUMINUM] Aluminum to be constructed. [NEWLINE][NEWLINE]City must not be built next to a River.</Text>
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