diff --git a/(1a) Community Patch INT/(1a) Community Patch INT (v 8).modinfo b/(1a) Community Patch INT/(1a) Community Patch INT (v 9).modinfo similarity index 95% rename from (1a) Community Patch INT/(1a) Community Patch INT (v 8).modinfo rename to (1a) Community Patch INT/(1a) Community Patch INT (v 9).modinfo index 22292e7..c1b2523 100644 --- a/(1a) Community Patch INT/(1a) Community Patch INT (v 8).modinfo +++ b/(1a) Community Patch INT/(1a) Community Patch INT (v 9).modinfo @@ -1,14 +1,14 @@  - + (1a) Community Patch Localized Beta - (01-13) [COLOR_GREEN]Translation of the Community Patch[ENDCOLOR] + (01-26) [COLOR_GREEN]Translation of the Community Patch[ENDCOLOR] Translation of the Community Patch to different languages. The Community 0 0 - 8 + 9 1 1 1 diff --git a/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.sql b/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.sql index fd00a41..72ae2cf 100644 --- a/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.sql +++ b/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.sql @@ -398,10 +398,6 @@ 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'; @@ -409,9 +405,6 @@ 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.' diff --git a/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.xml b/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.xml index 07bac02..57285c2 100644 --- a/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.xml +++ b/(1a) Community Patch INT/Core Files/Text/CoreText_xx_XX.xml @@ -6426,11 +6426,14 @@ [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] + + [COLOR_POSITIVE_TEXT] (INVESTED) [ENDCOLOR] + [COLOR_POSITIVE_TEXT]Investing [ICON_GOLD] Gold in a Unit reduces its [ICON_PRODUCTION] Production cost by {1_Num}%.[ENDCOLOR] - - [COLOR_POSITIVE_TEXT] (INVESTED) [ENDCOLOR] + + 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] Enable Events System @@ -6479,6 +6482,13 @@ Barbarian spawn rates reduced slightly, and camps do not spawn two units when created. Groovy, man. + + Randomized Victories + + + 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). + + diff --git a/(2a) Community Balance Overhaul INT/(2a) Community Balance Patch INT (v 8).modinfo b/(2a) Community Balance Overhaul INT/(2a) Community Balance Patch INT (v 9).modinfo similarity index 95% rename from (2a) Community Balance Overhaul INT/(2a) Community Balance Patch INT (v 8).modinfo rename to (2a) Community Balance Overhaul INT/(2a) Community Balance Patch INT (v 9).modinfo index 076ffee..4d7a61d 100644 --- a/(2a) Community Balance Overhaul INT/(2a) Community Balance Patch INT (v 8).modinfo +++ b/(2a) Community Balance Overhaul INT/(2a) Community Balance Patch INT (v 9).modinfo @@ -1,14 +1,14 @@  - + (2a) Community Balance Overhaul Localized Beta - (01-18) [COLOR_GREEN]Translation of the Community Balance Overhaul[ENDCOLOR] + (01-26) [COLOR_GREEN]Translation of the Community Balance Overhaul[ENDCOLOR] Translation of the Community Balance Overhaul into several non-English languages. The Community 0 0 - 8 + 9 1 1 1 @@ -21,7 +21,7 @@ - + diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.sql b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.sql index c7e2d30..15ae8a3 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.sql +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.sql @@ -1,6 +1,6 @@ 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 @@ -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 @@ -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 @@ -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 diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.xml b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.xml index aee727f..76eb07a 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.xml +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/BuildingText.xml @@ -287,7 +287,7 @@ 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. - 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. + 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. 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. @@ -296,7 +296,7 @@ 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. - 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. + 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. 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. @@ -314,13 +314,13 @@ +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. - +1 [ICON_FOOD] Food on nearby Forest and Jungle tiles. [NEWLINE][NEWLINE]City must have a workable Forest or Jungle tile in its borders. + +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. 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. - 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. + 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. +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. diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/CivText.sql b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/CivText.sql index 6d6acb0..1891b94 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/CivText.sql +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/CivText.sql @@ -3,7 +3,7 @@ -- America -------------------- UPDATE language_xx_XX -SET Text = 'All land military units have +1 sight. 50% discount when purchasing tiles, and tile purchases grant +25 [ICON_GOLDEN_AGE] Golden Age Points, scaling with Era. May purchase tiles owned by other Civilizations at a much higher [ICON_GOLD] Gold cost than normal.' +SET Text = 'All land military units have +1 sight. 50% discount when purchasing tiles, and tile purchases grant +25 [ICON_PRODUCTION] Production, scaling with Era. May purchase tiles owned by other Civilizations.' WHERE Tag = 'TXT_KEY_TRAIT_RIVER_EXPANSION' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX @@ -30,7 +30,7 @@ WHERE Tag = 'TXT_KEY_DIPLO_CULTURE_BOMB' AND EXISTS (SELECT * FROM COMMUNITY WHE -- Arabia -------------------- 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]Trade routes gain 50% range. +1 [ICON_GOLD] Gold to [ICON_INTERNATIONAL_TRADE] Trade Routes to or from City.[NEWLINE]Nearby [ICON_RES_SPICES] Spices: +1 [ICON_FOOD] Food, +1 [ICON_PRODUCTION] Production.[NEWLINE]Nearby [ICON_RES_SUGAR] Sugar: +1 [ICON_FOOD] Food, +1 [ICON_GOLD] Gold.' +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]Trade routes gain 50% range. +1 [ICON_GOLD] Gold to [ICON_INTERNATIONAL_TRADE] Trade Routes to or from City.[NEWLINE]Nearby [ICON_RES_SPICES] Spices: +1 [ICON_FOOD] Food, +1 [ICON_PRODUCTION] Production.[NEWLINE]Nearby [ICON_RES_SUGAR] Sugar: +1 [ICON_FOOD] Food, +1 [ICON_GOLD] Gold.' WHERE Tag = 'TXT_KEY_BUILDING_BAZAAR_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX @@ -38,7 +38,7 @@ SET Text = 'The Bazaar is the Arabian unique building, replacing the Market. The WHERE Tag = 'TXT_KEY_BUILDING_BAZAAR_STRATEGY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX -SET Text = 'When you complete a Historic Event, your [ICON_CAPITAL] Capital gains +2 [ICON_RESEARCH] Science and +1 [ICON_CULTURE] Culture, and 20% towards the progress of a random [ICON_GREAT_PEOPLE] Great Person. [ICON_TOURISM] Tourism from Historic Events increased by 20%.' +SET Text = 'When you complete a Historic Event, your [ICON_CAPITAL] Capital gains +2 [ICON_RESEARCH] Science and +1 [ICON_CULTURE] Culture, and 20% towards the progress of a random [ICON_GREAT_PEOPLE] Great Person. [ICON_TOURISM] Tourism from Historic Events increased by 15%.' WHERE Tag = 'TXT_KEY_TRAIT_LAND_TRADE_GOLD2' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX @@ -272,7 +272,7 @@ WHERE Tag = 'TXT_KEY_CIV5_DENMARK_BERSERKER_STRATEGY' AND EXISTS (SELECT * FROM -- Egypt -------------------- UPDATE language_xx_XX -SET Text = ''Receive a free unique Egytian [ICON_GREAT_WORK] Artifact when constructed.[NEWLINE][NEWLINE]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]Receive 10 [ICON_GOLDEN_AGE] Golden Age Points whenever you win a battle. Bonus scales with era.[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 = ''Receive a free unique Egytian [ICON_GREAT_WORK] Artifact when constructed.[NEWLINE][NEWLINE]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]Receive 10 [ICON_GOLDEN_AGE] Golden Age Points whenever you win a battle. Bonus scales with era.[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_BURIAL_TOMB_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX @@ -397,7 +397,7 @@ WHERE Tag = 'TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_TEXT' AND EXISTS (SELECT * FROM C -- Germany -------------------- UPDATE language_xx_XX -SET Text = '10% of the City''s [ICON_GOLD] Gold output is added to the City''s [ICON_RESEARCH] Science every turn. +5% [ICON_PRODUCTION] Production for each Trade Route your civilization has with a City-State.[NEWLINE][NEWLINE]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]Trade Routes to or from this City gain +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]Requires a Market.' +SET Text = '10% of the City''s [ICON_GOLD] Gold output is added to the City''s [ICON_RESEARCH] Science every turn. +5% [ICON_PRODUCTION] Production for each Trade Route your civilization has with a City-State.[NEWLINE][NEWLINE]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]Trade Routes to or from this City gain +2 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]Requires a Market.' WHERE Tag = 'TXT_KEY_BUILDING_HANSE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX @@ -577,11 +577,11 @@ SET Text = 'Units ignore terrain costs in Forests and Jungles, and these tiles e WHERE Tag = 'TXT_KEY_TRAIT_IGNORE_TERRAIN_IN_FOREST' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX -SET Text = '+1 [ICON_PRODUCTION] Production and +1 [ICON_FOOD] Food from all Forests and Jungles worked by this City. Requires a nearby, workable Forest or Jungle tile to be constructed.' +SET Text = '+1 [ICON_PRODUCTION] Production and +1 [ICON_FOOD] Food from all Forests and Jungles worked by this City. +1 [ICON_PRODUCTION] Production and [ICON_FOOD] Food from Plantations. Requires a nearby, workable Forest or Jungle tile to be constructed.' WHERE Tag = 'TXT_KEY_BUILDING_LONGHOUSE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 ); UPDATE language_xx_XX -SET Text = 'The Longhouse is the Iroquois unique building, replacing the Herbalist. It increases the city''s Food and Production output for each forest within the city''s radius.' +SET Text = 'The Longhouse is the Iroquois unique building, replacing the Herbalist. It increases the city''s Food and Production output for each forest within the city''s radius, and improves Plantations.' WHERE Tag = 'TXT_KEY_BUILDING_LONGHOUSE_STRATEGY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_BUILDINGS' AND Value= 1 ); -------------------- @@ -615,7 +615,7 @@ SET Text = 'The Zero is unique to the Autocracy Ideology. Requires the [COLOR_PO -- Korea -------------------- UPDATE language_xx_XX -SET Text = '+2 [ICON_RESEARCH] Science from Great Person Improvements. +1 [ICON_RESEARCH] Science from Specialists, increasing by +1 in the Medieval, Industrial, and Atomic Eras. +50% [ICON_GREAT_PEOPLE] Great People during [ICON_GOLDEN_AGE] Golden Ages.' +SET Text = '+2 [ICON_RESEARCH] Science from Great Person Improvements. +1 [ICON_RESEARCH] Science from Specialists, increasing by +1 in the Medieval, Industrial, and Atomic Eras. +25% [ICON_GREAT_PEOPLE] Great People during [ICON_GOLDEN_AGE] Golden Ages.' WHERE Tag = 'TXT_KEY_TRAIT_SCHOLARS_JADE_HALL' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); UPDATE language_xx_XX @@ -807,6 +807,10 @@ UPDATE language_xx_XX SET Text = 'Unique Polish Stable replacement. +25% [ICON_PRODUCTION] Production and +15 XP for Mounted Melee Units.[NEWLINE]Nearby [ICON_RES_HORSE] Horses: +3 [ICON_PRODUCTION] Production, +3 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_SHEEP] Sheep: +3 [ICON_PRODUCTION] Production, +3 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COW] Cattle: +3 [ICON_PRODUCTION] Production, +3 [ICON_GOLD] Gold.' WHERE Tag = 'TXT_KEY_BUILDING_DUCAL_STABLE_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); +UPDATE language_xx_XX +SET Text = 'Every time you unlock 16 Technologies, gain a free Social Policy.[NEWLINE][ICON_HAPPINESS_3] Unhappiness from [ICON_STRENGTH] Crime reduced in all Cities by 10%.' +WHERE Tag = 'TXT_KEY_TRAIT_SOLIDARITY' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_LEADERS' AND Value= 1 ); + -------------------- -- Polynesia -------------------- diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/PolicyText.sql b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/PolicyText.sql index d25d4cb..dd68d35 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/PolicyText.sql +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/PolicyText.sql @@ -706,7 +706,7 @@ WHERE Tag = 'TXT_KEY_POLICY_SCHOLASTICISM_HELP' AND EXISTS (SELECT * FROM COMMUN -- Cultural Diplomacy UPDATE language_xx_XX -SET Text = '[COLOR_POSITIVE_TEXT]Cultural Diplomacy[ENDCOLOR][NEWLINE]Resources gifted by City-States doubled. When you complete a [ICON_INTERNATIONAL_TRADE] Trade Route to a City-State, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture output.' +SET Text = '[COLOR_POSITIVE_TEXT]Cultural Diplomacy[ENDCOLOR][NEWLINE]Resources gifted by City-States doubled. When you complete a [ICON_INTERNATIONAL_TRADE] Trade Route to a City-State, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism output.' WHERE Tag = 'TXT_KEY_POLICY_CULTURAL_DIPLOMACY_HELP' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_POLICIES' AND Value= 1 ); -- Merchant Confederacy diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/ReligionText.sql b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/ReligionText.sql index b939398..6742c27 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/ReligionText.sql +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/ReligionText.sql @@ -113,7 +113,7 @@ WHERE Tag = 'TXT_KEY_BELIEF_ANCESTOR_WORSHIP' AND EXISTS (SELECT * FROM COMMUNIT -- Desert Folklore (Now Spirit of the Desert) UPDATE language_xx_XX -SET Text = '+2 [ICON_PEACE] Faith, [ICON_FOOD] Food, and [ICON_GOLD] Gold from Desert tiles with improved resources' +SET Text = '+2 [ICON_PEACE] Faith, +2 [ICON_GOLD] Gold, and +1 [ICON_FOOD] Food from Desert tiles with improved resources' WHERE Tag = 'TXT_KEY_BELIEF_DESERT_FOLKLORE' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_RELIGION' AND Value= 1 ); UPDATE language_xx_XX @@ -191,7 +191,7 @@ WHERE Tag = 'TXT_KEY_BELIEF_CHARITABLE_MISSIONS_SHORT' AND EXISTS (SELECT * FROM -- Evangelism (Now Crusader Zeal) UPDATE language_xx_XX -SET Text = 'Land Units gain +10% [ICON_STRENGTH] Combat Strength versus Land Units in enemy lands, and an additional +10% versus Land Units of players that follow a different Religion. Receive [ICON_CULTURE] Culture and [ICON_GOLD] Gold when you conquer Cities.' +SET Text = 'Land Units gain +10% [ICON_STRENGTH] Combat Strength versus Land Units in enemy lands, and an additional +10% versus Land Units of players that do not follow your Religion. Receive [ICON_CULTURE] Culture and [ICON_GOLD] Gold when you conquer Cities.' WHERE Tag = 'TXT_KEY_BELIEF_EVANGELISM' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_RELIGION' AND Value= 1 ); UPDATE language_xx_XX @@ -200,7 +200,7 @@ WHERE Tag = 'TXT_KEY_BELIEF_EVANGELISM_SHORT' AND EXISTS (SELECT * FROM COMMUNIT -- Defender Faith UPDATE language_xx_XX -SET Text = 'Land Units gain +15% [ICON_STRENGTH] Combat Strength versus Land Units in own lands, and an additional +15% versus Land Units of players that follow a different Religion. +2 [ICON_PEACE] Faith and +3 [ICON_CULTURE] Culture from all Defensive Buildings.' +SET Text = 'Land Units gain +15% [ICON_STRENGTH] Combat Strength versus Land Units in own lands, and an additional +15% versus Land Units of players that do not follow your Religion. +2 [ICON_PEACE] Faith and +3 [ICON_CULTURE] Culture from all Defensive Buildings.' WHERE Tag = 'TXT_KEY_BELIEF_DEFENDER_FAITH' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_RELIGION' AND Value= 1 ); -- Jesuit Education @@ -224,7 +224,7 @@ WHERE Tag = 'TXT_KEY_BELIEF_SACRED_SITES' AND EXISTS (SELECT * FROM COMMUNITY WH -- Glory of God UPDATE language_xx_XX -SET Text = 'Use [ICON_PEACE] Faith to purchase any type of [ICON_GREAT_PEOPLE] Great Person (in Industrial Era). Gain 30 [ICON_GOLD] Gold, [ICON_RESEARCH] Science, [ICON_CULTURE] Culture, and [ICON_PEACE] Faith when you expend a [ICON_GREAT_PEOPLE] Great Person, scaling with Era.' +SET Text = 'Use [ICON_PEACE] Faith to purchase any type of [ICON_GREAT_PEOPLE] Great Person (in Industrial Era). Gain 20 [ICON_GOLD] Gold, [ICON_RESEARCH] Science, [ICON_CULTURE] Culture, and [ICON_PEACE] Faith when you expend a [ICON_GREAT_PEOPLE] Great Person, scaling with Era.' WHERE Tag = 'TXT_KEY_BELIEF_TO_GLORY_OF_GOD' AND EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_RELIGION' AND Value= 1 ); -- Underground Sect (Now Faith of the Masses) diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/TerrainText.xml b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/TerrainText.xml index c02886d..e0b9298 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/TerrainText.xml +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/TerrainText.xml @@ -203,10 +203,13 @@ [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +3 [ICON_FOOD] Food from Resource tiles. - [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +3 [ICON_CULTURE] Culture from Resource tiles. + [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +2 [ICON_CULTURE] Culture from Resource tiles. + + + [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +2 [ICON_PEACE] Faith from Resource tiles. - [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +3 [ICON_RESEARCH] Science from Resource tiles. + [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +2 [ICON_RESEARCH] Science from Resource tiles. [COLOR_POSITIVE_TEXT]Monopoly Bonus:[ENDCOLOR] +10% [ICON_PRODUCTION] Production in all owned Cities. @@ -232,10 +235,10 @@ Used by powerful mid-game Units and Buildings.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Strategic Monopoly Bonus (25%):[ENDCOLOR] Naval Units gain +1 [ICON_MOVES] Movement.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Global Monopoly Bonus (50%):[ENDCOLOR] +3 [ICON_GOLD] Gold from Resource tiles. - Used by powerful late-game Units and Buildings.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Strategic Monopoly Bonus (25%):[ENDCOLOR] Units gain +5 XP after combat.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Global Monopoly Bonus (50%):[ENDCOLOR] +3 [ICON_RESEARCH] Science from Resource tiles. + Used by powerful late-game Units and Buildings.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Strategic Monopoly Bonus (25%):[ENDCOLOR] Units gain +5 XP after combat.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Global Monopoly Bonus (50%):[ENDCOLOR] +2 [ICON_RESEARCH] Science from Resource tiles. - Used by powerful Units.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Strategic Monopoly Bonus (25%):[ENDCOLOR] Units gain +10% [ICON_STRENGTH] Strength when attacking.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Global Monopoly Bonus (50%):[ENDCOLOR] +3 [ICON_RESEARCH] Science from Resource tiles. + Used by powerful Units.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Strategic Monopoly Bonus (25%):[ENDCOLOR] Units gain +10% [ICON_STRENGTH] Strength when attacking.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Global Monopoly Bonus (50%):[ENDCOLOR] +2 [ICON_RESEARCH] Science from Resource tiles. Used by powerful Units throughout the game.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Strategic Monopoly Bonus (25%):[ENDCOLOR] Units gain +10% [ICON_STRENGTH] Strength when defending.[NEWLINE][NEWLINE][COLOR_POSITIVE_TEXT]Global Monopoly Bonus (50%):[ENDCOLOR] +3 [ICON_PRODUCTION] Production from Resource tiles. diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.sql b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.sql index 0422246..c2df3a3 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.sql +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.sql @@ -546,7 +546,7 @@ WHERE Tag = 'TXT_KEY_CITIES_WHERETOCONSTRUCT_HEADING2_TITLE'; UPDATE language_xx_XX -SET Text = 'Cities should be founded in locations with plenty of food and production and with access to resources such as wheat, fish, and cattle. Cities founded on hills gain a defensive bonus, making it harder for enemies to capture them. It''s often a good idea to build a city on a river or coastal hex, as cities built in different locations have different starting yields:[NEWLINE][ICON_BULLET] Cities on mountains: +2 [ICON_PRODUCTION] Production. [NEWLINE][ICON_BULLET] Cities on hills: +1 [ICON_PRODUCTION] Production.[NEWLINE][ICON_BULLET] Cities on fresh water: +1 [ICON_FOOD] Food. [NEWLINE][ICON_BULLET] Cities without fresh water or hills: +1 [ICON_GOLD] Gold.' +SET Text = 'Cities should be founded in locations with plenty of food and production and with access to resources such as wheat, fish, and cattle. Cities founded on hills gain a defensive bonus, making it harder for enemies to capture them. It''s often a good idea to build a city on a river or coastal hex, as cities built in different locations have different starting yields:[NEWLINE][ICON_BULLET] Cities on mountains: +2 [ICON_PRODUCTION] Production. [NEWLINE][ICON_BULLET] Cities on hills: +1 [ICON_PRODUCTION] Production.[NEWLINE][ICON_BULLET] Cities on fresh water: +1 [ICON_FOOD] Food. [NEWLINE][ICON_BULLET] Cities without fresh water or hills: +1 [ICON_GOLD] Gold.[NEWLINE][NEWLINE]Many Yields, especially those from Policies, Beliefs, and Buildings, state that they [COLOR_POSITIVE_TEXT]''Scale with Era''[ENDCOLOR]. This means that, as the game progresses, indicated Yield values increase in a linear fashion based on the current Era:[NEWLINE]1x in the Ancient and Classical Eras.[NEWLINE]2x in the Medieval Era.[NEWLINE]3x in the Renaissance Era.[NEWLINE]4x in the Industrial Era.[NEWLINE]5x in the Modern Era.[NEWLINE]6x in the Atomic Era.[NEWLINE]7x in the Information Era.' WHERE Tag = 'TXT_KEY_CITIES_WHERETOCONSTRUCT_HEADING2_BODY'; -- Trade Routes @@ -561,4 +561,10 @@ WHERE Tag = 'TXT_KEY_CIV5_IMPROVEMENTS_MOAI_HELP'; UPDATE language_xx_XX SET Text = 'Moai can only be built on the coast. If built next to another Moai, it provides additional [ICON_CULTURE] Culture and [ICON_PRODUCTION] Production. Gains additional yields from unlocking technologies. If within 3 tiles of a Moai, all Polynesian units gain +20% [ICON_STRENGTH] Combat Strength.[NEWLINE][NEWLINE]Perhaps better known as the "Easter Island Statues", the Moai are large, humanoid figures carved mostly from volcanic rocks like tuff. 887 of these statues dot Easter Island, and are believed to have been created sometime between 1250 and 1500 AD. Almost half still remain at the original quarry site, but the rest were transported and erected around the island''s coastline. Easily recognizable by their large heads and elongated features, it is believed that they were individual depictions of deceased ancestors and powerful chiefs.[NEWLINE][NEWLINE]While most scholars agree on why and how the statues were created, the method of their transportation still remains a mystery. Weighing from 9 to 86 tons a piece, they would have required an amazing feat of engineering to move from quarry to final resting place.[NEWLINE][NEWLINE]In 1994, the Moai statues were given official protection on the UNESCO World Heritage site list.' -WHERE Tag = 'TXT_KEY_CIV5_IMPROVEMENTS_MOAI_TEXT'; \ No newline at end of file +WHERE Tag = 'TXT_KEY_CIV5_IMPROVEMENTS_MOAI_TEXT'; + +-- Warscore Diplo + +UPDATE language_xx_XX +SET Text = '[COLOR_NEGATIVE_TEXT]At war with {1_enemy} (Warscore: {2_Num})[ENDCOLOR]' +WHERE Tag = 'TXT_KEY_AT_WAR_WITH'; \ No newline at end of file diff --git a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.xml b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.xml index 29db571..b371cb8 100644 --- a/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.xml +++ b/(2a) Community Balance Overhaul INT/Balance Changes/Text/xx_XX/UIText.xml @@ -6,7 +6,7 @@ Historic Events - Historic Events represent monumental achievements that may occur during a game. These events require planning or user interaction, and are thus a dynamic part of acquiring cultural influence over other civilizations. When one of the following Historic Events is completed, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture output:[NEWLINE][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][ICON_BULLET] Start a [ICON_GOLDEN_AGE] Golden Age ('Heritage' Policy only)[NEWLINE][ICON_BULLET] Complete an [ICON_RES_ARTIFACTS] Archaeological Dig ('Heritage' Policy only)[NEWLINE][NEWLINE]The amount of Tourism received by these events is based on your culture per turn over the past 10 turns. As a rule, standard civilizations, at standard speed, gain around 40% of their current culture per turn as tourism. The amount of tourism you receive may be modified by a few social policies and ideological tenets, as well as leader traits or buildings. + Historic Events represent monumental achievements that may occur during a game. These events require planning or user interaction, and are thus a dynamic part of acquiring cultural influence over other civilizations. When one of the following Historic Events 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][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][ICON_BULLET] Start a [ICON_GOLDEN_AGE] Golden Age ('Heritage' Policy only)[NEWLINE][ICON_BULLET] Complete an [ICON_RES_ARTIFACTS] Archaeological Dig ('Heritage' Policy only)[NEWLINE][NEWLINE]The amount of Tourism received by these events is based on your culture per turn over the past 10 turns. As a rule, standard civilizations, at standard speed, gain around 40% of their current culture per turn as tourism. The amount of tourism you receive may be modified by a few social policies and ideological tenets, as well as leader traits or buildings. What is a Historic Event? @@ -189,6 +189,10 @@ [ICON_BULLET]{1_Num} is added per turn from [ICON_CAPITAL] Cities + + Reminder: Every owned foreign [ICON_CAPITAL] Capital [COLOR_NEGATIVE_TEXT]decreases[ENDCOLOR] the [ICON_TOURISM] Tourism you produce in all Cities by [COLOR_NEGATIVE_TEXT]{1_Num}%[ENDCOLOR]! + + {1_Num} [ICON_TOURISM] Tourism from World Wonders @@ -915,5 +919,28 @@ Brazilwood is a dense, compact dyewood from any of various tropical trees whose extracts yield bright crimson and deep purple colours. Brazilwood is also used in cabinetwork and the creation of musical instruments. In ancient and medieval times, the brazilwood imported to Europe from the Middle East was Caesalpinia braziliensis and other species of Caesalpinia. Caesalpinia echinata (called pau-brasil in Portuguese) is indigenous to the Brazilian coast and played a role in the naming of that country. + + + + [COLOR_POSITIVE_TEXT]Tech unlocks remaining until free Social Policy: {1_Num}[ENDCOLOR] + + + + + Victory Condition Enabled! + + + + Human history is a history of violence, yet a new era dawns, and with it, a chance at human redemption. The World Congress is the battleground of the future; the prize is leadership over all other nations as the first World Leader.[NEWLINE][COLOR_POSITIVE_TEXT]Secure power as the Global Hegemon via a Diplomatic Victory![ENDCOLOR] + + + The survival of humanity depends on the creation of a single, unifying cultural entity, a monolith of ideas, ideologies, and values. The world's cultural powers will each strive to define this monolith themselves - it is up to you to show the world what a truly unifed culture should look like.[NEWLINE][COLOR_POSITIVE_TEXT]Unify the world via a Cultural Victory![ENDCOLOR] + + + Modernity has not been kind to planet earth. The very vessel upon which we depend - Spaceship Earth - may soon perish. Our first flights took us to the edge of space; we must harness this power and be the first to discover a new home for humanity.[NEWLINE][COLOR_POSITIVE_TEXT]Be the first to escape a dying planet via a Spaceship Victory![ENDCOLOR] + + + An age of eternal war has fallen upon humanity. Bitter rivalries, unsolved through diplomacy, look to the battlefield for resolution.To be second place in this contest is to be condemnded to the ash heap of history. Harness the weapons of war and bring glory to your empire![NEWLINE][COLOR_POSITIVE_TEXT]Conquer or be conquered via a Domination Victory![ENDCOLOR] + \ No newline at end of file diff --git a/(3a) CSD for CBP INT/(3a) CSD for CBP INT (v 8).modinfo b/(3a) CSD for CBP INT/(3a) CSD for CBP INT (v 9).modinfo similarity index 92% rename from (3a) CSD for CBP INT/(3a) CSD for CBP INT (v 8).modinfo rename to (3a) CSD for CBP INT/(3a) CSD for CBP INT (v 9).modinfo index ac5ecdc..a60f0f1 100644 --- a/(3a) CSD for CBP INT/(3a) CSD for CBP INT (v 8).modinfo +++ b/(3a) CSD for CBP INT/(3a) CSD for CBP INT (v 9).modinfo @@ -1,14 +1,14 @@ - + (3a) CS Diplomacy Mod for CBP Localized Beta - (01-18) [COLOR_GREEN]Translation of City-State Diplomacy Mod for CBP[ENDCOLOR] + (01-26) [COLOR_GREEN]Translation of City-State Diplomacy Mod for CBP[ENDCOLOR] Translation of CSD for CBP into several non-English languages. The Community 0 0 - 8 + 9 1 1 1 @@ -20,10 +20,10 @@ - + - + diff --git a/(4a) Civ IV Diplomatic Features INT/(4a) Civ IV Diplomatic Features INT (v 8).modinfo b/(4a) Civ IV Diplomatic Features INT/(4a) Civ IV Diplomatic Features INT (v 9).modinfo similarity index 89% rename from (4a) Civ IV Diplomatic Features INT/(4a) Civ IV Diplomatic Features INT (v 8).modinfo rename to (4a) Civ IV Diplomatic Features INT/(4a) Civ IV Diplomatic Features INT (v 9).modinfo index 4a4799a..6734fc4 100644 --- a/(4a) Civ IV Diplomatic Features INT/(4a) Civ IV Diplomatic Features INT (v 8).modinfo +++ b/(4a) Civ IV Diplomatic Features INT/(4a) Civ IV Diplomatic Features INT (v 9).modinfo @@ -1,14 +1,14 @@  - + (4a) C4DF - CBP Localized Beta - (01-18) [COLOR_GREEN]Translation of C4DF - CBP[ENDCOLOR] + (01-26) [COLOR_GREEN]Translation of C4DF - CBP[ENDCOLOR] Translation of Civ IV Diplomatic Features into several non-English languages. The Community 0 0 - 8 + 9 1 1 1 @@ -20,7 +20,7 @@ - + diff --git a/(4a) Civ IV Diplomatic Features INT/XML/Text/xx_XX/xx_XX_Text_UIC4DF.xml b/(4a) Civ IV Diplomatic Features INT/XML/Text/xx_XX/xx_XX_Text_UIC4DF.xml index ab6c8ec..10220ad 100644 --- a/(4a) Civ IV Diplomatic Features INT/XML/Text/xx_XX/xx_XX_Text_UIC4DF.xml +++ b/(4a) Civ IV Diplomatic Features INT/XML/Text/xx_XX/xx_XX_Text_UIC4DF.xml @@ -350,6 +350,9 @@ [COLOR_GREY]Vassal of {1_CivName:textkey}[ENDCOLOR] + + [COLOR_GREY]Master of {1_CivName:textkey}[ENDCOLOR] + [COLOR_GREY]You are their Vassal[ENDCOLOR] diff --git a/(6b) Community Balance Overhaul - CF (EUI) INT/(6b) Community Balance Overhaul - CF (EUI) INT (v 8).modinfo b/(6b) Community Balance Overhaul - CF (EUI) INT/(6b) Community Balance Overhaul - CF (EUI) INT (v 9).modinfo similarity index 91% rename from (6b) Community Balance Overhaul - CF (EUI) INT/(6b) Community Balance Overhaul - CF (EUI) INT (v 8).modinfo rename to (6b) Community Balance Overhaul - CF (EUI) INT/(6b) Community Balance Overhaul - CF (EUI) INT (v 9).modinfo index 633916a..c94258a 100644 --- a/(6b) Community Balance Overhaul - CF (EUI) INT/(6b) Community Balance Overhaul - CF (EUI) INT (v 8).modinfo +++ b/(6b) Community Balance Overhaul - CF (EUI) INT/(6b) Community Balance Overhaul - CF (EUI) INT (v 9).modinfo @@ -1,14 +1,14 @@  - + (6b) CBO - Compatibility Files (EUI) Localized Beta - (01-18) [COLOR_GREEN]Translation of Community Balance Overhaul - Compatibility Files (EUI)[ENDCOLOR] + (01-26) [COLOR_GREEN]Translation of Community Balance Overhaul - Compatibility Files (EUI)[ENDCOLOR] Translation of the Community Balance Overhaul - Compatibility Files (EUI) into several non-English languages. The Community 0 0 - 8 + 9 1 1 1 @@ -20,9 +20,9 @@ - + - + diff --git a/(6b) Community Balance Overhaul - CF (EUI) INT/CSD/CompatibilityText/Compatibility_xx_XX.sql b/(6b) Community Balance Overhaul - CF (EUI) INT/CSD/CompatibilityText/Compatibility_xx_XX.sql index 909042d..52d8830 100644 --- a/(6b) Community Balance Overhaul - CF (EUI) INT/CSD/CompatibilityText/Compatibility_xx_XX.sql +++ b/(6b) Community Balance Overhaul - CF (EUI) INT/CSD/CompatibilityText/Compatibility_xx_XX.sql @@ -107,7 +107,7 @@ WHERE Tag = 'TXT_KEY_POLICY_PHILANTHROPY_HELP'; -- Cultural Diplomacy UPDATE language_xx_XX -SET Text = '[COLOR_POSITIVE_TEXT]Cultural Diplomacy[ENDCOLOR][NEWLINE]Resources gifted by City-States doubled and +1 [ICON_HAPPINESS_1] Happiness from Chanceries. When you complete a [ICON_INTERNATIONAL_TRADE] Trade Route to a City-State, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture output.' +SET Text = '[COLOR_POSITIVE_TEXT]Cultural Diplomacy[ENDCOLOR][NEWLINE]Resources gifted by City-States doubled and +1 [ICON_HAPPINESS_1] Happiness from Chanceries. When you complete a [ICON_INTERNATIONAL_TRADE] Trade Route to a City-State, receive a [ICON_TOURISM] Tourism boost with all known Civs based on your recent [ICON_CULTURE] Culture and [ICON_TOURISM] Tourism output.' WHERE Tag = 'TXT_KEY_POLICY_CULTURAL_DIPLOMACY_HELP'; diff --git a/(6b) Community Balance Overhaul - CF (EUI) INT/EUI/xx_XX/NeededText.xml b/(6b) Community Balance Overhaul - CF (EUI) INT/EUI/xx_XX/NeededText.xml index eb980e0..0907a8b 100644 --- a/(6b) Community Balance Overhaul - CF (EUI) INT/EUI/xx_XX/NeededText.xml +++ b/(6b) Community Balance Overhaul - CF (EUI) INT/EUI/xx_XX/NeededText.xml @@ -8,5 +8,20 @@ Local Resources + + Defensive Pact + + + [COLOR_POSITIVE_TEXT]Master of[ENDCOLOR] + + + [COLOR_POSITIVE_TEXT]Vassal of[ENDCOLOR] + + + [COLOR_NEGATIVE_TEXT]Warscore:[ENDCOLOR] + + + [COLOR_NEGATIVE_TEXT]At war with {1_enemy}[ENDCOLOR] + \ No newline at end of file diff --git a/(6b) Community Balance Overhaul - CF (EUI) INT/MoreLuxuries/Text/Text_xx_XX.sql b/(6b) Community Balance Overhaul - CF (EUI) INT/MoreLuxuries/Text/Text_xx_XX.sql index db61ab0..92448ff 100644 --- a/(6b) Community Balance Overhaul - CF (EUI) INT/MoreLuxuries/Text/Text_xx_XX.sql +++ b/(6b) Community Balance Overhaul - CF (EUI) INT/MoreLuxuries/Text/Text_xx_XX.sql @@ -24,11 +24,11 @@ SET Text = 'Unique Greek replacement for the Amphitheater. Build Acropoli to boo WHERE Tag = 'TXT_KEY_BUILDING_ODEON_STRATEGY'; UPDATE language_xx_XX -SET Text = 'Carries over 15% of [ICON_FOOD] Food after City growth (effect stacks with Aqueduct). Reduces [ICON_HAPPINESS_3] Poverty.[NEWLINE]Nearby [ICON_RES_TOBACCO] Tobacco: +3 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COFFEE] Coffee: +1 [ICON_GOLD] Gold, +2 [ICON_PRODUCTION] Production.[NEWLINE]Nearby [ICON_RES_TEA] Tea: +2 [ICON_GOLD] Gold and +1 [ICON_PRODUCTION] Production.[NEWLINE][NEWLINE]Requires an Aqueduct in the City.' +SET Text = 'Carries over 15% of [ICON_FOOD] Food after City growth (effect stacks with Aqueduct). Reduces [ICON_HAPPINESS_3] Poverty.[NEWLINE]Nearby [ICON_RES_TOBACCO] Tobacco: +3 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_BANANA] Bananas: +2 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COFFEE] Coffee: +1 [ICON_GOLD] Gold, +2 [ICON_PRODUCTION] Production.[NEWLINE]Nearby [ICON_RES_TEA] Tea: +2 [ICON_GOLD] Gold and +1 [ICON_PRODUCTION] Production.[NEWLINE][NEWLINE]Requires an Aqueduct in the City.' WHERE Tag = 'TXT_KEY_BUILDING_GROCER_HELP'; UPDATE language_xx_XX -SET Text = '+33% [ICON_GREAT_PEOPLE] Great People generation in this City. 10% of this City''s [ICON_CULTURE] Culture is converted into [ICON_RESEARCH] Science every turn.[NEWLINE][NEWLINE] Carries over 25% of [ICON_FOOD] Food after City growth (effect stacks with Aqueduct). Reduces [ICON_HAPPINESS_3] Poverty. Requires an Aqueduct in the City.[NEWLINE]Nearby [ICON_RES_TOBACCO] Tobacco: +3 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COFFEE] Coffee: +1 [ICON_GOLD] Gold, +2 [ICON_PRODUCTION] Production.[NEWLINE]Nearby [ICON_RES_TEA] Tea: +2 [ICON_GOLD] Gold and +1 [ICON_PRODUCTION] Production.' +SET Text = '+33% [ICON_GREAT_PEOPLE] Great People generation in this City. 10% of this City''s [ICON_CULTURE] Culture is converted into [ICON_RESEARCH] Science every turn.[NEWLINE][NEWLINE] Carries over 25% of [ICON_FOOD] Food after City growth (effect stacks with Aqueduct). Reduces [ICON_HAPPINESS_3] Poverty. Requires an Aqueduct in the City.[NEWLINE]Nearby [ICON_RES_TOBACCO] Tobacco: +3 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_BANANA] Bananas: +2 [ICON_GOLD] Gold.[NEWLINE]Nearby [ICON_RES_COFFEE] Coffee: +1 [ICON_GOLD] Gold, +2 [ICON_PRODUCTION] Production.[NEWLINE]Nearby [ICON_RES_TEA] Tea: +2 [ICON_GOLD] Gold and +1 [ICON_PRODUCTION] Production.' WHERE Tag = 'TXT_KEY_BUILDING_COFFEE_HOUSE_HELP'; UPDATE language_xx_XX diff --git a/README.md b/README.md index 6813938..b83a660 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ -# Vox-Populi-Translation-Framework v2.1.12.1 +# Vox-Populi-Translation-Framework v2.1.26.1 The Framework contains all data that are needed to translate Vox Populi to different languages. It can be used to translate the project to a new not yet existing language. Furthermore, if Vox Populi receives an update, you will be able to track all changes that are needed in your language pack by looking at the commits of the Translation Framework, keeping your translation always up-to-date and the update procedure as easy as possible. For more information about the Framework, how to use it and information about the Language Pack please visit: -http://forums.civfanatics.com/showpost.php?p=14331671&postcount=89 +https://forums.civfanatics.com/threads/the-vox-populi-localization-project.609232/