Tholal may prefer to word it some other way (and get translations for the other languages, but in my modmod I changes this
Code:
<TEXT>
<Tag>TXT_KEY_PLOT_FORTIFY_TO_UPGRADE</Tag>
<English>[SPACE](Must Fortify to Become %s1_ImpName)</English>
<French>[SPACE](Doit fortifier pour devenir 1 %s1_ImpName)</French>
<German>[SPACE](Muss starken, um zur Modernisierung %s1_ImpName zu werden)</German>
<Italian>[SPACE](Deve fortificare per diventare %s1_ImpName)</Italian>
<Spanish>[SPACE](Debe fortalecer para convertirse en [NUM1:un:una:unos:unas] %s1:1_ImpName)</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_IMPROVEMENT_FORTIFY_TO_UPGRADE</Tag>
<English>[ICON_BULLET]A unit must fortify to upgrade</English>
<French>[ICON_BULLET]Une unité doit renforcer pour mettre à niveau</French>
<German>[ICON_BULLET]Eine Unit muss stärken, um ein Upgrade</German>
<Italian>[ICON_BULLET]Una unità deve fortificare l'aggiornamento</Italian>
<Spanish>[ICON_BULLET]Una unidad debe fortalecer para mejorar</Spanish>
</TEXT>
to this
Code:
<TEXT>
<Tag>TXT_KEY_PLOT_FORTIFY_TO_UPGRADE</Tag>
<English>[SPACE](Must be garrisoned to become %s1_ImpName)</English>
<French>[SPACE](Doit fortifier pour devenir 1 %s1_ImpName)</French>
<German>[SPACE](Muss starken, um zur Modernisierung %s1_ImpName zu werden)</German>
<Italian>[SPACE](Deve fortificare per diventare %s1_ImpName)</Italian>
<Spanish>[SPACE](Debe fortalecer para convertirse en [NUM1:un:una:unos:unas] %s1:1_ImpName)</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_IMPROVEMENT_FORTIFY_TO_UPGRADE</Tag>
<English>[ICON_BULLET]May only upgrade while units guard it</English>
<French>[ICON_BULLET]Une unité doit renforcer pour mettre à niveau</French>
<German>[ICON_BULLET]Eine Unit muss stärken, um ein Upgrade</German>
<Italian>[ICON_BULLET]Una unità deve fortificare l'aggiornamento</Italian>
<Spanish>[ICON_BULLET]Una unidad debe fortalecer para mejorar</Spanish>
</TEXT>
@[to_xp]Gekko: What do you think about the way the Council's work in my modmod, where an individual player can join at Way of the Wise/Way of the Wicked but only after the Empyrean/Council of Esus religion has been founded? (There are other limits in my modmod too, but that one is a very simple piece of python that could be copied on its own.)
Speaking of the Councils, I find it rather annoying that there is not an easy way to check and see what votes have taken place and with what results without actually joining a council and waiting for a new vote. It seems like the Overcouncil resolutions should be more public, so a player could check and learn about (for example) a ban on Death mana before joining. Undercouncil Resolutions ought to be more secret, but I still think that its members should have a way to review what has passed.
One thing I would
really like is a way to use python to set a council resolution as having passed without having to wait for an actual vote, and a way to overturn a resolution that has already been passed. I'm not quite sure if this would just mean exposing
void CvGame::setVoteOutcome(const VoteTriggeredData& kData, PlayerVoteTypes eNewValue) to python or creating a new function.
Personally I would quite like having my "Share Maps" Overcouncil resolution work by granting each member of the Overcouncil the sort of visibility they would get from being on the same team as the other members or from the Steal Plans espionage mission. (Currently it cycles through the map each turn and sets any tile visible to one member of the Overcouncil as visible to the others, but things are still obscured by the Fog of War.) Is this possible with python already, or would it require an SDK change. Just glancing at the code
Just glancing at the code I think that it may require something like exposing
void setStolenVisibilityTimer(TeamTypes eIndex, int iNewValue) or
void changeStolenVisibilityTimer(TeamTypes eIndex, int iChange) to python.
Could you allow mouseover Help TXT_KEYS to explain the purposes of Votes and of Rituals. Currently you have to search through the pedia to see what they are supposed to do.