def onCityBuilt( argsList ): city = argsList[0] RevData.initCity( city ) pPlayer = GC.getPlayer( city.getOwner() ) if( pPlayer.isNPC() ) : city.setRevolutionIndex( int(.4*RevOpt.getAlwaysViolentThreshold()) ) city.setRevIndexAverage(city.getRevolutionIndex()) return if( not city.area().getID() == pPlayer.getCapitalCity().area().getID() ) : city.setRevolutionIndex( int(.35*RevOpt.getInstigateRevolutionThreshold()) ) else : city.setRevolutionIndex( int(.25*RevOpt.getInstigateRevolutionThreshold()) ) city.setRevIndexAverage(city.getRevolutionIndex()) revTurn = RevData.revObjectGetVal( pPlayer, 'RevolutionTurn' ) if revTurn != None and pPlayer.getNumCities() < 4 and GAME.getGameTurn() - revTurn < 25: relID = pPlayer.getStateReligion() if relID > -1: if LOG_DEBUG: print "[REV] New rebel city %s given rebel religion" % city.getName() city.setHasReligion(relID, True, False, False)
def onCityAcquired( argsList ): owner,playerType,pCity,bConquest,bTrade = argsList checkRebelBonuses( argsList ) updateRevolutionIndices( argsList ) # Init city script data (unit spawn counter, rebel player) iRevCiv = RevData.getCityVal(pCity, 'RevolutionCiv') RevData.initCity(pCity) RevData.setCityVal( pCity, 'RevolutionCiv', iRevCiv ) iTurns = pCity.getOccupationTimer() pCity.setRevolutionCounter( max([int(1.5*iTurns),3]) )