Feature #1135 ยป 0085-README.actions-Remove-ui_name-fields-documentation.patch
doc/README.actions | ||
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Actions done by a unit against a city
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=====================================
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"Establish Embassy" - Establish a real embassy to the target player
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* UI name can be set using ui_name_establish_embassy
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* actor must be aware that the target exists
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* actor can't have a real embassy to the target player (!)
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be foreign. (!)
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"Establish Embassy Stay" - Establish a real embassy to the target player
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* UI name can be set using ui_name_establish_embassy_stay
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* spends the actor unit
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* actor must be aware that the target exists
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* actor can't have a real embassy to the target player (!)
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... | ... | |
* target must be foreign. (!)
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"Investigate City" - Look at the city dialog of a foreign city
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* UI name can be set using ui_name_investigate_city
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be foreign. (!)
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"Investigate City Spend Unit" - Look at the city dialog of a foreign city
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* UI name can be set using ui_name_investigate_city_spend_unit
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be foreign. (!)
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"Sabotage City" - Destroy a building or the production in the target city.
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* UI name can be set using ui_name_sabotage_city
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Sabotage City Escape" - Destroy a building or the production in the target city.
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* UI name can be set using ui_name_sabotage_city_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Targeted Sabotage City" - Destroy a building in the target city.
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* UI name can be set using ui_name_targeted_sabotage_city
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Targeted Sabotage City Escape" - Destroy a building in the target city.
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* UI name can be set using ui_name_targeted_sabotage_city_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Sabotage City Production" - Sabotage the city's production.
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* UI name can be set using ui_name_sabotage_city_production
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Sabotage City Production Escape" - Sabotage the city's production.
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* UI name can be set using ui_name_sabotage_city_production_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Poison City" - Kill a citizen in the target city.
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* UI name can be set using ui_name_poison_city
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Poison City Escape" - Kill a citizen in the target city and escape.
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* UI name can be set using ui_name_poison_city_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Spread Plague" - Bio-terrorism. Infect the target city with an illness.
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* UI name can be set using ui_name_spread_plague
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* set if the actor unit is spent with spread_plague_actor_consuming_always
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* may infect trade route connected cities if illness.illness_on is TRUE
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Steal Tech" - Steal a random tech from the targets owner.
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* UI name can be set using ui_name_steal_tech
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* spends the actor unit
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* will always fail when the tech theft is expected. Tech theft is expected
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when the number of previous tech thefts from the target city is above the
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... | ... | |
* target must be foreign. (!)
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"Steal Tech Escape Expected" - Escape version of the above.
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* UI name can be set using ui_name_steal_tech_escape
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* more likely to fail when the tech theft is expected. Tech theft is
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expected when the number of previous tech thefts from the target city is
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above the limit set by the "Stealings_Ignore" effect.
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... | ... | |
* target must be foreign. (!)
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"Targeted Steal Tech" - Steal a specific tech from the targets owner.
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* UI name can be set using ui_name_targeted_steal_tech
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* spends the actor unit
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* will always fail when the tech theft is expected. Tech theft is expected
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when the number of previous tech thefts from the target city is above the
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... | ... | |
* target must be foreign. (!)
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"Targeted Steal Tech Escape Expected" - Escape version of the above.
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* UI name can be set using ui_name_targeted_steal_tech_escape
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* more likely to fail when the tech theft is expected. Tech theft is
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expected when the number of previous tech thefts from the target city is
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above the limit set by the "Stealings_Ignore" effect.
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... | ... | |
* target must be foreign. (!)
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"Incite City" - Pay the target city to join the actors owners side.
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* UI name can be set using ui_name_incite_city
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be foreign. (!)
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"Incite City Escape" - Pay the target city to join the actors owners side.
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* UI name can be set using ui_name_incite_city_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be foreign. (!)
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"Steal Gold" - Steal some gold from the owner of the target city.
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* UI name can be set using ui_name_steal_gold
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* adjustable with the Max_Stolen_Gold_Pm effect and with the
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Thiefs_Share_Pm effect
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* spends the actor unit
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... | ... | |
* target must be foreign. (!)
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"Steal Gold Escape" - Steal some gold from the owner of the target city.
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* UI name can be set using ui_name_steal_gold_escape
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* adjustable with the Max_Stolen_Gold_Pm effect and with the
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Thiefs_Share_Pm effect
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* actor must be aware that the target exists
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... | ... | |
* target must be foreign. (!)
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"Steal Maps" - Steal parts of the owner of the target city's map.
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* UI name can be set using ui_name_steal_maps
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* adjustable with the effect Maps_Stolen_Pct and the ruleset setting
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steal_maps_reveals_all_cities
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* spends the actor unit
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... | ... | |
* target must be foreign. (!)
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"Steal Maps Escape" - Steal parts of the owner of the target city's map.
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* UI name can be set using ui_name_steal_maps_escape
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* adjustable with the effect Maps_Stolen_Pct and the ruleset setting
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steal_maps_reveals_all_cities
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* actor must be aware that the target exists
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... | ... | |
* target must be foreign. (!)
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"Spy Escape" - Just escape without doing anything else first.
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* UI name can be set using ui_name_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* the actor player must have a city to escape to.
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* target must be foreign. (!)
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"Suitcase Nuke" - Cause a nuclear explosion in the target city.
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* UI name can be set using ui_name_suitcase_nuke
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* spends the actor unit
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* Blast radius can be set with Nuke_Blast_Radius_1_Sq
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"Suitcase Nuke Escape" - Cause a nuclear explosion in the target city.
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* UI name can be set using ui_name_suitcase_nuke_escape
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* Blast radius can be set with Nuke_Blast_Radius_1_Sq
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"Destroy City" - Destroys the target city.
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* UI name can be set using ui_name_destroy_city
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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"Establish Trade Route" - Establish a trade route to the target city.
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* UI name can be set using ui_name_establish_trade_route
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* actor must be aware that the target exists
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* actor must be on the same tile as the target or on the tile next to it.
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* actor must have a home city. (!)
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... | ... | |
one.)
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"Enter Marketplace" - Get a one time bonus without creating a trade route.
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* UI name can be set using ui_name_enter_marketplace
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* actor must be aware that the target exists
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* any action listed in enter_marketplace_blocked_by must be impossible
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* actor must be on the same tile as the target or on the tile next to it.
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... | ... | |
* trade route type (see Trade settings) can't be 0%.
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"Help Wonder" - Add the shields used to build the actor to the target city.
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* UI name can be set using ui_name_help_wonder
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* adjustable with the Unit_Shield_Value_Pct effect
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* actor must be aware that the target exists
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* actor must be on the same tile as the target unless
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... | ... | |
* target city must need the extra shields to complete its production.
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"Disband Unit Recover" - Add half the shields used to build the unit to target
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* UI name can be set using ui_name_disband_unit_recover
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* adjustable with the Unit_Shield_Value_Pct effect
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* actor must be aware that the target exists
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* "Help Wonder" must be impossible
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... | ... | |
* target city must need the extra shields to complete its production.
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"Join City" - Add the actor to the target city's population.
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* UI name can be set using ui_name_join_city
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* actor must be aware that the target exists
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* actor must have population to add (set in pop_cost)
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* actor must be on the same tile as the target or on the tile next to it.
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... | ... | |
result in.
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"Home City" - Set target city as the actor unit's new home city
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* UI name can be set using ui_name_home_city
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* actor must be aware that the target exists
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* actor must be on the same tile as the target
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* can't set existing home city as new home city
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... | ... | |
unit. (No problem if the actor unit spends 0 city slots)
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"Upgrade Unit" - Upgrade the actor unit using the target's facilities.
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* UI name can be set using ui_name_upgrade_unit.
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* adjustable with the Unit_Shield_Value_Pct effect
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* actor must be aware that the target exists
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* actor must be on the same tile as the target.
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... | ... | |
* target city must be domestic. (!)
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"Airlift Unit" - Airlift actor unit to target city.
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* UI name can be set using ui_name_airlift_unit
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* max legal distance to the target can be set using airlift_max_range
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* actor must be aware that the target exists
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* the actor unit isn't transporting another unit (!)
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... | ... | |
* the target city has Airlift
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"Conquer City Shrink" - Shrink target city by one and conquer it.
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* UI name can be set using ui_name_conquer_city_shrink
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* actor must be aware that the target exists
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* any action listed in conquer_city_shrink_blocked_by must be impossible
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* "Attack" must be impossible
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... | ... | |
* the target city contains 0 units (!)
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"Conquer City Shrink 2" - Shrink target city by one and conquer it.
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* UI name can be set using ui_name_conquer_city_shrink_2
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* any action listed in conquer_city_shrink_2_blocked_by must be impossible
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* A copy of "Conquer City Shrink".
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* See "Conquer City Shrink" for everything else.
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"Conquer City Shrink 3" - Shrink target city by one and conquer it.
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* UI name can be set using ui_name_conquer_city_shrink_3
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* any action listed in conquer_city_shrink_3_blocked_by must be impossible
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* A copy of "Conquer City Shrink".
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* See "Conquer City Shrink" for everything else.
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"Conquer City Shrink 4" - Shrink target city by one and conquer it.
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* UI name can be set using ui_name_conquer_city_shrink_4
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* any action listed in conquer_city_shrink_4_blocked_by must be impossible
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* A copy of "Conquer City Shrink".
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* See "Conquer City Shrink" for everything else.
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"Surgical Strike Building" - Destroy a specific building.
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* UI name can be set using ui_name_surgical_strike_building
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* actor must be aware that the target exists
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* the actor unit must be on a tile next to the target.
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"Surgical Strike Production" - Destroy the city production.
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* UI name can be set using ui_name_surgical_strike_production
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* actor must be aware that the target exists
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* the actor unit must be on a tile next to the target.
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Actions done by a unit against another unit
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===========================================
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"Sabotage Unit" - Halve the target unit's hit points.
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* UI name can be set using ui_name_sabotage_unit
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* spends the actor unit
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be visible for the actor.
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"Sabotage Unit Escape" - Halve the target unit's hit points.
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* UI name can be set using ui_name_sabotage_unit_escape
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be visible for the actor.
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"Bribe Unit" - Make the target unit join the actors owners side.
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* UI name can be set using ui_name_bribe_unit
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* forced actions after success can be set with
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bribe_unit_post_success_forced_actions
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* actor must be on the same tile as the target or on the tile next to it.
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... | ... | |
* target must be visible for the actor.
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"Expel Unit" - Expel the target unit to its owner's capital.
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* UI name can be set using ui_name_expel_unit
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be visible for the actor.
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* target's owner must have a capital
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"Heal Unit" - Restore the target unit's health.
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* UI name can be set using ui_name_heal_unit
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* actor must be on the same tile as the target or on the tile next to it.
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* the amount healed is set by the "Heal_Unit_Pct" effect.
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* the target unit can't be at full health
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* target must be visible for the actor.
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"Heal Unit 2" - Restore the target unit's health.
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* UI name can be set using ui_name_heal_unit_2
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* actor must be on the same tile as the target or on the tile next to it.
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* target must be visible for the actor.
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* A copy of "Heal Unit"
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"Transport Deboard" - Exit target transport to same tile.
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* UI name can be set using ui_name_transport_deboard
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* actor must be on the same tile as the target
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* actor must be transported (!)
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* actor must be on a livable tile (!)
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... | ... | |
* target must be visible for the actor.
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"Transport Unload" - Unload the target unit to same tile.
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* UI name can be set using ui_name_transport_unload
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* actor must be on the same tile as the target
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* actor must have a transport_cap greater than 0
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* actor must be transporting (!)
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... | ... | |
* target must be visible for the actor.
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"Transport Load" - Load the target unit into the actor unit.
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* UI name can be set using ui_name_transport_load
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* actor must be on the same tile as the target
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* actor must have a transport_cap greater than 0
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* the actor unit must be domestic, allied or on the same team as the
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... | ... | |
* target must be visible to the actor.
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"Transport Load 2" - Load the target unit into the actor unit.
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* UI name can be set using ui_name_transport_load_2
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* A copy of "Transport Load".
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* See "Transport Load" for everything else.
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"Transport Load 3" - Load the target unit into the actor unit.
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* UI name can be set using ui_name_transport_load_3
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* A copy of "Transport Load".
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* See "Transport Load" for everything else.
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"Transport Board" - Enter target transport on the same tile.
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* UI name can be set using ui_name_transport_board
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* the actor unit can't currently be transported by the target unit.
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* the actor unit's current transport, if the actor unit is transported,
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must be in a city or in a base native to the current transport if the
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... | ... | |
* target must be visible to the actor.
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"Transport Board 2" - Enter target transport on the same tile.
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* UI name can be set using ui_name_transport_board_2
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* A copy of "Transport Board".
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* See "Transport Board" for everything else.
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"Transport Board 3" - Enter target transport on the same tile.
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* UI name can be set using ui_name_transport_board_3
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* A copy of "Transport Board".
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* See "Transport Board" for everything else.
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"Transport Embark" - Enter target transport on a different tile.
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* UI name can be set using ui_name_transport_embark
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* the actor unit must be on a tile next to the target.
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* the actor unit has at least one move fragment left (!)
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* the actor unit can't currently be transported by the target unit.
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... | ... | |
* target must be visible to the actor.
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"Transport Embark 2" - Enter target transport on a different tile.
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* UI name can be set using ui_name_transport_embark_2
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* A copy of "Transport Embark".
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* See "Transport Embark" for everything else.
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"Transport Embark 3" - Enter target transport on a different tile.
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* UI name can be set using ui_name_transport_embark_3
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* A copy of "Transport Embark".
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* See "Transport Embark" for everything else.
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"Transport Embark 4" - Enter target transport on a different tile.
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* UI name can be set using ui_name_transport_embark_4
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* A copy of "Transport Embark".
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* See "Transport Embark" for everything else.
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Actions done by a unit against all units at a tile
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==================================================
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"Bribe Stack" - Make the target units join the actors owners side.
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* UI name can be set using ui_name_bribe_stack
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* forced actions after success can be set with
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bribe_stack_post_success_forced_actions
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* actor must be on the same tile as the target or on the tile next to it.
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... | ... | |
* target must be visible for the actor.
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"Capture Units" - steal the target units.
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* UI name can be set using ui_name_capture_units
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* actor must be on a tile next to the target.
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* target must be foreign. (!)
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* target cannot be transporting other units. (!)
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"Bombard" - bombard the units (and city) at the tile.
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* UI name can be set using ui_name_bombard
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* can't kill target units
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* any action listed in bombard_blocked_by must be impossible
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* actor must have a bombard_rate > 0
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... | ... | |
* if target tile is fully seen, it must have reachable units
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"Bombard 2" - bombard the units (and city) at the tile.
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* UI name can be set using ui_name_bombard_2
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* can't kill target units
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* any action listed in bombard_2_blocked_by must be impossible
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* actor must be on a tile next to the target or, if bombard_2_max_range
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... | ... | |
* See "Bombard" for everything else.
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"Bombard 3" - bombard the units (and city) at the tile.
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* UI name can be set using ui_name_bombard_3
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* can't kill target units
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* any action listed in bombard_3_blocked_by must be impossible
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* actor must be on a tile next to the target or, if bombard_3_max_range
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... | ... | |
* See "Bombard" for everything else.
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"Bombard 4" - bombard the units (and city) at the tile.
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* UI name can be set using ui_name_bombard_4
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* can't kill target units
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* any action listed in bombard_4_blocked_by must be impossible
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* actor must be on a tile next to the target or, if bombard_4_max_range
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... | ... | |
* See "Bombard" for everything else.
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"Bombard Lethal" - bombard the units (and city) at the tile.
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* UI name can be set using ui_name_bombard_lethal
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* any action listed in bombard_lethal_blocked_by must be impossible
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* actor must be on a tile next to the target or, if
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bombard_lethal_max_range allows it, further away.
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... | ... | |
* if target tile is fully seen, it must have reachable units
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"Bombard Lethal 2" - bombard the units (and city) at the tile.
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* UI name can be set using ui_name_bombard_lethal_2
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* any action listed in bombard_lethal_2_blocked_by must be impossible
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* actor must be on a tile next to the target or, if
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bombard_lethal_2_max_range allows it, further away.
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* See "Bombard Lethal" for everything else.
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"Attack"
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* UI name can be set using ui_name_attack
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* any action listed in attack_blocked_by must be impossible
|
||
* forced actions after success can be set with
|
||
attack_post_success_forced_actions
|
||
... | ... | |
- it is on a tile with a native Extra
|
||
"Attack 2"
|
||
* UI name can be set using ui_name_attack_2
|
||
* any action listed in attack_2_blocked_by must be impossible
|
||
* forced actions after success can be set with
|
||
attack_2_post_success_forced_actions
|
||
* See "Attack" for everything else.
|
||
"Suicide Attack"
|
||
* UI name can be set using ui_name_suicide_attack
|
||
* any action listed in suicide_attack_blocked_by must be impossible
|
||
* spends the actor unit
|
||
* the actor must be on the tile next to the target.
|
||
... | ... | |
- it is on a tile with a native Extra
|
||
"Suicide Attack 2"
|
||
* UI name can be set using ui_name_suicide_attack_2
|
||
* any action listed in suicide_attack_2_blocked_by must be impossible
|
||
* See "Suicide Attack" for everything else.
|
||
"Wipe Units"
|
||
* UI name can be set using ui_name_wipe_units
|
||
* any action listed in wipe_units_blocked_by must be impossible
|
||
* forced actions after success can be set with
|
||
wipe_units_post_success_forced_actions
|
||
... | ... | |
- it is on a tile with a native Extra
|
||
"Collect Ransom"
|
||
* UI name can be set using ui_name_collect_ransom
|
||
* any action listed in collect_ransom_blocked_by must be impossible
|
||
* forced actions after success can be set with
|
||
collect_ransom_post_success_forced_actions
|
||
... | ... | |
- it is on a tile with a native Extra
|
||
"Nuke Units" - Detonate at the target unit stack. Cause a nuclear explosion.
|
||
* UI name can be set using ui_name_nuke_units
|
||
* set if the actor unit is spent with nuke_units_consuming_always
|
||
* any action listed in nuke_units_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target the actor units
|
||
... | ... | |
* Blast radius can be set with Nuke_Blast_Radius_1_Sq
|
||
"Spy Attack" - trigger a diplomatic battle to eliminate tile defenders.
|
||
* UI name can be set using ui_name_spy_attack
|
||
* the actor must be on the tile next to the target.
|
||
* the target tile must have at least 1 diplomatic defender.
|
||
Actions done by a unit against a tile
|
||
=====================================
|
||
"Found City" - Found a city at the target tile.
|
||
* UI name can be set using ui_name_found_city
|
||
* set if the actor unit is spent with found_city_consuming_always
|
||
* city name must be legal
|
||
* the scenario setting prevent_new_cities must be false.
|
||
... | ... | |
* target must not be closer than citymindist to nearest city.
|
||
"Explode Nuclear" - Detonate at the target tile. Cause a nuclear explosion.
|
||
* UI name can be set using ui_name_explode_nuclear
|
||
* set if the actor unit is spent with explode_nuclear_consuming_always
|
||
* target kind can be changed with explode_nuclear_target_kind
|
||
* any action listed in explode_nuclear_blocked_by must be impossible
|
||
... | ... | |
* Blast radius can be set with Nuke_Blast_Radius_1_Sq
|
||
"Nuke City" - Detonate at the target tile. Cause a nuclear explosion.
|
||
* UI name can be set using ui_name_nuke_city
|
||
* set if the actor unit is spent with nuke_city_consuming_always
|
||
* target kind can be changed with nuke_city_target_kind
|
||
* any action listed in nuke_city_blocked_by must be impossible
|
||
... | ... | |
* Blast radius can be set with Nuke_Blast_Radius_1_Sq
|
||
"Paradrop Unit" - move the actor unit to the target tile.
|
||
* UI name can be set using ui_name_paradrop_unit
|
||
* kills the actor unit if the target tile has a terrain type the actor unit
|
||
can't exist on and - if paradrop_to_transport is set - it couldn't load
|
||
into a transport at the target tile.
|
||
... | ... | |
actor player has peace, cease-fire or armistice with.
|
||
"Paradrop Unit Conquer" - move the actor unit to the target tile.
|
||
* UI name can be set using ui_name_paradrop_unit_conquer
|
||
* kills the actor unit if the target tile has a terrain type the actor unit
|
||
can't exist on and - if paradrop_to_transport is set - it couldn't load
|
||
into a transport at the target tile.
|
||
... | ... | |
actor player has peace, cease-fire or armistice with.
|
||
"Paradrop Unit Frighten" - move the actor unit to the target tile.
|
||
* UI name can be set using ui_name_paradrop_unit_frighten
|
||
* kills the actor unit if the target tile has a terrain type the actor unit
|
||
can't exist on and - if paradrop_to_transport is set - it couldn't load
|
||
into a transport at the target tile.
|
||
... | ... | |
actor player has peace, cease-fire or armistice with.
|
||
"Paradrop Unit Frighten Conquer" - move the actor unit to the target tile.
|
||
* UI name can be set using ui_name_paradrop_unit_frighten_conquer
|
||
* kills the actor unit if the target tile has a terrain type the actor unit
|
||
can't exist on and - if paradrop_to_transport is set - it couldn't load
|
||
into a transport at the target tile.
|
||
... | ... | |
actor player has peace, cease-fire or armistice with.
|
||
"Paradrop Unit Enter" - move the actor unit to the target tile.
|
||
* UI name can be set using ui_name_paradrop_unit_enter
|
||
* kills the actor unit if the target tile has a terrain type the actor unit
|
||
can't exist on and - if paradrop_to_transport is set - it couldn't load
|
||
into a transport at the target tile.
|
||
... | ... | |
actor player has peace, cease-fire or armistice with.
|
||
"Paradrop Unit Enter Conquer" - move the actor unit to the target tile.
|
||
* UI name can be set using ui_name_paradrop_unit_enter_conquer
|
||
* kills the actor unit if the target tile has a terrain type the actor unit
|
||
can't exist on and - if paradrop_to_transport is set - it couldn't load
|
||
into a transport at the target tile.
|
||
... | ... | |
actor player has peace, cease-fire or armistice with.
|
||
"Transform Terrain" - Transform tile terrain type.
|
||
* UI name can be set using ui_name_transform_terrain
|
||
* the actor unit has "Workers" flag (!)
|
||
* terrain type must be one that can be transformed
|
||
"Transform Terrain 2" - Transform tile terrain type.
|
||
* UI name can be set using ui_name_transform_terrain_2
|
||
* See "Transform Terrain" for everything else.
|
||
"Cultivate" - Transform tile terrain type by cultivating
|
||
* UI name can be set using ui_name_cultivate
|
||
* the actor unit has "Workers" flag (!)
|
||
* terrain type must be one that can be cultivated
|
||
"Cultivate 2" - Transform tile terrain type by cultivating
|
||
* UI name can be set using ui_name_cultivate_2
|
||
* See "Cultivate" for everything else.
|
||
"Plant" - Transform tile terrain type by planting
|
||
* UI name can be set using ui_name_plant
|
||
* the actor unit has "Workers" flag (!)
|
||
* terrain type must be one on which units can plant
|
||
"Plant 2" - Transform tile terrain type by planting
|
||
* UI name can be set using ui_name_plant_2
|
||
* See "Plant" for everything else.
|
||
"Pillage" - Pillage extra from tile
|
||
* UI name can be set using ui_name_pillage
|
||
* target kind can be changed with pillage_target_kind
|
||
* terrain type must be one where pillaging is possible
|
||
* the target extra must be present at the target tile
|
||
... | ... | |
pillage_select is FALSE
|
||
"Pillage 2" - Pillage extra from tile
|
||
* UI name can be set using ui_name_pillage_2
|
||
* target kind can be changed with pillage_2_target_kind
|
||
** See "Pillage" for everything else.
|
||
"Clean" - Clean extra from the target tile.
|
||
* UI name can be set using ui_name_clean
|
||
* actor must be on the same tile as the target.
|
||
* the actor unit has the "Workers" unit type flag (!)
|
||
* the target extra must be present at the target tile
|
||
... | ... | |
target tile has a city and the city's owner can rebuild it
|
||
"Clean 2" - Clean extra from the target tile.
|
||
* UI name can be set using ui_name_clean_2
|
||
* See "Clean" for everything else.
|
||
"Build Road" - Build road at the target tile.
|
||
* UI name can be set using ui_name_build_road
|
||
* actor must be on the same tile as the target.
|
||
* the actor unit has the "Workers" unit type flag (!)
|
||
* the target tile can't have an extra that the target extra must bridge
|
||
... | ... | |
be fulfilled
|
||
"Build Road 2" - Build road at the target tile.
|
||
* UI name can be set using ui_name_build_road_2
|
||
* See "Build Road" for everything else.
|
||
"Build Base" - Build base at the target tile.
|
||
* UI name can be set using ui_name_build_base
|
||
* the actor unit has the "Workers" unit type flag (!)
|
||
* the target tile can't have an extra that the target extra must bridge
|
||
over (see extra type's bridged_over) unless the actor player knows a
|
||
... | ... | |
be fulfilled
|
||
"Build Base 2" - Build base at the target tile.
|
||
* UI name can be set using ui_name_build_base_2
|
||
* See "Build Base" for everything else.
|
||
"Build Mine" - Build mine at the target tile.
|
||
* UI name can be set using ui_name_build_mine
|
||
* actor must be on the same tile as the target.
|
||
* the actor unit has the "Workers" unit type flag (!)
|
||
* the target tile can't have an extra that the target extra must bridge
|
||
... | ... | |
be fulfilled
|
||
"Build Mine 2" - Build mine at the target tile.
|
||
* UI name can be set using ui_name_build_mine_2
|
||
* See "Build Mine" for everything else.
|
||
"Build Irrigation" - Build irrigation at the target tile.
|
||
* UI name can be set using ui_name_irrigate
|
||
* actor must be on the same tile as the target.
|
||
* the actor unit has the "Workers" unit type flag (!)
|
||
* the target tile can't have an extra that the target extra must bridge
|
||
... | ... | |
be fulfilled
|
||
"Build Irrigation 2" - Build irrigation at the target tile.
|
||
* UI name can be set using ui_name_irrigate_2
|
||
* See "Build Irrigation" for everything else.
|
||
"Transport Disembark" - Exit transport to target tile.
|
||
* UI name can be set using ui_name_transport_disembark
|
||
* the actor unit must be on a tile next to the target.
|
||
* the actor unit has at least one move fragment left (!)
|
||
* actor must be transported (!)
|
||
... | ... | |
unit and all its cargo.
|
||
"Transport Disembark 2" - Exit transport to target tile.
|
||
* UI name can be set using ui_name_transport_disembark_2
|
||
* A copy of "Transport Disembark".
|
||
* See "Transport Disembark" for everything else.
|
||
"Transport Disembark 3" - Exit transport to target tile.
|
||
* UI name can be set using ui_name_transport_disembark_3
|
||
* A copy of "Transport Disembark".
|
||
* See "Transport Disembark" for everything else.
|
||
"Transport Disembark 4" - Exit transport to target tile.
|
||
* UI name can be set using ui_name_transport_disembark_4
|
||
* A copy of "Transport Disembark".
|
||
* See "Transport Disembark" for everything else.
|
||
"Enter Hut" - Enter a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_enter_hut
|
||
* the actor unit must be on a tile next to the target.
|
||
* the actor unit has at least one move fragment left (!)
|
||
* the actor unit's type must be the target tile's terrain animal if the
|
||
... | ... | |
zone of control (ZOC)
|
||
"Enter Hut 2" - Enter a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_enter_hut_2
|
||
* A copy of "Enter Hut"
|
||
* See "Enter Hut" for everything else.
|
||
"Enter Hut 3" - Enter a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_enter_hut_3
|
||
* A copy of "Enter Hut"
|
||
* See "Enter Hut" for everything else.
|
||
"Enter Hut 4" - Enter a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_enter_hut_4
|
||
* A copy of "Enter Hut"
|
||
* See "Enter Hut" for everything else.
|
||
"Frighten Hut" - Frighten a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_frighten_hut
|
||
* the actor unit must be on a tile next to the target.
|
||
* the actor unit has the unit class flag "HutFrighten" (!)
|
||
* the actor unit has at least one move fragment left (!)
|
||
... | ... | |
zone of control (ZOC)
|
||
"Frighten Hut 2" - Frighten a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_frighten_hut_2
|
||
* A copy of "Frighten Hut"
|
||
* See "Frighten Hut" for everything else.
|
||
"Frighten Hut 3" - Frighten a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_frighten_hut_3
|
||
* A copy of "Frighten Hut"
|
||
* See "Frighten Hut" for everything else.
|
||
"Frighten Hut 4" - Frighten a Hut, destroying it in the process.
|
||
* UI name can be set using ui_name_frighten_hut_4
|
||
* A copy of "Frighten Hut"
|
||
* See "Frighten Hut" for everything else.
|
||
"Unit Move" - a regular move to the target tile.
|
||
* UI name can be set using ui_name_unit_move
|
||
* any action listed in move_blocked_by must be impossible
|
||
* the actor unit must be on a tile next to the target.
|
||
* the actor unit has at least one move fragment left (!)
|
||
... | ... | |
zone of control (ZOC)
|
||
"Unit Move 2" - a regular move to the target tile.
|
||
* UI name can be set using ui_name_unit_move_2
|
||
* any action listed in move_2_blocked_by must be impossible
|
||
* A copy of "Unit Move"
|
||
* See "Unit Move" for everything else.
|
||
"Unit Move 3" - a regular move to the target tile.
|
||
* UI name can be set using ui_name_unit_move_3
|
||
* any action listed in move_3_blocked_by must be impossible
|
||
* A copy of "Unit Move"
|
||
* See "Unit Move" for everything else.
|
||
"Teleport" - teleport unit to the target tile.
|
||
* UI name can be set using ui_name_teleport
|
||
* any action listed in teleport_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_min_range and teleport_max_range
|
||
... | ... | |
unit and all its cargo.
|
||
"Teleport 2" - teleport unit to the target tile.
|
||
* UI name can be set using ui_name_teleport_2
|
||
* any action listed in teleport_2_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_2_min_range and teleport_2_max_range
|
||
* See "Teleport" for everything else.
|
||
"Teleport 3" - teleport unit to the target tile.
|
||
* UI name can be set using ui_name_teleport_3
|
||
* any action listed in teleport_3_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_3_min_range and teleport_3_max_range
|
||
* See "Teleport" for everything else.
|
||
"Teleport Conquer" - teleport unit to the target tile and conquer it
|
||
* UI name can be set using ui_name_teleport_conquer
|
||
* any action listed in teleport_conquer_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_conquer_min_range and teleport_conquer_max_range
|
||
... | ... | |
unit and all its cargo.
|
||
"Teleport Frighten" - teleport unit to the target tile.
|
||
* UI name can be set using ui_name_teleport_frighten
|
||
* any action listed in teleport_frighten_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_frighten_min_range and teleport_frighten_max_range
|
||
... | ... | |
- the target tile's Hut's rmreqs are fulfilled
|
||
"Teleport Frighten Conquer" - teleport unit to the target tile and conquer it
|
||
* UI name can be set using ui_name_teleport_frighten_conquer
|
||
* any action listed in teleport_frighten_conquer_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_frighten_conquer_min_range and
|
||
... | ... | |
- the target tile's Hut's rmreqs are fulfilled
|
||
"Teleport Enter" - teleport unit to the target tile.
|
||
* UI name can be set using ui_name_teleport_enter
|
||
* any action listed in teleport_enter_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_enter_min_range and teleport_enter_max_range
|
||
... | ... | |
- the target tile's Hut's rmreqs are fulfilled
|
||
"Teleport Enter Conquer" - teleport unit to the target tile and conquer it
|
||
* UI name can be set using ui_name_teleport_enter_conquer
|
||
* any action listed in teleport_enter_conquer_blocked_by must be impossible
|
||
* the range of legal distance between actor unit and target tile
|
||
must be between teleport_enter_conquer_min_range and
|
||
... | ... | |
Actions done by a unit against all extras at a tile
|
||
===================================================
|
||
"Conquer Extras" - Claim ownership of an extra.
|
||
* UI name can be set using ui_name_conquer_extras
|
||
* the actor unit must be on a tile next to the target.
|
||
* the actor unit has at least one move fragment left (!)
|
||
* the actor unit's current transport, if the actor unit is transported,
|
||
... | ... | |
zone of control (ZOC)
|
||
"Conquer Extras 2" - Claim ownership of an extra.
|
||
* UI name can be set using ui_name_conquer_extras_2
|
||
* A copy of "Conquer Extras"
|
||
* See "Conquer Extras" for everything else.
|
||
"Conquer Extras 3" - Claim ownership of an extra.
|
||
* UI name can be set using ui_name_conquer_extras_3
|
||
* A copy of "Conquer Extras"
|
||
* See "Conquer Extras" for everything else.
|
||
"Conquer Extras 4" - Claim ownership of an extra.
|
||
* UI name can be set using ui_name_conquer_extras_4
|
||
* A copy of "Conquer Extras"
|
||
* See "Conquer Extras" for everything else.
|
||
... | ... | |
* spends the actor unit
|
||
- gives nothing in return. No shields spent to build the unit is added
|
||
to the shield stock of any city even if the unit is located inside it.
|
||
* UI name can be set using ui_name_disband_unit
|
||
* "Help Wonder" must be impossible
|
||
* "Disband Unit Recover" must be impossible
|
||
"Fortify" - Fortify at tile
|
||
* UI name can be set using ui_name_fortify
|
||
* the actor unit can't already be fortified (!)
|
||
"Fortify 2" - Fortify at tile
|
||
* UI name can be set using ui_name_fortify_2
|
||
* See "Fortify" for everything else.
|
||
"Convert Unit" - Convert the unit to another unit type.
|
||
* UI name can be set using ui_name_convert_unit
|
||
* actor unit must have a type to convert to (convert_to).
|
||
* actor unit's converted form must be able to exist at its current
|
||
location.
|
||
* actor unit's converted form must have room for its current cargo.
|
||
"Unit Make Homeless" - unhome the actor unit.
|
||
* UI name can be set using ui_name_homeless
|
||
* the actor unit must have a home city. (!)
|
||
Internal actions
|
||
... | ... | |
=======================
|
||
User actions are "blank". The ruleset does everything they do. The following
|
||
ruleset variables allows user action number n to be further customized:
|
||
* ui_name_user_action_n
|
||
The UI name shown to the user in the action selection dialog.
|
||
* user_action_n_target_kind
|
||
The kind of target the action is done to. See target_reqs.
|
||
Legal values: "City", "Unit", "Stack", "Tile" or "Self"
|