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Feature #137 ยป 0036-Granularity-Add-military-techs.patch

Marko Lindqvist, 01/07/2024 05:30 AM

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data/granularity/buildings.ruleset
;
; */ <-- avoid gettext warnings
[building_barracks]
name = _("Barracks")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Military Training", "Player"
}
graphic = "b.barracks"
graphic_alt = "b.barracks_i"
graphic_alt2 = "-"
obsolete_by =
{ "type", "name", "range"
}
build_cost = 1100
upkeep = 5
sabotage = 50
sound = "b_barracks"
sound_alt = "b_barracks_i"
sound_alt2 = "b_generic"
helptext = _("\
With a Barracks, each new land unit built in a city will \
automatically have Veteran status.\
")
[building_city_walls]
name = _("City Walls")
genus = "Improvement"
data/granularity/effects.ruleset
"Building", "Granary", "City"
}
[effect_barracks]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range", "present"
"Building", "Barracks", "City", TRUE
"UnitClass", "Land", "Local", TRUE
}
[effect_fortified]
type = "Fortify_Defense_Bonus"
value = 50
data/granularity/techs.ruleset
graphic_alt = "-"
;helptext =
[advance_bronze_weapons]
name = _("Bronze Weapons")
req1 = "Mining"
req2 = "None"
flags = ""
graphic = "a.bronze_weapons"
graphic_alt = "-"
;helptext =
[advance_carving]
name = _("Carving")
req1 = "Tools"
......
graphic_alt = "-"
;helptext =
[advance_military_training]
name = _("Military Training")
req1 = "Government"
req2 = "Animal Taming"
flags = ""
graphic = "a.military_training"
graphic_alt = "-"
helptext = _("\
Also humans can be trained.\
")
[advance_mining]
name = _("Mining")
req1 = "Carving"
data/granularity/units.ruleset
[veteran_system]
; What are the names of the levels?
veteran_names = _("green")
veteran_names = _("green"), _("regular")
; The percentage chance of increasing level through combat
veteran_base_raise_chance = 0
veteran_base_raise_chance = 40, 0
; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100
veteran_power_fact = 100, 125
; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 0
veteran_work_raise_chance = 0, 0
; The additional number of movement points granted for different veteran
; levels. These are fractional move points as defined by move_fragments in
; terrain.ruleset.
veteran_move_bonus = 0
veteran_move_bonus = 0, 0
; /* <-- avoid gettext warnings
;
......
flags = "Workers", "Cities"
roles = "ExplorerStartUnit", "Firstbuild", "CitiesStartUnit"
helptext = _("\
Nomads can both fight and found new cities, but unlike specialized\
units they cost two population points to build.\
Nomads can both fight and found new cities, but unlike specialized \
units they cost two population points to build.\
")
[unit_warriors]
......
;flags =
roles = "Firstbuild"
helptext = _("\
Warriors are the first unit specialized in war.\
Warriors are the first unit specialized in war.\
")
[unit_phalanx]
name = _("Phalanx")
class = "Land"
reqs =
{ "type", "name", "range"
"Tech", "Bronze Weapons", "Player"
}
obsolete_by = "None"
graphic = "u.phalanx"
graphic_alt = "-"
sound_move = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost = 2000
pop_cost = 0
attack = 10
defense = 20
hitpoints = 10
firepower = 1
move_rate = 100
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 0
uk_shield = 100
uk_food = 0
uk_gold = 0
tp_defense = "Alight"
;flags =
roles = "Firstbuild", "DefendGoodStartUnit"
helptext = _("\
Phalanx is a good defender for your early cities.\
")
[unit_hunters]
......
;flags =
;roles =
helptext = _("\
Hunters and their dogs can mostly provide upkeep for themselves, not requiring\
it from their homecity.\
Hunters and their dogs can mostly provide upkeep for themselves, not requiring \
as much of it from their homecity.\
")
[unit_horsemen]
......
tp_defense = "Alight"
flags = "Cities"
helptext = _("\
Settlers are specialized in founding new cities.\
Settlers are specialized in founding new cities.\
")
[unit_worker]
......
flags = "Workers", "NonMil"
roles = "Settlers", "WorkerStartUnit"
helptext = _("\
Workers have the ability to transform terrain by cutting and planting trees\
and plants.\
Workers have the ability to transform terrain by cutting and planting trees \
and plants.\
")
[unit_boat]
......
flags = ""
roles = "Ferryboat", "BarbarianBoat"
helptext = _("\
Boats carved from logs.\
Boats carved from logs.\
")
[unit_emissary]
......
tp_defense = "Alight"
flags = "Diplomat"
roles = "DiplomatStartUnit"
;helptext =
helptext = _("\
Diplomatic unit.\
")
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