Feature #137 ยป 0036-Granularity-Add-military-techs.patch
| data/granularity/buildings.ruleset | ||
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;
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; */ <-- avoid gettext warnings
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[building_barracks]
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name = _("Barracks")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Military Training", "Player"
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}
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graphic = "b.barracks"
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graphic_alt = "b.barracks_i"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 1100
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upkeep = 5
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sabotage = 50
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sound = "b_barracks"
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sound_alt = "b_barracks_i"
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sound_alt2 = "b_generic"
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helptext = _("\
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With a Barracks, each new land unit built in a city will \
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automatically have Veteran status.\
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")
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[building_city_walls]
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name = _("City Walls")
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genus = "Improvement"
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| data/granularity/effects.ruleset | ||
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"Building", "Granary", "City"
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}
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[effect_barracks]
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type = "Veteran_Build"
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value = 1
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reqs =
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{ "type", "name", "range", "present"
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"Building", "Barracks", "City", TRUE
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"UnitClass", "Land", "Local", TRUE
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}
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[effect_fortified]
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type = "Fortify_Defense_Bonus"
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value = 50
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| data/granularity/techs.ruleset | ||
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graphic_alt = "-"
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;helptext =
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[advance_bronze_weapons]
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name = _("Bronze Weapons")
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req1 = "Mining"
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req2 = "None"
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flags = ""
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graphic = "a.bronze_weapons"
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graphic_alt = "-"
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;helptext =
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[advance_carving]
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name = _("Carving")
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req1 = "Tools"
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| ... | ... | |
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graphic_alt = "-"
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;helptext =
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[advance_military_training]
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name = _("Military Training")
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req1 = "Government"
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req2 = "Animal Taming"
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flags = ""
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graphic = "a.military_training"
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graphic_alt = "-"
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helptext = _("\
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Also humans can be trained.\
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")
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[advance_mining]
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name = _("Mining")
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req1 = "Carving"
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| data/granularity/units.ruleset | ||
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[veteran_system]
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; What are the names of the levels?
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veteran_names = _("green")
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veteran_names = _("green"), _("regular")
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; The percentage chance of increasing level through combat
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veteran_base_raise_chance = 0
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veteran_base_raise_chance = 40, 0
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; Power factors are as a percentage.
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; +50% is represented by 150
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veteran_power_fact = 100
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veteran_power_fact = 100, 125
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; The percentage chance of a settler/engineer increasing level through
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; performing useful work (per turn)
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veteran_work_raise_chance = 0
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veteran_work_raise_chance = 0, 0
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; The additional number of movement points granted for different veteran
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; levels. These are fractional move points as defined by move_fragments in
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; terrain.ruleset.
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veteran_move_bonus = 0
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veteran_move_bonus = 0, 0
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; /* <-- avoid gettext warnings
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;
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| ... | ... | |
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flags = "Workers", "Cities"
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roles = "ExplorerStartUnit", "Firstbuild", "CitiesStartUnit"
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helptext = _("\
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Nomads can both fight and found new cities, but unlike specialized\
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units they cost two population points to build.\
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Nomads can both fight and found new cities, but unlike specialized \
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units they cost two population points to build.\
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")
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[unit_warriors]
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| ... | ... | |
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;flags =
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roles = "Firstbuild"
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helptext = _("\
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Warriors are the first unit specialized in war.\
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Warriors are the first unit specialized in war.\
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")
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[unit_phalanx]
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name = _("Phalanx")
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class = "Land"
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reqs =
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{ "type", "name", "range"
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"Tech", "Bronze Weapons", "Player"
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}
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obsolete_by = "None"
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graphic = "u.phalanx"
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graphic_alt = "-"
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sound_move = "m_phalanx"
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sound_move_alt = "m_generic"
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sound_fight = "f_phalanx"
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sound_fight_alt = "f_generic"
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build_cost = 2000
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pop_cost = 0
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attack = 10
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defense = 20
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hitpoints = 10
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firepower = 1
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move_rate = 100
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vision_radius_sq = 2
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transport_cap = 0
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fuel = 0
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uk_happy = 0
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uk_shield = 100
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uk_food = 0
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uk_gold = 0
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tp_defense = "Alight"
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;flags =
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roles = "Firstbuild", "DefendGoodStartUnit"
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helptext = _("\
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Phalanx is a good defender for your early cities.\
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")
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[unit_hunters]
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;flags =
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;roles =
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helptext = _("\
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Hunters and their dogs can mostly provide upkeep for themselves, not requiring\
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it from their homecity.\
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Hunters and their dogs can mostly provide upkeep for themselves, not requiring \
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as much of it from their homecity.\
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")
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[unit_horsemen]
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tp_defense = "Alight"
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flags = "Cities"
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helptext = _("\
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Settlers are specialized in founding new cities.\
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Settlers are specialized in founding new cities.\
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")
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[unit_worker]
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flags = "Workers", "NonMil"
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roles = "Settlers", "WorkerStartUnit"
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helptext = _("\
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Workers have the ability to transform terrain by cutting and planting trees\
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and plants.\
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Workers have the ability to transform terrain by cutting and planting trees \
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and plants.\
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")
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[unit_boat]
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flags = ""
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roles = "Ferryboat", "BarbarianBoat"
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helptext = _("\
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Boats carved from logs.\
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Boats carved from logs.\
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")
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[unit_emissary]
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tp_defense = "Alight"
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flags = "Diplomat"
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roles = "DiplomatStartUnit"
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;helptext =
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helptext = _("\
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Diplomatic unit.\
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")
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