Feature #329 ยป 0035-Granularity-Add-Iron.patch
| data/granularity/effects.ruleset | ||
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"OutputType", "Food", "Local"
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}
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[effect_iron]
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type = "Output_Add_Tile"
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value = 200
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reqs =
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{ "type", "name", "range"
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"Extra", "Iron", "Tile"
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"Tech", "Iron Working", "Player"
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"OutputType", "Shield", "Local"
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}
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[effect_rock_pile_capital]
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type = "Capital_City"
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value = 1
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| data/granularity/techs.ruleset | ||
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graphic_alt = "-"
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;helptext =
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[advance_herbs]
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name = _("Herbs")
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req1 = "Rituals"
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req2 = "None"
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flags = ""
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graphic = "a.herbs"
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graphic_alt = "-"
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helptext = _("\
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Makes units that do not move during the turn to heal additional 10% of their maximum hitpoints. \
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Outside cities that might be the only healing they do.\
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")
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[advance_geometry]
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name = _("Geometry")
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req1 = "Masonry"
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| ... | ... | |
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graphic_alt = "-"
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;helptext =
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[advance_herbs]
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name = _("Herbs")
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req1 = "Rituals"
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req2 = "None"
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flags = ""
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graphic = "a.herbs"
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graphic_alt = "-"
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helptext = _("\
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Makes units that do not move during the turn to heal additional 10% of their maximum hitpoints. \
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Outside cities that might be the only healing they do.\
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")
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[advance_iron_working]
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name = _("Iron Working")
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req1 = "Plow"
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req2 = "Bronze Weapons"
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flags = ""
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graphic = "a.iron_working"
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graphic_alt = "-"
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helptext = _("\
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Make iron available.\
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")
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[advance_horseback_riding]
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name = _("Horseback Riding")
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req1 = "Animal Taming"
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| data/granularity/terrain.ruleset | ||
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Forest provides easily harvested resources.\
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")
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[terrain_mountains]
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name = _("Mountains")
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graphic = "mountains"
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graphic_alt = "-"
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graphic_alt2 = "-"
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identifier = "m"
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class = "Land"
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movement_cost = 50
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defense_bonus = 100
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food = 0
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shield = 100
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trade = 0
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resources = "Iron"
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road_food_incr_pct = 0
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road_shield_incr_pct = 0
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road_trade_incr_pct = 0
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base_time = 5
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road_time = 5
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cultivate_result = "no"
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cultivate_time = 0
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plant_result = "no"
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plant_time = 0
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irrigation_food_incr = 0
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irrigation_time = 0
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mining_shield_incr = 0
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mining_time = 20
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transform_result = "no"
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transform_time = 0
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placing_time = 5
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pillage_time = 1
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extra_settings =
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{ "extra", "removal_time"
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}
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animal = "None"
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warmer_wetter_result = "no"
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warmer_drier_result = "no"
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cooler_wetter_result = "no"
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cooler_drier_result = "no"
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native_to = "Land"
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flags = "CanHaveRiver"
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property_mountainous = 75
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color.r = 129
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color.g = 127
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color.b = 118
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helptext = _("\
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Hard to farm. Hard to develop. Hard to pass.\
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")
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[terrain_plains]
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name = _("Plains")
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| ... | ... | |
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;
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; */ <-- avoid gettext warnings
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[resource_iron]
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extra = "Iron"
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food = 0
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shield = 0
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trade = 0
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identifier = "/"
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[resource_generic]
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extra = "Generic Resource"
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food = 0
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| ... | ... | |
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trade = 100
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identifier = "g"
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[extraui]
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; Player visible names of the base gui types.
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Land units may move along a River (but not diagonally) for fast travel.\
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")
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[extra_iron]
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name = _("Iron")
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category = "Resource"
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causes = "Resource"
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;rmcauses = ""
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visibility_req = "Iron Working"
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graphic = "ts.iron"
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graphic_alt = "-"
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activity_gfx = "None"
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act_gfx_alt = "-"
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act_gfx_alt2 = "-"
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rmact_gfx = "None"
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rmact_gfx_alt = "-"
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rmact_gfx_alt2 = "-"
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helptext = _("\
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Adds +200 to the tile shield output. \
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Becomes visible and usable by the Iron Working tech.\
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")
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[extra_gresource]
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name = _("Generic Resource")
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category = "Resource"
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