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Feature #329 ยป 0035-Granularity-Add-Iron.patch

Marko Lindqvist, 03/20/2024 04:56 PM

View differences:

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