Feature #373 » 0042-Granularity-Add-Currency.patch
data/granularity/actions.ruleset | ||
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; /* TRANS: Becom_e Ambassador (100% chance of success). */
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ui_name_establish_embassy_stay = _("Becom%se Ambassador%s")
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; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
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ui_name_bribe_unit = _("%sBribe Enemy Unit%s")
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; /* TRANS: _Build City (100% chance of success). */
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ui_name_found_city = _("%sBuild City%s")
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... | ... | |
"NationGroup", "Barbarian", "Player", FALSE
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}
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[actionenabler_bribe_unit]
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action = "Bribe Unit"
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actor_reqs =
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{ "type", "name", "range", "present"
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"UnitFlag", "Diplomat", "Local", TRUE
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"Tech", "Currency", "Player", TRUE
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"DiplRel", "Alliance", "Local", FALSE
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"DiplRel", "Team", "Local", FALSE
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"UnitState", "OnLivableTile", "Local", TRUE
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"MinMoveFrags", "1", "Local", TRUE
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"DiplRel", "Foreign", "Local", TRUE
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}
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target_reqs =
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{ "type", "name", "range", "present"
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"CityTile", "Center", "Tile", FALSE
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"MaxUnitsOnTile", "1", "Tile", TRUE
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}
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[actionenabler_found_city_tribal]
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action = "Found City"
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actor_reqs =
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data/granularity/buildings.ruleset | ||
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build_cost = 2000
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upkeep = 100
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sabotage = 50
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sound = "b_granary"
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sound = "b_library"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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... | ... | |
if Literature known.\
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")
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[building_marketplace]
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name = _("Marketplace")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Currency", "Player"
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}
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graphic = "b.marketplace"
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graphic_alt = "-"
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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 = 2000
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upkeep = 100
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sabotage = 50
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sound = "b_marketplace"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Increases gold output by 50%. \
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Increases luxury output by 30%.\
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")
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[building_sacred_grove]
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name = _("Sacred Grove")
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genus = "Improvement"
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data/granularity/effects.ruleset | ||
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"OutputType", "Science", "Local"
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}
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[effect_marketplace_gold]
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type = "Output_Bonus"
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value = 50
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reqs =
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{ "type", "name", "range"
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"Building", "Marketplace", "City"
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"OutputType", "Gold", "Local"
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}
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[effect_marketplace_luxury]
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type = "Output_Bonus"
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value = 30
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reqs =
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{ "type", "name", "range"
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"Building", "Marketplace", "City"
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"OutputType", "Luxury", "Local"
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}
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[effect_library_culture]
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type = "History"
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value = 2
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data/granularity/game.ruleset | ||
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; */ <-- avoid gettext warnings
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[clause_map]
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type = "Map"
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type = "Map"
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either_reqs =
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{ "type", "name", "range"
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"Tech", "Maps", "Player"
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}
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[clause_seamap]
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type = "Seamap"
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type = "Seamap"
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either_reqs =
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{ "type", "name", "range"
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"Tech", "Maps", "Player"
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}
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[clause_peace]
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type = "Peace"
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type = "Peace"
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either_reqs =
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{ "type", "name", "range"
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{ "type", "name", "range"
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"Tech", "Diplomacy", "Player"
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}
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[clause_ceasefire]
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type = "Ceasefire"
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type = "Ceasefire"
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either_reqs =
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{ "type", "name", "range"
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{ "type", "name", "range"
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"Tech", "Calendar", "Player"
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}
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[clause_gold]
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type = "Gold"
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either_reqs =
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{ "type", "name", "range"
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"Tech", "Currency", "Player"
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}
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; /* <-- avoid gettext warnings
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;Counter types
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;
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data/granularity/techs.ruleset | ||
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Allows collecting taxes without miscalculation penalties.\
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")
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[advance_currency]
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name = _("Currency")
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req1 = "Bronze Weapons"
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req2 = "Government"
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flags = ""
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graphic = "a.currency"
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graphic_alt = "-"
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helptext = _("\
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Makes it possible for diplomatic units to bribe opponents. \
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Makes it possible to agree on gold transfer as part of diplomatic treaties.\
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")
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[advance_deception]
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name = _("Deception")
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req1 = "Diplomacy"
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