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Feature #373 » 0042-Granularity-Add-Currency.patch

main - Marko Lindqvist, 03/29/2024 02:22 PM

View differences:

data/granularity/actions.ruleset
; /* TRANS: Becom_e Ambassador (100% chance of success). */
ui_name_establish_embassy_stay = _("Becom%se Ambassador%s")
; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
ui_name_bribe_unit = _("%sBribe Enemy Unit%s")
; /* TRANS: _Build City (100% chance of success). */
ui_name_found_city = _("%sBuild City%s")
......
"NationGroup", "Barbarian", "Player", FALSE
}
[actionenabler_bribe_unit]
action = "Bribe Unit"
actor_reqs =
{ "type", "name", "range", "present"
"UnitFlag", "Diplomat", "Local", TRUE
"Tech", "Currency", "Player", TRUE
"DiplRel", "Alliance", "Local", FALSE
"DiplRel", "Team", "Local", FALSE
"UnitState", "OnLivableTile", "Local", TRUE
"MinMoveFrags", "1", "Local", TRUE
"DiplRel", "Foreign", "Local", TRUE
}
target_reqs =
{ "type", "name", "range", "present"
"CityTile", "Center", "Tile", FALSE
"MaxUnitsOnTile", "1", "Tile", TRUE
}
[actionenabler_found_city_tribal]
action = "Found City"
actor_reqs =
data/granularity/buildings.ruleset
build_cost = 2000
upkeep = 100
sabotage = 50
sound = "b_granary"
sound = "b_library"
sound_alt = "b_generic"
sound_alt2 = "-"
helptext = _("\
......
if Literature known.\
")
[building_marketplace]
name = _("Marketplace")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Currency", "Player"
}
graphic = "b.marketplace"
graphic_alt = "-"
graphic_alt2 = "-"
obsolete_by =
{ "type", "name", "range"
}
build_cost = 2000
upkeep = 100
sabotage = 50
sound = "b_marketplace"
sound_alt = "b_generic"
sound_alt2 = "-"
helptext = _("\
Increases gold output by 50%. \
Increases luxury output by 30%.\
")
[building_sacred_grove]
name = _("Sacred Grove")
genus = "Improvement"
data/granularity/effects.ruleset
"OutputType", "Science", "Local"
}
[effect_marketplace_gold]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Marketplace", "City"
"OutputType", "Gold", "Local"
}
[effect_marketplace_luxury]
type = "Output_Bonus"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Marketplace", "City"
"OutputType", "Luxury", "Local"
}
[effect_library_culture]
type = "History"
value = 2
data/granularity/game.ruleset
; */ <-- avoid gettext warnings
[clause_map]
type = "Map"
type = "Map"
either_reqs =
{ "type", "name", "range"
"Tech", "Maps", "Player"
}
[clause_seamap]
type = "Seamap"
type = "Seamap"
either_reqs =
{ "type", "name", "range"
"Tech", "Maps", "Player"
}
[clause_peace]
type = "Peace"
type = "Peace"
either_reqs =
{ "type", "name", "range"
{ "type", "name", "range"
"Tech", "Diplomacy", "Player"
}
[clause_ceasefire]
type = "Ceasefire"
type = "Ceasefire"
either_reqs =
{ "type", "name", "range"
{ "type", "name", "range"
"Tech", "Calendar", "Player"
}
[clause_gold]
type = "Gold"
either_reqs =
{ "type", "name", "range"
"Tech", "Currency", "Player"
}
; /* <-- avoid gettext warnings
;Counter types
;
data/granularity/techs.ruleset
Allows collecting taxes without miscalculation penalties.\
")
[advance_currency]
name = _("Currency")
req1 = "Bronze Weapons"
req2 = "Government"
flags = ""
graphic = "a.currency"
graphic_alt = "-"
helptext = _("\
Makes it possible for diplomatic units to bribe opponents. \
Makes it possible to agree on gold transfer as part of diplomatic treaties.\
")
[advance_deception]
name = _("Deception")
req1 = "Diplomacy"
(1-1/2)