Index: binaries/data/mods/public/gui/text/tips/carth_sacred_band.txt =================================================================== --- binaries/data/mods/public/gui/text/tips/carth_sacred_band.txt +++ binaries/data/mods/public/gui/text/tips/carth_sacred_band.txt @@ -1,7 +1,7 @@ CARTHAGINIAN SACRED BAND - Champion Spearmen and Champion Cavalry Spearmen for Carthage. -- Both are trainable from the Temple, instead of the Fortress like most other champions. +- Both are trainable from the Temple, instead of the Fortress like most other Champions. -- Use the Spearmen as heavy infantry against cavalry. Use the Cavalry as heavy shock against siege weapons and skirmishers. +- Use the Champion Spearmen against Cavalry Units. Use the Champion Cavalry Spearmen against Siege Weapons and Ranged Units. Index: binaries/data/mods/public/gui/text/tips/civic_centres.txt =================================================================== --- binaries/data/mods/public/gui/text/tips/civic_centres.txt +++ binaries/data/mods/public/gui/text/tips/civic_centres.txt @@ -5,5 +5,5 @@ - Can be built in friendly and neutral territory. -- Train citizens: female citizens, infantry citizen soldiers and cavalry citizen soldiers. +- Train Citizens: Female Citizens, Infantry Citizen Soldiers and Cavalry Citizen Soldiers. Index: binaries/data/mods/public/gui/text/tips/gathering.txt =================================================================== --- binaries/data/mods/public/gui/text/tips/gathering.txt +++ binaries/data/mods/public/gui/text/tips/gathering.txt @@ -1,11 +1,11 @@ RESOURCE GATHERING -- Use citizen soldiers and female citizens to gather resources. +- Use Citizens to gather resources. -- Female citizens are faster gathering vegetable resources. +- Female Citizens are faster gathering vegetable resources. -- Infantry citizen soldiers are faster gathering minerals. +- Infantry Citizen Soldiers are faster gathering minerals. -- Cavalry citizen soldiers are faster gathering meat. +- Cavalry Citizen Soldiers are faster gathering meat. -- The higher the level of a citizen soldier (advanced, elite), the better he fights, but the less efficient he is at gathering resources. +- The higher the level of a Citizen Soldier (Advanced, Elite), the better he fights, but the less efficient he is at gathering resources. Index: binaries/data/mods/public/gui/text/tips/pikemen.txt =================================================================== --- binaries/data/mods/public/gui/text/tips/pikemen.txt +++ binaries/data/mods/public/gui/text/tips/pikemen.txt @@ -1,7 +1,7 @@ PIKEMEN - Heavily armored and slow. Low attack. -- Used against cavalry or against other melee infantry to pin them in place. +- Used against Cavalry Units or against other Melee Infantry Units to pin them in place. - Available to: Macedonians, Seleucids, and Ptolemies. Index: binaries/data/mods/public/gui/text/tips/spartan_hoplites.txt =================================================================== --- binaries/data/mods/public/gui/text/tips/spartan_hoplites.txt +++ binaries/data/mods/public/gui/text/tips/spartan_hoplites.txt @@ -1,9 +1,9 @@ SPARTIATES -- Strongest infantry unit in the game. +- Strongest Infantry Unit in the game. -- Champion Infantry available to the Spartans faction. +- Infantry Champion available to the Spartans faction. -- Use them to slaughter enemy cavalry or as a shock force to support your regular infantry. +- Use them to slaughter enemy Cavalry Units or as a shock force to support your Infantry Citizen Soldiers. -- Use the 'Phalanx' formation for extra armor bonuses. +- Use the Phalanx formation for extra armor bonuses. Index: binaries/data/mods/public/gui/text/tips/spearmen.txt =================================================================== --- binaries/data/mods/public/gui/text/tips/spearmen.txt +++ binaries/data/mods/public/gui/text/tips/spearmen.txt @@ -1,9 +1,9 @@ SPEARMEN -- The basic melee infantry for every faction in the game. +- The basic Melee Infantry Unit for every faction in the game. -- Used against cavalry for an attack bonus. +- Used against Cavalry Units for an attack bonus. - Decent hack attack make them good front line troops. -- They are countered by ranged units and swordsmen, so support your spearmen with slingers or cavalry. +- They are countered by Ranged Units and Swordsmen, so support your Spearmen with Slingers or Cavalry Units. Index: binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js =================================================================== --- binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js +++ binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.js @@ -27,7 +27,7 @@ }, { "instructions": [ - markForTranslation("You have two main types of starting units: female citizens and citizen soldiers. Female citizens are purely economic units; they have low HP, no armor, and little to no attack. Citizen soldiers are workers by default, but in times of need, can utilize a weapon to fight. You have two categories of citizen soldiers: infantry and cavalry. Female citizens and infantry citizen soldiers can gather any land resources while cavalry citizen soldiers can only gather meat from hunted animals.\n") + markForTranslation("You have two main types of starting units: Female citizens and Citizen Soldiers. Female Citizens are purely economic units; they have low HP, no armor, and little to no attack. Citizen Soldiers are workers by default, but in times of need, can utilize a weapon to fight. You have two categories of Citizen Soldiers: Infantry Citizen Soldiers and Cavalry Citizen Soldiers. Female Citizens and Infantry Citizen Soldiers can gather any land resources while Cavalry Citizen Soldiers can only gather meat from hunted animals.\n") ] }, { @@ -64,7 +64,7 @@ }, { "instructions": [ - markForTranslation("Cavalry Citizen Soldiers are good for hunting. Select your cavalry and order him to hunt the chickens around your Civic Center in similar fashion.") + markForTranslation("Cavalry Citizen Soldiers are good for hunting. Select your Cavalry Citizen Soldier and order him to hunt the chickens around your Civic Center in similar fashion.") ], "OnPlayerCommand": function(msg) { @@ -257,7 +257,7 @@ "instructions": [ markForTranslation("Select the three remaining (idle) female citizens and order them to build a farmstead in the center of the large open area to the west of the Civic Center.\n"), markForTranslation("We will need a decent chunk of space around the farmstead to build fields. In addition, we can see goats on the west side to further improve our food gathering efficiency should we ever decide to hunt them.\n"), - markForTranslation("If you try to select the three idle female citizens by clicking and dragging a selection rectangle over them, you might accidentally select additional units. To avoid that, hold the I key while selecting so that only idle units are selected. If you accidentally select a cavalry unit, hold Ctrl and click on the cavalry unit icon of the selection panel at the bottom of the screen to remove the cavalry unit from the current selection.") + markForTranslation("If you try to select the three idle Female Citizens by clicking and dragging a selection rectangle over them, you might accidentally select additional units. To avoid that, hold the I key while selecting so that only idle units are selected. If you accidentally select a Cavalry Citizen Soldier, hold Ctrl and click on the Cavalry Citizen Soldier icon of the selection panel at the bottom of the screen to remove the Cavalry Citizen Soldier from the current selection.") ], "OnPlayerCommand": function(msg) { @@ -300,7 +300,7 @@ { "instructions": [ markForTranslation("When the field is constructed, the builders will automatically start gathering it.\n"), - markForTranslation("The cavalry unit should have slaughtered all chickens by now. Select it and explore the south-west area: there is a lake with some camels around. Move your cavalry by right-clicking on the point you want to go, and when you see a herd of camels, right-click on one of them to start hunting for food.") + markForTranslation("The Cavalry Citizen Soldier should have slaughtered all chickens by now. Select it and explore the south-west area: there is a lake with some camels around. Move your Cavalry Citizen Soldier by right-clicking on the point you want to go, and when you see a herd of camels, right-click on one of them to start hunting for food.") ], "OnPlayerCommand": function(msg) { Index: binaries/data/mods/public/simulation/data/auras/units/catafalques/cart_catafalque.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/catafalques/cart_catafalque.json +++ binaries/data/mods/public/simulation/data/auras/units/catafalques/cart_catafalque.json @@ -8,5 +8,5 @@ { "value": "Health/Max", "multiply": 1.1 } ], "auraName": "Commander of Heavy Cavalry", - "auraDescription": "Leader of the Carthaginian heavy cavalry at Trebia and Cannae, where his triple charge had devastating effects on the enemy.\n+1 armor, +10% health for melee cavalry." + "auraDescription": "Leader of the Carthaginian heavy cavalry at Trebia and Cannae, where his triple charge had devastating effects on the enemy.\n+1 armor, +10% health for Melee Cavalry Units." } Index: binaries/data/mods/public/simulation/data/auras/units/heroes/cart_hero_hamilcar_2.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/heroes/cart_hero_hamilcar_2.json +++ binaries/data/mods/public/simulation/data/auras/units/heroes/cart_hero_hamilcar_2.json @@ -12,5 +12,5 @@ { "value": "Attack/Ranged/Crush", "multiply": 0.8 } ], "auraName": "Subduer of Mercenaries", - "auraDescription": "-20% attack for enemy mercenaries." + "auraDescription": "Enemy Mercenaries loose -20% attack." } Index: binaries/data/mods/public/simulation/data/auras/units/heroes/cart_hero_maharbal.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/heroes/cart_hero_maharbal.json +++ binaries/data/mods/public/simulation/data/auras/units/heroes/cart_hero_maharbal.json @@ -8,6 +8,6 @@ { "value": "Attack/Melee/Crush", "multiply": 1.3 } ], "auraName": "Cavalry Commander", - "auraDescription": "+30% attack for cavalry melee soldiers.", + "auraDescription": "Melee Cavalry Units gain +30% attack.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Index: binaries/data/mods/public/simulation/data/auras/units/heroes/pers_hero_cyrus.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/heroes/pers_hero_cyrus.json +++ binaries/data/mods/public/simulation/data/auras/units/heroes/pers_hero_cyrus.json @@ -12,6 +12,6 @@ { "value": "Attack/Capture/Value", "add": 1 } ], "auraName": "Forefront Leader", - "auraDescription": "+20% attack and +1 capture for cavalry soldiers.", + "auraDescription": "Cavalry Units gain +20% attack and +1 capture.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Index: binaries/data/mods/public/simulation/data/auras/units/heroes/rome_hero_marcellus_1.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/heroes/rome_hero_marcellus_1.json +++ binaries/data/mods/public/simulation/data/auras/units/heroes/rome_hero_marcellus_1.json @@ -11,6 +11,6 @@ { "value": "Attack/Ranged/Crush", "multiply": 1.15 } ], "auraName": "Sword of Rome", - "auraDescription": "+15% attack for cavalry.", + "auraDescription": "Cavalry Units gain +15% attack.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Index: binaries/data/mods/public/simulation/data/auras/units/heroes/rome_hero_marcellus_2.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/heroes/rome_hero_marcellus_2.json +++ binaries/data/mods/public/simulation/data/auras/units/heroes/rome_hero_marcellus_2.json @@ -12,5 +12,5 @@ { "value": "Attack/Ranged/Crush", "multiply": 0.9 } ], "auraName": "Sword of Rome", - "auraDescription": "-10% attack for enemy infantry." + "auraDescription": "Enemy Infantry Units loose -10% attack." } Index: binaries/data/mods/public/simulation/data/auras/units/heroes/sele_hero_antiochus_great.json =================================================================== --- binaries/data/mods/public/simulation/data/auras/units/heroes/sele_hero_antiochus_great.json +++ binaries/data/mods/public/simulation/data/auras/units/heroes/sele_hero_antiochus_great.json @@ -8,5 +8,5 @@ { "value": "Armour/Crush", "add": 2 } ], "auraName": "Ilarchès", - "auraDescription": "Nearby cavalry gains +2 levels of all armor types." + "auraDescription": "Nearby Cavalry Units gain +2 levels of all armor types." } Index: binaries/data/mods/public/simulation/data/civs/iber.json =================================================================== --- binaries/data/mods/public/simulation/data/civs/iber.json +++ binaries/data/mods/public/simulation/data/civs/iber.json @@ -63,7 +63,7 @@ { "Name": "Zaldi Saldoa", "History": "Not unlike Numidia in North Africa, the Iberian Peninsula was known as 'horse country', capable of producing up to 100,000 new mounts each year.", - "Description": "The resource cost of training horse-mounted units (cavalry) is reduced by 5% per animal corralled." + "Description": "Cavalry Units gain -5% cost per corralled animal." } ], "TeamBonuses": @@ -71,7 +71,7 @@ { "Name": "Saripeko", "History": "The Iberians were long known to provide mercenary soldiers to other nations to serve as auxiliaries to their armies in foreign wars. Carthage is the most well known example, and we have evidence of them serving in such a capacity in Aquitania.", - "Description": "Citizen-soldier infantry skirmishers and cavalry skirmishers -20% cost for allies." + "Description": "Ranged Infantry Citizen Soldiers and Ranged Cavalry Units of allies gain -20% cost." } ], "Structures": Index: binaries/data/mods/public/simulation/data/civs/pers.json =================================================================== --- binaries/data/mods/public/simulation/data/civs/pers.json +++ binaries/data/mods/public/simulation/data/civs/pers.json @@ -20,7 +20,7 @@ { "Name": "Naval Craftsmanship", "History": "Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.", - "Description": "Phoenician triremes gain the unique ability to train cavalry units." + "Description": "Phoenician Triremes gain the unique ability to train Cavalry Units." }, { "Name": "Persian Architecture", @@ -35,7 +35,7 @@ { "Name": "Nisean War Horses", "History": "The beautiful and powerful breed of Nisean horses increases health for Persian cavalry.", - "Description": "+25% health for cavalry, but +10% train time." + "Description": "Cavalry Units gain +25% health, but +10% train time." } ], "Heroes": @@ -69,7 +69,7 @@ { "Name": "Corral Camels and Horses", "History": "While the Persians employed camelry only in a few cases, its use was always accompanied by great success (most notably during the battle of Sardis in 546 B.C.) The satrapy of Bactria was a rich source of 'two-hump' camels, while Northern Arabia supplied 'one-hump' camels.", - "Description": "The resource cost of training camel-mounted (trader) or horse-mounted units (cavalry) is reduced by 5% per animal (as appropriate) corralled." + "Description": "Traders gain -5% cost per corralled camel. Cavalry Units gain -5% cost per corralled horse." }, { "Name": "Great King's Levy", @@ -94,7 +94,7 @@ "History": "The Persian Empire's best soldiers were Eastern horsemen.", "Requirements": "", "Phase": "Town", - "Special": "Train Cavalry citizen-soldiers." + "Special": "Train Cavalry Citizen Soldiers." }, { "Name": "Apadana", Index: binaries/data/mods/public/simulation/data/civs/sele.json =================================================================== --- binaries/data/mods/public/simulation/data/civs/sele.json +++ binaries/data/mods/public/simulation/data/civs/sele.json @@ -34,7 +34,7 @@ { "Name": "Nisean War Horses", "History": "The beautiful and powerful breed of Nisean horses increases health for Seleucid cavalry.", - "Description": "+25% health for cavalry, but +10% train time." + "Description": "Cavalry Units gain +25% health but +10% train time." } ], "Heroes": @@ -102,7 +102,7 @@ "History":".", "Requirements":"", "Phase":"Village", - "Special":"Trains all cavalry units except Citizen-Militia Cavalry." + "Special":"Trains Cavalry Champions." }, { "Name":"Military Colony", Index: binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json +++ binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json @@ -13,7 +13,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, - "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack and Pierce armor level.", + "tooltip": "Equip your cavalry mounts with armor. Cavalry Units gain +1 Hack and Pierce armor level.", "modifications": [{"value": "Armour/Hack", "add": 1.0}, {"value": "Armour/Pierce", "add": 1.0}], "affects": ["Cavalry"], Index: binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json +++ binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json @@ -7,7 +7,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, - "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack and Pierce armor level.", + "tooltip": "Equip your cavalry mounts with armor. Cavalry Units gain +1 Hack and Pierce armor level.", "modifications": [{"value": "Armour/Hack", "add": 1.0}, {"value": "Armour/Pierce", "add": 1.0}], "affects": ["Cavalry"], Index: binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json +++ binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json @@ -14,7 +14,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, - "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack armor level.", + "tooltip": "Equip your cavalry mounts with armor. Cavalry Units gain +1 Hack armor level.", "modifications": [{"value": "Armour/Hack", "add": 1.0}], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json +++ binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json @@ -15,7 +15,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "spear_cavalry.png", "researchTime": 40, - "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.", + "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry Units gain +2 Hack attack.", "modifications": [{"value": "Attack/Melee/Hack", "add": 2.0}], "affects": ["Cavalry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json +++ binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json @@ -14,7 +14,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, - "tooltip": "+20% melee cavalry attack.", + "tooltip": "Melee Cavalry Units gain +20% attack.", "modifications": [{"value": "Attack/Melee/Hack", "multiply": 1.2}, {"value": "Attack/Melee/Pierce", "multiply": 1.2}, {"value": "Attack/Melee/Crush", "multiply": 1.2}], Index: binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json +++ binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json @@ -15,7 +15,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "spear_cavalry.png", "researchTime": 40, - "tooltip": "Equip your melee cavalry with better weapons. +20% melee cavalry attack.", + "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry Units gain +20% attack.", "modifications": [{"value": "Attack/Melee/Hack", "multiply": 1.2}, {"value": "Attack/Melee/Pierce", "multiply": 1.2}, {"value": "Attack/Melee/Crush", "multiply": 1.2}], Index: binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json +++ binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json @@ -14,7 +14,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_rider.png", "researchTime": 40, - "tooltip": "+20% ranged cavalry attack.", + "tooltip": "Ranged Cavalry Units gain +20% attack.", "modifications": [{"value": "Attack/Ranged/Hack", "multiply": 1.2}, {"value": "Attack/Ranged/Pierce", "multiply": 1.2}, {"value": "Attack/Ranged/Crush", "multiply": 1.2}], Index: binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json +++ binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json @@ -15,7 +15,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 40, - "tooltip": "Equip your ranged cavalry with better weapons. +20% ranged cavalry attack.", + "tooltip": "Equip your ranged cavalry with better weapons. Ranged Cavalry Units gain +20% attack.", "modifications": [{"value": "Attack/Ranged/Hack", "multiply": 1.2}, {"value": "Attack/Ranged/Pierce", "multiply": 1.2}, {"value": "Attack/Ranged/Crush", "multiply": 1.2}], Index: binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json +++ binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json @@ -10,7 +10,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "metalworker.png", "researchTime": 60, - "tooltip": "+20% Hack attack for all swordsmen and macemen.", + "tooltip": "Swordsmen and Macemen gain +20% Hack attack.", "modifications": [ { "value": "Attack/Melee/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Crush", "multiply": 1.2 } Index: binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json +++ binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json @@ -6,6 +6,6 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 60, - "tooltip": "Phoenician Triremes gain the ability to train cavalry units.", + "tooltip": "Phoenician Triremes gain the ability to train Cavalry Units.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: binaries/data/mods/public/simulation/data/technologies/persians/training_levy_cavalry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/persians/training_levy_cavalry.json +++ binaries/data/mods/public/simulation/data/technologies/persians/training_levy_cavalry.json @@ -6,7 +6,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, - "tooltip": "All cavalry -20% train time, but also -5% health. Unlocks Cavalry Conscription.", + "tooltip": "Cavalry Units gain -20% train time, but also -5% health. Unlocks Cavalry Conscription.", "modifications": [ { "value": "Cost/BuildTime", "multiply": 0.8 }, { "value": "Health/Max", "multiply": 0.95 } Index: binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json +++ binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json @@ -6,7 +6,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "nisean_war_horses.png", "researchTime": 40, - "tooltip": "+10% cavalry walk speed.", + "tooltip": "Cavalry Units gain +10% walk speed.", "modifications": [{"value": "UnitMotion/WalkSpeed", "multiply": 1.1}], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json +++ binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json @@ -7,7 +7,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "nisean_war_horses.png", "researchTime": 40, - "tooltip": "+10% cavalry walk speed.", + "tooltip": "Cavalry Units gain +10% walk speed.", "modifications": [{"value": "UnitMotion/WalkSpeed", "multiply": 1.1}], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json +++ binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json @@ -9,7 +9,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "nisean_war_horses.png", "researchTime": 60, - "tooltip": "All cavalry +20% health.", + "tooltip": "Cavalry Units gain +20% health.", "modifications": [ {"value": "Health/Max", "multiply": 1.2} ], Index: binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json +++ binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json @@ -7,7 +7,7 @@ "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, - "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.", + "tooltip": "Cavalry Units gain -20% train time, but also -10 health. Unlocks Conscription.", "modifications": [ {"value": "Cost/BuildTime", "multiply": 0.8}, {"value": "Health/Max", "add": -10} @@ -14,4 +14,4 @@ ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json +++ binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json @@ -1,13 +1,13 @@ { "genericName": "Advanced Citizen-Cavalry", - "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.", + "description": "Promote all of your Cavalry Citizen Soldiers to the Advanced rank.", "cost": {"food": 400, "wood": 100, "stone": 0, "metal": 0}, "requirements": {"tech": "phase_town"}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, - "tooltip": "Promote all of your citizen-soldier cavalrymen to Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.", + "tooltip": "Promote all of your Cavalry Citizen Soldiers to the Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.", "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], "affects": ["Cavalry Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json +++ binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json @@ -1,6 +1,6 @@ { "genericName": "Elite Citizen-Cavalry", - "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.", + "description": "Promote all of your Cavalry Citizen Soldiers to the Elite rank.", "cost": {"food": 600, "wood": 0, "stone": 0, "metal": 400}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", @@ -7,8 +7,8 @@ "icon": "upgrade_elite.png", "researchTime": 40, "supersedes": "upgrade_rank_advanced_cavalry", - "tooltip": "Promote all of your citizen-soldier cavalrymen to Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.", + "tooltip": "Promote all of your Cavalry Citizen Soldiers to the Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.", "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], "affects": ["Cavalry Advanced"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: binaries/data/mods/public/simulation/templates/structures/pers_fortress.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/pers_fortress.xml +++ binaries/data/mods/public/simulation/templates/structures/pers_fortress.xml @@ -3,7 +3,7 @@ pers Didā - Train Champion Cavalry and Construct Siege Rams. + Train Cavalry Champions and construct Siege Rams. Index: binaries/data/mods/public/simulation/templates/structures/pers_stables.xml =================================================================== --- binaries/data/mods/public/simulation/templates/structures/pers_stables.xml +++ binaries/data/mods/public/simulation/templates/structures/pers_stables.xml @@ -18,7 +18,7 @@ Cavalry Stables Paraspa -Barracks Stables - Train citizen-cavalry units. + Train Cavalry Citizen Soldiers. structures/pers_stable.png