Index: ps/trunk/binaries/data/mods/public/simulation/components/Identity.js =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/components/Identity.js +++ ps/trunk/binaries/data/mods/public/simulation/components/Identity.js @@ -57,7 +57,7 @@ "" + "" + "" + - "" + + "" + "" + "tokens" + "" + @@ -65,7 +65,7 @@ "" + "" + "" + - "" + + "" + "" + "tokens" + "" + Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/agoge.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/agoge.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/agoge.json @@ -1,12 +1,15 @@ { "genericName": "The Agoge", "description": "Spartans were housed and trained from a young age to be superlative warriors and to endure any hardship a military life can give them.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 200 }, + "cost": { + "food": 500, + "metal": 200 + }, "requirements": { - "all": [ - { "tech": "phase_city" }, - { "civ": "spart" } - ] + "all": [ + { "tech": "phase_city" }, + { "civ": "spart" } + ] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "agoge.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/archery_tradition.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/archery_tradition.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/archery_tradition.json @@ -1,7 +1,10 @@ { "genericName": "Archery Tradition", "description": "The Indian, Iranian, and Kushite peoples had a tradition of fine archery and a penchant for using massed archers in battle.", - "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 300 }, + "cost": { + "wood": 500, + "metal": 300 + }, "requirements": { "all": [ { "tech": "phase_village" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/architecture_kush.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/architecture_kush.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/architecture_kush.json @@ -1,6 +1,8 @@ { "genericName": "Monumental Architecture", - "cost": { "food": 0, "wood": 0, "stone": 600, "metal": 0 }, + "cost": { + "stone": 600 + }, "requirements": { "all": [ { "tech": "phase_town" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/architecture_pers.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/architecture_pers.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/architecture_pers.json @@ -1,11 +1,19 @@ { "genericName": "Persian Architecture", "description": "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old Elamite capital of Susa.", - "cost": { "food": 0, "wood": 200, "stone": 200, "metal": 0 }, - "requirements": { "all": [{ "tech": "phase_village" }, { "civ": "pers" }] }, + "cost": { + "wood": 200, + "stone": 200 + }, + "requirements": { + "all": [ + { "tech": "phase_village" }, + { "civ": "pers" } + ] + }, "icon": "stone_blocks.png", "researchTime": 60, - "tooltip": "All Persian structures +25% health and capture points, but also +20% build time.", + "tooltip": "Structures +25% health and capture points, but also +20% build time.", "modifications": [ { "value": "Capturable/CapturePoints", "multiply": 1.25 }, { "value": "Cost/BuildTime", "multiply": 1.2 }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json @@ -8,12 +8,15 @@ "spart": "Prometōpidion" }, "description": "Metal armor for a horse's face.", - "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 350 }, + "cost": { + "wood": 1000, + "metal": 350 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, - "tooltip": "Cavalry +1 hack and pierce armor.", + "tooltip": "Cavalry +1 hack and pierce resistance.", "modifications": [ { "value": "Resistance/Entity/Damage/Hack", "add": 1 }, { "value": "Resistance/Entity/Damage/Pierce", "add": 1 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json @@ -1,13 +1,16 @@ { "genericName": "Chamfron", "description": "Metal armor for a horse's body.", - "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 450 }, + "cost": { + "wood": 1000, + "metal": 450 + }, "supersedes": "armor_cav_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, - "tooltip": "Cavalry +1 hack and pierce armor.", + "tooltip": "Cavalry +1 hack and pierce resistance.", "modifications": [ { "value": "Resistance/Entity/Damage/Hack", "add": 1 }, { "value": "Resistance/Entity/Damage/Pierce", "add": 1 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json @@ -9,12 +9,14 @@ "spart": "Sidērea Panoplia" }, "description": "Body armor fashioned completely of iron, the hardest workable metal known to the ancients.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 600 }, + "cost": { + "metal": 600 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_cuirass_empire.png", "researchTime": 40, - "tooltip": "Heroes +50 metal cost, +2 hack and pierce armor.", + "tooltip": "Heroes +50 metal cost, +2 hack and pierce resistance.", "modifications": [ { "value": "Cost/Resources/metal", "add": 50 }, { "value": "Resistance/Entity/Damage/Hack", "add": 2 }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json @@ -8,12 +8,15 @@ "spart": "Spolas" }, "description": "Quilted linen or leather body armor for infantrymen.", - "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 350 }, + "cost": { + "wood": 1000, + "metal": 350 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_leather.png", "researchTime": 40, - "tooltip": "Infantry +1 hack and pierce armor.", + "tooltip": "Infantry +1 hack and pierce resistance.", "modifications": [ { "value": "Resistance/Entity/Damage/Hack", "add": 1 }, { "value": "Resistance/Entity/Damage/Pierce", "add": 1 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json @@ -8,13 +8,16 @@ "spart": "Linothōrax" }, "description": "Laminated linen body armor for infantrymen.", - "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 450 }, + "cost": { + "wood": 1000, + "metal": 450 + }, "supersedes": "armor_infantry_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_pteruges.png", "researchTime": 40, - "tooltip": "Infantry +1 hack and pierce armor.", + "tooltip": "Infantry +1 hack and pierce resistance.", "modifications": [ { "value": "Resistance/Entity/Damage/Hack", "add": 1 }, { "value": "Resistance/Entity/Damage/Pierce", "add": 1 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json @@ -9,17 +9,21 @@ "spart": "Xyston" }, "description": "Training increases melee attack.", - "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, + "cost": { + "food": 500, + "wood": 750, + "metal": 350 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, - "tooltip": "+20% melee cavalry attack.", + "tooltip": "Cavalry +20% melee attack damage.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Cavalry Melee"], + "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json @@ -9,18 +9,22 @@ "spart": "Xyston" }, "description": "Replaces bronze weapons with iron.", - "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 500 }, + "cost": { + "food": 500, + "wood": 500, + "metal": 500 + }, "supersedes": "attack_cavalry_melee_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "spear_cavalry.png", "researchTime": 40, - "tooltip": "Equip your melee cavalry with better weapons. +20% melee cavalry attack.", + "tooltip": "Cavalry +20% melee attack damage.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Cavalry Melee"], + "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json @@ -1,17 +1,21 @@ { "genericName": "Ranged Combat Cavalry Training", "description": "Training increases ranged attack.", - "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, + "cost": { + "food": 500, + "wood": 750, + "metal": 350 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_rider.png", "researchTime": 40, - "tooltip": "+20% ranged cavalry attack.", + "tooltip": "Cavalry +20% ranged attack damage.", "modifications": [ { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Cavalry Ranged"], + "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json @@ -1,18 +1,22 @@ { "genericName": "Iron Weapons", "description": "Replaces bronze weapons with iron.", - "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 500 }, + "cost": { + "food": 500, + "wood": 500, + "metal": 500 + }, "supersedes": "attack_cavalry_ranged_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 40, - "tooltip": "Equip your ranged cavalry with better weapons. +20% ranged cavalry attack.", + "tooltip": "Cavalry +20% ranged attack damage.", "modifications": [ { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Cavalry Ranged"], + "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json @@ -9,17 +9,22 @@ "spart": "Xiphos" }, "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.", - "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 250 }, + "cost": { + "food": 500, + "wood": 500, + "stone": 250, + "metal": 250 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sword.png", "researchTime": 40, - "tooltip": "+20% melee infantry attack.", + "tooltip": "Infantry +20% melee attack damage.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Infantry Melee"], + "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json @@ -1,18 +1,23 @@ { "genericName": "Iron Weapons", "description": "Using iron instead of bronze gave weapons additional power.", - "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 450 }, + "cost": { + "food": 500, + "wood": 500, + "stone": 250, + "metal": 450 + }, "supersedes": "attack_infantry_melee_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "sword_cross.png", "researchTime": 40, - "tooltip": "+20% melee infantry attack.", + "tooltip": "Infantry +20% melee attack damage.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Infantry Melee"], + "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json @@ -8,17 +8,22 @@ "spart": "Ataktoi" }, "description": "Training increases damage of ranged infantry.", - "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 250 }, + "cost": { + "food": 500, + "wood": 500, + "stone": 250, + "metal": 250 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow.png", "researchTime": 40, - "tooltip": "+20% ranged infantry attack.", + "tooltip": "Infantry +20% ranged attack damage.", "modifications": [ { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Infantry Ranged"], + "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json @@ -8,18 +8,23 @@ "spart": "Ataktoi" }, "description": "Training increases damage of ranged infantry.", - "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 350 }, + "cost": { + "food": 500, + "wood": 500, + "stone": 250, + "metal": 350 + }, "supersedes": "attack_infantry_ranged_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "javelin_thong.png", "researchTime": 40, - "tooltip": "+20% ranged infantry attack.", + "tooltip": "Infantry +20% ranged attack damage.", "modifications": [ { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } ], - "affects": ["Infantry Ranged"], + "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json @@ -1,5 +1,5 @@ { - "genericName": "Will to fight", + "genericName": "Will to Fight", "specificName": { "athen": "Dynamis", "mace": "Dynamis", @@ -7,13 +7,18 @@ "sele": "Dynamis", "spart": "Dynamis" }, - "description": "The will to fight is crucial to victory.", - "cost": { "food": 1500, "wood": 1500, "stone": 1500, "metal": 1500 }, + "description": "The will to fight is crucial to victory. Inspire your troops with higher pay.", + "cost": { + "food": 1500, + "wood": 1500, + "stone": 1500, + "metal": 1500 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "clenched_fist.png", "researchTime": 40, - "tooltip": "Inspire your troops with higher pay. All land and naval army +25% attack.", + "tooltip": "Soldiers, Siege Engines, and Ships +25% attack damage.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.25 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.25 }, @@ -22,6 +27,6 @@ { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.25 }, { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.25 } ], - "affects": ["Melee", "Ranged"], + "affects": ["Ship", "Siege", "Soldier"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json @@ -5,7 +5,10 @@ "iber": "Toledo Steel" }, "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 200 }, + "cost": { + "wood": 200, + "metal": 200 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json @@ -1,7 +1,9 @@ { "genericName": "Conscription", "description": "Significantly increase training speed of infantry by training them in large batches or companies.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 500 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear_fire.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_cost_time.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_cost_time.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_cost_time.json @@ -1,7 +1,9 @@ { "genericName": "Levy Cavalry", "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.", - "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 100 + }, "requirements": { "all": [ { "tech": "phase_town" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_health.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_health.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_health.json @@ -1,7 +1,10 @@ { "genericName": "Horse Breeding", "description": "Selectively breed better war horses.", - "cost": { "food": 400, "wood": 0, "stone": 0, "metal": 150 }, + "cost": { + "food": 400, + "metal": 150 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json @@ -1,7 +1,10 @@ { "genericName": "Horse Racing", "description": "Train your horses to move faster.", - "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 100 }, + "cost": { + "food": 200, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "nisean_war_horses.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json @@ -3,7 +3,7 @@ "autoResearch": true, "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls.", "icon": "wall.png", - "tooltip": "Walls +100% build time, +100% stone cost, and +200% health.", + "tooltip": "City Walls +100% build time, +100% stone cost, and +200% health.", "requirements": { "civ": "cart" }, "modifications": [ { "value": "Cost/BuildTime", "multiply": 2 }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/celt_structures.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/celt_structures.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/celt_structures.json @@ -9,7 +9,7 @@ ] }, "icon": "wooden_buildings.png", - "tooltip": "Briton and Gaulish Structures −20% build time, −20% health, and −20% capture points.", + "tooltip": "Structures −20% build time, −20% health, and −20% capture points.", "modifications": [ { "value": "Capturable/CapturePoints", "multiply": 0.8 }, { "value": "Cost/BuildTime", "multiply": 0.8 }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_population.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_population.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_population.json @@ -7,7 +7,7 @@ "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.", "requirements": { "civ": "maur" }, "icon": "population.png", - "tooltip": "Mauryas +10% maximum population limit.", + "tooltip": "+10% maximum population limit.", "modifications": [ { "value": "Player/MaxPopulation", "multiply": 1.1 } ] Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json @@ -4,7 +4,7 @@ "description": "The Mauryas built their city walls out of wood, an abundant natural resource in India.", "requirements": { "civ": "maur" }, "icon": "wooden_walls.png", - "tooltip": "Mauryan City Walls −20% build time and −20% health.", + "tooltip": "City Walls −20% build time and −20% health.", "modifications": [ { "value": "Cost/BuildTime", "multiply": 0.8 }, { "value": "Health/Max", "multiply": 0.8 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/pers_population.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/pers_population.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/pers_population.json @@ -4,7 +4,7 @@ "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.", "requirements": { "civ": "pers" }, "icon": "population.png", - "tooltip": "Persians +10% maximum population limit.", + "tooltip": "+10% maximum population limit.", "modifications": [ { "value": "Player/MaxPopulation", "multiply": 1.1 } ] Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/spart_population.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/spart_population.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/spart_population.json @@ -3,7 +3,7 @@ "autoResearch": true, "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.", "icon": "population.png", - "tooltip": "Spartans −10% maximum population limit.", + "tooltip": "−10% maximum population limit.", "requirements": { "civ": "spart" }, "modifications": [ { "value": "Player/MaxPopulation", "multiply": 0.9 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/colonization.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/colonization.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/colonization.json @@ -1,12 +1,20 @@ { "genericName": "Colonization", "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.", - "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 500 }, - "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, + "cost": { + "wood": 500, + "metal": 500 + }, + "requirements": { + "all": [ + { "tech": "phase_town" }, + { "civ": "cart" } + ] + }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "political_face.png", "researchTime": 60, - "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.", + "tooltip": "Civic Structures −25% build time.", "modifications": [ { "value": "Cost/BuildTime", "multiply": 0.75 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/equine_transports.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/equine_transports.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/equine_transports.json @@ -1,11 +1,19 @@ { "genericName": "Equine Transports", "description": "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.", - "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 300 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "pers" }] }, + "cost": { + "wood": 300, + "metal": 300 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "civ": "pers" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 60, - "tooltip": "Phoenician Triremes gain the ability to train cavalry.", + "tooltip": "Phoenician Triremes gain the ability to train Cavalry.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/exploration.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/exploration.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/exploration.json @@ -1,12 +1,20 @@ { "genericName": "Exploration", "description": "Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had missions to everywhere.", - "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, - "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, + "cost": { + "food": 200, + "metal": 200 + }, + "requirements": { + "all": [ + { "tech": "phase_town" }, + { "civ": "cart" } + ] + }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_ship_gold.png", "researchTime": 60, - "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.", + "tooltip": "Traders and Ships +25% vision range.", "modifications": [ { "value": "Vision/Range", "multiply": 1.25 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_rate.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_rate.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_rate.json @@ -1,7 +1,9 @@ { "genericName": "Fishing Net", "description": "Use nets to improve the productivity of fishing boats.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 0 }, + "cost": { + "wood": 200 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "fishing_net.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/garrison_heal.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/garrison_heal.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/garrison_heal.json @@ -1,7 +1,10 @@ { "genericName": "Living Conditions", "description": "Units regain health over time while garrisoned.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 250 }, + "cost": { + "food": 500, + "metal": 250 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "bandage.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json @@ -1,7 +1,9 @@ { "genericName": "Stockbreeding", - "description": "Breed livestock (sheep, goats, cattle, etc.) for food.", - "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, + "description": "Breed livestock to slaughter for meat.", + "cost": { + "food": 100 + }, "requirements": { "tech": "phase_village" }, "icon": "meat.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json @@ -1,7 +1,10 @@ { "genericName": "Baskets", "description": "Workers use baskets. Increases shuttling capacity for all resources.", - "cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0 }, + "cost": { + "food": 200, + "wood": 200 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "gather_basket_empty.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json @@ -1,7 +1,10 @@ { "genericName": "Horse-drawn Carts", "description": "Workers use horse-drawn carts. Increases shuttling capacity for all resources.", - "cost": { "food": 600, "wood": 600, "stone": 0, "metal": 0 }, + "cost": { + "food": 600, + "wood": 600 + }, "supersedes": "gather_capacity_wheelbarrow", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json @@ -1,7 +1,10 @@ { "genericName": "Wheelbarrow", "description": "Workers use wheelbarrows. Increases shuttling capacity for all resources.", - "cost": { "food": 400, "wood": 400, "stone": 0, "metal": 0 }, + "cost": { + "food": 400, + "wood": 400 + }, "supersedes": "gather_capacity_basket", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json @@ -1,7 +1,10 @@ { "genericName": "Fertilizer", "description": "Extra nutrients for farms.", - "cost": { "food": 0, "wood": 400, "stone": 0, "metal": 300 }, + "cost": { + "wood": 400, + "metal": 300 + }, "supersedes": "gather_farming_training", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_harvester.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_harvester.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_harvester.json @@ -1,7 +1,10 @@ { "genericName": "Harvesting Machine", "description": "The Gauls invented an harvesting machine, making it much easier to harvest grain.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 100 }, + "cost": { + "wood": 200, + "metal": 100 + }, "requirements": { "all": [ { "tech": "phase_town" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json @@ -1,7 +1,10 @@ { "genericName": "Iron Plow", "description": "Equip your workers with iron plows, animal-drawn instruments to turn the sod.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 100 }, + "cost": { + "wood": 200, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "plow.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json @@ -1,7 +1,10 @@ { "genericName": "Gather Training", "description": "Training for workers to increase farm gathering speed.", - "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 200 }, + "cost": { + "wood": 300, + "metal": 200 + }, "supersedes": "gather_farming_plows", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json @@ -1,7 +1,10 @@ { - "genericName": "Iron Ax Heads", + "genericName": "Iron Axe Heads", "description": "Increases wood gathering rates for trees.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 100 }, + "cost": { + "wood": 200, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "wood_axe.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json @@ -1,7 +1,10 @@ { - "genericName": "Sharp Ax Heads", + "genericName": "Sharp Axe Heads", "description": "Increases wood gathering rates for trees.", - "cost": { "food": 0, "wood": 600, "stone": 0, "metal": 300 }, + "cost": { + "wood": 600, + "metal": 300 + }, "supersedes": "gather_lumbering_strongeraxes", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json @@ -1,7 +1,10 @@ { - "genericName": "Stronger Ax", + "genericName": "Stronger Axe", "description": "Increases wood gathering rates for trees.", - "cost": { "food": 0, "wood": 400, "stone": 0, "metal": 200 }, + "cost": { + "wood": 400, + "metal": 200 + }, "supersedes": "gather_lumbering_ironaxes", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json @@ -4,7 +4,10 @@ "spart": "Heilōtes" }, "description": "Compel serfs to help your workers quarry stone. Increases stone gathering rates.", - "cost": { "food": 0, "wood": 400, "stone": 0, "metal": 200 }, + "cost": { + "wood": 400, + "metal": 200 + }, "supersedes": "gather_mining_servants", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_servants.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_servants.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_servants.json @@ -8,7 +8,10 @@ "spart": "Douloi" }, "description": "Hire servants to help quarry stone. Increases stone gathering rates.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 100 }, + "cost": { + "wood": 200, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "icon": "mining_stone.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json @@ -1,7 +1,10 @@ { "genericName": "Shaft Mining", "description": "Develop shaft mining. Increases metal gathering rates.", - "cost": { "food": 0, "wood": 400, "stone": 0, "metal": 200 }, + "cost": { + "wood": 400, + "metal": 200 + }, "supersedes": "gather_mining_wedgemallet", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json @@ -5,7 +5,10 @@ "mace": "Mines of Krenides" }, "description": "Strike a vein of precious silver. Increases metal gathering rates.", - "cost": { "food": 0, "wood": 600, "stone": 0, "metal": 300 }, + "cost": { + "wood": 600, + "metal": 300 + }, "supersedes": "gather_mining_shaftmining", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json @@ -9,7 +9,10 @@ "spart": "Andrapoda" }, "description": "Buy slaves to help your workers quarry stone. Increases stone gathering rates.", - "cost": { "food": 0, "wood": 600, "stone": 0, "metal": 300 }, + "cost": { + "wood": 600, + "metal": 300 + }, "supersedes": "gather_mining_serfs", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_wedgemallet.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_wedgemallet.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_wedgemallet.json @@ -1,7 +1,10 @@ { "genericName": "Wedge and Mallet", "description": "Equip your workers with helpful tools. Increases metal gathering rates.", - "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 100 }, + "cost": { + "wood": 200, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "icon": "mining_metal.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_wicker_baskets.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_wicker_baskets.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_wicker_baskets.json @@ -1,7 +1,9 @@ { "genericName": "Wicker Baskets", "description": "Equip your foragers with wicker baskets for foraging.", - "cost": { "food": 0, "wood": 100, "stone": 0, "metal": 0 }, + "cost": { + "wood": 100 + }, "requirements": { "tech": "phase_village" }, "icon": "gather_basket.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range.json @@ -8,12 +8,15 @@ "spart": "Olympic Pantheon" }, "description": "Increases the healing and vision range of all healers.", - "cost": { "food": 400, "wood": 0, "stone": 0, "metal": 200 }, + "cost": { + "food": 400, + "metal": 200 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "healing_range.png", "researchTime": 40, - "tooltip": "Healers +5 Healing and Vision Range.", + "tooltip": "Healers +5 healing range.", "modifications": [ { "value": "Heal/Range", "add": 5 }, { "value": "Vision/Range", "add": 5 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json @@ -4,13 +4,16 @@ "athen": "Akadēmeia" }, "description": "Increases the healing and vision range of all healers.", - "cost": { "food": 800, "wood": 0, "stone": 0, "metal": 400 }, + "cost": { + "food": 800, + "metal": 400 + }, "supersedes": "heal_range", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "healing_range.png", "researchTime": 40, - "tooltip": "Healers +5 Healing and Vision Range.", + "tooltip": "Healers +5 healing range.", "modifications": [ { "value": "Heal/Range", "add": 5 }, { "value": "Vision/Range", "add": 5 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate.json @@ -7,8 +7,11 @@ "sele": "Sphagia", "spart": "Sphagia" }, - "description": "Increases the Healing Rate of all healers.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 250 }, + "description": "Increases the healing rate of all healers.", + "cost": { + "food": 500, + "metal": 250 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "healing_rate.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json @@ -7,8 +7,11 @@ "sele": "Hippocratic Oath", "spart": "Hippocratic Oath" }, - "description": "Increases the Healing Rate of all healers.", - "cost": { "food": 1000, "wood": 0, "stone": 0, "metal": 500 }, + "description": "Increases the healing rate of all healers.", + "cost": { + "food": 1000, + "metal": 500 + }, "supersedes": "heal_rate", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_females_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_females_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_females_01.json @@ -1,12 +1,14 @@ { "genericName": "The Loom", "description": "The loom allowed the creation of finer clothing for settlers. Women of the household were taught from a young age how to weave on the loom, and subsequently spent a large share of their lives working with it.", - "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 200 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "loom.png", "researchTime": 40, - "tooltip": "+100% health for female citizens.", + "tooltip": "Female Citizens +100% health.", "modifications": [ { "value": "Health/Max", "multiply": 2 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json @@ -1,12 +1,15 @@ { "genericName": "Battlefield Medicine", - "description": "Unlock health regeneration for your units.", - "cost": { "food": 1000, "wood": 0, "stone": 0, "metal": 250 }, + "description": "Organic units will slowly regenerate health over time when idle.", + "cost": { + "food": 1000, + "metal": 250 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "asclepius_rod.png", "researchTime": 40, - "tooltip": "Organic units will slowly regenerate health over time when idle.", + "tooltip": "Idle Organic units +0.5 health regeneration rate.", "modifications": [ { "value": "Health/IdleRegenRate", "add": 0.5 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenistic_metropolis.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenistic_metropolis.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenistic_metropolis.json @@ -1,7 +1,10 @@ { "genericName": "Hellenistic Metropolis", "description": "Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilization.", - "cost": { "food": 0, "wood": 0, "stone": 500, "metal": 500 }, + "cost": { + "stone": 500, + "metal": 500 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/immortals.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/immortals.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/immortals.json @@ -1,7 +1,10 @@ { "genericName": "Immortals", "description": "The Achaemenids maintained a 10,000-strong elite corps, referred to as Athanatoi (“Immortals”) by Greek authors.", - "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "cost": { + "food": 200, + "metal": 200 + }, "requirements": { "all": [ { "tech": "phase_city" }, @@ -11,7 +14,7 @@ "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear.png", "researchTime": 60, - "tooltip": "Anušiya Champion Infantry -50% train time, but also -10% health.", + "tooltip": "Immortals −50% training time, but −10% health.", "modifications": [ { "value": "Cost/BuildTime", "multiply": 0.5 }, { "value": "Health/Max", "multiply": 0.9 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/infantry_cost_time.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/infantry_cost_time.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/infantry_cost_time.json @@ -1,7 +1,9 @@ { "genericName": "Levy Infantry", "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.", - "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 100 + }, "requirements": { "all": [ { "tech": "phase_town" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/iphicratean_reforms.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/iphicratean_reforms.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/iphicratean_reforms.json @@ -1,11 +1,19 @@ { "genericName": "Iphicratean Reforms", "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).", - "cost": { "food": 300, "wood": 0, "stone": 0, "metal": 300 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "athen" }] }, + "cost": { + "food": 300, + "metal": 300 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "civ": "athen" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 60, - "tooltip": "Athenian triremes can train Marines and Cretan Mercenary Archers.", + "tooltip": "Athenian Triremes can train Marines and Cretan Mercenary Archers.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/long_walls.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/long_walls.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/long_walls.json @@ -1,7 +1,10 @@ { "genericName": "Athenian Long Walls", "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.", - "cost": { "food": 0, "wood": 0, "stone": 250, "metal": 250 }, + "cost": { + "stone": 250, + "metal": 250 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/nisean_horses.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/nisean_horses.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/nisean_horses.json @@ -4,7 +4,10 @@ "sele": "Nisioi" }, "description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.", - "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "cost": { + "food": 200, + "metal": 200 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/parade_of_daphne.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/parade_of_daphne.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/parade_of_daphne.json @@ -1,7 +1,10 @@ { "genericName": "Parade of Daphne", "description": "The festival at Daphne was a major event of the Seleucid Empire: tens of thousands of well-equipped troops participated in the opening procession.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 300 }, + "cost": { + "food": 500, + "metal": 300 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json @@ -4,7 +4,10 @@ "athen": "Megalopolis" }, "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", - "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, + "cost": { + "stone": 750, + "metal": 750 + }, "requirements": { "entity": { "class": "Town", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json @@ -7,7 +7,10 @@ "spart": "Megalopolis" }, "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.", - "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 }, + "cost": { + "stone": 750, + "metal": 750 + }, "requirements": { "entity": { "class": "Town", @@ -19,7 +22,7 @@ "replaces": ["phase_city"], "icon": "city_phase.png", "researchTime": 60, - "tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +50% territory influence radius. Structures +9 capture points regeneration rate per garrisoned unit. Workers +10% metal gather rate.", + "tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +50% territory influence radius. Structures +9 capture points regeneration rate per garrisoned unit.", "modifications": [ { "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" }, { "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json @@ -4,7 +4,10 @@ "athen": "Kōmopolis" }, "description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.", - "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, + "cost": { + "food": 500, + "wood": 500 + }, "requirements": { "entity": { "class": "Village", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json @@ -7,7 +7,10 @@ "spart": "Kōmopolis" }, "description": "Advances from a small village to a bustling town, ready to expand rapidly.", - "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, + "cost": { + "food": 500, + "wood": 500 + }, "requirements": { "entity": { "class": "Village", @@ -19,7 +22,7 @@ "replaces": ["phase_town"], "icon": "town_phase.png", "researchTime": 30, - "tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +30% territory influence radius. Structures +7 capture points regeneration rate per garrisoned unit", + "tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +30% territory influence radius. Structures +7 capture points regeneration rate per garrisoned unit.", "modifications": [ { "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" }, { "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json @@ -10,12 +10,15 @@ "spart": "Peristylon" }, "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.", - "cost": { "food": 0, "wood": 300, "stone": 100, "metal": 0 }, + "cost": { + "wood": 300, + "stone": 100 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "population.png", "researchTime": 40, - "tooltip": "Houses +20% population cap bonus.", + "tooltip": "Houses +20% population bonus.", "modifications": [ { "value": "Population/Bonus", "multiply": 1.2 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json @@ -4,13 +4,16 @@ "rome": "Insulae" }, "description": "Homes tended to expand as the wealth and population of a settlement grew.", - "cost": { "food": 0, "wood": 300, "stone": 300, "metal": 0 }, + "cost": { + "wood": 300, + "stone": 300 + }, "supersedes": "pop_house_01", "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "population.png", "researchTime": 40, - "tooltip": "Houses +20% population cap bonus.", + "tooltip": "Houses +20% population bonus.", "modifications": [ { "value": "Population/Bonus", "multiply": 1.2 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json @@ -8,11 +8,16 @@ "spart": "Peristasis" }, "description": "The wonder attracts many more people to your civilization.", - "cost": { "food": 2000, "wood": 3000, "stone": 500, "metal": 500 }, + "cost": { + "food": 2000, + "wood": 3000, + "stone": 500, + "metal": 500 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "special_treasure.png", "researchTime": 120, - "tooltip": "Enable Glorious Expansion. Further increase the population limit by 40 per Wonder owned.", + "tooltip": "Enable the “Glorious Expansion” aura: +40 maximum population limit per Wonder owned.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_cost_time.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_cost_time.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_cost_time.json @@ -1,7 +1,10 @@ { "genericName": "Naval Architects", "description": "Employ skilled shipwrights with specialized tools to speed up ship construction.", - "cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0 }, + "cost": { + "food": 200, + "wood": 200 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "calipers.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_health.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_health.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_health.json @@ -1,7 +1,10 @@ { "genericName": "Reinforced hull", "description": "Wooden reinforcement beams for ship hulls.", - "cost": { "food": 0, "wood": 600, "stone": 0, "metal": 200 }, + "cost": { + "wood": 600, + "metal": 200 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_ship_bronze.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_movement_speed.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_movement_speed.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/ship_movement_speed.json @@ -1,7 +1,9 @@ { "genericName": "Experienced Crews", "description": "Train your oarsmen and sailors to move more efficiently and speed up your ships.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 500 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_ship_silver.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/sibylline_books.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/sibylline_books.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/sibylline_books.json @@ -2,12 +2,19 @@ "genericName": "Sibylline Books", "specificName": "Libri Sibyllini", "description": "The Sibylline Books or 'Libri Sibyllini' were a collection of oracular utterances, set out in Greek hexameters, purchased from a sibyl by the last king of Rome, Tarquinius Superbus, and consulted at momentous crises through the history of the Republic and the Empire.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 250 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "rome" }] }, + "cost": { + "metal": 250 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "civ": "rome" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "sibylline_books.png", "researchTime": 40, - "tooltip": "+25% Vision range for all units.", + "tooltip": "Units +25% vision range.", "modifications": [ { "value": "Vision/Range", "multiply": 1.25 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_armor.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_armor.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_armor.json @@ -1,12 +1,20 @@ { "genericName": "Armor plating", "description": "Increased armor on siege engines.", - "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, + "cost": { + "wood": 500, + "metal": 250 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "notciv": "maur" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_plates_gold.png", "researchTime": 40, - "tooltip": "Siege Engines +2 hack armor.", + "tooltip": "Siege Engines +2 hack resistance.", "modifications": [ { "value": "Resistance/Entity/Damage/Hack", "add": 2 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_attack.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_attack.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_attack.json @@ -1,8 +1,16 @@ { "genericName": "Advanced Siege", "description": "Advanced technologies improve siege efficiency.", - "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 500 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, + "cost": { + "wood": 1000, + "metal": 500 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "notciv": "maur" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "siege_ram.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json @@ -1,7 +1,10 @@ { "genericName": "Bolt Accuracy", "description": "Improvement to projectile accuracy.", - "cost": { "food": 0, "wood": 250, "stone": 0, "metal": 250 }, + "cost": { + "wood": 250, + "metal": 250 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json @@ -1,8 +1,17 @@ { "genericName": "Metalworker", "description": "Siege engines require less metal.", - "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 0 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, + "cost": { + "food": 500, + "wood": 500, + "stone": 250 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "notciv": "maur" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "metalworker.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json @@ -1,8 +1,17 @@ { "genericName": "Artillery Instructors", "description": "Siege engines require less wood.", - "cost": { "food": 500, "wood": 0, "stone": 250, "metal": 500 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] }, + "cost": { + "food": 500, + "stone": 250, + "metal": 500 + }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "notciv": "maur" } + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "anvil.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/silvershields.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/silvershields.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/silvershields.json @@ -1,7 +1,9 @@ { "genericName": "Silver Shields Regiment", "description": "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of the Macedonian army.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 600 }, + "cost": { + "metal": 600 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/spy_counter.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/spy_counter.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/spy_counter.json @@ -1,7 +1,10 @@ { "genericName": "Counterintelligence", "description": "Recruit a network of informants to watch over your people.", - "cost": { "food": 400, "wood": 0, "stone": 0, "metal": 400 }, + "cost": { + "food": 400, + "metal": 400 + }, "supersedes": "unlock_spies", "requirements": { "tech": "phase_city" }, "icon": "vial_poison.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json @@ -1,7 +1,9 @@ { "genericName": "Conscription", "description": "Significantly increase training speed of cavalry by training them in large batches or squadrons.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 500 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horseshoe_gold.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json @@ -1,7 +1,10 @@ { "genericName": "Crenellations", "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.", - "cost": { "food": 0, "wood": 0, "stone": 500, "metal": 250 }, + "cost": { + "stone": 500, + "metal": 250 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "crenelations.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_health.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_health.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_health.json @@ -1,7 +1,11 @@ { "genericName": "Sturdy Foundations", "description": "Reinforce the foundations in preparation of an attack.", - "cost": { "food": 0, "wood": 500, "stone": 500, "metal": 500 }, + "cost": { + "wood": 500, + "stone": 500, + "metal": 500 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "architecture.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json @@ -1,7 +1,10 @@ { "genericName": "Murder Holes", "description": "Murder holes allow hitting enemies at the foot of the tower.", - "cost": { "food": 0, "wood": 250, "stone": 100, "metal": 0 }, + "cost": { + "wood": 250, + "stone": 100 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "murder_holes.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json @@ -1,7 +1,10 @@ { "genericName": "Arrow Shooters", "description": "Arrow shooters increase the maximum range of the fire arrows.", - "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 }, + "cost": { + "wood": 500, + "metal": 250 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json @@ -9,7 +9,9 @@ "spart": "Nyktophylakes" }, "description": "A night's watch increases vigilance.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "cost": { + "food": 500 + }, "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "helmet_corinthian_bronze.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json @@ -1,7 +1,9 @@ { "genericName": "Commercial Treaty", "description": "Improve the international trading profit.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 100 }, + "cost": { + "metal": 100 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sibylline_books.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json @@ -1,13 +1,15 @@ { "genericName": "Trade Convoys", "description": "Increases defensive capability of traders.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "cost": { + "metal": 200 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "supersedes": "trade_convoys_speed", "icon": "wheel.png", "researchTime": 40, - "tooltip": "Traders +2 hack and pierce armor.", + "tooltip": "Traders +2 hack and pierce resistance.", "modifications": [ { "value": "Resistance/Entity/Damage/Hack", "add": 2 }, { "value": "Resistance/Entity/Damage/Pierce", "add": 2 } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json @@ -1,12 +1,14 @@ { "genericName": "Trade Convoys", - "description": "Increases movement rate of traders, which in turn increases trade income.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "description": "Increases movement rate of traders in order to increase trade income.", + "cost": { + "metal": 200 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wheel.png", "researchTime": 40, - "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.", + "tooltip": "Traders +25% movement speed.", "modifications": [ { "value": "UnitMotion/WalkSpeed", "multiply": 1.25 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json @@ -1,12 +1,15 @@ { "genericName": "Handicraft", "description": "The progress in handicraft improves the trading profit.", - "cost": { "food": 0, "wood": 150, "stone": 0, "metal": 150 }, + "cost": { + "wood": 150, + "metal": 150 + }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "metal_pot.png", "researchTime": 40, - "tooltip": "Traders +10% gain.", + "tooltip": "Traders +10% trade gain.", "modifications": [ { "value": "Trader/GainMultiplier", "multiply": 1.1 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json @@ -1,13 +1,16 @@ { "genericName": "Advanced Handicraft", "description": "The progress in handicraft improves the trading profit.", - "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 300 }, + "cost": { + "wood": 300, + "metal": 300 + }, "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "supersedes": "trade_gain_01", "icon": "metal_pot.png", "researchTime": 40, - "tooltip": "Traders +15% gain.", + "tooltip": "Traders +15% trade gain.", "modifications": [ { "value": "Trader/GainMultiplier", "multiply": 1.15 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json @@ -7,7 +7,9 @@ "sele": "Agēma" }, "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 700 }, + "cost": { + "metal": 700 + }, "requirements": { "all": [ { "tech": "phase_city" }, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_females_house.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_females_house.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_females_house.json @@ -9,7 +9,11 @@ "spart": "Thesmophoria" }, "description": "A festival attended by women-only, to celebrate female fertility.", - "cost": { "food": 250, "wood": 100, "stone": 0, "metal": 100 }, + "cost": { + "food": 250, + "wood": 100, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "icon": "wives_festival.png", "researchTime": 60, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json @@ -1,14 +1,19 @@ { "genericName": "Diaspora", "description": "The extension of trade leads to the permanent establishment of storekeepers and their families in foreign countries, allowing them to exploit the wealth of these countries.", - "cost": { "food": 200, "wood": 200, "stone": 100, "metal": 100 }, + "cost": { + "food": 200, + "wood": 200, + "stone": 100, + "metal": 100 + }, "requirements": { "entity": { "class": "Trader", "number": 3 } }, - "requirementsTooltip": "Requires 3 Traders", + "requirementsTooltip": "Requires three Traders", "icon": "diaspora.png", "researchTime": 40, "tooltip": "Allows using allied dropsites.", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_los.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_los.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_los.json @@ -1,7 +1,10 @@ { "genericName": "Cartography", "description": "By means of trading and travelling people explored beyond the boundaries of their lands and drew maps of it in order to share and memorize their discoveries.", - "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 100 }, + "cost": { + "food": 100, + "metal": 100 + }, "requirements": { "tech": "phase_village" }, "icon": "dove.png", "researchTime": 40, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_spies.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_spies.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_spies.json @@ -1,7 +1,12 @@ { "genericName": "Espionage", "description": "Merchants' first goal was trading, but they also gathered information about the countries they crossed.", - "cost": { "food": 500, "wood": 500, "stone": 300, "metal": 300 }, + "cost": { + "food": 500, + "wood": 500, + "stone": 300, + "metal": 300 + }, "requirements": { "tech": "phase_city" }, "icon": "spy_trader.png", "researchTime": 80, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_mercenary.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_mercenary.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_mercenary.json @@ -1,18 +1,22 @@ { "genericName": "Expertise In War", "description": "Hire professional mercenaries to fight in your army.", - "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 600 }, + "cost": { + "metal": 600 + }, "requirements": { "all": [ { "tech": "phase_town" }, - { "any": [ - { "civ": "athen" }, - { "civ": "cart" }, - { "civ": "kush" }, - { "civ": "mace" }, - { "civ": "ptol" }, - { "civ": "sele" } - ]} + { + "any": [ + { "civ": "athen" }, + { "civ": "cart" }, + { "civ": "kush" }, + { "civ": "mace" }, + { "civ": "ptol" }, + { "civ": "sele" } + ] + } ] }, "requirementsTooltip": "Unlocked in Town Phase.", Index: ps/trunk/binaries/data/mods/public/simulation/templates/units/pers/champion_infantry.xml =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/templates/units/pers/champion_infantry.xml +++ ps/trunk/binaries/data/mods/public/simulation/templates/units/pers/champion_infantry.xml @@ -2,10 +2,10 @@ pers - Immortal persian Persian Immortal Anušiya + Immortal units/pers_champion_infantry.png