Index: binaries/data/mods/public/gui/common/tooltips.js =================================================================== --- binaries/data/mods/public/gui/common/tooltips.js +++ binaries/data/mods/public/gui/common/tooltips.js @@ -970,7 +970,7 @@ // Simple requirements (one tech) can be translated on the fly. if ("Techs" in requirements && !requirements.Techs._string.includes(" ") && requirements.Techs._string[0] != "!") - return objectionFont(sprintf(translate("Requires %(technology)s"), { + return objectionFont(sprintf(translate("Requires %(technology)s."), { "technology": getEntityNames(GetTechnologyData(requirements.Techs._string, civ)) })); @@ -1010,7 +1010,7 @@ "component": '[font="sans-12"]' + resourceIcon(resource) + '[/font]', "cost": Math.ceil(resources[resource]) })); - return objectionFont(translate("Insufficient resources:")) + + return objectionFont(translate("Requires more resources:")) + " " + formatted.join(" "); } Index: binaries/data/mods/public/gui/session/selection_panels.js =================================================================== --- binaries/data/mods/public/gui/session/selection_panels.js +++ binaries/data/mods/public/gui/session/selection_panels.js @@ -558,11 +558,12 @@ tooltips.push(translate("The auto-queue will try to train this item later.")); if (queuedItem.neededSlots) { - tooltips.push(objectionFont(translate("Insufficient population capacity:"))); - tooltips.push(sprintf(translate("%(population)s %(neededSlots)s"), { - "population": resourceIcon("population"), - "neededSlots": queuedItem.neededSlots - })); + tooltips.push(objectionFont(translate("Requires more capacity:")) + " " + + sprintf(translate("%(population)s %(neededSlots)s"), { + "population": resourceIcon("population"), + "neededSlots": queuedItem.neededSlots + }) + ); } tooltips.push(showTemplateViewerOnRightClickTooltip(template)); data.button.tooltip = tooltips.join("\n"); @@ -751,45 +752,70 @@ getEntityCostTooltip, showTemplateViewerOnRightClickTooltip ].map(func => func(template)); - if (!requirementsPassed) { - let tip = template.requirementsTooltip; + let tip = ""; let reqs = template.reqs; for (let req of reqs) { - if (!req.entities) - continue; - - let entityCounts = []; - for (let entity of req.entities) + if (req.entities) { - let current = 0; - switch (entity.check) + let entityCounts = []; + for (let entity of req.entities) { - case "count": - current = playerState.classCounts[entity.class] || 0; - break; - - case "variants": - current = playerState.typeCountsByClass[entity.class] ? - Object.keys(playerState.typeCountsByClass[entity.class]).length : 0; - break; + let current = 0; + switch (entity.check) + { + case "count": + current = playerState.classCounts[entity.class] || 0; + break; + + case "variants": + current = playerState.typeCountsByClass[entity.class] ? + Object.keys(playerState.typeCountsByClass[entity.class]).length : 0; + break; + } + + let remaining = entity.number - current; + if (remaining < 1) + continue; + + // TODO: check without hard-coding phase names, + if (['Village', 'Town', 'City'].includes(entity.class)) + { + if (current == 0) + entityCounts.push(sprintf(translatePlural("%(number)s %(class)s Structure", "%(number)s %(class)s Structures", remaining), { + "number": remaining, + "class": translate(entity.class) + })); + else + entityCounts.push(sprintf(translatePlural("%(number)s more %(class)s Structure", "%(number)s more %(class)s Structures", remaining), { + "number": remaining, + "class": translate(entity.class) + })); + } + else + { + if (current == 0) + entityCounts.push(sprintf(translatePlural("%(number)s entity of class %(class)s", "%(number)s entities of class %(class)s", remaining), { + "number": remaining, + "class": translate(entity.class) + })); + else + entityCounts.push(sprintf(translatePlural("%(number)s more entity of class %(class)s", "%(number)s more entities of class %(class)s", remaining), { + "number": remaining, + "class": translate(entity.class) + })); + } } - - let remaining = entity.number - current; - if (remaining < 1) - continue; - - entityCounts.push(sprintf(translatePlural("%(number)s entity of class %(class)s", "%(number)s entities of class %(class)s", remaining), { - "number": remaining, - "class": translate(entity.class) - })); + tip += sprintf(translate("Requires %(entityCounts)s."), { + "entityCounts": entityCounts.join(translateWithContext("Separator for a list of entity counts", ", ")) + }); } - - tip += " " + sprintf(translate("Remaining: %(entityCounts)s"), { - "entityCounts": entityCounts.join(translateWithContext("Separator for a list of entity counts", ", ")) - }); + else if (req.techs && req.techs.length == 1 && req.techs[0].startsWith("phase")) + tip += sprintf(translate("Requires %(technology)s."), { + "technology": getEntityNames(GetTechnologyData(req.techs[0], playerState.civ)) + }); } tooltips.push(objectionFont(tip)); } Index: binaries/data/mods/public/simulation/components/Player.js =================================================================== --- binaries/data/mods/public/simulation/components/Player.js +++ binaries/data/mods/public/simulation/components/Player.js @@ -325,13 +325,13 @@ if (i < 1) warn("Amounts needed but no amounts given?"); else if (i == 1) - msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s"); + msg = markForTranslation("Requires more resources - %(resourceAmount1)s %(resourceType1)s"); else if (i == 2) - msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s"); + msg = markForTranslation("Requires more resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s"); else if (i == 3) - msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s"); + msg = markForTranslation("Requires more resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s"); else if (i == 4) - msg = markForTranslation("Insufficient resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s"); + msg = markForTranslation("Requires more resources - %(resourceAmount1)s %(resourceType1)s, %(resourceAmount2)s %(resourceType2)s, %(resourceAmount3)s %(resourceType3)s, %(resourceAmount4)s %(resourceType4)s"); else warn("Localisation: Strings are not localised for more than 4 resources"); Index: binaries/data/mods/public/simulation/data/technologies/agoge.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/agoge.json +++ binaries/data/mods/public/simulation/data/technologies/agoge.json @@ -11,7 +11,6 @@ { "civ": "spart" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "agoge.png", "researchTime": 60, "tooltip": "Champion Infantry Spearmen +25% health, but +5% training time.", Index: binaries/data/mods/public/simulation/data/technologies/archer_attack_spread.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/archer_attack_spread.json +++ binaries/data/mods/public/simulation/data/technologies/archer_attack_spread.json @@ -15,7 +15,6 @@ { "notciv": "spart" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "archery_tradition.png", "researchTime": 40, "tooltip": "Archers −20% ranged attack spread.", Index: binaries/data/mods/public/simulation/data/technologies/archery_tradition.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/archery_tradition.json +++ binaries/data/mods/public/simulation/data/technologies/archery_tradition.json @@ -17,7 +17,6 @@ } ] }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "archery_tradition.png", "researchTime": 40, "tooltip": "Archers +10 attack range.", Index: binaries/data/mods/public/simulation/data/technologies/architecture_kush.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/architecture_kush.json +++ binaries/data/mods/public/simulation/data/technologies/architecture_kush.json @@ -9,7 +9,6 @@ { "civ": "kush" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "pers_hundred_columns.png", "researchTime": 60, "tooltip": "Civic Structures +20% build time, +20% health, and +20% capture points.", Index: binaries/data/mods/public/simulation/data/technologies/art_of_war.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/art_of_war.json +++ binaries/data/mods/public/simulation/data/technologies/art_of_war.json @@ -12,7 +12,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "patriotism.png", "researchTime": 50, "tooltip": "All Citizen-Soldiers −20% required promotion experience.", Index: binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json +++ binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json @@ -20,7 +20,6 @@ { "notciv": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "clenched_fist.png", "researchTime": 40, "tooltip": "Soldiers, Siege Engines, and Ships +25% attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json +++ binaries/data/mods/public/simulation/data/technologies/barracks_batch_training.json @@ -10,7 +10,6 @@ { "notciv": "pers" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear_fire.png", "researchTime": 40, "tooltip": "Barracks −10% batch training time.", Index: binaries/data/mods/public/simulation/data/technologies/cavalry_health.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/cavalry_health.json +++ binaries/data/mods/public/simulation/data/technologies/cavalry_health.json @@ -6,7 +6,6 @@ "metal": 75 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 35, "tooltip": "Cavalry +10% health.", Index: binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json +++ binaries/data/mods/public/simulation/data/technologies/cavalry_movement_speed.json @@ -6,7 +6,6 @@ "metal": 50 }, "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "cavalry_speed.png", "researchTime": 30, "tooltip": "Cavalry +10% walk speed.", Index: binaries/data/mods/public/simulation/data/technologies/civil_engineering_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/civil_engineering_01.json +++ binaries/data/mods/public/simulation/data/technologies/civil_engineering_01.json @@ -14,7 +14,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "work.png", "researchTime": 40, "tooltip": "All structures −10% build time and −10% cost.", Index: binaries/data/mods/public/simulation/data/technologies/civil_engineering_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/civil_engineering_02.json +++ binaries/data/mods/public/simulation/data/technologies/civil_engineering_02.json @@ -14,7 +14,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "blocks_three.png", "researchTime": 40, "tooltip": "All structures +20% health.", Index: binaries/data/mods/public/simulation/data/technologies/civil_service_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/civil_service_01.json +++ binaries/data/mods/public/simulation/data/technologies/civil_service_01.json @@ -14,7 +14,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "Ministers −50% train time.", Index: binaries/data/mods/public/simulation/data/technologies/civil_service_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/civil_service_02.json +++ binaries/data/mods/public/simulation/data/technologies/civil_service_02.json @@ -14,7 +14,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "hospital.png", "researchTime": 40, "tooltip": "Ministers +50% health.", Index: binaries/data/mods/public/simulation/data/technologies/crossbow_training.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/crossbow_training.json +++ binaries/data/mods/public/simulation/data/technologies/crossbow_training.json @@ -11,7 +11,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_plates_ranged.png", "researchTime": 40, "tooltip": "Crossbow Infantry −20% train time.", Index: binaries/data/mods/public/simulation/data/technologies/equine_transports.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/equine_transports.json +++ binaries/data/mods/public/simulation/data/technologies/equine_transports.json @@ -11,7 +11,6 @@ { "civ": "pers" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 60, "tooltip": "Phoenician Triremes gain the ability to train Cavalry.", Index: binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_capacity.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_capacity.json +++ binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_capacity.json @@ -3,7 +3,6 @@ "description": "Salting allows to preserve fish longer.", "cost": { "food": 200, "wood": 100, "stone": 0, "metal": 0 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "supersedes": "fishing_boat_gather_rate", "icon": "fish.png", "researchTime": 50, Index: binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_rate.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_rate.json +++ binaries/data/mods/public/simulation/data/technologies/fishing_boat_gather_rate.json @@ -5,7 +5,6 @@ "wood": 200 }, "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "fishing_net.png", "researchTime": 40, "tooltip": "Fishing Boats +30% fish gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/garrison_heal.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/garrison_heal.json +++ binaries/data/mods/public/simulation/data/technologies/garrison_heal.json @@ -6,7 +6,6 @@ "metal": 250 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "bandage.png", "researchTime": 40, "tooltip": "Structures +1 garrison heal rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json +++ binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json @@ -6,7 +6,6 @@ "wood": 200 }, "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "gather_basket_empty.png", "researchTime": 40, "tooltip": "Workers +5 resource capacity.", Index: binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json +++ binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json @@ -7,7 +7,6 @@ }, "supersedes": "gather_capacity_wheelbarrow", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "handcart_empty.png", "researchTime": 60, "tooltip": "Workers +5 resource capacity.", Index: binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json +++ binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json @@ -7,7 +7,6 @@ }, "supersedes": "gather_capacity_basket", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wheelbarrow_empty.png", "researchTime": 50, "tooltip": "Workers +5 resource capacity.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_chain_pump.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_chain_pump.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_chain_pump.json @@ -12,7 +12,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "flood_control.png", "researchTime": 70, "tooltip": "Workers +20% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json @@ -12,7 +12,6 @@ { "notciv": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "olives.png", "researchTime": 60, "tooltip": "Workers +20% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_harvester.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_harvester.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_harvester.json @@ -15,7 +15,6 @@ } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "gallic_plow.png", "researchTime": 50, "tooltip": "Workers +10% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json @@ -11,7 +11,6 @@ { "notciv": "han" } ] }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "plow.png", "researchTime": 40, "tooltip": "Workers +20% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_seed_drill.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_seed_drill.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_seed_drill.json @@ -11,7 +11,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "torsion_springs.png", "researchTime": 50, "tooltip": "Workers +20% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json @@ -12,7 +12,6 @@ { "notciv": "han" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "farming_training.png", "researchTime": 50, "tooltip": "Workers +20% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_farming_water_weeding.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_farming_water_weeding.json +++ binaries/data/mods/public/simulation/data/technologies/gather_farming_water_weeding.json @@ -12,7 +12,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "irrigation.png", "researchTime": 60, "tooltip": "Workers +20% grain gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json +++ binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json @@ -6,7 +6,6 @@ "metal": 100 }, "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "wood_axe_01.png", "researchTime": 40, "tooltip": "Workers +25% wood gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json +++ binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json @@ -7,7 +7,6 @@ }, "supersedes": "gather_lumbering_strongeraxes", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "wood_axe_03.png", "researchTime": 60, "tooltip": "Workers +25% wood gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json +++ binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json @@ -7,7 +7,6 @@ }, "supersedes": "gather_lumbering_ironaxes", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wood_axe_02.png", "researchTime": 50, "tooltip": "Workers +25% wood gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json +++ binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json @@ -10,7 +10,6 @@ }, "supersedes": "gather_mining_servants", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "mining_stone_02.png", "researchTime": 50, "tooltip": "Workers +25% stone gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json +++ binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json @@ -7,7 +7,6 @@ }, "supersedes": "gather_mining_wedgemallet", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "mining_metal_02.png", "researchTime": 50, "tooltip": "Workers +25% metal gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json +++ binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json @@ -11,7 +11,6 @@ }, "supersedes": "gather_mining_shaftmining", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "mining_metal_03.png", "researchTime": 60, "tooltip": "Workers +25% metal gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json +++ binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json @@ -15,7 +15,6 @@ }, "supersedes": "gather_mining_serfs", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "mining_stone_03.png", "researchTime": 60, "tooltip": "Workers +25% stone gather rate.", Index: binaries/data/mods/public/simulation/data/technologies/heal_range.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/heal_range.json +++ binaries/data/mods/public/simulation/data/technologies/heal_range.json @@ -13,7 +13,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "healing_range_01.png", "researchTime": 40, "tooltip": "Healers +5 healing range.", Index: binaries/data/mods/public/simulation/data/technologies/heal_range_2.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/heal_range_2.json +++ binaries/data/mods/public/simulation/data/technologies/heal_range_2.json @@ -10,7 +10,6 @@ }, "supersedes": "heal_range", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "healing_range_02.png", "researchTime": 40, "tooltip": "Healers +5 healing range.", Index: binaries/data/mods/public/simulation/data/technologies/heal_rate.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/heal_rate.json +++ binaries/data/mods/public/simulation/data/technologies/heal_rate.json @@ -13,7 +13,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "healing_rate_01.png", "researchTime": 40, "tooltip": "Healers −20% healing time.", Index: binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json +++ binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json @@ -14,7 +14,6 @@ }, "supersedes": "heal_rate", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "healing_rate_02.png", "researchTime": 40, "tooltip": "Healers −20% healing time.", Index: binaries/data/mods/public/simulation/data/technologies/health_females_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/health_females_01.json +++ binaries/data/mods/public/simulation/data/technologies/health_females_01.json @@ -5,7 +5,6 @@ "food": 200 }, "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "loom.png", "researchTime": 40, "tooltip": "Female Citizens +100% health.", Index: binaries/data/mods/public/simulation/data/technologies/health_regen_units.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/health_regen_units.json +++ binaries/data/mods/public/simulation/data/technologies/health_regen_units.json @@ -6,7 +6,6 @@ "metal": 250 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "asclepius_rod.png", "researchTime": 40, "tooltip": "Idle Organic units +0.5 health regeneration rate.", Index: binaries/data/mods/public/simulation/data/technologies/hellenistic_metropolis.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/hellenistic_metropolis.json +++ binaries/data/mods/public/simulation/data/technologies/hellenistic_metropolis.json @@ -17,7 +17,6 @@ } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "statue_face_stone.png", "researchTime": 60, "tooltip": "Civic Centers +100% health and capture points, double default arrows.", Index: binaries/data/mods/public/simulation/data/technologies/hoplite_tradition.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/hoplite_tradition.json +++ binaries/data/mods/public/simulation/data/technologies/hoplite_tradition.json @@ -16,7 +16,6 @@ } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_corinthian.png", "researchTime": 60, "tooltip": "Hoplites −25% training time and −50% promotion experience.", Index: binaries/data/mods/public/simulation/data/technologies/immortals.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/immortals.json +++ binaries/data/mods/public/simulation/data/technologies/immortals.json @@ -11,7 +11,6 @@ { "civ": "pers" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "immortals.png", "researchTime": 60, "tooltip": "Immortals −50% training time.", Index: binaries/data/mods/public/simulation/data/technologies/iphicratean_reforms.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/iphicratean_reforms.json +++ binaries/data/mods/public/simulation/data/technologies/iphicratean_reforms.json @@ -11,7 +11,6 @@ { "civ": "athen" } ] }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 30, "tooltip": "Athenian Gymnasia, Docks and Triremes can train Marines and Cretan Mercenary Archers.", Index: binaries/data/mods/public/simulation/data/technologies/long_walls.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/long_walls.json +++ binaries/data/mods/public/simulation/data/technologies/long_walls.json @@ -10,7 +10,6 @@ { "civ": "athen" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "masonry_marble.png", "researchTime": 60, "tooltip": "Build Walls in own or neutral territory.", Index: binaries/data/mods/public/simulation/data/technologies/nisean_horses.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/nisean_horses.json +++ binaries/data/mods/public/simulation/data/technologies/nisean_horses.json @@ -20,7 +20,6 @@ } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "nisean_war_horses.png", "researchTime": 60, "tooltip": "Champion Cavalry Spearmen +20% health, but +10% training time.", Index: binaries/data/mods/public/simulation/data/technologies/parade_of_daphne.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/parade_of_daphne.json +++ binaries/data/mods/public/simulation/data/technologies/parade_of_daphne.json @@ -11,7 +11,6 @@ { "civ": "sele" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "parade_of_daphne.png", "researchTime": 60, "tooltip": "Champions −20% training time.", Index: binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json +++ binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json @@ -14,7 +14,6 @@ "number": 3 } }, - "requirementsTooltip": "Requires three Town Structures.", "supersedes": "phase_town_athen", "replaces": ["phase_city"], "icon": "city_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json +++ binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json @@ -18,7 +18,6 @@ "number": 3 } }, - "requirementsTooltip": "Requires three Town Structures.", "supersedes": "phase_town_generic", "replaces": ["phase_city"], "icon": "city_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_city_pers.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_city_pers.json +++ binaries/data/mods/public/simulation/data/technologies/phase_city_pers.json @@ -11,7 +11,6 @@ "number": 3 } }, - "requirementsTooltip": "Requires three Town Structures.", "supersedes": "phase_town_pers", "replaces": ["phase_city"], "icon": "city_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json +++ binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json @@ -14,7 +14,6 @@ "number": 5 } }, - "requirementsTooltip": "Requires five Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json +++ binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json @@ -18,7 +18,6 @@ "number": 5 } }, - "requirementsTooltip": "Requires five Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/phase_town_pers.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/phase_town_pers.json +++ binaries/data/mods/public/simulation/data/technologies/phase_town_pers.json @@ -11,7 +11,6 @@ "number": 5 } }, - "requirementsTooltip": "Requires five Village Structures.", "supersedes": "phase_village", "replaces": ["phase_town"], "icon": "town_phase.png", Index: binaries/data/mods/public/simulation/data/technologies/poison_arrows.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/poison_arrows.json +++ binaries/data/mods/public/simulation/data/technologies/poison_arrows.json @@ -11,7 +11,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "arrow_poison.png", "researchTime": 50, "tooltip": "Ranged Soldiers +20% attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/poison_blades.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/poison_blades.json +++ binaries/data/mods/public/simulation/data/technologies/poison_blades.json @@ -11,7 +11,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "sword_poison.png", "researchTime": 50, "tooltip": "Melee Soldiers +20% attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/pop_house_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/pop_house_01.json +++ binaries/data/mods/public/simulation/data/technologies/pop_house_01.json @@ -15,7 +15,6 @@ "stone": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "population.png", "researchTime": 40, "tooltip": "Houses +20% population bonus.", Index: binaries/data/mods/public/simulation/data/technologies/pop_house_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/pop_house_02.json +++ binaries/data/mods/public/simulation/data/technologies/pop_house_02.json @@ -10,7 +10,6 @@ }, "supersedes": "pop_house_01", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "population.png", "researchTime": 40, "tooltip": "Houses +20% population bonus.", Index: binaries/data/mods/public/simulation/data/technologies/reformed_army_sele.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/reformed_army_sele.json +++ binaries/data/mods/public/simulation/data/technologies/reformed_army_sele.json @@ -8,7 +8,6 @@ { "civ": "sele" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "tooltip": "Unlock the Champion Infantry Swordsman.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: binaries/data/mods/public/simulation/data/technologies/ship_cost_time.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/ship_cost_time.json +++ binaries/data/mods/public/simulation/data/technologies/ship_cost_time.json @@ -6,7 +6,6 @@ "wood": 200 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "calipers.png", "researchTime": 60, "tooltip": "Ships −20% construction time.", Index: binaries/data/mods/public/simulation/data/technologies/ship_health.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/ship_health.json +++ binaries/data/mods/public/simulation/data/technologies/ship_health.json @@ -6,7 +6,6 @@ "metal": 200 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_ship_bronze.png", "researchTime": 60, "tooltip": "Ships +25% health.", Index: binaries/data/mods/public/simulation/data/technologies/ship_movement_speed.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/ship_movement_speed.json +++ binaries/data/mods/public/simulation/data/technologies/ship_movement_speed.json @@ -5,7 +5,6 @@ "food": 500 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "trihemiolia.png", "researchTime": 60, "tooltip": "Ships +10% movement speed.", Index: binaries/data/mods/public/simulation/data/technologies/siege_attack.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/siege_attack.json +++ binaries/data/mods/public/simulation/data/technologies/siege_attack.json @@ -10,7 +10,6 @@ { "tech": "phase_city" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "siege_ram.png", "researchTime": 40, "tooltip": "Siege Engines +25% attack crush damage.", Index: binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json +++ binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json @@ -17,7 +17,6 @@ { "notciv": "sele" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "accuracy_bolt.png", "researchTime": 40, "tooltip": "Bolt Shooters −20% ranged attack spread.", Index: binaries/data/mods/public/simulation/data/technologies/siege_cost_time.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/siege_cost_time.json +++ binaries/data/mods/public/simulation/data/technologies/siege_cost_time.json @@ -5,7 +5,6 @@ "wood": 600 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "engineering.png", "researchTime": 40, "tooltip": "Siege Engines −20% construction time.", Index: binaries/data/mods/public/simulation/data/technologies/siege_health.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/siege_health.json +++ binaries/data/mods/public/simulation/data/technologies/siege_health.json @@ -5,7 +5,6 @@ "metal": 600 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_plates_gold.png", "researchTime": 40, "tooltip": "Battering Rams and Siege Towers +25% health.", Index: binaries/data/mods/public/simulation/data/technologies/siege_pack_unpack.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/siege_pack_unpack.json +++ binaries/data/mods/public/simulation/data/technologies/siege_pack_unpack.json @@ -15,7 +15,6 @@ { "notciv": "pers" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "military_engineers.png", "researchTime": 40, "tooltip": "Siege Engines –40% pack and unpack time.", Index: binaries/data/mods/public/simulation/data/technologies/silk_road.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/silk_road.json +++ binaries/data/mods/public/simulation/data/technologies/silk_road.json @@ -12,7 +12,6 @@ { "civ": "han" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "trade_routes.png", "researchTime": 50, "tooltip": "Traders +20% international trade bonus.", Index: binaries/data/mods/public/simulation/data/technologies/silvershields.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/silvershields.json +++ binaries/data/mods/public/simulation/data/technologies/silvershields.json @@ -10,7 +10,6 @@ { "civ": "mace" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "silvershields.png", "researchTime": 60, "tooltip": "Upgrade Shield Bearer Champion Infantry to Silver Shields, with more health and attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_01.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_01.json @@ -14,7 +14,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sword_01.png", "researchTime": 40, "tooltip": "Soldiers +15% melee attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_02.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_02.json @@ -7,7 +7,6 @@ }, "supersedes": "soldier_attack_melee_01", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sword_02.png", "researchTime": 50, "tooltip": "Soldiers +15% melee attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_03.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_03.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_03.json @@ -13,7 +13,6 @@ { "notciv": "maur" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "sword_03.png", "researchTime": 60, "tooltip": "Soldiers +20% melee attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_03_variant.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_03_variant.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_melee_03_variant.json @@ -21,7 +21,6 @@ } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "metalworker.png", "researchTime": 60, "tooltip": "Soldiers +20% melee attack damage. Swordsmen get an additional +20% bonus.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_01.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_01.json @@ -6,7 +6,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow_01.png", "researchTime": 40, "tooltip": "Soldiers +15% ranged attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_02.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_02.json @@ -7,7 +7,6 @@ }, "supersedes": "soldier_attack_ranged_01", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow_02.png", "researchTime": 50, "tooltip": "Soldiers +15% ranged attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_03.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_03.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_attack_ranged_03.json @@ -7,7 +7,6 @@ }, "supersedes": "soldier_attack_ranged_02", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "arrow_03.png", "researchTime": 60, "tooltip": "Soldiers +20% ranged attack damage.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_01.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_01.json @@ -13,7 +13,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_leather.png", "researchTime": 40, "tooltip": "Soldiers +1 hack resistance.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_02.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_02.json @@ -14,7 +14,6 @@ }, "supersedes": "soldier_resistance_hack_01", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_pteruges.png", "researchTime": 50, "tooltip": "Soldiers +1 hack resistance.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_03.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_03.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_resistance_hack_03.json @@ -7,7 +7,6 @@ }, "supersedes": "soldier_resistance_hack_02", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_chain.png", "researchTime": 60, "tooltip": "Soldiers +2 hack resistance.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_01.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_01.json @@ -6,7 +6,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "shields_generic_wood.png", "researchTime": 40, "tooltip": "Soldiers +1 pierce resistance.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_02.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_02.json @@ -7,7 +7,6 @@ }, "supersedes": "soldier_resistance_pierce_01", "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "shields_generic_bronze.png", "researchTime": 50, "tooltip": "Soldiers +1 pierce resistance.", Index: binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_03.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_03.json +++ binaries/data/mods/public/simulation/data/technologies/soldier_resistance_pierce_03.json @@ -7,7 +7,6 @@ }, "supersedes": "soldier_resistance_pierce_02", "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "shields_generic_silver.png", "researchTime": 60, "tooltip": "Soldiers +2 pierce resistance.", Index: binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json +++ binaries/data/mods/public/simulation/data/technologies/stable_batch_training.json @@ -10,7 +10,6 @@ { "notciv": "pers" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "horseshoe_gold.png", "researchTime": 40, "tooltip": "Stables −10% batch training time.", Index: binaries/data/mods/public/simulation/data/technologies/subterranean_aqueducts.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/subterranean_aqueducts.json +++ binaries/data/mods/public/simulation/data/technologies/subterranean_aqueducts.json @@ -14,7 +14,6 @@ { "civ": "pers" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "flood_control.png", "researchTime": 40, "tooltip": "Ice House +1 trickle food rate per second.", Index: binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json +++ binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json @@ -6,7 +6,6 @@ "metal": 250 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "crenelations.png", "researchTime": 40, "tooltip": "Sentry and Stone Towers +40% more arrows per garrisoned Soldier.", Index: binaries/data/mods/public/simulation/data/technologies/tower_health.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/tower_health.json +++ binaries/data/mods/public/simulation/data/technologies/tower_health.json @@ -7,7 +7,6 @@ "metal": 500 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "masonry_clamps.png", "researchTime": 40, "tooltip": "Towers +25% health.", Index: binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json +++ binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json @@ -6,7 +6,6 @@ "stone": 100 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "murder_holes.png", "researchTime": 40, "tooltip": "Sentry and Stone Towers have 0 minimum attack range.", Index: binaries/data/mods/public/simulation/data/technologies/tower_range.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/tower_range.json +++ binaries/data/mods/public/simulation/data/technologies/tower_range.json @@ -6,7 +6,6 @@ "metal": 250 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow.png", "researchTime": 40, "tooltip": "Sentry and Stone Towers +8 attack range.", Index: binaries/data/mods/public/simulation/data/technologies/tower_watch.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/tower_watch.json +++ binaries/data/mods/public/simulation/data/technologies/tower_watch.json @@ -14,7 +14,6 @@ "food": 500 }, "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", "icon": "helmet_corinthian_bronze.png", "researchTime": 40, "tooltip": "Sentry and Stone Towers +1 default arrow count.", Index: binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json +++ binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json @@ -5,7 +5,6 @@ "metal": 100 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "handshake.png", "researchTime": 40, "tooltip": "Traders +10% trade profit between allies.", Index: binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json +++ binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json @@ -6,7 +6,6 @@ "metal": 150 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "amphore.png", "researchTime": 40, "tooltip": "Traders +15% trade gain.", Index: binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json +++ binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json @@ -6,7 +6,6 @@ "metal": 300 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "supersedes": "trade_gain_01", "icon": "metal_pot.png", "researchTime": 40, Index: binaries/data/mods/public/simulation/data/technologies/trader_health.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/trader_health.json +++ binaries/data/mods/public/simulation/data/technologies/trader_health.json @@ -5,7 +5,6 @@ "food": 300 }, "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wheel.png", "researchTime": 40, "tooltip": "Land Traders +50% health.", Index: binaries/data/mods/public/simulation/data/technologies/traditional_army_sele.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/traditional_army_sele.json +++ binaries/data/mods/public/simulation/data/technologies/traditional_army_sele.json @@ -8,7 +8,6 @@ { "civ": "sele" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "tooltip": "Unlock the Champion Infantry Pikeman.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: binaries/data/mods/public/simulation/data/technologies/unlock_champion_cavalry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/unlock_champion_cavalry.json +++ binaries/data/mods/public/simulation/data/technologies/unlock_champion_cavalry.json @@ -14,7 +14,6 @@ { "notciv": "spart" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 60, "tooltip": "Unlock Champion Cavalry at the Stable.", Index: binaries/data/mods/public/simulation/data/technologies/unlock_champion_chariots.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/unlock_champion_chariots.json +++ binaries/data/mods/public/simulation/data/technologies/unlock_champion_chariots.json @@ -17,7 +17,6 @@ } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 60, "tooltip": "Unlock Champion Chariots at the Stable.", Index: binaries/data/mods/public/simulation/data/technologies/unlock_champion_infantry.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/unlock_champion_infantry.json +++ binaries/data/mods/public/simulation/data/technologies/unlock_champion_infantry.json @@ -20,7 +20,6 @@ { "notciv": "spart" } ] }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 60, "tooltip": "Unlock Champions Infantry at the Barracks.", Index: binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json +++ binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json @@ -13,7 +13,6 @@ "number": 3 } }, - "requirementsTooltip": "Requires three Traders", "icon": "dove.png", "researchTime": 40, "tooltip": "Allows using allied dropsites.", Index: binaries/data/mods/public/simulation/data/technologies/unlock_spies.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/unlock_spies.json +++ binaries/data/mods/public/simulation/data/technologies/unlock_spies.json @@ -6,7 +6,6 @@ "metal": 500 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "spy_trader.png", "researchTime": 60, "tooltip": "Allows bribing the units of other players in order to share their vision.", Index: binaries/data/mods/public/simulation/data/technologies/wonder_population_cap.json =================================================================== --- binaries/data/mods/public/simulation/data/technologies/wonder_population_cap.json +++ binaries/data/mods/public/simulation/data/technologies/wonder_population_cap.json @@ -15,7 +15,6 @@ "metal": 500 }, "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", "icon": "special_treasure.png", "researchTime": 120, "tooltip": "Enable the “Glorious Expansion” aura: +20% maximum population limit per Wonder owned.", Index: binaries/data/mods/public/simulation/templates/special/formations/anti_cavalry.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/formations/anti_cavalry.xml +++ binaries/data/mods/public/simulation/templates/special/formations/anti_cavalry.xml @@ -2,7 +2,7 @@ 16 - Melee Infantry only, requires at least 16. + Requires at least 16 Melee Infantry units. square 0.50 0.37 Index: binaries/data/mods/public/simulation/templates/special/formations/phalanx.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/formations/phalanx.xml +++ binaries/data/mods/public/simulation/templates/special/formations/phalanx.xml @@ -2,7 +2,7 @@ 10 - Infantry Hoplites only, requires at least 10. + Requires at least 10 Infantry Hoplites. 0.6 0.6 4 Index: binaries/data/mods/public/simulation/templates/special/formations/skirmish.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/formations/skirmish.xml +++ binaries/data/mods/public/simulation/templates/special/formations/skirmish.xml @@ -1,7 +1,7 @@ - Ranged Soldiers only, requires at least 2. + Requires at least 2 Ranged Soldiers. true 2 2 Index: binaries/data/mods/public/simulation/templates/special/formations/syntagma.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/formations/syntagma.xml +++ binaries/data/mods/public/simulation/templates/special/formations/syntagma.xml @@ -2,7 +2,7 @@ 16 - Infantry Pikemen only, requires at least 16. + Requires at least 16 Infantry Pikemen. Hero Champion Elite Advanced Basic square 0.86 Index: binaries/data/mods/public/simulation/templates/special/formations/testudo.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/formations/testudo.xml +++ binaries/data/mods/public/simulation/templates/special/formations/testudo.xml @@ -2,7 +2,7 @@ 16 - Melee Infantry only, requires at least 16. + Requires at least 16 Melee Infantry units. Hero Champion Elite Advanced Basic square 0.785 Index: binaries/data/mods/public/simulation/templates/special/formations/wedge.xml =================================================================== --- binaries/data/mods/public/simulation/templates/special/formations/wedge.xml +++ binaries/data/mods/public/simulation/templates/special/formations/wedge.xml @@ -2,7 +2,7 @@ 6 - Cavalry only, requires at least 6. + Requires at least 6 Cavalry Soldiers. triangle true 0.25