From 5f40ec6b08aa68a679e8159b9a49331a78b51f93 Mon Sep 17 00:00:00 2001 From: hexall90 <hexall90@gmail.com> Date: Sun, 8 Oct 2017 17:18:06 +0200 Subject: [PATCH] finished most of the work --- TODO.txt | 9 +- src/SecExp/SecExpBackwardCompatibility.tw | 18 +- src/SecExp/attackHandler.tw | 46 +++- src/SecExp/attackReport.tw | 61 ++++- src/SecExp/authorityReport.tw | 151 ++++++++++- src/SecExp/edicts.tw | 4 +- src/SecExp/propagandaHub.tw | 10 +- src/SecExp/secInit.tw | 8 +- src/SecExp/securityReport.tw | 316 ++++++++++++++-------- src/events/intro/pcExperienceIntro.tw | 12 +- src/uncategorized/arcmgmt.tw | 26 +- src/uncategorized/persBusiness.tw | 10 +- src/uncategorized/reputation.tw | 5 + 13 files changed, 509 insertions(+), 167 deletions(-) diff --git a/TODO.txt b/TODO.txt index 47b5eb76b3e..e48a4a2dbcd 100644 --- a/TODO.txt +++ b/TODO.txt @@ -1,11 +1,6 @@ --add wounds description to the battle report --randomize the battle day, so that it is not always the same day the turn is given --add fortifications --add casualties to the counters --add security/authority and crime choices to game creation +-add fortifications? -add random crimes as events -rewrite attackOption to reflect new recon system -min rep for upgrades --a lot of units increase security --a lot of cash increases crime -renaming of units depending on FSs +-gender fundamentalism does not allow women in army/gerder radicalism does? diff --git a/src/SecExp/SecExpBackwardCompatibility.tw b/src/SecExp/SecExpBackwardCompatibility.tw index 3045b146d6b..61f2514a823 100644 --- a/src/SecExp/SecExpBackwardCompatibility.tw +++ b/src/SecExp/SecExpBackwardCompatibility.tw @@ -360,18 +360,24 @@ <<set $bribeCost = 0>> <</if>> <<if ndef $tacticsSuccessful>> - <<set $tacticsSuccessful == 0>> -<</if>> -<<if ndef $auto>> - <<set $auto = 0>> + <<set $tacticsSuccessful = 0>> <</if>> <<if ndef $leaderWounded>> <<set $leaderWounded = 0>> /* 0=no wound, 1=mute, 2=blind, 3=amputee, 4=health */ <</if>> <<if ndef $gainedCombat>> - <<set $gainedCombat == 1>> + <<set $gainedCombat == 0>> +<</if>> +<<if ndef $gainedWarfare>> +<<set $gainedWarfare = 0>> +<</if>> +<<if ndef $PCWounded>> +<<set $PCWounded = 0>> <</if>> - +<<if ndef $PCWoundCooldown>> +<<set $PCWoundCooldown = 0>> +<</if>> + /* statistics */ <<if ndef $baseBribePerAttacker>> <<set $baseBribePerAttacker = 5>> diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index f250b5ba0e5..b583fe7696e 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -88,9 +88,43 @@ <</if>> /* 80% chance of increasing warfare */ <<if $PC.warfare < 100 && random(1,100) <= 80>> + <<set $gainedWarfare = 1>> <<set $PC.warfare += 10>> <<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>> <</if>> + /* does the PC get wounded? */ + <<if $PC.career == "mercenary" || $PC.career == "gang">> + <<set _woundChance -= 3>> + <</if>> + <<if $PC.physicalAge >= 60>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.belly > 5000>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.boobsBonus >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.butt >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.balls == 2>> + <<set _woundChance += 1>> + <</if>> + <<if $PC.ballsImplant >= 2>> + <<set _woundChance += 1>> + <</if>> + <<if random(1,100) <= _woundChance>> + <<set $leaderWounded = 1>> + <<set _militiaMod -= 0.2>> + <<set _slaveMod -= 0.2>> + <<set _mercMod -= 0.2>> + <<set _enemyMod += 0.2>> + <<set $PCWounded = 1>> + <</if>> <<elseif $leadingTroops == "assistant">> <<if $rep < 10000 && $authority < 10000>> <<set _militiaMod -= 0.15>> @@ -184,9 +218,6 @@ <<if $Bodyguard.preg >= 30>> <<set _woundChance += 1>> <</if>> - <<if $Bodyguard.preg >= 30>> - <<set _woundChance += 1>> - <</if>> <<if $Bodyguard.dick >= 8>> <<set _woundChance += 1>> <</if>> @@ -211,13 +242,13 @@ <<set $Bodyguard.amp = 1>> <<elseif $woundType >= 4>> <<if $Bodyguard.health >= -60>> - <<set $Bodyguard.health -= 40>> + <<set $Bodyguard.health -= 30>> <<else>> - <<set $Bodyguard.health -= Math.abs(100 + $Bodyguard.health)>> + <<set $Bodyguard.health -= Math.abs(90 - $Bodyguard.health)>> <</if>> <</if>> <</if>> - /* 60% chance of getting combat skill if nto already have it */ + /* 60% chance of getting combat skill if not already have it */ <<if $Bodyguard.combatSkill == 0 && random(1,100) <= 60>> <<set $gainedCombat == 1>> <<set $Bodyguard.combatSkill = 1>> @@ -300,9 +331,6 @@ <<if $HeadGirl.preg >= 30>> <<set _woundChance += 1>> <</if>> - <<if $HeadGirl.preg >= 30>> - <<set _woundChance += 1>> - <</if>> <<if $HeadGirl.dick >= 8>> <<set _woundChance += 1>> <</if>> diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw index 366dbf29755..62c589bc256 100644 --- a/src/SecExp/attackReport.tw +++ b/src/SecExp/attackReport.tw @@ -34,7 +34,7 @@ <<if $attackType == "raiders">> - Today, the $day of $month $year, our arcology was attacked by a band of wild raiders, $attackTroops men strong. Our defense forces clashed with them + Today, the <<print $day + random(0,7)>> of $month, $year, our arcology was attacked by a band of wild raiders, $attackTroops men strong. Our defense forces clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -93,7 +93,7 @@ You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls. <</if>> <<elseif $attackType == "free city">> - Today, the $day of $month, $year, our arcology was attacked by a contingent of mercenaries hired by a competing free city, $attackTroops men strong. Our defense forces clashed with them + Today, the <<print $day + random(0,7)>> of $month, $year, our arcology was attacked by a contingent of mercenaries hired by a competing free city, $attackTroops men strong. Our defense forces clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -152,7 +152,7 @@ You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls. <</if>> <<elseif $attackType == "freedom fighters">> - Today, the $day of $month, $year, our arcology was attacked by a group of freedom fighters bent on the destruction of the institution of slavery, $attackTroops men strong. Our defense forces clashed with them + Today, the <<print $day + random(0,7)>> of $month, $year, our arcology was attacked by a group of freedom fighters bent on the destruction of the institution of slavery, $attackTroops men strong. Our defense forces clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -211,7 +211,7 @@ You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls. <</if>> <<elseif $attackType == "old world">> - Today, the $day of $month, $year, our arcology was attacked by an old world nation boasting a misplaced sense of superiority, $attackTroops men strong. Our defense forces clashed with them + Today, the <<print $day + random(0,7)>> of $month, $year, our arcology was attacked by an old world nation boasting a misplaced sense of superiority, $attackTroops men strong. Our defense forces clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -641,6 +641,13 @@ <<elseif $PC.warfare >= 75>> Your great experience in military matters has a major positive impact on your troops performance and the effectiveness of your battleplan. <</if>> + <<if $gainedWarfare == 1>> + Battlefield experience increased your understanding of warfare, making you a better commander. + <</if>> + <<if $PCWounded == 1>> + During the fighting @@.red;you were wounded@@. Your medics assure you it's nothing life threatening, but you'll be weakened for a few weeks. + <<set $PCWoundCooldown = 6>> + <</if>> <<elseif $leadingTroops == "assistant">> <<if $auto == 1>>$assistantName<<else>>You<</if>> let your personal assistant lead the troops. <<if $deployingMercs == 1 || $deployingMilitia == 1 || $deployingSlaves == 1>> @@ -721,6 +728,21 @@ <<elseif $Bodyguard.intelligence <= -1>> She lacks the experience and the intelligence to be an effective commander, the performance of your troops suffers because of her poor leadership. <</if>> + <<if $gainedCombat == 1>> + During the battle, she had to fight for her life, giving her experience in modern combat. She is now proficient with modern firearms and hand to hand combat. + <</if>> + <<if $woundType != 0>> + Unfortunately @@.red;she reported injuries@@. + <<if $woundType == 1>> + A stray bullet hit her neck. While she fortunately avoided fatal hemorrhages, her vocal cords were irreparably damaged. + <<elseif $woundType == 2>> + A few sharpnels found her eyes as final target, blinding her permanently. + <<elseif $woundType == 3>> + A granade landed close to her, rendering her a quadruple amputee. + <<elseif $woundType >= 4>> + While grave wounds, it seems she will be able to fully recover, given enough time. + <</if>> + <</if>> <<elseif $leadingTroops == "headGirl">> <<if $auto == 1>>$assistantName<<else>>You<</if>> decided it will be your head girl to lead the troops. <<if $deployingSlaves == 1>> @@ -785,7 +807,21 @@ <<elseif $HeadGirl.intelligence <= -1>> She lacks the experience and the intelligence to be an effective commander, the performance of your troops suffers because of her poor leadership. <</if>> - + <<if $gainedCombat == 1>> + During the battle, she had to fight for her life, giving her experience in modern combat. She is now proficient with modern firearms and hand to hand combat. + <</if>> + <<if $woundType != 0>> + Unfortunately @@.red;she reported injuries@@. + <<if $woundType == 1>> + A stray bullet hit her neck. While she fortunately avoided fatal hemorrhages, her vocal cords were irreparably damaged. + <<elseif $woundType == 2>> + A few sharpnels found her eyes as final target, blinding her permanently. + <<elseif $woundType == 3>> + A granade landed close to her, rendering her a quadruple amputee. + <<elseif $woundType >= 4>> + While grave wounds, it seems she will be able to fully recover, given enough time. + <</if>> + <</if>> <<elseif $leadingTroops == "citizen">> <<if $auto == 1>>$assistantName<<else>>You<</if>> decided to appoint one of your volunteers as the commander. <<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">> @@ -1060,9 +1096,9 @@ <</if>> <</if>> <<if $tacticsSuccessful == 1>> - In the end <<if $leadingTroops == "PC">>you<<else>>your commander<</if>> @@.green;was able to successfully employ <<print $chosenTactic>> tactics@@, greatly enhancing the efficacy of your army. + In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.green;able to successfully employ <<print $chosenTactic>> tactics@@, greatly enhancing the efficacy of your army. <<else>> - In the end <<if $leadingTroops == "PC">>you<<else>>your commander<</if>> @@.red;was not able to effectively employ <<print $chosenTactic>> tactics@@, greatly affecting the efficacy of your army. + In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.red;not able to effectively employ <<print $chosenTactic>> tactics@@, greatly affecting the efficacy of your army. <</if>> <br> @@ -1111,6 +1147,7 @@ , however <<print math.trunc(_loss * $militiaUnits[_i].medics * 0.25)>> men were saved by the medics attached to this unit. <<set $militiaUnits[_i].troops -= Math.trunc(_loss - _loss * $militiaUnits[_i].medics * 0.25)>> + <<set $militiaTotalCasualties += Math.trunc(_loss - _loss * $militiaUnits[_i].medics * 0.25)>> <<else>> . <</if>> @@ -1118,7 +1155,7 @@ <<set $militiaUnits[_i].active = 0>> Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit. <<elseif $militiaUnits[_i].troops <= 10>> - The unit has very few operatives left, it risks compelte annihilation if deployed again. + The unit has very few operatives left, it risks complete annihilation if deployed again. <</if>> <</if>> <</for>> @@ -1143,6 +1180,7 @@ , however <<print math.trunc(_loss * $slaveUnits[_i].medics * 0.25)>> men were saved by the medics attached to this unit. <<set $slaveUnits[_i].troops -= Math.trunc(_loss - _loss * $slaveUnits[_i].medics * 0.25)>> + <<set $slavesTotalCasualties += Math.trunc(_loss - _loss * $slaveUnits[_i].medics * 0.25)>> <<else>> . <</if>> @@ -1158,7 +1196,7 @@ <<for _i = 0; _i < _meL; _i++>> <<if $mercUnits[_i].isDeployed == 1>> <br> - $mercUnits[_i].platoonName participated in the battle. Mercenaries are a comon sight on the modern battlefield and yours are proud to serve their generous contractor. + $mercUnits[_i].platoonName participated in the battle. Mercenaries are a common sight on the modern battlefield and yours are proud to serve their generous contractor. During the battle they suffered <<if _loss <= 10>> light casualties @@ -1173,6 +1211,7 @@ , however <<print math.trunc(_loss * $mercUnits[_i].medics * 0.25)>> men were saved by the medics attached to this unit. <<set $mercUnits[_i].troops -= Math.trunc(_loss - _loss * $mercUnits[_i].medics * 0.25)>> + <<set $mercTotalCasualties += Math.trunc(_loss - _loss * $mercUnits[_i].medics * 0.25)>> <<else>> . <</if>> @@ -1233,7 +1272,9 @@ /* resets variables */ <<set $leaderWounded = 0>> -<<set $auto = 0>> +<<set $PCWounded = 0>> +<<set $gainedWarfare = 0>> +<<set $woundType = 0>> <<set $tacticsSuccessful == 0>> <<set $attackType = "none">> <<set $chosenTactic = "none">> diff --git a/src/SecExp/authorityReport.tw b/src/SecExp/authorityReport.tw index b17fb55504c..f37349b2566 100644 --- a/src/SecExp/authorityReport.tw +++ b/src/SecExp/authorityReport.tw @@ -1,3 +1,152 @@ :: authorityReport [nobr] -authority stuff \ No newline at end of file +<<if $authority > 19500>> + Your authority is nearly absolute. The arcology is yours to command as it pleases you. +<<elseif $authority > 15000>> + Your authority is extremely high. There's little you cannot do within the walls of your arcology. +<<elseif $authority > 10000>> + Your authority is high. You command respect and fear in equal measure. +<<elseif $authority > 5000>> + Your authority is moderate. You command some respect from your citizens. +<<else>> + Your authority is low. You command no respect or fear from your citizens. +<</if>> + +<<if $PC.career == "wealth">> + As part of the idle wealth, you were used to have obedience coming naturally to you. Now you find it harder to maintain authority over the arcology. + <<set _authGrowth -= 10 * random(5,15)>> +<<elseif $PC.career == "slaver">> + Your past as a slaver helps you assert your authority over the arcology. + <<set _authGrowth += 10 * random(5,15)>> +<<elseif $PC.career == "escort">> + Given your past career as an escort, you find it hard to assert your authority over the arcology and its inhabitants. + <<set _authGrowth -= 10 * random(5,15)>> +<<elseif $PC.career == "servant">> + Given your past career as a servant, you find it hard to assert your authority over the arcology and its inhabitants. + <<set _authGrowth -= 10 * random(5,15)>> +<<elseif $PC.career == "gang">> + Given your past life as a gang leader, you find it easier to assert your authority over the arcology and its inhabitants. + <<set _authGrowth += 10 * random(5,15)>> +<</if>> +<<set _authGrowth = 0>> +<<if $rep >= 19500>> + Your legend is so well known that your mere presence command respect and obedience, increasing your authority. + <<set _authGrowth += 10 * random(10,20)>> +<<elseif $rep >= 15000>> + Your reputation is so high that your mere presence command respect, increasing your authority. + <<set _authGrowth += 10 * random(5,15)>> +<<elseif $rep >= 10000>> + Your reputation is high enough that your presence command some respect, increasing your authority. + <<set _authGrowth += 10 * random(2,8)>> +<</if>> + +<<if $security >= 90>> + Your arcology is incredibly secure and your citizens know quite well who to thank, greatly increasing your authority. + <<set _authGrowth += 10 * random(10,20)>> +<<elseif $security >= 70>> + Your arcology is really secure and your citizens know quite well who to thank, increasing your authority. + <<set _authGrowth += 10 * random(5,15)>> +<<elseif $security >= 50>> + Your arcology is quite secure and your citizens know who to thank, increasing your authority. + <<set _authGrowth += 10 * random(2,8)>> +<</if>> + +<<if $crime >= 90>> + The all powerful criminal organizations controlling the arcology has a easy time undermining your authority. + <<set _authGrowth -= 10 * random(10,20)>> +<<elseif $crime >= 70>> + Crime is king in the arcology, powerful criminals have a easy time undermining your authority. + <<set _authGrowth -= 10 * random(5,15)>> +<<elseif $crime >= 50>> + Criminal organizations have a strong foothold in the arcology, their activities undermine your authority. + <<set _authGrowth -= 10 * random(2,8)>> +<</if>> + +<<if $averageDevotion >= 50 && $averageTrust >= 50>> + The high devotion and trust of your slaves speak eloquently of your leadership capabilities, helping your authority grow. + <<set _authGrowth += 5 * (($averageDevotion + $averageTrust) / 10)>> +<<elseif $averageDevotion >= 50>> + The high devotion of your slaves speak eloquently of your leadership capabilities, helping your authority grow. + <<set _authGrowth += 5 * ($averageDevotion / 10)>> +<<elseif $averageTrust >= 50>> + The high trust of your slaves speak eloquently of your leadership capabilities, helping your authority grow. + <<set _authGrowth += 5 * ($averageTrust / 10)>> +<</if>> + +<<if $arcologies[0].ownership >= 90>> + You own so much of the arcology that your authority quickly increases. + <<set _authGrowth += 5 * Math.trunc($arcologies[0].ownership / 10)>> +<<elseif $arcologies[0].ownership >= 70>> + You own a big part of the arcology, causing your authority to increase. + <<set _authGrowth += 5 * Math.trunc($arcologies[0].ownership / 10)>> +<<elseif $arcologies[0].ownership >= 50>> + You own the majority of the arcology, causing your authority to slowly increase. + <<set _authGrowth += 5 * Math.trunc($arcologies[0].ownership / 10)>> +<<else>> + Your low ownership of the arcology causes your authority to decrease. + <<set _authGrowth -= 5 * Math.trunc($arcologies[0].ownership / 10)>> +<</if>> + +<<if $activeUnits >= 9>> + Your military is massive, commanding so many troops greatly increases your authority. + <<set _authGrowth += 12 * $activeUnits)>> +<<elseif $activeUnits >= 7>> + Your military is huge, commanding such a number of soldiers increases your authority. + <<set _authGrowth += 12 * $activeUnits)>> +<<elseif $activeUnits >= 4>> + Your military is at a decent size, commanding a small army increases your authority. + <<set _authGrowth += 12 * $activeUnits)>> +<</if>> + +<<if $arcologies[0].FSChattelReligionist >= 90>> + Religious organizations have a tight grip on the minds of your residents and their dogma greatly helps your authority grow. + <<set _authGrowth += $arcologies[0].FSChattelReligionist>> +<<elseif $arcologies[0].FSChattelReligionist >= 90>> + Religious organizations have a tight grip on the minds of your residents and their dogma helps your authority grow. + <<set _authGrowth += $arcologies[0].FSChattelReligionist>> +<</if>> + +<<if $arcologies[0].FSRestart >= 90>> + The arcology's society is extremely stratified. The reliance on the societal elite by the lower classes greatly increases your reputation. + <<set _authGrowth += $arcologies[0].FSRestart>> +<<elseif $arcologies[0].FSRestart >= 50>> + The arcology's society is very stratified. The reliance on the societal elite by the lower classes increases your reputation. + <<set _authGrowth += $arcologies[0].FSRestart>> +<</if>> + +<<if $arcologies[0].FSPaternalist >= 90>> + Your extremely paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, damaging your authority. + <<set _authGrowth -= $arcologies[0].FSPaternalist>> +<<elseif $arcologies[0].FSPaternalist >= 50>> + Your paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, damaging your authority. + <<set _authGrowth -= $arcologies[0].FSPaternalist>> +<</if>> + +<<if $arcologies[0].FSNull >= 90>> + Cultural openess allows dangerous ideas to spread in your arcology, damaging your reputation. + <<set _authGrowth -= $arcologies[0].FSNull>> +<<elseif $arcologies[0].FSNull >= 50>> + Cultural openess allows dangerous ideas to spread in your arcology, damaging your reputation. + <<set _authGrowth -= $arcologies[0].FSNull>> +<</if>> + +<<if $miniTruth >= 1>> + Your authenticity department works tirelessly to impose your authority in all the arcology. + <<set _authGrowth += 15 * $miniTruth>> +<</if>> + +<<if $secretService >= 1>> + Your secret services constantly keep under surveillance any potential threat, intervenening when necessary. Rumors of the secretive security service and mysterious disappereances make increase your authority. + <<set _authGrowth += 15 * $secretService>> +<</if>> +This week +<<if _authGrowth > 0>> + @@.green;authority has increased@@. +<<elseif _authGrowth == 0>> + @@.yellow;authority did not change@@. +<<else>> + @@.red;authority has decreased@@. +<</if>> + +<<set $authority += _authGrowth>> +<<set $authority = Math.trunc(Math.clamp($authority, 0, 20000))>> diff --git a/src/SecExp/edicts.tw b/src/SecExp/edicts.tw index 06c9f07d63d..780f80782a8 100644 --- a/src/SecExp/edicts.tw +++ b/src/SecExp/edicts.tw @@ -1,7 +1,7 @@ :: edicts [nobr] <<set $nextButton = "Back">> -<<set $nextLink = "Main"> +<<set $nextLink = "Main">> ''__Active Edicts__'' @@ -35,6 +35,7 @@ [[Repeal|edicts][$subsidyChurch = 0, $edictsUpkeep -= 1000]] <</if>> +<<if $limitImmigration == 1 || $openBorders == 1>> <br><br>__Immigration:__ <<if $limitImmigration == 1>> @@ -46,6 +47,7 @@ <br>''Open borders:'' you have lowered considerably the requirements to become citizens. [[Repeal|edicts][$openBorders = 0]] <</if>> +<</if>> <<if $hasFoughtOnce == 1>> <br><br>Defense Force:__ diff --git a/src/SecExp/propagandaHub.tw b/src/SecExp/propagandaHub.tw index 98b9e408203..5a6ad2f4293 100644 --- a/src/SecExp/propagandaHub.tw +++ b/src/SecExp/propagandaHub.tw @@ -117,7 +117,7 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<goto "propagandaHub">> <</link>> <br>Install an automatic news generator, able to fabricate thousands of plausible sounding news every day. - <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The authenticity dept. now provides reputation as well as authority, but increases upkeep.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The authenticity dept. now provides a small amount of reputation as well as authority, but increases upkeep.// <<else>> You have installed an automatic news generator. <</if>> @@ -129,8 +129,8 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> - <br>Institute a system able to release erroneous, but plausible, information about your business, leading your competitors to prepared economical traps. - <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. Will increase prosperity each week, but increases upkeep.// + <br>Institute a system able to release erroneous, but plausible, information about your business, leading your competitors to prepared financial traps. + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The authenticity dept. now slightly increases prosperity each week as well as authority, but increases upkeep.// <<else>> You have instituted controlled leaks protocols, able to create fabricated leaks of sensible information. <</if>> @@ -171,7 +171,7 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<goto "propagandaHub">> <</link>> <br>Create a black ops team, ready to carry out corporate sabotage and sensible operations to furhter your goals. - <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The secret services now provide security as well a authority, but increases upkeep.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The secret services now provides security as well a authority, but increases upkeep.// <<else>> You have created a black ops team. <</if>> @@ -184,7 +184,7 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<goto "propagandaHub">> <</link>> <br>Establish a presence on the black market in order to manipulate it. - <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. Will provide cash each week, but will increase crime.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The secret services now provides cash as well as authority each week, but will increase crime.// <<else>> You have infiltrated the black market and are now in partial control of it. <</if>> diff --git a/src/SecExp/secInit.tw b/src/SecExp/secInit.tw index 9eb4bb6268b..cafe26bb084 100644 --- a/src/SecExp/secInit.tw +++ b/src/SecExp/secInit.tw @@ -138,11 +138,13 @@ <<set $enemyLosses = 0>> <<set $battleTurns = 0>> <<set $bribeCost = 0>> -<<set $tacticsSuccessful == 0>> -<<set $auto = 0>> +<<set $tacticsSuccessful = 0>> <<set $leaderWounded = 0>> <<set $woundType = 0>> /* 0=no wound, 1=mute, 2=blind, 3=amputee, 4<=health */ -<<set $gainedCombat == 0>> +<<set $gainedCombat = 0>> +<<set $gainedWarfare = 0>> +<<set $PCWounded = 0>> +<<set $PCWoundCooldown = 0>> /* statistics */ <<set $baseBribePerAttacker = 5>> diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw index 19fcc568213..9dd8f5c4bc5 100644 --- a/src/SecExp/securityReport.tw +++ b/src/SecExp/securityReport.tw @@ -34,16 +34,20 @@ <</if>> /* security modifiers */ +<<if $PC.career == "mercenary">> + Your past life as a mercenary makes it easier to manage the security of the arcology. + <<set _secGrowth += 1>> +<</if>> <<if $ACitizens + $ASlaves <= 2000>> - The small number of residents makes their job easier<<set _secGrowth += 2>> + The small number of residents makes their job easier.<<set _secGrowth += 2>> <<elseif $ACitizens + $ASlaves <= 4000>> - The relatively low number of residents makes their job a little easier<<set _secGrowth += 1>> + The fairly low number of residents makes their job a little easier.<<set _secGrowth += 1>> <<elseif $ACitizens + $ASlaves <= 6000>> - The relatively high number of residents makes their job a little harder<<set _secGrowth -= -0.5>> + The fairly high number of residents makes their job a little harder.<<set _secGrowth -= -0.5>> <<elseif $ACitizens + $ASlaves <= 8000>> - The high number of residents makes their job harder<<set _secGrowth -= 1>> + The high number of residents makes their job harder.<<set _secGrowth -= 1>> <<else>> - The extremely high number of residents makes their job a lot harder<<set _secGrowth -= 2>> + The extremely high number of residents makes their job a lot harder.<<set _secGrowth -= 2>> <</if>> <<if _immigration < 10>> The limited number of immigrants that reached the arcology this week does not have any serious impact on the efficacy of current security measures.<<set _secGrowth += 0.5>> @@ -78,6 +82,9 @@ <<else>> The absolute authority you hold on the arcology makes the security department's work a lot easier.<<set _secGrowth += 1>> <</if>> +<<if $activeUnits >= 6>> + Your military is the size of a small army. Security is easier to maintain with such forces at your disposal. <<set _secGrowth += 0.5>> +<</if>> <<if $lastAttackWeeks < 3 && $week > 3>> The recent attack has a negative effect on the security of the arcology.<<set _secGrowth -= 1>> <<elseif $lastAttackWeeks < 5 && $week > 5>> @@ -85,6 +92,10 @@ <<else>> The arcology has not been attacked in a while, which has a positive effect on security.<<set _secGrowth += 0.5>> <</if>> +<<if $blackOps == 1>> + Yoru black ops team proves to be a formidable tool against anyone threatening the security of your arcology. + <<set _secGrowth += 0.5 * random(1,2)>> +<</if>> /* resting point */ <<set _secRest = $secRestPoint * ($secHelots / $reqHelots)>> @@ -95,7 +106,7 @@ The limited staff assigned to the HQ hampers the improvements to security achieved this week. <</if>> <<set _restGrowth = (_secRest - $security) * 0.2>> -<<set _newSec = $security + _secGrowth + _secRest>> +<<set _newSec = Math.trunc($security + _secGrowth + _secRest)>> <<if _newSec < $security>> This week @@.red;security decreased@@. <<elseif _newSec == $security>> @@ -103,7 +114,7 @@ <<else>> This week @@.green;security improved@@. <</if>> -<<set $security = _newSec>> +<<set $security = Math.clamp(_newSec, 0, 100)>> <br> <br> @@ -163,13 +174,19 @@ <<else>> Your absolute authority is an extremely effective tool against crime.<<set _crimeGrowth -= 2>> <</if>> +<<if $cash >= 100000>> + Your great wealth acts as a beacon for the greediest criminals, calling them to your arcology as moths to a flame.<<set _crimeGrowth += 0.5>> +<</if>> +<<if $marketInfiltration == 1>> + <<set _crimeGrowth += 0.5 * random(1,2)>> +<</if>> /* crime cap */ <<set _crimeCap = Math.clamp($crimeCap + $crimeCap * (($reqHelots - $secHelots) / $reqHelots),0,100)>> <<if _crimeCap < $crimeCap && $secHQ == 1>> The limited staff assigned to the HQ allows more space for criminals to act. <</if>> -<<set _newCrime = $crime + _crimeGrowth>> +<<set _newCrime = Math.trunc($crime + _crimeGrowth)>> <<if _newCrime > _crimeCap>> <<set _newCrime = _crimeCap>> <</if>> @@ -180,113 +197,184 @@ <<else>> This week @@.green;crime decreased@@. <</if>> -<<set $crime = _newCrime>> +<<set $crime = Math.clamp(_newCrime,0,100)>> -<br><br> -<<if $militiaFounded == 1>> -<strong>Recruitment</strong>: -<<if $recruitVolunteers == 1>> - Your militia accepts only volunteering citizens, ready to defend their arcology. - <<set _recruits = random(1,2)>> - <<if $rep >= 10000>> - Many citizens volunteer just to fight for someone of your renown. - <<set _recruits += 1>> - <</if>> - <<if $authority >= 10000>> - Many citizens feel it is their duty to fight for you, boosting volunteer enrollment. - <<set _recruits += 1>> - <</if>> - <<if $lowerRquirements == 1>> - Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. - <<set _recruits += 1>> - <</if>> - <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.02 * $ACitizens>> - <<set $militiaTotalManpower += _recruits>> - <<set $militiaFreeManpower += _recruits>> - This week <<print _recruits>> citizens joined the militia. - <<else>> - There are not many more citizens willing to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. - <</if>> -<<elseif $conscription == 1>> - Adult citizens are required to join the militia for a period of time. - <<set _recruits = random(3,5)>> - <<if $militaryExemption == 1>> - Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. - <<set _recruits -= random(1,2) - <<set $cash += 250>> - <</if>> - <<if $lowerRquirements == 1>> - Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. - <<set _recruits += 1>> - <</if>> - <<if $noSubhumansInArmy == 1>> - Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. - <<set _recruits -= random(0,1)>> - <</if>> - <<if $pregExemption == 1>> - Many pregnant citizens prefer to avoid military service not to endager themselves and their children. - <<set _recruits -= 1>> - <</if>> - <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.05 * $ACitizens>> - <<set $militiaTotalManpower += _recruits>> - <<set $militiaFreeManpower += _recruits>> - This week <<print _recruits>> citizens joined the militia. - <<else>> - There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. - <</if>> -<<elseif $militaryService == 1>> - Adult citizens are required to register and serve in the militia whenever necessary. - <<set _recruits = random(5,7)>> - <<if $militaryExemption == 1>> - Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. - <<set _recruits -= random(1,2) - <<set $cash += 250>> - <</if>> - <<if $lowerRquirements == 1>> - Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. - <<set _recruits += 1>> - <</if>> - <<if $noSubhumansInArmy == 1>> - Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. - <<set _recruits -= random(0,1)>> - <</if>> - <<if $pregExemption == 1>> - Many pregnant citizens prefer to avoid military service not to endager themselves and their children. - <<set _recruits -= 1>> - <</if>> - <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.10 * $ACitizens>> - <<set $militiaTotalManpower += _recruits>> - <<set $militiaFreeManpower += _recruits>> - This week <<print _recruits>> citizens joined the militia. - <<else>> - There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. - <</if>> -<<elseif $militarizedSociety == 1>> - Every citizen is required to train and participate in the military activities of the arcology. - <<set _recruits = random(7,9)>> - <<if $militaryExemption == 1>> - Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. - <<set _recruits -= random(1,2) - <<set $cash += 250>> - <</if>> - <<if $lowerRquirements == 1>> - Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. - <<set _recruits += 1>> - <</if>> - <<if $noSubhumansInArmy == 1>> - Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. - <<set _recruits -= random(0,1)>> - <</if>> - <<if $pregExemption == 1>> - Many pregnant citizens prefer to avoid military service not to endager themselves and their children. - <<set _recruits -= 1>> +<br> +<br> + +<<if $militiaFounded == 1 || $activeUnits >= 1>> + <strong>Military</strong>: + <<if $recruitVolunteers == 1>> + Your militia accepts only volunteering citizens, ready to defend their arcology. + <<set _recruits = random(1,2)>> + <<if $rep >= 10000>> + Many citizens volunteer just to fight for someone of your renown. + <<set _recruits += 1>> + <</if>> + <<if $authority >= 10000>> + Many citizens feel it is their duty to fight for you, boosting volunteer enrollment. + <<set _recruits += 1>> + <</if>> + <<if $lowerRquirements == 1>> + Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. + <<set _recruits += 1>> + <</if>> + <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.02 * $ACitizens>> + <<set $militiaTotalManpower += _recruits>> + <<set $militiaFreeManpower += _recruits>> + This week <<print _recruits>> citizens joined the militia. + <<else>> + There are not many more citizens willing to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. + <</if>> + <<elseif $conscription == 1>> + Adult citizens are required to join the militia for a period of time. + <<set _recruits = random(3,5)>> + <<if $militaryExemption == 1>> + Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. + <<set _recruits -= random(1,2) + <<set $cash += 250>> + <</if>> + <<if $lowerRquirements == 1>> + Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. + <<set _recruits += 1>> + <</if>> + <<if $noSubhumansInArmy == 1>> + Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. + <<set _recruits -= random(0,1)>> + <</if>> + <<if $pregExemption == 1>> + Many pregnant citizens prefer to avoid military service not to endager themselves and their children. + <<set _recruits -= 1>> + <</if>> + <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.05 * $ACitizens>> + <<set $militiaTotalManpower += _recruits>> + <<set $militiaFreeManpower += _recruits>> + This week <<print _recruits>> citizens joined the militia. + <<else>> + There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. + <</if>> + <<elseif $militaryService == 1>> + Adult citizens are required to register and serve in the militia whenever necessary. + <<set _recruits = random(5,7)>> + <<if $militaryExemption == 1>> + Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. + <<set _recruits -= random(1,2) + <<set $cash += 250>> + <</if>> + <<if $lowerRquirements == 1>> + Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. + <<set _recruits += 1>> + <</if>> + <<if $noSubhumansInArmy == 1>> + Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. + <<set _recruits -= random(0,1)>> + <</if>> + <<if $pregExemption == 1>> + Many pregnant citizens prefer to avoid military service not to endager themselves and their children. + <<set _recruits -= 1>> + <</if>> + <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.10 * $ACitizens>> + <<set $militiaTotalManpower += _recruits>> + <<set $militiaFreeManpower += _recruits>> + This week <<print _recruits>> citizens joined the militia. + <<else>> + There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. + <</if>> + <<elseif $militarizedSociety == 1>> + Every citizen is required to train and participate in the military activities of the arcology. + <<set _recruits = random(7,9)>> + <<if $militaryExemption == 1>> + Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum@@. + <<set _recruits -= random(1,2) + <<set $cash += 250>> + <</if>> + <<if $lowerRquirements == 1>> + Your lax phisical requirements to enter the militia allows for a greater number of citizens to join. + <<set _recruits += 1>> + <</if>> + <<if $noSubhumansInArmy == 1>> + Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. + <<set _recruits -= random(0,1)>> + <</if>> + <<if $pregExemption == 1>> + Many pregnant citizens prefer to avoid military service not to endager themselves and their children. + <<set _recruits -= 1>> + <</if>> + <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.20 * $ACitizens>> + <<set $militiaTotalManpower += _recruits>> + <<set $militiaFreeManpower += _recruits>> + This week <<print _recruits>> citizens joined the militia. + <<else>> + There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. + <</if>> <</if>> - <<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.20 * $ACitizens>> - <<set $militiaTotalManpower += _recruits>> - <<set $militiaFreeManpower += _recruits>> - This week <<print _recruits>> citizens joined the militia. - <<else>> - There are not many more citizens able to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. + <<if $secBarracksUpgrades.training >= 1>> + <<if $secBarracksUpgrades.training == 1>> + <<set _sL = $slaveUnits.length>> + <<for _i = 0; _i < _sL; _i++>> + <<if $slaveUnits[_i].training < 100>> + <br>$slaveUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, slowing increasing their experience level. + <<set $slaveUnits[_i].training += random(2,4)>> + <</if>> + <</for>> + <<set _mL = $militiaUnits.length>> + <<for _i = 0; _i < _mL; _i++>> + <<if $militiaUnits[_i].training < 100>> + <br>$militiaUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, slowing increasing their experience level. + <<set $militiaUnits[_i].training += random(2,4)>> + <</if>> + <</for>> + <<set _meL = $mercUnits.length>> + <<for _i = 0; _i < _meL; _i++>> + <<if $mercUnits[_i].training < 100>> + <br>$mercUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, slowing increasing their experience level. + <<set $mercUnits[_i].training += random(2,4)>> + <</if>> + <</for>> + <<elseif $secBarracksUpgrades.training == 2>> + <<set _sL = $slaveUnits.length>> + <<for _i = 0; _i < _sL; _i++>> + <<if $slaveUnits[_i].training < 100>> + <br>$slaveUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, increasing their experience level. + <<set $slaveUnits[_i].training += random(3,5)>> + <</if>> + <</for>> + <<set _mL = $militiaUnits.length>> + <<for _i = 0; _i < _mL; _i++>> + <<if $militiaUnits[_i].training < 100>> + <br>$militiaUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, increasing their experience level. + <<set $militiaUnits[_i].training += random(3,5)>> + <</if>> + <</for>> + <<set _meL = $mercUnits.length>> + <<for _i = 0; _i < _meL; _i++>> + <<if $mercUnits[_i].training < 100>> + <br>$mercUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, increasing their experience level. + <<set $mercUnits[_i].training += random(4,6)>> + <</if>> + <</for>> + <<elseif $secBarracksUpgrades.training == 3>> + <<set _sL = $slaveUnits.length>> + <<for _i = 0; _i < _sL; _i++>> + <<if $slaveUnits[_i].training < 100>> + <br>$slaveUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, quickly increasing their experience level. + <<set $slaveUnits[_i].training += random(4,6)>> + <</if>> + <</for>> + <<set _mL = $militiaUnits.length>> + <<for _i = 0; _i < _mL; _i++>> + <<if $militiaUnits[_i].training < 100>> + <br>$militiaUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, quickly increasing their experience level. + <<set $militiaUnits[_i].training += random(4,6)>> + <</if>> + <</for>> + <<set _meL = $mercUnits.length>> + <<for _i = 0; _i < _meL; _i++>> + <<if $mercUnits[_i].training < 100>> + <br>$mercUnits[_i].platoonName is able to make use of the training facilities to better prepare its soldiers, quickly increasing their experience level. + <<set $mercUnits[_i].training += random(4,6)>> + <</if>> + <</for>> + <</if>> <</if>> -<</if>> <</if>> \ No newline at end of file diff --git a/src/events/intro/pcExperienceIntro.tw b/src/events/intro/pcExperienceIntro.tw index cbad7a3f913..2f2cca0b51d 100644 --- a/src/events/intro/pcExperienceIntro.tw +++ b/src/events/intro/pcExperienceIntro.tw @@ -8,13 +8,13 @@ You're a relative unknown in the Free Cities, but it's clear you're already acco <br> <br>[[Idle wealth|PC Rumor Intro][$PC.career = "wealth"]] -<br> //Start with extra money. Your starting slaves will have two free levels of sex skills available.// +<br> //Start with extra money, but you will find harder to maintain authority. Your starting slaves will have two free levels of sex skills available.// <br>[[Venture capitalism|PC Rumor Intro][$PC.career = "capitalist"]] <br> //You will be more effective at business pursuits. Your starting slaves will have a free level of prostitution skill available.// <br>[[Private military work|PC Rumor Intro][$PC.career = "mercenary"]] -<br> //You retain mercenary contacts and security skills. Your starting slaves will have free trust available.// +<br> //You retain mercenary contacts and your security skills will make it easier to keep the arcology safe. Your starting slaves will have free trust available.// <br>[[Slaving|PC Rumor Intro][$PC.career = "slaver"]] -<br> //Your slave breaking experience will be useful. Your starting slaves will have free devotion available.// +<br> //Your slave breaking experience will be useful and authority will be easier to maintain. Your starting slaves will have free devotion available.// <br>[[Arcology engineering|PC Rumor Intro][$PC.career = "engineer"]] <br> //Upgrading the arcology will be cheaper. Also, the arcology will start with basic economic upgrades already installed.// <br>[[Slave surgery|PC Rumor Intro][$PC.career = "medicine"]] @@ -22,10 +22,10 @@ You're a relative unknown in the Free Cities, but it's clear you're already acco <br>[[Minor celebrity|PC Rumor Intro][$PC.career = "celebrity"]] <br> //Start with extra reputation. Your starting slaves will have a free level of entertainment skill available.// <br>[[High class escort|PC Rumor Intro][$PC.career = "escort"]] -<br> //As an ex-whore, you will find it hard to maintain reputation. Your starting slaves will have a free level of sex skills available, along with a free level of entertainment and prostitution.// +<br> //As an ex-whore, you will find it hard to maintain reputation and authority. Your starting slaves will have a free level of sex skills available, along with a free level of entertainment and prostitution.// <br>[[Servant|PC Rumor Intro][$PC.career = "servant"]] -<br> //As an ex-servant, you will find it hard to maintain reputation. You know how to lower your upkeep, but not conduct business. Your starting slaves will have free trust and devotion.// +<br> //As an ex-servant, you will find it hard to maintain reputation and authority. You know how to lower your upkeep, but not conduct business. Your starting slaves will have free trust and devotion.// <br>[[Gang Leader|PC Rumor Intro][$PC.career = "gang"]] -<br> //As a gang leader, you know how to haggle slaves, but you will find reputation quite hard to maintain. Your starting slaves will be fitter and posses a free level of combat skill.// +<br> //As a gang leader, you know how to haggle slaves and assert your authority, but you will find reputation quite hard to maintain. Your starting slaves will be fitter and posses a free level of combat skill.// <</if>> diff --git a/src/uncategorized/arcmgmt.tw b/src/uncategorized/arcmgmt.tw index 6746848e2a2..3d8c3bd5d18 100644 --- a/src/uncategorized/arcmgmt.tw +++ b/src/uncategorized/arcmgmt.tw @@ -45,7 +45,7 @@ <<set _flux += 10, $rep += 100>> <</if>> <<if $enslavementRights == 1>> - As the only legal entity in the arcology able to declare the status of a person as enslaved, you are able to @@.yellowgreen;collect fees@@ over enslavement of your citizens. Many of your citizens however are not enthusiastic about this, @@.red:damaging your authority.@@ + As the only legal entity in the arcology able to declare the status of a person as enslaved, you are able to @@.yellowgreen;collect fees@@ over enslavement of your citizens. Many, however, cosndier this move an intromission in private affairs, @@.red;damaging your authority.@@ <<set $authority -= 100>> <<set $cash += _flux * 100>> <</if>> @@ -75,6 +75,13 @@ This week, <<if _flux > 0>>few to none<<else>>many<</if>> of $arcologies[0].name Your arcology is currently home to as many citizens as it can house; unless the living areas are reconfigured, the citizen population will not increase. <<else>> <<set _immigrants += random(-10,10)>> + <<if $crime > 80>> + Crime is a widespread phenomenon in your arcology, many potential immigrants are scared away. + <<set _immigrants -= random(5,10)>> + <<elseif $crime < 20>> + Crime is a distant issue within the walls of your arcology, many immigrants are attracted to such safe shores. + <<set _immigrants += random(5,10)>> + <</if>> <<if $ProImmigrationRep == 1>> Your welcome program for new citizens helps encourage wealthy people from the old world to immigrate, but @@.red;annoys some longstanding citizens.@@ <<set _immigrants += random(10,20), $rep -= 100>> @@ -370,8 +377,6 @@ earning you @@.yellowgreen;¤_earnings.@@ <</if>> <</if>> <</if>> - - <<if $arcologies[0].FSNull != "unset">> Your cultural openness is a powerful driver of economic activity. <<set _AWeekGrowth += Math.trunc($arcologies[0].FSNull/25)>> @@ -501,6 +506,21 @@ earning you @@.yellowgreen;¤_earnings.@@ Growth was subsidized as planned. <<set _AWeekGrowth++>> <</if>> + <<if $authority > 18000>> + Your authority is so high it discourages new business, slowing down the economic growth of the arcology. + <<set _AWeekGrowth-->> + <</if>> + <<if $security > 80>> + Your arcology is extremely safe and stable. Many businesses are attracted to it because of this. + <<set _AWeekGrowth++>> + <<elseif $security < 20>> + Your arcology low security is an instability factor simply too dangerous to be ignored. Many businesses avoid your arcology because of this. + <<set _AWeekGrowth-->> + <</if>> + <<if $controlLeaks == 1>> + The authenticity department prepares extremely accurate, but false financial reports, misleading many of your competitors, allowing your arcology more space to grow undisturbed. + <<set _AWeekGrowth++>> + <</if>> <<set _AWeekGrowth = Math.trunc(0.5*_AWeekGrowth)>> <<if _AWeekGrowth > 0>> Since $arcologies[0].name can support more citizens and more activity, @@.green;its prosperity improved this week.@@ diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw index 412ebd08426..64ddb494c16 100644 --- a/src/uncategorized/persBusiness.tw +++ b/src/uncategorized/persBusiness.tw @@ -567,10 +567,16 @@ <<set _upgradeCount += 1>> <</if>> <<set _dataGain = _upgradeCount * 200>> - You are selling the data collected by your security department, making @@.yellowgreen;¤<<print _dataGain>>@@. + You are selling the data collected by your security department, making @@.yellowgreen;¤a discreet sum@@. <<set $cash += _dataGain>> Many of your citizens are not enthusiastic of this however, @@.red;damaging your authority@@. - <<set $authority -= 100>> + <<set $authority -= 50>> +<</if>> + +<<if $marketInfiltration == 1>> + Your secret service makes use of black markets and illegal streams of goods to make a profit, making you @@.yellowgreen;¤a discreet sum@@. This however allows @@.red;crime to flourish@@ in the underbelly of the arcology. + <<set $cash += 1000>> + <<set $crime += random(0,1)>> <</if>> Routine upkeep of your demesne costs @@.yellow;¤$costs.@@ diff --git a/src/uncategorized/reputation.tw b/src/uncategorized/reputation.tw index c68a1ba7830..97bd492c74f 100644 --- a/src/uncategorized/reputation.tw +++ b/src/uncategorized/reputation.tw @@ -579,6 +579,11 @@ On formal occasions, you are announced as $PCTitle. <</if>> <</if>> +<<if $fakeNews == 1>> + The authenticity department produces and distributes copious amounts of plausible enough news and reports, @@.green;increasing your reputation@@ + <<set $repGain += 10 * $miniTruth>> +<</if>> + <<set $rep -= $repLoss>> <<set $rep += $repGain>> -- GitLab