diff --git a/TODO.txt b/TODO.txt index 83846dacecf1907e36b71143ee99973ed52a0349..4e9438eef51733343684bae5411fb9f5ad004eaa 100644 --- a/TODO.txt +++ b/TODO.txt @@ -3,8 +3,9 @@ Main: Rebellions: -mini events for citizens --create/modify handler and report for rebellion +-finish report for rebellion -riot control center +-add security maluses to losses further development: -specialized slave schools diff --git a/src/SecExp/SecExpBackwardCompatibility.tw b/src/SecExp/SecExpBackwardCompatibility.tw index 3061514180c5b06aecf91b381843d0af416f6320..a9c592a5626854355b6fda95e344898003dd339e 100644 --- a/src/SecExp/SecExpBackwardCompatibility.tw +++ b/src/SecExp/SecExpBackwardCompatibility.tw @@ -82,7 +82,7 @@ <<set $majorBattleGameOver = 1>> <</if>> <<if ndef $rebellionsEnabled>> -<<set $rebellionsEnabled = 1>> +<<set $rebellionsEnabled = 0>> <</if>> <<if ndef $forceRebellion>> <<set $forceRebellion = 0>> @@ -176,8 +176,8 @@ <<if ndef $sunTzu>> <<set $sunTzu = 0>> <</if>> -<<if ndef $weaponsLaw>> -<<set $weaponsLaw = 1>> +<<if ndef $weaponsLaw || $wasToggledBefore == 1>> +<<set $weaponsLaw = 3>> <</if>> /* buildings */ @@ -197,7 +197,7 @@ <<set $secHelots = 0>> <</if>> <<if ndef $reqHelots>> -<<set $reqHelots = 30>> +<<set $reqHelots = 20>> <</if>> <<if ndef $secUpgrades >> <<set $secUpgrades = { @@ -339,12 +339,19 @@ <<if ndef $rebellingMercs>> <<set $rebellingMercs = 0>> <</if>> +<<if ndef $repairTime>> +<<set $repairTime = 3>> +<</if>> <<if ndef $garrison>> <<set $garrison = { penthouse: 0, reactor: 0, assistant: 0, - waterway: 0 }>> + waterway: 0, + penthouseTime: 0, + reactorTime: 0, + assistantTime: 0, + waterwayTime: 0 }>> <</if>> /* armed forces stats */ @@ -685,10 +692,7 @@ <<set $mercUnits = []>> <</if>> - - /* SFanon additions */ - <<if ndef $SFSupportLevel>> <<set $SFSupportLevel = 0>> <</if>> @@ -699,11 +703,11 @@ <<set $secUpgrades.coldstorage = 0>> <</if>> - /* recalculation widgets */ <<recalcSecRestPoint>> <<recalcCrimeCap>> <<recalcReqHelots>> <<recalcManpower>> +<<recalcEdictsUpkeep>> Missing Security Expansion variables set. All done! \ No newline at end of file diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw index 03f5da742966ab9229990138510789561a33cdc5..e960d688581424cc56f345aebd9eea1b3bb98b1e 100644 --- a/src/SecExp/attackReport.tw +++ b/src/SecExp/attackReport.tw @@ -75,9 +75,8 @@ <</if>> <hr> - <<if $attackType == "raiders">> - 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 + 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">> @@ -304,7 +303,7 @@ <</if>> <<elseif $battleResult == -3>> <<if $battleTurns <= 5>> - The fight was quick and one sided, our men were easily crushed by the discipline of the old world armies + The fight was quick and one sided, our men were easily crushed by the discipline of the old world armies <<elseif $battleTurns <= 7>> The fight was hard and in the end the old world proved too much to handle for our men <<else>> diff --git a/src/SecExp/edicts.tw b/src/SecExp/edicts.tw index 371694013e114507f6a57874c966207281a49f4c..b1420e0353bbf2873004f19ea02dd128b5775dbc 100644 --- a/src/SecExp/edicts.tw +++ b/src/SecExp/edicts.tw @@ -12,12 +12,12 @@ <<if $enslavementRights == 1>> <br>''Enslavement rights:'' you are the only authority able to declare a person enslaved or not. - [[Repeal|edicts][$enslavementRights = 0]] + [[Repeal|edicts][$enslavementRights = 0, $edictsAuthUpkeep -= 10]] <</if>> <<if $sellData == 1>> <br>''Private Data marketization:'' you are selling private citizens' data to the best bidder. - [[Repeal|edicts][$sellData = 0, $edictsAuthUpkeep -= 100]] + [[Repeal|edicts][$sellData = 0, $edictsAuthUpkeep -= 10]] <</if>> <<if $propCampaignBoost == 1>> @@ -42,10 +42,10 @@ [[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 1000, $reqHelots += 5]] <<elseif $SFSupportLevel == 2>> <br>''Personnel training:'' $securityForceName is providing the security HQ personnel with advanced training, boosting its efficacy. - [[Implement|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 2000, $reqHelots += 5, $secRestPoint += 5]] + [[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 2000, $reqHelots += 5, $secRestPoint += 5]] <<elseif $SFSupportLevel == 3>> <br>''Troops detachment:'' $securityForceName is providing to the security department troops to boost their effectiveness in the field. - [[Implement|edicts][$SFSupportLevel++, $SFSupportUpkeep -= 3000, $reqHelots += 5, $secRestPoint -= 5]] + [[Repeal|edicts][$SFSupportLevel++, $SFSupportUpkeep -= 3000, $reqHelots += 5, $secRestPoint -= 5]] <</if>> <</if>> @@ -67,23 +67,22 @@ <<if $weaponsLaw == 0>> <br>''Forbid weapons inside the arcology:'' residents are forbidden to buy, sell and keep weaponry while within the arcology. - [[Repeal|edicts][$weaponsLaw = 1, $edictsAuthUpkeep -= 60]] -<<elseif $weaponsLaw == 3>> - <br>''All weapons allowed:'' residents are allowed to buy, sell and keep weaponry of any kind within the arcology. - [[Repeal|edicts][$weaponsLaw -= 1]] + [[Repeal|edicts][$weaponsLaw = 3, $edictsAuthUpkeep -= 30]] <<elseif $weaponsLaw == 2>> <br>''Heavy weaponry forbidden:'' residents are allowed to buy, sell and keep weapons within the arcology as long as they are non-heavy, non-explosive. - [[Repeal|edicts][$weaponsLaw -= 1, $edictsAuthUpkeep -= 20]] + [[Repeal|edicts][$weaponsLaw = 3, $edictsAuthUpkeep -= 10]] <<elseif $weaponsLaw == 1>> <br>''Heavily restricted weaponry:'' residents are allowed to buy, sell and keep weapons within the arcology as long as they are non-automatic, non-high caliber. - [[Repeal|edicts][$weaponsLaw -= 1, $edictsAuthUpkeep -= 40]] + [[Repeal|edicts][$weaponsLaw = 3, $edictsAuthUpkeep -= 20]] +<<else>> + <br>''All weapons allowed:'' residents are allowed to buy, sell and keep all kind of weapons in the arcology. <</if>> <<if $hasFoughtOnce == 1>> <br><br>Defense Force:__ <<if $slavesOfficers == 1>> <br>''Slave Officers:'' your trusted slaves are allowed to lead the defense forces of the arcology. - [[Repeal|edicts][$slavesOfficers = 0, $edictsAuthUpkeep -= 100]] + [[Repeal|edicts][$slavesOfficers = 0, $edictsAuthUpkeep -= 10]] <</if>> <<if $mercenaries > 0>> @@ -140,7 +139,7 @@ <<if $liveTargets == 1>> <br>''@@.lime;Live targets drills:@@'' disobedient slaves are used as live targets at shooting ranges. - [[Repeal|edicts][$eliteOfficers = 0]] + [[Repeal|edicts][$liveTargets = 0]] <</if>> <</if>> @@ -194,17 +193,17 @@ <<if $enslavementRights == 0>> <br>''Enslavement rights:'' the arcology owner will be the only authority able to declare a person enslaved or not. <<if $authority >= 1000>> - [[Implement|edicts][$enslavementRights = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 20]] + [[Implement|edicts][$enslavementRights = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]] <<else>> <br>//Not enough Authority.// <</if>> - <br> //Will provide cash each week. The higher the flux of citizens to slaves the higher the income. Will cost authority each week.// + <br> //Will provide cash each week. The higher the flux of citizens to slaves the higher the income. Will cost a small amount of authority each week.// <</if>> <<if $sellData == 0 && ($secUpgrades.nanoCams == 1 || $secUpgrades.cyberBots == 1 || $secUpgrades.eyeScan == 1 || $secUpgrades.cryptoAnalyzer == 1 || $crimeUpgrades.autoTrial == 1 || $crimeUpgrades.autoArchive == 1 || $crimeUpgrades.worldProfiler == 1 || $crimeUpgrades.advForensic == 1)>> <br>''Private Data marketization:'' allow the selling of private citizens' data. <<if $authority >= 1000>> - [[Implement|edicts][$sellData = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 20]] + [[Implement|edicts][$sellData = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]] <<else>> <br>//Not enough Authority.// <</if>> @@ -301,41 +300,52 @@ <</if>> <br><br>__Weapons:__ - -<<if $weaponsLaw == 2>> - <br>''All weapons allowed:'' allow residents of the arcology to buy, sell and keep weaponry of any kind within the arcology. +<<if $weaponsLaw == 3>> + <br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive. <<if $authority >= 1000>> - [[Implement|edicts][$weaponsLaw += 1, $cash -=5000, $authority -= 1000]] + [[Implement|edicts][$weaponsLaw = 2, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]] <<else>> <br>//Not enough Authority.// <</if>> - <br> //Will slightly increase prosperity and provide a small amount of reputation each week, but rebellions will be very well armed.// -<<elseif $weaponsLaw == 1>> - <br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive. + <br> //Will slightly increase prosperity, but will cost a small amount of authority each week and will leave rebellions decently armed.// +<<elseif $weaponsLaw == 2>> + <br>''All weapons allowed:'' allow residents of the arcology to buy, sell and keep weaponry of any kind within the arcology. <<if $authority >= 1000>> - [[Implement|edicts][$weaponsLaw += 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 20]] + [[Implement|edicts][$weaponsLaw = 3, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep -= 10]] <<else>> <br>//Not enough Authority.// <</if>> - <br> //Will slightly increase prosperity, but will cost a small amount of authority each week and will leave rebellions decently armed.// -<<elseif $weaponsLaw == 0>> + <br> //Will slightly increase prosperity and provide a small weekly amount of reputation, but rebellions will be very well armed.// <br>''Heavily restricted weaponry:'' set the range of weapons allowed within the arcology to non-automatic, non-high caliber. <<if $authority >= 1000>> - [[Implement|edicts][$weaponsLaw += 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 40]] + [[Implement|edicts][$weaponsLaw = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will cost some authority each week, but rebellions will be poorly armed.// -<</if>> - -<<if $weaponsLaw > 0>> +<<elseif $weaponsLaw == 1>> + <br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive. + <<if $authority >= 1000>> + [[Implement|edicts][$weaponsLaw = 2, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep -= 10]] + <<else>> + <br>//Not enough Authority.// + <</if>> + <br> //Will slightly increase prosperity, but will cost a small amount of authority each week and will leave rebellions decently armed.// <br>''Forbid weapons inside the arcology:'' forbid residents to buy, sell and keep weaponry while within the arcology. <<if $authority >= 1000>> - [[Implement|edicts][$weaponsLaw = 0, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 60]] + [[Implement|edicts][$weaponsLaw = 0, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will cost a moderate amount of authority each week, but rebellions will be very poorly armed.// +<<elseif $weaponsLaw == 0>> + <br>''Heavily restricted weaponry:'' set the range of weapons allowed within the arcology to non-automatic, non-high caliber. + <<if $authority >= 1000>> + [[Implement|edicts][$weaponsLaw = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep -= 10]] + <<else>> + <br>//Not enough Authority.// + <</if>> + <br> //Will cost some authority each week, but rebellions will be poorly armed.// <</if>> <<if $hasFoughtOnce == 1 || $mercenaries > 0>> @@ -343,7 +353,7 @@ <<if $slavesOfficers == 0>> <br>''Slave Officers:'' allow your trusted slaves to lead the defense forces of the arcology. <<if $authority >= 1000>> - [[Implement|edicts][$slavesOfficers = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 20]] + [[Implement|edicts][$slavesOfficers = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]] <<else>> <br>//Not enough Authority.// <</if>> diff --git a/src/SecExp/rebellionOptions.tw b/src/SecExp/rebellionOptions.tw index bcb0f4f6b055e548219ea44312a8fbb7decb0f68..053a1c0c71dccdff63c30fa70d2c8647fa476052 100644 --- a/src/SecExp/rebellionOptions.tw +++ b/src/SecExp/rebellionOptions.tw @@ -85,12 +85,14 @@ In order to preserve the structural integrity of the building and the lives of o <br>Your troops will not limit their arsenal. This will put the structure and your citizens at risk, but our troops will be at full capacity. <</replace>> <</link>> +/* <br><<link "Extermination protocol">> <<set $engageRule = 3>> <<replace "#engage">> <br>Your troops will make use of the special weaponry, equipment and infrastructure developed by the riot control center to surgically eliminate rebels and dissidents. <</replace>> <</link>> +*/ <span id="engage"></span> <br> diff --git a/src/SecExp/rebellionReport.tw b/src/SecExp/rebellionReport.tw index 1875b12675e697f5f3d261a91f6069d1057cb726..5444cc074cdf20a3b0fbdb630b2af82cbf321e0b 100644 --- a/src/SecExp/rebellionReport.tw +++ b/src/SecExp/rebellionReport.tw @@ -4,6 +4,946 @@ <br>Debug: result: $battleResult +<<set _oldRep = $rep>> +<<set _oldAuth = $authority>> +<<set $enemyLosses = Math.trunc($enemyLosses)>> +<<if $enemyLosses > $attackTroops>> + <<set $enemyLosses = $attackTroops>> +<</if>> +<<set $totalKills += $enemyLosses>> +<<set $losses = Math.trunc($losses)>> +<<set $rebellionsCount++>> +<<if $battleResult == 3>> + <strong>Victory!</strong> + <<set $PCrebWon++>> +<<elseif $battleResult == -3>> + <strong>Defeat!</strong> + <<set $PCrebLoss++>> +<<elseif $battleResult == 2>> + <strong>Partial victory!</strong> + <<set $PCrebWon++>> + <<elseif $battleResult == -2>> + <strong>Partial defeat!</strong> + <<set $PCrebLoss++>> +<<elseif $battleResult == -1>> + <strong>We surrendered</strong> + <<set $PCrebLoss++>> +<</if>> +<hr> + +<<if $slaveRebellion == 1>> + Today, the <<print $day + random(0,7)>> of $month $year, our arcology was inflamed by the fires of rebellion. Slaves from all over the structure dared rise up against their owners and conquer their freedom through blood. Our defense forces fought with them street by street + <<if $enemyLosses != $attackTroops>> + inflicting <<print $enemyLosses>> casualties, while sustaining <<print $losses>> casualties themselves. + <<else>> + completely annihilating their troops, while sustaining <<print $losses>> casualties. + <</if>> + <<set $ASlaves -= $enemyLosses>> + <<if $battleResult == 3>> + <<if $battleTurns <= 5>> + The fight was quick and one sided, our men easily stopped the disorganized revolt in a few well aimed assaults + <<elseif $battleTurns <= 7>> + The fight was hard, but in the end our men stopped the disorganized revolt with several well aimed assaults + <<else>> + The fight was long and hard, but in the end our men stopped the revolt before it could accumulate momentum + <</if>> + <<elseif $battleResult == -3>> + <<if $battleTurns <= 5>> + The fight was quick and one sided, our men were easily crushed by the barbaric horde of raiders + <<elseif $battleTurns <= 7>> + The fight was hard and in the end the bandits proved too much to handle for our men + <<else>> + The fight was long and hard, but despite their bravery the horde proved too much for our men + <</if>> + <<if $PCvictoryStreak >= 2>> + , so interrupting a long series of military successes. + <<elseif $PClossStreak >= 2>> + , confirming the long list of recent failures our armed forces collected. + <<else>> + . + <</if>> + <<elseif $battleResult == 2>> + The fight was long and hard, but in the end our men managed to stop the revolt, though not without difficulty. + <<elseif $battleResult == -2>> + The fight was long and hard. Our men in the end had to yield to the rebelling slaves, which were fortunately unable to capitalized on their victory. + <<elseif $battleResult == -1>> + You gave your troops the order to surrender, obediently they stand down. + <</if>> + + /* effects */ + <<if $battleResult == 3>> + Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ increased. + <<set $rep += random(800,1000)>> + <<set $authority += random(800,1000)>> + <br>Many of the rebelling slaves were recaptured and punished. The instigators were executed one after another in a public trial that lasted for almost three days. + <<set $ASlaves -= random(10,30)>> + <<if $engageRule == 0>> + Since you ordered your troops to limit their weaponry to low caliber or non lethal, the arcology reported only @@.red;minor damage@@. Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 1000>> + <<if $week <= 30>> + <<set $ACitizens -= random(40)>> + <<set $ASlaves -= random(65)>> + <<set $arcologies[0].prosperity -= random(2)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(50)>> + <<set $ASlaves -= random(55)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(95)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<else>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(12)>> + <</if>> + <<elseif $engageRule == 1>> + You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage@@. Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 2000>> + <<if $week <= 30>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(4)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(75)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(9)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(90)>> + <<set $ASlaves -= random(115)>> + <<set $arcologies[0].prosperity -= random(12)>> + <<else>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(125)>> + <<set $arcologies[0].prosperity -= random(14)>> + <</if>> + <<elseif $engageRule == 2>> + Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage@@. Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. + Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. + <<if $week <= 30>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(150)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(120)>> + <<set $ASlaves -= random(170)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(140)>> + <<set $ASlaves -= random(190)>> + <<set $arcologies[0].prosperity -= random(15)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(160)>> + <<set $ASlaves -= random(210)>> + <<set $arcologies[0].prosperity -= random(20)>> + <<else>> + <<set $ACitizens -= random(180)>> + <<set $ASlaves -= random(230)>> + <<set $arcologies[0].prosperity -= random(25)>> + <</if>> + <<else>> + /* future dev */ + <</if>> + <<if $ACitizens < 100>> + <<set $ACitizens = 100>> + <</if>> + <<if $ASlaves < 200>> + <<set $ASlaves = 200>> + <</if>> + <<elseif $battleResult == -3>> + Due to your defeat, your @@.red;reputation@@ and @@.red;authority@@ decreased. + <<set $rep -= random(800,1000)>> + <<set $authority -= random(800,1000)>> + <br>After the battle many of the rebelling slaves managed to escape, while others remained in the arcology for days looting and hunting their former masters. The arcology wil bear the scars of this day for a long time. + <<set $ACitizens -= random(50,100)>> + <<set $ASlaves -= Math.trunc(($attackTroops - $enemyLosses) * 0.4)>> + <<if $engageRule == 0>> + Since you ordered your troops to limit their weaponry to low caliber or non lethal, the arcology reported only @@.red;minor damage@@. Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 1000>> + <<if $week <= 30>> + <<set $ACitizens -= random(40)>> + <<set $ASlaves -= random(65)>> + <<set $arcologies[0].prosperity -= random(2)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(50)>> + <<set $ASlaves -= random(55)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(95)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<else>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(12)>> + <</if>> + <<elseif $engageRule == 1>> + You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage@@. Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 2000>> + <<if $week <= 30>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(4)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(75)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(9)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(90)>> + <<set $ASlaves -= random(115)>> + <<set $arcologies[0].prosperity -= random(12)>> + <<else>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(125)>> + <<set $arcologies[0].prosperity -= random(14)>> + <</if>> + <<elseif $engageRule == 2>> + Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage@@. Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. + Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. + <<if $week <= 30>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(150)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(120)>> + <<set $ASlaves -= random(170)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(140)>> + <<set $ASlaves -= random(190)>> + <<set $arcologies[0].prosperity -= random(15)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(160)>> + <<set $ASlaves -= random(210)>> + <<set $arcologies[0].prosperity -= random(20)>> + <<else>> + <<set $ACitizens -= random(180)>> + <<set $ASlaves -= random(230)>> + <<set $arcologies[0].prosperity -= random(25)>> + <</if>> + <<else>> + /* future dev */ + <</if>> + <<if $ACitizens < 100>> + <<set $ACitizens = 100>> + <</if>> + <<if $ASlaves < 200>> + <<set $ASlaves = 200>> + <</if>> + <<elseif $battleResult == -2>> + + + + <<if $engageRule == 0>> + Since you ordered your troops to limit their weaponry to low caliber or non lethal, the arcology reported only @@.red;minor damage@@. Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 1000>> + <<if $week <= 30>> + <<set $ACitizens -= random(40)>> + <<set $ASlaves -= random(65)>> + <<set $arcologies[0].prosperity -= random(2)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(50)>> + <<set $ASlaves -= random(55)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(95)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<else>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(12)>> + <</if>> + <<elseif $engageRule == 1>> + You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage@@. Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 2000>> + <<if $week <= 30>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(4)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(75)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(9)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(90)>> + <<set $ASlaves -= random(115)>> + <<set $arcologies[0].prosperity -= random(12)>> + <<else>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(125)>> + <<set $arcologies[0].prosperity -= random(14)>> + <</if>> + <<elseif $engageRule == 2>> + Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage@@. Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. + Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. + <<if $week <= 30>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(150)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(120)>> + <<set $ASlaves -= random(170)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(140)>> + <<set $ASlaves -= random(190)>> + <<set $arcologies[0].prosperity -= random(15)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(160)>> + <<set $ASlaves -= random(210)>> + <<set $arcologies[0].prosperity -= random(20)>> + <<else>> + <<set $ACitizens -= random(180)>> + <<set $ASlaves -= random(230)>> + <<set $arcologies[0].prosperity -= random(25)>> + <</if>> + <<else>> + /* future dev */ + <</if>> + <<if $ACitizens < 100>> + <<set $ACitizens = 100>> + <</if>> + <<if $ASlaves < 200>> + <<set $ASlaves = 200>> + <</if>> + <<elseif $battleResult == 2>> + + + <<if $engageRule == 0>> + Since you ordered your troops to limit their weaponry to low caliber or non lethal, the arcology reported only @@.red;minor damage@@. Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 1000>> + <<if $week <= 30>> + <<set $ACitizens -= random(40)>> + <<set $ASlaves -= random(65)>> + <<set $arcologies[0].prosperity -= random(2)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(50)>> + <<set $ASlaves -= random(55)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(95)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<else>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(12)>> + <</if>> + <<elseif $engageRule == 1>> + You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage@@. Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 2000>> + <<if $week <= 30>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(4)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(75)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(9)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(90)>> + <<set $ASlaves -= random(115)>> + <<set $arcologies[0].prosperity -= random(12)>> + <<else>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(125)>> + <<set $arcologies[0].prosperity -= random(14)>> + <</if>> + <<elseif $engageRule == 2>> + Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage@@. Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. + Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. + <<if $week <= 30>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(150)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(120)>> + <<set $ASlaves -= random(170)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(140)>> + <<set $ASlaves -= random(190)>> + <<set $arcologies[0].prosperity -= random(15)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(160)>> + <<set $ASlaves -= random(210)>> + <<set $arcologies[0].prosperity -= random(20)>> + <<else>> + <<set $ACitizens -= random(180)>> + <<set $ASlaves -= random(230)>> + <<set $arcologies[0].prosperity -= random(25)>> + <</if>> + <<else>> + /* future dev */ + <</if>> + <<if $ACitizens < 100>> + <<set $ACitizens = 100>> + <</if>> + <<if $ASlaves < 200>> + <<set $ASlaves = 200>> + <</if>> + <<elseif $battleResult == -1>> + + + <<if $engageRule == 0>> + Since you ordered your troops to limit their weaponry to low caliber or non lethal, the arcology reported only @@.red;minor damage@@. Most citizens and non involved slaves remained unharmed, though some casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 1000>> + <<if $week <= 30>> + <<set $ACitizens -= random(40)>> + <<set $ASlaves -= random(65)>> + <<set $arcologies[0].prosperity -= random(2)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(50)>> + <<set $ASlaves -= random(55)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(95)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<else>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(12)>> + <</if>> + <<elseif $engageRule == 1>> + You ordered your troops to limit their weaponry to non-heavy, non-explosive, because of this the arcology reported @@.red;moderate damage@@. Most citizens and non involved slaves remained unharmed or only lightly wounded, but many others did not make it. Unfortunately casualties between the civilians were inevitable. + A few businesses were looted and burned, but the damage was pretty limited. + <<set $cash -= 2000>> + <<if $week <= 30>> + <<set $ACitizens -= random(60)>> + <<set $ASlaves -= random(85)>> + <<set $arcologies[0].prosperity -= random(4)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(70)>> + <<set $ASlaves -= random(75)>> + <<set $arcologies[0].prosperity -= random(7)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(80)>> + <<set $ASlaves -= random(105)>> + <<set $arcologies[0].prosperity -= random(9)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(90)>> + <<set $ASlaves -= random(115)>> + <<set $arcologies[0].prosperity -= random(12)>> + <<else>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(125)>> + <<set $arcologies[0].prosperity -= random(14)>> + <</if>> + <<elseif $engageRule == 2>> + Since you did not apply any restriction on the weapons your forces should use, the arcology reported @@.red;heavy damage@@. Many citizens and uninvolved slaves are reported killed or missing. Casualties between the civilians were inevitable. + Many businesses were damaged during the battle either by the fight itself, by fires which spread unchecked for hours or by looters. + <<if $week <= 30>> + <<set $ACitizens -= random(100)>> + <<set $ASlaves -= random(150)>> + <<set $arcologies[0].prosperity -= random(5)>> + <<elseif $week <= 60>> + <<set $ACitizens -= random(120)>> + <<set $ASlaves -= random(170)>> + <<set $arcologies[0].prosperity -= random(10)>> + <<elseif $week <= 90>> + <<set $ACitizens -= random(140)>> + <<set $ASlaves -= random(190)>> + <<set $arcologies[0].prosperity -= random(15)>> + <<elseif $week <= 120>> + <<set $ACitizens -= random(160)>> + <<set $ASlaves -= random(210)>> + <<set $arcologies[0].prosperity -= random(20)>> + <<else>> + <<set $ACitizens -= random(180)>> + <<set $ASlaves -= random(230)>> + <<set $arcologies[0].prosperity -= random(25)>> + <</if>> + <<else>> + /* future dev */ + <</if>> + <<if $ACitizens < 100>> + <<set $ACitizens = 100>> + <</if>> + <<if $ASlaves < 200>> + <<set $ASlaves = 200>> + <</if>> + <</if>> + + + + + <<if $garrison.reactor == 0>> + <<if random(1,100) <= 75>> + Unfortunately during the fighting a group of slaves infiltrated the reactor complex and sabotaged it, causing massive power fluctuations and frequent blackouts. + It will take @@.red;time and money to repair the damage@@. + <<set garrison.reactorTime = $repairTime + random(-1,1)>> + <<set $cash -= 2000>> + <<else>> + While the reactor was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. + <</if>> + <<else>> + The garrison assigned to the reactor protected it from the multiple sabotage attempts carried out by the rebels. + <</if>> + <<if $garrison.waterway == 0>> + <<if random(1,100) <= 75>> + Unfortunately during the fighting a group of slaves infiltrated the water management complex and sabotaged it, causing huge water leaks throughout the arcology and severely limiting the water supply. + It will take @@.red;time and money to repair the damage@@. + <<set garrison.waterwayTime = $repairTime + random(-1,1)>> + <<set $cash -= 2000>> + <<else>> + While the water management complex was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. + <</if>> + <<else>> + The garrison assigned to the water management complex protected it from the sabotage attempt of the rebels. + <</if>> + <<if $garrison.assistant == 0>> + <<if random(1,100) <= 75>> + Unfortunately during the fighting a group of slaves infiltrated the facility housing $assistantName mainframe and sabotaged it. Without its AI the arcology will be next to impossible to manage. + It will take @@.red;time and money to repair the damage@@. + <<set garrison.waterwayTime = $repairTime + random(-1,1)>> + <<set $cash -= 2000>> + <<else>> + While the water management complex was left defenseless without a garrison, there was no attempt at sabotage. Let's hope we'll always be this lucky. + <</if>> + <<else>> + The garrison assigned to the facility housing $assistantName mainframe prevented any sabotage attempt. + <</if>> + <<if $garrison.penthouse == 1 && $Bodyguard != 0>> + The garrison assigned to the penthouse together with your loyal bodyguard stopped any assault against your penthouse with ease. + <<elseif $Bodyguard != 0>> + <<if random(1,100) <= 75>> + During the fighting a group of slaves assaulted the penthouse. Your bodyguard, $Bodyguard.slaveName, stood strong against the furious attack. + <<set _woundChance = 0>> + <<if $PC.career == "mercenary" || $PC.career == "gang">> + <<set _woundChance -= 5>> + <</if>> + <<if $personalArms >= 1>> + <<set _woundChance -= 5>> + <</if>> + <<if $PC.physicalAge >= 60>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.belly > 5000>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.boobsBonus >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.butt >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.preg >= 30>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.balls == 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.ballsImplant >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if random(1,100) <= _woundChance>> + A lucky shot managed to find your way to you, leaving a painful, but thankfully not lethal, wound. + <<set $PCWounded = 1>> + <<set $PCWoundCooldown = 3>> + <<else>> + Fortunately you managed to avoid injury. + <</if>> + <<if $Concubine != 0>> + <<set _woundChance = 0>> + <<if $Concubine.combatSkill == 1>> + <<set _woundChance -= 2>> + <</if>> + <<if $Concubine.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $Concubine.health >= 50>> + <<set _woundChance -= 1>> + <</if>> + <<if $Concubine.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.intelligence <= -3>> + <<set _woundChance += 1>> + <</if>> + <<set _woundChance *= random(2,4)>> + <<if random(1,100) <= _woundChance>> + Your concubine was unfortunately caught in the crossfire and + <<set $woundType = random(1,10)>> + <<if $woundType == 1>> + a splinter pierced her throat, severing her vocal cords. + <<set $Concubine.voice = 0>> + <<elseif $woundType == 2>> + a splinter hit her face, severely damaging her eyes. + <<set $Concubine.eyes = -2>> + <<elseif $woundType == 3>> + an explosion near her casued the loss of all her limbs. + <<set $Concubine.amp = 1>> + <<elseif $woundType >= 4>> + a stray shot severely wounded her. + <<if $Concubine.health >= -60>> + <<set $Concubine.health -= 30>> + <<else>> + <<set $Concubine.health -= Math.abs(90 - $Concubine.health)>> + <</if>> + <</if>> + <</if>> + <</if>> + <<set _woundChance = 0>> + <<if $Bodyguard.combatSkill == 1>> + <<set _woundChance -= 2>> + <</if>> + <<if $Bodyguard.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $Bodyguard.health >= 50>> + <<set _woundChance -= 1>> + <</if>> + <<if $Bodyguard.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Bodyguard.intelligence <= -3>> + <<set _woundChance += 1>> + <</if>> + <<set _woundChance *= random(2,4)>> + <<if random(1,100) <= _woundChance>> + During one of the assaults your bodyguard was hit. + <<set $woundType = random(1,10)>> + <<if $woundType == 1>> + A splinter pierced her throat, severing her vocal cords. + <<set $Bodyguard.voice = 0>> + <<elseif $woundType == 2>> + A splinter hit her face, severely damaging her eyes. + <<set $Bodyguard.eyes = -2>> + <<elseif $woundType == 3>> + An explosion near her casued the loss of all her limbs. + <<set $Bodyguard.amp = 1>> + <<elseif $woundType >= 4>> + A stray shot severely wounded her. + <<if $Bodyguard.health >= -60>> + <<set $Bodyguard.health -= 30>> + <<else>> + <<set $Bodyguard.health -= Math.abs(90 - $Bodyguard.health)>> + <</if>> + <</if>> + <</if>> + The damage to the structure will be @@.red;costly to repair@@. + <<set $cash -= 2000>> + <<else>> + While the penthouse was left without a sizeable garrison, there was no dangerous assault against it. Let's hope we'll always be this lucky. + <</if>> + <<elseif $garrison.penthouse == 1>> + <<if random(1,100) <= 75>> + During the fighting a group of slaves assaulted the penthouse. The garrison stood strong against the furious attack. + <<set _woundChance = 0>> + <<if $PC.career == "mercenary" || $PC.career == "gang">> + <<set _woundChance -= 5>> + <</if>> + <<if $personalArms >= 1>> + <<set _woundChance -= 5>> + <</if>> + <<if $PC.physicalAge >= 60>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.belly > 5000>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.boobsBonus >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.butt >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.preg >= 30>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.balls == 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.ballsImplant >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<set _woundChance *= random(1,2)>> + <<if random(1,100) <= _woundChance>> + A lucky shot managed to find your way to you, leaving a painful, but thankfully not lethal, wound. + <<set $PCWounded = 1>> + <<set $PCWoundCooldown = 3>> + <<else>> + Fortunately you managed to avoid injury. + <</if>> + <<if $Concubine != 0>> + <<set _woundChance = 0>> + <<if $Concubine.combatSkill == 1>> + <<set _woundChance -= 2>> + <</if>> + <<if $Concubine.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $Concubine.health >= 50>> + <<set _woundChance -= 1>> + <</if>> + <<if $Concubine.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.intelligence <= -3>> + <<set _woundChance += 1>> + <</if>> + <<set _woundChance *= random(2,4)>> + <<if random(1,100) <= _woundChance>> + Your concubine was unfortunately caught in the crossfire and + <<set $woundType = random(1,10)>> + <<if $woundType == 1>> + a splinter pierced her throat, severing her vocal cords. + <<set $Concubine.voice = 0>> + <<elseif $woundType == 2>> + a splinter hit her face, severely damaging her eyes. + <<set $Concubine.eyes = -2>> + <<elseif $woundType == 3>> + an explosion near her casued the loss of all her limbs. + <<set $Concubine.amp = 1>> + <<elseif $woundType >= 4>> + a stray shot severely wounded her. + <<if $Concubine.health >= -60>> + <<set $Concubine.health -= 30>> + <<else>> + <<set $Concubine.health -= Math.abs(90 - $Concubine.health)>> + <</if>> + <</if>> + <</if>> + <</if>> + The damage to the structure will be @@.red;costly to repair@@. + <<set $cash -= 2000>> + <<else>> + There was no sizeable assault against the penthouse. Let's hope we'll always be this lucky. + <</if>> + <<else>> + <<if random(1,100) <= 75>> + During the fighting a group of slaves assaulted the penthouse. Isolated and alone, you stood strong against the furious attack. + <<set _woundChance = 0>> + <<if $PC.career == "mercenary" || $PC.career == "gang">> + <<set _woundChance -= 5>> + <</if>> + <<if $personalArms >= 1>> + <<set _woundChance -= 5>> + <</if>> + <<if $PC.physicalAge >= 60>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.belly > 5000>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.boobsBonus >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.butt >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.preg >= 30>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.balls == 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<if $PC.ballsImplant >= 2>> + <<set _woundChance += random(1,5)>> + <</if>> + <<set _woundChance *= random(1,2)>> + <<if random(1,100) <= _woundChance>> + A lucky shot managed to find your way to you, leaving a painful, but thankfully not lethal, wound. + <<set $PCWounded = 1>> + <<set $PCWoundCooldown = 3>> + <<else>> + Fortunately you managed to avoid injury. + <</if>> + <<if $Concubine != 0>> + <<set _woundChance = 0>> + <<if $Concubine.combatSkill == 1>> + <<set _woundChance -= 2>> + <</if>> + <<if $Concubine.amp >= -4>> + <<set _woundChance -= 1>> + <</if>> + <<if $Concubine.health >= 50>> + <<set _woundChance -= 1>> + <</if>> + <<if $Concubine.weight > 130>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.muscles < -30>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.eyes <= -2>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.heels == 1>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.boobs >= 1400>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.butt >= 6>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.preg >= 30>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.dick >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.balls >= 8>> + <<set _woundChance += 1>> + <</if>> + <<if $Concubine.intelligence <= -3>> + <<set _woundChance += 1>> + <</if>> + <<set _woundChance *= random(2,4)>> + <<if random(1,100) <= _woundChance>> + Your concubine was unfortunately caught in the crossfire and + <<set $woundType = random(1,10)>> + <<if $woundType == 1>> + a splinter pierced her throat, severing her vocal cords. + <<set $Concubine.voice = 0>> + <<elseif $woundType == 2>> + a splinter hit her face, severely damaging her eyes. + <<set $Concubine.eyes = -2>> + <<elseif $woundType == 3>> + an explosion near her casued the loss of all her limbs. + <<set $Concubine.amp = 1>> + <<elseif $woundType >= 4>> + a stray shot severely wounded her. + <<if $Concubine.health >= -60>> + <<set $Concubine.health -= 30>> + <<else>> + <<set $Concubine.health -= Math.abs(90 - $Concubine.health)>> + <</if>> + <</if>> + <</if>> + <</if>> + <<else>> + There was no sizeable assault against the penthouse. Let's hope we'll always be this lucky. + <</if>> + <</if>> +<<else>> + /* citizen rebellion */ + + + + + +<</if>> /* resets variables */ diff --git a/src/SecExp/secExpOptions.tw b/src/SecExp/secExpOptions.tw index c4ab177f85d5f4bd14703a201dee7ba6bc9214c5..bf8bd159a1105d8e512e9342dc572d678f1eac9f 100644 --- a/src/SecExp/secExpOptions.tw +++ b/src/SecExp/secExpOptions.tw @@ -2,12 +2,7 @@ <<set $showEncyclopedia = 1, $encyclopedia = "Security Expansion", $nextButton = "Back to Options", $nextLink = "Options">> -<<if $terrain != "oceanic">> -<br> -<br>__Battle Options__: <<if $arcologyUpgrade.drones == 1>> - <br> - <br> <<if $rebellionsEnabled == 0>> Rebellions are @@.red;DISABLED@@. <<link "Enable rebellions">> @@ -23,6 +18,26 @@ <</if>> //Enable/disable rebellions.// <</if>> + <<if $arcologyUpgrade.drones == 1 && $rebellionsEnabled == 1>> + <br> + <br> + <<if $forceRebellion == 0>> + Rebellions guaranteed this week is @@.red;FALSE@@. + <<link "Force engagement every week">> + <<set $forceRebellion = 1>> + <<goto "secExpOptions">> + <</link>> + + <<else>> + Rebellions guaranteed this week is @@.cyan;TRUE@@. + <<link "Do not force engagement every week">> + <<set $forceRebellion = 0>> + <<goto "secExpOptions">> + <</link>> + <</if>> + //Will force battles to happen every week.// + <</if>> +<<if $terrain != "oceanic">> <<if $arcologyUpgrade.drones == 1>> <br> <br> @@ -93,26 +108,7 @@ <<goto "secExpOptions">> <</link>> <</if>> - //Will show detailed statistics and battle turns. This is mainly for debugging and balance adjustments.// - <<if $arcologyUpgrade.drones == 1 && $rebellionsEnabled == 1>> - <br> - <br> - <<if $forceRebellion == 0>> - Rebellions guaranteed this week is @@.red;FALSE@@. - <<link "Force engagement every week">> - <<set $forceRebellion = 1>> - <<goto "secExpOptions">> - <</link>> - - <<else>> - Rebellions guaranteed this week is @@.cyan;TRUE@@. - <<link "Do not force engagement every week">> - <<set $forceRebellion = 0>> - <<goto "secExpOptions">> - <</link>> - <</if>> - //Will force battles to happen every week. This is mainly for debugging.// - <</if>> + //Will show detailed statistics and battle turns.// <<if $arcologyUpgrade.drones == 1 && $battlesEnabled == 1>> <br> <br> @@ -130,7 +126,7 @@ <<goto "secExpOptions">> <</link>> <</if>> - //Will force battles to happen every week. This is mainly for debugging.// + //Will force battles to happen every week.// <</if>> <<if $arcologyUpgrade.drones == 1 && $battlesEnabled == 1>> <br> @@ -152,6 +148,35 @@ <<goto "secExpOptions">> <</link>> <</if>> - //Will force major battles to happen every week. This is mainly for debugging.// + //Will force major battles to happen every week. // <</if>> -<</if>> \ No newline at end of file +<</if>> + +<br> +<br> + +__cheats:__ +<br><<link "Give Authority">> + <<set $authority = Math.clamp($authority + 1000, 0, 20000)>> + <<goto "secExpOptions">> +<</link>> +<br><<link "Remove Authority">> + <<set $authority = Math.clamp($authority - 1000, 0, 20000)>> + <<goto "secExpOptions">> +<</link>> +<br><<link "Raise security">> + <<set $security = Math.clamp($security + 5, 0, 100)>> + <<goto "secExpOptions">> +<</link>> +<br><<link "Lower security">> + <<set $security = Math.clamp($security - 5, 0, 100)>> + <<goto "secExpOptions">> +<</link>> +<br><<link "Raise crime">> + <<set $crime = Math.clamp($crime + 5, 0, 100)>> + <<goto "secExpOptions">> +<</link>> +<br><<link "Lower crime">> + <<set $crime = Math.clamp($crime - 5, 0, 100)>> + <<goto "secExpOptions">> +<</link>> \ No newline at end of file diff --git a/src/SecExp/secInit.tw b/src/SecExp/secInit.tw index b96b554b1159a9d8e701a26ce293f12318d1533e..b7c6b6d689a58fd469f1c8ae6a8fd7dd2c36c1d3 100644 --- a/src/SecExp/secInit.tw +++ b/src/SecExp/secInit.tw @@ -29,7 +29,7 @@ <<set $battlesEnabled = 1>> <<set $majorBattlesEnabled = 1>> <<set $majorBattleGameOver = 1>> -<<set $rebellionsEnabled = 1>> +<<set $rebellionsEnabled = 0>> <<set $forceRebellion = 0>> /* edicts */ @@ -62,7 +62,7 @@ <<set $eagleWarriors = 0>> <<set $ronin = 0>> <<set $sunTzu = 0>> -<<set $weaponsLaw = 1>> +<<set $weaponsLaw = 3>> /* buildings */ <<set $upgradeUpkeep = 40>> @@ -75,7 +75,7 @@ luxury: 0, training: 0}>> <<set $secHelots = 0>> -<<set $reqHelots = 30>> +<<set $reqHelots = 20>> <<set $secUpgrades = { nanoCams: 0, cyberBots: 0, @@ -133,11 +133,19 @@ <<set $rebellingMilitia = 0>> <<set $rebellingSlaves = 0>> <<set $rebellingMercs = 0>> +<<set $repairTime = 3>> <<set $garrison = { penthouse: 0, reactor: 0, assistant: 0, - waterway: 0 }>> + waterway: 0, + penthouseTime: 0, + reactorTime: 0, + assistantTime: 0, + waterwayTime: 0 }>> +<<set $rebellionsCount = 0>> +<<set $PCrebWon = 0>> +<<set $PCrebLoss = 0>> /* armed forces stats */ <<set $targetUnit = 0>> diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw index e17447d75129170e6ee75439618160cc71f33645..1a1389703bcb3c7fea3e96bd388e27d3c60ce208 100644 --- a/src/SecExp/securityReport.tw +++ b/src/SecExp/securityReport.tw @@ -19,7 +19,7 @@ <<if $secHelots > 0>> <<print $secHelots>> slaves work to improve the security of your arcology <<if $mercenaries >= 1 && $arcologyUpgrade.drones == 1>> - , while your mercenaries and security drones tirelessly patrol the arcology to keep it safe. + , while your mercenaries and security drones tirelessly patrol the streets to keep them safe. <<elseif $arcologyUpgrade.drones == 1>> , while your security drones tirelessly patrol the arcology to keep it safe. <<else>> @@ -27,7 +27,7 @@ <</if>> <<else>> <<if $mercenaries >= 1 && $arcologyUpgrade.drones == 1>> - Your mercenaries and security drones tirelessly patrol the arcology to keep it safe. + Your mercenaries and security drones tirelessly patrol the streets to keep them safe. <<elseif $arcologyUpgrade.drones == 1>> Your security drones tirelessly patrol the arcology to keep it safe. <<else>> diff --git a/src/SecExp/widgets/miscSecExpWidgets.tw b/src/SecExp/widgets/miscSecExpWidgets.tw index dbcfbbbdb8628be5bd38b653062904b48c501407..ddbc935dc7fc78c6a7ccabfdb8d87ad99b469868 100644 --- a/src/SecExp/widgets/miscSecExpWidgets.tw +++ b/src/SecExp/widgets/miscSecExpWidgets.tw @@ -76,7 +76,7 @@ <<widget "recalcReqHelots">> <<set _newReq = 0>> - <<set _baseReq = 30>> + <<set _baseReq = 20>> <<if $secUpgrades.nanoCams == 1>> <<set _newReq += 5>> <</if>> @@ -130,4 +130,67 @@ <</if>> <<set _newReq += _baseReq>> <<set $reqHelots = _newReq>> +<</widget>> + +<<widget "recalcEdictsUpkeep">> + /* authority cost */ + <<set _newAuthUpkeep = 0>> + + <<if $sellData == 1>> + <<set _newAuthUpkeep += 10>> + <</if>> + + <<if $weaponsLaw == 0>> + <<set _newAuthUpkeep += 30>> + <<elseif $weaponsLaw == 2>> + <<set _newAuthUpkeep += 10>> + <<elseif $weaponsLaw == 1>> + <<set _newAuthUpkeep += 20>> + <</if>> + + <<if $slavesOfficers == 1>> + <<set _newAuthUpkeep += 10>> + <</if>> + + /* cash cost */ + <<set _newUpkeep = 0>> + + <<if $slaveWatch == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $subsidyChurch == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $martialSchool == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $legionTradition == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $pharaonTradition == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $eagleWarriors == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $ronin == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $mamluks == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<if $sunTzu == 1>> + <<set _newUpkeep += 1000>> + <</if>> + + <<set $edictsUpkeep = _newUpkeep>> + <<set $edictsAuthUpkeep = _newAuthUpkeep>> <</widget>> \ No newline at end of file diff --git a/src/js/economyJS.tw b/src/js/economyJS.tw index 833631a355a32fd8026872d5e266a8f202a02603..336c4adc84eb0fead263299e505eeb62788bd768 100644 --- a/src/js/economyJS.tw +++ b/src/js/economyJS.tw @@ -65,6 +65,10 @@ window.getCost = function(array) { if(State.variables.secExp == 1) { costs += State.variables.edictsUpkeep; + if(State.variables.SFSupportUpkeep > 0) { + costs += State.variables.SFSupportUpkeep; + } + if(State.variables.propHub > 0) { costs += State.variables.propHubUpkeep; } diff --git a/src/uncategorized/arcmgmt.tw b/src/uncategorized/arcmgmt.tw index 2a358cdfbc0d23bc0c8f6c6a144d450db0cf103b..6487d36a4798603957e678f8110e8f45bcf5953f 100644 --- a/src/uncategorized/arcmgmt.tw +++ b/src/uncategorized/arcmgmt.tw @@ -522,6 +522,13 @@ earning you @@.yellowgreen;¤_earnings.@@ 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 $weaponsLaw == 3>> + The free flow of weapons in your arcology has a positive impact on its economy. + <<set _AWeekGrowth++>> + <<elseif $weaponsLaw == 2>> + The fairly liberal flow of weapons in your arcology has a positive impact on its economy. + <<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++>> diff --git a/src/uncategorized/costs.tw b/src/uncategorized/costs.tw index 75e886328e0345115d0613a51e5b7981d8eab987..8f2cb21e8a056f9d4f78eb48ee574b7ce12a6669 100644 --- a/src/uncategorized/costs.tw +++ b/src/uncategorized/costs.tw @@ -34,7 +34,7 @@ /* security expansion */ <<if $secExp == 1>> - <<set $costs += $edictsUpkeep>> + <<set $costs += ($edictsUpkeep + $SFSupportUpkeep)>> <<if $propHub != 0>> <<set $costs += $propHubUpkeep>> diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw index e65ed30316709031ef1a08dbd7db11803e20b6bb..2fc5ad69d620b5361792817ddc2113cbe5e0581f 100644 --- a/src/uncategorized/costsReport.tw +++ b/src/uncategorized/costsReport.tw @@ -97,8 +97,8 @@ /* security expansion */ <<if $secExp == 1>> - <<if $edictsUpkeep > 0>> - __Edicts Upkeep__: ¤<<print $edictsUpkeep>> + <<if $edictsUpkeep + $SFSupportUpkeep > 0>> + __Edicts Upkeep__: ¤<<print $edictsUpkeep + $SFSupportUpkeep>> <</if>> <<if $propHub != 0>> <br>__Propaganda Hub__ maintenance: ¤<<print $propHubUpkeep>> diff --git a/src/uncategorized/nonRandomEvent.tw b/src/uncategorized/nonRandomEvent.tw index ee8fe1b162c0732e0b505c15039999ac9a6ff619..e15beeca4246108df602aa7698db5cf0bf5b04f0 100644 --- a/src/uncategorized/nonRandomEvent.tw +++ b/src/uncategorized/nonRandomEvent.tw @@ -45,8 +45,6 @@ <<elseif ($week == 29)>> <<set $Event = "aid invitation">> <<goto "Generic Plot Events">> -<<elseif $week == 30>> - <<goto "secExpSmilingMan">> <<elseif (_effectiveWeek == 31)>> <<goto "P mercenaries">> <<elseif (_effectiveWeek == 35) && ($mercenaries > 0)>> diff --git a/src/uncategorized/reputation.tw b/src/uncategorized/reputation.tw index 5428b75bad26a69f448c6605e4fdaafc630d4266..7bcf97f0cca0251bef7180d29a2c037d26e26722 100644 --- a/src/uncategorized/reputation.tw +++ b/src/uncategorized/reputation.tw @@ -200,6 +200,12 @@ On formal occasions, you are announced as $PCTitle. <<if $smilingManFate == 1>> The grim statue of the Smiling Man outside your arcology @@.green;reminds the world of who managed to eliminate such a threat@@. + <<set $rep += 10>> +<</if>> + +<<if $weaponsLaw == 3>> + The absence of any kind of restriction on weaponry within your arcology is @@.green;welcomed by your citizens@@ as sign of your respect for the ideals the Free Cities stand for. + <<set $rep += 10>> <</if>> <<if $arcologies[0].FSSupremacist != "unset">> @@ -635,7 +641,8 @@ On formal occasions, you are announced as $PCTitle. <<if $failedElite > 300>> The Societal Elite @@.red;are plotting your demise@@. <<set $ui = "start">> - <<set $gameover to "you failed">><<goto "Gameover">> + <<set $gameover to "you failed">> + <<goto "Gameover">> <<elseif $failedElite > 250>> The Societal Elite @@.red;are openly discussing about your failures@@. It would be in your best interests to appease them. <<elseif $failedElite > 200>>