diff --git a/TODO.txt b/TODO.txt index 1a1c8417d4b549114d118f7732a5dd095193371c..04efe8530afcd6f3027173f05e7d9c642daa3013 100644 --- a/TODO.txt +++ b/TODO.txt @@ -1,21 +1,12 @@ -Rebellions: --citizens mini events - further development: -specialized slave schools -fortifications --celebrity on propHub -more levels for militia edict (further militarize society) -conquering other arcologies? Events: -famous criminal escapes to the arcology, followed by another arcology police force -Edicts: --cyber enhancements for slave units - Bugs: -sometimes troop counts breaks --sometimes rebel numbers have fractionary parts --growth stimulants can give height with fractionary parts --weap manufacturing is a mess as always \ No newline at end of file +-sometimes rebel numbers have fractionary parts \ No newline at end of file diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index b0a8abf0c9cdd32c5730bbaa3500a552c2064ac5..e0805d6edd2965b365883dfce3d15104556eb1cc 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -883,9 +883,9 @@ <<else>> <<set _loyaltyBonus = 0.30>> <</if>> - <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20) * _atkMod>> - <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20) * _defMod>> - <<set _hp += ($militiaBaseHp + $militiaBaseHp * $militiaUnits[_i].medics * $equipMod) * $militiaUnits[_i].troops>> + <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _atkMod>> + <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _defMod>> + <<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> @@ -906,9 +906,9 @@ <<else>> <<set _loyaltyBonus = 0.30>> <</if>> - <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20) * _atkMod>> - <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20) * _defMod>> - <<set _hp += ($slaveBaseHp + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> + <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _atkMod>> + <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _defMod>> + <<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> @@ -929,9 +929,9 @@ <<else>> <<set _loyaltyBonus = 0.30>> <</if>> - <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20) * _atkMod>> - <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20) * _defMod>> - <<set _hp += ($mercBaseHp + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> + <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _atkMod>> + <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _defMod>> + <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> <</if>> <</for>> @@ -970,7 +970,7 @@ <<set $troopCount = 0>> <<calcTroopCount>> -<<set _moraleTroopMod = Math.clamp($troopCount / 200,1,10)>> +<<set _moraleTroopMod = Math.clamp($troopCount / 100,1,10)>> <<set _morale = ($secBotsMorale * $deployingBots + $militiaBaseMorale * _militiaMod * $deployingMilitia + $slaveBaseMorale * _slaveMod * $deployingSlaves + $mercBaseMorale * _mercMod * $deployingMercs + $SFBaseMorale * $SFIntervention * _SFMod) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ @@ -997,7 +997,7 @@ <<set _armyMod = 1>> <</if>> -<<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 400,1,5)>> +<<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 200,1,5)>> <<if $attackType == "raiders">> <<set _enemyAttack = ($raBaseAttack + $weapManu * $sellTo.raiders + $raBaseAttack * $attackEquip * $equipMod) * _armyMod>> diff --git a/src/SecExp/propagandaHub.tw b/src/SecExp/propagandaHub.tw index 6c974865e0251f727f2251ae5fa9f100edf6794d..f0859d5e0006b14389ac8cf30a67e32e73ebfa6b 100644 --- a/src/SecExp/propagandaHub.tw +++ b/src/SecExp/propagandaHub.tw @@ -1,5 +1,11 @@ :: propagandaHub [nobr] +<<if $career == "capitalist" || $career == "celebrity" || $career == "wealth">> + <<set _HistoryDiscount = .5>> +<<else>> + <<set _HistoryDiscount = 1>> +<</if>> + <<set $nextButton = "Back to Arcology Management", $nextLink = "Manage Arcology", $returnTo = "Manage Arcology">> Propaganda Hub @@ -14,13 +20,13 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $propCampaign == 0>> <<link "Set up a propaganda campaign">> <<set $propCampaign += 1>> - <<set $cash -= 5000*$upgradeMultiplierArcology>> + <<set $cash -= 5000*$upgradeMultiplierArcology*_HistoryDiscount>> <<set $propFocus = "social engineering">> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Set up a propaganda campaign to align your citizens with your goals. - <br>//Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology)>>. Will provide the focused resource each week, but will cost reputation in upkeep.// + <br>//Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount)>>. Will provide the focused resource each week, but will cost reputation in upkeep.// <<else>> You have set up a team of trained slaves and expert propagandists, ready to spread the message of your choosing to the population. <br> @@ -73,12 +79,12 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $propCampaign < 5>> <<link "Invest more resources in the propaganda machine">> <<set $propCampaign += 1>> - <<set $cash -= 5000 * $upgradeMultiplierArcology * ($propCampaign + 1)>> + <<set $cash -= 5000 * $upgradeMultiplierArcology * ($propCampaign + 1) * _HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Invest more resources into the project to increase its effectiveness. - <br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($propCampaign + 1))>>. Will provide more of the focused resource each week, but increase reputation upkeep.// + <br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($propCampaign + 1) * _HistoryDiscount)>>. Will provide more of the focused resource each week, but increase reputation upkeep.// <<else>> You upgraded your propaganda machine to its limits. <</if>> @@ -91,22 +97,22 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $miniTruth == 0>> <<link "Set up the authenticity department">> <<set $miniTruth += 1>> - <<set $cash -= 5000*$upgradeMultiplierArcology>> + <<set $cash -= 5000*$upgradeMultiplierArcology*_HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Set up a department tasked with guaranteeing the authenticity of all information available in the arcology. Of course if reality is against what is best for the arcology, then it should be redacted as well. - <br>//Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology)>>. Will provide authority and unlock special upgrades, but will increase upkeep.// + <br>//Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology * _HistoryDiscount)>>. Will provide authority and unlock special upgrades, but will increase upkeep.// <<else>> <<if $miniTruth < 5>> <<link "Enlarge the authenticity department">> <<set $miniTruth += 1>> - <<set $cash -= 5000*$upgradeMultiplierArcology * ($miniTruth + 1)>> + <<set $cash -= 5000*$upgradeMultiplierArcology * ($miniTruth + 1) * _HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Invest more resources into the project to increase its effectiveness. - <br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($miniTruth + 1))>>. Will provide more authority each week, but increases upkeep.// + <br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($miniTruth + 1) * _HistoryDiscount)>>. Will provide more authority each week, but increases upkeep.// <<else>> You have upgraded the authenticity department to its maximum. <</if>> @@ -114,12 +120,12 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $fakeNews == 0>> <<link "Install a news generator">> <<set $fakeNews = 1>> - <<set $cash -= 10000*$upgradeMultiplierArcology>> + <<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<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 a small amount of reputation as well as authority, but increases upkeep.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount)>>. 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>> @@ -127,12 +133,12 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $controlLeaks == 0>> <<link "Institute controlled leaks protocols">> <<set $controlLeaks = 1>> - <<set $cash -= 10000*$upgradeMultiplierArcology>> + <<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>> <<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 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.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount)>>. 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>> @@ -145,12 +151,12 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $secretService == 0>> <<link "Set up personal secret service">> <<set $secretService += 1>> - <<set $cash -= 10000*$upgradeMultiplierArcology>> + <<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Set up a department tasked with the protection of your person, as well as operations requiring a delicate approach. - <br>//Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology)>>. Will provide authority and unlock special upgrades, but will increase upkeep.// + <br>//Costs ¤<<print Math.trunc(5000*$upgradeMultiplierArcology * _HistoryDiscount)>>. Will provide authority and unlock special upgrades, but will increase upkeep.// <<else>> <<if $secretService < 5 && $rep >= ($secretService * 1000) + 5000>> <<link "Expand the secret service">> @@ -160,7 +166,7 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<goto "propagandaHub">> <</link>> <br>Invest more resources into the project to increase its effectiveness. - <br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($secretService + 1))>>. Will provide more authority each week, but increases upkeep.// + <br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($secretService + 1) * _HistoryDiscount)>>. Will provide more authority each week, but increases upkeep.// <<elseif $secretService < 5>> You lack the reputation to further expand operations. <<else>> @@ -170,12 +176,12 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $blackOps == 0>> <<link "Create a black ops team">> <<set $blackOps = 1>> - <<set $cash -= 10000*$upgradeMultiplierArcology>> + <<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Create a black ops team, ready to carry out corporate sabotage and sensitive operations to further your goals. - <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The secret services now provides security as well as authority, but increases upkeep.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount)>>. The secret services now provides security as well as authority, but increases upkeep.// <<else>> You have created a black ops team. <</if>> @@ -183,12 +189,12 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the <<if $marketInfiltration == 0>> <<link "Infiltrate the black market">> <<set $marketInfiltration = 1>> - <<set $cash -= 10000*$upgradeMultiplierArcology>> + <<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>> <<set $propHubUpkeep += $upgradeUpkeep>> <<goto "propagandaHub">> <</link>> <br>Establish a presence on the black market in order to manipulate it. - <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology)>>. The secret services now provides cash as well as authority each week, but will increase crime growth.// + <br>//Costs ¤<<print Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount)>>. The secret services now provides cash as well as authority each week, but will increase crime growth.// <<else>> You have infiltrated the black market and are now in partial control of it. <</if>> diff --git a/src/SecExp/rebellionHandler.tw b/src/SecExp/rebellionHandler.tw index 81fb290a138ca44250a14bfd7e52be906cc019de..c33b93b649dc0adcd3468c12c034bbb8b5c8dc83 100644 --- a/src/SecExp/rebellionHandler.tw +++ b/src/SecExp/rebellionHandler.tw @@ -80,9 +80,9 @@ <<else>> <<set _loyaltyBonus = 0.30>> <</if>> - <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20)>> - <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20)>> - <<set _hp += ($militiaBaseHp + $militiaBaseHp * $militiaUnits[_i].medics * $equipMod) * $militiaUnits[_i].troops>> + <<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> + <<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> + <<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> @@ -105,9 +105,9 @@ <<else>> <<set _loyaltyBonus = 0.30>> <</if>> - <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20)>> - <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20)>> - <<set _hp += ($slaveBaseHp + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> + <<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> + <<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> + <<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> @@ -130,9 +130,9 @@ <<else>> <<set _loyaltyBonus = 0.30>> <</if>> - <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20)>> - <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20)>> - <<set _hp += ($mercBaseHp + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> + <<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> + <<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> + <<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> <</if>> <</for>> @@ -174,7 +174,7 @@ <<set $troopCount = 0>> <<calcTroopCount>> -<<set _moraleTroopMod = Math.clamp($troopCount / 200,1,10)>> +<<set _moraleTroopMod = Math.clamp($troopCount / 100,1,10)>> /* morale and baseHp calculation */ <<set _morale = ($secBotsMorale * $secBots.active + $militiaBaseMorale * $deployingMilitia + $slaveBaseMorale * $deployingSlaves + $mercBaseMorale * $deployingMercs + $SFBaseMorale * $securityForceCreate) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $securityForceCreate)>> @@ -221,9 +221,9 @@ <<else>> <<set _expBonus = 0.50>> <</if>> - <<set _enemyAttack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaUnits[_i].SF)>> - <<set _enemyDefense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaUnits[_i].SF)>> - <<set _enemyHp += ($militiaBaseHp + $militiaBaseHp * $militiaUnits[_i].medics * $equipMod) * $militiaUnits[_i].troops>> + <<set _enemyAttack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> + <<set _enemyDefense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber)>> + <<set _enemyHp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * $equipMod) * $militiaUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> @@ -237,9 +237,9 @@ <<else>> <<set _expBonus = 0.50>> <</if>> - <<set _enemyAttack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveUnits[_i].SF)>> - <<set _enemyDefense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveUnits[_i].SF)>> - <<set _enemyHp += ($slaveBaseHp + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> + <<set _enemyAttack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> + <<set _enemyDefense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber)>> + <<set _enemyHp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>> <</if>> <</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> @@ -253,13 +253,13 @@ <<else>> <<set _expBonus = 0.50>> <</if>> - <<set _enemyAttack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercUnits[_i].SF)>> - <<set _enemyDefense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercUnits[_i].SF)>> - <<set _enemyHp += ($mercBaseHp + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> + <<set _enemyAttack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> + <<set _enemyDefense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber)>> + <<set _enemyHp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>> <</if>> <</for>> -<<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 300,1,10)>> +<<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 200,1,10)>> <<set _enemyMorale = 1.5 * ($militiaBaseMorale * $rebellingMilitia + $slaveBaseMorale * $rebellingSlaves + $mercBaseMorale * $rebellingMercs) / ($rebellingMilitia + $rebellingSlaves + $rebellingMercs)>> <<set _enemyMorale *= _enemyMoraleTroopMod>> diff --git a/src/SecExp/secBarracks.tw b/src/SecExp/secBarracks.tw index d9bd64ce6dda04b0950f0bbe395d75c653d46b46..8f8be1e18839e57df60344c76f0ec72ee67f9ff1 100644 --- a/src/SecExp/secBarracks.tw +++ b/src/SecExp/secBarracks.tw @@ -219,6 +219,7 @@ You are free to organize your menial slaves into fighting units. Currently you h equip: 0, training: 0, loyalty: random(40,60), + cyber: 0, medics: 0, SF: 0, commissars: 0, @@ -239,6 +240,7 @@ You are free to organize your menial slaves into fighting units. Currently you h equip: 0, training: 0, loyalty: random(40,60), + cyber: 0, medics: 0, SF: 0, commissars: 0, @@ -382,6 +384,7 @@ __Militia__ equip: 0, training: 0, loyalty: random(40,60), + cyber: 0, medics: 0, SF: 0, commissars: 0, @@ -402,6 +405,7 @@ __Militia__ equip: 0, training: 0, loyalty: random(40,60), + cyber: 0, medics: 0, SF: 0, commissars: 0, @@ -545,6 +549,7 @@ __Mercenaries__ equip: 0, training: 0, loyalty: random(40,60), + cyber: 0, medics: 0, SF: 0, commissars: 0, @@ -565,6 +570,7 @@ __Mercenaries__ equip: 0, training: 0, loyalty: random(40,60), + cyber: 0, medics: 0, SF: 0, commissars: 0, diff --git a/src/SecExp/seeUnit.tw b/src/SecExp/seeUnit.tw index ff5202f440fdad98d3abb5a4964d896aae821d5b..274ee5bfb578289f2167894d6d9f087a262e5291 100644 --- a/src/SecExp/seeUnit.tw +++ b/src/SecExp/seeUnit.tw @@ -134,6 +134,20 @@ <<else>> <br>The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers. <</if>> + <<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>> + <<if $militiaUnits[$targetIndex].cyber == 0>> + <br> + <<link "Provide enhanced cybernetic enhancements">> + <<set $militiaUnits[$targetIndex].cyber += 1>> + <<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 2000>> + <<goto "seeUnit">> + <</link>> + Will augment all soldiers of the unit with high tech cyber enhacements. + <br>//Costs <<print ($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 2000>> and will increase attack, defense and base hp values of the unit.// + <<else>> + <br>The unit is equipped with advanced cybernetic enhancements. + <</if>> + <</if>> <<if $militiaUnits[$targetIndex].medics == 0>> <br> <<link "Attach trained medics to the unit">> @@ -181,9 +195,14 @@ <<set _loyaltyBonus = 30>> <</if>> <br> - <br>Militia base attack: $militiaBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseAttack * _expBonus * 0.01 + $militiaBaseAttack * _loyaltyBonus * 0.01 + $militiaBaseAttack * $militiaUnits[$targetIndex].SF * 0.20)>>) - <br>Militia base defense: $militiaBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseDefense * _expBonus * 0.01 + $militiaBaseDefense * _loyaltyBonus * 0.01 + $militiaBaseDefense * $militiaUnits[$targetIndex].SF * 0.20)>>) - <br>Equipment bonus: + <<print $militiaUnits[$targetIndex].equip * 15>>% + <br>Militia base attack: $militiaBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($militiaBaseAttack + $militiaUnits[$targetIndex].cyber + $militiaBaseAttack * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseAttack * _expBonus * 0.01 + $militiaBaseAttack * _loyaltyBonus * 0.01 + $militiaBaseAttack * $militiaUnits[$targetIndex].SF * 0.20)>>) + <br>Militia base defense: $militiaBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($militiaBaseDefense + $militiaUnits[$targetIndex].cyber + $militiaBaseDefense * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseDefense * _expBonus * 0.01 + $militiaBaseDefense * _loyaltyBonus * 0.01 + $militiaBaseDefense * $militiaUnits[$targetIndex].SF * 0.20)>>) + <<if $militiaUnits[$targetIndex].equip > 0>> + <br>Equipment bonus: + <<print $militiaUnits[$targetIndex].equip * 15>>% + <</if>> + <<if $militiaUnits[$targetIndex].cyber > 0>> + <br>Cyber ehnacements bonus: + 1 + <</if>> <<if _expBonus > 0>> <br>Experience bonus: +<<print _expBonus>>% <</if>> @@ -197,7 +216,7 @@ <<if $secBarracksUpgrades.luxury > 0>> <br>Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>% <</if>> - <br>Militia base hp: $militiaBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($militiaBaseHp + $militiaBaseHp * $militiaUnits[$targetIndex].medics * 0.25)>>) + <br>Militia base hp: $militiaBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($militiaBaseHp + $militiaUnits[$targetIndex].cyber + $militiaBaseHp * $militiaUnits[$targetIndex].medics * 0.25)>>) <<if $militiaUnits[$targetIndex].medics > 0>> <br>Medics detachment bonus: +25% <</if>> @@ -273,6 +292,20 @@ <<else>> <br>The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers. <</if>> + <<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>> + <<if $slaveUnits[$targetIndex].cyber == 0>> + <br> + <<link "Provide enhanced cybernetic enhancements">> + <<set $slaveUnits[$targetIndex].cyber += 1>> + <<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 2000>> + <<goto "seeUnit">> + <</link>> + Will augment all soldiers of the unit with high tech cyber enhacements. + <br>//Costs <<print ($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 2000>> and will increase attack, defense and base hp values of the unit.// + <<else>> + <br>The unit is equipped with advanced cybernetic enhancements. + <</if>> + <</if>> <<if $slaveUnits[$targetIndex].medics == 0>> <br> <<link "Attach trained medics to the unit">> @@ -319,9 +352,14 @@ <<set _loyaltyBonus = 30>> <</if>> <br> - <br>Slaves base attack: $slaveBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseAttack * _expBonus * 0.01 + $slaveBaseAttack * _loyaltyBonus * 0.01 + $slaveBaseAttack * $slaveUnits[$targetIndex].SF * 0.20)>>) - <br>Slaves base defense: $slaveBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseDefense * _expBonus * 0.01 + $slaveBaseDefense * _loyaltyBonus * 0.01 + $slaveBaseDefense * $slaveUnits[$targetIndex].SF * 0.20)>>) - <br>Equipment bonus: + <<print $slaveUnits[$targetIndex].equip * 15>>% + <br>Slaves base attack: $slaveBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($slaveBaseAttack + $slaveUnits[$targetIndex].cyber + $slaveBaseAttack * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseAttack * _expBonus * 0.01 + $slaveBaseAttack * _loyaltyBonus * 0.01 + $slaveBaseAttack * $slaveUnits[$targetIndex].SF * 0.20)>>) + <br>Slaves base defense: $slaveBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($slaveBaseDefense + $slaveUnits[$targetIndex].cyber + $slaveBaseDefense * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseDefense * _expBonus * 0.01 + $slaveBaseDefense * _loyaltyBonus * 0.01 + $slaveBaseDefense * $slaveUnits[$targetIndex].SF * 0.20)>>) + <<if $slaveUnits[$targetIndex].equip > 0>> + <br>Equipment bonus: + <<print $slaveUnits[$targetIndex].equip * 15>>% + <</if>> + <<if $slaveUnits[$targetIndex].cyber > 0>> + <br>Cyber ehnacements bonus: + 1 + <</if>> <<if _expBonus > 0>> <br>Experience bonus: +<<print _expBonus>>% <</if>> @@ -335,7 +373,7 @@ <<if $secBarracksUpgrades.luxury > 0>> <br>Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>% <</if>> - <br>Slaves base hp: $slaveBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($slaveBaseHp + $slaveBaseHp * $slaveUnits[$targetIndex].medics * 0.25)>>) + <br>Slaves base hp: $slaveBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($slaveBaseHp + $slaveUnits[$targetIndex].cyber + $slaveBaseHp * $slaveUnits[$targetIndex].medics * 0.25)>>) <<if $slaveUnits[$targetIndex].medics > 0>> <br>Medics detachment bonus: +25% <</if>> @@ -411,6 +449,19 @@ <<else>> <br>The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers. <</if>> + <<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>> + <<if $mercUnits[$targetIndex].cyber == 0>> + <br> + <<link "Provide enhanced cybernetic enhancements">> + <<set $mercUnits[$targetIndex].cyber += 1>> + <<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 2000>> + <<goto "seeUnit">> + <</link>>Will augment all soldiers of the unit with high tech cyber enhacements. + <br>//Costs <<print ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 2000>> and will increase attack, defense and base hp values of the unit.// + <<else>> + <br>The unit is equipped with advanced cybernetic enhancements. + <</if>> + <</if>> <<if $mercUnits[$targetIndex].medics == 0>> <br> <<link "Attach trained medics to the unit">> @@ -457,9 +508,14 @@ <<set _loyaltyBonus = 30>> <</if>> <br> - <br>Mercenaries base attack: $mercBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($mercBaseAttack + $mercBaseAttack * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseAttack * _expBonus * 0.01 + $mercBaseAttack * _loyaltyBonus * 0.01 + $mercBaseAttack * $mercUnits[$targetIndex].SF * 0.20)>>) - <br>Mercenaries base defense: $mercBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($mercBaseDefense + $mercBaseDefense * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseDefense * _expBonus * 0.01 + $mercBaseDefense * _loyaltyBonus * 0.01 + $mercBaseDefense * $mercUnits[$targetIndex].SF * 0.20)>>) - <br>Equipment bonus: + <<print $mercUnits[$targetIndex].equip * 15>>% + <br>Mercenaries base attack: $mercBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($mercBaseAttack + $mercBaseAttack * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseAttack * _expBonus * 0.01 + $mercBaseAttack * _loyaltyBonus * 0.01 + $mercBaseAttack * $mercUnits[$targetIndex].SF * 0.20 + $mercUnits[$targetIndex].cyber)>>) + <br>Mercenaries base defense: $mercBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($mercBaseDefense + $mercBaseDefense * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseDefense * _expBonus * 0.01 + $mercBaseDefense * _loyaltyBonus * 0.01 + $mercBaseDefense * $mercUnits[$targetIndex].SF * 0.20 + $mercUnits[$targetIndex].cyber)>>) + <<if $mercUnits[$targetIndex].equip > 0>> + <br>Equipment bonus: + <<print $mercUnits[$targetIndex].equip * 15>>% + <</if>> + <<if $mercUnits[$targetIndex].cyber > 0>> + <br>Cyber ehnacements bonus: + 1 + <</if>> <<if _expBonus > 0>> <br>Experience bonus: +<<print _expBonus>>% <</if>> @@ -473,7 +529,7 @@ <<if $secBarracksUpgrades.luxury > 0>> <br>Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>% <</if>> - <br>Mercenaries base hp: $mercBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($mercBaseHp + $mercBaseHp * $mercUnits[$targetIndex].medics * 0.25)>>) + <br>Mercenaries base hp: $mercBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($mercBaseHp + $mercBaseHp * $mercUnits[$targetIndex].medics * 0.25 + $mercUnits[$targetIndex].cyber)>>) <<if $mercUnits[$targetIndex].medics > 0>> <br>Medics detachment bonus: +25% <</if>> diff --git a/src/SecExp/widgets/miscSecExpWidgets.tw b/src/SecExp/widgets/miscSecExpWidgets.tw index 38828140e79bafcd56c61fb5e91617aadd3243ab..e93bcbf5451dab4f61d8380092ea19e1af5020c3 100644 --- a/src/SecExp/widgets/miscSecExpWidgets.tw +++ b/src/SecExp/widgets/miscSecExpWidgets.tw @@ -248,6 +248,10 @@ <br>Set militia missing ID <<generateUnitID $militiaUnits[_i]>> <</if>> + <<if ndef $militiaUnits[_i].cyber>> + <br>Set militia missing flag + <<set $militiaUnits[_i].cyber = 0>> + <</if>> <<if ndef $militiaUnits[_i].commissars>> <br>Set militia missing flag <<set $militiaUnits[_i].commissars = 0>> @@ -275,6 +279,10 @@ <br>Set slave missing ID <<generateUnitID $slaveUnits[_i]>> <</if>> + <<if ndef $slaveUnits[_i].cyber>> + <br>Set slave missing flag + <<set $slaveUnits[_i].cyber = 0>> + <</if>> <<if ndef $slaveUnits[_i].commissars>> <br>Set slave missing flag <<set $slaveUnits[_i].commissars = 0>> @@ -299,9 +307,13 @@ <<set $mercUnits[_i].SF = 0>> <</if>> <<if ndef $mercUnits[_i].ID>> - <br>Set slave missing ID + <br>Set merc missing ID <<generateUnitID $mercUnits[_i]>> <</if>> + <<if ndef $mercUnits[_i].cyber>> + <br>Set merc missing flag + <<set $mercUnits[_i].cyber = 0>> + <</if>> <<if ndef $mercUnits[_i].commissars>> <br>Set merc missing flag <<set $mercUnits[_i].commissars = 0>> diff --git a/src/SecExp/widgets/unitsWidgets.tw b/src/SecExp/widgets/unitsWidgets.tw index 96de0c3a8993cb4c733cf9976b8ac3f618aefe2a..afe8d944129dd15b4a3feb56df9dfe9a2889ad13 100644 --- a/src/SecExp/widgets/unitsWidgets.tw +++ b/src/SecExp/widgets/unitsWidgets.tw @@ -32,6 +32,9 @@ <<else>> The unit is fanatically loyal. They would prefer death over betrayal. <</if>> + <<if $args[0].cyber == 1>> + The soldiers of the unit have been enhanced with numerous cyberaugmentations which greatly increase their raw power. + <</if>> <<if $args[0].medics == 1>> The unit has a dedicated squad of medics that will follow them in battle. <</if>> @@ -75,6 +78,9 @@ <<else>> The unit is fanatically loyal. They would prefer death over betrayal. <</if>> + <<if $args[0].cyber == 1>> + The soldiers of the unit have been enhanced with numerous cyberaugmentations which greatly increase their raw power. + <</if>> <<if $args[0].medics == 1>> The unit has a dedicated squad of medics that will follow them in battle. <</if>> @@ -118,6 +124,9 @@ <<else>> The unit is fanatically loyal. They would prefer death over betrayal. <</if>> + <<if $args[0].cyber == 1>> + The soldiers of the unit have been enhanced with numerous cyberaugmentations which greatly increase their raw power. + <</if>> <<if $args[0].medics == 1>> The unit has a dedicated squad of medics that will follow them in battle. <</if>> diff --git a/src/events/intro/pcExperienceIntro.tw b/src/events/intro/pcExperienceIntro.tw index 33e2006fef9dfc5dd4b2cf57a4616c96b299001a..c489b08d4527def51035e6ede4c3c12eef5b1550 100644 --- a/src/events/intro/pcExperienceIntro.tw +++ b/src/events/intro/pcExperienceIntro.tw @@ -8,25 +8,25 @@ You're a relative unknown in the Free Cities, but it's clear you're already acco <br> <br>[[Idle wealth|PC Rumor Intro][$PC.career = "wealth"]] -<br> //Start with extra money<<if $showSecExp == 1>>, but you will find harder to maintain authority<</if>>. Your starting slaves will have two free levels of sex skills available.// +<br> //Start with extra money<<if $showSecExp == 1>>. You will find harder to maintain authority, but upgrades in the propaganda hub will be cheaper<</if>>. Your starting slaves will have two free levels of sex skills available.// <br>[[Venture capitalism|PC Rumor Intro][$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> //You will be more effective at business pursuits<<if $showSecExp == 1>> and upgrades in the propaganda hub will be cheaper<</if>>. Your starting slaves will have a free level of prostitution skill available.// <br>[[Private military work|PC Rumor Intro][$PC.career = "mercenary"]] -<br> //You retain mercenary contacts<<if $showSecExp == 1>> and your security skills will make it easier to keep the arcology safe<<else>> and security skills<</if>>. Your starting slaves will have free trust available.// +<br> //You retain mercenary contacts<<if $showSecExp == 1>> and your security skills will make it easier to keep the arcology safe. Plus upgrades in the security HQ will be cheaper<<else>> and security skills.<</if>>. Your starting slaves will have free trust available.// <br>[[Slaving|PC Rumor Intro][$PC.career = "slaver"]] -<br> //Your slave breaking experience will be useful<<if $showSecExp == 1>> and authority will be easier to maintain<</if>>. Your starting slaves will have free devotion available.// +<br> //Your slave breaking experience will be useful<<if $showSecExp == 1>> and authority will be easier to maintain. Plus upgrades in the security HQ will be cheaper<</if>>. Your starting slaves will have free devotion available.// <br>[[Arcology engineering|PC Rumor Intro][$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][$PC.career = "medicine"]] <br> //Surgery will be cheaper and healthier, and drug upgrades will be cheaper. Your starting slaves will have free implants available.// <br>[[Minor celebrity|PC Rumor Intro][$PC.career = "celebrity"]] -<br> //Start with extra reputation. Your starting slaves will have a free level of entertainment skill available.// +<br> //Start with extra reputation<<if $showSecExp == 1>> and upgrades in the propaganda hub will be cheaper<</if>>. Your starting slaves will have a free level of entertainment skill available.// <br>[[High class escort|PC Rumor Intro][$PC.career = "escort"]] <br> //As an ex-whore, you will find it hard to maintain reputation<<if $showSecExp == 1>> and authority<</if>>. Your starting slaves will have a free level of sex skills available, along with a free level of entertainment and prostitution.// <br>[[Servant|PC Rumor Intro][$PC.career = "servant"]] <br> //As an ex-servant, you will find it hard to maintain reputation<<if $showSecExp == 1>> and authority<</if>>. You know how to lower your upkeep, but not conduct business. Your starting slaves will have free trust and devotion.// <br>[[Gang Leader|PC Rumor Intro][$PC.career = "gang"]] -<br> //As a gang leader, you know how to haggle slaves<<if $showSecExp == 1>> and assert your authority<</if>>, 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<<if $showSecExp == 1>> and assert your authority. Plus upgrades in the security HQ will be cheaper<</if>>, but you will find reputation quite hard to maintain. Your starting slaves will be fitter and posses a free level of combat skill.// <</if>>