diff --git a/src/Mods/SecExp/attackOptions.tw b/src/Mods/SecExp/attackOptions.tw index 747dc74f7dbb43fff01f2c86ebb2872dfb9666d8..3a83243ea5e072bf27671c48e5260e4bebf60202 100644 --- a/src/Mods/SecExp/attackOptions.tw +++ b/src/Mods/SecExp/attackOptions.tw @@ -190,7 +190,7 @@ __Battle Plan__: <<set _leader = "$assistant.name will">> <<replace "#leader">><strong><<print _leader>></strong><</replace>> <</link>> - <<if $BodyguardID != 0 && $slavesOfficers == 1>> + <<if $BodyguardID != 0 && $edicts.defense.slavesOfficers == 1>> | <<link "Let your bodyguard lead your troops">> <<set $leadingTroops = "bodyguard">> @@ -198,7 +198,7 @@ __Battle Plan__: <<replace "#leader">><strong><<print _leader>></strong><</replace>> <</link>> <</if>> - <<if $HeadGirlID != 0 && $slavesOfficers == 1>> + <<if $HeadGirlID != 0 && $edicts.defense.slavesOfficers == 1>> | <<link "Let your Head Girl lead your troops">> <<set $leadingTroops = "headGirl">> @@ -206,7 +206,7 @@ __Battle Plan__: <<replace "#leader">><strong><<print _leader>></strong><</replace>> <</link>> <</if>> - <<if $militiaFounded == 1>> + <<if $edicts.defense.militiaFounded == 1>> | <<link "Let the citizens' militia officers lead the troops">> <<set $leadingTroops = "citizen">> diff --git a/src/Mods/SecExp/attackReport.tw b/src/Mods/SecExp/attackReport.tw index 9d7c3568b09decad3164b39edbca55cb929c4b90..e584997482826245e5fa2b638f2c2fddc587882d 100644 --- a/src/Mods/SecExp/attackReport.tw +++ b/src/Mods/SecExp/attackReport.tw @@ -348,7 +348,7 @@ @@.yellowgreen;wealth worthy of the mightiest warlord.@@ <<set _loot += 20000 * _majorBattleMod>> <</if>> - <<if $mercSoldierPrivilege == 1 && App.SecExp.conflict.deployedUnits('mercs') >= 1>> + <<if $edicts.defense.privilege.mercSoldier == 1 && App.SecExp.conflict.deployedUnits('mercs') >= 1>> Part of the loot is distributed to your mercenaries. <<set _captives = Math.trunc(_captives * 0.6)>> <<set _loot = Math.trunc(_loot * 0.6)>> @@ -458,7 +458,7 @@ @@.yellowgreen;a great amount of cash.@@ <<set _loot += 10000 * _majorBattleMod>> <</if>> - <<if $mercSoldierPrivilege == 1 && App.SecExp.conflict.deployedUnits('mercs') >= 1>> + <<if $edicts.defense.privilege.mercSoldier == 1 && App.SecExp.conflict.deployedUnits('mercs') >= 1>> Part of the loot is distributed to your mercenaries. <<set _loot = Math.trunc(_loot * 0.6)>> <</if>> diff --git a/src/Mods/SecExp/buildings/riotControlCenter.tw b/src/Mods/SecExp/buildings/riotControlCenter.tw index 0a911347ae58092e021f3e32097594c68ca76d02..821e0023d35fd26996dd3911eae222210fc87108 100644 --- a/src/Mods/SecExp/buildings/riotControlCenter.tw +++ b/src/Mods/SecExp/buildings/riotControlCenter.tw @@ -203,7 +203,7 @@ The riot control center opens its guarded doors to you. The great chamber inside <</if>> <<if $SF.Toggle && $SF.Active >= 1>> - <<if $SFSupportLevel >= 4 && !$SFGear && $SF.Squad.Armoury >= 8>> <<set _Env = App.SF.env()>> + <<if $edicts.SFSupportLevel >= 4 && !$SFGear && $SF.Squad.Armoury >= 8>> <<set _Env = App.SF.env()>> <br> <<link "Give the riot unit access to the combat armor suits of $SF.Lower.""riotControlCenter">> <<set $SFGear = 1,cashX(forceNeg(Math.ceil(500000*_Env*(1.15+($SF.Squad.Armoury/10)))), "capEx")>> <</link>> //Costs <<print cashFormat(Math.ceil(500000*_Env*(1.15+($SF.Squad.Armoury/10))))>> <<else>> diff --git a/src/Mods/SecExp/buildings/secBarracks.tw b/src/Mods/SecExp/buildings/secBarracks.tw index 0fbe76bf1a140780ea578f17e03b84edec1c5da8..be5bc5756e10b455227e6c1562e79577a440dfbf 100644 --- a/src/Mods/SecExp/buildings/secBarracks.tw +++ b/src/Mods/SecExp/buildings/secBarracks.tw @@ -275,18 +275,18 @@ You are free to organize your menial slaves into fighting units. Currently you h <</capture>> <</for>> -<<if $militiaFounded == 1>> +<<if $edicts.defense.militiaFounded == 1>> <br> __Militia__ <br>/* militia */ You founded the $arcologies[0].name free militia. You are now able to organize your citizens into fighting units. - <<if $recruitVolunteers == 1>> + <<if $edicts.defense.recruitVolunteers == 1>> The militia is composed entirely of volunteers, your manpower is approximately 1.5% of the citizens population of your arcology. - <<elseif $conscription == 1>> - With the establishment of conscription, your available manpower has increased to now approximately 3% of the arcology's citizens population. - <<elseif $militaryService == 1>> + <<elseif $edicts.defense.conscription == 1>> + With the establishment of edicts.defense.conscription, your available manpower has increased to now approximately 3% of the arcology's citizens population. + <<elseif $edicts.defense.militaryService == 1>> By establishing obligatory military service to obtain citizenship you have enlarged your manpower pool to be approximately 5% of the arcology's citizens population. - <<elseif $militarizedSociety == 1>> + <<elseif $edicts.defense.militarizedSociety == 1>> With the adoption of a militarized society, your available manpower has swelled to be approximately 15% of the arcology's citizens population. <</if>> Your current total manpower is <<print num(App.SecExp.Manpower.totalMilitia)>>, of which <<print num(App.SecExp.Manpower.employedMilitia)>> is in active duty. You lost in total <<print num($militiaTotalCasualties)>> citizens, leaving you with <<print num($militiaFreeManpower)>> available citizens. diff --git a/src/Mods/SecExp/buildings/transportHub.tw b/src/Mods/SecExp/buildings/transportHub.tw index 6c6bddcf0fcbe02c9dbadd80bbbb2f3aa8b120b7..7830c7a7c8ce7ed8d201f91bea77a2545028bba5 100644 --- a/src/Mods/SecExp/buildings/transportHub.tw +++ b/src/Mods/SecExp/buildings/transportHub.tw @@ -6,9 +6,9 @@ <hr> You quickly reach the transport hub, where a constant stream of vehicles, people and goods greets you. Part of the structure is dedicated to air travel and the other is mainly occupied by <<if $terrain != "oceanic" && $terrain != "marine">>the rail station.<<else>> the docks.<</if>> -<<if $limitImmigration == 1 || $policies.immigrationRep == -1>> +<<if $edicts.limitImmigration == 1 || $policies.immigrationRep == -1>> Due to your strict policies concerning immigration, very few new citizens arrive in the transport hub. -<<elseif $openBorders == 1 || $policies.immigrationCash == 1>> +<<elseif $edicts.openBorders == 1 || $policies.immigrationCash == 1>> Due to your liberal policies concerning immigration, the transport hub is filled with a flow of new citizens. <</if>> diff --git a/src/Mods/SecExp/buildings/weaponsManufacturing.tw b/src/Mods/SecExp/buildings/weaponsManufacturing.tw index 88d199698a713210dd6c74c98d756332bfbedc2b..8315c1df892846efb404f7e33e2562be249f06d8 100644 --- a/src/Mods/SecExp/buildings/weaponsManufacturing.tw +++ b/src/Mods/SecExp/buildings/weaponsManufacturing.tw @@ -248,7 +248,7 @@ With our current industrial and research capabilities upgrades will be finished You have fully upgraded your human troops. <<elseif $humanUpgrade.attack >= 2 || $humanUpgrade.hp >= 2 || $humanUpgrade.morale >= 20 || $humanUpgrade.defense >= 2>> You have fully upgraded your human troops. - <<if $SF.Toggle && $SF.Active >= 1 && ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $SF.Squad.Firebase >= 7) || ($SFSupportLevel >= 4 && $SF.Squad.Drugs >= 8) || ($SFSupportLevel >= 5))>> + <<if $SF.Toggle && $SF.Active >= 1 && ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($edicts.SFSupportLevel >= 2 && $SF.Squad.Firebase >= 7) || ($edicts.SFSupportLevel >= 4 && $SF.Squad.Drugs >= 8) || ($edicts.SFSupportLevel >= 5))>> With support from $SF.Lower, however, we may be able to further upgrade our troops. <</if>> <<elseif $weapLab < 3>> @@ -338,7 +338,7 @@ With our current industrial and research capabilities upgrades will be finished <br>//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base hp and morale values of human troops.// <</if>> <<if $SF.Toggle && $SF.Active >= 1>> <br> - <<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $SF.Squad.Firebase >= 7>> + <<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $edicts.SFSupportLevel >= 2 && $SF.Squad.Firebase >= 7>> <br> <<link "Develop combined training regimens with $SF.Lower">> <<set $currentUpgrade = { @@ -351,7 +351,7 @@ With our current industrial and research capabilities upgrades will be finished <</link>> <br>//Will take _time weeks, and will increase the base attack and defense values of human troops.// <</if>> - <<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $SF.Squad.Drugs >= 8>> + <<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $edicts.SFSupportLevel >= 4 && $SF.Squad.Drugs >= 8>> <br> <<link "Develop a variant of the stimulant cocktail that $SF.Lower created">> <<set $currentUpgrade = { @@ -365,7 +365,7 @@ With our current industrial and research capabilities upgrades will be finished <</link>> <br>//Will take _time weeks, cost <<print cashFormat(300000)>> and will increase the base morale and hp values of human troops.// <</if>> - <<if !$completedUpgrades.includes(8) && $weapLab >= 3 && $SFSupportLevel >= 5>> + <<if !$completedUpgrades.includes(8) && $weapLab >= 3 && $edicts.SFSupportLevel >= 5>> <br> <<link "Create a mesh network based off the custom network of $SF.Lower">> <<set $currentUpgrade = { diff --git a/src/Mods/SecExp/edicts.tw b/src/Mods/SecExp/edicts.tw index 93c449e89391564e6ca3deaa4f2f757ba9a50dc9..30d234fe9e9bcb35e3446eed0cc203225e0762c2 100644 --- a/src/Mods/SecExp/edicts.tw +++ b/src/Mods/SecExp/edicts.tw @@ -5,214 +5,214 @@ <div class="center"> ''__Active Edicts__'' </div> -<<if $edicts.alternativeRents == 1>> +<<if $edicts.edicts.alternativeRents == 1>> <br>''Alternative rent payment:'' you are allowing citizens to pay for their rents in menial slaves rather than cash. - [[Repeal|edicts][$edicts.alternativeRents = 0]] + [[Repeal|edicts][$edicts.edicts.alternativeRents = 0]] <</if>> -<<if $edicts.enslavementRights == 1>> +<<if $edicts.edicts.enslavementRights == 1>> <br>''Enslavement rights:'' you are the only authority able to declare a person enslaved or not. - [[Repeal|edicts][$edicts.enslavementRights = 0]] + [[Repeal|edicts][$edicts.edicts.enslavementRights = 0]] <</if>> -<<if $edicts.sellData == 1>> +<<if $edicts.edicts.sellData == 1>> <br>''Private Data marketization:'' you are selling private citizens' data to the best bidder. - [[Repeal|edicts][$edicts.sellData = 0]] + [[Repeal|edicts][$edicts.edicts.sellData = 0]] <</if>> -<<if $edicts.propCampaignBoost == 1>> +<<if $edicts.edicts.propCampaignBoost == 1>> <br>''Obligatory educational material:'' you are forcing residents to read curated educational material about the arcology. - [[Repeal|edicts][$edicts.propCampaignBoost = 0]] + [[Repeal|edicts][$edicts.edicts.propCampaignBoost = 0]] <</if>> -<<if $edicts.tradeLegalAid == 1>> +<<if $edicts.edicts.tradeLegalAid == 1>> <br>''Legal aid for new businesses:'' New businesses can rely on your help for legal expenses and issues. - [[Repeal|edicts][$edicts.tradeLegalAid = 0]] + [[Repeal|edicts][$edicts.edicts.tradeLegalAid = 0]] <</if>> -<<if $edicts.taxTrade == 1>> +<<if $edicts.edicts.taxTrade == 1>> <br>''Trade tariffs:'' all goods transitioning in your arcology have to pay a transition fee. - [[Repeal|edicts][$edicts.taxTrade = 0]] + [[Repeal|edicts][$edicts.edicts.taxTrade = 0]] <</if>> -<<if $edicts.slaveWatch == 1>> +<<if $edicts.edicts.slaveWatch == 1>> <br>''@@.lime;Slave mistreatment watch:@@'' slaves are able access a special security service in case of mistreatment. - [[Repeal|edicts][$edicts.slaveWatch = 0]] + [[Repeal|edicts][$edicts.edicts.slaveWatch = 0]] <</if>> -<<if $edicts.subsidyChurch == 1>> +<<if $edicts.edicts.subsidyChurch == 1>> <br>''@@.lime;Religious activities subsidy:@@'' you are providing economic support to religious activities following the official dogma. - [[Repeal|edicts][$edicts.subsidyChurch = 0]] + [[Repeal|edicts][$edicts.edicts.subsidyChurch = 0]] <</if>> -<<if $SF.Toggle && $SF.Active >= 1 && $edicts.SFSupportLevel > 0>> +<<if $SF.Toggle && $SF.Active >= 1 && $edicts.edicts.SFSupportLevel > 0>> <br><br>__Special Force:__ - <<if $edicts.SFSupportLevel === 1>> + <<if $edicts.edicts.SFSupportLevel === 1>> <br>''Equipment provision:'' <<= App.SF.Caps()>> is providing the security HQ with advanced equipment, boosting its efficiency. - [[Repeal|edicts][$edicts.SFSupportLevel--]] - <<elseif $edicts.SFSupportLevel === 2>> + [[Repeal|edicts][$edicts.edicts.SFSupportLevel--]] + <<elseif $edicts.edicts.SFSupportLevel === 2>> <br>''Personnel training:'' <<= App.SF.Caps()>> is currently providing advanced equipment and training to security HQ personnel. - [[Repeal|edicts][$edicts.SFSupportLevel--]] - <<elseif $edicts.SFSupportLevel === 3>> + [[Repeal|edicts][$edicts.edicts.SFSupportLevel--]] + <<elseif $edicts.edicts.SFSupportLevel === 3>> <br>''Troops detachment:'' <<= App.SF.Caps()>> has currently transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel. - [[Repeal|edicts][$edicts.SFSupportLevel--]] - <<elseif $edicts.SFSupportLevel === 4>> + [[Repeal|edicts][$edicts.edicts.SFSupportLevel--]] + <<elseif $edicts.edicts.SFSupportLevel === 4>> <br>''Full support:'' <<= App.SF.Caps()>> is currently providing its full support to the security department, while transferring troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel. - [[Repeal|edicts][$edicts.SFSupportLevel--]] - <<elseif $edicts.SFSupportLevel === 5>> + [[Repeal|edicts][$edicts.edicts.SFSupportLevel--]] + <<elseif $edicts.edicts.SFSupportLevel === 5>> <br>''Network assistance:'' <<= App.SF.Caps()>> is currently assisting with a local install of its custom network full support and has transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel. - [[Repeal|edicts][$edicts.SFSupportLevel--]] + [[Repeal|edicts][$edicts.edicts.SFSupportLevel--]] <</if>> <</if>> -<<if $edicts.limitImmigration == 1 || $edicts.openBorders == 1>> +<<if $edicts.edicts.limitImmigration == 1 || $edicts.edicts.openBorders == 1>> <br><br>__Immigration:__ - <<if $edicts.limitImmigration == 1>> + <<if $edicts.edicts.limitImmigration == 1>> <br>''Immigration limits:'' you put strict limits to the amount of people the arcology can accept each week. - [[Repeal|edicts][$edicts.limitImmigration = 0]] + [[Repeal|edicts][$edicts.edicts.limitImmigration = 0]] <</if>> - <<if $edicts.openBorders == 1>> + <<if $edicts.edicts.openBorders == 1>> <br>''Open borders:'' you have lowered considerably the requirements to become citizens. - [[Repeal|edicts][$edicts.openBorders = 0]] + [[Repeal|edicts][$edicts.edicts.openBorders = 0]] <</if>> <</if>> <br><br>__Weapons:__ -<<if $edicts.weaponsLaw == 0>> +<<if $edicts.edicts.weaponsLaw == 0>> <br>''Forbid weapons inside the arcology:'' residents are forbidden to buy, sell and keep weaponry while within the arcology. - [[Repeal|edicts][$edicts.weaponsLaw = 3]] -<<elseif $edicts.weaponsLaw == 2>> + [[Repeal|edicts][$edicts.edicts.weaponsLaw = 3]] +<<elseif $edicts.edicts.weaponsLaw == 2>> <br>''Heavy weaponry forbidden:'' residents are allowed to buy, sell and keep weapons within the arcology as long as they are non-heavy, non-explosive. - [[Repeal|edicts][$edicts.weaponsLaw = 3]] -<<elseif $edicts.weaponsLaw == 1>> + [[Repeal|edicts][$edicts.edicts.weaponsLaw = 3]] +<<elseif $edicts.edicts.weaponsLaw == 1>> <br>''Heavily restricted weaponry:'' residents are allowed to buy, sell and keep weapons within the arcology as long as they are non-automatic, non-high caliber. - [[Repeal|edicts][$edicts.weaponsLaw = 3]] + [[Repeal|edicts][$edicts.edicts.weaponsLaw = 3]] <<else>> <br>''All weapons allowed:'' residents are allowed to buy, sell and keep all kind of weapons in the arcology. <</if>> <<if $battlesCount > 0 || $rebellionsCount > 0>> <br><br>__Defense Force:__ - <<if $edicts.soldierWages == 0>> + <<if $edicts.edicts.defense.soldierWages == 0>> <br>''Low wages for soldiers:'' wages for soldiers are set to a low level compared to market standards. - [[Repeal|edicts][$edicts.soldierWages = 1]] - <<elseif $edicts.soldierWages == 1>> + [[Repeal|edicts][$edicts.edicts.defense.soldierWages = 1]] + <<elseif $edicts.edicts.defense.soldierWages == 1>> <br>''Average wages for soldiers:'' wages for soldiers are set to the market standards. <<else>> <br>''High wages for soldiers:'' wages for soldiers are set to a high level compared to market standards. - [[Repeal|edicts][$edicts.soldierWages = 1]] + [[Repeal|edicts][$edicts.edicts.defense.soldierWages = 1]] <</if>> - <<if $edicts.slavesOfficers == 1>> + <<if $edicts.edicts.defense.slavesOfficers == 1>> <br>''Slave Officers:'' your trusted slaves are allowed to lead the defense forces of the arcology. - [[Repeal|edicts][$edicts.slavesOfficers = 0]] + [[Repeal|edicts][$edicts.edicts.defense.slavesOfficers = 0]] <</if>> <<if $mercenaries > 0>> - <<if $edicts.discountMercenaries == 1>> + <<if $edicts.edicts.defense.discountMercenaries == 1>> <br>''Mercenary subsidy:'' mercenaries willing to immigrate in your arcology will be offered a discount on rent. - [[Repeal|edicts][$edicts.discountMercenaries = 0]] + [[Repeal|edicts][$edicts.edicts.defense.discountMercenaries = 0]] <</if>> <</if>> - <<if $edicts.militiaFounded == 1>> - <<if $edicts.conscription == 1>> + <<if $edicts.edicts.defense.militiaFounded == 1>> + <<if $edicts.edicts.defense.conscription == 1>> <br>''Conscription:'' every citizen is required to train in the militia and serve the arcology for a limited amount of time. - [[Repeal|edicts][$edicts.conscription = 0, $edicts.recruitVolunteers = 1]] + [[Repeal|edicts][$edicts.edicts.defense.conscription = 0, $edicts.edicts.defense.recruitVolunteers = 1]] <</if>> - <<if $edicts.militaryService == 1>> + <<if $edicts.edicts.defense.militaryService == 1>> <br>''Obligatory military service:'' every citizen is required to register and serve under the militia. - [[Repeal|edicts][$edicts.militaryService = 0, $edicts.recruitVolunteers = 1]] + [[Repeal|edicts][$edicts.edicts.defense.militaryService = 0, $edicts.edicts.defense.recruitVolunteers = 1]] <</if>> - <<if $edicts.militarizedSociety == 1>> + <<if $edicts.edicts.defense.militarizedSociety == 1>> <br>''Militarized Society:'' every adult citizen is required to train and actively participate in the military of the arcology. - [[Repeal|edicts][$edicts.militarizedSociety = 0, $edicts.recruitVolunteers = 1]] + [[Repeal|edicts][$edicts.edicts.defense.militarizedSociety = 0, $edicts.edicts.defense.recruitVolunteers = 1]] <</if>> - <<if $edicts.militaryExemption == 1>> + <<if $edicts.edicts.defense.militaryExemption == 1>> <br>''Military exemption:'' you allow citizens to avoid military duty by paying a weekly fee. - [[Repeal|edicts][$edicts.militaryExemption = 0]] + [[Repeal|edicts][$edicts.edicts.defense.militaryExemption = 0]] <</if>> - <<if $edicts.lowerRequirements == 1>> + <<if $edicts.edicts.defense.lowerRequirements == 1>> <br>''@@.lime;Revised minimum requirements:@@'' you allow citizens outside the normally accepted range to join the militia. - [[Repeal|edicts][$edicts.lowerRequirements = 0]] + [[Repeal|edicts][$edicts.edicts.defense.lowerRequirements = 0]] <</if>> - <<if $edicts.noSubhumansInArmy == 1>> + <<if $edicts.edicts.defense.noSubhumansInArmy == 1>> <br>''@@.lime;No subhumans in the militia:@@'' it is forbidden for subhumans to join the militia. - [[Repeal|edicts][$edicts.noSubhumansInArmy = 0]] + [[Repeal|edicts][$edicts.edicts.defense.noSubhumansInArmy = 0]] <</if>> - <<if $edicts.pregExemption == 1>> + <<if $edicts.edicts.defense.pregExemption == 1>> <br>''@@.lime;Military exemption for pregnancies:@@'' pregnant citizens are allowed, and encouraged, to avoid military service. - [[Repeal|edicts][$edicts.pregExemption = 0]] + [[Repeal|edicts][$edicts.edicts.defense.pregExemption = 0]] <</if>> <</if>> - <<if $edicts.militiaSoldierPrivilege == 1>> + <<if $edicts.edicts.defense.privilege.militiaSoldier == 1>> <br>''Special militia privileges:'' citizens joining the militia are exempt from rent payment. - [[Repeal|edicts][$edicts.militiaSoldierPrivilege = 0]] + [[Repeal|edicts][$edicts.edicts.defense.privilege.militiaSoldier = 0]] <</if>> - <<if $edicts.slaveSoldierPrivilege == 1>> + <<if $edicts.edicts.defense.privilege.slaveSoldier == 1>> <br>''Special slaves privileges:'' Slaves into the army are allowed to have material possessions. - [[Repeal|edicts][$edicts.slaveSoldierPrivilege = 0]] + [[Repeal|edicts][$edicts.edicts.defense.privilege.slaveSoldier = 0]] <</if>> - <<if $edicts.mercSoldierPrivilege == 1>> + <<if $edicts.edicts.defense.privilege.mercSoldier == 1>> <br>''Special mercenary privileges:'' Mercenaries under contract can claim part of the loot gained from battles. - [[Repeal|edicts][$edicts.mercSoldierPrivilege = 0]] + [[Repeal|edicts][$edicts.edicts.defense.privilege.mercSoldier = 0]] <</if>> - <<if $edicts.martialSchool == 1>> + <<if $edicts.edicts.defense.martialSchool == 1>> <br>''@@.lime;Slave martial schools:@@'' specialized schools are training slaves in martial arts and bodyguarding. - [[Repeal|edicts][$edicts.martialSchool = 0]] + [[Repeal|edicts][$edicts.edicts.defense.martialSchool = 0]] <</if>> - <<if $edicts.eliteOfficers == 1>> + <<if $edicts.edicts.defense.eliteOfficers == 1>> <br>''@@.lime;Elite officers:@@'' officers are exclusively recruited from the elite of society. - [[Repeal|edicts][$edicts.eliteOfficers = 0]] + [[Repeal|edicts][$edicts.edicts.defense.eliteOfficers = 0]] <</if>> - <<if $edicts.liveTargets == 1>> + <<if $edicts.edicts.defense.liveTargets == 1>> <br>''@@.lime;Live targets drills:@@'' disobedient slaves are used as live targets at shooting ranges. - [[Repeal|edicts][$edicts.liveTargets = 0]] + [[Repeal|edicts][$edicts.edicts.defense.liveTargets = 0]] <</if>> <</if>> <<if $FSAnnounced>> - <<if $edicts.legionTradition == 1>> + <<if $edicts.edicts.defense.FS.legionTradition == 1>> <br>''@@.lime;Legionaries traditions:@@'' you are funding specialized training for your recruits following the Roman tradition of professional armies. - [[Repeal|edicts][$edicts.legionTradition = 0]] + [[Repeal|edicts][$edicts.edicts.defense.FS.legionTradition = 0]] <</if>> - <<if $edicts.pharaonTradition == 1>> + <<if $edicts.edicts.defense.FS.pharaonTradition == 1>> <br>''@@.lime;Pharaonic traditions:@@'' you are funding specialized training for your recruits to turn them into an army worthy of a pharaon. - [[Repeal|edicts][$edicts.pharaonTradition = 0]] + [[Repeal|edicts][$edicts.edicts.defense.FS.pharaonTradition = 0]] <</if>> - <<if $edicts.eagleWarriors == 1>> + <<if $edicts.edicts.defense.FS.eagleWarriors == 1>> <br>''@@.lime;Eagle warriors traditions:@@'' you are funding specialized training for your mercenaries following the Aztec tradition of elite warriors. - [[Repeal|edicts][$edicts.eagleWarriors = 0]] + [[Repeal|edicts][$edicts.edicts.defense.FS.eagleWarriors = 0]] <</if>> - <<if $edicts.ronin == 1>> + <<if $edicts.edicts.defense.FS.ronin == 1>> <br>''@@.lime;Ronin traditions:@@'' you are funding specialized training for your mercenaries following the Japanese tradition of elite errant samurai. - [[Repeal|edicts][$edicts.ronin = 0]] + [[Repeal|edicts][$edicts.edicts.defense.FS.ronin = 0]] <</if>> - <<if $edicts.mamluks == 1>> - <br>''@@.lime;Mamluks traditions:@@'' you are funding specialized training for your slaves following the Arabian tradition of mamluks slave soldiers. - [[Repeal|edicts][$edicts.mamluks = 0]] + <<if $edicts.edicts.defense.FS.mamluks == 1>> + <br>''@@.lime;Mamluks traditions:@@'' you are funding specialized training for your slaves following the Arabian tradition of edicts.defense.FS.mamluks slave soldiers. + [[Repeal|edicts][$edicts.edicts.defense.FS.mamluks = 0]] <</if>> - <<if $edicts.sunTzu == 1>> + <<if $edicts.edicts.defense.FS.sunTzu == 1>> <br>''@@.lime;Sun Tzu Teachings:@@'' you are funding specialized training for your units and officers to follow the teachings of the "Art of War". - [[Repeal|edicts][$edicts.sunTzu = 0]] + [[Repeal|edicts][$edicts.edicts.defense.FS.sunTzu = 0]] <</if>> <</if>> @@ -224,30 +224,30 @@ ''__Available Edicts__'' <br>//Passing any edict will cost <<print cashFormat(5000)>> and some authority. More edicts will become available as the arcology develops.// </div> -<<if $edicts.alternativeRents == 0>> +<<if $edicts.edicts.alternativeRents == 0>> <br>''Alternative rent payment:'' allow citizens to pay for their rents in menial slaves rather than cash, if so they wish. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.alternativeRents = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.alternativeRents = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will decrease rents, but will supply a small amount of menial slaves each week.// <</if>> -<<if $edicts.enslavementRights == 0>> +<<if $edicts.edicts.enslavementRights == 0>> <br>''Enslavement rights:'' the arcology owner will be the only authority able to declare a person enslaved or not. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.enslavementRights = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.enslavementRights = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<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 a small amount of authority each week.// <</if>> -<<if $edicts.sellData == 0 && ($secUpgrades.nanoCams == 1 || $secUpgrades.cyberBots == 1 || $secUpgrades.eyeScan == 1 || $secUpgrades.cryptoAnalyzer == 1 || $crimeUpgrades.autoTrial == 1 || $crimeUpgrades.autoArchive == 1 || $crimeUpgrades.worldProfiler == 1 || $crimeUpgrades.advForensic == 1)>> +<<if $edicts.edicts.sellData == 0 && ($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 $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.sellData = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.sellData = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -255,10 +255,10 @@ <</if>> <<if $SecExp.buildings.propHub.active == 1>> - <<if $edicts.propCampaignBoost == 0>> + <<if $edicts.edicts.propCampaignBoost == 0>> <br>''Obligatory educational material:'' force residents to read curated educational material about the arcology. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.propCampaignBoost = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.propCampaignBoost = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -267,19 +267,19 @@ <</if>> <<if $transportHub == 1>> - <<if $edicts.tradeLegalAid == 0>> + <<if $edicts.edicts.tradeLegalAid == 0>> <br>''Legal aid for new businesses:'' Support new businesses in the arcology by helping them cover legal costs and issues. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.tradeLegalAid = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.tradeLegalAid = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will increase trade, but will incur upkeep costs.// <</if>> - <<if $edicts.taxTrade == 0>> + <<if $edicts.edicts.taxTrade == 0>> <br>''Trade tariffs:'' all goods transitioning in your arcology will have to pay a transition fee. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.taxTrade = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.taxTrade = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -288,10 +288,10 @@ <</if>> <<if $arcologies[0].FSPaternalist != "unset">> - <<if $edicts.slaveWatch == 0>> + <<if $edicts.edicts.slaveWatch == 0>> <br>''@@.lime;Slave mistreatment watch:@@'' slaves will be able access a special security service in case of mistreatment. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.slaveWatch = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.slaveWatch = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -300,10 +300,10 @@ <</if>> <<if $arcologies[0].FSChattelReligionist >= 40>> - <<if $edicts.subsidyChurch == 0>> + <<if $edicts.edicts.subsidyChurch == 0>> <br>''@@.lime;Religious activities subsidy:@@'' will provide economic support to religious activities following the official dogma. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.subsidyChurch = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.subsidyChurch = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -311,44 +311,44 @@ <</if>> <</if>> -<<if $SF.Toggle && $SF.Active >= 1 && $edicts.SFSupportLevel < 5>> +<<if $SF.Toggle && $SF.Active >= 1 && $edicts.edicts.SFSupportLevel < 5>> <br><br>__Special Force:__ - <<if !$SFSupportLevel && App.SecExp.Check.reqMenials() > 5>> + <<if !$edicts.SFSupportLevel && App.SecExp.Check.reqMenials() > 5>> <br>''Equipment provision:'' <<= App.SF.Caps()>> will provide the security HQ with advanced equipment. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower the amount of personnel necessary to man the security HQ by 5, but will incur upkeep costs.// - <<elseif $edicts.SFSupportLevel && $SF.Squad.Firebase >= 4 && App.SecExp.Check.reqMenials() > 5>> + <<elseif $edicts.edicts.SFSupportLevel && $SF.Squad.Firebase >= 4 && App.SecExp.Check.reqMenials() > 5>> <br>''Personnel training:'' <<= App.SF.Caps()>> will provide the security HQ personnel with advanced training. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.// - <<elseif $edicts.SFSupportLevel === 2 && $SF.Squad.Firebase >= 6 && App.SecExp.Check.reqMenials() > 5>> + <<elseif $edicts.edicts.SFSupportLevel === 2 && $SF.Squad.Firebase >= 6 && App.SecExp.Check.reqMenials() > 5>> <br>''Troops detachment:'' <<= App.SF.Caps()>> will provide troops to the security department. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.// - <<elseif $edicts.SFSupportLevel === 3 && $SF.Squad.Firebase >= 6 && App.SecExp.Check.reqMenials() > 5>> + <<elseif $edicts.edicts.SFSupportLevel === 3 && $SF.Squad.Firebase >= 6 && App.SecExp.Check.reqMenials() > 5>> <br>''Full Support:'' <<= App.SF.Caps()>> will give the security department its full support. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.SFSupportLevel++, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.// - <<elseif $edicts.SFSupportLevel === 4 && $SF.Squad.Firebase === 10 && App.SecExp.Check.reqMenials() > 5>> + <<elseif $edicts.edicts.SFSupportLevel === 4 && $SF.Squad.Firebase === 10 && App.SecExp.Check.reqMenials() > 5>> <br>''Network assistance:'' <<= App.SF.Caps()>> will assist the security department with installing a local version of their custom network. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.SFSupportLevel++, cashX(-50000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.SFSupportLevel++, cashX(-50000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -358,20 +358,20 @@ <br><br>__Immigration:__ -<<if $edicts.limitImmigration == 0>> +<<if $edicts.edicts.limitImmigration == 0>> <br>''Immigration limits:'' institute limits to the amount of people the arcology will accept each week. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.openBorders = 0, $edicts.limitImmigration = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.openBorders = 0, $edicts.edicts.limitImmigration = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower the amount of people immigrating into the arcology and enhance security.// <</if>> -<<if $edicts.openBorders == 0>> +<<if $edicts.edicts.openBorders == 0>> <br>''Open borders:'' considerably lower requirements to become citizens. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.openBorders = 1, $edicts.limitImmigration = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.openBorders = 1, $edicts.edicts.limitImmigration = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -379,48 +379,48 @@ <</if>> <br><br>__Weapons:__ -<<if $edicts.weaponsLaw == 3>> +<<if $edicts.edicts.weaponsLaw == 3>> <br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.weaponsLaw = 2, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.weaponsLaw = 2, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<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 $edicts.weaponsLaw == 2>> +<<elseif $edicts.edicts.weaponsLaw == 2>> <br>''All weapons allowed:'' allow residents of the arcology to buy, sell and keep weaponry of any kind within the arcology. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.weaponsLaw = 3, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.weaponsLaw = 3, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <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 $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.weaponsLaw = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.weaponsLaw = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will cost some authority each week, but rebellions will be poorly armed.// -<<elseif $edicts.weaponsLaw == 1>> +<<elseif $edicts.edicts.weaponsLaw == 1>> <br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.weaponsLaw = 2, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.weaponsLaw = 2, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<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 $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.weaponsLaw = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.weaponsLaw = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will cost a moderate amount of authority each week, but rebellions will be very poorly armed.// -<<elseif $edicts.weaponsLaw == 0>> +<<elseif $edicts.edicts.weaponsLaw == 0>> <br>''Heavily restricted weaponry:'' set the range of weapons allowed within the arcology to non-automatic, non-high caliber. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.weaponsLaw = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.weaponsLaw = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -430,25 +430,25 @@ <<if $battlesCount > 0 || $rebellionsCount > 0 || $mercenaries > 0>> <br><br>__Defense Force__: - <<if $edicts.soldierWages == 0>> + <<if $edicts.edicts.defense.soldierWages == 0>> <br>''Average wages for soldiers:'' will set the wages paid to the soldiers of the arcology to an average amount. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.soldierWages += 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.soldierWages += 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will raise all units upkeep and push loyalty to average levels.// - <<elseif edicts.soldierWages == 1>> + <<elseif edicts.edicts.defense.soldierWages == 1>> <br>''Low wages for soldiers:'' will set the wages paid to the soldiers of the arcology to a low amount. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.soldierWages -= 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.soldierWages -= 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower all units upkeep and push loyalty to low levels.// <br>''High wages for soldiers:'' will set the wages paid to the soldiers of the arcology to a high amount. <<if $edicts.SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.soldierWages += 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.soldierWages += 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -456,17 +456,17 @@ <<else>> <br>''Average wages for soldiers:'' will set the wages paid to the soldiers of the arcology to an average amount. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.soldierWages -= 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.soldierWages -= 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will lower all units upkeep and push loyalty to average levels.// <</if>> - <<if $edicts.slavesOfficers == 0>> + <<if $edicts.edicts.defense.slavesOfficers == 0>> <br>''Slave Officers:'' allow your trusted slaves to lead the defense forces of the arcology. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.slavesOfficers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.slavesOfficers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -474,10 +474,10 @@ <</if>> <<if $mercenaries > 0>> - <<if $edicts.discountMercenaries == 0>> + <<if $edicts.edicts.defense.discountMercenaries == 0>> <br>''Mercenary subsidy:'' mercenaries willing to immigrate in your arcology will be offered a discount on rent. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.discountMercenaries = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.discountMercenaries = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -485,58 +485,58 @@ <</if>> <</if>> - <<if $edicts.militiaFounded == 0>> + <<if $edicts.edicts.defense.militiaFounded == 0>> <br>''Found the militia:'' lay the groundwork for the formation of the arcology's citizens' army. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.militiaFounded = 1, $edicts.recruitVolunteers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.militiaFounded = 1, $edicts.edicts.defense.recruitVolunteers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will allow for the recruitment and training of citizens.// <</if>> - <<if $edicts.militiaFounded == 1>> - <<if $edicts.recruitVolunteers == 0>> + <<if $edicts.edicts.defense.militiaFounded == 1>> + <<if $edicts.edicts.defense.recruitVolunteers == 0>> <br>''Volunteers' militia:'' only volunteers will be accepted in the militia. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.militarizedSociety = 0, $edicts.militaryService = 0, $edicts.conscription = 0, $edicts.recruitVolunteers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.militarizedSociety = 0, $edicts.edicts.defense.militaryService = 0, $edicts.edicts.defense.conscription = 0, $edicts.edicts.defense.recruitVolunteers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will replenish militia manpower slowly and will cap at 2% of the total citizens population.// <</if>> - <<if $edicts.conscription == 0>> + <<if $edicts.edicts.defense.conscription == 0>> <br>''Conscription:'' every citizen is required to train in the militia and serve the arcology if the need arises. <<if $SecExp.core.authority >= 4000>> - [[Implement|edicts][$edicts.militarizedSociety = 0, $edicts.militaryService = 0, $edicts.conscription = 1, $edicts.recruitVolunteers = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 4000]] + [[Implement|edicts][$edicts.edicts.defense.militarizedSociety = 0, $edicts.edicts.defense.militaryService = 0, $edicts.edicts.defense.conscription = 1, $edicts.edicts.defense.recruitVolunteers = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 4000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will replenish militia manpower moderately fast and will cap at 5% of the total citizens population, but has a high authority cost// <</if>> - <<if $edicts.militaryService == 0>> + <<if $edicts.edicts.defense.militaryService == 0>> <br>''Obligatory military service:'' every citizen is required to register and serve under the militia. <<if $SecExp.core.authority >= 6000>> - [[Implement|edicts][$edicts.militarizedSociety = 0, $edicts.militaryService = 1, $edicts.conscription = 0, $edicts.recruitVolunteers = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 6000]] + [[Implement|edicts][$edicts.edicts.defense.militarizedSociety = 0, $edicts.edicts.defense.militaryService = 1, $edicts.edicts.defense.conscription = 0, $edicts.edicts.defense.recruitVolunteers = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 6000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will quickly replenish militia manpower and will cap at 10% of the total citizens population, but has a very high authority cost// <</if>> - <<if $edicts.militarizedSociety == 0>> + <<if $edicts.edicts.defense.militarizedSociety == 0>> <br>''Militarized Society:'' every adult citizen is required to train and participate in the defense of the arcology. <<if $SecExp.core.authority >= 8000>> - [[Implement|edicts][$edicts.militarizedSociety = 1, $edicts.militaryService = 0, $edicts.conscription = 0, $edicts.recruitVolunteers = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 8000]] + [[Implement|edicts][$edicts.edicts.defense.militarizedSociety = 1, $edicts.edicts.defense.militaryService = 0, $edicts.edicts.defense.conscription = 0, $edicts.edicts.defense.recruitVolunteers = 0, cashX(-5000, "edicts"), $SecExp.core.authority -= 8000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will very quickly replenish militia manpower and will cap at 20% of the total citizens population, but has an extremely high authority cost// <</if>> - <<if $edicts.militaryExemption == 0 && ($edicts.conscription == 1 || $edicts.militaryService == 1 || $edicts.militarizedSociety == 1)>> + <<if $edicts.edicts.defense.militaryExemption == 0 && ($edicts.edicts.defense.conscription == 1 || $edicts.edicts.defense.militaryService == 1 || $edicts.edicts.defense.militarizedSociety == 1)>> <br>''Military exemption:'' allow citizens to avoid military duty by paying a weekly fee. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.militaryExemption = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.militaryExemption = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -544,10 +544,10 @@ <</if>> <<if $arcologies[0].FSHedonisticDecadence >= 40>> - <<if $edicts.lowerRequirements == 0>> + <<if $edicts.edicts.defense.lowerRequirements == 0>> <br>''@@.lime;Revised minimum requirements:@@'' will allow citizens outside the normally accepted range to join the militia. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.lowerRequirements = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.lowerRequirements = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -556,10 +556,10 @@ <</if>> <<if $arcologies[0].FSSubjugationist >= 40>> - <<if $edicts.noSubhumansInArmy == 0>> + <<if $edicts.edicts.defense.noSubhumansInArmy == 0>> <br>''@@.lime;No subhumans in the militia:@@'' prevent subhumans from joining the militia. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.noSubhumansInArmy = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.noSubhumansInArmy = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -567,11 +567,11 @@ <</if>> <</if>> - <<if $arcologies[0].FSRepopulationFocus >= 40 && ($edicts.conscription == 1 || $edicts.militaryService == 1 || $edicts.militarizedSociety == 1)>> - <<if $edicts.pregExemption == 0>> + <<if $arcologies[0].FSRepopulationFocus >= 40 && ($edicts.edicts.defense.conscription == 1 || $edicts.edicts.defense.militaryService == 1 || $edicts.edicts.defense.militarizedSociety == 1)>> + <<if $edicts.edicts.defense.pregExemption == 0>> <br>''@@.lime;Military exemption for pregnancies:@@'' pregnant citizens will be allowed, and encouraged, to avoid military service. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.pregExemption = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.pregExemption = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -580,30 +580,30 @@ <</if>> <</if>> - <<if $edicts.militiaSoldierPrivilege == 0 && $edicts.militiaFounded == 1>> + <<if $edicts.edicts.defense.privilege.militiaSoldier == 0 && $edicts.edicts.defense.militiaFounded == 1>> <br>''Special militia privileges'' will allow citizens joining the militia to avoid paying rent. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.militiaSoldierPrivilege = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.privilege.militiaSoldier = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will increase the loyalty of militia units, but will decrease rents.// <</if>> - <<if $edicts.slaveSoldierPrivilege == 0>> + <<if $edicts.edicts.defense.privilege.slaveSoldier == 0>> <br>''Special slaves privileges'' will allow slaves drafted into the army to be able to have material possessions. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.slaveSoldierPrivilege = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.privilege.slaveSoldier = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> <br> //Will increase the loyalty of slave units, but will cost authority each week.// <</if>> - <<if $edicts.mercSoldierPrivilege == 0 && $mercenaries > 0>> + <<if $edicts.edicts.defense.privilege.mercSoldier == 0 && $mercenaries > 0>> <br>''Special mercenary privileges'' will allow mercenaries under contract to claim part of the loot gained from battles. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.mercSoldierPrivilege = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.privilege.mercSoldier = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -611,10 +611,10 @@ <</if>> <<if $arcologies[0].FSPhysicalIdealist >= 40>> - <<if $edicts.martialSchool == 0>> + <<if $edicts.edicts.defense.martialSchool == 0>> <br>''@@.lime;Slave martial schools:@@'' specialized schools will be set up to train slaves in martial arts and bodyguarding. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.martialSchool = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.martialSchool = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -623,10 +623,10 @@ <</if>> <<if $arcologies[0].FSRestart >= 40>> - <<if $edicts.eliteOfficers == 0>> + <<if $edicts.edicts.defense.eliteOfficers == 0>> <br>''@@.lime;Elite officers:@@'' officers will be exclusively recruited from the elite of society. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.eliteOfficers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.eliteOfficers = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -635,10 +635,10 @@ <</if>> <<if $arcologies[0].FSDegradationist >= 40>> - <<if $edicts.liveTargets == 0>> + <<if $edicts.edicts.defense.liveTargets == 0>> <br>''@@.lime;Live targets drills:@@'' disobedient slaves will be used as live targets at shooting ranges. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.liveTargets = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.liveTargets = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -649,11 +649,11 @@ <<if $FSAnnounced>> <br><br>__Future Societies:__ - <<if $arcologies[0].FSRomanRevivalist >= 40 && $edicts.militiaFounded == 1>> - <<if $edicts.legionTradition == 0>> + <<if $arcologies[0].FSRomanRevivalist >= 40 && $edicts.edicts.defense.militiaFounded == 1>> + <<if $edicts.edicts.defense.FS.legionTradition == 0>> <br>''@@.lime;Legionaries traditions:@@'' Fund specialized training for your recruits to turn them into the professional of Roman tradition. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.legionTradition = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.FS.legionTradition = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -661,11 +661,11 @@ <</if>> <</if>> - <<if $arcologies[0].FSEgyptianRevivalist >= 40 && $edicts.militiaFounded == 1>> - <<if $edicts.pharaonTradition == 0>> + <<if $arcologies[0].FSEgyptianRevivalist >= 40 && $edicts.edicts.defense.militiaFounded == 1>> + <<if $edicts.edicts.defense.FS.pharaonTradition == 0>> <br>''@@.lime;Pharaonic traditions:@@'' Fund specialized training for your recruits to turn them into an army worthy of a pharaoh. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.pharaonTradition = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.FS.pharaonTradition = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -674,10 +674,10 @@ <</if>> <<if $arcologies[0].FSAztecRevivalist >= 40 && $mercenaries > 0>> - <<if $edicts.eagleWarriors == 0>> + <<if $edicts.edicts.defense.FS.eagleWarriors == 0>> <br>''@@.lime;Eagle warriors traditions:@@'' Fund specialized training for your mercenaries to turn them into the elite units of Aztec tradition. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.eagleWarriors = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.FS.eagleWarriors = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -686,10 +686,10 @@ <</if>> <<if $arcologies[0].FSEdoRevivalist >= 40 && $mercenaries > 0>> - <<if $edicts.ronin == 0>> + <<if $edicts.edicts.defense.FS.ronin == 0>> <br>''@@.lime;Ronin traditions:@@'' Fund specialized training for your mercenaries to turn them into the errant samurai of Japanese tradition. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.ronin = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.FS.ronin = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -698,10 +698,10 @@ <</if>> <<if $arcologies[0].FSArabianRevivalist >= 40>> - <<if $edicts.mamluks == 0>> - <br>''@@.lime;Mamluks traditions:@@'' Fund specialized training for your slaves to turn them into the mamluks slave soldiers of Arabian tradition. + <<if $edicts.edicts.defense.FS.mamluks == 0>> + <br>''@@.lime;Mamluks traditions:@@'' Fund specialized training for your slaves to turn them into the edicts.defense.FS.mamluks slave soldiers of Arabian tradition. <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.mamluks = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.FS.mamluks = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> @@ -710,10 +710,10 @@ <</if>> <<if $arcologies[0].FSChineseRevivalist >= 40>> - <<if $edicts.sunTzu == 0>> + <<if $edicts.edicts.defense.FS.sunTzu == 0>> <br>''@@.lime;Sun Tzu Teachings:@@'' Fund specialized training for your units and officers to conform your army to the teachings of the "Art of War". <<if $SecExp.core.authority >= 1000>> - [[Implement|edicts][$edicts.sunTzu = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] + [[Implement|edicts][$edicts.edicts.defense.FS.sunTzu = 1, cashX(-5000, "edicts"), $SecExp.core.authority -= 1000]] <<else>> <br>//Not enough Authority.// <</if>> diff --git a/src/Mods/SecExp/js/Unit.js b/src/Mods/SecExp/js/Unit.js index db2a025f91ae807fd2866e8c0530c9a38bba5dab..6858320592550a3e2efe4ade64d13b8fb611405d 100644 --- a/src/Mods/SecExp/js/Unit.js +++ b/src/Mods/SecExp/js/Unit.js @@ -126,7 +126,7 @@ App.SecExp.getEdictUpgradeVal = (function() { function getNetEffect(unitType, stat) { let retval = 0; for (const [key, val] of data[unitType]) { - if (V[key] > 0 && val[stat]) { + if (V.edicts.defense.FS[key] > 0 && val[stat]) { retval += val[stat]; } } diff --git a/src/Mods/SecExp/js/secExp.js b/src/Mods/SecExp/js/secExp.js index 67defdae1fa91fa53edc3d464493094c751bcb80..514418ea20a599dcdca50b309c84e8beee706f33 100644 --- a/src/Mods/SecExp/js/secExp.js +++ b/src/Mods/SecExp/js/secExp.js @@ -15,15 +15,21 @@ App.SecExp.upkeep = (function() { */ function edictsCash() { let value = 0; - const vars = ['slaveWatch', 'subsidyChurch', 'martialSchool', - 'legionTradition', 'pharaonTradition', 'eagleWarriors', 'ronin', - 'mamluks', 'sunTzu', 'tradeLegalAid', 'propCampaignBoost']; - for(let i = 0; i < vars.length; i++) { - if (jsDef(V[vars[i]]) && V[vars[i]] > 0) { - value += 1000; - } - } - return value; + if (V.edicts.slaveWatch) { value++; } + if (V.edicts.subsidyChurch) { value++; } + if (V.edicts.tradeLegalAid) { value++; } + if (V.edicts.propCampaignBoost) { value++; } + + if (V.edicts.defense.martialSchool) { value++; } + + if (V.edicts.defense.FS.legionTradition) { value++; } + if (V.edicts.defense.FS.pharaonTradition) { value++; } + if (V.edicts.defense.FS.eagleWarriors) { value++; } + if (V.edicts.defense.FS.ronin) { value++; } + if (V.edicts.defense.FS.mamluks) { value++; } + if (V.edicts.defense.FS.sunTzu) { value++; } + + return value*1000; } /** Upkeep cost of edicts, in authority @@ -31,23 +37,23 @@ App.SecExp.upkeep = (function() { */ function edictsAuth() { let value = 0; - if (V.enslavementRights > 0) { + if (V.edicts.enslavementRights > 0) { value += 10; } - if (V.sellData === 1) { + if (V.edicts.sellData === 1) { value += 10; } - if (V.slaveSoldierPrivilege === 1) { + if (V.edicts.defense.privilege.slaveSoldier === 1) { value += 10; } - if (V.weaponsLaw === 0) { + if (V.edicts.weaponsLaw === 0) { value += 30; - } else if (V.weaponsLaw === 1) { + } else if (V.edicts.weaponsLaw === 1) { value += 20; - } else if (V.weaponsLaw === 2) { + } else if (V.edicts.weaponsLaw === 2) { value += 10; } - if (V.slavesOfficers === 1) { + if (V.edicts.defense.slavesOfficers === 1) { value += 10; } return value; @@ -58,19 +64,19 @@ App.SecExp.upkeep = (function() { */ function SF() { let value = 0; - if (V.SFSupportLevel >= 1) { + if (V.edicts.SFSupportLevel >= 1) { value += 1000; } - if (V.SFSupportLevel >= 2) { + if (V.edicts.SFSupportLevel >= 2) { value += 2000; } - if (V.SFSupportLevel >= 3) { + if (V.edicts.SFSupportLevel >= 3) { value += 3000; } - if (V.SFSupportLevel >= 4) { + if (V.edicts.SFSupportLevel >= 4) { value += 3000; } - if (V.SFSupportLevel >= 5) { + if (V.edicts.SFSupportLevel >= 5) { value += 4000; } return value; @@ -106,7 +112,7 @@ App.SecExp.upkeep = (function() { for(let i = 0; i < buildingUgradePool.length; i++) { value += upgrade*buildingUgradePool[i]; } - if (V.SFSupportLevel >= 5) { + if (V.edicts.SFSupportLevel >= 5) { value += 1000; } } @@ -456,8 +462,8 @@ App.SecExp.Check = (function() { if(V.readinessUpgrades.earlyWarn === 1) { Req += 10; } - if(V.SFSupportLevel >= 1) { - Req -= 5 * V.SFSupportLevel; + if(V.edicts.SFSupportLevel >= 1) { + Req -= 5 * V.edicts.SFSupportLevel; } if(V.secUpgrades.coldstorage >= 1) { Req -= 10 * V.secUpgrades.coldstorage; diff --git a/src/Mods/SecExp/rebellionGenerator.tw b/src/Mods/SecExp/rebellionGenerator.tw index 9fce42c4b92fd5fca715e3f9301994541c381da8..46c46f2261c48f6efb93b1434514cdd0b5ad702f 100644 --- a/src/Mods/SecExp/rebellionGenerator.tw +++ b/src/Mods/SecExp/rebellionGenerator.tw @@ -121,22 +121,22 @@ The very low crime level of the arcology leaves your citizens happy and satisfied. <<set _citizen -= 5>> <</if>> -<<if $militiaFounded == 1>> +<<if $edicts.defense.militiaFounded == 1>> <<if ($arcologies[0].FSRomanRevivalist == "unset" && $arcologies[0].FSAztecRevivalist == "unset" && $arcologies[0].FSEgyptianRevivalist == "unset" && $arcologies[0].FSEdoRevivalist == "unset" && $arcologies[0].FSArabianRevivalist == "unset" && $arcologies[0].FSChineseRevivalist == "unset")>> - <<if $militarizedSociety == 1>> + <<if $edicts.defense.militarizedSociety == 1>> Many of your citizens are offended by your extreme militarization of the arcology's society. <<set _citizen += 20>> - <<elseif $militaryService == 1>> + <<elseif $edicts.defense.militaryService == 1>> Many of your citizens are offended by your militarization of the arcology's society. <<set _citizen += 15>> <<else>> <<set _citizen += 10>> <</if>> <<else>> - <<if $militarizedSociety == 1>> + <<if $edicts.defense.militarizedSociety == 1>> Some of your citizens are offended by your extreme militarization of the arcology's society. <<set _citizen += 10>> - <<elseif $militaryService == 1>> + <<elseif $edicts.defense.militaryService == 1>> Some of your citizens are offended by your militarization of the arcology's society. <<set _citizen += 5>> <<else>> @@ -348,7 +348,7 @@ <</if>> <</if>> <</for>> - <<set $attackEquip = Math.clamp($weaponsLaw + random(-2,1),0,4)>> + <<set $attackEquip = Math.clamp($edicts.weaponsLaw + random(-2,1),0,4)>> <<elseif $citizenRebellion == 1>> <<set $engageRule = 0>> <<set $lastRebellionWeeks = 0>> @@ -406,7 +406,7 @@ <</if>> <</if>> <</for>> - <<set $attackEquip = Math.clamp($weaponsLaw + random(-1,1),0,4)>> + <<set $attackEquip = Math.clamp($edicts.weaponsLaw + random(-1,1),0,4)>> <<else>> <<set $lastRebellionWeeks++>> <</if>> \ No newline at end of file diff --git a/src/Mods/SecExp/securityReport.tw b/src/Mods/SecExp/securityReport.tw index 5022cc0a57f85835f9c0f019016b97e034584ca4..b9c76d46aed2998f0cd8c858d45e396acf33974d 100644 --- a/src/Mods/SecExp/securityReport.tw +++ b/src/Mods/SecExp/securityReport.tw @@ -189,17 +189,17 @@ <</if>> <<if $SF.Toggle && $SF.Active >= 1>> - <<if $SFSupportLevel >= 3>> + <<if $edicts.SFSupportLevel >= 3>> The two squads of $SF.Lower assigned to the Security HQ provide an essential help to the security department. <</if>> - <<if $SFSupportLevel >= 2>> + <<if $edicts.SFSupportLevel >= 2>> The training officers of $SF.Lower assigned to the Security HQ improve its effectiveness. <</if>> - <<if $SFSupportLevel >= 1>> + <<if $edicts.SFSupportLevel >= 1>> Providing your Security Department with equipment from $SF.Lower slightly boosts the security of your arcology. <</if>> - <<if $SFSupportLevel >= 1>> - <<set _secGrowth *= 1+($SFSupportLevel/10)>> + <<if $edicts.SFSupportLevel >= 1>> + <<set _secGrowth *= 1+($edicts.SFSupportLevel/10)>> <</if>> <</if>> @@ -351,7 +351,7 @@ Due to the deterioration of the old world countries, organized crime focuses mor <</if>> <<set $SecExp.core.crimeLow = Math.clamp(_newCrime,0,100)>> -<<if $militiaFounded == 1 || App.SecExp.battle.activeUnits() >= 1>> +<<if $edicts.defense.militiaFounded == 1 || App.SecExp.battle.activeUnits() >= 1>> <br><br> <<set _size = App.SF.upgrades.total()>> <strong> Military</strong>: /* militia */ <<if $SF.Toggle && $SF.Active >= 1 && _size > 10>> @@ -361,7 +361,7 @@ Due to the deterioration of the old world countries, organized crime focuses mor <<if $SecExp.buildings.propHub.active > 0>> <<if $SecExp.buildings.propHub.campaign >= 1 && $SecExp.buildings.propHub.focus == "recruitment">> <<if $SecExp.buildings.propHub.recruiterOffice === 0 || $RecruiterID == 0>> - <<if $propCampaignBoost == 1>> + <<if $edicts.propCampaignBoost == 1>> <<set _recruitsMultiplier *= 1.1>> <<else>> <<set _recruitsMultiplier *= 1.05>> @@ -369,7 +369,7 @@ Due to the deterioration of the old world countries, organized crime focuses mor <<elseif $SecExp.buildings.propHub.recruiterOffice > 0 && $RecruiterID > 0>> <<setLocalPronouns _S.Recruiter>> <span class='slave-name'><<= SlaveFullName(_S.Recruiter)>></span> is able to further boost your militia recruitment campaign from $his PR hub office. - <<if $propCampaignBoost == 1>> + <<if $edicts.propCampaignBoost == 1>> <<set _recruitsMultiplier *= 1.2 + ((_S.Recruiter.intelligence+_S.Recruiter.intelligenceImplant)/650)>> <<else>> <<set _recruitsMultiplier *= 1.15 + ((_S.Recruiter.intelligence+_S.Recruiter.intelligenceImplant)/650)>> @@ -377,7 +377,7 @@ Due to the deterioration of the old world countries, organized crime focuses mor <</if>> <</if>> <</if>> - <<if $recruitVolunteers == 1>> + <<if $edicts.defense.recruitVolunteers == 1>> Your militia accepts only volunteering citizens, ready to defend their arcology. <<set _recruitLimit = 0.02>> <<if $rep >= 10000>> @@ -388,79 +388,79 @@ Due to the deterioration of the old world countries, organized crime focuses mor Many citizens feel it is their duty to fight for you, boosting volunteer enrollment. <<set _recruitLimit += 0.0025>> <</if>> - <<if $lowerRequirements == 1>> + <<if $edicts.defense.lowerRequirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruitLimit += 0.0025>> <</if>> - <<elseif $conscription == 1>> + <<elseif $edicts.defense.conscription == 1>> Adult citizens are required to join the militia for a period of time. <<set _recruitLimit = 0.05>> - <<if $militaryExemption == 1>> + <<if $edicts.defense.militaryExemption == 1>> Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum.@@ <<set _recruitLimit -= 0.005>> <<run cashX(250, "securityExpansion")>> <</if>> - <<if $lowerRequirements == 1>> + <<if $edicts.defense.lowerRequirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruitLimit += 0.005>> <</if>> - <<if $noSubhumansInArmy == 1>> + <<if $edicts.defense.noSubhumansInArmy == 1>> Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. <<set _recruitLimit -= 0.005>> <</if>> - <<if $pregExemption == 1>> + <<if $edicts.defense.pregExemption == 1>> Many pregnant citizens prefer to avoid military service not to endanger themselves and their children. <<set _recruitLimit -= 0.005>> <</if>> - <<elseif $militaryService == 1>> + <<elseif $edicts.defense.militaryService == 1>> Adult citizens are required to register and serve in the militia whenever necessary. <<set _recruitLimit = 0.1>> - <<if $militaryExemption == 1>> + <<if $edicts.defense.militaryExemption == 1>> Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum.@@ <<set _recruitLimit -= 0.01>> <<run cashX(250, "securityExpansion")>> <</if>> - <<if $lowerRequirements == 1>> + <<if $edicts.defense.lowerRequirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruitLimit += 0.01>> <</if>> - <<if $noSubhumansInArmy == 1>> + <<if $edicts.defense.noSubhumansInArmy == 1>> Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. <<set _recruitLimit -= 0.01>> <</if>> - <<if $pregExemption == 1>> + <<if $edicts.defense.pregExemption == 1>> Many pregnant citizens prefer to avoid military service not to endanger themselves and their children. <<set _recruitLimit -= 0.01>> <</if>> - <<elseif $militarizedSociety == 1>> + <<elseif $edicts.defense.militarizedSociety == 1>> Every citizen is required to train and participate in the military activities of the arcology. <<set _recruitLimit = 0.2>> - <<if $militaryExemption == 1>> + <<if $edicts.defense.militaryExemption == 1>> Some citizens prefer to contribute to the arcology's defense through financial support rather than military service, making you @@.yellowgreen;a small sum.@@ <<set _recruitLimit -= 0.02>> <<run cashX(250, "securityExpansion")>> <</if>> - <<if $lowerRequirements == 1>> + <<if $edicts.defense.lowerRequirements == 1>> Your lax physical requirements to enter the militia allows for a greater number of citizens to join. <<set _recruitLimit += 0.02>> <</if>> - <<if $noSubhumansInArmy == 1>> + <<if $edicts.defense.noSubhumansInArmy == 1>> Guaranteeing the purity of your armed forces comes with a small loss of potential recruits. <<set _recruitLimit -= 0.02>> <</if>> - <<if $pregExemption == 1>> + <<if $edicts.defense.pregExemption == 1>> Many pregnant citizens prefer to avoid military service not to endanger themselves and their children. <<set _recruitLimit -= 0.02>> <</if>> <</if>> - <<if $militiaFounded == 1>> + <<if $edicts.defense.militiaFounded == 1>> <<set _recruits = Math.trunc((_recruitLimit * $ACitizens - App.SecExp.Manpower.totalMilitia) / 20 * _recruitsMultiplier)>> <<if _recruits > 0>> <<set $militiaFreeManpower += _recruits>> This week <<print _recruits>> citizens joined the militia. - <<elseif $militarizedSociety == 1>> + <<elseif $edicts.defense.militarizedSociety == 1>> No citizens joined your militia this week because your society is as militarized as it can get. - <<elseif $recruitVolunteers == 1>> + <<elseif $edicts.defense.recruitVolunteers == 1>> There are no more citizens willing to join the arcology armed forces. You'll need to enact higher recruitment edicts if you need more manpower. <<else>> No more citizens could be drafted into your militia. You'll need to enact higher recruitment edicts if you need more manpower. @@ -507,7 +507,7 @@ Due to the deterioration of the old world countries, organized crime focuses mor Having a powerful special force attracts a lot of mercenaries, hopeful that they may be able to fight along side it. <<set _newMercs += random(1,Math.round(_size/10))>> <</if>> - <<if $discountMercenaries > 0>> + <<if $edicts.defense.discountMercenaries > 0>> More mercenaries are attracted to your arcology as a result of the reduced rent. <<set _newMercs += random(2,4)>> <</if>> @@ -539,17 +539,17 @@ Due to the deterioration of the old world countries, organized crime focuses mor The commissars attached to the unit carefully monitor the officers and grunts for signs of insubordination. <<set _loyaltyChange += 2 * $slaveUnits[_i].commissars>> <</if>> - <<if $soldierWages == 2>> + <<if $edicts.defense.soldierWages == 2>> The slaves greatly appreciate the generous wage given to them for their service as soldiers. Occasions to earn money for a slave are scarce after all. <<set _loyaltyChange += random(5,10)>> - <<elseif $soldierWages == 1>> + <<elseif $edicts.defense.soldierWages == 1>> The slaves appreciate the wage given to them for their service as soldiers, despite it being just adequate. Occasions to earn money for a slave are scarce after all. <<set _loyaltyChange += random(-5,5)>> <<else>> The slaves do not appreciate the low wage given to them for their service as soldiers, but occasions to earn money for a slave are scarce, so they're not too affected by it. <<set _loyaltyChange -= random(5,10)>> <</if>> - <<if $slaveSoldierPrivilege == 1>> + <<if $edicts.defense.privilege.slaveSoldier == 1>> Allowing them to hold material possessions earns you their devotion and loyalty. <<set _loyaltyChange += random(1,2)>> <</if>> @@ -579,17 +579,17 @@ Due to the deterioration of the old world countries, organized crime focuses mor The commissars attached to the unit carefully monitor the officers and grunts for signs of insubordination. <<set _loyaltyChange += 2 * $militiaUnits[_i].commissars>> <</if>> - <<if $soldierWages == 2>> + <<if $edicts.defense.soldierWages == 2>> The soldiers greatly appreciate the generous wage given to them for their service. They are proud to defend their homes while making a small fortune out of it. <<set _loyaltyChange += random(5,10)>> - <<elseif $soldierWages == 1>> + <<elseif $edicts.defense.soldierWages == 1>> The soldiers appreciate the wage given to them for their service, despite it being just adequate. They are proud to defend their homes, though at the cost of possible financial gains. <<set _loyaltyChange += random(-5,5)>> <<else>> The soldiers do not appreciate the low wage given to them for their service. Their sense of duty keeps them proud of their role as defenders of the arcology, but many do feel its financial weight. <<set _loyaltyChange -= random(5,10)>> <</if>> - <<if $militiaSoldierPrivilege == 1>> + <<if $edicts.defense.privilege.militiaSoldier == 1>> Allowing them to avoid rent payment for their military service earns you their happiness and loyalty. <<set _loyaltyChange += random(1,2)>> <</if>> @@ -619,17 +619,17 @@ Due to the deterioration of the old world countries, organized crime focuses mor The commissars attached to the unit carefully monitor the officers and grunts for signs of insubordination. <<set _loyaltyChange += 2 * $mercUnits[_i].commissars>> <</if>> - <<if $soldierWages == 2>> + <<if $edicts.defense.soldierWages == 2>> The mercenaries greatly appreciate the generous wage given to them for their service. After all coin is the fastest way to reach their hearts. <<set _loyaltyChange += random(5,10)>> - <<elseif $soldierWages == 1>> + <<elseif $edicts.defense.soldierWages == 1>> The mercenaries do not appreciate the barely adequate wage given to them for their service. Still their professionalism keeps them determined to finish their contract. <<set _loyaltyChange += random(-5,5)>> <<else>> The mercenaries do not appreciate the low wage given to them for their service. Their skill would be better served by a better contract and this world does not lack demand for guns for hire. <<set _loyaltyChange -= random(5,10)>> <</if>> - <<if $mercSoldierPrivilege == 1>> + <<if $edicts.defense.privilege.mercSoldier == 1>> Allowing them to keep part of the loot gained from your enemies earns you their trust and loyalty. <<set _loyaltyChange += random(1,2)>> <</if>> diff --git a/src/Mods/SecExp/seeUnit.tw b/src/Mods/SecExp/seeUnit.tw index 882eb5e5987638a43c70c33677209683af559c0e..e2858650889724b3827e4fb11935a38552dbf164 100644 --- a/src/Mods/SecExp/seeUnit.tw +++ b/src/Mods/SecExp/seeUnit.tw @@ -25,7 +25,7 @@ <</link>> Invest in the development of more refined controls for your drones to increase the maximum number of drones in the unit. <br>//Costs <<print cashFormat(5000)>> per upgrade and each will increase the max by 10// - <<elseif $SF.Toggle && $SF.Active >= 1 && $secBots.maxTroops < 100 && $SFSupportLevel >= 1>> + <<elseif $SF.Toggle && $SF.Active >= 1 && $secBots.maxTroops < 100 && $edicts.SFSupportLevel >= 1>> <br> <<link "Refine the drone network with $SF.Lower assistance" "seeUnit">> <<set $secBots.maxTroops += 10>> @@ -33,7 +33,7 @@ <</link>> Utilize the technological developments made by $SF.Lower to further improve the control matrix of the security drones. <br>//Costs <<print cashFormat(5000 + 10 * $secBotsUpgradeCost * $secBots.equip)>> and will increase the max by 10// - <<elseif $SF.Toggle && $SF.Active >= 1 && $SFSupportLevel < 1>> + <<elseif $SF.Toggle && $SF.Active >= 1 && $edicts.SFSupportLevel < 1>> There's little left to improve in the matrix. However support from $SF.Lower might give some more room from improvement. <<else>> There's little left to improve in the matrix. Your control systems are at top capacity and won't be able to handle a bigger drone unit. diff --git a/src/Mods/SecExp/tradeReport.tw b/src/Mods/SecExp/tradeReport.tw index c27ede3daa09ae66db50ebf184ff50794148325f..11a92232bce41a527a781741431c7524a3ff02d5 100644 --- a/src/Mods/SecExp/tradeReport.tw +++ b/src/Mods/SecExp/tradeReport.tw @@ -62,12 +62,12 @@ <<set _tradeChange += 2>> <</if>> -<<if $tradeLegalAid == 1>> +<<if $edicts.tradeLegalAid == 1>> Your support in legal matters for new businesses helps improve the economic dynamicity of your arcology, boosting commercial activities. <<set _tradeChange += 1>> <</if>> -<<if $taxTrade == 1>> +<<if $edicts.taxTrade == 1>> The fees imposed on transitioning goods do little to earn you the favor of the companies making use of your arcology. <<set _tradeChange -= 1>> <</if>> diff --git a/src/Mods/SpecialForce/Firebase.tw b/src/Mods/SpecialForce/Firebase.tw index 65715dedda260b36cca9b39fd58329d65a044ad7..f2a8ff8aac9b970cc9ee9f544a3afec6a991cacd 100644 --- a/src/Mods/SpecialForce/Firebase.tw +++ b/src/Mods/SpecialForce/Firebase.tw @@ -96,7 +96,7 @@ <br> <<if $SF.UC.Assign < 1>>''Zero''<<elseif $SF.UC.Assign < 2>>A ''small'' section<<else>>A ''large'' section<</if>> of the special force is assigned to undercover work, which will primarily advance your cultural goals while also slightly boosting your reputation. [[Re-allocate the units|Firebase][$SF.UC.Lock = 0]] <</if>> - <<if $SF.Squad.Firebase > 5 && $secExpEnabled > 0 && $SFSupportLevel >= 4 && App.SecExp.battle.maxUnits() === 18 && App.SecExp.battle.deploySpeed() <= 10>> + <<if $SF.Squad.Firebase > 5 && $secExpEnabled > 0 && $edicts.SFSupportLevel >= 4 && App.SecExp.battle.maxUnits() === 18 && App.SecExp.battle.deploySpeed() <= 10>> <br><br>[[Provide the security force with their own section.|Firebase][$sectionInFirebase = 1, cashX(forceNeg(Math.ceil((750000*(1.15+(_size/1000))*(1.15+($SF.Squad.Firebase/10)))*_Env)), "specialForcesCap")]] @@.red;<<print cashFormat(Math.ceil((750000*(1.15+(_size/1000))*(1.15+($SF.Squad.Firebase/10)))*_Env))>>@@ <</if>> diff --git a/src/data/backwardsCompatibility/backwardsCompatibility.js b/src/data/backwardsCompatibility/backwardsCompatibility.js index 67157f97e26f952833fd50c817716e003b879341..41761b1756a1913ee6533e434be61bbcc8b57cd3 100644 --- a/src/data/backwardsCompatibility/backwardsCompatibility.js +++ b/src/data/backwardsCompatibility/backwardsCompatibility.js @@ -1202,7 +1202,7 @@ App.Update.globalVariables = function(node) { // Misspelled variable names { - V.lowerRequirements = V.lowerRequirements || V.lowerRquirements || 0; + V.edicts.defense.lowerRequirements = V.edicts.defense.lowerRequirements || V.lowerRequirements|| V.lowerRquirements || 0; } // Job Fulfillment Center (JFC) diff --git a/src/js/economyJS.js b/src/js/economyJS.js index 262f8e25376bfbd77a031f4403dd6fe1137956cc..e17496e1dacdb3fa39f66688380111598af8ba7f 100644 --- a/src/js/economyJS.js +++ b/src/js/economyJS.js @@ -624,9 +624,9 @@ globalThis.calculateCosts = (function() { secExpCost += App.SecExp.upkeep.edictsCash(); secExpCost += App.SecExp.upkeep.SF(); secExpCost += App.SecExp.upkeep.buildings(); - if (V.soldierWages === 0) { + if (V.edicts.defense.soldierWages === 0) { soldierMod = 1; - } else if (V.soldierWages === 1) { + } else if (V.edicts.defense.soldierWages === 1) { soldierMod = 1.5; } else { soldierMod = 2; diff --git a/src/js/futureSocietyJS.js b/src/js/futureSocietyJS.js index 910a4041cfb047e2fda01ff47ef1fd299328a61b..73b4520b08b0bf396463a2962f089d3e596117f6 100644 --- a/src/js/futureSocietyJS.js +++ b/src/js/futureSocietyJS.js @@ -297,12 +297,12 @@ globalThis.FutureSocieties = (function() { case "FSPaternalist": arcology[FSLaw] = 0; arcology[FSSMR] = 0; - V.slaveWatch = 0; + V.edicts.slaveWatch = 0; break; case "FSDegradationist": arcology[FSLaw] = 0; arcology[FSSMR] = 0; - V.liveTargets = 0; + V.edicts.defense.liveTargets = 0; break; case "FSGenderRadicalist": arcology.FSGenderRadicalistLawBeauty = 0; @@ -316,7 +316,7 @@ globalThis.FutureSocieties = (function() { case "FSSupremacist": arcology[FSLaw] = 0; arcology[FSSMR] = 0; - V.noSubhumansInArmy = 0; + V.edicts.defense.noSubhumansInArmy = 0; break; case "FSTransformationFetishist": case "FSAssetExpansionist": @@ -326,7 +326,7 @@ globalThis.FutureSocieties = (function() { arcology.FSPhysicalIdealistLaw = 0; arcology.FSPhysicalIdealistSMR = 0; arcology.FSPhysicalIdealistStrongFat = 0; - V.martialSchool = 0; + V.edicts.defense.martialSchool = 0; break; case "FSHedonisticDecadence": arcology.FSHedonisticDecadenceLaw = 0; @@ -338,18 +338,18 @@ globalThis.FutureSocieties = (function() { arcology.FSChattelReligionistLaw = 0; arcology.FSChattelReligionistSMR = 0; arcology.FSChattelReligionistCreed = 0; - V.subsidyChurch = 0; + V.edicts.subsidyChurch = 0; break; case "FSRepopulationFocus": arcology[FSLaw] = 0; arcology[FSSMR] = 0; V.universalRulesChildrenBecomeBreeders = 0; - V.pregExemption = 0; + V.edicts.defense.pregExemption = 0; break; case "FSRestart": arcology[FSLaw] = 0; arcology[FSSMR] = 0; - V.eliteOfficers = 0; + V.edicts.defense.eliteOfficers = 0; V.propOutcome = 0; V.failedElite = 0; break; diff --git a/src/uncategorized/arcmgmt.tw b/src/uncategorized/arcmgmt.tw index 10ec00c6087ae4440a431f0f41018436541287d3..39f8e105da729f816354c4603fbdfeadef6ba40f 100644 --- a/src/uncategorized/arcmgmt.tw +++ b/src/uncategorized/arcmgmt.tw @@ -1243,16 +1243,16 @@ _percTopClass = Math.trunc(($topClass / ($ACitizens + $ASlaves)) * 1000) / 10>> <<set _rentMultiplier *= 0.95>> Food vendors are offered subsidized rent and operating expenses to set up shop in your arcology. <</if>> -<<if $alternativeRents == 1>> /*A silly policy*/ +<<if $edicts.alternativeRents == 1>> /*A silly policy*/ Your citizens are allowed to pay their rents in slaves rather than cash and a few financially challenged individuals make use of this. <<set _rentMultiplier *= 0.95>> <<set _movement = random(0,3), $menials += _movement, $NPCSlaves -= _movement>> <</if>> -<<if $discountMercenaries == 1>> +<<if $edicts.defense.discountMercenaries == 1>> Mercenaries willing to come to your arcology are given a discount on rent. <<set _rentMultiplier *= 0.98>> <</if>> -<<if $militiaSoldierPrivilege == 1>> +<<if $edicts.defense.privilege.militiaSoldier == 1>> Citizens in the militia are exempt from rent payment. <<set _rentMultiplier *= 0.98>> <</if>> @@ -1541,10 +1541,10 @@ You own Your arcology's 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>> + <<if $edicts.weaponsLaw == 3>> The free flow of weapons in your arcology has a positive impact on its economy. <<set _AWeekGrowth++>> - <<elseif $weaponsLaw == 2>> + <<elseif $edicts.weaponsLaw == 2>> The fairly liberal flow of weapons in your arcology has a positive impact on its economy. <<set _AWeekGrowth++>> <</if>> diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw index e54e7a9403e50fa4793b6d575a4d54e33bf6b61f..99a5d43942d926cb3d2e2f4e230f7cdf356c0d44 100644 --- a/src/uncategorized/costsReport.tw +++ b/src/uncategorized/costsReport.tw @@ -239,9 +239,9 @@ $researchLab.level > 0>> <</if>> <</if>> - <<if $soldierWages == 0>> + <<if $edicts.defense.soldierWages == 0>> <<set _soldierMod = 1>> - <<elseif $soldierWages == 1>> + <<elseif $edicts.defense.soldierWages == 1>> <<set _soldierMod = 1.5>> <<else>> <<set _soldierMod = 2>> diff --git a/src/uncategorized/fsDevelopments.tw b/src/uncategorized/fsDevelopments.tw index 515cb05861115a09b5e5b7543d5f35c1f8f4d461..cec0317276e48ec205317b751c84d04b61f6943a 100644 --- a/src/uncategorized/fsDevelopments.tw +++ b/src/uncategorized/fsDevelopments.tw @@ -77,7 +77,7 @@ <<if $SecExp.buildings.propHub.active > 0 && $SecExp.buildings.propHub.campaign >= 1 && $SecExp.buildings.propHub.focus == "social engineering">> Your propaganda campaign helps further your societal engineering efforts. <<if $SecExp.buildings.propHub.recruiterOffice == 0 || $RecruiterID == 0>> - <<if $propCampaignBoost == 1>> + <<if $edicts.propCampaignBoost == 1>> <<set _broadProgress += 2>> <<else>> <<set _broadProgress += 1>> @@ -85,7 +85,7 @@ <<elseif $SecExp.buildings.propHub.recruiterOffice && $RecruiterID > 0>> <<setLocalPronouns _S.Recruiter>> <span class='slave-name'><<= SlaveFullName(_S.Recruiter)>></span> is able to further boost your societal engineering campaign from $his PR hub office. - <<if $propCampaignBoost == 1>> + <<if $edicts.propCampaignBoost == 1>> <<set _broadProgress += $SecExp.buildings.propHub.campaign + Math.floor((_S.Recruiter.intelligence+_S.Recruiter.intelligenceImplant)/32)>> <<else>> <<set _broadProgress += 1 + Math.floor((_S.Recruiter.intelligence+_S.Recruiter.intelligenceImplant)/32)>> @@ -170,27 +170,27 @@ <</if>> <<if $secExpEnabled == 1>> - <<if $slaveWatch == 1>> + <<if $edicts.slaveWatch == 1>> The Slave Mistreatment Watch helps many slaves, easing your citizens into the paternalist ideals it represents. <<= FutureSocieties.Change("Paternalist", 2)>> <</if>> - <<if $noSubhumansInArmy == 1>> + <<if $edicts.defense.noSubhumansInArmy == 1>> Your army is free of subhumans, further cementing their lower status in the eyes of your citizens. <<= FutureSocieties.Change("Subjugationist", 2)>> <</if>> - <<if $pregExemption == 1>> + <<if $edicts.defense.pregExemption == 1>> Pregnant citizens are allowed and encouraged to avoid military service, making their value evident to all citizens. <<= FutureSocieties.Change("RepopulationFocus", 2)>> <</if>> - <<if $eliteOfficers == 1>> + <<if $edicts.defense.eliteOfficers == 1>> Purity in leadership is fundamental in your army, helping eugenics ideals spread in the populace. <<= FutureSocieties.Change("Eugenics", 2)>> <</if>> - <<if $liveTargets == 1>> + <<if $edicts.defense.liveTargets == 1>> Disobedient slaves are used in shooting ranges and military drills as live targets, furthering degradationist ideals. <<= FutureSocieties.Change("Degradationist", 2)>> <</if>> diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw index 7bd43749694133292e3a651c4f35fe9421b7f3a6..737987899ca3dd86ee08792e5043b7bf3d2237a9 100644 --- a/src/uncategorized/persBusiness.tw +++ b/src/uncategorized/persBusiness.tw @@ -732,7 +732,7 @@ <<run cashX(random(10,20) * 1000, "personalBusiness")>> <</if>> - <<if $sellData == 1>> + <<if $edicts.sellData == 1>> <<set _upgradeCount = 0>> <<if $secUpgrades.nanoCams == 1>> <<set _upgradeCount += 1>> @@ -803,12 +803,12 @@ <<set _price = Math.trunc(Math.clamp(random(1,2) + ($arcologies[0].prosperity / 15) - ($week / 30), 2, 8))>> <<set _factoryMod = Math.round(1 + ($weapProductivity + $weapLab) / 2 + ($weapMenials / 100))>> <<if $sellTo.citizen == 1>> - <<if $weaponsLaw == 3>> + <<if $edicts.weaponsLaw == 3>> Your lax regulations regarding weapons allows your citizens to buy much of what you are capable of producing. <<set _income += Math.round(($ACitizens * 0.1) * _price * _factoryMod)>> - <<elseif $weaponsLaw >= 1>> + <<elseif $edicts.weaponsLaw >= 1>> Your policies allow your citizen to buy your weaponry and they buy much of what you are capable of producing. - <<set _income += Math.round((($ACitizens * 0.1) * _price * _factoryMod) / (3 - $weaponsLaw))>> + <<set _income += Math.round((($ACitizens * 0.1) * _price * _factoryMod) / (3 - $edicts.weaponsLaw))>> <<else>> Your policies do allow your citizen to buy weaponry, meaning all your income will come from exports. <</if>> @@ -838,7 +838,7 @@ <</if>> <</if>> - <<if $taxTrade == 1>> <<set _tradeTax = Math.ceil($SecExp.core.trade * random(80,120))>> + <<if $edicts.taxTrade == 1>> <<set _tradeTax = Math.ceil($SecExp.core.trade * random(80,120))>> <br>Fees on transitioning goods this week made @@.yellowgreen;<<print cashFormat(_tradeTax)>>.@@ <<run cashX(Math.ceil(_tradeTax), "personalBusiness")>> <</if>> diff --git a/src/uncategorized/reputation.tw b/src/uncategorized/reputation.tw index a3293606f3f0891bf54c09b4fbd85b67f7165d7f..81dbef46432bc030106184d714ef18b709e6f27a 100644 --- a/src/uncategorized/reputation.tw +++ b/src/uncategorized/reputation.tw @@ -305,7 +305,7 @@ _enduringRep = $enduringRep>> <<run repX(100, "architecture")>> <</if>> - <<if $weaponsLaw == 3>> + <<if $edicts.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. <<run repX(20, "edicts")>> <</if>>