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Commit 67810360 authored by gheimhridh's avatar gheimhridh
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Typo fixes

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1 merge request!1153Typo fixes
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with 105 additions and 105 deletions
......@@ -40,7 +40,7 @@
<<set $lastAttackWeeks = 0>>
<<set $leadingTroops = "assistant">>
<<set $deployableUnits = 2 * $readiness>>
<<set $chosenTactic = either("Bait and Bleed", "Guerrilla", "Choke Points", "Interior Lines", "Pincer Manouver", "Defense In Depth", "Blitzkrieg", "Human Wave")>>
<<set $chosenTactic = either("Bait and Bleed", "Guerrilla", "Choke Points", "Interior Lines", "Pincer Maneuver", "Defense In Depth", "Blitzkrieg", "Human Wave")>>
/* _type is the chance out of 100 of an attack of that type happening */
<<set _raider = 25>>
<<set _oldWorld = 25>>
......
......@@ -530,7 +530,7 @@
<<set _atkMod += 0.05>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.15>>
......@@ -564,7 +564,7 @@
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
......@@ -598,7 +598,7 @@
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.10>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.15>>
......@@ -632,7 +632,7 @@
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
......@@ -665,7 +665,7 @@
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.15>>
......@@ -698,7 +698,7 @@
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance += 0.05>>
......@@ -732,7 +732,7 @@
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
......@@ -791,7 +791,7 @@
<<elseif $attackType == "freedom fighters">>
<<set _tacChance -= 0.10>>
<</if>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<if $attackType == "raiders">>
<<set _tacChance += 0.15>>
<<elseif $attackType == "free city">>
......
......@@ -37,13 +37,13 @@
Some of your citizens saw the dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire.
<</if>>
<br>
Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strenght to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strength to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
<<elseif $attackType == "old world">>
<<if $recon >= 1>>
A diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
A disciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
Some of your citizens saw the disciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
<</if>>
<br>
Old world expeditions are usually sent to secure resources and trade routs for their nation or, more often, to provide their citizens with a boogey man to be scared of. They are usually decently equipped and trained, which together with their generous numbers make them a tough nut to crack. They however often lack in mobility.
......@@ -81,13 +81,13 @@
Some of your citizens saw the massive, dangerous army of guerrillas is gathering just outside the arcology. A huge ocean of fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire once and for all. And this time they won't stop until your body is burnt to a crisp.
<</if>>
<br>
Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strenght to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strength to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
<<elseif $attackType == "old world">>
<<if $recon >= 1>>
A massive, diciplined ld world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
A massive, disciplined old world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the massive, diciplined old world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
Some of your citizens saw the massive, disciplined old world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
<</if>>
<br>
Old world expeditions are usually sent to secure resources and trade routs for their nation or, more often, to provide their citizens with a boogey man to be scared of. They are usually decently equipped and trained, which together with their generous numbers make them a tough nut to crack. They however often lack in mobility.
......@@ -122,13 +122,13 @@
Some of your citizens saw the massive, dangerous army of guerrillas is gathering just outside the arcology. A huge ocean of fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire once and for all. And this time they won't stop until your body is burnt to a crisp.
<</if>>
<br>
Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strenght to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strength to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
<<elseif $attackType == "old world">>
<<if $recon >= 1>>
A massive, diciplined ld world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
A massive, disciplined old world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the massive, diciplined old world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
Some of your citizens saw the massive, disciplined old world army is approaching the confines of your arcology. It seems one of the nations of the old world is determined to put your arcology to rest once and for all or die trying.
<</if>>
<br>
Old world expeditions are usually sent to secure resources and trade routs for their nation or, more often, to provide their citizens with a boogey man to be scared of. They are usually decently equipped and trained, which together with their generous numbers make them a tough nut to crack. They however often lack in mobility.
......@@ -175,7 +175,7 @@ approximately <strong><<print $estimatedMen>> men</strong> are coming, they seem
<<elseif $expectedEquip == 2>>
<strong>decently armed</strong>. Good quality small arms, machine guns a few mortars. There seems to be some heavy military vehicles coming as well.
<<elseif $expectedEquip == 3>>
<strong>well armed</strong>. High quality small arms, snipers, demolitions teams, heavy duty machine guns and mortars. Heavy military vehicles are numerous and a few artillery piecies are accompaning the detachment.
<strong>well armed</strong>. High quality small arms, snipers, demolitions teams, heavy duty machine guns and mortars. Heavy military vehicles are numerous and a few artillery pieces are accompanying the detachment.
<<elseif $expectedEquip >= 4>>
<strong>extremely well armed</strong>. Excellent small arms and specialized teams with heavy duty infantry support weapons. Heavy presence of armored military vehicles, artillery pieces and even some attack helicopters.
<</if>>
......@@ -384,7 +384,7 @@ Units about to be deployed:
<<link "Do not let the Security force intervene">>
<<set $SFIntervention = 0>>
<<replace "#SFI">>
not intevene
not intervene
<</replace>>
<</link>>
//The security force will not join the battle//
......@@ -423,8 +423,8 @@ Defensive tactics
<</link>>
<br>&nbsp;&nbsp;&nbsp;&nbsp;//Involves exploiting a defender's shorter logistics lines and redeployment times in order to keep the enemy pressured.//
<br>
<<link "Pincer Manouver">>
<<set $chosenTactic = "Pincer Manouver">>
<<link "Pincer Maneuver">>
<<set $chosenTactic = "Pincer Maneuver">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br>&nbsp;&nbsp;&nbsp;&nbsp;//Involves letting the enemy push back the centre in order to envelop their formation.//
......
......@@ -141,7 +141,7 @@
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleterrain == "outskirts">>
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
......@@ -207,7 +207,7 @@
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleterrain == "outskirts">>
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
......@@ -273,7 +273,7 @@
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleterrain == "outskirts">>
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
......@@ -339,7 +339,7 @@
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleterrain == "outskirts">>
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
......@@ -1210,7 +1210,7 @@
chose to employ "choke points" tactics or the extensive use of fortified or highly defensive positions to slow down and eventually stop the enemy.
<<elseif $chosenTactic == "Interior Lines">>
chose to employ "interior lines" tactics or exploiting the defender's shorter front to quickly disengage and concentrate troops when and where needed.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
chose to employ "pincer maneuver" tactics or attempting to encircle the enemy by faking a collapsing centre front.
<<elseif $chosenTactic == "Defense In Depth">>
chose to employ "defense in depth" tactics or relying on mobility to disengage and exploit overextended enemy troops by attacking their freshly exposed flanks.
......@@ -1228,7 +1228,7 @@
The urban environment offers many opportunities to hunker down and stop the momentum of the enemy's assault while keeping your soldiers in relative safety.
<<elseif $chosenTactic == "Interior Lines">>
While the urban environment offers many highly defensive position, it does restrict movement and with it the advantages of exploiting interior lines.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
The urban terrain does not allow for wide maneuvers, the attempts of your forces to encircle the assaulters are mostly unsuccessful.
<<elseif $chosenTactic == "Defense In Depth">>
While the urban environment offers many defensive positions, it limits mobility, limiting the advantages of using a defense in depth tactic.
......@@ -1246,7 +1246,7 @@
The open terrain of rural lands does not offer many natural choke points, making it hard for your troops to funnel the enemy towards highly defended positions.
<<elseif $chosenTactic == "Interior Lines">>
The open terrain allows your men to easily exploit the superior mobility of the defender, making excellent use of interior lines to strike where it hurts.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
The open terrain affords your men great mobility, allowing them to easily position themselves for envelopment.
<<elseif $chosenTactic == "Defense In Depth">>
The open terrain affords your men great mobility, allowing them to exploit overextended assaults and concentrate where and when it matters.
......@@ -1264,7 +1264,7 @@
While not as defensible as mountains, hills offer numerous opportunities to funnel the enemy towards highly defensible choke points.
<<elseif $chosenTactic == "Interior Lines">>
The limited mobility on hills hampers the capability of your troops to exploit the defender's greater mobility afforded by interior lines.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
Limited mobility due to the hills is a double edged sword, affording your men a decent shot at encirclement.
<<elseif $chosenTactic == "Defense In Depth">>
The limited mobility on hills hampers the capability of your troops to use elastic defense tactics.
......@@ -1282,7 +1282,7 @@
Amphibious attacks are difficult in the best of situations, the defender has a very easy time funneling the enemy towards their key defensive positions.
<<elseif $chosenTactic == "Interior Lines">>
While in an amphibious landing mobility is not the defender best weapon, exploiting interior lines still affords your troops some advantages.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
Attempting to encircle a landing party is not the best course of action, but not the worst either.
<<elseif $chosenTactic == "Defense In Depth">>
In an amphibious assault it's very easy for the enemy to overextend, making defense in depth tactics quite effective.
......@@ -1299,26 +1299,26 @@
<<elseif $chosenTactic == "Choke Points">>
The imposing structure of the arcology itself provides plenty of opportunities to create fortified choke points where to shatter the enemy assault.
<<elseif $chosenTactic == "Interior Lines">>
While the presence of the arcology near the battlefield is an advantage, it does limit manouverability, lowering overall effectiveness of interior lines tactics.
<<elseif $chosenTactic == "Pincer Manouver">>
While the presence of the arcology near the battlefield is an advantage, it does limit manouverability, lowering the chances of making an effective encirclement.
While the presence of the arcology near the battlefield is an advantage, it does limit maneuverability, lowering overall effectiveness of interior lines tactics.
<<elseif $chosenTactic == "Pincer Maneuver">>
While the presence of the arcology near the battlefield is an advantage, it does limit maneuverability, lowering the chances of making an effective encirclement.
<<elseif $chosenTactic == "Defense In Depth">>
Having the arcology near the battlefield means there are limited available maneuvers to your troops, who still needs to defend the structure, making defense in depth tactics not as effective.
<<elseif $chosenTactic == "Blitzkrieg">>
While an assault may save the arcology from getting involved at all, having the imposing structure so near does limit manouverability and so the impetus of the lightning strike.
While an assault may save the arcology from getting involved at all, having the imposing structure so near does limit maneuverability and so the impetus of the lightning strike.
<<elseif $chosenTactic == "Human Wave">>
While an attack may save the arcology from getting involved at all, having the imposing structure so near does limit manouverability and so the impetus of the mass assault.
While an attack may save the arcology from getting involved at all, having the imposing structure so near does limit maneuverability and so the impetus of the mass assault.
<</if>>
<<elseif $battleTerrain == "mountains">>
<<if $chosenTactic == "Bait and Bleed">>
While the mountains offer great protection, they also limit manouverability, bait and bleed tactics will not be quite as effective here.
While the mountains offer great protection, they also limit maneuverability, bait and bleed tactics will not be quite as effective here.
<<elseif $chosenTactic == "Guerrilla">>
The mountains offer many excellent hiding spots and defensive positions, making guerrilla tactics very effective.
<<elseif $chosenTactic == "Choke Points">>
The mountains offer plenty of opportunity to build strong defensive positions where to shatter the enemy's assault.
<<elseif $chosenTactic == "Interior Lines">>
While the rough terrain complicates maneuvers, the defensive advantages offered by the mountains offsets its negative impact.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
The rough terrain complicates maneuvers, your men have a really hard time pulling off an effective encirclement in this environment.
<<elseif $chosenTactic == "Defense In Depth">>
While mobility is limited, defensive positions are plentiful, your men are not able to fully exploit overextended assaults, but are able to better resist them.
......@@ -1336,7 +1336,7 @@
The wastelands are mostly open terrain, your men have a difficult time setting up effective fortified positions.
<<elseif $chosenTactic == "Interior Lines">>
The wastelands, while rough, are mostly open terrain, where your men can exploit to the maximum the superior mobility of the defender.
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
The wastelands, while rough, are mostly open terrain, your men can set up an effective encirclement here.
<<elseif $chosenTactic == "Defense In Depth">>
The wastelands, while rough, are mostly open terrain, allowing your men to liberally maneuver to exploit overextended enemies.
......@@ -1383,11 +1383,11 @@
<<elseif $attackType == "free city">>
While decently mobile, free cities forces are not in high enough numbers to risk maintaining prolonged contact, allowing your troops to quickly disengage and redeploy where it hurts.
<<elseif $attackType == "old world">>
Old world armies are not famous for the mobility, which makes them highly susceptible to any tactic that exploits manouverability and speed.
Old world armies are not famous for the mobility, which makes them highly susceptible to any tactic that exploits maneuverability and speed.
<<elseif $attackType == "freedom fighters">>
While not the best equipped army, the experience and mobility typical of freedom fighters groups make them tough targets for an army that relies itself on mobility.
<</if>>
<<elseif $chosenTactic == "Pincer Manouver">>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<if $attackType == "raiders">>
While numerous, the undisciplined masses of raiders are easy prey for encirclements.
<<elseif $attackType == "free city">>
......@@ -1399,7 +1399,7 @@
<</if>>
<<elseif $chosenTactic == "Defense In Depth">>
<<if $attackType == "raiders">>
While their low discipline makes them prime candidates for an elastic defense type of strategy, their high numbers limit your troops manouverability.
While their low discipline makes them prime candidates for an elastic defense type of strategy, their high numbers limit your troops maneuverability.
<<elseif $attackType == "free city">>
With their low numbers free cities mercenaries are quite susceptible to this type of tactic, despite their mobility.
<<elseif $attackType == "old world">>
......
......@@ -53,13 +53,13 @@
<br>''Personnel training:'' $securityForceName is currently providing advanced equipment and training to security HQ personnel.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 2000, $reqHelots += 5]]
<<elseif $SFSupportLevel == 3>>
<br>''Troops detachment:'' $securityForceName has currently transfered troops to the security department HQ in additon to providing advanced equipment and training to security HQ personnel.
<br>''Troops detachment:'' $securityForceName has currently transfered troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
<<elseif $SFSupportLevel == 4>>
<br>''Full support:''$securityForceName is currently providing it's full support to the security department, while transfering troops to the security department HQ in additon to providing advanced equipment and training to security HQ personnel.
<br>''Full support:''$securityForceName is currently providing it's full support to the security department, while transferring troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
<<elseif $SFSupportLevel == 5>>
<br>''Network assistance:''$securityForceName is currently assiting with a local install of it's custom network full support and has transfered troops to the security department HQ in additon to providing advanced equipment and training to security HQ personnel.
<br>''Network assistance:''$securityForceName is currently assisting with a local install of it's custom network full support and has transfered troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 4000, $secHQUpkeep -= 1000, $reqHelots += 5]]
<</if>>
<</if>>
......@@ -638,7 +638,7 @@
<<else>>
<br>//Not enough Authority.//
<</if>>
<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will help advance degredationism and provide a small amount of exp to units, but will make the slave population slowly decline.//
<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will help advance degradationism and provide a small amount of exp to units, but will make the slave population slowly decline.//
<</if>>
<</if>>
<</if>>
......
......@@ -28,7 +28,7 @@ Security drones do not accumulate experience and are not affected by morale modi
<br>Battles are fought automatically, but you can control various fundamental parameters, here are the most important statistics:
<br><strong>Readiness</strong>: readiness represents how prepared the arcology is to face an attack. For every point of readiness you can field two units. You can find upgrades for in in the security HQ.
<br><strong>Tactics</strong>: Tactics are the chosen plan of action. You should carefully choose one depending on the terrain, type of enemy and leader choice, because if applied successfully they can sway a battle in your favor or doom your troops.
<br><strong>Terrain</strong>: Terrain has a great influence on everything, but mainly on the effectivenes of the tactic chosen.
<br><strong>Terrain</strong>: Terrain has a great influence on everything, but mainly on the effectiveness of the tactic chosen.
<br><strong>Leader</strong>: The leader is who will command the combined troops in the field. Each type of leader has its bonuses and maluses.
<br>
<br>Leaders:
......@@ -40,6 +40,6 @@ Security drones do not accumulate experience and are not affected by morale modi
<br><strong>An Outstanding Citizen</strong>: One of your citizens can take the leading role. Their performance will be average, however the militia will be pleased to be guided by one of them.
<br>To allow slaves to lead troops a specific edict will have to be enacted.
<br><strong>A Mercenary Officer</strong>: One of the mercenary commanders can take the lead. Their performance will be above average and mercenary units will be more confident, knowing they're being lead by someone with experience.
<br><strong>The colonel</strong>: The special force's colonel can take the lead. Her performance will be above average and mercenary (in addiotn to her's obviously) units will be more confident, knowing they're being lead by someone with experience. Her tatics have a higher chance of success along with better offence and defense.
<br><strong>The colonel</strong>: The special force's colonel can take the lead. Her performance will be above average and mercenary (in addition to her's obviously) units will be more confident, knowing they're being lead by someone with experience. Her tactics have a higher chance of success along with better offence and defense.
<br>
<br>
\ No newline at end of file
......@@ -6,7 +6,7 @@ Note: The Security Expansion mod is an optional mod. It can be switched freely o
<br>
<br>The world of Free Cities is not a forgiving one, those who do not seek to dominate it, will inevitably be dominated themselves.
Good rulers need to keep control of its realm, if they want to have long and prosperous lives.
You will have to manage your authority inside the walls of your arcology, you will have to keep it secure and keep in check crime and rivals alike, you will have to take up arms and command your troops agaist those who defy your rule.
You will have to manage your authority inside the walls of your arcology, you will have to keep it secure and keep in check crime and rivals alike, you will have to take up arms and command your troops against those who defy your rule.
<br>
<br>Statistics:
<br><strong>Authority</strong>:
......@@ -22,7 +22,7 @@ Both security and crime are displayed a 0-100% scale.
<br>
<br>The battles:
<br>Arcologies are sturdy structures, difficult to assault without preparation or overwhelming numbers. Security drones can easily handle small incursion and a few well placed mercenary squads can handle the rest.
However, in ordor for free cities to survive they need many things, many of which expensive. If you want your arcology to survive the tide of times, you'll better prepare your soldiers and defend the vital lifelines that connect your arcology with the rest of the world.
However, in order for free cities to survive they need many things, many of which expensive. If you want your arcology to survive the tide of times, you'll better prepare your soldiers and defend the vital lifelines that connect your arcology with the rest of the world.
For a detailed outlook of how battles work see the relative page.
<br>
<br>Buildings:
......
......@@ -95,7 +95,7 @@
<<elseif _rand == 2>>
This week the security department registered the formation of several assemblies of citizens, whose purpose seems to be political in nature. For now no further steps were taken, but it's a worrying sign of further political opposition within the arcology.
<<elseif _rand == 3>>
This week there was a protest against one of the wealthiest citizen of the arcology. Many criticize his near monopoly. Supporters of the citizen met the protestors on the streets and it was just thanks to the intervention of the security drones that violence was avoided.
This week there was a protest against one of the wealthiest citizen of the arcology. Many criticize his near monopoly. Supporters of the citizen met the protesters on the streets and it was just thanks to the intervention of the security drones that violence was avoided.
<<elseif _rand == 4>>
This week several cameras were sabotaged and in many cases damaged beyond repair. A group of anonymous citizens claims to be responsible, their motivation is apparently the excessive surveillance in the arcology and their attack a response to the breach of their privacy.
<<else>>
......
......@@ -203,7 +203,7 @@
<br>
<br>
The confined spaces of the arcology and the number of vital yet delicate systems within its walls do not allow a lot of tactical flexibility. This will be a long and strenous fight, stree after street, barricade after barricade.
The confined spaces of the arcology and the number of vital yet delicate systems within its walls do not allow a lot of tactical flexibility. This will be a long and strenuous fight, street after street, barricade after barricade.
In order to preserve the structural integrity of the building and the lives of our civilians, we will have to limit our firepower.
<br><<link "Only light firearms and non lethal weapons">>
<<set $engageRule = 0>>
......
......@@ -81,7 +81,7 @@ The riot control center opens its guarded doors to you. The great chamber inside
<<set $riotUpkeep += $upgradeUpkeep>>
<<goto "riotControlCenter">>
<</link>>
<br>Invest more resources into the effectivenes of the informants network.
<br>Invest more resources into the effectiveness of the informants network.
<br>//Costs ¤<<print Math.trunc(5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnitSpeed + 1))>>. Will reduce cooldown of the rapid deployment riot unit.//
<<else>>
<br>You enhanced your informants network to its limits.
......
......@@ -39,7 +39,7 @@ While for many a sore sight in a free city, the barracks stand proud before you.
The training facility has been filled with specialized equipment and skilled trainers.
<</if>>
<<if $secBarracksUpgrades.loyaltyMod == 0>>
The barracks lack an indocrination facility.
The barracks lack an indoctrination facility.
<<elseif $secBarracksUpgrades.loyaltyMod == 1>>
The barracks have been fitted with an indoctrination facility.
<<else>>
......@@ -133,7 +133,7 @@ While for many a sore sight in a free city, the barracks stand proud before you.
<</link>>
<br>//Costs ¤20000 and will raise loyalty of all units faster.//
<<else>>
You have improved the indocrination facility to the limit.
You have improved the indoctrination facility to the limit.
<</if>>
<hr>
......
......@@ -200,7 +200,7 @@ __Rebellions__:
<<goto "secExpOptions">>
<</link>>
<</if>>
<br>&nbsp;&nbsp;&nbsp;&nbsp;//Determines wheter a total defeat in a rebellion will cause a gameover.//
<br>&nbsp;&nbsp;&nbsp;&nbsp;//Determines whether a total defeat in a rebellion will cause a gameover.//
<br>
<<if $forceRebellion == 0>>
Rebellions guaranteed this week is @@.red;FALSE@@.
......
......@@ -13,7 +13,7 @@
<br>Despite the sheer damage this criminal was doing, you cannot help but admire the skill with which every misdeed is carried: the worst white collar crimes of the century carried out with such elegancy
they almost seemed the product of natural laws rather than masterful manipulation of the digital market.
While you sift through the pages of the report, $assistantName remains strangely quiet. "I'm worried <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, this individual seems to be able to penetrate whatever system gathers his attention. I... feel vulnerable" she said "It's not something I'm used to."
<br>Fortunately you have not been hit directly by this criminal, not yet at least. Still the repercussions of numerous bankruptcies take their toll on your arcology, whose @@.red;prosperty suffers@@.
<br>Fortunately you have not been hit directly by this criminal, not yet at least. Still the repercussions of numerous bankruptcies take their toll on your arcology, whose @@.red;prosperity suffers@@.
<br><<set $arcologies[0].prosperity *= random(80,90) * 0.01>>
<br>
<span id="result">
......@@ -152,7 +152,7 @@
<br>Suddenly all the computers in the room start acting weirdly, then it happened. On all screens in all the arcology the smiling man icon appeared, then every speaker started broadcasting the same voice, one that you already heard once before:
<br>"Hello citizens of Earth! I am here in this special day to relay to you a very important message: we find ourselves in very peculiar times, times of strife and suffering! But also of change and regeneration! Indeed I say humanity is regenerating itself, turning into a new being for which the
ideals of the old world no longer hold meaning. A new blank page from which humanity can start to prosper again.
<br>Alas my friends not all is good, as in this rebirth a great injustice is being perpetrated. If we truly want to ascend to this new form of humanity the old must give space to the new. If we must cleanse our mind of old ideas, our world must clease itself of them as well.
<br>Alas my friends not all is good, as in this rebirth a great injustice is being perpetrated. If we truly want to ascend to this new form of humanity the old must give space to the new. If we must cleanse our mind of old ideas, our world must cleanse itself of them as well.
It's to fix this unjustice that I worked so hard all this time! To cleanse the world of the old, we must get rid of our precious, precious data. At the end of this message every digital device will se its memory erased, every archived cleaned, every drive deleted.
<br>It will be a true rebirth! A true new beginning! No longer the chains of the past will keep humanity anchored!"
<br>The voice stopped for a second.
......@@ -202,7 +202,7 @@
<</if>>
<</if>>
<<if $secUpgrades.coldstorage > 3>>
Your cold storage facility has ensured that the Smiling Man's destruction of the primary archives was unable to damage the security of your archology.
Your cold storage facility has ensured that the Smiling Man's destruction of the primary archives was unable to damage the security of your arcology.
<<elseif $secUpgrades.coldstorage == 0>>
Your security department sees its archives butchered by the Smiling Man. Almost all data on criminals, citizens, operations, all lost. The @@.red;security of the arcology is greatly reduced@@. Criminals on the other hand, with their past cleansed, cannot wait to join this new world, @@.red;crime will inevitably increase@@.
<<set $security = Math.clamp($security * 0.2,0,100)>>
......@@ -251,7 +251,7 @@
<<set $nextButton = " ">>
<br>
The day has come to finally put an end to this story. Your men are ready to go, waiting only your signal. You quickly finish to wear your protective gear and proceed down the busy streets of yoru arcology.
The day has come to finally put an end to this story. Your men are ready to go, waiting only your signal. You quickly finish to wear your protective gear and proceed down the busy streets of your arcology.
You carefully planned the day so that nothing could exit the arcology without being scanned at least three times and poked twice. The smiling man has no escape.
<br>After a short walk you are in front of the criminal's lair, an rundown old apartment in a scarcely populated part of the arcology. You give the order to breach and your men rush inside without problems.
A couple of seconds pass without a single noise coming out of the apartment, you start to worry, when you hear the captain calling you inside.
......@@ -261,7 +261,7 @@
<<else>>
I expected you would be the one.
<</if>>
Well I hope I am everything you expected" said. Despite recognizing the quirky voice you struggle to convice yourself that the little girl in front of you is indeed the famous international criminal.
Well I hope I am everything you expected" said. Despite recognizing the quirky voice you struggle to convince yourself that the little girl in front of you is indeed the famous international criminal.
"As you can see I have no intention of escaping. I knew my life was over the second my plan would start. I accepted my end a long time ago, so feel free to do your worst, my life has already ended in triumph."
<br>You evaluate the situation: the burning desire of vengeance for all the damage that little twerp caused is hard to ignore, but it's equally so the admiration for her skill and determination. Indeed she would be a great addition to your court, as free individual or not.
<br>
......@@ -311,10 +311,10 @@
<<if $smilingManFate == 0>>
<<if $relationshipLM >= 4>>
The girl asks for a few minutes to think about your offer, but she quickly comes to terms with the situation and accepts. In the following weeks she will get aquainted with the security network of the arcology and work to protect her new home in the new world she created.
The girl asks for a few minutes to think about your offer, but she quickly comes to terms with the situation and accepts. In the following weeks she will get acquainted with the security network of the arcology and work to protect her new home in the new world she created.
The world at large will never find out what was the end of the Smiling Man and his legend will only grow with the years, outliving his creator and maybe even her new employer.
<<else>>
The girl asks for a few minutes to think about your offer and after some time she reluctantly accepts. In the following weeks she will get aquainted with the security network of the arcology and work to protect her new home in the new world she created.
The girl asks for a few minutes to think about your offer and after some time she reluctantly accepts. In the following weeks she will get acquainted with the security network of the arcology and work to protect her new home in the new world she created.
The world at large will never find out what was the end of the Smiling Man and his legend will only grow with the years, outliving his creator and maybe even her new employer.
<</if>>
<br>The collaboration of the ex-Smiling Man permanently increases @@.green;security and the rate of prosperity growth@@. Also from time to time @@.limegreen;cash will be provided@@, however it is better not to know the sources.
......
......@@ -221,7 +221,7 @@ Considering the current upgrades the maximum level of crime is <<print $crimeCap
<br>
<<if $intelUpgrades.signalIntercept == 0>>
[[Create signal interception hub|securityHQ][$cash -= Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount), $intelUpgrades.signalIntercept = 1, $recon += 1, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep]]
<br>//Costs ¤<<print Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount)>>. Will increase recon capabilites, but will require 5 extra slaves in the headquarters and increases upkeep.//
<br>//Costs ¤<<print Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount)>>. Will increase recon capabilities, but will require 5 extra slaves in the headquarters and increases upkeep.//
<<else>>
You have installed advanced signal interception equipment.
<</if>>
......@@ -229,7 +229,7 @@ Considering the current upgrades the maximum level of crime is <<print $crimeCap
<<if $rep > 10000>>
<<if $intelUpgrades.radar == 0>>
[[Install advanced radar equipment|securityHQ][$cash -= Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount), $intelUpgrades.radar = 1, $recon += 1, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep]]
<br>//Costs ¤<<print Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount)>>. Will increase recon capabilites, but will require 10 extra slaves in the headquarters and increases upkeep.//
<br>//Costs ¤<<print Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount)>>. Will increase recon capabilities, but will require 10 extra slaves in the headquarters and increases upkeep.//
<<else>>
You have installed sophisticated radar equipment.
<</if>>
......
......@@ -23,7 +23,7 @@
<<elseif $arcologyUpgrade.drones == 1>>
while your security drones tirelessly patrol the arcology to keep it safe.
<<else>>
while your loyal subordinates try to keep the arcology safe to the best of their abilites.
while your loyal subordinates try to keep the arcology safe to the best of their abilities.
<</if>>
<<else>>
<<if $mercenaries >= 1 && $arcologyUpgrade.drones == 1>>
......@@ -31,7 +31,7 @@
<<elseif $arcologyUpgrade.drones == 1>>
Your security drones tirelessly patrol the arcology to keep it safe.
<<else>>
Your loyal subordinates try to keep the arcology safe to the best of their abilites.
Your loyal subordinates try to keep the arcology safe to the best of their abilities.
<</if>>
<</if>>
......@@ -270,7 +270,7 @@
<<set _recruits += 1>>
<</if>>
<<if $lowerRquirements == 1>>
Your lax phisical requirements to enter the militia allows for a greater number of citizens to join.
Your lax physical requirements to enter the militia allows for a greater number of citizens to join.
<<set _recruits += 1>>
<</if>>
<<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.02 * $ACitizens>>
......@@ -289,7 +289,7 @@
<<set $cash += 250>>
<</if>>
<<if $lowerRquirements == 1>>
Your lax phisical requirements to enter the militia allows for a greater number of citizens to join.
Your lax physical requirements to enter the militia allows for a greater number of citizens to join.
<<set _recruits += 1>>
<</if>>
<<if $noSubhumansInArmy == 1>>
......@@ -297,7 +297,7 @@
<<set _recruits -= random(0,1)>>
<</if>>
<<if $pregExemption == 1>>
Many pregnant citizens prefer to avoid military service not to endager themselves and their children.
Many pregnant citizens prefer to avoid military service not to endanger themselves and their children.
<<set _recruits -= 1>>
<</if>>
<<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.05 * $ACitizens>>
......@@ -316,7 +316,7 @@
<<set $cash += 250>>
<</if>>
<<if $lowerRquirements == 1>>
Your lax phisical requirements to enter the militia allows for a greater number of citizens to join.
Your lax physical requirements to enter the militia allows for a greater number of citizens to join.
<<set _recruits += 1>>
<</if>>
<<if $noSubhumansInArmy == 1>>
......@@ -324,7 +324,7 @@
<<set _recruits -= random(0,1)>>
<</if>>
<<if $pregExemption == 1>>
Many pregnant citizens prefer to avoid military service not to endager themselves and their children.
Many pregnant citizens prefer to avoid military service not to endanger themselves and their children.
<<set _recruits -= 1>>
<</if>>
<<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.10 * $ACitizens>>
......@@ -343,7 +343,7 @@
<<set $cash += 250>>
<</if>>
<<if $lowerRquirements == 1>>
Your lax phisical requirements to enter the militia allows for a greater number of citizens to join.
Your lax physical requirements to enter the militia allows for a greater number of citizens to join.
<<set _recruits += 1>>
<</if>>
<<if $noSubhumansInArmy == 1>>
......@@ -351,7 +351,7 @@
<<set _recruits -= random(0,1)>>
<</if>>
<<if $pregExemption == 1>>
Many pregnant citizens prefer to avoid military service not to endager themselves and their children.
Many pregnant citizens prefer to avoid military service not to endanger themselves and their children.
<<set _recruits -= 1>>
<</if>>
<<if $militiaTotalManpower - $militiaTotalCasualties + _recruits <= 0.20 * $ACitizens>>
......@@ -387,7 +387,7 @@
The very high prosperity of the arcology attracts a lot of mercenaries, hopeful to find lucrative contracts within its walls.<<set _newMercs += random(3,5)>>
<</if>>
<<if $crime > 60>>
The powerful crime organizatiosn that nested themselves in the arcology have an unending need for cheap guns for hire, many mercenaries flock to your free city in search of employment.<<set _newMercs += random(1,2)>>
The powerful crime organizations that nested themselves in the arcology have an unending need for cheap guns for hire, many mercenaries flock to your free city in search of employment.<<set _newMercs += random(1,2)>>
<</if>>
<<set _newMercs = Math.trunc(_newMercs / 2)>>
<<if _newMercs > 0>>
......
......@@ -96,7 +96,7 @@
<br>//Costs <<print 5000 + 10 * $equipUpgradeCost * ($militiaUnits[$targetIndex].equip + $militiaUnits[$targetIndex].commissars + $militiaUnits[$targetIndex].cyber + $militiaUnits[$targetIndex].SF)>> and will increase the max by 10//
<<else>>
<br>
Your officers rached their peak. Further training will have little impact on the number of troops they can effectively lead.
Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead.
<</if>>
<<if $militiaUnits[$targetIndex].equip < 3>>
<br>
......@@ -142,7 +142,7 @@
<<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 2000>>
<<goto "seeUnit">>
<</link>>
Will augment all soldiers of the unit with high tech cyber enhacements.
Will augment all soldiers of the unit with high tech cyber enhancements.
<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.
......@@ -201,7 +201,7 @@
<br>Equipment bonus: + <<print $militiaUnits[$targetIndex].equip * 15>>%
<</if>>
<<if $militiaUnits[$targetIndex].cyber > 0>>
<br>Cyber ehnacements bonus: + 1
<br>Cyber enhancements bonus: + 1
<</if>>
<<if _expBonus > 0>>
<br>Experience bonus: +<<print _expBonus>>%
......@@ -300,7 +300,7 @@
<<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 2000>>
<<goto "seeUnit">>
<</link>>
Will augment all soldiers of the unit with high tech cyber enhacements.
Will augment all soldiers of the unit with high tech cyber enhancements.
<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.
......@@ -358,7 +358,7 @@
<br>Equipment bonus: + <<print $slaveUnits[$targetIndex].equip * 15>>%
<</if>>
<<if $slaveUnits[$targetIndex].cyber > 0>>
<br>Cyber ehnacements bonus: + 1
<br>Cyber enhancements bonus: + 1
<</if>>
<<if _expBonus > 0>>
<br>Experience bonus: +<<print _expBonus>>%
......@@ -412,7 +412,7 @@
Invest in the training of your officers to increase the maximum number of soldiers in the unit.
<br>//Costs <<print 5000 + 10 * $equipUpgradeCost * ($mercUnits[$targetIndex].equip + $mercUnits[$targetIndex].commissars + $mercUnits[$targetIndex].cyber + $mercUnits[$targetIndex].SF)>> and will increase the max by 10//
<<else>>
<br>Your officers rached their peak. Further training will have little impact on the number of troops they can effectively lead.
<br>Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead.
<</if>>
<<if $mercUnits[$targetIndex].equip < 3>>
<br>
......@@ -456,7 +456,7 @@
<<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.
<</link>>Will augment all soldiers of the unit with high tech cyber enhancements.
<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.
......@@ -514,7 +514,7 @@
<br>Equipment bonus: + <<print $mercUnits[$targetIndex].equip * 15>>%
<</if>>
<<if $mercUnits[$targetIndex].cyber > 0>>
<br>Cyber ehnacements bonus: + 1
<br>Cyber enhancements bonus: + 1
<</if>>
<<if _expBonus > 0>>
<br>Experience bonus: +<<print _expBonus>>%
......
......@@ -9,7 +9,7 @@
<<elseif $week < 120>>
The world economy is deteriorating and the slowing down of global growth is starting to have some effect on trade flow.<<set _tradeChange -= 1>>
<<else>>
The world economy is heavily deteriorated. The slowing down of global growth has a great engative effect on trade flow.<<set _tradeChange -= 2>>
The world economy is heavily deteriorated. The slowing down of global growth has a great negative effect on trade flow.<<set _tradeChange -= 2>>
<</if>>
<<set _tradeChange = 0>>
......@@ -29,7 +29,7 @@
<<set _tradeChange++>>
<</if>>
<<if $terrain == "ravine">>
Since your arcology is located in the heart of a ravine, its commerce is hindered by a lack of accessability.
Since your arcology is located in the heart of a ravine, its commerce is hindered by a lack of accessibility.
<<set _tradeChange -= 0.5>>
<</if>>
......
......@@ -93,7 +93,7 @@
<<elseif _loss <= 60>>
heavy casualties.
<<else>>
catastrofic casualties.
catastrophic casualties.
<</if>>
<<if $secBots.troops <= 0>>
<<set $secBots.active = 0>>
......@@ -120,7 +120,7 @@
<<elseif _loss <= 60>>
heavy casualties.
<<else>>
catastrofic casualties.
catastrophic casualties.
<</if>>
<</if>>
<<if $deployingMilitia == 1>>
......@@ -142,7 +142,7 @@
<<elseif _loss <= 60>>
heavy casualties
<<else>>
catastrofic casualties
catastrophic casualties
<</if>>
<<set _med = Math.round(Math.clamp(_loss * $militiaUnits[_j].medics * 0.25,1,_loss))>>
<<if $militiaUnits[_j].medics == 1 && _loss > 0>>
......@@ -187,7 +187,7 @@
<<elseif _loss <= 60>>
heavy casualties
<<else>>
catastrofic casualties
catastrophic casualties
<</if>>
<<set _med = Math.round(Math.clamp(_loss * $slaveUnits[_j].medics * 0.25,1,_loss))>>
<<if $slaveUnits[_j].medics == 1 && _loss > 0>>
......@@ -232,7 +232,7 @@
<<elseif _loss <= 60>>
heavy casualties
<<else>>
catastrofic casualties
catastrophic casualties
<</if>>
<<set _med = Math.round(Math.clamp(_loss * $mercUnits[_j].medics * 0.25,1,_loss))>>
<<if $mercUnits[_j].medics == 1 && _loss > 0>>
......
......@@ -2,7 +2,7 @@
<<if $losses == 0>>
<<if $irregulars > 0>>
The volounteeing citizens were quickly organized into an irregular militia unit and deployed in the arcology. While without the discipline of your other instruments, they nonetheless provided precious extra firepower and standing strength.
The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology. While without the discipline of your other instruments, they nonetheless provided precious extra firepower and standing strength.
During the battle they suffered no casualties.
<</if>>
<<if $deployingBots == 1>>
......@@ -80,7 +80,7 @@
<br>Units dissolved.
<</replace>>
<</link>>
<br>//Manpower will be refunded, but will negatvely influence the loyalty of the other units//
<br>//Manpower will be refunded, but will negatively influence the loyalty of the other units//
<br><<link "Purge the dissidents and dissolve the units">>
<<removeUnits _militiaRebelledID>>
<<set $militiaFreeManpower += _militiaManpower * 0.5>>
......@@ -251,7 +251,7 @@
<<else>>
<<set $ACitizens = 100>>
<</if>>
The volounteeing citizens were quickly organized into an irregular militia unit and deployed in the arcology. While without the discipline of your other instruments, they nonetheless provided precious extra firepower and standing strength.
The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology. While without the discipline of your other instruments, they nonetheless provided precious extra firepower and standing strength.
During the battle they suffered
<<if _loss <= 0>>
no casualties.
......@@ -262,7 +262,7 @@
<<elseif _loss <= 60>>
heavy casualties.
<<else>>
catastrofic casualties.
catastrophic casualties.
<</if>>
<</if>>
<<if $secBots.active == 1>>
......@@ -282,13 +282,13 @@
<<elseif _loss <= 60>>
heavy casualties.
<<else>>
catastrofic casualties.
catastrophic casualties.
<</if>>
<<if $secBots.troops <= 0>>
<<set $secBots.active = 0>>
Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. It will take quite the investment to rebuild them.
<<elseif $secBots.troops <= 10>>
The unit has very few operatives left, it risks compelte annihilation if deployed again.
The unit has very few operatives left, it risks complete annihilation if deployed again.
<</if>>
<</if>>
<<if $securityForceCreate == 1>>
......@@ -309,7 +309,7 @@
<<elseif _loss <= 60>>
heavy casualties.
<<else>>
catastrofic casualties.
catastrophic casualties.
<</if>>
<</if>>
<<if $deployingMilitia == 1>>
......@@ -331,7 +331,7 @@
<<elseif _loss <= 60>>
heavy casualties
<<else>>
catastrofic casualties
catastrophic casualties
<</if>>
<<set _med = Math.round(Math.clamp(_loss * $militiaUnits[_j].medics * 0.25,1,_loss))>>
<<if $militiaUnits[_j].medics == 1>>
......@@ -381,7 +381,7 @@
<<elseif _loss <= 60>>
heavy casualties
<<else>>
catastrofic casualties
catastrophic casualties
<</if>>
<<set _med = Math.round(Math.clamp(_loss * $slaveUnits[_j].medics * 0.25,1,_loss))>>
<<if $slaveUnits[_j].medics == 1>>
......@@ -400,7 +400,7 @@
<</if>>
<<if $slaveUnits[_j].troops <= 0>>
<<set $slaveUnits[_j].active = 0>>
<br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The sorvivors will be sent home honored as veterans or reorganized in a new unit.
<br>Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The survivors will be sent home honored as veterans or reorganized in a new unit.
<<elseif $slaveUnits[_j].troops <= 10>>
<br>The unit has very few operatives left, it risks complete annihilation if deployed again.
<</if>>
......@@ -426,7 +426,7 @@
<<elseif _loss <= 60>>
heavy casualties
<<else>>
catastrofic casualties
catastrophic casualties
<</if>>
<<set _med = Math.round(Math.clamp(_loss * $mercUnits[_j].medics * 0.25,1,_loss))>>
<<if $mercUnits[_j].medics == 1>>
......@@ -482,7 +482,7 @@
<br>Units dissolved.
<</replace>>
<</link>>
<br>//Manpower will be refunded, but will negatvely influence the loyalty of the other units//
<br>//Manpower will be refunded, but will negatively influence the loyalty of the other units//
<br><<link "Purge the dissidents and dissolve the units">>
<<removeUnits _militiaRebelledID>>
<<set $militiaFreeManpower += _militiaManpower * 0.5>>
......
......@@ -28,7 +28,7 @@
<<elseif $args[0].loyalty < 66>>
Their loyalty is not as high as it can be, but they are not actively working against their arcology owner.
<<elseif $args[0].loyalty < 90>>
Their loyalty is high and strong. The likelyhood of this unit betraying the arcology is low to non-existent.
Their loyalty is high and strong. The likelihood of this unit betraying the arcology is low to non-existent.
<<else>>
The unit is fanatically loyal. They would prefer death over betrayal.
<</if>>
......@@ -74,7 +74,7 @@
<<elseif $args[0].loyalty < 66>>
Their loyalty is not as high as it can be, but they are not actively working against their arcology owner.
<<elseif $args[0].loyalty < 90>>
Their loyalty is high and strong. The likelyhood of this unit betraying the arcology is low to non-existent.
Their loyalty is high and strong. The likelihood of this unit betraying the arcology is low to non-existent.
<<else>>
The unit is fanatically loyal. They would prefer death over betrayal.
<</if>>
......@@ -120,7 +120,7 @@
<<elseif $args[0].loyalty < 66>>
Their loyalty is not as high as it can be, but they are not actively working against their arcology owner.
<<elseif $args[0].loyalty < 90>>
Their loyalty is high and strong. The likelyhood of this unit betraying the arcology is low to non-existent.
Their loyalty is high and strong. The likelihood of this unit betraying the arcology is low to non-existent.
<<else>>
The unit is fanatically loyal. They would prefer death over betrayal.
<</if>>
......
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