Implement city production projects for units and buildings
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@@ -0,0 +1,40 @@
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# City Buildings & Extensions configuration
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# All gameplay values are configurable via YAML
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districts:
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center:
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id: "center"
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name: "City Center"
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max_buildings: 10
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description: "The urban core and administrative center of the city."
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buildings:
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granary:
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id: "granary"
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name: "Granary"
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district: "center"
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labor_cost: 1000
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food_modifier: 0.50
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food_bonus: 0
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labor_bonus: 0
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culture_bonus: 0
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science_bonus: 0
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faith_bonus: 0
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gold_bonus: 0
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icon: "images/improvements/granary.png"
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description: "+50% Food production in city"
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monument:
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id: "monument"
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name: "Monument"
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district: "center"
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labor_cost: 800
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food_modifier: 0.0
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food_bonus: 0
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labor_bonus: 0
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culture_bonus: 250
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science_bonus: 0
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faith_bonus: 0
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gold_bonus: 0
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icon: "images/improvements/monument.png"
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description: "+250 Culture per tick"
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@@ -12,6 +12,8 @@ city_view_zoom: 4.8
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base_resource_yield_per_tick: 500
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tile_culture_cost: 10000
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food_to_inhabitants_ratio: 1.0
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default_unit_labor_cost: 1000
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unit_labor_cost_multiplier: 20
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# Base yield breakdown per resource (default 500 per tick)
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base_yields:
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@@ -59,3 +59,35 @@ ui:
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produce_unit: "Produce Unit"
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build_district: "Construct District"
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population_growth: "Growth in {turns}s"
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management_title: "%1 - CITY MANAGEMENT"
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close_btn: "[X] Close"
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local_info: "Local: Population: %L1 (%2 Pop: %3 working, %4 free) | Labor: %L5"
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national_info: "National: Culture: %L1 | Science: %L2 | Gold: %L3 | Faith: %L4"
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help_text: "Click a tile to assign 1 Pop | Click an unowned tile to buy with Culture."
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current_production: "CURRENT PRODUCTION"
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no_project: "No active project"
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select_prompt: "Select a unit or building to construct"
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ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)"
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cancel_btn: "Cancel"
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districts_header: "DISTRICT: CITY CENTER"
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no_buildings: "No extensions built yet"
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choose_project: "CHOOSE CITY PROJECT"
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tab_buildings: "Buildings & Extensions"
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tab_units: "Units"
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btn_build: "Build"
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btn_train: "Train"
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status_built: "BUILT"
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status_in_progress: "ACTIVE"
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labor_cost_label: "%1 Labor (%2 ticks)"
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unit_trained: "%1: %2 trained!"
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building_completed: "%1: %2 completed in %3!"
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project_started: "%1: Started %2"
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project_cancelled: "%1: Project cancelled"
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already_built: "%1 already built in this city!"
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growth_float: "+%1 Inhabitants | +%2 Culture"
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not_enough_culture: "Not enough Culture! (%1 needed)"
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worker_freed: "Pop worker freed"
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worker_assigned: "+1 Pop working"
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no_free_pop: "No free Pop!"
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buy_tile: "BUY"
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occupied: "OCCUPIED"
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@@ -5,6 +5,7 @@ domain: land
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health: 100
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movement_speed: 2.0
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cost: 50
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labor_cost: 1000
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build_charges: -1 # -1 voor oneindig doorwerken
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infinite_charges: true
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icon: images/units/builder.png
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@@ -5,6 +5,7 @@ domain: naval
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health: 120
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movement_speed: 3.0
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cost: 60
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labor_cost: 1500
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attack_damage: 25
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attack_range: 1
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icon: images/units/galley.png
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@@ -5,6 +5,7 @@ domain: land
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health: 100
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movement_speed: 2.0
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cost: 80
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labor_cost: 2000
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icon: images/units/settler.png
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actions:
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- verplaatsen
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@@ -5,6 +5,7 @@ domain: land
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health: 70
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movement_speed: 2.0
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cost: 35
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labor_cost: 800
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attack_damage: 15
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attack_range: 2
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icon: images/units/slinger.png
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@@ -5,6 +5,7 @@ domain: land
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health: 100
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movement_speed: 2.0
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cost: 40
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labor_cost: 1000
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attack_damage: 20
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attack_range: 1
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icon: images/units/warrior.png
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