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DankWolf/fc
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DankWolf/fc
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resources/vector/hair/neat front.svg
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bsd-3-clause
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svg
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bsd-3-clause
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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svg
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bsd-3-clause
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DankWolf/fc
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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svg
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DankWolf/fc
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resources/vector/outfit/boot wide latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/butt 0 latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/chastity male aft.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/chastity male fore 0.svg
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svg
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bsd-3-clause
| 5,403 |
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DankWolf/fc
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svg
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bsd-3-clause
| 5,252 |
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DankWolf/fc
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resources/vector/outfit/chastity male fore 2.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/chastity male fore 3.svg
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svg
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bsd-3-clause
| 5,442 |
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DankWolf/fc
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resources/vector/outfit/chastity male fore 4.svg
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svg
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bsd-3-clause
| 5,302 |
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bsd-3-clause
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svg
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svg
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bsd-3-clause
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/extreme heel wide latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/extreme heel wide.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/extreme heel.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/flat latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/gag.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/glasses.svg
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/heel latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/heel.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/leather with cowbell.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/leg narrow latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/leg normal latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/leg wide latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/nice retirement counter.svg
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svg
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bsd-3-clause
| 5,096 |
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DankWolf/fc
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resources/vector/outfit/pretty jewelry.svg
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svg
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bsd-3-clause
| 5,618 |
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DankWolf/fc
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resources/vector/outfit/shock punishment.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/stylish leather.svg
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svg
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bsd-3-clause
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DankWolf/fc
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svg
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DankWolf/fc
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/torso hourglass straps.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/torso normal latex.svg
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svg
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bsd-3-clause
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DankWolf/fc
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resources/vector/outfit/torso normal straps.svg
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svg
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bsd-3-clause
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<g id="Torso_Unnatural_2_">
<path id="Body_Shadow_4_" class="st0" d="M445.8,413.2c17.2,4.6,17.2,30.6,43.5,50.1c1.2,0.9-21.9-11.3-4.5-34.1
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</g>
</svg>
|
DankWolf/fc
|
resources/vector/outfit/torso unnatural latex.svg
|
svg
|
bsd-3-clause
| 1,121 |
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:cc="http://creativecommons.org/ns#" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" version="1.1" x="0px" y="0px" viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve" id="svg4356" sodipodi:docname="vector source.svg" inkscape:version="0.91 r13725">
<metadata id="metadata4362">
<rdf:RDF>
<cc:Work rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type rdf:resource="http://purl.org/dc/dcmitype/StillImage"/>
<dc:title/>
</cc:Work>
</rdf:RDF>
</metadata>
<defs id="defs4360"/>
<sodipodi:namedview pagecolor="#ffffff" bordercolor="#666666" borderopacity="1" objecttolerance="10" gridtolerance="10" guidetolerance="10" inkscape:pageopacity="0" inkscape:pageshadow="2" inkscape:window-width="1280" inkscape:window-height="952" id="namedview4358" showgrid="false" inkscape:zoom="4.808326" inkscape:cx="531.76051" inkscape:cy="751.71421" inkscape:window-x="0" inkscape:window-y="0" inkscape:window-maximized="1" inkscape:current-layer="Boob_Large_3_" inkscape:object-nodes="true" inkscape:object-paths="false" inkscape:snap-smooth-nodes="true" inkscape:snap-object-midpoints="true"/>
<style type="text/css" id="style3680">
.st0{fill:#FFFFFF;}
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.st2{fill:#2680BC;}
.st3{fill:#F6E0E8;}
.st4{fill:#515351;}
.st5{fill:#F4F1A3;}
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.st16{fill:#3E65B0;}
.st17{fill:#15406D;}
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.st19{fill:#787878;}
.st20{fill:#D76B93;}
.st21{fill:#4DB748;}
.st22{opacity:0.24;fill:#BF2126;enable-background:new ;}
.st23{fill:#070505;}
.st24{fill:#BF2126;}
</style>
<svg:g inkscape:groupmode="layer" id="Torso_Unnatural_straps" inkscape:label="Torso_Unnatural_straps" style="display:inline">
<svg:path style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 501.152,204.07 C 500.44,208.762 504.877,212.166 510.374,215.305 C 523.664,215.126 537.25,213.091 550.54,206.278" id="path9218" inkscape:connector-curvature="0" sodipodi:nodetypes="ccc"/>
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<svg:path style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 468.581,355.606 L 477.335,354.779 L 491.521,353.918 L 498.229,354.208 L 535.693,361.984" id="path9224" inkscape:connector-curvature="0" sodipodi:nodetypes="ccccc"/>
<svg:path style="display:inline;fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 465.026,377.931 C 472.614,387.409 477.095,393.328 482.188,407.3 C 495.417,392.256 523.809,387.614 542.329,378.524" id="path9226" inkscape:connector-curvature="0" sodipodi:nodetypes="ccc"/>
<svg:path id="path4809" style="fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:2.5;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1" d="M 586.895,273.468 L 558.608,283.791 L 528.877,283.779 L 491.181,281.745 L 468.744,277.264 L 459.884,274.615" inkscape:connector-curvature="0" sodipodi:nodetypes="cccccc"/>
</svg:g>
</svg>
|
DankWolf/fc
|
resources/vector/outfit/torso unnatural straps.svg
|
svg
|
bsd-3-clause
| 4,305 |
<?xml version="1.0" encoding="utf-8"?>
<!-- Generator: Adobe Illustrator 19.2.1, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
<svg version="1.1"
id="svg4356" inkscape:version="0.92.0 r15299" sodipodi:docname="fc vector edit.svg" xmlns:cc="http://creativecommons.org/ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd" xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 1000 1000"
style="enable-background:new 0 0 1000 1000;" xml:space="preserve">
<style type="text/css">
.st0{fill:#FEFFF2;}
</style>
<g id="Collar">
<g id="Uncomfortable_leather">
<g>
<path d="M519.9,194.2c-5.4,0-7.7-3.1-7.8-3.3c-0.5-0.7-0.3-1.6,0.4-2.1c0.7-0.5,1.6-0.3,2.1,0.4c0.2,0.3,4.4,5.6,16.9-2
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</g>
</g>
</svg>
|
DankWolf/fc
|
resources/vector/outfit/uncomfortable leather.svg
|
svg
|
bsd-3-clause
| 1,543 |
<?xml version="1.0" encoding="utf-8"?>
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<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
viewBox="0 0 1000 1000" style="enable-background:new 0 0 1000 1000;" xml:space="preserve">
<style type="text/css">
.st0{fill:#FFFFFF;}
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|
DankWolf/fc
|
resources/vector/test ui.svg
|
svg
|
bsd-3-clause
| 5,266 |
#!/bin/bash
if [ ! -d ".git" ]; then
#not running in git repo, so can't use git commands :-)
echo "No .git repo found - skipping sanity checks"
exit 0
fi
WARNING='\033[93m'
WARNING='\033[93m'
ENDC='\033[0m'
myprint() {
while read data; do
echo -n -e "[$1]$WARNING"
echo "$data"
done
}
GREP="git grep -n --color"
# Check for missing right angle bracket: <</if>
$GREP "<</[^>]*>[^>]" -- 'src/*' | myprint "MissingClosingAngleBracket"
$GREP "<<[^>()]*>[^()<>"$'\r]*\r'"\?$" -- 'src/*' | myprint "MissingClosingAngleBracket"
# Check for missing left angle bracket: </if>>
$GREP "\([^<]\|^\)</\?\(if\|else\|case\|set\|print\|elseif\)" -- 'src/*' | myprint "MissingOpeningAngleBracket2"
# Check for accidental assignment. e.g.: <<if $foo = "hello">>
$GREP "<<[ ]*if[^>=]*[^><\!=]=[^=][^>]*>>" -- 'src/*' | myprint "AccidentalAssignmentInIf"
# Check for accidental assignment. e.g.: <<elseif $foo = "hello">>
$GREP "<<[ ]*elseif[^>=]*[^><\!=]=[^=][^>]*>>" -- 'src/*' | myprint "AccidentalAssignmentInElseIf"
# Check for missing ". e.g.: <<if $foo == "hello>>
$GREP "<<[^\"<>]*\"[^\"<>]*>>" -- 'src/*' | myprint "MissingSpeechMark"
# Check for missing ". e.g.: <<if $foo = "hello)
$GREP -e "<<[^\"<>]*\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\"\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\([^\"<>]\| [<>] \)*>>" --and --not -e "*[^']*" -- 'src/*' | myprint "MissingSpeechMark2"
# Check for colors like: @@color:red - should be @@.red
$GREP -e "@@color:" --and --not -e "@@color:rgb([0-9 ]\+,[0-9 ]\+,[0-9 ]\+)" -- "src/*" | myprint "UseCssColors"
# Check for missing $ in activeSlave or PC
$GREP "<<[ ]*[^\$><_\[]*\(activeSlave\|PC\)[.]" -- "src/*" | myprint "MissingDollar"
# Check for closing bracket without opening bracket. e.g.: <<if foo)>> (but <<case "foo")>> is valid, so ignore those
$GREP -e "<<[ a-zA-Z]\+\([^()<>]\|[^()<>][<>][^()<>]\)*)" --and --not -e "<< *case" -- "src/*" | myprint "MissingOpeningBracket"
# Check for opening bracket without closing bracket. e.g.: <<if (foo>>
$GREP -e "<<[ a-zA-Z]\([^<>]\|[^<>][<>][^<>]\)\+(\([^()<>]\|[^<>()][<>][^<>()]\|([^<>()]*])\)*>>" -- "src/*" | myprint "MissingClosingBracket"
# Check for two closing brackets but one opening bracket. e.g.: <<if (foo))>>
$GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*)[^()]*)[^()<>]*>>" -- "src/*" | myprint "MissingOpeningBracket2"
# Check for one closing bracket but two opening brackets. e.g.: <<if ((foo)>>
$GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*([^()]*)[^()<>]*>>" -- "src/*" | myprint "MissingClosingBracket2"
$GREP -e "<<.*[(][^<>)]*[(][^<>)]*)\?[^<>)]*>>" -- "src/*" | myprint "MissingClosingBracket3"
# Check for missing >>. e.g.: <<if $foo
$GREP "<<[^<>]*[^,\"\[{"$'\r]\r'"\?$" -- 'src/*' | myprint "MissingClosingAngleBrackets"
# Check for too many >>>. e.g.: <</if>>>
$GREP "<<[^<>]*[<>]\?[^<>]*>>>" -- "src/*.tw" | myprint "TooManyAngleBrackets"
# Check for too many <<<. e.g.: <<</if>>
$GREP "<<<[^<>]*[<>]\?[^<>]*>>" -- "src/*.tw" | myprint "TooManyAngleBrackets"
# Check for wrong capitalization on 'activeslave' and other common typos
$GREP -e "\$act" --and --not -e "\$\(activeSlave\|activeArcology\|activeStandard\|activeOrgan\|activeLimbs\|activeUnits\)" -- "src/*" | myprint "WrongCapitilization"
$GREP "\(csae\|[a-z] She \|attepmts\|youreslf\|advnaces\|canAcheive\|setBellySize\|SetbellySize\|setbellySize\|bellypreg\|pregBelly\|bellyimplant\|bellyfluid\|pronounCaps\)" -- 'src/*' | myprint "SpellCheck"
$GREP "\(recieve\|recieves\)" -- 'src/*' | myprint "PregmodderCannotSpellReceive"
$GREP "\$slave\[" -- 'src/*' | myprint "ShouldBeSlaves"
# Check for strange spaces e.g. $slaves[$i]. lips
$GREP "\$slaves\[\$i\]\. " -- 'src/*' | myprint "MissingPropertyAfterSlaves"
# Check using refreshmentType instead of refreshment
$GREP "\$PC.refreshmentType[^ =]" -- 'src/*' | myprint "ShouldBeRefreshment"
# Check, e.g., <<//if>>
$GREP "<</[a-zA-Z]*[^a-zA-Z<>]\+[a-zA-Z]*>>" -- 'src/*' | myprint "DoubleSlash"
# Check, e.g. <<else $foo==4
$GREP "<<else >\?[^>]" -- 'src/*' | myprint "ShouldBeElseIf"
# Check, e.g., =to
$GREP "=to" -- 'src/*' | myprint "EqualAndTo"
# Check doing $slaves.foo instead of $slaves[i].foo
$GREP -e "[$]slaves[.]" --and --not -e '[$]slaves[.]\(length\|random\|map\|filter\|deleteAt\|push\|find\|includes\|delete\|forEach\)' -- 'src/*' | myprint "MissingSlavesIndex"
# Try to check for accidentally mixing slaves[] and activeSlave. This can have a lot of false matches, but has caught a lot of bugs so it's worth the pain
$GREP -e "activeSlave[.]" --and -e "slaves\[..\?\][.]" --and --not -e '[.]ID' --and --not -e 'slaves\[..\?\][.]\(slaveName\|slaveSurname\|actualAge\|relation\|assignment\|age\|devotion\|trust\|vagina\|mother\|father\|training\)' -- 'src/*' | myprint "MaybeAccidentalMixingOfSlavesAndActiveSlave"
# Check, e.g. <<set foo == 4>>
$GREP "<<set[^{>=]*==" -- 'src/*' | myprint "DoubleEqualsInSet"
# Check for, e.g <<if slaves[foo]>>
$GREP "<<\([^>]\|[^>]>[^>]\)*[^$]slaves\[" -- 'src/*' | myprint "MissingDollar"
# Check for missing $ or _ in variable name:
$GREP -e "<<[a-zA-Z]\([^>\"]\|[^>]>[^>]\|\"[^\"]*\"\)* [a-zA-Z]\+ * =" -- src/*.tw | myprint "MissingDollar2"
# Check for missing command, e.g. <<foo =
$GREP -e "<<[a-zA-Z]* = *" -- src/*.tw | myprint "BadCommand"
# Check for duplicate words, e.g. with with
$GREP -e " \(\b[a-zA-Z][a-zA-Z]\+\) \1\b " --and --not -e " her her " --and --not -e " you you " --and --not -e " New New " --and --not -e "Slave Slave " --and --not -e " that that " --and --not -e " in in " --and --not -e " is is " -- 'src/*' | myprint "Duplicate words"
# Check for obsolete SugarCube macros
$GREP -E "<<display |<<click|<<.*\.contains" -- src/*.tw | myprint "ObsoleteMacro"
# Check for double articles
$GREP -E "\Wa an\W" -- src/*.tw | myprint "DoubleArticle"
# Check for incorrect articles
$GREP -i -E "\Wa (a|e|i|o|u)." -- src/*.tw | grep -a -i -vE "\Wa (un|eu|us|ut|on|ur|in)." | grep -a -i -vE "(&|<<s>>|UM)." | myprint "IncorrectArticle"
$GREP -i -E "\Wan (b|c|d|f|g|j|k|l|m|n|p|q|r|s|t|v|w|x|y|z)\w." -- src/*.tw | grep -a -i -vE "[A-Z]{3}" | myprint "IncorrectArticle"
# Check for $ sign mid-word
$GREP -i "\w$\w" -- src/*.tw | myprint "VarSignMidWord"
# check for $ sign at beginning of macro
$GREP '<<\s*\$' -- 'src/*' | myprint "VarSignAtMacroStart"
# check for missing ; before statement
$GREP 'if $ ' -- 'src/*' | myprint "missing ; before statement"
$GREP 'elseif $ ' -- 'src/*' | myprint "missing ; before statement"
# Check for a . inside a <<>>
$GREP "<<[a-zA-Z]\([^\"'>]\|[^\"'>]>[^\"'>]\)*[a-zA-Z][.][^a-zA-Z]" | myprint "StrangeCharacterAfterDot"
# Check that we do not have any variables that we use only once. e.g. $onlyUsedOnce
# Ignore *Nationalities
(
cd src/
cat $(find . -name "*.tw" ) | tr -c '$a-zA-Z' '\n' | sed -n '/^[$]/p' | grep -v "Nationalities" | sort | uniq -u | sed 's/^[$]/-e[$]/' | sed 's/$/\\\\W/' | xargs -r git grep -n --color | myprint "OnlyUsedOnce"
cat $(find . -name "*.tw" ) | tr -c '.$a-zA-Z[]_' '\n' | sed 's/SugarCube\.State\.variables\./$/g' | sed -n -e 's/^[$]\(PC\|activeSlave\|\(slaves\|tanks\)\[[^]]*\]*\)[.]\([a-zA-Z]\+\).*$/[.]\3/p' | sort | uniq -u |sed 's/^\(.*\)$/-e\1\\\\\b/' | xargs -r git grep -n --color | myprint "SlaveAttributeUsedOnce"
$GREP "\$\(PC\|activeSlave\|slaves\|tanks\)[.][^a-zA-Z]" | myprint "UnexpectedCharAfterDot"
)
# Check that all the tags are properly opened and closed
git ls-files "src/*.tw" | xargs -d '\n' ./devTools/check.py
|
DankWolf/fc
|
sanityCheck
|
none
|
bsd-3-clause
| 7,446 |
:: SecExpBackwardCompatibility [nobr]
<<set $nextButton = "Continue", $nextLink = "Main", $returnTo = "Main">>
/* base stats */
<<if ndef $authority>>
<<set $authority = 0>>
<</if>>
<<if ndef $security>>
<<set $security = 30>>
<</if>>
<<if ndef $secRestPoint>>
<<set $secRestPoint = 40>>
<</if>>
<<if ndef $crime>>
<<set $crime = 30>>
<</if>>
<<if ndef $crimeCap>>
<<set $crimeCap = 100>>
<</if>>
<<if ndef $readiness>>
<<set $readiness = 1>>
<</if>>
<<if ndef $recon>>
<<set $recon = 0>>
<</if>>
<<if ndef $maxUnits>>
<<set $maxUnits = 6>>
<</if>>
<<if ndef $trade>>
<<set $trade = 0>>
<<calcInitialTrade>>
<</if>>
<<if ndef $activeUnits>>
<<set $activeUnits = 0>>
<</if>>
<<if ndef $attackType>>
<<set $attackType = "none">>
<</if>>
<<if ndef $attackThisWeek>>
<<set $attackThisWeek = 0>>
<</if>>
<<if ndef $lastAttackWeeks>>
<<set $lastAttackWeeks = 0>>
<</if>>
<<if ndef $hasFoughtOnce>>
<<set $hasFoughtOnce = 0>>
<</if>>
<<if ndef $hasFoughtMajorBattleOnce>>
<<set $hasFoughtMajorBattleOnce = 0>>
<</if>>
<<if ndef $hasRebelledOnce>>
<<set $hasRebelledOnce = 0>>
<</if>>
<<if ndef $majorBattle>>
<<set $majorBattle = 0>>
<</if>>
<<if ndef $PCvictoryStreak>>
<<set $PCvictoryStreak = 0>>
<</if>>
<<if ndef $PClossStreak>>
<<set $PClossStreak = 0>>
<</if>>
<<if ndef $oldFlux>>
<<set $oldFlux = 0>>
<</if>>
<<if ndef $wasToggledBefore>>
<<set $wasToggledBefore = 0>>
<</if>>
<<if ndef $showBattleStatistics>>
<<set $showBattleStatistics = 0>>
<</if>>
<<if ndef $forceBattle>>
<<set $forceBattle = 0>>
<</if>>
<<if ndef $forceMajorBattle>>
<<set $forceMajorBattle = 0>>
<</if>>
<<if ndef $foughtThisWeek>>
<<set $foughtThisWeek = 0>>
<</if>>
<<if ndef $battlesEnabled>>
<<set $battlesEnabled = 1>>
<</if>>
<<if ndef $battlesEnabledOceanic>>
<<set $battlesEnabledOceanic = 0>>
<</if>>
<<if ndef $majorBattlesEnabled>>
<<set $majorBattlesEnabled = 1>>
<</if>>
<<if ndef $majorBattleGameOver>>
<<set $majorBattleGameOver = 1>>
<</if>>
<<if ndef $rebellionsEnabled>>
<<set $rebellionsEnabled = 1>>
<</if>>
<<if ndef $forceRebellion>>
<<set $forceRebellion = 0>>
<</if>>
<<if ndef $rebellionGameOver>>
<<set $rebellionGameOver = 1>>
<</if>>
<<if ndef $allowPrestigeFromBattles>>
<<set $allowPrestigeFromBattles = 1>>
<</if>>
<<if ndef $battleFrequency>>
<<set $battleFrequency = 1>>
<</if>>
<<if ndef $rebellionSpeed>>
<<set $rebellionSpeed = 1>>
<</if>>
<<if ndef $majorBattleMult>>
<<set $majorBattleMult = 1>>
<</if>>
/* edicts */
<<if ndef $edictsUpkeep>>
<<set $edictsUpkeep = 0>>
<</if>>
<<if ndef $edictsAuthUpkeep>>
<<set $edictsAuthUpkeep = 0>>
<</if>>
<<if ndef $alternativeRents>>
<<set $alternativeRents = 0>>
<</if>>
<<if ndef $enslavementRights>>
<<set $enslavementRights = 0>>
<</if>>
<<if ndef $securityExemption>>
<<set $securityExemption = 0>>
<</if>>
<<if ndef $sellData>>
<<set $sellData = 0>>
<</if>>
<<if ndef $propCampaignBoost>>
<<set $propCampaignBoost = 0>>
<</if>>
<<if ndef $slaveWatch>>
<<set $slaveWatch = 0>>
<</if>>
<<if ndef $subsidyChurch>>
<<set $subsidyChurch = 0>>
<</if>>
<<if ndef $limitImmigration>>
<<set $limitImmigration = 0>>
<</if>>
<<if ndef $openBorders>>
<<set $openBorders = 0>>
<</if>>
<<if ndef $limitSubhumans>>
<<set $limitSubhumans = 0>>
<</if>>
<<if ndef $slavesOfficers>>
<<set $slavesOfficers = 0>>
<</if>>
<<if ndef $martialSchool>>
<<set $martialSchool = 0>>
<</if>>
<<if ndef $discountMercenaries>>
<<set $discountMercenaries = 0>>
<</if>>
<<if ndef $militiaFounded>>
<<set $militiaFounded = 0>>
<</if>>
<<if ndef $recruitVolunteers>>
<<set $recruitVolunteers = 0>>
<</if>>
<<if ndef $militaryService>>
<<set $militaryService = 0>>
<</if>>
<<if ndef $militarizedSociety>>
<<set $militarizedSociety = 0>>
<</if>>
<<if ndef $militaryExemption>>
<<set $militaryExemption = 0>>
<</if>>
<<if ndef $lowerRquirements>>
<<set $lowerRquirements = 0>>
<</if>>
<<if ndef $noSubhumansInArmy>>
<<set $noSubhumansInArmy = 0>>
<</if>>
<<if ndef $pregExemption>>
<<set $pregExemption = 0>>
<</if>>
<<if ndef $eliteOfficers>>
<<set $eliteOfficers = 0>>
<</if>>
<<if ndef $liveTargets>>
<<set $liveTargets = 0>>
<</if>>
<<if ndef $legionTradition>>
<<set $legionTradition = 0>>
<</if>>
<<if ndef $eagleWarriors>>
<<set $eagleWarriors = 0>>
<</if>>
<<if ndef $ronin>>
<<set $ronin = 0>>
<</if>>
<<if ndef $sunTzu>>
<<set $sunTzu = 0>>
<</if>>
<<if ndef $mamluks>>
<<set $mamluks = 0>>
<</if>>
<<if ndef $pharaonTradition>>
<<set $pharaonTradition = 0>>
<</if>>
<<if ndef $weaponsLaw || $wasToggledBefore == 1>>
<<set $weaponsLaw = 3>>
<</if>>
<<if ndef $soldierWages>>
<<set $soldierWages = 1>>
<</if>>
<<if ndef $militiaSoldierPrivilege>>
<<set $militiaSoldierPrivilege = 0>>
<</if>>
<<if ndef $slaveSoldierPrivilege>>
<<set $slaveSoldierPrivilege = 0>>
<</if>>
<<if ndef $mercSoldierPrivilege>>
<<set $mercSoldierPrivilege = 0>>
<</if>>
<<if ndef $tradeLegalAid>>
<<set $tradeLegalAid = 0>>
<</if>>
<<if ndef $taxTrade>>
<<set $taxTrade = 0>>
<</if>>
/* proclamations */
<<if ndef $proclamationsCooldown>>
<<set $proclamationsCooldown = 0>>
<</if>>
<<if ndef $proclamationCurrency>>
<<set $proclamationCurrency = "authority">>
<</if>>
<<if ndef $proclamationType>>
<<set $proclamationType = "none">>
<</if>>
/* buildings */
<<if ndef $secHQ>>
<<set $secHQ = 0>>
<</if>>
<<if ndef $secBarracks>>
<<set $secBarracks = 0>>
<</if>>
<<if ndef $secBarracksUpgrades>>
<<set $secBarracksUpgrades ={
size: 0,
luxury: 0,
training: 0,
loyaltyMod:0 }>>
<</if>>
<<if ndef $secBarracksUpgrades.loyaltyMod>>
<<set $secBarracksUpgrades.loyaltyMod = 0>>
<</if>>
<<if ndef $secHelots>>
<<set $secHelots = 0>>
<</if>>
<<if ndef $reqHelots>>
<<set $reqHelots = 20>>
<</if>>
<<if ndef $secUpgrades >>
<<set $secUpgrades = {
nanoCams: 0,
cyberBots: 0,
eyeScan: 0,
cryptoAnalyzer: 0,
coldstorage: 0}>>
<</if>>
<<if ndef $crimeUpgrades>>
<<set $crimeUpgrades = {
autoTrial: 0,
autoArchive: 0,
worldProfiler: 0,
advForensic: 0}>>
<</if>>
<<if ndef $intelUpgrades>>
<<set $intelUpgrades = {
sensors: 0,
radar: 0,
signalIntercept: 0}>>
<</if>>
<<if ndef $readinessUpgrades>>
<<set $readinessUpgrades = {
earlyWarn: 0,
rapidPlatforms: 0,
pathways: 0,
rapidVehicles: 0}>>
<</if>>
<<if ndef $propHub>>
<<set $propHub = 0>>
<</if>>
<<if ndef $propCampaign>>
<<set $propCampaign = 0>>
<</if>>
<<if ndef $propFocus>>
<<set $propFocus = "none">>
<</if>>
<<if ndef $miniTruth>>
<<set $miniTruth = 0>>
<</if>>
<<if ndef $fakeNews>>
<<set $fakeNews = 0>>
<</if>>
<<if ndef $controlLeaks>>
<<set $controlLeaks = 0>>
<</if>>
<<if ndef $secretService>>
<<set $secretService = 0>>
<</if>>
<<if ndef $blackOps>>
<<set $blackOps = 0>>
<</if>>
<<if ndef $marketInfiltration>>
<<set $marketInfiltration = 0>>
<</if>>
<<if ndef $propHubUpkeep>>
<<set $propHubUpkeep = $facilityCost * 5>>
<</if>>
<<if ndef $secHQUpkeep>>
<<set $secHQUpkeep = $facilityCost * 5>>
<</if>>
<<if ndef $secBarracksUpkeep>>
<<set $secBarracksUpkeep = $facilityCost * 5>>
<</if>>
<<if ndef $upgradeUpkeep>>
<<set $upgradeUpkeep = 50>>
<</if>>
<<if ndef $riotCenter>>
<<set $riotCenter = 0>>
<</if>>
<<if ndef $riotUpkeep>>
<<set $riotUpkeep = $facilityCost * 5>>
<</if>>
<<if ndef $riotUpgrades>>
<<set $riotUpgrades = {
freeMedia: 0,
rapidUnit: 0,
rapidUnitSpeed: 0}>>
<</if>>
<<if ndef $fort>>
<<set $fort = {
reactor: 0,
waterway: 0,
assistant: 0}>>
<</if>>
<<if ndef $sentUnitCooldown>>
<<set $sentUnitCooldown = 0>>
<</if>>
<<if ndef $advancedRiotEquip>>
<<set $advancedRiotEquip = 0>>
<</if>>
<<if ndef $brainImplant>>
<<set $brainImplant = -1>>
<</if>>
<<if ndef $brainImplantProject>>
<<set $brainImplantProject = 0>>
<</if>>
<<if ndef $weapHelots>>
<<set $weapHelots = 0>>
<</if>>
<<if ndef $weapManu>>
<<set $weapManu = 0>>
<</if>>
<<if ndef $weapProductivity>>
<<set $weapProductivity = 1>>
<</if>>
<<if ndef $weapLab>>
<<set $weapLab = 1>>
<</if>>
<<if ndef $baseUpgradeTime>>
<<set $baseUpgradeTime = 10>>
<</if>>
<<if ndef $weapUpgrades>>
<<set $weapUpgrades = []>>
<</if>>
<<if ndef $currentUpgrade>>
<<set $currentUpgrade = {
ID: 0,
name: " ",
unit: 0,
type: 0,
time: 0,
value: 0}>>
<<else>>
<<if ndef $currentUpgrade.ID>>
<<if $currentUpgrade.name == "magnetic based ballistic weaponry">>
<<set $currentUpgrade.ID = 0>>
<<elseif $currentUpgrade.name == "ceramo-metallic alloys">>
<<set $currentUpgrade.ID = 1>>
<<elseif $currentUpgrade.name == "rapid action stimulants">>
<<set $currentUpgrade.ID = 2>>
<<elseif $currentUpgrade.name == "fast response neural stimulant">>
<<set $currentUpgrade.ID = 3>>
<<elseif $currentUpgrade.name == "universal cyber enhancements">>
<<set $currentUpgrade.ID = 4>>
<<elseif $currentUpgrade.name == "remote neural links">>
<<set $currentUpgrade.ID = 5>>
<<elseif $currentUpgrade.name == "combined training regimens with the special force">>
<<set $currentUpgrade.ID = 6>>
<<elseif $currentUpgrade.name == "a variant of the stimulant cocktail that the special force created">>
<<set $currentUpgrade.ID = 7>>
<<elseif $currentUpgrade.name == "a mesh network based off the custom network of the special force">>
<<set $currentUpgrade.ID = 8>>
<<elseif $currentUpgrade.name == "dynamic battle aware AI">>
<<set $currentUpgrade.ID = -1>>
<<elseif $currentUpgrade.name == "adaptive armored frames">>
<<set $currentUpgrade.ID = -2>>
<<elseif $currentUpgrade.name == "advanced synthetic alloys">>
<<set $currentUpgrade.ID = -3>>
<</if>>
<</if>>
<</if>>
<<if ndef $droneUpgrades>>
<<set $droneUpgrades = {
attack: 0,
defense: 0,
hp:0}>>
<<elseif $droneUpgrades == null>>
<<set $droneUpgrades = {
attack: 0,
defense: 0,
hp:0}>>
<<else>>
<<if isInt($droneUpgrades)>>
<<unset $droneUpgrades>>
<<set $droneUpgrades = {
attack: 0,
defense: 0,
hp:0}>>
<</if>>
<<if ndef $droneUpgrades.attack || !isInt($droneUpgrades.attack)>>
<<set $droneUpgrades.attack = 0>>
<</if>>
<<if ndef $droneUpgrades.defense || !isInt($droneUpgrades.defense)>>
<<set $droneUpgrades.defense = 0>>
<</if>>
<<if ndef $droneUpgrades.hp || !isInt($droneUpgrades.hp)>>
<<set $droneUpgrades.hp = 0>>
<</if>>
<</if>>
<<if ndef $humanUpgrade>>
<<set $humanUpgrade = {
attack: 0,
defense: 0,
hp:0,
morale: 0}>>
<<elseif $humanUpgrade == null>>
<<set $humanUpgrade = {
attack: 0,
defense: 0,
hp:0,
morale: 0}>>
<<else>>
<<if isInt($humanUpgrade)>>
<<unset $humanUpgrade>>
<<set $humanUpgrade = {
attack: 0,
defense: 0,
hp:0,
morale: 0}>>
<</if>>
<<if ndef $humanUpgrade.attack || !isInt($humanUpgrade.attack)>>
<<set $humanUpgrade.attack = 0>>
<</if>>
<<if ndef $humanUpgrade.defense || !isInt($humanUpgrade.defense)>>
<<set $humanUpgrade.defense = 0>>
<</if>>
<<if ndef $humanUpgrade.hp || !isInt($humanUpgrade.hp)>>
<<set $humanUpgrade.hp = 0>>
<</if>>
<<if ndef $humanUpgrade.morale || !isInt($humanUpgrade.morale)>>
<<set $humanUpgrade.morale = 0>>
<</if>>
<</if>>
<<if ndef $sellTo>>
<<set $sellTo = {
citizen: 1,
raiders: 1,
oldWorld: 1,
FC: 1}>>
<</if>>
<<if ndef $completedUpgrades>>
<<set $completedUpgrades = []>>
<</if>>
<<if ndef $transportHub>>
<<set $transportHub = 0>>
<</if>>
<<if ndef $airport>>
<<set $airport = 1>>
<</if>>
<<if ndef $railway>>
<<set $railway = 1>>
<</if>>
<<if ndef $docks>>
<<set $docks = 1>>
<</if>>
<<if ndef $hubSecurity>>
<<set $hubSecurity = 1>>
<</if>>
/* events */
<<if ndef $smilingManProgress>>
<<set $smilingManProgress = 0>>
<</if>>
<<if ndef $investedFunds>>
<<set $investedFunds = 0>>
<</if>>
<<if ndef $relationshipLM>>
<<set $relationshipLM = 0>>
<</if>>
<<if ndef $captureRoute>>
<<set $captureRoute = 0>>
<</if>>
<<if ndef $collaborationRoute>>
<<set $collaborationRoute = 0>>
<</if>>
<<if ndef $smilingManWeek>>
<<set $smilingManWeek = 0>>
<</if>>
<<if ndef $globalCrisisWeeks>>
<<set $globalCrisisWeeks = 0>>
<</if>>
<<if ndef $smilingManFate>>
<<set $smilingManFate = 4>>
<</if>>
/* rebellions */
<<if ndef $tension>>
<<set $tension = 0>>
<</if>>
<<if ndef $slaveProgress>>
<<set $slaveProgress = 0>>
<</if>>
<<if ndef $citizenProgress>>
<<set $citizenProgress = 0>>
<</if>>
<<if ndef $slaveRebellionEventFires>>
<<set $slaveRebellionEventFires = 0>>
<</if>>
<<if ndef $citizenRebellionEventFires>>
<<set $citizenRebellionEventFires = 0>>
<</if>>
<<if ndef $slaveRebellion>>
<<set $slaveRebellion = 0>>
<</if>>
<<if ndef $citizenRebellion>>
<<set $citizenRebellion = 0>>
<</if>>
<<if ndef $rebellingUnits>>
<<set $rebellingUnits = []>>
<</if>>
<<if ndef $notInvolved>>
<<set $notInvolved = 0>>
<</if>>
<<if ndef $engageRule>>
<<set $engageRule = 0>>
<</if>>
<<if ndef $irregulars>>
<<set $irregulars = 0>>
<</if>>
<<if ndef $rebellingMilitia>>
<<set $rebellingMilitia = 0>>
<</if>>
<<if ndef $rebellingSlaves>>
<<set $rebellingSlaves = 0>>
<</if>>
<<if ndef $rebellingMercs>>
<<set $rebellingMercs = 0>>
<</if>>
<<if ndef $repairTime>>
<<set $repairTime = 3>>
<</if>>
<<if ndef $arcRepairTime>>
<<set $arcRepairTime = 0>>
<</if>>
<<if ndef $rebelDefeatAftermath>>
<<set $rebelDefeatAftermath = 0>>
<</if>>
<<if ndef $garrison>>
<<set $garrison = {
penthouse: 0,
reactor: 0,
assistant: 0,
waterway: 0,
reactorTime: 0,
assistantTime: 0,
waterwayTime: 0}>>
<<else>>
<<if ndef $garrison.penthouse>>
<<set $garrison.penthouse = 0>>
<</if>>
<<if ndef $garrison.reactor>>
<<set $garrison.reactor = 0>>
<</if>>
<<if ndef $garrison.assistant>>
<<set $garrison.assistant = 0>>
<</if>>
<<if ndef $garrison.waterway>>
<<set $garrison.waterway = 0>>
<</if>>
<<if ndef $garrison.reactorTime>>
<<set $garrison.reactorTime = 0>>
<</if>>
<<if ndef $garrison.assistantTime>>
<<set $garrison.assistantTime = 0>>
<</if>>
<<if ndef $garrison.waterwayTime>>
<<set $garrison.waterwayTime = 0>>
<</if>>
<</if>>
<<if ndef $rebellionsCount>>
<<set $rebellionsCount = 0>>
<</if>>
<<if ndef $PCrebWon>>
<<set $PCrebWon = 0>>
<</if>>
<<if ndef $PCrebLoss>>
<<set $PCrebLoss = 0>>
<</if>>
/* armed forces stats */
<<if ndef $difficulty>>
<<set $difficulty = 1>>
<</if>>
<<if ndef $targetUnit>>
<<set $targetUnit = 0>>
<</if>>
<<if ndef $targetIndex>>
<<set $targetIndex = 0>>
<</if>>
<<if ndef $secBotsCost>>
<<set $secBotsCost = 500>>
<</if>>
<<if ndef $secBotsUpgradeCost>>
<<set $secBotsUpgradeCost = 250>>
<</if>>
<<if ndef $equipUpgradeCost>>
<<set $equipUpgradeCost = 250>>
<</if>>
<<if ndef $maxTroops>>
<<set $maxTroops = 30>>
<</if>>
<<if ndef $militiaFounded>>
<<set $militiaFounded = 0>>
<</if>>
<<if ndef $militiaRecruitment>>
<<set $militiaRecruitment = 0>>
<</if>>
<<if ndef $militiaTotalManpower>>
<<set $militiaTotalManpower = 0>>
<</if>>
<<if ndef $militiaFreeManpower>>
<<set $militiaFreeManpower = 0>>
<</if>>
<<if ndef $militiaEmployedManpower>>
<<set $militiaEmployedManpower = 0>>
<</if>>
<<if ndef $militiaTotalCasualties>>
<<set $militiaTotalCasualties = 0>>
<</if>>
<<if ndef $slavesOfficers>>
<<set $slavesOfficers = 0>>
<</if>>
<<if ndef $slavesEmployedManpower>>
<<set $slavesEmployedManpower = 0>>
<</if>>
<<if ndef $slavesTotalCasualties>>
<<set $slavesTotalCasualties = 0>>
<</if>>
<<if ndef $slavesMaxTroops>>
<<set $slavesMaxTroops = 30>>
<</if>>
<<if ndef $mercTotalManpower>>
<<set $mercTotalManpower = 0>>
<</if>>
<<if ndef $mercFreeManpower>>
<<set $mercFreeManpower = 0>>
<</if>>
<<if ndef mercEmployedManpower>>
<<set $mercEmployedManpower = 0>>
<</if>>
<<if ndef $mercTotalCasualties>>
<<set $mercTotalCasualties = 0>>
<</if>>
<<if ndef $militiaLoyalty>>
<<set $militiaLoyalty = 0>>
<</if>>
<<if ndef $slaveArmyLoyalty>>
<<set $slaveArmyLoyalty = 0>>
<</if>>
<<if ndef $mercLoyalty>>
<<set $mercLoyalty = 0>>
<</if>>
<<if ndef $soldierUpkeep>>
<<set $soldierUpkeep = 10>>
<</if>>
<<if ndef $createdSlavesUnits>>
<<set $createdSlavesUnits = 0>>
<</if>>
<<if ndef $createdMilitiaUnits>>
<<set $createdMilitiaUnits = 0>>
<</if>>
<<if ndef $createdMercUnits>>
<<set $createdMercUnits = 0>>
<</if>>
/* battle relevant vars */
<<if ndef $troopCount>>
<<set $troopCount = 0>>
<</if>>
<<if ndef $slaveVictories>>
<<set $slaveVictories = []>>
<</if>>
<<if ndef $slaveIncreasedPrestige>>
<<set $slaveIncreasedPrestige = 0>>
<</if>>
<<if ndef $totalKills>>
<<set $totalKills = 0>>
<</if>>
<<if ndef $battlesCount>>
<<set $battlesCount = 0>>
<</if>>
<<if ndef $majorBattlesCount>>
<<set $majorBattlesCount = 0>>
<</if>>
<<if ndef $chosenTactic>>
<<set $chosenTactic = "none">>
<</if>>
<<if ndef $leadingTroops>>
<<set $leadingTroops = "none">>
<</if>>
<<if ndef $attackTroops>>
<<set $attackTroops = 0>>
<</if>>
<<if ndef $attackEquip>>
<<set $attackEquip = 0>>
<</if>>
<<if ndef $deployableUnits>>
<<set $deployableUnits = 0>>
<</if>>
<<if ndef $deployedUnits>>
<<set $deployedUnits = 0>>
<</if>>
<<if ndef $deployingBots>>
<<set $deployingBots = 0>>
<</if>>
<<if ndef $deployingMilitia>>
<<set $deployingMilitia = 0>>
<</if>>
<<if ndef $deployingSlaves>>
<<set $deployingSlaves = 0>>
<</if>>
<<if ndef $deployingMercs>>
<<set $deployingMercs = 0>>
<</if>>
<<if ndef $battleTerrain>>
<<set $battleTerrain = "none">>
<</if>>
<<if ndef $maxTurns>>
<<set $maxTurns = 10>>
<</if>>
<<if ndef $battleResult>>
<<set $battleResult = 4>> /* sets $battleResult value outside accepted range (-3,3) to avoid evaluation problems */
<</if>>
<<if ndef $losses>>
<<set $losses = 0>>
<</if>>
<<if ndef $enemyLosses>>
<<set $enemyLosses = 0>>
<</if>>
<<if ndef $battleTurns>>
<<set $battleTurns = 0>>
<</if>>
<<if ndef $bribeCost>>
<<set $bribeCost = 0>>
<</if>>
<<if ndef $tacticsSuccessful>>
<<set $tacticsSuccessful = 0>>
<</if>>
<<if ndef $leaderWounded>>
<<set $leaderWounded = 0>> /* 0=no wound, 1=mute, 2=blind, 3=amputee, 4=health */
<</if>>
<<if ndef $gainedCombat>>
<<set $gainedCombat = 0>>
<</if>>
<<if ndef $gainedWarfare>>
<<set $gainedWarfare = 0>>
<</if>>
<<if ndef $PCWounded>>
<<set $PCWounded = 0>>
<</if>>
<<if ndef $PCWoundCooldown>>
<<set $PCWoundCooldown = 0>>
<</if>>
<<if ndef $expectedEquip>>
<<set $expectedEquip = 0>>
<</if>>
<<if ndef $estimatedMen>>
<<set $estimatedMen = 0>>
<</if>>
<<if ndef $SFIntervention>>
<<set $SFIntervention = 0>>
<</if>>
<<if ndef $carriableSoldiers>>
<<set $carriableSoldiers = 0>>
<</if>>
<<if ndef $SFatk>>
<<set $SFatk = 0>>
<</if>>
<<if ndef $SFdef>>
<<set $SFdef = 0>>
<</if>>
<<if ndef $SFhp>>
<<set $SFhp = 0>>
<</if>>
<<if ndef $rebellingID>>
<<set $rebellingID = []>>
<</if>>
<<if ndef $saveValid>>
<<set $saveValid = 0>>
<</if>>
<<if ndef $lastSelection>>
<<set $lastSelection = []>>
<</if>>
/* statistics */
<<if ndef $baseBribePerAttacker>>
<<set $baseBribePerAttacker = 5>>
<</if>>
<<if ndef $equipMod>>
<<set $equipMod = 0.15>>
<</if>>
<<if ndef $secBotsBaseAttack>>
<<set $secBotsBaseAttack = 7 + $droneUpgrades.attack>>
<</if>>
<<if ndef $secBotsBaseDefense>>
<<set $secBotsBaseDefense = 3 + $droneUpgrades.defense>>
<</if>>
<<if ndef $secBotsMorale>>
<<set $secBotsMorale = 200>>
<</if>>
<<if ndef $secBotsBaseHp>>
<<set $secBotsBaseHp = 3 + $droneUpgrades.hp>>
<</if>>
<<if ndef $militiaBaseAttack>>
<<set $militiaBaseAttack = 7 + $humanUpgrade.attack>>
<</if>>
<<if ndef $militiaBaseDefense>>
<<set $militiaBaseDefense = 5 + $humanUpgrade.defense>>
<</if>>
<<if ndef $militiaBaseMorale>>
<<set $militiaBaseMorale = 140 + $humanUpgrade.morale>>
<</if>>
<<if ndef $militiaBaseHp>>
<<set $militiaBaseHp = 3 + $humanUpgrade.hp>>
<</if>>
<<if ndef $slaveBaseAttack>>
<<set $slaveBaseAttack = 8 + $humanUpgrade.attack>>
<</if>>
<<if ndef $slaveBaseDefense>>
<<set $slaveBaseDefense = 3 + $humanUpgrade.defense>>
<</if>>
<<if ndef $slaveBaseMorale>>
<<set $slaveBaseMorale = 110 + $humanUpgrade.morale>>
<</if>>
<<if ndef $slaveBaseHp>>
<<set $slaveBaseHp = 3 + $humanUpgrade.hp>>
<</if>>
<<if ndef $mercBaseAttack>>
<<set $mercBaseAttack = 8 + $humanUpgrade.attack>>
<</if>>
<<if ndef $mercBaseDefense>>
<<set $mercBaseDefense = 4 + $humanUpgrade.defense>>
<</if>>
<<if ndef $mercBaseMorale>>
<<set $mercBaseMorale = 125 + $humanUpgrade.morale>>
<</if>>
<<if ndef $mercBaseHp>>
<<set $mercBaseHp = 4 + $humanUpgrade.hp>>
<</if>>
<<if ndef $SFBaseAttack>>
<<set $SFBaseAttack = 8 + $humanUpgrade.attack>>
<</if>>
<<if ndef $SFBaseDefense>>
<<set $SFBaseDefense = 4 + $humanUpgrade.defense>>
<</if>>
<<if ndef $SFBaseMorale>>
<<set $SFBaseMorale = 140 + $humanUpgrade.morale>>
<</if>>
<<if ndef $SFBaseHp>>
<<set $SFBaseHp = 4 + $humanUpgrade.hp>>
<</if>>
<<if ndef $raBaseAttack>>
<<set $raBaseAttack = 7>>
<</if>>
<<if ndef $raBaseDefense>>
<<set $raBaseDefense = 2>>
<</if>>
<<if ndef $raBaseMorale>>
<<set $raBaseMorale = 100>>
<</if>>
<<if ndef $raBaseHp>>
<<set $raBaseHp = 2>>
<</if>>
<<if ndef $fcBaseAttack>>
<<set $fcBaseAttack = 6>>
<</if>>
<<if ndef $fcBaseDefense>>
<<set $fcBaseDefense = 4>>
<</if>>
<<if ndef $fcBaseMorale>>
<<set $fcBaseMorale = 130>>
<</if>>
<<if ndef $fcBaseHp>>
<<set $fcBaseHp = 3>>
<</if>>
<<if ndef $owBaseAttack>>
<<set $owBaseAttack = 8>>
<</if>>
<<if ndef $owBaseDefense>>
<<set $owBaseDefense = 4>>
<</if>>
<<if ndef $owBaseMorale>>
<<set $owBaseMorale = 110>>
<</if>>
<<if ndef $owBaseHp>>
<<set $owBaseHp = 2>>
<</if>>
<<if ndef $ffBaseAttack>>
<<set $ffBaseAttack = 9>>
<</if>>
<<if ndef $ffBaseDefense>>
<<set $ffBaseDefense = 2>>
<</if>>
<<if ndef $ffBaseMorale>>
<<set $ffBaseMorale = 160>>
<</if>>
<<if ndef $ffBaseHp>>
<<set $ffBaseHp = 2>>
<</if>>
/* units */
<<if ndef $secBots>>
<<if $arcologyUpgrade.drones == 0>>
<<set $secBots = {
active: 0,
ID: -1,
isDeployed: 0,
troops: 0,
maxTroops: 0,
equip: 0} >>
<<elseif $arcologyUpgrade.drones == 1>>
<<set $secBots = {
active: 1,
ID: -1,
isDeployed: 0,
troops: 30,
maxTroops: 30,
equip: 0} >>
<</if>>
<</if>>
<<if ndef $militiaUnits>>
<<set $militiaUnits = []>>
<</if>>
<<if ndef $slaveUnits>>
<<set $slaveUnits = []>>
<</if>>
<<if ndef $mercUnits>>
<<set $mercUnits = []>>
<</if>>
/* SFanon additions */
<<if ndef $SFSupportLevel>>
<<set $SFSupportLevel = 0>>
<</if>>
<<if ndef $SFSupportUpkeep>>
<<set $SFSupportUpkeep = 0>>
<</if>>
<<if ndef $secUpgrades.coldstorage>>
<<set $secUpgrades.coldstorage = 0>>
<</if>>
/* recalculation widgets */
<<fixBrokenUnits>>
<<fixBrokenStats>>
<<fixBrokenFS>>
<<recalcSecRestPoint>>
<<recalcCrimeCap>>
<<recalcReqHelots>>
<<recalcManpower>>
<<recalcEdictsUpkeep>>
<<recalcBaseStats>>
<<recalcUnits>>
<<set $wasToggledBefore = 1>>
<br>Missing Security Expansion variables set. All done!
|
DankWolf/fc
|
src/SecExp/SecExpBackwardCompatibility.tw
|
tw
|
bsd-3-clause
| 22,216 |
:: attackGenerator [nobr]
/* _attackChance value is the chance out of 100 of an attack happening this week */
/* attacks are deactivated if battles are not enabled, the arcology is in the middle of the ocean, security drones are not around yet, there is not a rebellion this week or the last attack/rebellion happened within 3 weeks */
<<if $battlesEnabled == 0 || ($terrain == "oceanic" && $battlesEnabledOceanic == 0) || $arcologyUpgrade.drones != 1 || $lastAttackWeeks <= 3 || $citizenRebellion == 1 || $slaveRebellion == 1 || $lastRebellionWeeks <= 3>>
<<set _attackChance = 0>>
<<else>>
<<if $week < 30>>
<<set _attackChance = 5>>
<<elseif $week < 60>>
<<set _attackChance = 8>>
<<elseif $week < 90>>
<<set _attackChance = 12>>
<<elseif $week < 120>>
<<set _attackChance = 16>>
<<else>>
<<set _attackChance = 20>>
<</if>>
<<if $hasFoughtOnce == 1>>
<<set _attackChance = 25>>
<</if>>
<<if $lastAttackWeeks >= 10>>
<<set _attackChance += 5>>
<</if>>
<</if>>
/* battle frequency */
<<set _attackChance *= $battleFrequency>>
<<if $forceBattle == 1 && $forceRebellion != 1 && $foughtThisWeek == 0>>
<<set _attackChance = 100>>
<</if>>
/* Rolls to see if attack happens this week */
/* raiders are attracted by low security */
/* the old world by "degenerate" future societies */
/* free Cities by high prosperity */
/* freedom fighters by high slave/citizen ratio */
<<if random(1,100) <= _attackChance>>
<<set $attackThisWeek = 1>>
<<set $lastAttackWeeks = 0>>
<<set $leadingTroops = "assistant">>
<<set $deployableUnits = 2 * $readiness>>
<<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>>
<<set _freeCity = 25>>
<<set _free = 25>>
/* old world */
<<if $arcologies[0].FSRomanRevivalist != "unset" || $arcologies[0].FSEdoRevivalist != "unset" || $arcologies[0].FSArabianRevivalist != "unset" || $arcologies[0].FSChineseRevivalist != "unset" || $arcologies[0].FSEgyptianRevivalist != "unset" || $arcologies[0].FSAztecRevivalist != "unset" || $arcologies[0].FSRepopulationFocus != "unset" || $arcologies[0].FSGenderRadicalist != "unset" || $arcologies[0].FSPastoralist != "unset" || $arcologies[0].FSChattelReligionist != "unset">>
<<set _oldWorld += 15>>
<<set _raider -= 5>>
<<set _freeCity -= 5>>
<<set _free -= 5>>
<<elseif ($arcologies[0].FSRomanRevivalist != "unset" || $arcologies[0].FSEdoRevivalist != "unset" || $arcologies[0].FSArabianRevivalist != "unset" || $arcologies[0].FSChineseRevivalist != "unset" || $arcologies[0].FSEgyptianRevivalist != "unset" || $arcologies[0].FSAztecRevivalist != "unset") && ($arcologies[0].FSRepopulationFocus != "unset" || $arcologies[0].FSGenderRadicalist != "unset" || $arcologies[0].FSPastoralist != "unset" || $arcologies[0].FSChattelReligionist != "unset")>>
<<set _oldWorld += 24>>
<<set _raider -= 8>>
<<set _freeCity -= 8>>
<<set _free -= 8>>
<</if>>
/* freedom fighter */
<<if $ASlaves > $ACitizens * 2>>
<<set _oldWorld -= 8>>
<<set _raider -= 8>>
<<set _freeCity -= 8>>
<<set _free += 24>>
<<elseif $ASlaves > $ACitizens * 1.2 || $arcologies[0].FSDegradationist != "unset">>
<<set _oldWorld -= 5>>
<<set _raider -= 5>>
<<set _freeCity -= 5>>
<<set _free += 15>>
<</if>>
/* free cities */
<<if $arcologies[0].prosperity >= 10 && $arcologies[0].prosperity < 20>>
<<set _oldWorld -= 5>>
<<set _raider -= 5>>
<<set _freeCity += 15>>
<<set _free -= 5>>
<<elseif $arcologies[0].prosperity >= 20>>
<<set _oldWorld -= 8>>
<<set _raider -= 8>>
<<set _freeCity += 24>>
<<set _free -= 8>>
<</if>>
/* raiders */
<<if $security <= 50>>
<<set _oldWorld -= 5>>
<<set _raider += 15>>
<<set _freeCity -= 5>>
<<set _free -= 5>>
<<elseif $security <= 25>>
<<set _oldWorld -= 8>>
<<set _raider += 24>>
<<set _freeCity -= 8>>
<<set _free -= 8>>
<</if>>
/* makes the actual roll */
<<set _roll = random(1,100)>>
<<if _roll <= _raider>>
<<set $attackType = "raiders">>
<<elseif _roll <= _raider + _oldWorld>>
<<set $attackType = "old world">>
<<elseif _roll <= _raider + _oldWorld + _freeCity>>
<<set $attackType = "free city">>
<<elseif _roll <= _raider + _oldWorld + _freeCity + _free>>
<<set $attackType = "freedom fighters">>
<</if>>
<<else>>
<<set $lastAttackWeeks++>>
<</if>>
/* if an attack happens */
<<if $attackThisWeek == 1>>
/* terrain */
<<if $terrain == "urban">>
<<set $battleTerrain = either("outskirts","urban","wasteland")>>
<<elseif $terrain == "rural">>
<<set $battleTerrain = either("hills","outskirts","rural","wasteland")>>
<<elseif $terrain == "ravine">>
<<set $battleTerrain = either("mountains","outskirts","hills","wasteland")>>
<<elseif $terrain == "marine">>
<<set $battleTerrain = either("coast","outskirts","hills","wasteland")>>
<<elseif $terrain == "oceanic">>
<<set $battleTerrain = either("coast","outskirts","hills","wasteland")>>
<<else>>
<<set $battleTerrain = "error">>
<</if>>
<<if $attackType == "raiders">>
<<set $attackTroops = random(40,80)>>
<<if $week < 30>>
<<set $attackTroops *= random(1,2)>>
<<elseif $week < 60>>
<<set $attackTroops *= random(1,3)>>
<<elseif $week < 90>>
<<set $attackTroops *= random(2,3)>>
<<elseif $week < 120>>
<<set $attackTroops *= random(2,4)>>
<<else>>
<<set $attackTroops *= random(3,5)>>
<</if>>
<<if $week < 60>>
<<set $attackEquip = random(0,1)>>
<<elseif $week < 90>>
<<set $attackEquip = random(0,2)>>
<<elseif $week < 120>>
<<set $attackEquip = random(0,3)>>
<<else>>
<<set $attackEquip = random(1,3)>>
<</if>>
<<elseif $attackType == "free city">>
<<set $attackTroops = random(20,40)>>
<<if $week < 30>>
<<set $attackTroops *= random(1,2)>>
<<elseif $week < 60>>
<<set $attackTroops *= random(1,3)>>
<<elseif $week < 90>>
<<set $attackTroops *= random(2,3)>>
<<elseif $week < 120>>
<<set $attackTroops *= random(2,4)>>
<<else>>
<<set $attackTroops *= random(3,5)>>
<</if>>
<<if $week < 60>>
<<set $attackEquip = random(0,1)>>
<<elseif $week < 90>>
<<set $attackEquip = random(0,3)>>
<<elseif $week < 120>>
<<set $attackEquip = random(1,3)>>
<<else>>
<<set $attackEquip = random(2,4)>>
<</if>>
<<elseif $attackType == "old world">>
<<set $attackTroops = random(25,50)>>
<<if $week < 30>>
<<set $attackTroops *= random(1,2)>>
<<elseif $week < 60>>
<<set $attackTroops *= random(1,3)>>
<<elseif $week < 90>>
<<set $attackTroops *= random(2,3)>>
<<elseif $week < 120>>
<<set $attackTroops *= random(2,4)>>
<<else>>
<<set $attackTroops *= random(3,5)>>
<</if>>
<<if $week < 60>>
<<set $attackEquip = random(0,1)>>
<<elseif $week < 90>>
<<set $attackEquip = random(0,3)>>
<<elseif $week < 120>>
<<set $attackEquip = random(1,3)>>
<<else>>
<<set $attackEquip = random(2,4)>>
<</if>>
<<elseif $attackType == "freedom fighters">>
<<set $attackTroops = random(30,60)>>
<<if $week < 30>>
<<set $attackTroops *= random(1,2)>>
<<elseif $week < 60>>
<<set $attackTroops *= random(1,3)>>
<<elseif $week < 90>>
<<set $attackTroops *= random(2,3)>>
<<elseif $week < 120>>
<<set $attackTroops *= random(2,4)>>
<<else>>
<<set $attackTroops *= random(3,5)>>
<</if>>
<<if $week < 60>>
<<set $attackEquip = random(0,1)>>
<<elseif $week < 90>>
<<set $attackEquip = random(0,3)>>
<<elseif $week < 120>>
<<set $attackEquip = random(1,3)>>
<<else>>
<<set $attackEquip = random(2,4)>>
<</if>>
<</if>>
<<set $estimatedMen = Math.round($attackTroops * (1 + either(-1,1) * (random(3,4) - $recon) * 0.1))>>
<<if $recon == 3>>
<<set $expectedEquip = $attackEquip + random(-1,1)>>
<<elseif $recon == 2>>
<<set $expectedEquip = $attackEquip + random(-1,2)>>
<<elseif $recon == 1>>
<<set $expectedEquip = $attackEquip + random(-2,2)>>
<<else>>
<<set $expectedEquip = $attackEquip + random(-2,3)>>
<</if>>
<</if>>
/* major battles have a 50% chance of firing after week 120 */
<<if $majorBattlesEnabled == 1>>
<<if ($week >= 120 && $attackType != "none") || ($forceMajorBattle == 1 && $foughtThisWeek == 0)>>
<<if random(1,100) >= 50 || $forceMajorBattle == 1>>
<<set $majorBattle = 1>>
<<if $SF.Active && $SF.Toggle>>
<<set $attackTroops = Math.trunc($attackTroops * random(4,6) * $majorBattleMult)>>
<<set $attackEquip = either(3,4)>>
<<else>>
<<set $attackTroops = Math.trunc($attackTroops * random(2,3) * $majorBattleMult)>>
<<set $attackEquip = either(2,3,4)>>
<</if>>
<<set $estimatedMen = Math.round($attackTroops * (1 + either(-1,1) * (random(3,4) - $recon) * 0.1))>>
<<if $recon == 3>>
<<set $expectedEquip = $attackEquip + random(-1,1)>>
<<elseif $recon == 2>>
<<set $expectedEquip = $attackEquip + random(-1,2)>>
<<elseif $recon == 1>>
<<set $expectedEquip = $attackEquip + random(-2,2)>>
<<else>>
<<set $expectedEquip = $attackEquip + random(-2,3)>>
<</if>>
<</if>>
<</if>>
<</if>>
|
DankWolf/fc
|
src/SecExp/attackGenerator.tw
|
tw
|
bsd-3-clause
| 9,157 |
:: attackHandler [nobr]
<<set $nextButton = " ", $nextLink = "attackReport", $showEncyclopedia = 0>>
/* updates deployed flags */
<<for _i = 0; _i < $militiaUnits.length; _i++>>
<<if $militiaUnits[_i].isDeployed == 1>>
<<set $deployingMilitia = 1>>
<<break>>
<</if>>
<</for>>
<<for _i = 0; _i < $slaveUnits.length; _i++>>
<<if $slaveUnits[_i].isDeployed == 1>>
<<set $deployingSlaves = 1>>
<<break>>
<</if>>
<</for>>
<<for _i = 0; _i < $mercUnits.length; _i++>>
<<if $mercUnits[_i].isDeployed == 1>>
<<set $deployingMercs = 1>>
<<break>>
<</if>>
<</for>>
<<if $battleResult == 1 || $battleResult == -1>> /* bribery/surrender check */
<<if $showBattleStatistics == 1>>
bribery chosen
<<else>>
Surrender chosen
<</if>>
<<if $battleResult == 1>>
<<if $cash >= $bribeCost>> /* if there's enough cash there's a 10% chance bribery fails. If there isn't there's instead a 50% chance it fails */
<<if $attackType == "freedom fighters">>
<<if random(1,100) <= 50>>
<<set $battleResult = 0>>
<</if>>
<<elseif random(1,100) <= 10>>
<<set $battleResult = 0>>
<</if>>
<<else>>
<<if random(1,100) <= 50>>
<<set $battleResult = 0>>
<</if>>
<</if>>
<<if $showBattleStatistics == 1>>
<<if $battleResult == 0>>
<br>Bribery failed!
<<else>>
<br>Bribery Successful!
<</if>>
<br><br>
<<link "proceed">>
<<goto "attackReport">>
<</link>>
<<else>>
<<goto "attackReport">>
<</if>>
<<else>>
<<goto "attackReport">>
<</if>>
<<else>>
/*Init*/
<<if $majorBattle == 0>>
<<set _turns = $maxTurns>>
<</if>>
<<set _turn = 0>>
<<set _attack = 0>>
<<set _defense = 0>>
<<set _morale = 0>>
<<set _hp = 0>>
<<set _baseHp = 0>>
<<set _enemyAttack = 0>>
<<set _enemyDefense = 0>>
<<set _enemyMorale = 0>>
<<set _enemyHp = 0>>
<<set _enemyBaseHp = 0>>
<<set _woundChance = 5>> /* leader has a base chance of 5% to get wounded */
<<set _tacChance = 0.5>> /* by default tactics have a 50% chance of succeeding */
<<set _atkMod = 1>>
<<set _defMod = 1>>
<<set _militiaMod = 1>>
<<set _slaveMod = 1>>
<<set _mercMod = 1>>
<<set _enemyMod = 1>>
<<set _SFMod = 1>>
<<set _expBonus = 0>>
<<set _loyaltyBonus = 0>>
<<set _armyMod = 0>>
/* major battle */
<<if $majorBattle == 1>>
<<set _militiaMod = 1.5>>
<<set _slaveMod = 1.5>>
<<set _mercMod = 1.5>>
<<set _enemyMod = 1.5>>
<<set _SFMod = 1.5>>
<<set _turns = $maxTurns * 2>>
<<if $SF.Active && $SF.Toggle>>
<<if $SFUnit.Firebase >= 7>>
<<set _atkMod += ($SFUnit.Firebase - 6) * 0.05>>
<</if>>
<<if $SFUnit.GunS >= 1>>
<<set _defMod += $SFUnit.GunS * 0.05>>
<</if>>
<<if $SFUnit.Satellite >= 5>>
<<set _atkMod += ($SFUnit.Satellite - 5) * 0.05>>
<</if>>
<<if $SFUnit.GiantRobot >= 6>>
<<set _defMod += ($SFUnit.GiantRobot - 5) * 0.05>>
<</if>>
<<if $SFUnit.MissileSilo >= 1>>
<<set _atkMod += $SFUnit.MissileSilo * 0.05>>
<<set _defMod += $SFUnit.MissileSilo * 0.05>>
<</if>>
<</if>>
<</if>>
/* Leaders */
<<if $leadingTroops == "PC">>
<<if $authority <= 2500 && $authority > 1000>>
<<set _slaveMod -= 0.10>>
<<elseif $authority <= 1000>>
<<set _slaveMod -= 0.25>>
<<elseif $authority >= 5000 && $authority < 15000>>
<<set _slaveMod += 0.10>>
<<elseif $authority >= 15000>>
<<set _slaveMod += 0.25>>
<</if>>
<<if $PC.career == "escort" || $PC.career == "servant">>
<<set _slaveMod += 0.10>>
<<elseif $PC.career == "slaver">>
<<set _slaveMod -= 0.10>>
<</if>>
<<if $rep <= 2500 && $rep > 1000>>
<<set _militiaMod -= 0.10>>
<<elseif $rep <= 1000>>
<<set _militiaMod -= 0.25>>
<<elseif $rep >= 5000 && $rep < 15000>>
<<set _militiaMod += 0.10>>
<<elseif $rep >= 15000>>
<<set _militiaMod += 0.25>>
<</if>>
<<if $PC.career == "celebrity" || $PC.career == "capitalist">>
<<set _militiaMod += 0.10>>
<<elseif $PC.career == "gang" || $PC.career == "escort">>
<<set _militiaMod -= 0.10>>
<</if>>
<<if $PC.career == "mercenary" || $PC.warfare > 75>>
<<set _mercMod += 0.10>>
<<set _SFMod += 0.10>>
<<elseif $PC.career == "wealth" || $PC.career == "servant">>
<<set _mercMod -= 0.10>>
<<set _SFMod -= 0.10>>
<</if>>
<<if $rep >= 15000>>
<<set _enemyMod -= 0.10>>
<</if>>
<<if $PC.warfare <= 25 && $PC.warfare > 10>>
<<set _atkMod -= 0.15>>
<<set _tacChance -= 0.15>>
<<elseif $PC.warfare <= 10>>
<<set _atkMod -= 0.20>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.30>>
<<elseif $PC.warfare >= 50 && $PC.warfare >= 50>>
<<set _atkMod += 0.15>>
<<set _tacChance += 0.15>>
<<elseif $PC.warfare >= 75>>
<<set _atkMod += 0.20>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.30>>
<</if>>
/* 80% chance of increasing warfare */
<<if $PC.warfare < 100 && random(1,100) <= 80>>
<<set $gainedWarfare = 1>>
<<set $PC.warfare += 10>>
<<set $PC.warfare = Math.clamp($PC.warfare,-100,100)>>
<</if>>
/* does the PC get wounded? */
<<if $PC.career == "mercenary" || $PC.career == "gang">>
<<set _woundChance -= 3>>
<</if>>
<<if $PC.physicalAge >= 60>>
<<set _woundChance += 1>>
<</if>>
<<if $PC.belly > 5000>>
<<set _woundChance += 1>>
<</if>>
<<if $PC.boobsBonus >= 2>>
<<set _woundChance += 1>>
<</if>>
<<if $PC.butt >= 2>>
<<set _woundChance += 1>>
<</if>>
<<if $PC.preg >= 30>>
<<set _woundChance += 1>>
<</if>>
<<if $PC.balls == 2>>
<<set _woundChance += 1>>
<</if>>
<<if $PC.ballsImplant >= 2>>
<<set _woundChance += 1>>
<</if>>
<<if random(1,100) <= _woundChance>>
<<set $leaderWounded = 1>>
<<set _militiaMod -= 0.2>>
<<set _slaveMod -= 0.2>>
<<set _mercMod -= 0.2>>
<<set _SFMod -= 0.2>>
<<set _enemyMod += 0.2>>
<<set $PCWounded = 1>>
<</if>>
<<elseif $leadingTroops == "assistant">>
<<if $rep < 10000 && $authority < 10000>>
<<set _militiaMod -= 0.15>>
<<set _slaveMod -= 0.15>>
<<set _mercMod -= 0.15>>
<<set _SFMod -= 0.15>>
<</if>>
<<if $assistantPower == 0>>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<<elseif $assistantPower == 2>>
<<set _atkMod += 0.15>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.30>>
<</if>>
<<elseif $leadingTroops == "bodyguard">>
<<if $Bodyguard.devotion < -20>>
<<set _slaveMod -= 0.15>>
<<elseif $Bodyguard.devotion >= 50>>
<<set _slaveMod += 0.15>>
<</if>>
<<if ($rep < 10000 && $authority < 10000) || $Bodyguard.prestige < 1>>
<<set _militiaMod -= 0.15>>
<<set _mercMod -= 0.15>>
<<set _SFMod -= 0.15>>
<<elseif $Bodyguard.prestige >= 2>>
<<set _militiaMod += 0.10>>
<<set _mercMod += 0.10>>
<<set _SFMod += 0.10>>
<</if>>
<<if (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence == 3>>
<<set _atkMod += 0.25>>
<<set _defMod += 0.25>>
<<set _tacChance += 0.50>>
<<elseif $Bodyguard.intelligence == 3>>
<<set _atkMod += 0.20>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.35>>
<<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence == 2>>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $Bodyguard.intelligence == 2>>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career) && $Bodyguard.intelligence >= 1>>
<<set _atkMod += 0.10>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.15>>
<<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence <= -2>>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.15>>
<<set _tacChance -= 0.30>>
<<elseif $Bodyguard.intelligence <= -2>>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.25>>
<<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence <= -1>>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<<elseif $Bodyguard.intelligence <= -1>>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.15>>
<</if>>
/* does she get wounded? */
<<if $Bodyguard.combatSkill == 1>>
<<set _woundChance -= 2>>
<</if>>
<<if $Bodyguard.amp >= -4>>
<<set _woundChance -= 1>>
<</if>>
<<if $Bodyguard.health >= 50>>
<<set _woundChance -= 1>>
<</if>>
<<if $Bodyguard.weight > 130>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.muscles < -30>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.eyes <= -2>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.heels == 1>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.boobs >= 1400>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.butt >= 6>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.preg >= 30>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.dick >= 8>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.balls >= 8>>
<<set _woundChance += 1>>
<</if>>
<<if $Bodyguard.intelligence <= -3>>
<<set _woundChance += 1>>
<</if>>
<<if random(1,100) <= _woundChance>>
<<set $leaderWounded = 1>>
<<set _militiaMod -= 0.2>>
<<set _slaveMod -= 0.2>>
<<set _mercMod -= 0.2>>
<<set _SFMod -= 0.2>>
<<set _enemyMod += 0.2>>
<<set $woundType = random(1,10)>>
<<set _i = $slaveIndices[$Bodyguard.ID]>>
<<if $woundType == 1>>
<<set $slaves[_i].voice = 0>>
<<set $slaves[_i].health -= 60>>
<<elseif $woundType == 2>>
<<set $slaves[_i].eyes = -2>>
<<set $slaves[_i].health -= 30>>
<<elseif $woundType == 3>>
<<set $slaves[_i].amp = 1>>
<<set $slaves[_i].health = -80>>
<<elseif $woundType >= 4>>
<<if $slaves[_i].health >= -60>>
<<set $slaves[_i].health -= 30>>
<<else>>
<<set $slaves[_i].health = -90>>
<</if>>
<</if>>
<</if>>
/* 60% chance of getting combat skill if not already have it */
<<if $Bodyguard.combatSkill == 0 && random(1,100) <= 60>>
<<set $gainedCombat = 1>>
<<set _i = $slaveIndices[$Bodyguard.ID]>>
<<set $slaves[_i].combatSkill = 1>>
<</if>>
<<elseif $leadingTroops == "headGirl">>
<<if $HeadGirl.devotion < -20>>
<<set _slaveMod -= 0.15>>
<<elseif $HeadGirl.devotion > 51>>
<<set _slaveMod += 0.15>>
<</if>>
<<if ($rep < 10000 && $authority < 10000) || $HeadGirl.prestige < 1>>
<<set _militiaMod -= 0.15>>
<<set _mercMod -= 0.15>>
<<set _SFMod -= 0.15>>
<<elseif $HeadGirl.prestige >= 2>>
<<set _militiaMod += 0.10>>
<<set _mercMod += 0.10>>
<<set _SFMod += 0.10>>
<</if>>
<<if (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence == 3>>
<<set _atkMod += 0.25>>
<<set _defMod += 0.25>>
<<set _tacChance += 0.50>>
<<elseif $HeadGirl.intelligence == 3>>
<<set _atkMod += 0.20>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.35>>
<<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence == 2>>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $HeadGirl.intelligence == 2>>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career) && $HeadGirl.intelligence >= 1>>
<<set _atkMod += 0.10>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.15>>
<<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence <= -2>>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.15>>
<<set _tacChance -= 0.30>>
<<elseif $HeadGirl.intelligence <= -2>>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.25>>
<<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence <= -1>>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<<elseif $HeadGirl.intelligence <= -1>>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.15>>
<</if>>
/* does she get wounded? */
<<if $HeadGirl.combatSkill == 1>>
<<set _woundChance -= 3>>
<</if>>
<<if $HeadGirl.amp >= -4>>
<<set _woundChance -= 1>>
<</if>>
<<if $HeadGirl.health >= 50>>
<<set _woundChance -= 2>>
<</if>>
<<if $HeadGirl.weight > 130>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.muscles < -30>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.eyes <= -2>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.heels == 1>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.boobs >= 1400>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.butt >= 6>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.preg >= 30>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.dick >= 8>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.balls >= 8>>
<<set _woundChance += 1>>
<</if>>
<<if $HeadGirl.intelligence <= -3>>
<<set _woundChance += 1>>
<</if>>
<<if random(1,100) <= _woundChance>>
<<set $leaderWounded = 1>>
<<set _militiaMod -= 0.2>>
<<set _slaveMod -= 0.2>>
<<set _mercMod -= 0.2>>
<<set _SFMod -= 0.2>>
<<set _enemyMod += 0.2>>
<<set $woundType = random(1,10)>>
<<set _i = $slaveIndices[$HeadGirl.ID]>>
<<if $woundType == 1>>
<<set $slaves[_i].voice = 0>>
<<set $slaves[_i].health -= 60>>
<<elseif $woundType == 2>>
<<set $slaves[_i].eyes = -2>>
<<set $slaves[_i].health -= 30>>
<<elseif $woundType == 3>>
<<set $slaves[_i].amp = 1>>
<<set $slaves[_i].health = -80>>
<<elseif $woundType >= 4>>
<<if $slaves[_i].health >= -60>>
<<set $slaves[_i].health -= 30>>
<<else>>
<<set $slaves[_i].health = -90>>
<</if>>
<</if>>
<</if>>
/* 60% chance of getting combat skill if not already have it */
<<if $HeadGirl.combatSkill == 0 && random(1,100) <= 60>>
<<set $gainedCombat = 1>>
<<set _i = $slaveIndices[$HeadGirl.ID]>>
<<set $slaves[_i].combatSkill = 1>>
<</if>>
<<elseif $leadingTroops == "citizen">>
<<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">>
<<set _militiaMod += 0.15>>
<<set _slaveMod -= 0.15>>
<<elseif $arcologies[0].FSPaternalist != "unset">>
<<set _militiaMod += 0.15>>
<<set _slaveMod += 0.10>>
<<elseif $arcologies[0].FSDegradationist != "unset">>
<<set _militiaMod += 0.15>>
<<set _slaveMod -= 0.35>>
<</if>>
<<if $arcologies[0].FSRomanRevivalist != "unset">>
<<set _mercMod += 0.10>>
<<set _SFMod += 0.10>>
<<else>>
<<set _mercMod -= 0.10>>
<<set _SFMod -= 0.10>>
<</if>>
<<set _atkMod += either(-1,1) * random(10) * 0.1>>
<<set _defMod += either(-1,1) * random(10) * 0.1>>
<<set _tacChance += either(-1,1) * random(20) * 0.1>>
<<elseif $leadingTroops == "mercenary">>
<<set _mercMod += 0.10>>
<<set _SFMod += 0.10>>
<<if $arcologies[0].FSRomanRevivalist != "unset">>
<<set _militiaMod += 0.10>>
<<else>>
<<set _militiaMod -= 0.10>>
<</if>>
<<if $arcologies[0].FSDegradationist != "unset">>
<<set _slaveMod -= 0.35>>
<</if>>
<<set _atkMod += random(15) * 0.1>>
<<set _defMod += random(15) * 0.1>>
<<set _tacChance += random(30) * 0.1>>
<<elseif $leadingTroops == "colonel">>
<<set _mercMod += 0.10>>
<<set _SFMod += 0.15>>
<<if $arcologies[0].FSRomanRevivalist != "unset">>
<<set _militiaMod += 0.10>>
<<else>>
<<set _militiaMod -= 0.10>>
<</if>>
<<if $arcologies[0].FSDegradationist != "unset">>
<<set _slaveMod -= 0.35>>
<</if>>
<<set _atkMod += random(30) * 0.1>>
<<set _defMod += random(30) * 0.1>>
<<set _tacChance += random(40) * 0.1>>
<</if>>
/* Terrain and Tactics */
<<if $battleTerrain == "urban">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.15>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.10>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.25>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.15>>
<<set _tacChance -= 0.30>>
<</if>>
<<elseif $battleTerrain == "rural">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.15>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.15>>
<<set _tacChance -= 0.25>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.30>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod += 0.20>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.25>>
<</if>>
<<elseif $battleTerrain == "hills">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.10>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.10>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.15>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod -= 0.15>>
<<set _defMod -= 0.15>>
<<set _tacChance -= 0.30>>
<</if>>
<<elseif $battleTerrain == "coast">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.10>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.10>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod -= 0.05>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.10>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod += 0.05>>
<<set _defMod -= 0.05>>
<</if>>
<<elseif $battleTerrain == "outskirts">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.15>>
<<set _tacChance -= 0.25>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance -= 0.15>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod += 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance += 0.05>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod += 0.10>>
<<set _defMod -= 0.10>>
<</if>>
<<elseif $battleTerrain == "mountains">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.20>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.10>>
<<set _defMod -= 0.05>>
<<set _tacChance += 0.05>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.20>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set _tacChance -= 0.20>>
<</if>>
<<elseif $battleTerrain == "wasteland">>
<<if $chosenTactic == "Bait and Bleed">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.10>>
<<elseif $chosenTactic == "Guerrilla">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Choke Points">>
<<set _atkMod -= 0.10>>
<<set _defMod += 0.05>>
<<set _tacChance -= 0.05>>
<<elseif $chosenTactic == "Interior Lines">>
<<set _atkMod += 0.10>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.25>>
<<elseif $chosenTactic == "Defense In Depth">>
<<set _atkMod += 0.05>>
<<set _defMod += 0.10>>
<<set _tacChance += 0.15>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<set _atkMod += 0.15>>
<<set _defMod += 0.15>>
<<set _tacChance += 0.30>>
<<elseif $chosenTactic == "Human Wave">>
<<set _atkMod += 0.20>>
<<set _defMod += 0.05>>
<<set _tacChance += 0.25>>
<</if>>
<</if>>
<<if $chosenTactic == "Bait and Bleed">>
<<if $attackType == "raiders">>
<<set _tacChance -= 0.10>>
<<elseif $attackType == "free city">>
<<set _tacChance += 0.10>>
<<elseif $attackType == "old world">>
<<set _tacChance += 0.25>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance -= 0.15>>
<</if>>
<<elseif $chosenTactic == "Guerrilla">>
<<if $attackType == "raiders">>
<<set _tacChance -= 0.20>>
<<elseif $attackType == "free city">>
<<set _tacChance += 0.15>>
<<elseif $attackType == "old world">>
<<set _tacChance += 0.25>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance -= 0.25>>
<</if>>
<<elseif $chosenTactic == "Choke Points">>
<<if $attackType == "raiders">>
<<set _tacChance += 0.25>>
<<elseif $attackType == "free city">>
<<set _tacChance -= 0.05>>
<<elseif $attackType == "old world">>
<<set _tacChance -= 0.10>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance += 0.05>>
<</if>>
<<elseif $chosenTactic == "Interior Lines">>
<<if $attackType == "raiders">>
<<set _tacChance -= 0.15>>
<<elseif $attackType == "free city">>
<<set _tacChance += 0.15>>
<<elseif $attackType == "old world">>
<<set _tacChance += 0.20>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance -= 0.10>>
<</if>>
<<elseif $chosenTactic == "Pincer Maneuver">>
<<if $attackType == "raiders">>
<<set _tacChance += 0.15>>
<<elseif $attackType == "free city">>
<<set _tacChance += 0.10>>
<<elseif $attackType == "old world">>
<<set _tacChance -= 0.10>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance += 0.15>>
<</if>>
<<elseif $chosenTactic == "Defense In Depth">>
<<if $attackType == "raiders">>
<<set _tacChance -= 0.20>>
<<elseif $attackType == "free city">>
<<set _tacChance += 0.10>>
<<elseif $attackType == "old world">>
<<set _tacChance += 0.20>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance -= 0.05>>
<</if>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<if $attackType == "raiders">>
<<set _tacChance += 0.10>>
<<elseif $attackType == "free city">>
<<set _tacChance -= 0.20>>
<<elseif $attackType == "old world">>
<<set _tacChance += 0.25>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance -= 0.10>>
<</if>>
<<elseif $chosenTactic == "Human Wave">>
<<if $attackType == "raiders">>
<<set _tacChance -= 0.10>>
<<elseif $attackType == "free city">>
<<set _tacChance += 0.10>>
<<elseif $attackType == "old world">>
<<set _tacChance -= 0.15>>
<<elseif $attackType == "freedom fighters">>
<<set _tacChance += 0.10>>
<</if>>
<</if>>
/* Calculates if tactics are successful */
/* minimum chance is 10% */
<<if _tacChance <= 0>>
<<set _tacChance = 0.1>>
<</if>>
<<if random(1,100) <= _tacChance * 100>>
<<set _enemyMod -= 0.30>>
<<set _militiaMod += 0.20>>
<<set _slaveMod += 0.20>>
<<set _mercMod += 0.20>>
<<set _atkMod += 0.10>>
<<set _defMod += 0.10>>
<<set $tacticsSuccessful = 1>>
<<else>>
<<set _enemyMod += 0.20>>
<<set _militiaMod -= 0.20>>
<<set _slaveMod -= 0.20>>
<<set _mercMod -= 0.20>>
<<set _atkMod -= 0.10>>
<<set _defMod -= 0.10>>
<<set $tacticsSuccessful = 0>>
<</if>>
/* enemy morale mods */
<<if $week < 30>>
<<set _enemyMod += 0.15>>
<<elseif $week < 60>>
<<set _enemyMod += 0.30>>
<<elseif $week < 90>>
<<set _enemyMod += 0.45>>
<<elseif $week < 120>>
<<set _enemyMod += 0.60>>
<<else>>
<<set _enemyMod += 0.75>>
<</if>>
/* calculates PC army stats */
<<if $secBots.isDeployed == 1>>
<<set _attack += ($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * $equipMod) * _atkMod>>
<<set _defense += ($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * $equipMod) * _defMod>>
<<set _hp += $secBotsBaseHp * $secBots.troops>>
<</if>>
<<for _i = 0; _i < $militiaUnits.length; _i++>>
<<if $militiaUnits[_i].isDeployed == 1>>
<<if $militiaUnits[_i].training <= 10>>
<<set _expBonus = 0>>
<<elseif $militiaUnits[_i].training <= 33>>
<<set _expBonus = 0.10>>
<<elseif $militiaUnits[_i].training <= 66>>
<<set _expBonus = 0.25>>
<<else>>
<<set _expBonus = 0.50>>
<</if>>
<<if $militiaUnits[_i].loyalty <= 10>>
<<set _loyaltyBonus = 0>>
<<elseif $militiaUnits[_i].loyalty <= 33>>
<<set _loyaltyBonus = 0.10>>
<<elseif $militiaUnits[_i].loyalty <= 66>>
<<set _loyaltyBonus = 0.20>>
<<else>>
<<set _loyaltyBonus = 0.30>>
<</if>>
<<set _attack += ($militiaBaseAttack + $militiaBaseAttack * $militiaUnits[_i].equip * $equipMod + $militiaBaseAttack * _expBonus + $militiaBaseAttack * _loyaltyBonus + $militiaBaseAttack * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _atkMod>>
<<set _defense += ($militiaBaseDefense + $militiaBaseDefense * $militiaUnits[_i].equip * $equipMod + $militiaBaseDefense * _expBonus + $militiaBaseDefense * _loyaltyBonus + $militiaBaseDefense * $militiaUnits[_i].SF * 0.20 + $militiaUnits[_i].cyber) * _defMod>>
<<set _hp += ($militiaBaseHp + $militiaUnits[_i].cyber + $militiaBaseHp * $militiaUnits[_i].medics * 0.25) * $militiaUnits[_i].troops>>
<</if>>
<</for>>
<<for _i = 0; _i < $slaveUnits.length; _i++>>
<<if $slaveUnits[_i].isDeployed == 1>>
<<if $slaveUnits[_i].training <= 33>>
<<set _expBonus = 0>>
<<elseif $slaveUnits[_i].training <= 66>>
<<set _expBonus = 0.25>>
<<else>>
<<set _expBonus = 0.50>>
<</if>>
<<if $slaveUnits[_i].loyalty <= 10>>
<<set _loyaltyBonus = 0>>
<<elseif $slaveUnits[_i].loyalty <= 33>>
<<set _loyaltyBonus = 0.10>>
<<elseif $slaveUnits[_i].loyalty <= 66>>
<<set _loyaltyBonus = 0.20>>
<<else>>
<<set _loyaltyBonus = 0.30>>
<</if>>
<<set _attack += ($slaveBaseAttack + $slaveBaseAttack * $slaveUnits[_i].equip * $equipMod + $slaveBaseAttack * _expBonus + $slaveBaseAttack * _loyaltyBonus + $slaveBaseAttack * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _atkMod>>
<<set _defense += ($slaveBaseDefense + $slaveBaseDefense * $slaveUnits[_i].equip * $equipMod + $slaveBaseDefense * _expBonus + $slaveBaseDefense * _loyaltyBonus + $slaveBaseDefense * $slaveUnits[_i].SF * 0.20 + $slaveUnits[_i].cyber) * _defMod>>
<<set _hp += ($slaveBaseHp + $slaveUnits[_i].cyber + $slaveBaseHp * $slaveUnits[_i].medics * 0.25) * $slaveUnits[_i].troops>>
<</if>>
<</for>>
<<for _i = 0; _i < $mercUnits.length; _i++>>
<<if $mercUnits[_i].isDeployed == 1>>
<<if $mercUnits[_i].training <= 33>>
<<set _expBonus = 0>>
<<elseif $mercUnits[_i].training <= 66>>
<<set _expBonus = 0.25>>
<<else>>
<<set _expBonus = 0.50>>
<</if>>
<<if $mercUnits[_i].loyalty <= 10>>
<<set _loyaltyBonus = 0>>
<<elseif $mercUnits[_i].loyalty <= 33>>
<<set _loyaltyBonus = 0.10>>
<<elseif $mercUnits[_i].loyalty <= 66>>
<<set _loyaltyBonus = 0.20>>
<<else>>
<<set _loyaltyBonus = 0.30>>
<</if>>
<<set _attack += ($mercBaseAttack + $mercBaseAttack * $mercUnits[_i].equip * $equipMod + $mercBaseAttack * _expBonus + $mercBaseAttack * _loyaltyBonus + $mercBaseAttack * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _atkMod>>
<<set _defense += ($mercBaseDefense + $mercBaseDefense * $mercUnits[_i].equip * $equipMod + $mercBaseDefense * _expBonus + $mercBaseDefense * _loyaltyBonus + $mercBaseDefense * $mercUnits[_i].SF * 0.20 + $mercUnits[_i].cyber) * _defMod>>
<<set _hp += ($mercBaseHp + $mercUnits[_i].cyber + $mercBaseHp * $mercUnits[_i].medics * 0.25) * $mercUnits[_i].troops>>
<</if>>
<</for>>
<<if $SFIntervention == 1>>
<<set $SFatk = 0>>
<<set $SFdef = 0>>
<<set $SFhp = 0>>
<<calcSFStatistics>>
<<set _attack += $SFatk>>
<<set _defense += $SFdef>>
<<set _hp += $SFhp>>
<</if>>
/* morale and baseHp calculation */
/* minimum modifier is -50%, maximum is +50% */
<<if _militiaMod < 0.5>>
<<set _militiaMod = 0.5>>
<<elseif _militiaMod > 1.5>>
<<set _militiaMod = 1.5>>
<</if>>
<<if _slaveMod < 0.5>>
<<set _slaveMod = 0.5>>
<<elseif _slaveMod > 1.5>>
<<set _slaveMod = 1.5>>
<</if>>
<<if _mercMod < 0.5>>
<<set _mercMod = 0.5>>
<<elseif _mercMod > 1.5>>
<<set _mercMod = 1.5>>
<</if>>
<<if _SFMod < 0.5>>
<<set _SFMod = 0.5>>
<<elseif _SFMod > 1.5>>
<<set _SFMod = 1.5>>
<</if>>
<<set $troopCount = 0>>
<<calcTroopCount>>
<<set _moraleTroopMod = Math.clamp($troopCount / 100,1,5)>>
<<set _morale = ($secBotsMorale * $deployingBots + $militiaBaseMorale * _militiaMod * $deployingMilitia + $slaveBaseMorale * _slaveMod * $deployingSlaves + $mercBaseMorale * _mercMod * $deployingMercs + $SFBaseMorale * $SFIntervention * _SFMod) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>>
<<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */
<<set _morale *= _moraleTroopMod>>
<<set _baseHp = ($secBotsBaseHp * $deployingBots + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SFIntervention) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>>
/* calculates enemy army stats */
<<if $week <= 30>>
<<set _armyMod = $attackTroops / 80>>
<<elseif $week <= 60>>
<<set _armyMod = $attackTroops / 75>>
<<elseif $week <= 90>>
<<set _armyMod = $attackTroops / 70>>
<<elseif $week <= 120>>
<<set _armyMod = $attackTroops / 65>>
<<else>>
<<set _armyMod = $attackTroops / 60>>
<</if>>
<<set _armyMod = Math.trunc(_armyMod)>>
<<if $majorBattle == 1>>
<<set _armyMod *= 2>>
<</if>>
<<if _armyMod <= 0>>
<<set _armyMod = 1>>
<</if>>
<<set _enemyMoraleTroopMod = Math.clamp($attackTroops / 100,1,5)>>
<<if $attackType == "raiders">>
<<set _enemyAttack = ($raBaseAttack + $weapManu * $sellTo.raiders + $raBaseAttack * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyDefense = ($raBaseDefense + $weapManu * $sellTo.raiders + $raBaseDefense * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyMorale = $raBaseMorale * _enemyMod * _enemyMoraleTroopMod>>
<<set _enemyHp = $raBaseHp * $attackTroops>>
<<set _enemyBaseHp = $raBaseHp>>
<<elseif $attackType == "free city">>
<<set _enemyAttack = ($fcBaseAttack + $weapManu * $sellTo.FC + $fcBaseAttack * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyDefense = ($fcBaseDefense + $weapManu * $sellTo.FC + $fcBaseDefense * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyMorale = $fcBaseMorale * _enemyMod * _enemyMoraleTroopMod>>
<<set _enemyHp = $fcBaseHp * $attackTroops>>
<<set _enemyBaseHp = $fcBaseHp>>
<<elseif $attackType == "old world">>
<<set _enemyAttack = ($owBaseAttack + $weapManu * $sellTo.oldWorld + $owBaseAttack * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyDefense = ($owBaseDefense + $weapManu * $sellTo.oldWorld + $owBaseDefense * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyMorale = $owBaseMorale * _enemyMod * _enemyMoraleTroopMod>>
<<set _enemyHp = $owBaseHp * $attackTroops>>
<<set _enemyBaseHp = $owBaseHp>>
<<elseif $attackType == "freedom fighters">>
<<set _enemyAttack = ($ffBaseAttack + $weapManu * $sellTo.oldWorld + $ffBaseAttack * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyDefense = ($ffBaseDefense + $weapManu * $sellTo.oldWorld + $ffBaseDefense * $attackEquip * $equipMod) * _armyMod>>
<<set _enemyMorale = $ffBaseMorale * _enemyMod * _enemyMoraleTroopMod>>
<<set _enemyHp = $ffBaseHp * $attackTroops>>
<<set _enemyBaseHp = $ffBaseHp>>
<</if>>
/* difficulty */
<<set _enemyAttack *= $difficulty>>
<<set _enemyDefense *= $difficulty>>
<<set _enemyMorale *= $difficulty>>
<<set _enemyHp *= $difficulty>>
<<set _enemyBaseHp *= $difficulty>>
<<if isNaN(_attack)>>
<br>@@.red;Error: attack value reported NaN@@
<</if>>
<<if isNaN(_defense)>>
<br>@@.red;Error: defense value reported NaN@@
<</if>>
<<if isNaN(_hp)>>
<br>@@.red;Error: hp value reported NaN@@
<</if>>
<<if isNaN(_morale)>>
<br>@@.red;Error: morale value reported NaN@@
<</if>>
<<if isNaN(_enemyAttack)>>
<br>@@.red;Error: enemy attack value reported NaN@@
<</if>>
<<if isNaN(_enemyDefense)>>
<br>@@.red;Error: enemy defense value reported NaN@@
<</if>>
<<if isNaN(_enemyHp)>>
<br>@@.red;Error: enemy hp value reported NaN@@
<</if>>
<<if isNaN(_enemyMorale)>>
<br>@@.red;Error: enemy morale value reported NaN@@
<</if>>
<<if $showBattleStatistics == 1>>
<<set _atkMod -= 1, _defMod -= 1, _militiaMod -= 1, _mercMod -= 1, _slaveMod -= 1, _SFMod -= 1, _enemyMod -= 1, _moraleTroopMod -= 1, _enemyMoraleTroopMod -= 1, _difficulty = $difficulty -1>>
<<set _atkMod = Math.round(_atkMod * 100)>>
<<set _defMod = Math.round(_defMod * 100)>>
<<set _militiaMod = Math.round(_militiaMod * 100)>>
<<set _mercMod = Math.round(_mercMod * 100)>>
<<set _slaveMod = Math.round(_slaveMod * 100)>>
<<set _SFMod = Math.round(_SFMod * 100)>>
<<set _enemyMod = Math.round(_enemyMod * 100)>>
<<set _barracksBonus = $secBarracksUpgrades.luxury * 5>>
<<set _moraleTroopMod = Math.round(_moraleTroopMod * 100)>>
<<set _enemyMoraleTroopMod = Math.round(_enemyMoraleTroopMod * 100)>>
<<set _difficulty *= 100>>
__Difficulty__:
<br>
<<if $difficulty == 0.5>>
Very easy
<<elseif $difficulty == 0.75>>
Easy
<<elseif $difficulty == 1>>
Normal
<<elseif $difficulty == 1.25>>
Hard
<<else>>
Very hard
<</if>>
<br>
<br>
__Army__:
<br>troops: <<print $troopCount>>
<br>attack: <<print Math.round(_attack)>>
<br>defense: <<print Math.round(_defense)>>
<br>hp: <<print Math.round(_hp)>>
<br>morale: <<print Math.round(_morale)>>
<br>attack modifier: <<if _atkMod > 0>>+<</if>>_atkMod%
<br>defense modifier: <<if _defMod > 0>>+<</if>>_defMod%
<br>average base HP: <<print Math.round(_baseHp)>>
<br>militia morale modifier: <<if _militiaMod > 0>>+<</if>>_militiaMod%
<br>slaves morale modifier: <<if _slaveMod > 0>>+<</if>>_slaveMod%
<br>mercenaries morale modifier: <<if _mercMod > 0>>+<</if>>_mercMod%
<<if $SFIntervention == 1>>
<br>security force morale modifier: <<if _SFMod > 0>>+<</if>>_SFMod%
<</if>>
<<if $secBarracksUpgrades.luxury >= 1>>
<br>Barracks bonus morale modifier: +<<print _barracksBonus>>%
<</if>>
<<if _moraleTroopMod>>
<br>morale increase due to troop numbers: +<<print _moraleTroopMod>>%
<</if>>
<br>
<br>
__Tactics__:
<br>tactic chance of success: <<print Math.round(_tacChance * 100)>>%
<br>was tactic chosen successful?: <<if $tacticsSuccessful == 1>> yes <<else>> no<</if>>
<br>
<br>
__Enemy__:
<br>enemy troops: <<print $attackTroops>>
<br>enemy attack: <<print Math.round(_enemyAttack)>>
<br>enemy defense: <<print Math.round(_enemyDefense)>>
<br>enemy Hp: <<print Math.round(_enemyHp)>>
<br>enemy morale: <<print Math.round(_enemyMorale)>>
<br>enemy base Hp: <<print Math.round(_enemyBaseHp)>>
<br>enemy morale modifier: <<if _enemyMod > 0>>+<</if>>_enemyMod%
<<if _enemyMoraleTroopMod > 0>>
<br>enemy morale increase due to troop numbers: +<<print _enemyMoraleTroopMod>>%
<</if>>
<br>Difficulty modifier: <<if _difficulty > 0>>+<</if>><<print _difficulty>>%
<</if>>
/* simulates the combat by pitting attk against def */
<<for _i = 0; _i < _turns; _i++>>
<br><br>
<<if $showBattleStatistics == 1>> turn: <<print _i + 1>><</if>>
/* player army attacks */
<<set _damage = Math.clamp(_attack - _enemyDefense,_attack * 0.1,_attack)>>
<br>
<<if $showBattleStatistics == 1>> player damage: <<print Math.round(_damage)>><</if>>
<<set _enemyHp -= _damage>>
<br>
<<if $showBattleStatistics == 1>> remaining enemy Hp: <<print Math.round(_enemyHp)>><</if>>
<<set $enemyLosses += _damage / _enemyBaseHp>>
<<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _enemyBaseHp,0,_damage*1.5)>>
<<set _enemyMorale -= _moraleDamage>>
<br>
<<if $showBattleStatistics == 1>> remaining enemy morale: <<print Math.round(_enemyMorale)>><</if>>
<<if _enemyHp <= 0 || _enemyMorale <= 0>>
<br>
<<if $showBattleStatistics == 1>> <br>Victory!<</if>>
<<set $battleResult = 3>>
<<set $battleTurns = _i>>
<<break>>
<</if>>
/* attacker army attacks */
<<set _damage = _enemyAttack - _defense>>
<<if _damage < _enemyAttack * 0.1>>
<<set _damage = _enemyAttack * 0.1>>
<</if>>
<br>
<<if $showBattleStatistics == 1>> enemy damage: <<print Math.round(_damage)>><</if>>
<<set _hp -= _damage>>
<br>
<<if $showBattleStatistics == 1>> remaining hp: <<print Math.round(_hp)>><</if>>
<<set $losses += _damage / _baseHp>>
<<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>>
<<set _morale -= _moraleDamage>>
<br>
<<if $showBattleStatistics == 1>> remaining morale: <<print Math.round(_morale)>><</if>>
<<if _hp <= 0 || _morale <= 0>>
<br>
<<if $showBattleStatistics == 1>> <br>Defeat!<</if>>
<<set $battleResult = -3>>
<<set $battleTurns = _i>>
<<break>>
<</if>>
<</for>>
<<if $battleResult != 3 && $battleResult != -3>>
<br>
<<if _morale > _enemyMorale>>
<<if $showBattleStatistics == 1>> <br>Partial victory!<</if>>
<<set $battleResult = 2>>
<<elseif _morale < _enemyMorale>>
<<if $showBattleStatistics == 1>> <br>Partial defeat!<</if>>
<<set $battleResult = -2>>
<</if>>
<</if>>
<<if $showBattleStatistics == 1>>
<br>
<br>Losses: <<print Math.trunc($losses)>>
<br>Enemy losses: <<print Math.trunc($enemyLosses)>>
<</if>>
<<if $battleResult > 3 || $battleResult < -3>>
<br><br>@@.red;Error: failed to determine battle result@@
<</if>>
<<if $showBattleStatistics == 1 && $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>>
<br><br>
<<link "Proceed">>
<<set $gameover = "major battle defeat">>
<<goto "Gameover">>
<</link>>
<<elseif $majorBattle == 1 && $majorBattleGameOver == 1 && $battleResult == -3>>
<<set $gameover = "major battle defeat">>
<<goto "Gameover">>
<<elseif $showBattleStatistics == 1>>
<br><br>
<<link "Proceed">>
<<goto "attackReport">>
<</link>>
<<else>>
<<goto "attackReport">>
<</if>>
<</if>> /* closes check for bribery */
|
DankWolf/fc
|
src/SecExp/attackHandler.tw
|
tw
|
bsd-3-clause
| 40,620 |
:: attackOptions [nobr]
<<set $nextButton = " ", $nextLink = "attackOptions", $showEncyclopedia = 1, $encyclopedia = "Battles">>
<<if $majorBattle == 0>>
<strong>Attack Imminent</strong>
<<else>>
<strong>Major Attack Imminent</strong>
<</if>>
<hr>
<<if $majorBattle == 0>>
<<if $hasFoughtOnce == 1>>
The ominous message dominates the screens of your office, <<print $assistantName>> quickly gathers all information available to prepare for battle.
<<if $attackType == "raiders">>
<<if $recon >= 1>>
A disorganized horde of raiders is coming to your city. To such jackals your arcology surely looks like an appetizing morsel.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the disorganized horde of raiders coming towards the city and quickly reported it. To such jackals your arcology surely looks like an appetizing morsel.
<</if>>
<br>
Raiders are roaming gangs of bandits, preying on the vulnerable supply lines of free cities and old world nations. They are rarely equipped with decent armaments and even more rarely have any formal military training, but they make up for that with high mobility and numbers.
<<elseif $attackType == "free city">>
<<if $recon >= 1>>
A menacing column of consumed mercenaries and slavers is coming to your city. Another free city is ready to use their best tools to hit a dangerous competitor where it hurts.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the menacing column of consumed mercenaries and slavers and rushed to your office to bring the grim news. Another free city is ready to use their best tools to bring down a dangerous competitor.
<</if>>
<br>
Free City expeditions are usually composed of mercenaries hired to take down sensible supplies or infrastructure in order to damage the enemies of their contractor. They have on average good equipment and training, together with decent mobility, making them a formidable force. Their biggest weakness however is their relatively low numbers.
<<elseif $attackType == "freedom fighters">>
<<if $recon >= 1>>
A 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.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
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 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 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 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.
<</if>>
<<else>>
Your assistant interrupted your rest to bring the grim news. You quickly rush to your console, where you can see one of the convoys supplying your arcology has been attacked and looted. It seems a group of desperate looking bandits decided it was a good idea to steal from you.
Due to their great wealth, free cities inevitably become tasty morsels for anyone able to field armed men. Considering the particular needs of arcologies their supply lines tend to be delicate lifelines, often preyed upon by those who stand to gain from the free city downfall.
<</if>>
<<else>>
<<if $hasFoughtMajorBattleOnce == 1>>
The ominous message dominates the screens of your office, <<print $assistantName>> quickly gathers all information available to prepare for battle.
<<if $attackType == "raiders">>
<<if $recon >= 1>>
A massive, disorganized horde of raiders is coming to your city. It seems a warlord of the wastelands massed enough men to try and obtain a slice of territory of his own, if he's not defeated there won't be a tomorrow for the arcology.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the massive, disorganized horde of raiders coming towards the city and quickly reported it. It seems a warlord of the wastelands massed enough men to try and obtain a slice of territory of his own, if he's not defeated there won't be a tomorrow for the arcology.
<</if>>
<br>
Raiders are roaming gangs of bandits, preying on the vulnerable supply lines of free cities and old world nations. They are rarely equipped with decent armaments and even more rarely have any formal military training, but they make up for that with high mobility and numbers.
<<elseif $attackType == "free city">>
<<if $recon >= 1>>
A massive, menacing column of consumed mercenaries and slavers is coming to your city. The quantity of money invested in this assault is staggering, it seems you made some very powerful enemies. If they're not defeated your story will end this day.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the massive, menacing column of consumed mercenaries and slavers and rushed to your office to bring the grim news. The quantity of money invested in this assault is staggering, it seems you made some very powerful enemies. If they're not defeated your story will end this day.
<</if>>
<br>
Free City expeditions are usually composed of mercenaries hired to take down sensible supplies or infrastructure in order to damage the enemies of their contractor. They have on average good equipment and training, together with decent mobility, making them a formidable force. Their biggest weakness however is their low numbers.
<<elseif $attackType == "freedom fighters">>
<<if $recon >= 1>>
A 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.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
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 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, 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, 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.
<</if>>
<<else>>
Your assistant interrupted your rest to bring the grim news. You quickly rush to your console, where you can see the satellite images coming in of the force about to crash against your arcology. It's not the first time your armies fought for the survival of your empire, but this time it seems it will be a fight for life or death.
<br>
<br>
<<if $attackType == "raiders">>
<<if $recon >= 1>>
A massive, disorganized horde of raiders is coming to your city. It seems a warlord of the wastelands massed enough men to try and obtain a slice of territory of his own, if he's not defeated there won't be a tomorrow for the arcology.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the massive, disorganized horde of raiders coming towards the city and quickly reported it. It seems a warlord of the wastelands massed enough men to try and obtain a slice of territory of his own, if he's not defeated there won't be a tomorrow for the arcology.
<</if>>
<br>
Raiders are roaming gangs of bandits, preying on the vulnerable supply lines of free cities and old world nations. They are rarely equipped with decent armaments and even more rarely have any formal military training, but they make up for that with high mobility and numbers.
<<elseif $attackType == "free city">>
<<if $recon >= 1>>
A massive, menacing column of consumed mercenaries and slavers is coming to your city. The quantity of money invested in this assault is staggering, it seems you made some very powerful enemies. If they're not defeated your story will end this day.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
Some of your citizens saw the massive, menacing column of consumed mercenaries and slavers and rushed to your office to bring the grim news. The quantity of money invested in this assault is staggering, it seems you made some very powerful enemies. If they're not defeated your story will end this day.
<</if>>
<br>
Free City expeditions are usually composed of mercenaries hired to take down sensible supplies or infrastructure in order to damage the enemies of their contractor. They have on average good equipment and training, together with decent mobility, making them a formidable force. Their biggest weakness however is their relatively low numbers.
<<elseif $attackType == "freedom fighters">>
<<if $recon >= 1>>
A 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.
Fortunately you knew of their coming, thanks to your recon systems.
<<else>>
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 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, 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, 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.
<</if>>
<</if>>
<</if>>
<br><br>
__Recon__:
<br>
It seems your troops and your adversary will fight
<<if $battleTerrain == "rural">>
in <strong>the rural land</strong> surrounding the free city.
<<elseif $battleTerrain == "urban">>
in the old <strong>abandoned city</strong> surrounding the free city.
<<elseif $battleTerrain == "hills">>
on <strong>the hills</strong> around the free city.
<<elseif $battleTerrain == "coast">>
along <strong>the coast</strong> just outside the free city.
<<elseif $battleTerrain == "outskirts">>
right against <strong>the walls of the arcology.</strong>
<<elseif $battleTerrain == "mountains">>
in <strong>the mountains</strong> overlooking the arcology.
<<elseif $battleTerrain == "wasteland">>
in <strong>the wastelands</strong> outside the free city territory.
<<elseif $battleTerrain == "error">>
<br>@@.red;Error: failed to assign terrain@@. battleTerrain reads "<<print $battleTerrain>>".
<<else>>
<br>@@.red;Error: failed to read terrain@@. battleTerrain reads "<<print $battleTerrain>>".
<</if>>
<<if $recon == 3>>
Your recon capabilities are top notch. The information collected will be most likely correct or very close to be so:
<<elseif $recon == 2>>
Your recon capabilities are decent. The information collected will be mostly close to the truth:
<<elseif $recon == 1>>
Your recon capabilities are fairly low. The information collected will be quite inaccurate:
<<else>>
Your recon capabilities are almost non-existent. The information collected will be wild guesses at best:
<</if>>
approximately <strong><<print $estimatedMen>> men</strong> are coming, they seems to be
<<if $expectedEquip <= 0>>
<strong>poorly armed</strong>. Old rusty small arms are the norm with just a few barely working civilian vehicles.
<<elseif $expectedEquip == 1>>
<strong>lightly armed</strong>. Mostly small arms with some repurposed civilian vehicles and a scattered few machine guns. There's no sign of heavy vehicles, artillery or aircraft.
<<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 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>>
<hr>
__Battle Plan__:
<br>
<<switch $leadingTroops>>
<<case "PC">>
<<set _leader = $PC.name>>
<<case "assistant">>
<<set _leader = $assistantName>>
<<case "bodyguard">>
<<set _leader = $Bodyguard.slaveName>>
<<case "headGirl">>
<<set _leader = $HeadGirl.slaveName>>
<<case "citizen">>
<<set _leader = "The citizens' militia commander">>
<<case "mercenary">>
<<set _leader = "The mercenary commander">>
<<case "colonel">>
<<set _leader = $SF.Lower +"'s Colonel">>
<</switch>>
/* leader assignment */
<span id="leader"><strong><<print _leader>></strong></span> will lead your troops.
<br>
<<link "Personally join the battle">>
<<set $leadingTroops = "PC">>
<<set _leader = $PC.name>>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
|
<<link "Let $assistantName lead the troops">>
<<set $leadingTroops = "assistant">>
<<set _leader = $assistantName>>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
<<if $Bodyguard != 0 && $slavesOfficers == 1>>
|
<<link "Let your bodyguard lead your troops">>
<<set $leadingTroops = "bodyguard">>
<<set _leader = $Bodyguard.slaveName>>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
<</if>>
<<if $HeadGirl != 0 && $slavesOfficers == 1>>
|
<<link "Let your head girl lead your troops">>
<<set $leadingTroops = "headGirl">>
<<set _leader = $HeadGirl.slaveName>>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
<</if>>
<<if $militiaFounded == 1>>
|
<<link "Let the citizens' militia officers lead the troops">>
<<set $leadingTroops = "citizen">>
<<set _leader = "The citizens' militia commander">>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
<</if>>
<<if $mercenaries > 0>>
|
<<link "Let the mercenary officers lead the troops">>
<<set $leadingTroops = "mercenary">>
<<set _leader = "The mercenary commander">>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
<</if>>
<<if $SF.Active && $SF.Toggle && $SFTradeShow.CanAttend === -1>>
|
<<link "Let The Colonel lead the troops">>
<<set $leadingTroops = "colonel">>
<<set _leader = $SF.Lower +"'s Colonel">>
<<replace "#leader">><strong><<print _leader>></strong><</replace>>
<</link>>
<</if>>
/* troop deployment */
<br><br>
With your current readiness level you can <<if $deployedUnits > 0>>still send <strong><<print $deployableUnits>></strong> more units.<<else>>send <strong><<print $deployableUnits>></strong> units.<</if>>
<br>Deployable units:
<br>
<<set _mL = $militiaUnits.length>>
<<set _sL = $slaveUnits.length>>
<<set _meL = $mercUnits.length>>
<<if $deployableUnits > 0>>
<<if $secBots.active == 1 && $secBots.isDeployed == 0 && $secBots.troops > 0>>
<br>
<<secBotsDescription>>
<br>
<<link "Deploy the unit" "attackOptions">>
<<set $secBots.isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<set $deployingBots = 1>>
<<set $saveValid = 0>>
<</link>>
<</if>>
<<for _i = 0; _i < _mL; _i++>>
<<capture _i>>
<<if $militiaUnits[_i].active == 1 && $militiaUnits[_i].isDeployed == 0 && $militiaUnits[_i].troops > 0>>
<br>
<<militiaUnitsDescription $militiaUnits[_i]>>
<br>
<<link "Deploy the unit" "attackOptions">>
<<set $militiaUnits[_i].isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<set $saveValid = 0>>
<</link>>
<</if>>
<</capture>>
<</for>>
<<for _i = 0; _i < _sL; _i++>>
<<capture _i>>
<<if $slaveUnits[_i].active == 1 && $slaveUnits[_i].isDeployed == 0 && $slaveUnits[_i].troops > 0>>
<br>
<<slaveUnitsDescription $slaveUnits[_i]>>
<br>
<<link "Deploy the unit" "attackOptions">>
<<set $slaveUnits[_i].isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<set $saveValid = 0>>
<</link>>
<</if>>
<</capture>>
<</for>>
<<for _i = 0; _i < _meL; _i++>>
<<capture _i>>
<<if $mercUnits[_i].active == 1 && $mercUnits[_i].isDeployed == 0 && $mercUnits[_i].troops > 0>>
<br>
<<mercUnitsDescription $mercUnits[_i]>>
<br>
<<link "Deploy the unit "attackOptions"">>
<<set $mercUnits[_i].isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<set $saveValid = 0>>
<</link>>
<</if>>
<</capture>>
<</for>>
<<else>>
<br>
<strong>Unit roster full.</strong>
<</if>>
<br><br>
Units about to be deployed:
<br>
<<if $deployedUnits > 0>>
<<if $secBots.isDeployed == 1>>
<br>
<<secBotsDescription>>
<br>
<<link "Remove the unit" "attackOptions">>
<<set $secBots.isDeployed = 0>>
<<set $deployableUnits++>>
<<set $deployedUnits-->>
<<set $deployingBots = 0>>
<<set $saveValid = 0>>
<</link>>
<</if>>
<<for _i = 0; _i < _mL; _i++>>
<<capture _i>>
<<if $militiaUnits[_i].isDeployed == 1>>
<br>
<<militiaUnitsDescription $militiaUnits[_i]>>
<br>
<<link "Remove the unit" "attackOptions">>
<<set $militiaUnits[_i].isDeployed = 0>>
<<set $deployableUnits++>>
<<set $deployedUnits-->>
<<set $saveValid = 0>>
<</link>>
<</if>>
<</capture>>
<</for>>
<<for _i = 0; _i < _sL; _i++>>
<<capture _i>>
<<if $slaveUnits[_i].isDeployed == 1>>
<br>
<<slaveUnitsDescription $slaveUnits[_i]>>
<br>
<<link "Remove the unit" "attackOptions">>
<<set $slaveUnits[_i].isDeployed = 0>>
<<set $deployableUnits++>>
<<set $deployedUnits-->>
<<set $saveValid = 0>>
<</link>>
<</if>>
<</capture>>
<</for>>
<<for _i = 0; _i < _meL; _i++>>
<<capture _i>>
<<if $mercUnits[_i].isDeployed == 1>>
<br>
<<mercUnitsDescription $mercUnits[_i]>>
<br>
<<link "Remove the unit" "attackOptions">>
<<set $mercUnits[_i].isDeployed = 0>>
<<set $deployableUnits++>>
<<set $deployedUnits-->>
<<set $saveValid = 0>>
<</link>>
<</if>>
<</capture>>
<</for>>
<</if>>
<<if $majorBattle == 1 && $SF.Active>>
<br>
<br>
The size of the incoming attack warrants the intervention of the security force in its full force. They will <span id="SFI">not intervene</span>.
<br>
<<if $SFIntervention == 0>>
<<link "Let the Security force intervene" "attackOptions">>
<<set $SFIntervention = 1>>
<<replace "#SFI">>
intervene
<</replace>>
<</link>>
//The security force will join the battle with all the equipment they can mobilize within a short timeframe//
<<else>>
<<link "Do not let the Security force intervene" "attackOptions">>
<<set $SFIntervention = 0>>
<<replace "#SFI">>
not intervene
<</replace>>
<</link>>
//The security force will not join the battle//
<</if>>
<br>//Some upgrades will be able to support the troops even if the security force does not intervene directly in the fight.//
<</if>>
<br><br>
<<if $lastSelection.length > 0>>
<<link "Restore saved roster" "attackOptions">>
<<set $deployableUnits = $readiness * 2>>
<<set $deployedUnits = 0>>
<<for _i = 0; _i < $lastSelection.length; _i++>>
<<if $lastSelection[_i] == -1>>
<<set $secBots.isDeployed = 1>>
<<else>>
<<for _j = 0; _j < $militiaUnits.length; _j++>>
<<if $lastSelection[_i] == $militiaUnits[_j].ID>>
<<set $militiaUnits[_j].isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<break>>
<</if>>
<</for>>
<<for _j = 0; _j < $slaveUnits.length; _j++>>
<<if $lastSelection[_i] == $slaveUnits[_j].ID>>
<<set $slaveUnits[_j].isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<break>>
<</if>>
<</for>>
<<for _j = 0; _j < $mercUnits.length; _j++>>
<<if $lastSelection[_i] == $mercUnits[_j].ID>>
<<set $mercUnits[_j].isDeployed = 1>>
<<set $deployableUnits-->>
<<set $deployedUnits++>>
<<break>>
<</if>>
<</for>>
<</if>>
<</for>>
<<set $saveValid = 1>>
<</link>>
<<else>>
Restore saved roster
<</if>>
|
<<if $saveValid != 1>>
<<link "Save current roster" "attackOptions">>
<<if $secBots.isDeployed == 1>>
<<set _tmp = -1>>
<<set $lastSelection.push(_tmp)>>
<</if>>
<<for _i = 0; _i < $militiaUnits.length; _i++>>
<<if $militiaUnits[_i].isDeployed == 1>>
<<set $lastSelection.push($militiaUnits[_i].ID)>>
<</if>>
<</for>>
<<for _i = 0; _i < $slaveUnits.length; _i++>>
<<if $slaveUnits[_i].isDeployed == 1>>
<<set $lastSelection.push($slaveUnits[_i].ID)>>
<</if>>
<</for>>
<<for _i = 0; _i < $mercUnits.length; _i++>>
<<if $mercUnits[_i].isDeployed == 1>>
<<set $lastSelection.push($mercUnits[_i].ID)>>
<</if>>
<</for>>
<<set $saveValid = 1>>
<</link>>
<<else>>
Save current roster
<</if>>
|
<<if $deployedUnits > 0>>
<<link "Clear current roster" "attackOptions">>
<<set $secBots.isDeployed = 0>>
<<for _i = 0; _i < $militiaUnits.length; _i++>>
<<set $militiaUnits[_i].isDeployed = 0>>
<</for>>
<<for _i = 0; _i < $slaveUnits.length; _i++>>
<<set $slaveUnits[_i].isDeployed = 0>>
<</for>>
<<for _i = 0; _i < $mercUnits.length; _i++>>
<<set $mercUnits[_i].isDeployed = 0>>
<</for>>
<<set $saveValid = 0>>
<<set $deployableUnits = $readiness * 2>>
<<set $deployedUnits = 0>>
<</link>>
<<else>>
Clear current roster
<</if>>
|
<<if $lastSelection.length > 0>>
<<link "Clear saved roster" "attackOptions">>
<<unset $lastSelection>>
<<set $lastSelection = []>>
<<set $saveValid = 0>>
<</link>>
<<else>>
Clear saved roster
<</if>>
<br><br>
<<replenishAllUnits>>
<br><br>
/* tactics */
For this battle you choose to follow <span id="tactic"><strong><<print $chosenTactic>></strong></span> tactics.
<br><br>
Defensive tactics
<br>
<<link "Bait and Bleed">>
<<set $chosenTactic = "Bait and Bleed">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Combines bait and switch tactics with guerrilla style assaults, with the objective of slowly bleed the enemy.//
<br>
<<link "Guerrilla">>
<<set $chosenTactic = "Guerrilla">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves using terrain knowledge and small fast attacks to hinder and weaken the enemy.//
<br>
<<link "Choke Points">>
<<set $chosenTactic = "Choke Points">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves using terrain knowledge and strong fortifications in order to stop the enemy on its track.//
<br>
<<link "Interior Lines">>
<<set $chosenTactic = "Interior Lines">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves exploiting a defender's shorter logistics lines and redeployment times in order to keep the enemy pressured.//
<br>
<<link "Pincer Maneuver">>
<<set $chosenTactic = "Pincer Maneuver">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves letting the enemy push back the center in order to envelop their formation.//
<br>
<<link "Defense In Depth">>
<<set $chosenTactic = "Defense In Depth">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves letting the enemy gain terrain to gain tactical superiority by alternating between delaying actions and small counterattacks.//
<br>
Offensive Tactics
<br>
<<link "Blitzkrieg">>
<<set $chosenTactic = "Blitzkrieg">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves breaking the front of the enemy with a fast armored force concentrated into a small area.//
<br>
<<link "Human Wave">>
<<set $chosenTactic = "Human Wave">>
<<replace "#tactic">><strong><<print $chosenTactic>></strong><</replace>>
<</link>>
<br> //Involves assaulting the enemy with large numbers of infantry to overwhelm their lines.//
<br>
<br>
<<if $deployedUnits > 0>>
<<link "Send your orders" "attackHandler">>
<<set $battleResult = 4>> /* sets $battleResult value outside accepted range to avoid evaluation problems */
<<if $hasFoughtOnce == 0>>
<<set $hasFoughtOnce = 1>>
<</if>>
<<set $foughtThisWeek = 1>>
<</link>>
<<else>>
You need at least a unit in your roster to proceed to battle.
<</if>>
<br>
<<link "Surrender" "attackReport">>
<<set $battleResult = -1>>
<<if $hasFoughtOnce == 0>>
<<set $hasFoughtOnce = 1>>
<</if>>
<<set $foughtThisWeek = 1>>
<</link>>
<br>
/* calculates bribe cost */
<<calcBribe>>
<<link "Attempt to bribe" "attackHandler">>
<<set $battleResult = 1>>
<<if $hasFoughtOnce == 0>>
<<set $hasFoughtOnce = 1>>
<</if>>
<<set $foughtThisWeek = 1>>
<</link>>
<br> //Will cost around <<print cashFormat(Math.round($bribeCost * (1 + either(-1,1) * random(2) * 0.1)))>> (estimate).//
|
DankWolf/fc
|
src/SecExp/attackOptions.tw
|
tw
|
bsd-3-clause
| 29,024 |
:: attackReport [nobr]
<<set $nextButton = "Continue", $nextLink = "Scheduled Event", $showEncyclopedia = 1, $encyclopedia = "Battles">>
/*init*/
<<set _oldRep = $rep>>
<<set _oldAuth = $authority>>
<<set $enemyLosses = Math.trunc($enemyLosses)>>
<<if $enemyLosses > $attackTroops>>
<<set $enemyLosses = $attackTroops>>
<</if>>
<<set $totalKills += $enemyLosses>>
<<set $losses = Math.trunc($losses)>>
<<set _loot = 0>>
/* result */
<<if $majorBattle == 0>>
<<set $battlesCount++>>
<<set _majorBattleMod = 1>>
<<if $battleResult == 3>>
<strong>Victory!</strong>
<<set $PClossStreak = 0>>
<<set $PCvictoryStreak += 1>>
<<set $PCvictories++>>
<<elseif $battleResult == -3>>
<strong>Defeat!</strong>
<<set $PClossStreak += 1>>
<<set $PCvictoryStreak = 0>>
<<set $PClosses++>>
<<elseif $battleResult == 2>>
<strong>Partial victory!</strong>
<<set $PCvictories++>>
<<elseif $battleResult == -2>>
<strong>Partial defeat!</strong>
<<set $PClosses++>>
<<elseif $battleResult == -1>>
<strong>We surrendered</strong>
<<set $PClosses++>>
<<elseif $battleResult == 0>>
<strong>Failed bribery!</strong>
<<set $PClosses++>>
<<elseif $battleResult == 1>>
<strong>Successful bribery!</strong>
<<set $PCvictories++>>
<</if>>
<<else>>
<<set _majorBattleMod = 2>>
<<set $battlesCount++>>
<<set $majorBattlesCount++>>
<<if $battleResult == 3>>
<strong>Major victory!</strong>
<<set $PClossStreak = 0>>
<<set $PCvictoryStreak += 1>>
<<set $PCvictories++>>
<<elseif $battleResult == -3>>
<strong>Major Defeat!</strong>
<<set $PClossStreak += 1>>
<<set $PCvictoryStreak = 0>>
<<set $PClosses++>>
<<elseif $battleResult == 2>>
<strong>Partial victory!</strong>
<<set $PCvictories++>>
<<elseif $battleResult == -2>>
<strong>Partial defeat!</strong>
<<set $PClosses++>>
<<elseif $battleResult == -1>>
<strong>We surrendered</strong>
<<set $PClosses++>>
<<elseif $battleResult == 0>>
<strong>Failed bribery!</strong>
<<set $PClosses++>>
<<elseif $battleResult == 1>>
<strong>Successful bribery!</strong>
<<set $PCvictories++>>
<</if>>
<</if>>
<<set _day = $day + random(0,7)>>
<<set _month = $month>>
<<set _year = $year>>
<<switch _month>>
<<case "January">>
<<if _day > 31>>
<<set _day -= 31, _month = "February">>
<</if>>
<<case "February">>
<<if _day > 28>>
<<set _day -= 28, _month = "March">>
<</if>>
<<case "March">>
<<if _day > 31>>
<<set _day -= 31, _month = "April">>
<</if>>
<<case "April">>
<<if _day > 30>>
<<set _day -= 30, _month = "May">>
<</if>>
<<case "May">>
<<if _day > 31>>
<<set _day -= 31, _month = "June">>
<</if>>
<<case "June">>
<<if _day > 30>>
<<set _day -= 30, _month = "July">>
<</if>>
<<case "July">>
<<if _day > 31>>
<<set _day -= 31, _month = "August">>
<</if>>
<<case "August">>
<<if _day > 31>>
<<set _day -= 31, _month = "September">>
<</if>>
<<case "September">>
<<if _day > 30>>
<<set _day -= 30, _month = "October">>
<</if>>
<<case "October">>
<<if _day > 31>>
<<set _day -= 31, _month = "November">>
<</if>>
<<case "November">>
<<if _day > 30>>
<<set _day -= 30, _month = "December">>
<</if>>
<<default>>
<<if _day > 31>>
<<set _day -= 31, _month = "January", _year += 1>>
<</if>>
<</switch>>
<hr>
<<if $attackType == "raiders">>
Today, the _day of _month _year, our arcology was attacked by a band of wild raiders, $attackTroops men strong.
<<if $battleResult != 1 && $battleResult != 0 && $battleResult != -1>>
Our defense forces, $troopCount strong, clashed with them
<<if $battleTerrain == "urban">>
in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>,
<<elseif $battleTerrain == "rural">>
in the rural land surrounding the free city,
<<elseif $battleTerrain == "hills">>
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
<<elseif $battleTerrain == "wasteland">>
in the wastelands outside the free city territory,
<</if>>
<<if $enemyLosses != $attackTroops>>
inflicting <<print $enemyLosses>> casualties, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty <<else>> zero <</if>> themselves.
<<else>>
completely annihilating their troops, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties. <<elseif $losses > 0>> a casualty. <<else>> zero casualties.<</if>>
<</if>>
<</if>>
<<if $battleResult == 3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men easily stopped the disorganized horde futile attempt at raiding your arcology<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard, but in the end our men stopped the disorganized horde attempt at raiding your arcology<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but our men managed to stop the horde raiding party<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
adding another victory to the growing list of our military's successes.
<<elseif $PClossStreak >= 2>>
finally putting an end to a series of unfortunate defeats.
<</if>>
<<elseif $battleResult == -3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men were easily crushed by the barbaric horde of raiders<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard and in the end the bandits proved too much to handle for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but despite their bravery the horde proved too much for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
so interrupting a long series of military successes.
<<elseif $PClossStreak >= 2>>
confirming the long list of recent failures our armed forces collected.
<</if>>
<<elseif $battleResult == 2>>
The fight was long and hard, but in the end our men managed to repel the raiders, though not without difficulty.
<<elseif $battleResult == -2>>
The fight was long and hard. Our men in the end had to yield to the horde raiders, which was fortunately unable to capitalized on their victory.
<<elseif $battleResult == -1>>
You gave your troops the order to surrender, obediently they stand down.
<<elseif $battleResult == 0>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<<elseif $battleResult == 1>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<</if>>
<<elseif $attackType == "free city">>
Today, the _day of _month _year, our arcology was attacked by a contingent of mercenaries hired by a competing free city, $attackTroops men strong.
<<if $battleResult != 1 && $battleResult != 0 && $battleResult != -1>>
Our defense forces, $troopCount strong, clashed with them
<<if $battleTerrain == "urban">>
in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>,
<<elseif $battleTerrain == "rural">>
in the rural land surrounding the free city,
<<elseif $battleTerrain == "hills">>
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
<<elseif $battleTerrain == "wasteland">>
in the wastelands outside the free city territory,
<</if>>
<<if $enemyLosses != $attackTroops>>
inflicting <<print $enemyLosses>> casualties, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty <<else>> zero <</if>> themselves.
<<else>>
completely annihilating their troops, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty .<<else>> zero casualties.<</if>>
<</if>>
<</if>>
<<if $battleResult == 3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men easily stopped the mercenaries dead in their tracks<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard, but in the end our men stopped the slavers attempt at weakening your arcology<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but our men managed to stop the free city mercenaries<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
adding another victory to the growing list of our military's successes.
<<elseif $PClossStreak >= 2>>
finally putting an end to a series of unfortunate defeats.
<</if>>
<<elseif $battleResult == -3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men were easily crushed by the consumed mercenary veterans sent against us<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard and in the end the slavers proved too much to handle for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but despite their bravery the mercenary slavers proved too much for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
so interrupting a long series of military successes.
<<elseif $PClossStreak >= 2>>
confirming the long list of recent failures our armed forces collected.
<</if>>
<<elseif $battleResult == 2>>
The fight was long and hard, but in the end our men managed to repel the mercenaries, though not without difficulty.
<<elseif $battleResult == -2>>
The fight was long and hard. Our men in the end had to yield to the slavers, which were fortunately unable to capitalized on their victory.
<<elseif $battleResult == -1>>
You gave your troops the order to surrender, obediently they stand down.
<<elseif $battleResult == 0>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<<elseif $battleResult == 1>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<</if>>
<<elseif $attackType == "freedom fighters">>
Today, the _day of _month _year, our arcology was attacked by a group of freedom fighters bent on the destruction of the institution of slavery, $attackTroops men strong.
<<if $battleResult != 1 && $battleResult != 0 && $battleResult != -1>>
Our defense forces, $troopCount strong, clashed with them
<<if $battleTerrain == "urban">>
in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>,
<<elseif $battleTerrain == "rural">>
in the rural land surrounding the free city,
<<elseif $battleTerrain == "hills">>
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
<<elseif $battleTerrain == "wasteland">>
in the wastelands outside the free city territory,
<</if>>
<<if $enemyLosses != $attackTroops>>
inflicting <<print $enemyLosses>> casualties, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty <<else>> zero <</if>> themselves.
<<else>>
completely annihilating their troops, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty. <<else>> zero casualties.<</if>>
<</if>>
<</if>>
<<if $battleResult == 3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men easily stopped the freedom fighters dead in their tracks<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard, but in the end our men stopped the fighters attack<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but our men managed to stop the freedom fighters<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
adding another victory to the growing list of our military's successes.
<<elseif $PClossStreak >= 2>>
finally putting an end to a series of unfortunate defeats.
<</if>>
<<elseif $battleResult == -3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men were easily crushed by the fanatical fury of the freedom fighters<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard and in the end the freedom fighters proved too much to handle for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but despite their bravery the freedom fighters fury proved too much for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
so interrupting a long series of military successes.
<<elseif $PClossStreak >= 2>>
confirming the long list of recent failures our armed forces collected.
<</if>>
<<elseif $battleResult == 2>>
The fight was long and hard, but in the end our men managed to repel the freedom fighters, though not without difficulty.
<<elseif $battleResult == -2>>
The fight was long and hard. Our men in the end had to yield to the freedom fighters, which were fortunately unable to capitalized on their victory.
<<elseif $battleResult == -1>>
You gave your troops the order to surrender, obediently they stand down.
<<elseif $battleResult == 0>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<<elseif $battleResult == 1>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<</if>>
<<elseif $attackType == "old world">>
Today, the _day of _month _year, our arcology was attacked by an old world nation boasting a misplaced sense of superiority, $attackTroops men strong.
<<if $battleResult != 1 && $battleResult != 0 && $battleResult != -1>>
Our defense forces, $troopCount strong, clashed with them
<<if $battleTerrain == "urban">>
in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>,
<<elseif $battleTerrain == "rural">>
in the rural land surrounding the free city,
<<elseif $battleTerrain == "hills">>
on the hills around the free city,
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city,
<<elseif $battleTerrain == "outskirts">>
just against the walls of the arcology,
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology,
<<elseif $battleTerrain == "wasteland">>
in the wastelands outside the free city territory,
<</if>>
<<if $enemyLosses != $attackTroops>>
inflicting <<print $enemyLosses>> casualties, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty <<else>> zero <</if>> themselves.
<<else>>
completely annihilating their troops, while sustaining <<if $losses > 1>> <<print commaNum(Math.trunc($losses))>> casualties <<elseif $losses > 0>> a casualty. <<else>> zero casualties.<</if>>
<</if>>
<</if>>
<<if $battleResult == 3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men easily stopped the old world soldiers dead in their tracks<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard, but in the end our men stopped the soldiers of the old world<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but our men managed to stop the old world soldiers<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
adding another victory to the growing list of our military's successes.
<<elseif $PClossStreak >= 2>>
finally putting an end to a series of unfortunate defeats.
<</if>>
<<elseif $battleResult == -3>>
<<if $battleTurns <= 5>>
The fight was quick and one sided, our men were easily crushed by the discipline of the old world armies<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<elseif $battleTurns <= 7>>
The fight was hard and in the end the old world proved too much to handle for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<<else>>
The fight was long and hard, but despite their bravery the determination of the old world troops proved too much for our men<<if $PCvictoryStreak >= 2 || $PClossStreak >= 2>>,<<else>>.<</if>>
<</if>>
<<if $PCvictoryStreak >= 2>>
so interrupting a long series of military successes.
<<elseif $PClossStreak >= 2>>
confirming the long list of recent failures our armed forces collected.
<</if>>
<<elseif $battleResult == 2>>
The fight was long and hard, but in the end our men managed to repel the old world soldiers, though not without difficulty.
<<elseif $battleResult == -2>>
The fight was long and hard. Our men in the end had to yield to the old world soldiers, which were fortunately unable to capitalized on their victory.
<<elseif $battleResult == -1>>
You gave your troops the order to surrender, obediently they stand down.
<<elseif $battleResult == 0>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<<elseif $battleResult == 1>>
You decided in favor of a financial approach rather than open hostilities. Your troops remain inside the arcology's walls.
<</if>>
<</if>>
<br><br>
/* calculates effects on the city */
<<if $battleResult == 3>>
Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ increased. You were also able to capture
<<if $attackType == "raiders">>
<<set $rep += 800 * _majorBattleMod>>
<<set $authority += 800 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep += 1200 * _majorBattleMod>>
<<set $authority += 1200 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep += 1500 * _majorBattleMod>>
<<set $authority += 1500 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep += 1200 * _majorBattleMod>>
<<set $authority += 1200 * _majorBattleMod>>
<</if>>
<<if $attackTroops - $enemyLosses <= 50>>
a small amount of attackers,
<<set _captives = ($attackTroops - $enemyLosses) * 0.1 * random(1,3)>>
<<elseif $attackTroops - $enemyLosses <= 100>>
an healthy group of attackers,
<<set _captives = ($attackTroops - $enemyLosses) * 0.1 * random(1,3)>>
<<elseif $attackTroops - $enemyLosses <= 150>>
a big group of attackers,
<<set _captives = ($attackTroops - $enemyLosses) * 0.1 * random(1,3)>>
<<elseif $attackTroops - $enemyLosses <= 200>>
a huge group of attackers,
<<set _captives = ($attackTroops - $enemyLosses) * 0.1 * random(1,3)>>
<<elseif $attackTroops - $enemyLosses > 200>>
a great amount of attackers,
<<set _captives = ($attackTroops - $enemyLosses) * 0.1 * random(1,3)>>
<</if>>
and some of their equipment, which once sold produced
<<if $attackEquip == 0>>
@@.yellowgreen;a small amount of cash.@@
<<set _loot += 1000 * _majorBattleMod>>
<<elseif $attackEquip == 1>>
@@.yellowgreen;a moderate amount of cash.@@
<<set _loot += 5000 * _majorBattleMod>>
<<elseif $attackEquip == 2>>
@@.yellowgreen;a good amount of cash.@@
<<set _loot += 10000 * _majorBattleMod>>
<<elseif $attackEquip == 3>>
@@.yellowgreen;a great amount of cash.@@
<<set _loot += 15000 * _majorBattleMod>>
<<elseif $attackEquip == 4>>
@@.yellowgreen;wealth worthy of the mightiest warlord.@@
<<set _loot += 20000 * _majorBattleMod>>
<</if>>
<<if $mercSoldierPrivilege == 1 && $deployingMercs == 1>>
Part of the loot is distributed to your mercenaries.
<<set _captives = Math.trunc(_captives * 0.6)>>
<<set _loot = Math.trunc(_loot * 0.6)>>
<</if>>
<<set $cash += _loot>>
<br>
Damage to the infrastructure was @@.yellow;virtually non-existent@@, costing only pocket cash to bring the structure back to normal. The inhabitants as well reported little to no injuries, because of this the prosperity of the arcology did not suffer.
<<set $cash -= 1000 * _majorBattleMod, $PC.engineering += .1>>
<<if $PCvictoryStreak >= 3>>
It seems your victories over the constant threats directed your way is having @@.green;a positive effect on the prosperity of the arcology@@, due to the security your leadership affords.
<<set $arcologies[0].prosperity += 5 * _majorBattleMod>>
<</if>>
<<elseif $battleResult == -3>>
Due to your defeat, your @@.red;reputation@@ and @@.red;authority@@ decreased. Obviously your troops were not able to capture anyone or anything.
<<if $attackType == "raiders">>
<<set $rep -= 400 * _majorBattleMod>>
<<set $authority -= 400 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep -= 600 * _majorBattleMod>>
<<set $authority -= 600 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep -= 750 * _majorBattleMod>>
<<set $authority -= 750 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep -= 600 * _majorBattleMod>>
<<set $authority -= 600 * _majorBattleMod>>
<</if>>
<br>
In the raiding following the battle @@.red;the arcology sustained heavy damage@@, which will cost quite the amount of cash to fix. Reports of @@.red;citizens or slaves killed or missing@@ flood your office for a few days following the defeat.
<<set $cash -= 5000 * _majorBattleMod, $PC.engineering += .1>>
<<if $week <= 30>>
<<set $ACitizens -= random(100) * _majorBattleMod>>
<<set $ASlaves -= random(150) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(5) * _majorBattleMod>>
<<elseif $week <= 60>>
<<set $ACitizens -= random(120) * _majorBattleMod>>
<<set $ASlaves -= random(170) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(10) * _majorBattleMod>>
<<elseif $week <= 90>>
<<set $ACitizens -= random(140) * _majorBattleMod>>
<<set $ASlaves -= random(190) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(15) * _majorBattleMod>>
<<elseif $week <= 120>>
<<set $ACitizens -= random(160) * _majorBattleMod>>
<<set $ASlaves -= random(210) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(20) * _majorBattleMod>>
<<else>>
<<set $ACitizens -= random(180) * _majorBattleMod>>
<<set $ASlaves -= random(230) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(25) * _majorBattleMod>>
<</if>>
<<if $PClossStreak >= 3>>
This only confirms the fears of many, @@.red;your arcology is not safe@@ and it is clear their business will be better somewhere else.
<<set $arcologies[0].prosperity -= 5 * _majorBattleMod>>
<</if>>
<<elseif $battleResult == 2>>
Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ slightly increased. Our men were not able to capture any combatants, however some equipment was seized during the enemy's hasty retreat,
<<if $attackType == "raiders">>
<<set $rep += 200 * _majorBattleMod>>
<<set $authority += 200 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep += 300 * _majorBattleMod>>
<<set $authority += 300 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep += 450 * _majorBattleMod>>
<<set $authority += 450 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep += 300 * _majorBattleMod>>
<<set $authority += 300 * _majorBattleMod>>
<</if>>
which once sold produced
<<if $attackEquip == 0>>
@@.yellowgreen;a bit of cash.@@
<<set _loot += 500 * _majorBattleMod>>
<<elseif $attackEquip == 1>>
@@.yellowgreen;a small amount of cash.@@
<<set _loot += 2500 * _majorBattleMod>>
<<elseif $attackEquip == 2>>
@@.yellowgreen;a moderate amount of cash.@@
<<set _loot += 5000 * _majorBattleMod>>
<<elseif $attackEquip == 3>>
@@.yellowgreen;a good amount of cash.@@
<<set _loot += 7500 * _majorBattleMod>>
<<elseif $attackEquip == 4>>
@@.yellowgreen;a great amount of cash.@@
<<set _loot += 10000 * _majorBattleMod>>
<</if>>
<<if $mercSoldierPrivilege == 1 && $deployingMercs == 1>>
Part of the loot is distributed to your mercenaries.
<<set _loot = Math.trunc(_loot * 0.6)>>
<</if>>
<<set $cash += _loot>>
<br>
Damage to the city was @@.red;limited@@, it won't take much to rebuild. Very few citizens or slaves were involved in the fight and even fewer met their end, safeguarding the prosperity of the arcology.
<<set $cash -= 2000 * _majorBattleMod, $PC.engineering += .1>>
<<set $ACitizens -= random(10) * _majorBattleMod>>
<<set $ASlaves -= random(20) * _majorBattleMod>>
<<elseif $battleResult == -2>>
It was a close defeat, but nonetheless your @@.red;reputation@@ and @@.red;authority@@ slightly decreased. Your troops were not able to capture anyone or anything.
<<if $attackType == "raiders">>
<<set $rep -= 40 * _majorBattleMod>>
<<set $authority -= 40 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep -= 60 * _majorBattleMod>>
<<set $authority -= 60 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep -= 75 * _majorBattleMod>>
<<set $authority -= 75 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep -= 60 * _majorBattleMod>>
<<set $authority -= 60 * _majorBattleMod>>
<</if>>
<br>
The enemy did not have the strength to raid the arcology for long, still @@.red;the arcology sustained some damage@@, which will cost a moderate amount of cash to fix. Some citizens and slaves found themselves on the wrong end of a gun and met their demise.
Some business sustained heavy damage, slightly impacting the arcology's prosperity.
<<set $cash -= 3000 * _majorBattleMod, $PC.engineering += .1>>
<<if $week <= 30>>
<<set $ACitizens -= random(50) * _majorBattleMod>>
<<set $ASlaves -= random(75) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(2) * _majorBattleMod>>
<<elseif $week <= 60>>
<<set $ACitizens -= random(60) * _majorBattleMod>>
<<set $ASlaves -= random(65) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(5) * _majorBattleMod>>
<<elseif $week <= 90>>
<<set $ACitizens -= random(70) * _majorBattleMod>>
<<set $ASlaves -= random(95) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(7) * _majorBattleMod>>
<<elseif $week <= 120>>
<<set $ACitizens -= random(80) * _majorBattleMod>>
<<set $ASlaves -= random(105) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(10) * _majorBattleMod>>
<<else>>
<<set $ACitizens -= random(90) * _majorBattleMod>>
<<set $ASlaves -= random(115) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(12) * _majorBattleMod>>
<</if>>
<<elseif $battleResult == -1>>
Rather than waste the lives of your men you decided to surrender, hoping your enemy will cause less damage if you indulge them, this is however a big hit to your status. Your @@.red;reputation@@ and @@.red;authority@@ are significantly impacted.
<<if $attackType == "raiders">>
<<set $rep -= 600 * _majorBattleMod>>
<<set $authority -= 600 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep -= 800 * _majorBattleMod>>
<<set $authority -= 800 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep -= 1000 * _majorBattleMod>>
<<set $authority -= 1000 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep -= 800 * _majorBattleMod>>
<<set $authority -= 800 * _majorBattleMod>>
<</if>>
<br>
The surrender allows the arcology to survive @@.red;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days.
<<set $cash -= 1000 * _majorBattleMod, $PC.engineering += .1>>
<<if $week <= 30>>
<<set $ACitizens -= random(80) * _majorBattleMod>>
<<set $ASlaves -= random(120) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(5) * _majorBattleMod>>
<<elseif $week <= 60>>
<<set $ACitizens -= random(100) * _majorBattleMod>>
<<set $ASlaves -= random(140) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(10) * _majorBattleMod>>
<<elseif $week <= 90>>
<<set $ACitizens -= random(120) * _majorBattleMod>>
<<set $ASlaves -= random(160) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(15) * _majorBattleMod>>
<<elseif $week <= 120>>
<<set $ACitizens -= random(140) * _majorBattleMod>>
<<set $ASlaves -= random(180) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(20) * _majorBattleMod>>
<<else>>
<<set $ACitizens -= random(160) * _majorBattleMod>>
<<set $ASlaves -= random(190) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(25) * _majorBattleMod>>
<</if>>
<<elseif $battleResult == 0>>
Unfortunately your adversary did not accept your money. <<if $attackType == "freedom fighters">> Their ideological crusade would not allow such thing<<else>>They saw your attempt as nothing more than admission of weakness<</if>>. There was no time to organize a defense and so the enemy walked into the arcology as it was his.
Your reputation and authority suffer a hit.
<<if $attackType == "raiders">>
<<set $rep -= 400 * _majorBattleMod>>
<<set $authority -= 400 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep -= 600 * _majorBattleMod>>
<<set $authority -= 600 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep -= 750 * _majorBattleMod>>
<<set $authority -= 750 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep -= 600 * _majorBattleMod>>
<<set $authority -= 600 * _majorBattleMod>>
<</if>>
<br>
Fortunately the arcology survives @@.yellow;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days.
<<set $cash -= 1000, $PC.engineering += .1>>
<<if $week <= 30>>
<<set $ACitizens -= random(80) * _majorBattleMod>>
<<set $ASlaves -= random(120) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(5) * _majorBattleMod>>
<<elseif $week <= 60>>
<<set $ACitizens -= random(100) * _majorBattleMod>>
<<set $ASlaves -= random(140) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(10) * _majorBattleMod>>
<<elseif $week <= 90>>
<<set $ACitizens -= random(120) * _majorBattleMod>>
<<set $ASlaves -= random(160) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(15) * _majorBattleMod>>
<<elseif $week <= 120>>
<<set $ACitizens -= random(140) * _majorBattleMod>>
<<set $ASlaves -= random(180) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(20) * _majorBattleMod>>
<<else>>
<<set $ACitizens -= random(160) * _majorBattleMod>>
<<set $ASlaves -= random(190) * _majorBattleMod>>
<<set $arcologies[0].prosperity -= random(25) * _majorBattleMod>>
<</if>>
<br>
<<elseif $battleResult == 1>>
The attackers wisely take the money offered them to leave your territory without further issues. The strength of the free cities was never in their guns but in their dollars and today events are the perfect demonstration of such strength.
Your @@.green;reputation slightly increases@@.
<<if $attackType == "raiders">>
<<set $rep += 100 * _majorBattleMod>>
<<elseif $attackType == "free city">>
<<set $rep += 150 * _majorBattleMod>>
<<elseif $attackType == "freedom fighters">>
<<set $rep += 200 * _majorBattleMod>>
<<elseif $attackType == "old world">>
<<set $rep += 150 * _majorBattleMod>>
<</if>>
<<set $cash -= $bribeCost>>
<</if>>
<<if !isInt($ACitizens)>>
<<if isNaN($ACitizens)>>
<br>@@.red;Error: ACitizens is NaN, please report this issue@@
<<else>>
<<set $ACitizens = Math.clamp(Math.trunc($ACitizens),100,$ACitizenLimit)>>
<</if>>
<</if>>
<<if !isInt($ASlaves)>>
<<if isNaN($ASlaves)>>
<br>@@.red;Error: ASlaves is NaN, please report this issue@@
<<else>>
<<set $ASlaves = Math.clamp(Math.trunc($ASlaves),1000,$ASlaveLimit)>>
<</if>>
<</if>>
<br><br>
<<if $battleResult != 1 && $battleResult != 0 && $battleResult != -1>>
/* leaders */
<<if $leadingTroops == "PC">>
You decided to personally lead the defense of your arcology.
<<if $deployingMilitia == 1>>
<<if _oldRep <= 2500>>
<<if _oldRep > 1000>>
You're not particularly popular between the inhabitants of your arcology, so your presence does little to reassure the volunteers.
<<else>>
As your low reputation proves, your volunteers do not particularly enjoy your company. As far as they are concerned your presence is more of an hindrance than an advantage.
<</if>>
<<if $PC.career == "celebrity">>
Still, your past celebrity does carry some weight, and many look forward to fight alongside a famous name.
<<elseif $PC.career == "capitalist">>
Still, your past life as a famous venture capitalist does carry some weight, and many trust in your cunning to save them in the incoming battle.
<<elseif $PC.career == "gang">>
The situation is not made easier by your past. Many still remember you as the gang leader who used to be on the other side of their guns.
<<elseif $PC.career == "escort">>
The situation is not made easier by your past. Many still remember your past career as an escort and doubt you'll be of any use during the fighting.
<<elseif $PC.career == "mercenary">>
Still, your past mercenary work does carry some weight, and many look forward to fight alongside a battle hardened name.
<</if>>
<<elseif _oldRep >= 5000>>
<<if _oldRep < 15000>>
Your citizens are honored that their arcology owner is willing to put <<if $PC.title == 0>>her<<else>>his<</if>> life in danger.
<<else>>
Many among the volunteers are awed by your presence; never would they have thought they would fight shoulder to shoulder with their famous arcology owner.
<</if>>
<<if $PC.career == "celebrity">>
They consider it a priceless opportunity to fight together with someone with such a renowned past as yours. Your celebrity past still carries weight.
<<elseif $PC.career == "capitalist">>
They consider it a priceless opportunity to fight together with one of the great capitalist sharks of their time. Such a fine mind on their side can only bring victory!
<<elseif $PC.career == "gang">>
Your past, however, does not help you. Many still remember you as the gang leader who used to be on the other side of their guns.
<<elseif $PC.career == "escort">>
Your past, however, does not help you. Many still remember your past career as an escort and doubt you'll be of any use during the fighting.
<<elseif $PC.career == "mercenary">>
Your past mercenary work does carries some weight, and many look forward to fight alongside a battle hardened name.
<</if>>
<</if>>
<</if>>
<<if $deployingSlaves == 1>>
<<if _oldAuth <= 2500>>
<<if _oldAuth > 1000>>
Your slave soldiers do not feel bound to you as much as they should, as your authority is far from absolute.
<<else>>
Your slave soldiers are often openly rebellious. Only the threat of execution holds them in line.
<</if>>
<<if $PC.career == "escort">>
Fortunately many feel some level of kinship with you, thanks to your past as an escort.
<<elseif $PC.career == "servant">>
Fortunately many feel some level of kinship with you, thanks to your past as a servant.
<<elseif $PC.career == "slaver">>
Things are made worse by your past as a notorious slaver.
<<elseif $PC.career == "mercenary">>
Your past mercenary work carries some weight, and many look forward to fighting alongside a battle hardened name.
<</if>>
<<elseif _oldAuth >= 5000>>
<<if _oldAuth < 15000>>
Your slave soldiers show a surprising amount of discipline, thanks to your high authority.
<<else>>
Your slave soldiers show almost a fanatical level of martial discipline. Your absolute authority has a great effect on them.
<</if>>
<<if $PC.career == "escort">>
Many have an instinctual feeling of kinship towards you because of your past as an escort.
<<elseif $PC.career == "servant">>
Many have an instinctual feeling of kinship towards you because of your past as a servant.
<<elseif $PC.career == "slaver">>
Still, some rebellious looks can be spotted once in a while. In their eyes your slaver past will always paint you in a dark light.
<<elseif $PC.career == "mercenary">>
Your past mercenary work carries some weight, and many look forward to fighting alongside a battle hardened name.
<</if>>
<</if>>
<</if>>
<<if $deployingMercs == 1>>
<<if $mercLoyalty <= 25>>
<<if $mercLoyalty <= 10>>
Your mercenaries barely bother to pretend being loyal; their battle performance is obviously barely passable.
<<else>>
Your presence does little to spur your mercenaries into action; their loyalty is straining and their performance suffers.
<</if>>
<<if $PC.career == "mercenary">>
Thankfully they hold in high regard someone who made their fortune as a mercenary themselves.
<<elseif $PC.career == "wealth">>
They do little to hide the contempt they have for someone who was born into wealth, rather than gaining it through blood, sweat, and tears.
<<elseif $PC.career == "servant">>
They do little to hide their disgust at being ordered around by an ex-servant.
<<elseif $PC.career == "BlackHat">>
They do little to hide their disgust at being ordered around by some unscrupulous code monkey.
<</if>>
<<elseif $mercLoyalty >= 50>>
<<if $mercLoyalty < 75>>
Your mercenaries are ready to fight their hardest for you, their loyalty a testament to your capability as a leader.
<<else>>
Your mercenaries fight with a martial fury worthy of religious fanatics. Their loyalty to you is absolute.
<</if>>
<<if $PC.career == "mercenary">>
They're more than willing to follow someone who walked their same steps once as a gun for hire.
<<elseif $PC.career == "wealth">>
Unfortunately many still resent you being born into your wealth and power, rather than having earned it through blood, sweat, and tears.
<<elseif $PC.career == "servant">>
Unfortunately some still resent the fact they are ordered around by an ex-servant.
<<elseif $PC.career == "BlackHat">>
Unfortunately some still resent the fact they are ordered around by an unscrupulous hacker.
<</if>>
<</if>>
<<if _oldRep >= 15000>>
Your reputation is so high your name carries power by itself. Having you on the battlefield puts fear even in the hardiest of warriors.
<</if>>
<</if>>
<<if $SFIntervention == 1>>
<<if $PC.career == "mercenary" || $PC.career == "slaver" || $PC.career == "capitalist" || $PC.career == "gang" || $PC.warfare > 75>>
The soldiers of the $SF.Lower are ready and willing to follow you into battle, confident in your past experience.
<<elseif $PC.career == "wealth" || $PC.career == "medicine" || $PC.career == "engineer">>
The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of someone who has no experience leading men.
<<elseif $PC.career == "servant">>
The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of an ex-servant.
<<elseif $PC.career == "escort">>
The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of an ex-escort.
<<elseif $PC.career == "BlackHat">>
The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of a dubious incursion specialist.
<</if>>
<</if>>
<<if $PC.warfare <= 25 && $PC.warfare > 10>>
Your inexperience in military matters has a negative impact on your troops performance and the effectiveness of your battle plan
<<elseif $PC.warfare <= 10>>
Your ignorance in military matters has a severe negative impact on your troops performance and the effectiveness of your battle plan
<<elseif $PC.warfare >= 50 && $PC.warfare >= 50>>
Your experience in military matters has a positive impact on your troops performance and the effectiveness of your battle plan.
<<elseif $PC.warfare >= 75>>
Your great experience in military matters has a major positive impact on your troops performance and the effectiveness of your battle plan.
<</if>>
<<if $gainedWarfare == 1>>
Battlefield experience increased your understanding of warfare, making you a better commander.
<</if>>
<<if $PCWounded == 1>>
During the fighting @@.red;you were wounded@@. Your medics assure you it's nothing life threatening, but you'll be weakened for a few weeks.
<<set $PCWoundCooldown = 3>>
<</if>>
<<elseif $leadingTroops == "assistant">>
<<if $auto == 1>>$assistantName<<else>>You<</if>> let your personal assistant lead the troops.
<<if $deployingMercs == 1 || $deployingMilitia == 1 || $deployingSlaves == 1>>
No soldier trusts a computer to be their commander,
<<if _oldRep < 10000 && _oldAuth < 10000>>
no algorithm can substitute experience<<if $assistantPower == 0>>and as expected<<else>>, however, <</if>>
<<else>>
but they trust you enough to not question your decision<<if $assistantPower == 0>>, however<<else>>, <</if>>
<</if>>
<</if>>
<<if $assistantPower == 0>>
your assistant gives a rather poor field performance, due to the limited computing power available to her.
<<elseif $assistantPower == 1>>
your assistant performs decently. While nothing to write home about your men are pleasantly surprised.
<<elseif $assistantPower == 2>>
your assistant performs admirably. Her vast computing power allows her to be everywhere on the battlefield, greatly enhancing the efficiency of your troops and the effectiveness of your battle plan.
<</if>>
<<elseif $leadingTroops == "bodyguard">>
<<if $auto == 1>>$assistantName<<else>>You<</if>> decided it will be your bodyguard that leads the troops.
<<if $deployingSlaves == 1>>
<<if $Bodyguard.devotion < -20>>
Her low devotion has a negative impact on the morale of your slave soldiers.
<<elseif $Bodyguard.devotion > 51>>
Her devotion to you has a positive impact on the morale of your slave soldiers, proud to be led by one of their own.
<</if>>
<</if>>
<<if _oldRep < 10000 && _oldAuth < 10000 || $Bodyguard.prestige < 1>>
<<if $deployingMilitia == 1>>
Your volunteers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a
<<if $deployingMercs == 1 && $SFIntervention == 1>>
commander and neither are your mercenaries or your soldiers.
<<elseif $deployingMercs == 1>>
commander and neither are your mercenaries.
<<elseif $SFIntervention == 1>>
commander and neither are your soldiers.
<<else>>
commander.
<</if>>
<<elseif $deployingMercs == 1 && $SFIntervention == 1>>
Your mercenaries and soldiers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander.
<<elseif $deployingMercs == 1>>
Your mercenaries <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander.
<<elseif $SFIntervention == 1>>
Your soldiers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander.
<</if>>
<<elseif $Bodyguard.prestige >= 2>>
<<if $deployingMilitia == 1>>
Your
<<if $deployingMercs == 1 && $SFIntervention == 1>>
volunteers, your mercenaries and your soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $deployingMercs == 1>>
volunteers and your mercenaries are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $SFIntervention == 1>>
volunteers and your soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<else>>
volunteers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<</if>>
<<elseif $deployingMercs == 1 && $SFIntervention == 1>>
Your mercenaries and soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $deployingMercs == 1>>
Your mercenaries are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $SFIntervention == 1>>
Your soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<</if>>
<<else>>
<<if $deployingMilitia == 1>>
Your volunteers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a
<<if $deployingMercs == 1 && $SFIntervention == 1>>
commander and neither are your mercenaries and soldiers, but they trust you enough not to question your decision.
<<elseif $deployingMercs == 1>>
commander and neither are your mercenaries, but they trust you enough not to question your decision.
<<elseif $SFIntervention == 1>>
commander and neither are your soldiers, but they trust you enough not to question your decision.
<<else>>
commander, but they trust you enough not to question your decision.
<</if>>
<<elseif $deployingMercs == 1 && $SFIntervention == 1>>
Your mercenaries and soldiers <<if $deployingSlaves == 1>>however,<</if>> are not enthusiastic to have a slave as a commander, but they trust you enough not to question your decision.
<<elseif $deployingMercs == 1>>
Your mercenaries <<if $deployingSlaves == 1>>however,<</if>> are not enthusiastic to have a slave as a commander, but they trust you enough not to question your decision.
<<elseif $SFIntervention == 1>>
Your soldiers <<if $deployingSlaves == 1>>however,<</if>> are not enthusiastic to have a slave as a commander, but they trust you enough not to question your decision.
<</if>>
<</if>>
<<if (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence == 3>>
With her experience and her great intellect, she is able to exploits the smallest of tactical advantages, making your troops very effective.
<<elseif $Bodyguard.intelligence == 3>>
While she lacks experience, her great intellect allows her to seize and exploit any tactical advantage the battlefield offers her.
<<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence == 2>>
Having both the experience and the intelligence, she performs admirably as your commander. Her competence greatly increases the efficiency of your troops.
<<elseif $Bodyguard.intelligence == 2>>
Despite not having a lot of experience as a leader, her intelligence makes her a good commander, increasing the efficiency of your troops.
<<elseif setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career) && $Bodyguard.intelligence >= 1>>
Thanks to her experience, she is a decent commander, competently guiding your troops through the battle.
<<elseif $Bodyguard.intelligence >= 1>>
Lacking experience her performance as a commander is rather forgettable.
<<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence <= -2>>
Despite the experience she accumulated during her past career, her very low intelligence is a great disadvantage for your troops.
<<elseif $Bodyguard.intelligence <= -2>>
Without experience and low intelligence, she performs horribly as a commander, greatly affecting your troops.
<<elseif !(setup.bodyguardCareers.includes($Bodyguard.career) && setup.HGCareers.includes($Bodyguard.career)) || $Bodyguard.intelligence <= -1>>
Despite the experience she accumulated during her past career, she lacks the intelligence to apply it quickly and effectively, making for a rather poor performance in the field.
<<elseif $Bodyguard.intelligence <= -1>>
She lacks the experience and the intelligence to be an effective commander, the performance of your troops suffers because of her poor leadership.
<</if>>
<<if $gainedCombat == 1>>
During the battle, she had to fight for her life, giving her experience in modern combat. She is now proficient with modern firearms and hand to hand combat.
<</if>>
<<if $woundType != 0>>
Unfortunately, @@.red;she sustained major injuries.@@
<<if $woundType == 1>>
A stray bullet hit her neck. While she fortunately avoided fatal hemorrhaging, her vocal cords were irreparably damaged.
<<elseif $woundType == 2>>
Some shrapnel found her eyes as their final target, blinding her permanently.
<<elseif $woundType == 3>>
A grenade landed close to her, rendering her a quadruple amputee.
<<elseif $woundType >= 4>>
While gravely wounded, it seems she will be able to fully recover, given enough time.
<</if>>
Your troops were greatly affected by the loss of their leader.
<</if>>
<<if $battleResult == 3 && $allowPrestigeFromBattles == 1>>
<<set _found = 0>>
<<for _i = 0; _i < $slaveVictories.length; _i++>>
<<if $slaveVictories[_i].ID == $Bodyguard.ID>>
<<set $slaveVictories[_i].victories++>>
<<set _found = 1>>
<<if $slaveVictories[_i].victories >= 10>>
<<if $Bodyguard.prestige < 3>>
<<set _j = $slaveIndices[$Bodyguard.ID]>>
<<set $slaves[_j].prestige++>>
<<if $slaves[_j].prestige == 1>>
<<set $slaves[_j].prestigeDesc = "She is well known for being a great commander.">>
<<elseif $slaves[_j].prestige == 2>>
<<set $slaves[_j].prestigeDesc = "She is famous for being an incredible commander.">>
<<elseif $slaves[_j].prestige == 3>>
<<set $slaves[_j].prestigeDesc = "She is known as a legendary commander all over the world.">>
<</if>>
<<set $slaveVictories[_i].victories = 0>>
<<set $slaveIncreasedPrestige = 1>>
<</if>>
<</if>>
<<break>>
<</if>>
<</for>>
<<if _found == 0>>
<<set _newSlave = {ID: $Bodyguard.ID, victories: 0}>>
<<set $slaveVictories.push(_newSlave)>>
<</if>>
<</if>>
<<if $slaveIncreasedPrestige == 1>>
She brought your army to victory so many times that her @@.green;prestige has increased@@.
<</if>>
<<elseif $leadingTroops == "headGirl">>
<<if $auto == 1>>$assistantName<<else>>You<</if>> decided it will be your head girl that leads the troops.
<<if $deployingSlaves == 1>>
<<if $HeadGirl.devotion < -20>>
Her low devotion has a negative impact on the morale of your slave soldiers.
<<elseif $HeadGirl.devotion > 51>>
Her devotion to you has a positive impact on the morale of your slave soldiers, proud to be led by one of their own.
<</if>>
<</if>>
<<if _oldRep < 10000 && _oldAuth < 10000 || $HeadGirl.prestige < 1>>
<<if $deployingMilitia == 1>>
Your volunteers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a
<<if $deployingMercs == 1 && $SFIntervention == 1>>
commander and neither are your mercenaries or your soldiers.
<<elseif $deployingMercs == 1>>
commander and neither are your mercenaries.
<<elseif $SFIntervention == 1>>
commander and neither are your soldiers.
<<else>>
commander.
<</if>>
<<elseif $deployingMercs == 1 && $SFIntervention == 1>>
Your mercenaries and soldiers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander.
<<elseif $deployingMercs == 1>>
Your mercenaries <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander.
<<elseif $SFIntervention == 1>>
Your soldiers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander.
<</if>>
<<elseif $HeadGirl.prestige >= 2>>
<<if $deployingMilitia == 1>>
Your
<<if $deployingMercs == 1 && $SFIntervention == 1>>
volunteers, your mercenaries and your soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $deployingMercs == 1>>
volunteers and your mercenaries are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $SFIntervention == 1>>
volunteers and your soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<else>>
volunteers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<</if>>
<<elseif $deployingMercs == 1 && $SFIntervention == 1>>
Your mercenaries and soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $deployingMercs == 1>>
Your mercenaries are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<<elseif $SFIntervention == 1>>
Your soldiers are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave.
<</if>>
<<else>>
<<if $deployingMilitia == 1>>
Your volunteers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a
<<if $deployingMercs == 1 && $SFIntervention == 1>>
commander and neither are your mercenaries and soldiers, but they trust you enough not to question your decision.
<<elseif $deployingMercs == 1>>
commander and neither are your mercenaries, but they trust you enough not to question your decision.
<<elseif $SFIntervention == 1>>
commander and neither are your soldiers, but they trust you enough not to question your decision.
<<else>>
commander, but they trust you enough not to question your decision.
<</if>>
<<elseif $deployingMercs == 1 && $SFIntervention == 1>>
Your mercenaries and soldiers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander, but they trust you enough not to question your decision.
<<elseif $deployingMercs == 1>>
Your mercenaries <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander, but they trust you enough not to question your decision.
<<elseif $SFIntervention == 1>>
Your soldiers <<if $deployingSlaves == 1>>however<</if>> are not enthusiastic to have a slave as a commander, but they trust you enough not to question your decision.
<</if>>
<</if>>
<<if (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence == 3>>
With her experience and her great intellect, she is able to exploits the smallest of tactical advantages, making your troops greatly effective.
<<elseif $HeadGirl.intelligence == 3>>
While she lacks experience, her great intellect allows her to seize and exploit any tactical advantage the battlefield offers her.
<<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence == 2>>
Having both the experience and the intelligence, she performs admirably as your commander. Her competence greatly increases the efficiency of your troops.
<<elseif $HeadGirl.intelligence == 2>>
Despite not having a lot of experience as a leader, her intelligence makes her a good commander, increasing the efficiency of your troops.
<<elseif setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career) && $HeadGirl.intelligence >= 1>>
Thanks to her experience, she is a decent commander, competently guiding your troops through the battle.
<<elseif $HeadGirl.intelligence >= 1>>
Lacking experience her performance as a commander is rather forgettable.
<<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence <= -2>>
Despite the experience she accumulated during her past career, her very low intelligence is a great disadvantage for your troops.
<<elseif $HeadGirl.intelligence <= -2>>
Without experience and low intelligence, she performs horribly as a commander, greatly affecting your troops.
<<elseif !(setup.bodyguardCareers.includes($HeadGirl.career) && setup.HGCareers.includes($HeadGirl.career)) || $HeadGirl.intelligence <= -1>>
Despite the experience she accumulated during her past career, she lacks the intelligence to apply it quickly and effectively, making for a rather poor performance in the field.
<<elseif $HeadGirl.intelligence <= -1>>
She lacks the experience and the intelligence to be an effective commander, the performance of your troops suffers because of her poor leadership.
<</if>>
<<if $gainedCombat == 1>>
During the battle, she had to fight for her life, giving her experience in modern combat. She is now proficient with modern firearms and hand to hand combat.
<</if>>
<<if $woundType != 0>>
Unfortunately, @@.red;she sustained severe injuries.@@
<<if $woundType == 1>>
A stray bullet hit her neck. While she fortunately avoided fatal hemorrhaging, her vocal cords were irreparably damaged.
<<elseif $woundType == 2>>
Some shrapnel found her eyes as final their target, blinding her permanently.
<<elseif $woundType == 3>>
A grenade landed close to her, rendering her a quadruple amputee.
<<elseif $woundType >= 4>>
While gravely wounded, it seems she will be able to fully recover, given enough time.
<</if>>
Your troops were greatly affected by the loss of their leader.
<</if>>
<<if $battleResult == 3 && $allowPrestigeFromBattles == 1>>
<<set _found = 0>>
<<for _i = 0; _i < $slaveVictories.length; _i++>>
<<if $slaveVictories[_i].ID == $HeadGirl.ID>>
<<set $slaveVictories[_i].victories++>>
<<set _found = 1>>
<<if $slaveVictories[_i].victories >= 10>>
<<if $HeadGirl.prestige < 3>>
<<set _j = $slaveIndices[$HeadGirl.ID]>>
<<set $slaves[_j].prestige++>>
<<if $slaves[_j].prestige == 1>>
<<set $slaves[_j].prestigeDesc = "She is well known for being a great commander.">>
<<elseif $slaves[_j].prestige == 2>>
<<set $slaves[_j].prestigeDesc = "She is famous for being an incredible commander.">>
<<elseif $slaves[_j].prestige == 3>>
<<set $slaves[_j].prestigeDesc = "She is known as a legendary commander all over the world.">>
<</if>>
<<set $slaveVictories[_i].victories = 0>>
<<set $slaveIncreasedPrestige = 1>>
<</if>>
<</if>>
<<break>>
<</if>>
<</for>>
<<if _found == 0>>
<<set _newSlave = {ID: $HeadGirl.ID, victories: 0}>>
<<set $slaveVictories.push(_newSlave)>>
<</if>>
<</if>>
<<if $slaveIncreasedPrestige == 1>>
She brought your army to victory so many times that her @@.green;prestige has increased@@.
<</if>>
<<elseif $leadingTroops == "citizen">>
<<if $auto == 1>>$assistantName<<else>>You<</if>> decided to appoint one of your volunteers as the commander.
<<if $arcologies[0].FSDegradationist == "unset" && $arcologies[0].FSPaternalist == "unset">>
<<if $deployingMilitia == 1>>
Your volunteers are honored and pleased that one of their own is leading the defense force of the city.
<</if>>
<<if $deployingSlaves == 1>>
Your slaves<<if $deployingMilitia == 1>>, however,<</if>> are not thrilled by the news.
<</if>>
<<elseif $arcologies[0].FSPaternalist != "unset">>
<<if $deployingMilitia == 1>>
Your volunteers are honored and pleased that one of their own is leading the defense force of the city.
<</if>>
<<if $deployingSlaves == 1>>
Thanks to your paternalistic society, your slave soldiers trust your chosen citizen to treat them as more than cannon fodder.
<</if>>
<<elseif $arcologies[0].FSDegradationist != "unset">>
<<if $deployingMilitia == 1>>
Your volunteers are honored and pleased that one of their own is leading the defense force of the city.
<</if>>
<<if $deployingSlaves == 1>>
Because of your degradationist society,<<if $deployingMilitia == 1>> however,<</if>> your slave soldiers are deeply distrustful of the new leader.
<</if>>
<</if>>
<<if $arcologies[0].FSRomanRevivalist != "unset" && $deployingMercs == 1>>
Since you decided to revive old Rome, many of your citizens took on themselves to educate themselves in martial matters, because of this your mercenaries feel safe enough in the hands of one of your volunteers.
<<elseif $deployingMercs == 1>>
You mercenaries are not thrilled to be lead by a civilian without any formal martial training or education.
<</if>>
<<if $arcologies[0].FSRomanRevivalist != "unset" && $SFIntervention == 1>>
Since you decided to revive old Rome, many of your citizens took on themselves to educate themselves in martial matters, because of this your soldiers feel safe enough in the hands of one of your volunteers.
<<elseif $SFIntervention == 1>>
You soldiers are not thrilled to be lead by a civilian without any formal martial training or education.
<</if>>
<<if $leaderWounded == 1>>
During the battle a stray bullet managed to reach the leader. Your troops were greatly affected by the loss.
<</if>>
<<elseif $leadingTroops == "mercenary">>
<<if $auto == 1>>$assistantName<<else>>You<</if>> decided to appoint one of your mercenary officers as the commander.
<<if $deployingMercs == 1>>
Your mercenaries of course approve of your decision.
<</if>>
<<if $SFIntervention == 1>>
Your soldiers feel more confident going into battle with an experienced commander.
<</if>>
<<if $arcologies[0].FSRomanRevivalist != "unset" && $deployingMilitia == 1>>
Since you decided to revive old Rome, your volunteers are more willing to trust one of your mercenaries as their leader.
<<elseif $deployingMilitia == 1>>
Your volunteers are not enthusiastic at the prospect of being commanded around by a gun for hire.
<</if>>
<<if $arcologies[0].FSDegradationist != "unset" && $deployingSlaves == 1>>
Because of your degradationist society, your slave soldiers are highly distrustful of the gun for hire you forced them to accept as leader.
<</if>>
<<if $leaderWounded == 1>>
During the battle a stray bullet managed to reach the mercenary. Your troops were greatly affected by the loss of their leader.
<</if>>
<<elseif $leadingTroops == "colonel">>
<<if $auto == 1>>$assistantName<<else>>You<</if>> decided to appoint The Colonel as the commander.
<<if $deployingMercs == 1>>
Your mercenaries approve of such decisions, as they feel more confident by having a good, experienced commander.
<</if>>
<<if $SFIntervention == 1>>
The soldiers of $SF.Lower obviously approved of your decision.
<</if>>
<<if $arcologies[0].FSRomanRevivalist != "unset" && $deployingMilitia == 1>>
Since you decided to revive old Rome, your volunteers are more willing to trust one of your soldiers as their leader.
<<elseif $deployingMilitia == 1>>
Your volunteers are not enthusiastic at the prospect of being commanded around by an old style military officer.
<</if>>
<<if $arcologies[0].FSDegradationist != "unset" && $deployingSlaves == 1>>
Because of your degradationist society, your slave soldiers are highly distrustful of the soldier you forced them to accept as leader.
<</if>>
<<if $leaderWounded == 1>>
During the battle a stray bullet managed to reach The Colonel, wounding her slightly. Your troops were greatly affected by the loss of their leader.
<</if>>
<</if>>
<br><br>
/* tactics */
<<if $auto == 1>>$assistantName<<else>>You<</if>>
<<if $chosenTactic == "Bait and Bleed">>
chose to employ "bait and bleed" tactics or relying on quick attacks and harassment to tire and wound the enemy until their surrender.
<<elseif $chosenTactic == "Guerrilla">>
chose to employ "guerrilla" tactics or relying on stealth, terrain knowledge and subterfuge to undermine and ultimately destroy the enemy.
<<elseif $chosenTactic == "Choke Points">>
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 Maneuver">>
chose to employ "pincer maneuver" tactics or attempting to encircle the enemy by faking a collapsing center 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.
<<elseif $chosenTactic == "Blitzkrieg">>
chose to employ "blitzkrieg" tactics or shattering the enemy's front-line with a violent, concentrated armored assault.
<<elseif $chosenTactic == "Human Wave">>
chose to employ "human wave" tactics or overwhelming the enemy's army with a massive infantry assault.
<</if>>
<<if $battleTerrain == "urban">>
<<if $chosenTactic == "Bait and Bleed">>
The urban terrain synergized well with bait and bleed tactics, slowly chipping away at the enemy's forces from the safety of the narrow streets and empty buildings.
<<elseif $chosenTactic == "Guerrilla">>
The urban terrain synergized well with guerrilla tactics, eroding your enemy's determination from the safety of the narrow streets and empty buildings.
<<elseif $chosenTactic == "Choke Points">>
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 Maneuver">>
The urban terrain does not allow for wide maneuvers, the attempts of your forces to encircle the attackers 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.
<<elseif $chosenTactic == "Blitzkrieg">>
The urban terrain is difficult to traverse, making your troops attempt at a lightning strike unsuccessful.
<<elseif $chosenTactic == "Human Wave">>
The urban terrain offers great advantages to the defender, your men find themselves in great disadvantage while mass assaulting the enemy's position.
<</if>>
<<elseif $battleTerrain == "rural">>
<<if $chosenTactic == "Bait and Bleed">>
The open terrain of rural lands does not lend itself well to bait and bleed tactics, making it harder for your men to achieve tactical superiority.
<<elseif $chosenTactic == "Guerrilla">>
The open terrain of rural lands does not offer many hiding spots, making it harder for your men to perform guerrilla actions effectively.
<<elseif $chosenTactic == "Choke Points">>
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 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.
<<elseif $chosenTactic == "Blitzkrieg">>
The open terrain affords your men great mobility, making it easier to accomplish concentrated lightning strikes.
<<elseif $chosenTactic == "Human Wave">>
The open terrain affords your men great mobility, making it easier to overwhelm the enemy with mass assaults.
<</if>>
<<elseif $battleTerrain == "hills">>
<<if $chosenTactic == "Bait and Bleed">>
While the hills offer some protection, they also make it harder to maneuver, bait and bleed tactics will not be 100% effective here.
<<elseif $chosenTactic == "Guerrilla">>
The hills offer protection to both your troops and your enemy's, making it harder for your men to accomplish guerrilla attacks effectively.
<<elseif $chosenTactic == "Choke Points">>
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 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.
<<elseif $chosenTactic == "Blitzkrieg">>
The limited mobility on hills hampers the capability of your troops to organize lightning strikes.
<<elseif $chosenTactic == "Human Wave">>
The defensibility of hills makes it harder to accomplish victory through mass assaults.
<</if>>
<<elseif $battleTerrain == "coast">>
<<if $chosenTactic == "Bait and Bleed">>
On the coast there's little space and protection to effectively employ bait and bleed tactics.
<<elseif $chosenTactic == "Guerrilla">>
On the coast there's little space and protection to effectively employ guerrilla tactics.
<<elseif $chosenTactic == "Choke Points">>
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 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.
<<elseif $chosenTactic == "Blitzkrieg">>
The rough, restricted terrain does not lend itself well to lightning strikes, but the precarious position of the enemy still gives your mobile troops tactical superiority
<<elseif $chosenTactic == "Human Wave">>
The rough, restricted terrain does not lend itself well to mass assaults, but the precarious position of the enemy still gives your troops tactical superiority.
<</if>>
<<elseif $battleTerrain == "outskirts">>
<<if $chosenTactic == "Bait and Bleed">>
Fighting just beneath the walls of the arcology does not allow for the dynamic redeployment of troops bait and bleed tactics would require.
<<elseif $chosenTactic == "Guerrilla">>
Fighting just beneath the walls of the arcology does not allow for the dynamic redeployment of troops guerrilla tactics would require.
<<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 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 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 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 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 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.
<<elseif $chosenTactic == "Blitzkrieg">>
The rough terrain complicates maneuvers, your men have a really hard time pulling off an effective lightning strike in this environment.
<<elseif $chosenTactic == "Human Wave">>
The rough terrain complicates maneuvers, your men have a really hard time pulling off an effective mass assault in this environment.
<</if>>
<<elseif $battleTerrain == "wasteland">>
<<if $chosenTactic == "Bait and Bleed">>
While the wastelands are mostly open terrain, there are enough hiding spots to make bait and bleed tactics work well enough.
<<elseif $chosenTactic == "Guerrilla">>
While the wastelands are mostly open terrain, there are enough hiding spots to make guerrilla tactics work well enough.
<<elseif $chosenTactic == "Choke Points">>
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 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.
<<elseif $chosenTactic == "Blitzkrieg">>
The wastelands, while rough, are mostly open terrain, where your men are able to mount effective lightning strikes.
<<elseif $chosenTactic == "Human Wave">>
The wastelands, while rough, are mostly open terrain, where your men are able to mount effective mass assaults.
<</if>>
<</if>>
<<if $chosenTactic == "Bait and Bleed">>
<<if $attackType == "raiders">>
Since the bands of raiders are used to be on high alert and on the move constantly, bait and bleed tactics are not effective against them.
<<elseif $attackType == "free city">>
The modern armies hired by free cities are decently mobile, which means quick hit and run attacks will be less successful, but their discipline and confidence still make them quite susceptible to this type of attack.
<<elseif $attackType == "old world">>
While old world armies are tough nuts to crack, their predictability makes them the perfect target for hit and run and harassment tactics.
<<elseif $attackType == "freedom fighters">>
Freedom fighters live every day as chasing and being chased by far superior forces, they are far more experienced than your troops in this type of warfare and much less susceptible to it.
<</if>>
<<elseif $chosenTactic == "Guerrilla">>
<<if $attackType == "raiders">>
Since the bands of raiders are used to be on high alert and on the move constantly, guerrilla tactics are not effective against them.
<<elseif $attackType == "free city">>
The modern armies hired by free cities are highly mobile, which means quick hit and run attacks will be less successful, but their discipline and confidence still make them quite susceptible to this type of attack.
<<elseif $attackType == "old world">>
While old world armies are tough nuts to crack, their predictability makes them the perfect target for hit and run and harassment tactics.
<<elseif $attackType == "freedom fighters">>
Freedom fighters live every day as chasing and being chased by far superior forces, they are far more experienced than your troops in this type of warfare and much less susceptible to it.
<</if>>
<<elseif $chosenTactic == "Choke Points">>
<<if $attackType == "raiders">>
Raiders lack heavy weaponry or armour, so making use of fortified positions is an excellent way to dissipate the otherwise powerful momentum of their assault.
<<elseif $attackType == "free city">>
The high tech equipment free cities can afford to give their guns for hire means there's no defensive position strong enough to stop them, still the relatively low numbers means they will have to take a careful approach, slowing them down.
<<elseif $attackType == "old world">>
Old world armies have both the manpower and the equipment to conquer any defensive position, making use of strong fortifications will only bring you this far against them.
<<elseif $attackType == "freedom fighters">>
The lack of specialized weaponry means freedom fighters have a rather hard time overcoming tough defensive positions, unfortunately they have also a lot of experience in avoiding them.
<</if>>
<<elseif $chosenTactic == "Interior Lines">>
<<if $attackType == "raiders">>
The highly mobile horde of raiders will not give much room for your troops to maneuver, lowering their tactical superiority.
<<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 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 Maneuver">>
<<if $attackType == "raiders">>
While numerous, the undisciplined masses of raiders are easy prey for encirclements.
<<elseif $attackType == "free city">>
While decently mobile, the low number of free cities expedition forces make them good candidates for encirclements.
<<elseif $attackType == "old world">>
The discipline and numbers of old world armies make them quite difficult to encircle.
<<elseif $attackType == "freedom fighters">>
While not particularly mobile, freedom fighters are used to fight against overwhelming odds, diminishing the effectiveness of the encirclement.
<</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 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">>
With their low mobility old world armies are very susceptible to this type of strategy.
<<elseif $attackType == "freedom fighters">>
Low mobility and not particularly high numbers mean freedom fighters can be defeated by employing elastic defense tactics.
<</if>>
<<elseif $chosenTactic == "Blitzkrieg">>
<<if $attackType == "raiders">>
With their low discipline and lack of heavy equipment, lightning strikes are very effective against raider hordes.
<<elseif $attackType == "free city">>
Having good equipment and discipline on their side, free cities expeditions are capable of responding to even strong lightning strikes.
<<elseif $attackType == "old world">>
While disciplined, old world armies low mobility makes them highly susceptible to lightning strikes.
<<elseif $attackType == "freedom fighters">>
While not well equipped, freedom fighters have plenty of experience fighting small, mobile attacks, making them difficult to defeat with lightning strikes.
<</if>>
<<elseif $chosenTactic == "Human Wave">>
<<if $attackType == "raiders">>
The hordes of raiders are much more experienced than your soldiers in executing mass assaults and they also have a lot more bodies to throw in the grinder.
<<elseif $attackType == "free city">>
The good equipment and mobility of free cities mercenaries cannot save them from an organized mass assault.
<<elseif $attackType == "old world">>
Unfortunately the discipline and good equipment of old world armies allow them to respond well against a mass assault.
<<elseif $attackType == "freedom fighters">>
The relative low numbers and not great equipment typical of freedom fighters make them susceptible to being overwhelmed by an organized mass assault.
<</if>>
<</if>>
<<if $tacticsSuccessful == 1>>
In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.green;able to successfully employ <<print $chosenTactic>> tactics@@, greatly enhancing the efficiency of your army.
<<else>>
In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.red;not able to effectively employ <<print $chosenTactic>> tactics@@, greatly affecting the efficiency of your army.
<</if>>
<br>
<br>
<<include "unitsBattleReport">>
<<if $SF.Toggle && ($SFUnit.Firebase >= 7 || $SFUnit.GunS >= 1 || $SFUnit.Satellite >= 5 || $SFUnit.GiantRobot >= 6 || $SFUnit.MissileSilo >= 1)>>
/* SF upgrades effects */
<br>
<br>
<<if $SFUnit.Firebase >= 7>>
The artillery pieces installed around the $SF.Lower firebase provided vital fire support to the troops in the field.
<</if>>
<<if $SFUnit.GunS >= 1>>
The gunship gave our troops an undeniable advantage in recon capabilities, air superiority and fire support.
<</if>>
<<if $SFUnit.Satellite >= 5>>
The $SF.Lower SF.Satellite devastating power was employed with great efficiency against the enemy.
<</if>>
<<if $SFUnit.GiantRobot >= 6>>
The giant robot of the $SF.Lower proved to be a great boon to our troops, shielding many from the worst the enemy had to offer.
<</if>>
<<if $SFUnit.MissileSilo >= 1>>
The missile silo exterminated many enemy soldiers even before the battle would begin.
<</if>>
<</if>>
<</if>> /* closes check for surrender and bribery */
<br><br>
<<set _menialPrice = Math.trunc(($slaveCostFactor*1000)/100)*100>>
<<set _menialPrice = Math.clamp(_menialPrice, 500, 1500)>>
<<set _captives = Math.trunc(_captives)>>
<<if _captives > 0>>
During the battle <<print _captives>> attackers were captured.
/*
<<if random(1,100) <= 25>>
<<set _roll = random(1,100)>>
<<if _roll <= 33>>
Three of them have the potential to be sex slaves.
<<set _candidates = 3>>
<<elseif _roll <= 66>>
Two of them have the potential to be sex slaves.
<<set _candidates = 2>>
<<else>>
One of them have the potential to be sex slaves.
<<set _candidates = 1>>
<</if>>
<</if>>
*/
<br>
<span id="captOptions">
<<link "sell them all immediately">>
<<set $cash += _menialPrice * _captives>>
<<replace "#captOptions">>Captives sold<</replace>>
<</link>>
|
<<link "Keep them as menial slaves">>
<<set $helots += _captives>>
<<replace "#captOptions">>Captives added as menial slaves<</replace>>
<</link>>
</span>
<</if>>
/* resets variables */
<<set $leaderWounded = 0>>
<<set $gainedWarfare = 0>>
<<set $slaveIncreasedPrestige = 0>>
<<set $woundType = 0>>
<<set $tacticsSuccessful = 0>>
<<set $attackType = "none">>
<<set $chosenTactic = "none">>
<<set $leadingTroops = "none">>
<<set $attackTroops = 0>>
<<set $attackEquip = 0>>
<<set $deployableUnits = 0>>
<<set $deployedUnits = 0>>
<<set $deployingBots = 0>>
<<set $deployingMilitia = 0>>
<<set $deployingSlaves = 0>>
<<set $deployingMercs = 0>>
<<set $battleTerrain = "none">>
<<set $attackThisWeek = 0>>
<<set $deployableUnits = 0>>
<<set $deployedUnits = 0>>
<<set $enemyLosses = 0>>
<<set $losses = 0>>
<<set $battleTurns = 0>>
<<set $majorBattle = 0>>
<<set $SFIntervention = 0>>
<<set $secBots.isDeployed = 0>>
<<for _i = 0; _i < $militiaUnits.length; _i++>>
<<set $militiaUnits[_i].isDeployed = 0>>
<</for>>
<<for _i = 0; _i < $slaveUnits.length; _i++>>
<<set $slaveUnits[_i].isDeployed = 0>>
<</for>>
<<for _i = 0; _i < $mercUnits.length; _i++>>
<<set $mercUnits[_i].isDeployed = 0>>
<</for>>
|
DankWolf/fc
|
src/SecExp/attackReport.tw
|
tw
|
bsd-3-clause
| 87,142 |
:: authorityReport [nobr]
<<if $useTabs == 0>>__Authority__<</if>>
<br>
Your authority is
<<if $authority > 19500>>
nearly absolute. The arcology is yours to command as it pleases you.
<<elseif $authority > 15000>>
extremely high. There's little you cannot do within the walls of your arcology.
<<elseif $authority > 10000>>
high. You command respect and fear in equal measure.
<<elseif $authority > 5000>>
moderate. You command some respect from your citizens.
<<else>>
low. You command no respect or fear from your citizens.
<</if>>
<<set _authGrowth = 0>>
<<if $PC.career == "wealth">>
As part of the idle wealth, you were used to have obedience coming naturally to you. Now you find it harder to maintain authority over the arcology.
<<set _authGrowth -= 10 * random(5,15)>>
<<elseif $PC.career == "slaver">>
Your past as a slaver helps you assert your authority over the arcology.
<<set _authGrowth += 10 * random(5,15)>>
<<elseif $PC.career == "escort">>
Given your past career as an escort, you find it hard to assert your authority over the arcology and its inhabitants.
<<set _authGrowth -= 10 * random(5,15)>>
<<elseif $PC.career == "servant">>
Given your past career as a servant, you find it hard to assert your authority over the arcology and its inhabitants.
<<set _authGrowth -= 10 * random(5,15)>>
<<elseif $PC.career == "BlackHat">>
Given your past career as a, rather questionable, incursion specialist, you find it hard to assert your authority over the arcology and its inhabitants, despite what you may know about them.
<<set _authGrowth -= 10 * random(5,15)>>
<<elseif $PC.career == "gang">>
Given your past life as a gang leader, you find it easier to assert your authority over the arcology and its inhabitants.
<<set _authGrowth += 10 * random(5,15)>>
<</if>>
<<if $rep >= 19500>>
Your legend is so well known that your mere presence command respect and obedience, increasing your authority.
<<set _authGrowth += 10 * random(10,20)>>
<<elseif $rep >= 15000>>
Your reputation is so high that your mere presence command respect, increasing your authority.
<<set _authGrowth += 10 * random(5,15)>>
<<elseif $rep >= 10000>>
Your reputation is high enough that your presence command some respect, increasing your authority.
<<set _authGrowth += 10 * random(2,8)>>
<</if>>
<<if $security >= 90>>
Your arcology is incredibly secure and your citizens know quite well who to thank, greatly increasing your authority.
<<set _authGrowth += 10 * random(10,20)>>
<<elseif $security >= 70>>
Your arcology is really secure and your citizens know quite well who to thank, increasing your authority.
<<set _authGrowth += 10 * random(5,15)>>
<<elseif $security >= 50>>
Your arcology is quite secure and your citizens know who to thank, increasing your authority.
<<set _authGrowth += 10 * random(2,8)>>
<</if>>
<<if $crime >= 90>>
The all powerful criminal organizations controlling the arcology have a very easy time undermining your authority.
<<set _authGrowth -= 10 * random(10,20)>>
<<elseif $crime >= 70>>
Crime is king in the arcology, powerful criminals have a very easy time undermining your authority.
<<set _authGrowth -= 10 * random(5,15)>>
<<elseif $crime >= 50>>
Criminal organizations have a strong foothold in the arcology, their activities undermine your authority.
<<set _authGrowth -= 10 * random(2,8)>>
<</if>>
<<if $averageDevotion >= 50 && $averageTrust >= 50>>
The high devotion and trust of your slaves speak eloquently of your leadership capabilities, helping your authority grow.
<<set _authGrowth += 5 * (($averageDevotion + $averageTrust) / 10)>>
<<elseif $averageDevotion >= 50>>
The high devotion of your slaves speak eloquently of your leadership capabilities, helping your authority grow.
<<set _authGrowth += 5 * ($averageDevotion / 10)>>
<<elseif $averageTrust >= 50>>
The high trust of your slaves speak eloquently of your leadership capabilities, helping your authority grow.
<<set _authGrowth += 5 * ($averageTrust / 10)>>
<</if>>
<<if $arcologies[0].ownership >= 90>>
You own so much of the arcology that your authority quickly increases.
<<set _authGrowth += 5 * Math.trunc($arcologies[0].ownership / 10)>>
<<elseif $arcologies[0].ownership >= 70>>
You own a big part of the arcology, causing your authority to increase.
<<set _authGrowth += 5 * Math.trunc($arcologies[0].ownership / 10)>>
<<elseif $arcologies[0].ownership >= 50>>
You own the majority of the arcology, causing your authority to slowly increase.
<<set _authGrowth += 5 * Math.trunc($arcologies[0].ownership / 10)>>
<<else>>
Your low ownership of the arcology causes your authority to decrease.
<<set _authGrowth -= 5 * Math.trunc($arcologies[0].ownership / 10)>>
<</if>>
<<if $activeUnits >= 9>>
Your military is massive, commanding so many troops greatly increases your authority.
<<set _authGrowth += 12 * $activeUnits>>
<<elseif $activeUnits >= 7>>
Your military is huge, commanding such a number of soldiers increases your authority.
<<set _authGrowth += 12 * $activeUnits>>
<<elseif $activeUnits >= 4>>
Your military is at a decent size, commanding a small army increases your authority.
<<set _authGrowth += 12 * $activeUnits>>
<</if>>
<<if $SF.Toggle && $SF.Active && $SF.Units > 10>>
Having a powerful special force, increases your authority.
<<set _authGrowth += $SF.Units/10>>
<</if>>
<<if $arcologies[0].FSChattelReligionist >= 90>>
Religious organizations have a tight grip on the minds of your residents and their dogma greatly helps your authority grow.
<<set _authGrowth += $arcologies[0].FSChattelReligionist>>
<<elseif $arcologies[0].FSChattelReligionist >= 50>>
Religious organizations have a tight grip on the minds of your residents and their dogma helps your authority grow.
<<set _authGrowth += $arcologies[0].FSChattelReligionist>>
<</if>>
<<if $arcologies[0].FSRestart >= 90>>
The arcology's society is extremely stratified. The reliance on the societal elite by the lower classes greatly increases your reputation.
<<set _authGrowth += $arcologies[0].FSRestart>>
<<elseif $arcologies[0].FSRestart >= 50>>
The arcology's society is very stratified. The reliance on the societal elite by the lower classes increases your reputation.
<<set _authGrowth += $arcologies[0].FSRestart>>
<</if>>
<<if $arcologies[0].FSPaternalist >= 90>>
Your extremely paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, greatly damaging your authority.
<<set _authGrowth -= Math.clamp($arcologies[0].FSPaternalist, 0, 100)>>
<<elseif $arcologies[0].FSPaternalist >= 50>>
Your paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, damaging your authority.
<<set _authGrowth -= Math.clamp($arcologies[0].FSPaternalist, 0, 100)>>
<</if>>
<<if $arcologies[0].FSNull >= 90>>
Extreme cultural openness allows dangerous ideas to spread in your arcology, greatly damaging your reputation.
<<set _authGrowth -= $arcologies[0].FSNull>>
<<elseif $arcologies[0].FSNull >= 50>>
Mild cultural openness allows dangerous ideas to spread in your arcology, damaging your reputation.
<<set _authGrowth -= $arcologies[0].FSNull>>
<</if>>
<<if $miniTruth >= 1>>
Your authenticity department works tirelessly to impose your authority in all the arcology.
<<set _authGrowth += 15 * $miniTruth>>
<</if>>
<<if $secretService >= 1>>
Your secret services constantly keep under surveillance any potential threat, intervening when necessary. Rumors of the secretive security service and mysterious disappearances make your authority increase.
<<set _authGrowth += 15 * $secretService>>
<</if>>
<<if $edictsAuthUpkeep > 0>>
Some of your authority is spent maintaining your edicts
<<set _authGrowth -= $edictsAuthUpkeep>>
<</if>>
This week
<<if _authGrowth > 0>>
@@.green;authority has increased@@.
<<elseif _authGrowth == 0>>
@@.yellow;authority did not change@@.
<<else>>
@@.red;authority has decreased@@.
<</if>>
<<set $authority += _authGrowth>>
<<set $authority = Math.trunc(Math.clamp($authority, 0, 20000))>>
<<if $rebellionsEnabled == 1>>
/* rebellions */
<br>
<br>
<<include "rebellionGenerator">>
<</if>>
|
DankWolf/fc
|
src/SecExp/authorityReport.tw
|
tw
|
bsd-3-clause
| 8,201 |
:: edicts [nobr]
<<set $nextButton = "Back">>
<<set $nextLink = "Main">>
''__Active Edicts__''
<<if $alternativeRents == 1>>
<br>''Alternative rent payment:'' you are allowing citizens to pay for their rents in menial slaves rather than cash.
[[Repeal|edicts][$alternativeRents = 0]]
<</if>>
<<if $enslavementRights == 1>>
<br>''Enslavement rights:'' you are the only authority able to declare a person enslaved or not.
[[Repeal|edicts][$enslavementRights = 0, $edictsAuthUpkeep -= 10]]
<</if>>
<<if $sellData == 1>>
<br>''Private Data marketization:'' you are selling private citizens' data to the best bidder.
[[Repeal|edicts][$sellData = 0, $edictsAuthUpkeep -= 10]]
<</if>>
<<if $propCampaignBoost == 1>>
<br>''Obligatory educational material:'' you are forcing residents to read curated educational material about the arcology.
[[Repeal|edicts][$propCampaignBoost = 0]]
<</if>>
<<if $tradeLegalAid == 1>>
<br>''Legal aid for new businesses:'' New businesses can rely on your help for legal expenses and issues.
[[Repeal|edicts][$tradeLegalAid = 0, $edictsUpkeep -= 1000]]
<</if>>
<<if $taxTrade == 1>>
<br>''Trade tariffs:'' all goods transitioning in your arcology have to pay a transition fee.
[[Repeal|edicts][$taxTrade = 0]]
<</if>>
<<if $slaveWatch == 1>>
<br>''@@.lime;Slave mistreatment watch:@@'' slaves are able access a special security service in case of mistreatment.
[[Repeal|edicts][$slaveWatch = 0, $edictsUpkeep -= 1000]]
<</if>>
<<if $subsidyChurch == 1>>
<br>''@@.lime;Religious activities subsidy:@@'' you are providing economic support to religious activities following the official dogma.
[[Repeal|edicts][$subsidyChurch = 0, $edictsUpkeep -= 1000]]
<</if>>
<<if $SFSupportLevel > 0 && $SF.Toggle>>
<br><br>__Special Force:__
<<if $SFSupportLevel === 1>>
<br>''Equipment provision:'' $SF.Caps is providing the security HQ with advanced equipment, boosting its efficiency.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 1000, $reqHelots += 5]]
<<elseif $SFSupportLevel === 2>>
<br>''Personnel training:'' $SF.Caps is currently providing advanced equipment and training to security HQ personnel.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 2000, $reqHelots += 5]]
<<elseif $SFSupportLevel === 3>>
<br>''Troops detachment:'' $SF.Caps has currently transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
<<elseif $SFSupportLevel === 4>>
<br>''Full support:''$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][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
<<elseif $SFSupportLevel === 5>>
<br>''Network assistance:''$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][$SFSupportLevel--, $SFSupportUpkeep -= 4000, $secHQUpkeep -= 1000, $reqHelots += 5]]
<</if>>
<</if>>
<<if $limitImmigration == 1 || $openBorders == 1>>
<br><br>__Immigration:__
<<if $limitImmigration == 1>>
<br>''Immigration limits:'' you put strict limits to the amount of people the arcology can accept each week.
[[Repeal|edicts][$limitImmigration = 0]]
<</if>>
<<if $openBorders == 1>>
<br>''Open borders:'' you have lowered considerably the requirements to become citizens.
[[Repeal|edicts][$openBorders = 0]]
<</if>>
<</if>>
<br><br>__Weapons:__
<<if $weaponsLaw == 0>>
<br>''Forbid weapons inside the arcology:'' residents are forbidden to buy, sell and keep weaponry while within the arcology.
[[Repeal|edicts][$weaponsLaw = 3, $edictsAuthUpkeep -= 30]]
<<elseif $weaponsLaw == 2>>
<br>''Heavy weaponry forbidden:'' residents are allowed to buy, sell and keep weapons within the arcology as long as they are non-heavy, non-explosive.
[[Repeal|edicts][$weaponsLaw = 3, $edictsAuthUpkeep -= 10]]
<<elseif $weaponsLaw == 1>>
<br>''Heavily restricted weaponry:'' residents are allowed to buy, sell and keep weapons within the arcology as long as they are non-automatic, non-high caliber.
[[Repeal|edicts][$weaponsLaw = 3, $edictsAuthUpkeep -= 20]]
<<else>>
<br>''All weapons allowed:'' residents are allowed to buy, sell and keep all kind of weapons in the arcology.
<</if>>
<<if $hasFoughtOnce == 1>>
<br><br>__Defense Force:__
<<if $soldierWages == 0>>
<br>''Low wages for soldiers:'' wages for soldiers are set to a low level compared to market standards.
[[Repeal|edicts][$soldierWages = 1]]
<<elseif $soldierWages == 1>>
<br>''Average wages for soldiers:'' wages for soldiers are set to the market standards.
<<else>>
<br>''High wages for soldiers:'' wages for soldiers are set to a high level compared to market standards.
[[Repeal|edicts][$soldierWages = 1]]
<</if>>
<<if $slavesOfficers == 1>>
<br>''Slave Officers:'' your trusted slaves are allowed to lead the defense forces of the arcology.
[[Repeal|edicts][$slavesOfficers = 0, $edictsAuthUpkeep -= 10]]
<</if>>
<<if $mercenaries > 0>>
<<if $discountMercenaries == 1>>
<br>''Mercenary subsidy:'' mercenaries willing to immigrate in your arcology will be offered a discount on rent.
[[Repeal|edicts][$discountMercenaries = 0]]
<</if>>
<</if>>
<<if $militiaFounded == 1>>
<<if $conscription == 1>>
<br>''Conscription:'' every citizen is required to train in the militia and serve the arcology for a limited amount of time.
[[Repeal|edicts][$conscription = 0, $recruitVolunteers = 1]]
<</if>>
<<if $militaryService == 1>>
<br>''Obligatory military service:'' every citizen is required to register and serve under the militia.
[[Repeal|edicts][$militaryService = 0, $recruitVolunteers = 1]]
<</if>>
<<if $militarizedSociety == 1>>
<br>''Militarized Society:'' every adult citizen is required to train and actively participate in the military of the arcology.
[[Repeal|edicts][$militarizedSociety = 0, $recruitVolunteers = 1]]
<</if>>
<<if $militaryExemption == 1>>
<br>''Military exemption:'' you allow citizens to avoid military duty by paying a weekly fee.
[[Repeal|edicts][$militaryExemption = 0]]
<</if>>
<<if $lowerRquirements == 1>>
<br>''@@.lime;Revised minimum requirements:@@'' you allow citizens outside the normally accepted range to join the militia.
[[Repeal|edicts][$lowerRquirements = 0]]
<</if>>
<<if $noSubhumansInArmy == 1>>
<br>''@@.lime;No subhumans in the militia:@@'' it is forbidden for subhumans to join the militia.
[[Repeal|edicts][$noSubhumansInArmy = 0]]
<</if>>
<<if $pregExemption == 1>>
<br>''@@.lime;Military exemption for pregnancies:@@'' pregnant citizens are allowed, and encouraged, to avoid military service.
[[Repeal|edicts][$pregExemption = 0]]
<</if>>
<</if>>
<<if $militiaSoldierPrivilege == 1>>
<br>''Special militia privileges:'' citizens joining the militia are exempt from rent payment.
[[Repeal|edicts][$militiaSoldierPrivilege = 0]]
<</if>>
<<if $slaveSoldierPrivilege == 1>>
<br>''Special slaves privileges:'' Slaves into the army are allowed to have material possessions.
[[Repeal|edicts][$slaveSoldierPrivilege = 0, $edictsAuthUpkeep -= 10]]
<</if>>
<<if $mercSoldierPrivilege == 1>>
<br>''Special mercenary privileges:'' Mercenaries under contract can claim part of the loot gained from battles.
[[Repeal|edicts][$mercSoldierPrivilege = 0]]
<</if>>
<<if $martialSchool == 1>>
<br>''@@.lime;Slave martial schools:@@'' specialized schools are training slaves in martial arts and bodyguarding.
[[Repeal|edicts][$martialSchool = 0, $edictsUpkeep -= 1000, $slaveBaseMorale -= 5]]
<</if>>
<<if $eliteOfficers == 1>>
<br>''@@.lime;Elite officers:@@'' officers are exclusively recruited from the elite of society.
[[Repeal|edicts][$eliteOfficers = 0, $militiaBaseMorale += 5, $slaveBaseMorale -= 5]]
<</if>>
<<if $liveTargets == 1>>
<br>''@@.lime;Live targets drills:@@'' disobedient slaves are used as live targets at shooting ranges.
[[Repeal|edicts][$liveTargets = 0]]
<</if>>
<</if>>
<<if $FSAnnounced>>
<<if $legionTradition == 1>>
<br>''@@.lime;Legionaries traditions:@@'' you are funding specialized training for your recruits following the Roman tradition of professional armies.
[[Repeal|edicts][$legionTradition = 0, $edictsUpkeep -= 1000, $militiaBaseDefense -= 2, $militiaBaseMorale -= 5, $militiaBaseHp--]]
<</if>>
<<if $pharaonTradition == 1>>
<br>''@@.lime;Pharaonic traditions:@@'' you are funding specialized training for your recruits to turn them into an army worthy of a pharaon.
[[Implement|edicts][$pharaonTradition = 0, $edictsUpkeep -= 1000, $militiaBaseAttack -= 2, $militiaBaseDefense -= 2, $militiaBaseMorale -= 10]]
<br> //Will increase attack, defense and morale of militia units, but will incur upkeep costs.//
<</if>>
<<if $eagleWarriors == 1>>
<br>''@@.lime;Eagle warriors traditions:@@'' you are funding specialized training for your mercenaries following the Aztec tradition of elite warriors.
[[Repeal|edicts][$eagleWarriors = 0, $edictsUpkeep -= 1000, $mercBaseAttack -= 4, $mercBaseDefense += 2, $mercBaseMorale -= 10]]
<</if>>
<<if $ronin == 1>>
<br>''@@.lime;Ronin traditions:@@'' you are funding specialized training for your mercenaries following the Japanese tradition of elite errant samurai.
[[Repeal|edicts][$ronin = 0, $edictsUpkeep -= 1000, $mercBaseAttack -= 2, $mercBaseDefense -= 2, $mercBaseMorale -= 10]]
<</if>>
<<if $mamluks == 1>>
<br>''@@.lime;Mamluks traditions:@@'' you are funding specialized training for your slaves following the Arabian tradition of mamluks slave soldiers.
[[Repeal|edicts][$mamluks = 0, $edictsUpkeep -= 1000, $slaveBaseAttack -= 2, $slaveBaseHp--, $slaveBaseMorale -= 10]]
<</if>>
<<if $sunTzu == 1>>
<br>''@@.lime;Sun Tzu Teachings:@@'' you are funding specialized training for your units and officers to follow the teachings of the "Art of War".
[[Repeal|edicts][$sunTzu = 0, $edictsUpkeep -= 1000, $militiaBaseAttack--, $militiaBaseDefense--, $mercBaseAttack--, $mercBaseDefense--, $slaveBaseAttack--, $slaveBaseDefense--, $militiaBaseMorale -= 5, $mercBaseMorale -= 5, $slaveBaseMorale -= 5]]
<</if>>
<</if>>
<hr>
''__Available Edicts__''
<br>//Passing any edict will cost <<print cashFormat(5000)>> and some authority. More edicts will become available as the arcology develops.//
<br>
<<if $alternativeRents == 0>>
<br>''Alternative rent payment:'' allow citizens to pay for their rents in menial slaves rather than cash, if so they wish.
<<if $authority >= 1000>>
[[Implement|edicts][$alternativeRents = 1, $cash -=5000, $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 $enslavementRights == 0>>
<br>''Enslavement rights:'' the arcology owner will be the only authority able to declare a person enslaved or not.
<<if $authority >= 1000>>
[[Implement|edicts][$enslavementRights = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will provide cash each week. The higher the flux of citizens to slaves the higher the income. Will cost a small amount of authority each week.//
<</if>>
<<if $sellData == 0 && ($secUpgrades.nanoCams == 1 || $secUpgrades.cyberBots == 1 || $secUpgrades.eyeScan == 1 || $secUpgrades.cryptoAnalyzer == 1 || $crimeUpgrades.autoTrial == 1 || $crimeUpgrades.autoArchive == 1 || $crimeUpgrades.worldProfiler == 1 || $crimeUpgrades.advForensic == 1)>>
<br>''Private Data marketization:'' allow the selling of private citizens' data.
<<if $authority >= 1000>>
[[Implement|edicts][$sellData = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will generate income dependent on the amount of upgrades installed in the security HQ, but will cost a small amount of authority each week.//
<</if>>
<<if $propHub == 1>>
<<if $propCampaignBoost == 0>>
<br>''Obligatory educational material:'' force residents to read curated educational material about the arcology.
<<if $authority >= 1000>>
[[Implement|edicts][$propCampaignBoost = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase the effectiveness of propaganda campaigns, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $transportHub == 1>>
<<if $tradeLegalAid == 0>>
<br>''Legal aid for new businesses:'' Support new businesses in the arcology by helping them cover legal costs and issues.
<<if $authority >= 1000>>
[[Implement|edicts][$tradeLegalAid = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase trade, but will incur upkeep costs.//
<</if>>
<<if $taxTrade == 0>>
<br>''Trade tariffs:'' all goods transitioning in your arcology will have to pay a transition fee.
<<if $authority >= 1000>>
[[Implement|edicts][$taxTrade = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will provide income based on trade level, but will negatively affect trade.//
<</if>>
<</if>>
<<if $arcologies[0].FSPaternalist != "unset">>
<<if $slaveWatch == 0>>
<br>''@@.lime;Slave mistreatment watch:@@'' slaves will be able access a special security service in case of mistreatment.
<<if $authority >= 1000>>
[[Implement|edicts][$slaveWatch = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will help advance paternalism, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSChattelReligionist >= 40>>
<<if $subsidyChurch == 0>>
<br>''@@.lime;Religious activities subsidy:@@'' will provide economic support to religious activities following the official dogma.
<<if $authority >= 1000>>
[[Implement|edicts][$subsidyChurch = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will provide authority each week, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $SF.Active && $SFSupportLevel < 5 && $SF.Toggle>>
<br><br>__Special Force:__
<<if $SFSupportLevel == 0 && $reqHelots > 5>>
<br>''Equipment provision:'' $SF.Caps will provide the security HQ with advanced equipment.
<<if $authority >= 1000>>
[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 1000, $reqHelots -= 5]]
<<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 $SFSupportLevel === 1 && $SFUnit.Firebase >= 4 && $reqHelots > 5>>
<br>''Personnel training:'' $SF.Caps will provide the security HQ personnel with advanced training.
<<if $authority >= 1000>>
[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 2000, $reqHelots -= 5]]
<<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 $SFSupportLevel === 2 && $SFUnit.Firebase >= 6 && $reqHelots > 5>>
<br>''Troops detachment:'' $SF.Caps will provide troops to the security department.
<<if $authority >= 1000>>
[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 3000, $reqHelots -= 5]]
<<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 $SFSupportLevel === 3 && $SFUnit.Firebase >= 6 && $reqHelots > 5>>
<br>''Full Support:'' $SF.Caps will give the security department its full support.
<<if $authority >= 1000>>
[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 3000, $reqHelots -= 5]]
<<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 $SFSupportLevel === 4 && $SFUnit.Firebase === 10 && $reqHelots > 5>>
<br>''Network assistance:'' $SF.Caps will assist the security department with installing a local version of their custom network.
<<if $authority >= 1000>>
[[Implement|edicts][$SFSupportLevel++, $cash -=50000, $authority -= 1000, $SFSupportUpkeep += 4000, $secHQUpkeep += 1000, $reqHelots -= 5]]
<<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.//
<</if>>
<</if>>
<br><br>__Immigration:__
<<if $limitImmigration == 0>>
<br>''Immigration limits:'' institute limits to the amount of people the arcology will accept each week.
<<if $authority >= 1000>>
[[Implement|edicts][$openBorders = 0, $limitImmigration = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will lower the amount of people immigrating into the arcology and enhance security.//
<</if>>
<<if $openBorders == 0>>
<br>''Open borders:'' considerably lower requirements to become citizens.
<<if $authority >= 1000>>
[[Implement|edicts][$openBorders = 1, $limitImmigration = 0, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase immigration to the arcology, but will increase crime.//
<</if>>
<br><br>__Weapons:__
<<if $weaponsLaw == 3>>
<br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive.
<<if $authority >= 1000>>
[[Implement|edicts][$weaponsLaw = 2, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slightly increase prosperity, but will cost a small amount of authority each week and will leave rebellions decently armed.//
<<elseif $weaponsLaw == 2>>
<br>''All weapons allowed:'' allow residents of the arcology to buy, sell and keep weaponry of any kind within the arcology.
<<if $authority >= 1000>>
[[Implement|edicts][$weaponsLaw = 3, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep -= 10]]
<<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 $authority >= 1000>>
[[Implement|edicts][$weaponsLaw = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will cost some authority each week, but rebellions will be poorly armed.//
<<elseif $weaponsLaw == 1>>
<br>''Heavy weaponry forbidden:'' set the range of weapons allowed within the arcology to non-heavy, non-explosive.
<<if $authority >= 1000>>
[[Implement|edicts][$weaponsLaw = 2, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep -= 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slightly increase prosperity, but will cost a small amount of authority each week and will leave rebellions decently armed.//
<br>''Forbid weapons inside the arcology:'' forbid residents to buy, sell and keep weaponry while within the arcology.
<<if $authority >= 1000>>
[[Implement|edicts][$weaponsLaw = 0, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will cost a moderate amount of authority each week, but rebellions will be very poorly armed.//
<<elseif $weaponsLaw == 0>>
<br>''Heavily restricted weaponry:'' set the range of weapons allowed within the arcology to non-automatic, non-high caliber.
<<if $authority >= 1000>>
[[Implement|edicts][$weaponsLaw = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep -= 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will cost some authority each week, but rebellions will be poorly armed.//
<</if>>
<<if $hasFoughtOnce == 1 || $mercenaries > 0>>
<br><br>__Defense Force__:
<<if $soldierWages == 0>>
<br>''Average wages for soldiers:'' will set the wages paid to the soldiers of the arcology to an average amount.
<<if $authority >= 1000>>
[[Implement|edicts][$soldierWages += 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will raise all units upkeep and push loyalty to average levels.//
<<elseif $soldierWages == 1>>
<br>''Low wages for soldiers:'' will set the wages paid to the soldiers of the arcology to a low amount.
<<if $authority >= 1000>>
[[Implement|edicts][$soldierWages -= 1, $cash -=5000, $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 $authority >= 1000>>
[[Implement|edicts][$soldierWages += 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will raise all units upkeep and push loyalty to high levels.//
<<else>>
<br>''Average wages for soldiers:'' will set the wages paid to the soldiers of the arcology to an average amount.
<<if $authority >= 1000>>
[[Implement|edicts][$soldierWages -= 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will lower all units upkeep and push loyalty to average levels.//
<</if>>
<<if $slavesOfficers == 0>>
<br>''Slave Officers:'' allow your trusted slaves to lead the defense forces of the arcology.
<<if $authority >= 1000>>
[[Implement|edicts][$slavesOfficers = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will allow your bodyguard and head girl to lead troops into battle, but will cost a small amount of authority each week.//
<</if>>
<<if $mercenaries > 0>>
<<if $discountMercenaries == 0>>
<br>''Mercenary subsidy:'' mercenaries willing to immigrate in your arcology will be offered a discount on rent.
<<if $authority >= 1000>>
[[Implement|edicts][$discountMercenaries = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slightly lower rent, but will increase the amount of available mercenaries.//
<</if>>
<</if>>
<<if $militiaFounded == 0>>
<br>''Found the militia:'' lay the groundwork for the formation of the arcology's citizens' army.
<<if $authority >= 1000>>
[[Implement|edicts][$militiaFounded = 1, $recruitVolunteers = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will allow for the recruitment and training of citizens.//
<</if>>
<<if $militiaFounded == 1>>
<<if $recruitVolunteers == 0>>
<br>''Volunteers' militia:'' only volunteers will be accepted in the militia.
<<if $authority >= 1000>>
[[Implement|edicts][$militarizedSociety = 0, $militaryService = 0, $conscription = 0, $recruitVolunteers = 1, $cash -=5000, $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 $conscription == 0>>
<br>''Conscription:'' every citizen is required to train in the militia and serve the arcology if the need arises.
<<if $authority >= 4000>>
[[Implement|edicts][$militarizedSociety = 0, $militaryService = 0, $conscription = 1, $recruitVolunteers = 0, $cash -=5000, $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 $militaryService == 0>>
<br>''Obligatory military service:'' every citizen is required to register and serve under the militia.
<<if $authority >= 6000>>
[[Implement|edicts][$militarizedSociety = 0, $militaryService = 1, $conscription = 0, $recruitVolunteers = 0, $cash -=5000, $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 $militarizedSociety == 0>>
<br>''Militarized Society:'' every adult citizen is required to train and participate in the defense of the arcology.
<<if $authority >= 8000>>
[[Implement|edicts][$militarizedSociety = 1, $militaryService = 0, $conscription = 0, $recruitVolunteers = 0, $cash -=5000, $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 $militaryExemption == 0 && ($conscription == 1 || $militaryService == 1 || $militarizedSociety == 1)>>
<br>''Military exemption:'' allow citizens to avoid military duty by paying a weekly fee.
<<if $authority >= 1000>>
[[Implement|edicts][$militaryExemption = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slow down the replenishment of manpower, but will supply cash each week. More profitable with stricter recruitment laws.//
<</if>>
<<if $arcologies[0].FSHedonisticDecadence >= 40>>
<<if $lowerRquirements == 0>>
<br>''@@.lime;Revised minimum requirements:@@'' will allow citizens outside the normally accepted range to join the militia.
<<if $authority >= 1000>>
[[Implement|edicts][$lowerRquirements = 1, $cash -=5000, $authority -= 1000, $militiaBaseDefense--, $militiaBaseHp--]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slightly lower defense and hp of militia units, but will increase the manpower replenishment rate.//
<</if>>
<</if>>
<<if $arcologies[0].FSSubjugationist >= 40>>
<<if $noSubhumansInArmy == 0>>
<br>''@@.lime;No subhumans in the militia:@@'' prevent subhumans from joining the militia.
<<if $authority >= 1000>>
[[Implement|edicts][$noSubhumansInArmy = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will help advance racial Subjugation, but will slow down slightly manpower replenishment.//
<</if>>
<</if>>
<<if $arcologies[0].FSRepopulationFocus >= 40 && ($conscription == 1 || $militaryService == 1 || $militarizedSociety == 1)>>
<<if $pregExemption == 0>>
<br>''@@.lime;Military exemption for pregnancies:@@'' pregnant citizens will be allowed, and encouraged, to avoid military service.
<<if $authority >= 1000>>
[[Implement|edicts][$pregExemption = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will help advance repopulation focus, but will slow down slightly manpower replenishment.//
<</if>>
<</if>>
<</if>>
<<if $militiaSoldierPrivilege == 0 && $militiaFounded == 1>>
<br>''Special militia privileges'' will allow citizens joining the militia to avoid paying rent.
<<if $authority >= 1000>>
[[Implement|edicts][$militiaSoldierPrivilege = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase the loyalty of militia units, but will decrease rents.//
<</if>>
<<if $slaveSoldierPrivilege == 0>>
<br>''Special slaves privileges'' will allow slaves drafted into the army to be able to have material possessions.
<<if $authority >= 1000>>
[[Implement|edicts][$slaveSoldierPrivilege = 1, $cash -=5000, $authority -= 1000, $edictsAuthUpkeep += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase the loyalty of slave units, but will cost authority each week.//
<</if>>
<<if $mercSoldierPrivilege == 0 && $mercenaries > 0>>
<br>''Special mercenary privileges'' will allow mercenaries under contract to claim part of the loot gained from battles.
<<if $authority >= 1000>>
[[Implement|edicts][$mercSoldierPrivilege = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase the loyalty of mercenary units, but will reduce cash and menial slaves gained from battles.//
<</if>>
<<if $arcologies[0].FSPhysicalIdealist >= 40>>
<<if $martialSchool == 0>>
<br>''@@.lime;Slave martial schools:@@'' specialized schools will be set up to train slaves in martial arts and bodyguarding.
<<if $authority >= 1000>>
[[Implement|edicts][$martialSchool = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $slaveBaseMorale += 5]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slightly increase morale of slave units, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSRestart >= 40>>
<<if $eliteOfficers == 0>>
<br>''@@.lime;Elite officers:@@'' officers will be exclusively recruited from the elite of society.
<<if $authority >= 1000>>
[[Implement|edicts][$eliteOfficers = 1, $cash -=5000, $authority -= 1000, $militiaBaseMorale += 5, $slaveBaseMorale -= 5]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will help advance eugenics and provide a small morale boost to militia units, but will give a small morale malus to slave units.//
<</if>>
<</if>>
<<if $arcologies[0].FSDegradationist >= 40>>
<<if $liveTargets == 0>>
<br>''@@.lime;Live targets drills:@@'' disobedient slaves will be used as live targets at shooting ranges.
<<if $authority >= 1000>>
[[Implement|edicts][$liveTargets = 1, $cash -=5000, $authority -= 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will help advance degradationism and provide a small amount of exp to units, but will make the slave population slowly decline.//
<</if>>
<</if>>
<</if>>
<<if $FSAnnounced>>
<br><br>__Future Societies:__
<<if $arcologies[0].FSRomanRevivalist >= 40 && $militiaFounded == 1>>
<<if $legionTradition == 0>>
<br>''@@.lime;Legionaries traditions:@@'' Fund specialized training for your recruits to turn them into the professional of Roman tradition.
<<if $authority >= 1000>>
[[Implement|edicts][$legionTradition = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $militiaBaseDefense += 2, $militiaBaseMorale += 5, $militiaBaseHp++]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase defense, morale and hp of militia units, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSEgyptianRevivalist >= 40 && $militiaFounded == 1>>
<<if $pharaonTradition == 0>>
<br>''@@.lime;Pharaonic traditions:@@'' Fund specialized training for your recruits to turn them into an army worthy of a pharaoh.
<<if $authority >= 1000>>
[[Implement|edicts][$pharaonTradition = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $militiaBaseAttack += 2, $militiaBaseDefense += 2, $militiaBaseMorale += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase attack, defense and morale of militia units, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSAztecRevivalist >= 40 && $mercenaries > 0>>
<<if $eagleWarriors == 0>>
<br>''@@.lime;Eagle warriors traditions:@@'' Fund specialized training for your mercenaries to turn them into the elite units of Aztec tradition.
<<if $authority >= 1000>>
[[Implement|edicts][$eagleWarriors = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $mercBaseAttack += 4, $mercBaseDefense -= 2, $mercBaseMorale += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will give a high increase in attack and morale, but will lower defense of mercenary units and will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSEdoRevivalist >= 40 && $mercenaries > 0>>
<<if $ronin == 0>>
<br>''@@.lime;Ronin traditions:@@'' Fund specialized training for your mercenaries to turn them into the errant samurai of Japanese tradition.
<<if $authority >= 1000>>
[[Implement|edicts][$ronin = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $mercBaseAttack += 2, $mercBaseDefense += 2, $mercBaseMorale += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase attack, defense and morale of mercenary units, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSArabianRevivalist >= 40>>
<<if $mamluks == 0>>
<br>''@@.lime;Mamluks traditions:@@'' Fund specialized training for your slaves to turn them into the mamluks slave soldiers of Arabian tradition.
<<if $authority >= 1000>>
[[Implement|edicts][$mamluks = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $slaveBaseAttack += 2, $slaveBaseHp++, $slaveBaseMorale += 10]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will increase attack, morale and hp of mercenary units, but will incur upkeep costs.//
<</if>>
<</if>>
<<if $arcologies[0].FSChineseRevivalist >= 40>>
<<if $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 $authority >= 1000>>
[[Implement|edicts][$sunTzu = 1, $cash -=5000, $authority -= 1000, $militiaBaseAttack++, $militiaBaseDefense++, $mercBaseAttack++, $mercBaseDefense++, $slaveBaseAttack++, $slaveBaseDefense++, $militiaBaseMorale += 5, $mercBaseMorale += 5, $slaveBaseMorale += 5, $edictsUpkeep += 1000]]
<<else>>
<br>//Not enough Authority.//
<</if>>
<br> //Will slightly increase attack, defense and morale of all units, but will incur upkeep costs.//
<</if>>
<</if>>
<</if>>
|
DankWolf/fc
|
src/SecExp/edicts.tw
|
tw
|
bsd-3-clause
| 35,628 |
:: encyclopediaSecExpBattles [nobr]
Battles in the Security Expansion Mod
<hr>
With the Security Expansion mod enabled there is a small chance each week that an attacking force will be approaching the arcology. Their motives may vary, but their intentions are clear: hit you where it hurts.
You arcology will start being the subject of incursions only when the [["security drones"|Encyclopedia][$encyclopedia = "Security Drones"]] upgrade has been installed.
<br><br>Unit types:
<br><strong>Slave Units</strong>: recruitable from your stockpile of menial slaves. They are cheap, easy to replace troops that will hold the line well enough.
Of the three they have the lowest base stats, but they have the advantage of being available from the beginning, have the lowest upkeep and can be replenished in any moment, provided enough cash is available.
<br><strong>Militia Units</strong>: recruitable only after a special edict is passed. Once the militia is announced recruitment laws will become available and recruits will present themselves to the barracks, waiting to be assigned to a unit.
Militia units are slightly stronger than slave units, but their manpower is limited by the laws enacted and the citizen population.
<br><strong>Mercenary Units</strong>: installing a permanent platoon in the arcology is a great defensive tool, but if you need muscle outside the walls of your dominion you'll need to hire more.
Mercenary units have the highest base stats (in almost all categories), but are also only available if the arcology is garrisoned by the mercenary platoon, are fairly slow to replenish and have the highest upkeep.
Once garrisoned by the mercenary platoon, more mercenaries will slowly make their way to the arcology. You have little control over their number other than increasing your arcology prosperity or your reputation.
<br><strong>The Security Drones</strong>: The security drones are a special unit. You cannot field more than one unit of this type and their stats (with the exception of their very high morale) are fairly low, however they cheap to replenish and have a low maintenance cost. They do not accumulate experience and are not affected by morale modifiers (for better or worse).
<br><br>Units statistics:
<br><strong>Troops</strong>: The number of active combatants the unit can field. If it reaches zero the unit will cease to be considered active. It may be reformed as a new unit without losing the upgrades given to it, but experience is lost.
<br><strong>Maximum Troops</strong>: The maximum number of combatants the unit can field. You can increase this number through upgrade.
<br><strong>Equipment</strong>: The quality of equipment given to the unit. Each level of equipment will increase attack and defense values of the unit by 15%.
<br><strong>Experience</strong>: The quality of training provide/acquired in battle by the unit. Experience is a 0-100 scale with increasingly high bonuses to attack, defense and morale of the unit, to a maximum of 50% at 100 experience.
<br><strong>Medical support</strong>: Attaching medical support to the unit will decrease the amount of casualties the unit takes in battle.
<br><br>Battles:
<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 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:
<br><strong>The Assistant</strong>: The assistant can lead the troops. Her performance will entirely depend on the computational power she has available. Non human soldiers will be happy to be lead by a computer however and will fight with less ardor, unless your own reputation or authority is high enough.
<br><strong>The Arcology Owner</strong>: You can join the fray yourself. Your performance will depend greatly on your warfare skill and your past. The troops will react to your presence depending on your social standing and your past as well.
Do note however there is the possibility of getting wounded, which makes you unable to focus on any task for a few weeks.
<br><strong>Your Bodyguard</strong>: Your bodyguard can guide the troops. Her performance will greatly depend on her intelligence and past. Slaves will be happy to be lead by one of them, but militia and mercenaries will not, unless your own authority is high enough to make up for the fact they are being lead by a slave.
<br><strong>Your Head Girl</strong>: Your Head Girl can guide the troops. She acts very similarly to the bodyguard in battle. Be aware that both she and the bodyguard run the risk of getting wounded, potentially with grave wounds like blindness or limb loss.
<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 addition to hers 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>
|
DankWolf/fc
|
src/SecExp/encyclopediaSecExpBattles.tw
|
tw
|
bsd-3-clause
| 6,240 |
:: encyclopediaSecExpMain [nobr]
The Security Expansion Mod
<hr>
''Note: The Security Expansion mod is an optional mod. It can be switched freely on and off from the game option menu or at the start of the game.''
<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 @@.darkviolet;authority@@ inside the walls of your arcology, you will have to keep it @@.deepskyblue;secure@@ and keep in check @@.orangered;crime@@ and rivals alike, you will have to take up arms and command your troops against those who defy your rule.
<br><br>Statistics:
@@.darkviolet; <br><strong>Authority</strong>:@@
<br> Representing the power the player holds over the arcology. If @@.green;[[reputation|Encyclopedia][$encyclopedia = "Arcologies and Reputation"]]@@ is how well the protagonist is known, @@.darkviolet;authority@@ is how much is feared or respected.
Authority influences many things, but it is mainly used to enact edicts, who, similarly to policies, allow to shape the sociopolitical profile of your arcology. Like @@.green;reputation@@, @@.darkviolet;authority@@ has a maximum of <<print commaNum(20000)>>.
@@.deepskyblue;<br> <br><strong>Security</strong>:@@
<br> Representing how safe the arcology is, how likely it is for a citizen to get stabbed, killed or simply mugged in the streets as well as wider concerns like
dangerous political organizations, terrorist groups and more. It influences many things, but its main task is to combat @@.orangered;crime@@.
@@.orangered;<br> <br><strong>Crime</strong>:@@
<br> Representing the accumulated power of criminals in the arcology. Rather than representing low level criminal activity, better represented by @@.deepskyblue;security@@ (or better lack of), but
the influence, organization and reach of criminal organizations, be it classic mafia families or high tech hacker groups. Do not let their power run rampant or you'll find your treasury emptier and emptier.
Both @@.deepskyblue;security@@ and @@.orangered;crime@@ are displayed a 0-100% scale.
<br><br>The battles:
<br> Arcologies are sturdy structures, difficult to assault without preparation or overwhelming numbers. [["Security drones"|Encyclopedia][$encyclopedia = "Security Drones"]] can easily handle small incursion and a few well placed mercenary squads can handle the rest.
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:
<br> <strong>The Barracks</strong>: This is where troops can be prepared and organized to respond to threats encroaching on the arcology's territory.
<br> <strong>The Security HQ</strong>: This is where your security department will manage the @@.deepskyblue;security@@ of the arcology.
<br> <strong>The Propaganda Hub</strong>: This is where your propaganda department will expand and deepen your @@.darkviolet;authority@@ over the arcology.
<br> <strong>The TransportHub</strong>: This is where trade happens. Mainly intended as a counter to prosperity loss events.
<br> <strong>The RiotControlCenter</strong>: Fairly self explanatory, will help you manage rebellions.
<br>
<hr>
|
DankWolf/fc
|
src/SecExp/encyclopediaSecExpMain.tw
|
tw
|
bsd-3-clause
| 4,007 |
:: proclamations [nobr]
<<set $nextButton = "Back to Main", $nextLink = "Main">>
You can dedicate the week to issue a proclamation, a powerful tool that will have an immediate noticeable effect on the arcology.
You will use <<print $proclamationCurrency>> to enact it<<if $proclamationType != "none">> and will be about $proclamationType.<<else>>.<</if>>
<br>
<<if $authority >= 2000>>
<<link "Use authority" "proclamations">>
<<set $proclamationCurrency = "authority">>
<</link>>
<<else>>
//Requires at least 2000 authority//
<</if>>
|
<<if $rep >= 4000>>
<<link "Use reputation" "proclamations">>
<<set $proclamationCurrency = "reputation">>
<</link>>
<<else>>
//Requires at least 4000 reputation//
<</if>>
|
<<if $cash >= 8000>>
<<link "Use cash" "proclamations">>
<<set $proclamationCurrency = "cash">>
<</link>>
<<else>>
//Requires at least <<print cashFormat(8000)>> in cash//
<</if>>
<br>
<br>
<<link "Issue a proclamation about security" "Main">>
<<set $personalAttention = "proclamation", $proclamationType = "security">>
<</link>>
<br>//You will use your <<if $proclamationCurrency == "authority">>control over the arcology<<elseif $proclamationCurrency == "reputation">>great influence<<elseif $proclamationCurrency == "cash">> vast financial means<</if>>
to force citizens to give up on sensitive information for the good of the arcology.//
<br>
<br>
<<link "Issue a proclamation about crime" "Main">>
<<set $personalAttention = "proclamation", $proclamationType = "crime">>
<</link>>
<br>//You will use your <<if $proclamationCurrency == "authority">>control over the arcology<<elseif $proclamationCurrency == "reputation">>great influence<<elseif $proclamationCurrency == "cash">> vast financial means<</if>>
to force the arrest of suspected citizens without passing through the normal legal procedures.//
|
DankWolf/fc
|
src/SecExp/proclamations.tw
|
tw
|
bsd-3-clause
| 1,839 |
:: propagandaHub [nobr]
<<set $HackingSkillMultiplier = HSM()>>
<<if $career == "capitalist" || $career == "celebrity" || $career == "wealth">>
<<set _HistoryDiscount = .5>>
<<else>>
<<set _HistoryDiscount = 1>>
<</if>>
<<set $nextButton = "Back to Arcology Management", $nextLink = "Manage Arcology", $returnTo = "Manage Arcology">>
Propaganda Hub
<hr>
The propaganda hub is a surprisingly inconspicuous building, dimly lit from the outside. You are well aware however of its role and its importance. You confidently enter its unassuming doorway and calmly review the work being done here.
<<if $Recruiter != 0>><br><br>
<<if $RecuriterOffice == 0>>
<<link "Give ''__@@.pink;<<= SlaveFullName($Recruiter)>>@@__'' an office.""propagandaHub">>
<<set $RecuriterOffice = 1>> <</link>>
<<else>>
<<link "Remove ''__@@.pink;<<= SlaveFullName($Recruiter)>>@@__'' from her office.""propagandaHub">>
<<set $RecuriterOffice = 0>> <</link>>
<</if>>
<</if>>
/* classic propaganda */
<br><br><<if $propCampaign == 0>>
<<link "Set up a propaganda campaign" "propagandaHub">>
<<set $propCampaign += 1>>
<<set $cash -= 5000*$upgradeMultiplierArcology*_HistoryDiscount>>
<<set $propFocus = "social engineering">>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Set up a propaganda campaign to align your citizens with your goals.
<br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount))>>. Will provide the focused resource each week, but will cost reputation in upkeep.//
<<else>>
You have set up a team of trained slaves and expert propagandists, ready to spread the message of your choosing to the population.
<br>
<<if $propFocus == "social engineering">>
Focus on social engineering
<<else>>
<<link "Focus on social engineering" "propagandaHub">>
<<set $propFocus = "social engineering">>
<</link>>
<</if>>
|
<<if $propFocus == "immigration">>
Focus on immigration
<<else>>
<<link "Focus on immigration" "propagandaHub">>
<<set $propFocus = "immigration">>
<</link>>
<</if>>
|
<<if $propFocus == "enslavement">>
Focus on enslavement
<<else>>
<<link "Focus on enslavement" "propagandaHub">>
<<set $propFocus = "enslavement">>
<</link>>
<</if>>
|
<<if $propFocus == "recruitment">>
Focus on recruitment
<<else>>
<<link "Focus on recruitment" "propagandaHub">>
<<set $propFocus = "recruitment">>
<</link>>
<</if>>
<br>
You are concentrating your propaganda efforts towards
<<if $propFocus == "social engineering">>
increasing the acceptance of your chosen future societies.
<<elseif $propFocus == "immigration">>
convincing more people to immigrate to your arcology.
<<elseif $propFocus == "enslavement">>
convincing more people to voluntarily enslave themselves.
<<elseif $propFocus == "recruitment">>
convincing more citizens to enter the militia.
<</if>>
<br>
<<if $propCampaign < 5>>
<<link "Invest more resources in the propaganda machine" "propagandaHub">>
<<set $cash -= 5000 * $upgradeMultiplierArcology * ($propCampaign + 1) * _HistoryDiscount*$HackingSkillMultiplier>>
<<set $propCampaign += 1>>
<<set $PC.hacking += .5>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Invest more resources into the project to increase its effectiveness.
<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($propCampaign + 1) * _HistoryDiscount*$HackingSkillMultiplier))>>. Will provide more of the focused resource each week but increase reputation upkeep.//
<<else>>
You upgraded your propaganda machine to its limits.
<</if>>
<</if>>
<br>
<br>
/* ministry of truth */
<<if $miniTruth == 0>>
<<link "Set up the authenticity department" "propagandaHub">>
<<set $miniTruth += 1>>
<<set $cash -= 5000*$upgradeMultiplierArcology*_HistoryDiscount>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Set up a department tasked with guaranteeing the authenticity of all information available in the arcology. Of course if reality is against what is best for the arcology, then it should be redacted as well.
<br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology * _HistoryDiscount))>>. Will provide authority and unlock special upgrades, but will increase upkeep.//
<<else>>
<<if $miniTruth < 5>>
<<link "Enlarge the authenticity department" "propagandaHub">>
<<set $cash -= 5000*$upgradeMultiplierArcology * ($miniTruth + 1) * _HistoryDiscount>>
<<set $miniTruth += 1>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Invest more resources into the project to increase its effectiveness.
<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($miniTruth + 1) * _HistoryDiscount))>>. Will provide more authority each week, but increases upkeep.//
<<else>>
You have upgraded the authenticity department to its maximum.
<</if>>
<br>
<<if $fakeNews == 0>>
<<link "Install a news generator" "propagandaHub">>
<<set $fakeNews = 1>>
<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Install an automatic news generator, able to fabricate thousands of plausible sounding news every day.
<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount))>>. The authenticity dept. now provides a small amount of reputation as well as authority, but increases upkeep.//
<<else>>
You have installed an automatic news generator. [[Remove news generator|propagandaHub][$fakeNews = 0, $propHubUpkeep -= $upgradeUpkeep]]
<</if>>
<br>
<<if $controlLeaks == 0>>
<<link "Institute controlled leaks protocols" "propagandaHub">>
<<set $controlLeaks = 1>>
<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier>>
<<set $PC.hacking += 1>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Institute a system able to release erroneous, but plausible, information about your business, leading your competitors to prepared financial traps.
<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount*$HackingSkillMultiplier))>>. The authenticity dept. now slightly increases prosperity each week as well as authority, but increases upkeep.//
<<else>>
You have instituted controlled leaks protocols, able to create fabricated leaks of sensible information. [[Shut down leak protocols|propagandaHub][$controlLeaks = 0, $propHubUpkeep -= $upgradeUpkeep]]
<</if>>
<</if>>
<br>
<br>
/* secret police */
<<if $secretService == 0>>
<<link "Set up personal secret service" "propagandaHub">>
<<set $secretService += 1>>
<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Set up a department tasked with the protection of your person, as well as operations requiring a delicate approach.
<br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology * _HistoryDiscount))>>. Will provide authority and unlock special upgrades, but will increase upkeep.//
<<else>>
<<if $secretService < 5 && $rep >= ($secretService * 1000) + 5000>>
<<link "Expand the secret service" "propagandaHub">>
<<set $secretService += 1>>
<<set $cash -= 5000*$upgradeMultiplierArcology * ($secretService + 1)>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Invest more resources into the project to increase its effectiveness.
<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($secretService + 1) * _HistoryDiscount))>>. Will provide more authority each week, but increases upkeep.//
<<elseif $secretService < 5>>
You lack the reputation to further expand operations.
<<else>>
You have upgraded the secret service to its maximum.
<</if>>
<br>
<<if $blackOps == 0>>
<<link "Create a black ops team" "propagandaHub">>
<<set $blackOps = 1>>
<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Create a black ops team, ready to carry out corporate sabotage and sensitive operations to further your goals.
<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount))>>. The secret services now provides security as well as authority, but increases upkeep.//
<<else>>
You have created a black ops team.
<</if>>
<br>
<<if $marketInfiltration == 0>>
<<link "Infiltrate the black market" "propagandaHub">>
<<set $marketInfiltration = 1>>
<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
<<set $propHubUpkeep += $upgradeUpkeep>>
<</link>>
<br>Establish a presence on the black market in order to manipulate it.
<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount))>>. The secret services now provides cash as well as authority each week, but will increase crime growth.//
<<else>>
You have infiltrated the black market and are now in partial control of it. [[Withdraw from the black market|propagandaHub][$marketInfiltration = 0, $propHubUpkeep -= $upgradeUpkeep]]
<</if>>
<</if>>
|
DankWolf/fc
|
src/SecExp/propagandaHub.tw
|
tw
|
bsd-3-clause
| 9,171 |
:: rebellionEvents [nobr]
<<if $slaveRebellionEventFires == 1>>
<<if $tension <= 33>>
<<set _event = 1>>
<<elseif $tension <= 66>>
<<set _event = 2>>
<<else>>
<<set _event = 3>>
<</if>>
<<elseif $citizenRebellionEventFires == 1>>
<<if $tension <= 33>>
<<set _event = 4>>
<<elseif $tension <= 66>>
<<set _event = 5>>
<<else>>
<<set _event = 6>>
<</if>>
<</if>>
<<switch _event>>
<<case 1>>
/* low tension slave rebellion events */
<<set _rand = random(0,6)>>
<<if _rand == 0>>
This week several slaves were found plotting the death of their master. They were quickly dealt with, but their owner's choice of punishment did little to calm tensions in the arcology.
<<elseif _rand == 1>>
This week a large group of slaves attempted to escape. Several were recaptured, but others were deemed too dangerous and were shot on sight. The unfortunate circumstances raised the disapproval of many citizens, either because of the waste of good slaves or the brutality with which the operation was carried. With a bit of luck, however, the incident will be soon forgotten.
<<elseif _rand == 2>>
This week books of unknown origin and dangerous content were found in the possession of several slaves. They were mostly sociopolitical treaties, making it clear that the intent of the ones responsible was to fan the fire of rebellion. The books were quickly collected and archived, hopefully this affair will not have lasting consequences.
<<elseif _rand == 3>>
This week a citizen was caught giving refuge to an escaped slave. He was not able to pay for the value of the stolen goods, so he was processed as the case required and the slave returned to their rightful master. Many questions however remain without answers.
<<elseif _rand == 4>>
This week a member of a well known anti-slavery group was caught trying to infiltrate the arcology. During the capture attempt shots were fired and several guards were injured, and in the end the fugitive unfortunately managed to escape. Reports indicate several slaves helped the criminal, some going as far as using themselves as shields against the bullets of the security drones.
<<elseif _rand == 5>>
This week a slave was caught attempting to sabotage a machine in one of the factories. She explained her action as "trying to defend herself from a dangerous machine". Reports confirmed that the apparatus is indeed quite deadly, having killed several slave since it was installed, but the expert way she handled the sabotage leaves open the possibility of a deliberate plan or even external help.
<<else>>
This week a slave was found dead in one of the sewer tunnels. It seems she was stabbed repeatedly with a sharp object. She was fairly famous for her capabilities as a slave trainer, her old master spent not an insignificant amount of money trying to find her once he realized she was missing. The episode might have been a simple mugging gone wrong, but her activities as a slave breaker might have played a role in her homicide.
<</if>>
<<set $tension += random(1,5)>>
<<case 2>>
/* med tension slave rebellion events */
<<set _rand = random(0,5)>>
<<if _rand == 0>>
This week some strange reports came in: it seems some assemblies of slaves were observed several nights in a row. The slaves were traced and their masters notified, but many suspect there may be something deeper than a few slaves congregating in the night.
<<elseif _rand == 1>>
This week an underground railroad was discovered. The rebels did not go down without a fight, but in the end <<if $mercenaries >= 1>>your mercenaries<<else>>your security drones<</if>> managed to destroy the old tunnels they were using to ship out slaves out of the arcology.
<<elseif _rand == 2>>
This week a famous citizen was assaulted and brutally murdered by his slaves. The ones responsible were apprehended and dealt with easily enough, but the mere fact something like this could have happened is concerning. Those slaves had to be aware of their certain doom.
<<elseif _rand == 3>>
This week a group of slavers entering the arcology was assaulted. Many reported heavy injuries, but fortunately there were no casualties. The attackers were disguised, but the security systems already identified several slaves who were likely part of the group, based on camera feeds.
<<elseif _rand == 4>>
This week the waterways were found infected by a virulent pathogen. The cause was later found to be a diseased slave that died while in the maintenance tunnels. It's not clear if the slave was there because of orders given to him or if he was trying to escape.
<<else>>
This week a sleeper cell of a famous anti slavery organization was discovered in the low levels of the arcology. The group however was aware of the coming security forces and retreated before they could be dealt with.
<</if>>
<<set $tension += random(5,10)>>
<<case 3>>
/* high tension slave rebellion events */
<<set _rand = random(0,4)>>
<<if _rand == 0>>
This week a group of slaves took control of one of the manufacturing plants and barricaded themselves inside. It took several days of negotiations and skirmishes to finally end this little insurrection. Many of the slaves involved will be executed in the next days.
<<elseif _rand == 1>>
This week a number of shops were burned to the ground by rioting slaves and sympathetic citizens. It took considerable effort for the security forces to take control of the situation. Harsh punishment is required and scheduled for the instigators.
<<elseif _rand == 2>>
This week a mass escape attempt was barely stopped before becoming a catastrophe. Many citizens were trampled by the desperate horde of slaves. It will take some time to restore the streets involved to working order.
<<elseif _rand == 3>>
This week a number of riots inflamed the arcology. Many slaves took violent actions against citizens and security personnel. The number of victims keeps getting higher as still now the last sparks of revolt are still active.
<</if>>
<<set $tension += random(10,15)>>
<<case 4>>
<<set _rand = random(0,6)>>
<<if _rand == 0>>
This week a citizen refused to pay rent, claiming ideological opposition to the arcology's owner policies. He was quickly dealt with, but his words might not have fallen silent yet.
<<elseif _rand == 1>>
This week books of unknown origin and dangerous content were found in the possession of several citizens. They were mostly sociopolitical treaties, making it clear that the intent of the ones responsible was to fan the fire of rebellion. Most of them were bought and archived, but a few are still circling between the citizens of the arcology.
<<elseif _rand == 2>>
This week a citizen was caught giving refuge to other citizens, who would be liable to be enslaved because of their debts. The situation was quickly resolved, but the misplaced generosity of that citizen might have inflamed a few souls.
<<elseif _rand == 3>>
This week a citizen died in one of the factories. His death sparked some outrage, even some talk of protests against the owners of the factory, but things seem to have calmed down for now.
<<elseif _rand == 4>>
This week a citizen refused to be evicted from his house. After some negotiations the man was forcibly removed from the property by your security forces. Unfortunately the forced entry caused some damage to the building.
<<elseif _rand == 5>>
This week a citizen refused to be enslaved as his contract established. With an impressive display of his rhetoric capabilities he managed to gather a small crowd agreeing with his position. The impromptu assembly was promptly disrupted by the drones.
<<else>>
This week a security drone was found disabled and stripped of important electronic components. It seems the act was not dictated by greed, as the most precious parts of the drone were left on the machine, but rather to cover up something that the drone saw.
<</if>>
<<set $tension += random(1,5)>>
<<case 5>>
<<set _rand = random(0,5)>>
<<if _rand == 0>>
This week a factory was subject to a strike by a group of citizens protesting against the owner. They were promptly arrested and the factory returned to its rightful proprietor by your security department.
<<elseif _rand == 1>>
This week a group of citizens organized a protest against the systemic enslavement of the citizens of the arcology. Their little parade gathered a surprisingly large crowd, but it was nonetheless quickly suppressed by your forces.
<<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 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>>
This week several citizens barricaded themselves in a private brothel. It seems their intention is to protest against the use of ex-citizens in the sex trade, claiming that such a position is unfitting for them. The problem was quickly resolved with the intervention of the security department.
<</if>>
<<set $tension += random(5,10)>>
<<case 6>>
<<set _rand = random(0,4)>>
<<if _rand == 0>>
This week the arcology was shaken by a number of strikes throughout the manufacturing levels. Many lament the predatory nature of Free Cities society, many other just want to cause damage to their perceived oppressors. It was a significant effort for the security department to stop all protests.
<<elseif _rand == 1>>
This week several factories were set aflame by their workers. The security department worked day and night to control the fire and apprehend the criminals behind the act. Many are known dissidents, but there are a fair few new faces within them. This is a worrying sign.
<<elseif _rand == 2>>
This week numerous riots exploded all over the arcology. Many citizens took to the streets to protest against the arcology owner and its supporters. The security forces slowly managed to stop the rioters, with no small amount of trouble and only through generous use of violence.
<<elseif _rand == 3>>
This week a massive protest of citizens and slaves gathered just outside the penthouse. The crowd was dispersed only after several hours. There were several victims from both sides and no shortage of injured.
<</if>>
<<set $tension += random(10,15)>>
<</switch>>
<<set $tension = Math.clamp($tension,0,100)>>
|
DankWolf/fc
|
src/SecExp/rebellionEvents.tw
|
tw
|
bsd-3-clause
| 11,033 |
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