Attempt to define a cattle herd unit
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@@ -361,6 +361,12 @@ ui_name_plant = _("Transform by %sPlanting%s")
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; /* TRANS: Pilla_ge (100% chance of success). */
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ui_name_pillage = _("Pilla%sge%s")
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; /* TRANS: _Graze the land (100% chance of success)*/
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ui_name_graze =_("%Graze%")
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; /* TRANS: _Spawn warrior (100% chance of success)*/
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ui_name_spawn = _("%Spawn%")
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; /* TRANS: Clean (100% chance of success). */
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ui_name_clean = _("%sClean%s")
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@@ -1158,6 +1164,21 @@ actor_reqs =
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"UnitClassFlag", "CanPillage", "Local"
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}
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[actionenabler_graze]
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action = "Graze"
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actor_reqs =
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{ "type", "name", "range"
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"UnitClassFlag", "CanGraze", "Local"
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}
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[actionenabler_spawn_warrior]
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action = "Spawn warrior"
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actor_reqs =
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{ "type", "name", "range"
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"UnitClassFlag", "CanSpawnWarrior", "Local"
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}
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[actionenabler_clean]
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action = "Clean"
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actor_reqs =
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+9
-8
@@ -623,15 +623,15 @@ warmer_wetter_result = "Swamp"
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warmer_drier_result = "Swamp"
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cooler_wetter_result = "Swamp"
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cooler_drier_result = "Tundra"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
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flags = "Starter", "CanHaveRiver"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd"
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flags = "Starter", "CanHaveRiver", "Grazeable"
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property_green = 50
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property_temperate = 50
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color.r = 11
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color.g = 138
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color.b = 4
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helptext = _("\
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Grasslands afford exceptional agricultural opportunities.\
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Grasslands afford exceptional agricultural opportunities and can grow herds.\
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")
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[terrain_hills]
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@@ -674,7 +674,7 @@ warmer_wetter_result = "no"
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warmer_drier_result = "no"
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cooler_wetter_result = "no"
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cooler_drier_result = "no"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd"
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flags = "Starter", "CanHaveRiver"
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property_green = 50
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property_mountainous = 30
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@@ -839,7 +839,7 @@ warmer_wetter_result = "Swamp"
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warmer_drier_result = "Desert"
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cooler_wetter_result = "Desert"
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cooler_drier_result = "Desert"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd"
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flags = "Starter", "CanHaveRiver"
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property_green = 50
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property_temperate = 50
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@@ -946,7 +946,7 @@ warmer_wetter_result = "Swamp"
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warmer_drier_result = "Swamp"
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cooler_wetter_result = "Glacier"
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cooler_drier_result = "Desert"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter"
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native_to = "Land", "Small Land", "Merchant", "Big Land", "Air", "Missile", "Helicopter", "Herd"
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flags = "NoBarbs", "CanHaveRiver"
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property_cold = 50
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color.r = 188
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@@ -1247,6 +1247,7 @@ ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase")
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; by the 1 + sum of bonuses from the extras on the
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; "Natural" layer.
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; - "NoStackDeath" = Units inside do not die all at once when attacked
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; - "Grazeable" = Herd units can graze and reproduce on this tile
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; helptext = optional help text string; should escape all raw
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; newlines so that xgettext parsing works
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;
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@@ -1256,7 +1257,7 @@ ui_name_base_airbase = _("?gui_type:Build Airstrip/Airbase")
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name = _("Irrigation")
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category = "Infra"
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causes = "Irrigation"
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rmcauses = "Pillage"
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rmcauses = "Pillage", "Graze"
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graphic = "tx.irrigation"
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graphic_alt = "-"
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activity_gfx = "unit.irrigation"
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@@ -1480,7 +1481,7 @@ by other aircraft will cause the villagers to take fright and disband.\
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name = _("Farmland")
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category = "Infra"
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causes = "Irrigation"
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rmcauses = "Pillage"
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rmcauses = "Pillage", "Graze"
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graphic = "tx.farmland"
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graphic_alt = "-"
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activity_gfx = "unit.farmland"
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@@ -59,6 +59,8 @@ class_flags =
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_("AttFromNonNative"), _("Can launch attack from non-native tiles.")
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_("Missile")
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_("CanPillage")
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_("CanGraze"), _("Can graze the land to reproduce.")
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_("CanSpawnWarrior"), _("Can spawn a warrior at the cost of some health.")
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_("CanFortify"),
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; /* xgettext:no-c-format */
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_("Gets a 50% defensive bonus while in cities.")
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@@ -164,6 +166,13 @@ flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
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"TerrainDefense", "Airliftable", "NonNatBombardTgt",
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"Barracks", "Ground"
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[unitclass_herd]
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; /* TRANS: Unit class: used adjectivally */
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name =_("?unitclass:Herd")
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min_speed = 1
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hp_loss_pct = 0
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flags = "CanGraze", "CanSpawnWarrior", "Ground"
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[unitclass_land_small]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Small Land")
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@@ -662,6 +671,39 @@ sufficient existing land). See the Terrain Alterations section \
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for more details.\
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")
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[unit_cattle_herd]
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name = _("Cattle herd")
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class = "Herd"
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;reqs
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obsolete_by = "None"
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graphic = "u.cattle_herd"
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graphic_alt = "-"
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sound_move = "m_cattle_herd"
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sound_move_alt = "m_generic"
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sound_fight = "f_generic"
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sound_fight_alt = "f_generic"
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build_cost = 10
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pop_cost = 1
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attack = 0
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defense = 1
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hitpoints = 50
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firepower = 0
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move_rate = 1
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vision_radius_sq = 2
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transport_cap = 0
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fuel = 2 ; Fuel is actually grass
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uk_happy = 1
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uk_shield = 1
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uk_food = 1
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uk_gold = 1
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tp_defense = "Blocked"
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flags = "Herd"
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roles = ""
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helptext = _("\
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A herd of cattle, the cornerstone of nomadic empires.\
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")
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[unit_warriors]
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name = _("Warriors")
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class = "Land"
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