diff --git a/common/buildings/NEOW_special_buildings.txt b/common/buildings/NEOW_special_buildings.txt index b5716bb2..0714adcc 100644 --- a/common/buildings/NEOW_special_buildings.txt +++ b/common/buildings/NEOW_special_buildings.txt @@ -6900,7 +6900,7 @@ chemistry_workshop_01 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_1_cost + cost_gold = very_expensive_building_tier_1_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1 @@ -6960,7 +6960,7 @@ chemistry_workshop_02 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_2_cost + cost_gold = very_expensive_building_tier_2_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2 @@ -7001,7 +7001,7 @@ chemistry_workshop_03 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_3_cost + cost_gold = very_expensive_building_tier_3_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3 @@ -7038,7 +7038,7 @@ chemistry_workshop_04 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_4_cost + cost_gold = very_expensive_building_tier_4_cost province_modifier = { stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4 @@ -7074,7 +7074,7 @@ air_dock_01 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_1_cost + cost_gold = very_expensive_building_tier_1_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_1 @@ -7134,7 +7134,7 @@ air_dock_02 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_2_cost + cost_gold = very_expensive_building_tier_2_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_2 @@ -7175,7 +7175,7 @@ air_dock_03 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_3_cost + cost_gold = very_expensive_building_tier_3_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_3 @@ -7212,7 +7212,7 @@ air_dock_04 = { building_requirement_tribal = no } - cost_gold = expensive_building_tier_4_cost + cost_gold = very_expensive_building_tier_4_cost province_modifier = { stationed_airship_damage_mult = high_maa_damage_tier_4 diff --git a/common/script_values/00_building_values.txt b/common/script_values/00_building_values.txt index 8214c159..eeac1517 100644 --- a/common/script_values/00_building_values.txt +++ b/common/script_values/00_building_values.txt @@ -296,6 +296,7 @@ @cheap_cost_base = 100 @normal_cost_base = 150 @expensive_cost_base = 200 +@very_expensive_cost_base = 500 @main_cost_base = 400 @tribal_cost_base = 75 @@ -307,6 +308,7 @@ @cheap_cost_scale_addition_per_tier = 50 @normal_cost_scale_addition_per_tier = 100 @expensive_cost_scale_addition_per_tier = 150 +@very_expensive_cost_scale_addition_per_tier = 200 @main_cost_scale_addition_per_tier = 150 @tribal_cost_scale_addition_per_tier = 25 @@ -629,6 +631,16 @@ building_disable_inefficient_value_add = 5 @expensive_cost_tier_7 = @[expensive_cost_tier_6 + 7*7*expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] @expensive_cost_tier_8 = @[expensive_cost_tier_7 + 8*8*expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] + +@very_expensive_cost_tier_1 = @[very_expensive_cost_base] #values progress quadratically for tiers from T3 onwards. The addition at the end is to have nice, round numbers displayed +@very_expensive_cost_tier_2 = @[very_expensive_cost_tier_1 + very_expensive_cost_scale_addition_per_tier] +@very_expensive_cost_tier_3 = @[very_expensive_cost_tier_2 + 3*3*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] +@very_expensive_cost_tier_4 = @[very_expensive_cost_tier_3 + 4*4*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] +@very_expensive_cost_tier_5 = @[very_expensive_cost_tier_4 + 5*5*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] +@very_expensive_cost_tier_6 = @[very_expensive_cost_tier_5 + 6*6*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] +@very_expensive_cost_tier_7 = @[very_expensive_cost_tier_6 + 7*7*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] +@very_expensive_cost_tier_8 = @[very_expensive_cost_tier_7 + 8*8*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0] + @main_cost_tier_1 = @[main_cost_base] @main_cost_tier_2 = @[main_cost_tier_1 + main_cost_scale_addition_per_tier] @main_cost_tier_3 = @[main_cost_tier_2 + main_cost_scale_addition_per_tier] @@ -1291,6 +1303,16 @@ expensive_building_tier_6_cost = @[expensive_cost_tier_6] expensive_building_tier_7_cost = @[expensive_cost_tier_7] expensive_building_tier_8_cost = @[expensive_cost_tier_8] +# Expensive Buildings +expensive_building_tier_1_cost = @[very_expensive_cost_tier_1] +expensive_building_tier_2_cost = @[very_expensive_cost_tier_2] +expensive_building_tier_3_cost = @[very_expensive_cost_tier_3] +expensive_building_tier_4_cost = @[very_expensive_cost_tier_4] +expensive_building_tier_5_cost = @[very_expensive_cost_tier_5] +expensive_building_tier_6_cost = @[very_expensive_cost_tier_6] +expensive_building_tier_7_cost = @[very_expensive_cost_tier_7] +expensive_building_tier_8_cost = @[very_expensive_cost_tier_8] + # Main Buildings (Castle, Temple, City) main_building_tier_1_cost = @[main_cost_tier_1] main_building_tier_2_cost = @[main_cost_tier_2] diff --git a/localization/english/replace/culture/zz_NEOW_cultural_maa_innovations_l_english.yml b/localization/english/replace/culture/zz_NEOW_cultural_maa_innovations_l_english.yml index c40f02be..e987efad 100644 --- a/localization/english/replace/culture/zz_NEOW_cultural_maa_innovations_l_english.yml +++ b/localization/english/replace/culture/zz_NEOW_cultural_maa_innovations_l_english.yml @@ -209,17 +209,17 @@ air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!" air_dock_4_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_4')|0]#!" - chemistry_workshop_01: "Chemical Workshop" - chemistry_workshop_01_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." + building_type_chemistry_workshop_01: "Chemical Workshop" + building_type_chemistry_workshop_01_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." - chemistry_workshop_02: "Chemical Workshop" - chemistry_workshop_02_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." + building_type_chemistry_workshop_02: "Chemical Workshop" + building_type_chemistry_workshop_02_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." - chemistry_workshop_03: "Chemical Workshop" - chemistry_workshop_03_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA(toxic_gas_slingers).GetName] and other units that require this noxious force, specialized buildings must be raised." + building_type_chemistry_workshop_03: "Chemical Workshop" + building_type_chemistry_workshop_03_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA(toxic_gas_slingers).GetName] and other units that require this noxious force, specialized buildings must be raised." - chemistry_workshop_04: "Chemical Workshop" - chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." + building_type_chemistry_workshop_04: "Chemical Workshop" + building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." building_chemistry_workshop_01: "Chemical Workshop" building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured." chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"