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- Let's make a game!
- name: Progress
- created:1/30/2019
- updated:1/30/2019
- version:1
- Resources
- *labor
- name:Labor
- desc:Required for almost every facet of your civilization.
- show earned
- *food
- name:Food
- desc:You have to feed your work force to produce labor.
- show earned
- hidden when 0
- *wood
- name:Wood
- desc:Used as a fuel source and to build simple structures.
- show earned
- hidden when 0
- *stone
- name:Stone
- desc:The basic component to most structures. Later, can be crushed and heated to find new elements.
- show earned
- hidden when 0
- *marble
- name:Marble
- desc:A fancy and rare building material used for the most elite structures.
- show earned
- hidden when 0
- *seed
- name:Seed
- desc:Will be needed to cultivate crops.
- show earned
- hidden when 0
- *copper
- name:Copper
- desc:Needed to make simple tools.
- show earned
- hidden when 0
- *bronze
- name:Bronze
- desc:Used to make tools and weapons
- show earned
- hidden when 0
- *weapon
- name:Weapons
- desc:Arm your citizens to bring the world to heel.
- show earned
- hidden when 0
- *preciousstone
- name:Precious Stone
- desc:A primitive form of currency.
- show earned
- hidden when 0
- *breakthrough
- name:Breakthroughs
- desc:A scientific or technological breakthrough that helps you progress
- show earned
- hidden when 0
- *glory
- name:Glory
- desc:Earn glory on the battlefield. Unlocks special combat upgrades
- show earned
- hidden when 0
- Buttons
- *work
- name:Work
- desc:Every civilization starts with hard work.
- on click:yield 10000 labor
- show clicks
- *buycopper
- name:Buy Copper
- desc:Trade 1 precious stone for 20 copper.
- on click:yield -1 preciousstone
- on click:if (have preciousstone) yield 20 copper
- show clicks
- hidden
- req:market>=1
- *buyseed
- name:Buy Seed
- desc:Trade 1 precious stone for 100 seed.
- on click:yield -1 preciousstone
- on click:if (have preciousstone) yield 100 seed
- show clicks
- hidden
- req:market>1
- *raid
- name:Raid
- desc:Raid a nearby settlement for resources. Costs <b>5000 labor</b> and has chance to find- wood, stone, copper, precious stones and glory
- on click:yield -5000 labor
- on click:if (chance(30%)) yield 100 wood
- on click:if (chance(20%)) yield 50 stone
- on click:if (chance(10%)) yield 30 copper
- on click:if (chance(5%)) yield 5 preciousstone
- on click:if (chance(2%)) yield 1 glory
- show clicks
- req:barracks>=1
- Buildings
- //nomad age
- *garden
- name:Garden
- desc:A natural source of food <b>+2 food</b>.
- on tick:yield 2 food
- cost:5 labor
- cost increase:110%
- *hovel
- name:Hovel
- desc:A primitive hole that houses three workers <b>+3 Labor, -3 Food</b>.
- on tick:yield 3 labor
- on tick:yield -3 food
- cost:10 labor
- cost increase:106%
- *gatheringpost
- name:Gathering Post
- desc:A centralized dropsite for Nomads to gather materials they find in the wilderness. <b>-5 Labor, +5 Food, might find wood, seeds and precious stones</b>
- on tick:if (have labor) yield 5 food
- on tick:yield -5 labor
- on tick:if (chance(10%)) yield 1 wood
- on tick:if (chance(3%) and have looserocks) yield 1 stone
- on tick:if (chance(2%)) yield 1 seed
- on tick:if (chance(1%)) yield .025 preciousstone
- cost:50 labor
- cost increase:101%
- req:hovel>=5
- *longhouse
- name:Long House
- desc:A structure that houses multiple families. <b>+15 labor</b>
- on tick:yield 15 labor
- on tick:yield -15 food
- cost:100 wood
- cost:500 labor
- cost increase:105%
- req:gatheringpost>=1
- //agrarian age
- *farm
- name:Farm
- desc:Agriculture is the base of civilization. <b>+12 food, -10 labor</b>"
- on tick:if (have labor) yield 12 food
- on tick:yield -10 labor
- on tick:if (chance(20%)) yield 1 seed
- cost:1000 labor
- cost:50 seed
- cost increase:102%
- req:I
- *market
- name:Market
- desc:Sell surplus food so that you may purchase other supplies. <b>-25 food, -5 labor, +.005 precious stone</b>"
- on tick:yield -25 food
- on tick:yield -5 labor
- on tick:if (have food) yield .005 preciousstone
- cost:2000 labor
- cost:500 wood
- cost increase:101%
- req:farm>=3
- *lumberyard
- name:Lumberyard
- desc:Chop down trees to build structures and as a fuel source. <b>-20 labor, +1 wood</b>"
- on tick:yield -20 labor
- on tick:if (have labor) yield 1 wood
- cost:3000 labor
- cost:30 copper
- cost increase:101%
- req:market>=1
- *mine
- name:Mine
- desc:Dig up copper and later, more valuable materials. <b>-25 labor, +.2 copper</b>"
- on tick:yield -25 labor
- on tick:if (have labor) yield .2 copper
- on tick:if (have labor and chance(1%) and have geodes) yield .25 preciousstone
- cost:5000 labor
- cost:1000 wood
- cost increase:101%
- req:market>=1
- *quarry
- name:Quarry
- desc:It's backbreaking labor... but stone is needed for more advanced structures. <b>-50 labor, +1 stone</b>"
- on tick:yield -50 labor
- on tick:if (have labor) yield 1 stone
- on tick:if (chance (5%) and have marblequarry and have labor) yield .1 marble
- cost:10000 labor
- cost:2000 wood
- cost:200 copper
- cost increase:101%
- req:market>=1
- *towncenter
- name:Town Center
- desc:A centralized cluster of buildings to house workers. <b>-50 food,+50 labor</b>
- on tick:yield 50 labor
- on tick:yield -50 food
- cost:2500 wood
- cost:1000 stone
- cost:10500 labor
- cost increase:104%
- req:quarry>=1
- *oracle
- name:Oracle
- desc:Oracles have a 1/100000 chance per second to make a scientific breakthrough, though they must be fed <b>-1 food</b>
- on tick:yield -1 food
- on tick:if (chance(1%)) yield .001 breakthrough
- cost:100 stone
- cost:10 preciousstone
- cost increase:105%
- req:oracleres
- //bronze age
- *forge
- name:Forge
- desc:Smelt copper into stronger and more useful bronze. <b>-1 copper, -2 wood, -5 labor, +.2 bronze</b>
- on tick:yield -1 copper
- on tick:yield -2 wood
- on tick:yield -5 labor
- on tick:if (have labor and have copper and have wood) yield +.2 bronze
- cost:500 stone
- cost:15000 labor
- cost increase:101%
- req:II
- *blacksmith
- name:Blacksmith
- desc:Make weapons from bronze. <b>-.5 bronze, -1 wood, -10 labor, +.1 weapon</b>
- on tick:yield -.5 bronze
- on tick:yield -1 wood
- on tick:yield -10 labor
- on tick:if (have bronze and have wood and have labor) yield +.1 weapon
- cost:2000 stone
- cost:2000 wood
- cost:20000 labor
- cost increase:101%
- req:warfare
- *barracks
- name:Barracks
- desc:Houses soldiers who work tirelessly to expand your borders. <b>+40 labor, -40 food</b>
- on tick:yield -40 food
- on tick:if (have food) yield 40 labor
- cost:100 weapon
- cost:5000 stone
- cost:50000 labor
- cost increase:101%
- req:weapon>=1
- Upgrades
- //New Age Upgrades
- *I
- name:Agrarian Age
- desc:The first step to building a new society is establish permanent settlements and cultivate crops
- cost:5000 labor
- cost:200 seed
- req:longhouse>=1
- *II
- name:Bronze Age
- desc:The time has come to forge metal and weapons to expand your civilization
- cost:1 breakthrough
- cost:50 preciousstone
- req:towncenter>=1
- //Nomad Age Upgrades
- *extrarations
- name:Extra Rations
- desc:More food means more labor! x2 Manual Labor
- passive:multiply yield of work by 2
- cost:100 food
- req:gatheringpost>=1
- *cache
- name:Cache
- desc:Store away food for later. x1.5 Manual Labor
- passive:multiply yield of work by 1.5
- cost:500 food
- req:gatheringpost>=5
- *feast
- name:Feast
- desc:Sometimes a great feast will motivate your people to work hard. <b>x2 Manual Labor</b>
- passive:multiply yield of work by 2
- cost:2500 food
- req:garden>=20
- *greed
- name:Greed
- desc:The promise of quick wealth can drive people to exert themselves beyond normal limits. <b>x1.5 Manual Labor</b>
- passive:multiply yield of work by 1.5
- cost:1 preciousstone
- req:preciousstone>=1
- //Agrarian Age Upgrades
- *woodenrakes
- name:Wooden Rakes
- desc:Better than farming with your bare hands! <b>+1 farm food output</b>
- cost:1000 wood
- passive:increase food yield of farm by 1
- req:farm>=3
- *copperplow
- name:Copper Plow
- desc:Metal tools enhance crop yield. <b>+2 farm food output</b>
- cost: 500 copper
- passive:increase food yield of farm by 2
- req:mine>=1
- *domestication
- name:Domestication
- desc:Domesticate animals to help farm laborers. <b>+3 farm food output</b>
- cost:1 breakthrough
- cost:20000 labor
- passive:increase food yield of farm by 3
- req:breakthrough>=1
- *geodes
- name:Geodes
- desc:Miners now have a small chance of finding precious stones.
- cost:1 breakthrough
- req:breakthrough>=1
- *community
- name:Community
- desc:When people start working together, anything is possible. <b>x2 Manual Labor</b>
- passive:multiply yield of work by 2
- cost:15000 food
- req:farm>=5
- *religion
- name:Religion
- desc:Dogma and faith allow you to push the limits of your laborers <b>x3 Manual Labor</b>
- passive:multiply yield of work by 3
- cost:1 breakthrough
- req:breakthrough>=1
- *stoneaxe
- name:Stone Axes
- desc:Use heavy sharpened stones to bash down trees. <b>+1 Lumberyard Wood Output</b>
- cost:500 stone
- passive:increase wood yield of lumberyard by 1
- req:lumberyard>=5
- *looserocks
- name:Loose Rocks
- desc:Gathering posts now have chance to find a small amount of stone.
- cost:5 preciousstone
- req:quarry>=1
- *oracleres
- name:Oracles
- desc:Village Elders who attempt to see the future. Usually their insights are mere speculation, but occasionally they come up with something useful.
- cost:30 preciousstone
- req:towncenter>=1
- //bronze age tech
- *warfare
- name:Warfare
- desc:Learn to craft weapons to make war on your neighbors
- cost:50 bronze
- req:forge>=1
- *raidtech
- name:Raids
- desc:Why toil to get what you can take by force?
- cost:100 weapon
- req:blacksmith>=1
- *bronzeplow
- name:Bronze Plow
- desc:Bronze plows are more durable than copper. <b>+2 farm food output</b>
- passive:increase food yield of farm by 2
- cost:100 bronze
- req:forge>=1
- *bronzeaxe
- name:Bronze Axes
- desc:Much better at cutting down trees <b>+1 Lumberyard Wood Output</b>
- passive:increase wood yield of lumberyard by 1
- cost:200 bronze
- req:forge>=1
- *bronzepick
- name:Bronze Pick
- desc:Makes mining and quarrying much easier. <b>+1 mine output, +1 quarry output</b>
- passive:increase copper yield of mine by 1
- passive:increase stone yield of quarry by 1
- cost:300 bronze
- req:forge>=1
- *marblequarry
- name:Marble Quarrying
- desc:Chance to find marble in quarries
- cost:1 breakthrough
- cost:500 bronze
- req:forge>=1
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