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Jan 30th, 2019
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  1. Let's make a game!
  2. name: Progress
  3. created:1/30/2019
  4. updated:1/30/2019
  5. version:1
  6.  
  7.  
  8. Resources
  9. *labor
  10. name:Labor
  11. desc:Required for almost every facet of your civilization.
  12. show earned
  13.  
  14. *food
  15. name:Food
  16. desc:You have to feed your work force to produce labor.
  17. show earned
  18. hidden when 0
  19.  
  20. *wood
  21. name:Wood
  22. desc:Used as a fuel source and to build simple structures.
  23. show earned
  24. hidden when 0
  25.  
  26. *stone
  27. name:Stone
  28. desc:The basic component to most structures. Later, can be crushed and heated to find new elements.
  29. show earned
  30. hidden when 0
  31.  
  32. *marble
  33. name:Marble
  34. desc:A fancy and rare building material used for the most elite structures.
  35. show earned
  36. hidden when 0
  37.  
  38. *seed
  39. name:Seed
  40. desc:Will be needed to cultivate crops.
  41. show earned
  42. hidden when 0
  43.  
  44. *copper
  45. name:Copper
  46. desc:Needed to make simple tools.
  47. show earned
  48. hidden when 0
  49.  
  50. *bronze
  51. name:Bronze
  52. desc:Used to make tools and weapons
  53. show earned
  54. hidden when 0
  55.  
  56. *weapon
  57. name:Weapons
  58. desc:Arm your citizens to bring the world to heel.
  59. show earned
  60. hidden when 0
  61.  
  62. *preciousstone
  63. name:Precious Stone
  64. desc:A primitive form of currency.
  65. show earned
  66. hidden when 0
  67.  
  68. *breakthrough
  69. name:Breakthroughs
  70. desc:A scientific or technological breakthrough that helps you progress
  71. show earned
  72. hidden when 0
  73.  
  74. *glory
  75. name:Glory
  76. desc:Earn glory on the battlefield. Unlocks special combat upgrades
  77. show earned
  78. hidden when 0
  79.  
  80. Buttons
  81. *work
  82. name:Work
  83. desc:Every civilization starts with hard work.
  84. on click:yield 10000 labor
  85. show clicks
  86.  
  87. *buycopper
  88. name:Buy Copper
  89. desc:Trade 1 precious stone for 20 copper.
  90. on click:yield -1 preciousstone
  91. on click:if (have preciousstone) yield 20 copper
  92. show clicks
  93. hidden
  94. req:market>=1
  95.  
  96. *buyseed
  97. name:Buy Seed
  98. desc:Trade 1 precious stone for 100 seed.
  99. on click:yield -1 preciousstone
  100. on click:if (have preciousstone) yield 100 seed
  101. show clicks
  102. hidden
  103. req:market>1
  104.  
  105. *raid
  106. name:Raid
  107. desc:Raid a nearby settlement for resources. Costs <b>5000 labor</b> and has chance to find- wood, stone, copper, precious stones and glory
  108. on click:yield -5000 labor
  109. on click:if (chance(30%)) yield 100 wood
  110. on click:if (chance(20%)) yield 50 stone
  111. on click:if (chance(10%)) yield 30 copper
  112. on click:if (chance(5%)) yield 5 preciousstone
  113. on click:if (chance(2%)) yield 1 glory
  114. show clicks
  115. req:barracks>=1
  116.  
  117. Buildings
  118.  
  119. //nomad age
  120.  
  121. *garden
  122. name:Garden
  123. desc:A natural source of food <b>+2 food</b>.
  124. on tick:yield 2 food
  125. cost:5 labor
  126. cost increase:110%
  127.  
  128. *hovel
  129. name:Hovel
  130. desc:A primitive hole that houses three workers <b>+3 Labor, -3 Food</b>.
  131. on tick:yield 3 labor
  132. on tick:yield -3 food
  133. cost:10 labor
  134. cost increase:106%
  135.  
  136. *gatheringpost
  137. name:Gathering Post
  138. 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>
  139. on tick:if (have labor) yield 5 food
  140. on tick:yield -5 labor
  141. on tick:if (chance(10%)) yield 1 wood
  142. on tick:if (chance(3%) and have looserocks) yield 1 stone
  143. on tick:if (chance(2%)) yield 1 seed
  144. on tick:if (chance(1%)) yield .025 preciousstone
  145. cost:50 labor
  146. cost increase:101%
  147. req:hovel>=5
  148.  
  149. *longhouse
  150. name:Long House
  151. desc:A structure that houses multiple families. <b>+15 labor</b>
  152. on tick:yield 15 labor
  153. on tick:yield -15 food
  154. cost:100 wood
  155. cost:500 labor
  156. cost increase:105%
  157. req:gatheringpost>=1
  158.  
  159. //agrarian age
  160.  
  161. *farm
  162. name:Farm
  163. desc:Agriculture is the base of civilization. <b>+12 food, -10 labor</b>"
  164. on tick:if (have labor) yield 12 food
  165. on tick:yield -10 labor
  166. on tick:if (chance(20%)) yield 1 seed
  167. cost:1000 labor
  168. cost:50 seed
  169. cost increase:102%
  170. req:I
  171.  
  172. *market
  173. name:Market
  174. desc:Sell surplus food so that you may purchase other supplies. <b>-25 food, -5 labor, +.005 precious stone</b>"
  175. on tick:yield -25 food
  176. on tick:yield -5 labor
  177. on tick:if (have food) yield .005 preciousstone
  178. cost:2000 labor
  179. cost:500 wood
  180. cost increase:101%
  181. req:farm>=3
  182.  
  183. *lumberyard
  184. name:Lumberyard
  185. desc:Chop down trees to build structures and as a fuel source. <b>-20 labor, +1 wood</b>"
  186. on tick:yield -20 labor
  187. on tick:if (have labor) yield 1 wood
  188. cost:3000 labor
  189. cost:30 copper
  190. cost increase:101%
  191. req:market>=1
  192.  
  193. *mine
  194. name:Mine
  195. desc:Dig up copper and later, more valuable materials. <b>-25 labor, +.2 copper</b>"
  196. on tick:yield -25 labor
  197. on tick:if (have labor) yield .2 copper
  198. on tick:if (have labor and chance(1%) and have geodes) yield .25 preciousstone
  199. cost:5000 labor
  200. cost:1000 wood
  201. cost increase:101%
  202. req:market>=1
  203.  
  204. *quarry
  205. name:Quarry
  206. desc:It's backbreaking labor... but stone is needed for more advanced structures. <b>-50 labor, +1 stone</b>"
  207. on tick:yield -50 labor
  208. on tick:if (have labor) yield 1 stone
  209. on tick:if (chance (5%) and have marblequarry and have labor) yield .1 marble
  210. cost:10000 labor
  211. cost:2000 wood
  212. cost:200 copper
  213. cost increase:101%
  214. req:market>=1
  215.  
  216. *towncenter
  217. name:Town Center
  218. desc:A centralized cluster of buildings to house workers. <b>-50 food,+50 labor</b>
  219. on tick:yield 50 labor
  220. on tick:yield -50 food
  221. cost:2500 wood
  222. cost:1000 stone
  223. cost:10500 labor
  224. cost increase:104%
  225. req:quarry>=1
  226.  
  227. *oracle
  228. name:Oracle
  229. desc:Oracles have a 1/100000 chance per second to make a scientific breakthrough, though they must be fed <b>-1 food</b>
  230. on tick:yield -1 food
  231. on tick:if (chance(1%)) yield .001 breakthrough
  232. cost:100 stone
  233. cost:10 preciousstone
  234. cost increase:105%
  235. req:oracleres
  236.  
  237. //bronze age
  238.  
  239. *forge
  240. name:Forge
  241. desc:Smelt copper into stronger and more useful bronze. <b>-1 copper, -2 wood, -5 labor, +.2 bronze</b>
  242. on tick:yield -1 copper
  243. on tick:yield -2 wood
  244. on tick:yield -5 labor
  245. on tick:if (have labor and have copper and have wood) yield +.2 bronze
  246. cost:500 stone
  247. cost:15000 labor
  248. cost increase:101%
  249. req:II
  250.  
  251. *blacksmith
  252. name:Blacksmith
  253. desc:Make weapons from bronze. <b>-.5 bronze, -1 wood, -10 labor, +.1 weapon</b>
  254. on tick:yield -.5 bronze
  255. on tick:yield -1 wood
  256. on tick:yield -10 labor
  257. on tick:if (have bronze and have wood and have labor) yield +.1 weapon
  258. cost:2000 stone
  259. cost:2000 wood
  260. cost:20000 labor
  261. cost increase:101%
  262. req:warfare
  263.  
  264. *barracks
  265. name:Barracks
  266. desc:Houses soldiers who work tirelessly to expand your borders. <b>+40 labor, -40 food</b>
  267. on tick:yield -40 food
  268. on tick:if (have food) yield 40 labor
  269. cost:100 weapon
  270. cost:5000 stone
  271. cost:50000 labor
  272. cost increase:101%
  273. req:weapon>=1
  274.  
  275. Upgrades
  276.  
  277. //New Age Upgrades
  278.  
  279. *I
  280. name:Agrarian Age
  281. desc:The first step to building a new society is establish permanent settlements and cultivate crops
  282. cost:5000 labor
  283. cost:200 seed
  284. req:longhouse>=1
  285.  
  286. *II
  287. name:Bronze Age
  288. desc:The time has come to forge metal and weapons to expand your civilization
  289. cost:1 breakthrough
  290. cost:50 preciousstone
  291. req:towncenter>=1
  292.  
  293. //Nomad Age Upgrades
  294.  
  295. *extrarations
  296. name:Extra Rations
  297. desc:More food means more labor! x2 Manual Labor
  298. passive:multiply yield of work by 2
  299. cost:100 food
  300. req:gatheringpost>=1
  301.  
  302. *cache
  303. name:Cache
  304. desc:Store away food for later. x1.5 Manual Labor
  305. passive:multiply yield of work by 1.5
  306. cost:500 food
  307. req:gatheringpost>=5
  308.  
  309. *feast
  310. name:Feast
  311. desc:Sometimes a great feast will motivate your people to work hard. <b>x2 Manual Labor</b>
  312. passive:multiply yield of work by 2
  313. cost:2500 food
  314. req:garden>=20
  315.  
  316. *greed
  317. name:Greed
  318. desc:The promise of quick wealth can drive people to exert themselves beyond normal limits. <b>x1.5 Manual Labor</b>
  319. passive:multiply yield of work by 1.5
  320. cost:1 preciousstone
  321. req:preciousstone>=1
  322.  
  323. //Agrarian Age Upgrades
  324.  
  325. *woodenrakes
  326. name:Wooden Rakes
  327. desc:Better than farming with your bare hands! <b>+1 farm food output</b>
  328. cost:1000 wood
  329. passive:increase food yield of farm by 1
  330. req:farm>=3
  331.  
  332. *copperplow
  333. name:Copper Plow
  334. desc:Metal tools enhance crop yield. <b>+2 farm food output</b>
  335. cost: 500 copper
  336. passive:increase food yield of farm by 2
  337. req:mine>=1
  338.  
  339. *domestication
  340. name:Domestication
  341. desc:Domesticate animals to help farm laborers. <b>+3 farm food output</b>
  342. cost:1 breakthrough
  343. cost:20000 labor
  344. passive:increase food yield of farm by 3
  345. req:breakthrough>=1
  346.  
  347. *geodes
  348. name:Geodes
  349. desc:Miners now have a small chance of finding precious stones.
  350. cost:1 breakthrough
  351. req:breakthrough>=1
  352.  
  353. *community
  354. name:Community
  355. desc:When people start working together, anything is possible. <b>x2 Manual Labor</b>
  356. passive:multiply yield of work by 2
  357. cost:15000 food
  358. req:farm>=5
  359.  
  360. *religion
  361. name:Religion
  362. desc:Dogma and faith allow you to push the limits of your laborers <b>x3 Manual Labor</b>
  363. passive:multiply yield of work by 3
  364. cost:1 breakthrough
  365. req:breakthrough>=1
  366.  
  367. *stoneaxe
  368. name:Stone Axes
  369. desc:Use heavy sharpened stones to bash down trees. <b>+1 Lumberyard Wood Output</b>
  370. cost:500 stone
  371. passive:increase wood yield of lumberyard by 1
  372. req:lumberyard>=5
  373.  
  374. *looserocks
  375. name:Loose Rocks
  376. desc:Gathering posts now have chance to find a small amount of stone.
  377. cost:5 preciousstone
  378. req:quarry>=1
  379.  
  380. *oracleres
  381. name:Oracles
  382. desc:Village Elders who attempt to see the future. Usually their insights are mere speculation, but occasionally they come up with something useful.
  383. cost:30 preciousstone
  384. req:towncenter>=1
  385.  
  386. //bronze age tech
  387.  
  388. *warfare
  389. name:Warfare
  390. desc:Learn to craft weapons to make war on your neighbors
  391. cost:50 bronze
  392. req:forge>=1
  393.  
  394. *raidtech
  395. name:Raids
  396. desc:Why toil to get what you can take by force?
  397. cost:100 weapon
  398. req:blacksmith>=1
  399.  
  400. *bronzeplow
  401. name:Bronze Plow
  402. desc:Bronze plows are more durable than copper. <b>+2 farm food output</b>
  403. passive:increase food yield of farm by 2
  404. cost:100 bronze
  405. req:forge>=1
  406.  
  407. *bronzeaxe
  408. name:Bronze Axes
  409. desc:Much better at cutting down trees <b>+1 Lumberyard Wood Output</b>
  410. passive:increase wood yield of lumberyard by 1
  411. cost:200 bronze
  412. req:forge>=1
  413.  
  414. *bronzepick
  415. name:Bronze Pick
  416. desc:Makes mining and quarrying much easier. <b>+1 mine output, +1 quarry output</b>
  417. passive:increase copper yield of mine by 1
  418. passive:increase stone yield of quarry by 1
  419. cost:300 bronze
  420. req:forge>=1
  421.  
  422. *marblequarry
  423. name:Marble Quarrying
  424. desc:Chance to find marble in quarries
  425. cost:1 breakthrough
  426. cost:500 bronze
  427. req:forge>=1
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