Added annex/puppet/liberate/raze explanations on the popup where you choose between them

This commit is contained in:
Yair Morgenstern 2019-10-15 20:30:11 +03:00
parent 14cbe9e21d
commit 36ffc5520a
5 changed files with 603 additions and 518 deletions

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@ -1831,17 +1831,37 @@
French:"Annexer"
Simplified_Chinese:"吞并"
Russian:"Аннексировать"
},
"Annexed cities become part of your regular empire.":{
}
"Their citizens generate 2x the unhappiness, unless you build a courthouse.":{
}
"Puppet City":{
"Puppet":{
Italian:"Riduci a Stato Fantoccio"
Simplified_Chinese:"傀儡城市"
}
"Puppeted cities do not increase your tech or policy cost, but their citizens generate 1.5x the regular unhappiness.":{
}
"You have no control over the the production of puppeted cities.":{
}
"Puppeted cities also generate 25% less Gold and Science.":{
}
"A puppeted city can be annexed at any time.":{
}
"Liberate":{
Italian:"Libera"
Simplified_Chinese:"解放"
}
"Liberating a city returns it to its original owner, giving you a massive relationship boost with them!":{
}
"Raze":{
Italian:"Distruggi"
@ -1850,6 +1870,12 @@
Russian:"Разорить"
}
"Razing the city annexes it, and starts razing the city to the ground.":{
}
"The population will gradually dwindle until the city is destroyed.":{
}
////// When you cross a City-State border

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@ -21,8 +21,8 @@ android {
applicationId "com.unciv.app"
minSdkVersion 14
targetSdkVersion 29
versionCode 308
versionName "3.1.5"
versionCode 309
versionName "3.1.6"
}
// Had to add this crap for Travis to build, it wanted to sign the app

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@ -60,8 +60,10 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
}
AlertType.CityConquered -> {
val city = worldScreen.gameInfo.civilizations.flatMap { it.cities }.first { it.name == popupAlert.value}
addGoodSizedLabel("What would you like to do with the city?").row()
addGoodSizedLabel("What would you like to do with the city?")
.apply { this.actor.setFontSize(24) }.padBottom(20f).row()
val conqueringCiv = worldScreen.gameInfo.currentPlayerCiv
if (city.foundingCiv != ""
&& city.civInfo.civName != city.foundingCiv // can't liberate if the city actually belongs to those guys
&& conqueringCiv.civName != city.foundingCiv) { // or belongs originally to us
@ -70,25 +72,40 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
worldScreen.shouldUpdate=true
close()
}).row()
addGoodSizedLabel("Liberating a city returns it to its original owner, giving you a massive relationship boost with them!")
addSeparator()
}
add(TextButton("Annex".tr(), skin).onClick {
city.puppetCity(conqueringCiv)
city.annexCity()
worldScreen.shouldUpdate=true
close()
}).row()
add(TextButton("Puppet City".tr(), skin).onClick {
addGoodSizedLabel("Annexed cities become part of your regular empire.").row()
addGoodSizedLabel("Their citizens generate 2x the unhappiness, unless you build a courthouse.").row()
addSeparator()
add(TextButton("Puppet".tr(), skin).onClick {
city.puppetCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
addGoodSizedLabel("Puppeted cities do not increase your tech or policy cost, but their citizens generate 1.5x the regular unhappiness.").row()
addGoodSizedLabel("You have no control over the the production of puppeted cities.").row()
addGoodSizedLabel("Puppeted cities also generate 25% less Gold and Science.").row()
addGoodSizedLabel("A puppeted city can be annexed at any time.").row()
addSeparator()
add(TextButton("Raze".tr(), skin).onClick {
city.puppetCity(conqueringCiv)
city.annexCity()
city.isBeingRazed = true
worldScreen.shouldUpdate=true
close()
})
}).row()
addGoodSizedLabel("Razing the city annexes it, and starts razing the city to the ground.").row()
addGoodSizedLabel("The population will gradually dwindle until the city is destroyed.").row()
}
AlertType.BorderConflict -> {
val civInfo = worldScreen.gameInfo.getCivilization(popupAlert.value)