diff --git a/map/notifications.properties b/map/notifications.properties index 677a871..62d18fd 100644 --- a/map/notifications.properties +++ b/map/notifications.properties @@ -16,7 +16,7 @@ Battle_Tutorial=
and After
Non-Combat Movement
Seattle
  • No units may move from this territory.
Portland
  • Helicopter uses all its remaining movement to land at W-1
  • Bomber uses 1 of its remaining 4 movements to goto W-2

Seattle is now an embattled territory, and the Americans still retain control. If, during the ensuing Americans combat move, they move a bomber to Seattle. Then that bomber may land in Seattle, without retreating.

GamePlay_Tutorial=
Gameplay Steps

The following is the order each player takes during their turn:

  • Receive New Units
    (Will learn more later)
  • Place New Units
    (According to placement restrictions)
  • Combat Movement
    (Move units in battle locations)
  • Battle
    (One round)
  • Non-Combat Movement
    (Move Air units to a safe landing. Reinforce with other units)

Strike_Tutorial=
'Fire From the Sky!'
Strike Token statistics:
  • Attack: 7
  • Defence: 0
  • Movement: 99
  • Count: -(Given Unit)
  • Cost: -(Can not be purchased)

Special Ability:
  • Suicide unit (No defence counter attack)
  • Can hit anywheres with the exception of the invader landing zones.
  • Only one Strike can attack a single territory.

Place the Strike token with the Laser Tower. At the beginning of every Americans turn, the player will receive a new Laser Tower, then a Strike token to place with that tower. Laser Tower which were already placed, will generate their own Strike tokens.


Strike tokens are removed after combat, and replaced at the end of the Americans turn.

-AmericanReinforcements_Tutorial=
Getting American Forces
To begin the process of getting reinforcements, the American Player well need to select 'Buy Tech Tokens...'(For the first 2 roll the American Player may select 'Done/Roll Current Tokens'. Tokens only need to be purchased when the American Player liberates a Victory City.)
Next is the selection of the 'Reinforcement Group'. There are 6 different Reinforcement Groups, with 6 different reinforcements within each group, for a total of 36 different reinforcements. Each reinforcement may be used only once.

Next, after selecting a group, is buying TechTokens. The American Player will be given 20PUs at the begining of each turn, and an additional 10PUs for each city captured during their last turn. Purchase 10 TechTokens.

US:A uses a 10-sided dice, and the 'Tech Roll' is set to 'Low-Luck', so purchasing 10 TechTokens will give you one reinforcement. If you purchase less then their is a chance of not receiving any reinforcements. Purchasing more is a waste.
Now select 'OK'
+AmericanReinforcements_Tutorial=
Getting American Forces
To begin the process of getting reinforcements, the American Player well need to select 'Buy Tech Tokens...'(For the first 2 rolls the American Player may select 'Done/Roll Current Tokens'. Tokens only need to be purchased when the American Player liberates a Victory City.)
Next is the selection of the 'Reinforcement Group'. There are 6 different Reinforcement Groups, with 6 different reinforcements within each group, for a total of 36 different reinforcements. Each reinforcement may be used only once.

Next, after selecting a group, is buying TechTokens. The American Player will be given 10PUs and 10TechTokens at the begining of each turn, and an additional 10PUs for each city captured during their last turn. Purchase 10 TechTokens.

US:A uses a 10-sided dice, and the 'Tech Roll' is set to 'Low-Luck', so purchasing 10 TechTokens will give you one reinforcement. If you purchase less then their is a chance of not receiving any reinforcements. Purchasing more is a waste.
Now select 'OK'
AmericanReinforcements2_Tutorial=Not very informative. Continue with the process of buying TechTokens, selecting a group and purchasing the tokens until: A) You exhaust your supply of PUs, or B) You complete 5 turns.
'What did you get?'
Once the process of receiving reinforcements is completed, a detailed review screen of each received reinforcement will be presented.
To the left is a small discription about these reinforcements. Below is suggested placement instructions. And to the the right is a breakdown of the units.
Given Units: Militia units are always given to the American Player. These units are ready for deployment.
Available Units: These units are available for purchase. They must be purchased before they can be deployed.
AmericanReinforcements3_Tutorial=
'Available... Purchase?'
Once the review of reinforcements have been completed, the standard TripleA Purchasing screen will be presented.
In the upper righthand conner is a listing of available resources that can be use during this turn.
Resources:
Unit Counts
  • PUs - Use for general purchasing.
  • IUs - Used to purchase Infantry.
  • MUs - Used to purchase Mechanized.
  • AUs - Used to purchase Armor.
  • HUs - Used to purchase Helicopters.
  • BUs - Used to purchase Bombers
  • Infantry - 24
  • Mechanized - 9
  • Armor - 12
  • Helicopters - 9
  • Bombers - 6
If the Player tries to purchase a helicopter (1PUs,1HUs), but already has 9, the player will see the following message:
And will have to repurchase their units without the helicopter.
AmericanReinforcements4_Tutorial=
'What was all that again?'
The Americans Reinforcements Review:
  • Select 'Buy Tech Tokens...' to begin the process.
  • Select the Reinforcement Group
  • Buy 10 TechTokens per attempt.
  • Review the reinforcements.
  • Purchase Available Units
Once the purchasing process has been completed, all unused resources will be reset to 0.
'I lose it all?!?'
Under 'Game Options...' there are the following setting:
  • 'Retain Unused American Resources'
    This will allow the American to retain any unused resources.
  • 'Add American Reinforcements to Purchase'
    'Available Units' will be treated like 'Given Units'.
  • 'No Reinforcement'
    Turns off all reinforcements for all players.
@@ -28,42 +28,42 @@ Southern_Turn6=
'Blockaid of The Eastern Shoreline'

Located off the coast of the British Islands, in the nautral waters, communication with the reminates of the Atlantic Fleet have been estabilished. Their remaining forces have been ordered to blockaid the American eastern coast.


If the Euro Hegemony wishes to control the Americans, they must do so with the forces they have!
Americans_Win=
'Time is On Our Side...'

The Americans forces have lasted 12 rounds, and have maintained control of 13 cities. They will continue to recieve more reinforcements while the Invaders supply has been cut off.


The game may continue, until the Americans regain control of all 30 cities.
Invaders_Win=
'All for one...'

The Americans no longer control of 13 cities, and can not receive reinforcements.


The game may continue... The invading forces will now be at war with each other, and may purchase reinforcements with PUs.


Note: The Americans can receive reinforcements by recapturing cities.
-AngryPlainsRebels_Notifaction=
Angry Plains Rebels

Angry rebels band together in the Plains Sector to repel the invading hordes. Place units separately where possible.

Given Units
Available Units
Place in Plains Sector, separately where possible.
-LegionsOfLibertyCity_Notifaction=
Legions of Liberty

Units of the Legions of Liberty spring up in two different American-occupied cities.

Available Units
Place in cities, separately where possible.
-RememberTheAlamo_Notifaction=
Remember the Alamo!

"Remember the Alamo!" shouted the New Texas Rangers as they raided the Southern Sector invader strongholds.

Given Units
Place in Southern Sector.
-StLouisVeterans_Notifaction=
St. Louis Veterans

Army Veterans rally together adjacent to St. Louis.

Available Units
Requires ownership of 1 of the following territories: CMt, CKs, COk, CAr, SMo.
Place adjacent to St. Louis.
-LiveFreeOrDie_Notifaction=
Live Free or Die!

"Live Free or Die!" was the battle cry of the Northeast Veterans Brigade. Milita units spring up in the Eastern Sector.

Given Units
Place in Eastern Sector, separately where possible.
-WestenResistance_Notifaction=
Western Resistance

Resistance grows in one or two Western Sector territories.

Given Units
Available Units
Place in one or two Western Sector territories.
-ClearWeather_Notifaction=
Clear Weather

Clear weather improves accuracy of lasers. All strikes hit at 8 or under this turn!

-MajorOffensive_Notifaction=
Major Offensive

Helicopters sent out to help in coordinating efforts. Placement limit increased to 3 for the remainder of the game. (Placement limit does not affect Militia Units (still place at 2).

Available Units
Placement limit for all non-militia units set to 3 for the remainder of the game.
-SouthernRebelsUnite_Notifaction=
Raiding Southern Rebels

Small rebel groups raid Southern Sector countryside. Place units separately where possible.

Given Units
Available Units
Place in Southern Sector, separately where possible.
-MinneapolisAir_Notifaction=
Minneapolis Air

Commercial aircraft converted in Minneapolis.

Available Units
Requires ownership of Minneapolis.
Place in Minneapolis and adjoining cities.
-Miners_Notifaction=
Miners Rebel

Miners rebel in four mineral resource territories. Place units separately where possible.

Given Units
Place in Mineral Resource Territories, separately where possible.
-RockyMountainSurvivors_Notifaction=
Rocky Mountain Survivalist

Militia Survivalist bands close Mountain passes in the Rocky Mountains Sector.

Given Units
Available Units
Place in Rocky Mountains Sector.
-TheScorpions_Notifaction=
The Scorpions

Desert nomads calling themselves "The Scorpions" begin ambushing major Western Sector supply routs. Place units separately where possible.

Given Units
Available Units
Place in Rocky Mountains Sector, separately where possible.
-DetroitMechs_Notifaction=
Detroit Mechanization

Detroit automotive industry retools for defense!

Available Units
Requires ownership of Detroit.
Place in or around Detroit.
-MountedMilitia_Notifaction=
Mounted Milita

Mounted Militia attack in the Southern Sector, disrupting two different oil resource territories. Place units separately where possible.

Given Units
Available Units
Place in Southern Sector, oil resource territories, separately where possible.
-RockyMountainNRA_Notifaction=
Rocky Mountains N.R.A.

The N.R.A. organizes rebel training camps in the Rocky Mountains Sector.

Given Units
Available Units
Place in Rocky Mountains Sector.
-EaglesNest_Notifaction=
Eagles Nest

"Eagles Nest", the center for the National America underground, is established in the Eastern Sector mountain territories.

Given Units
Available Units
Place in mountain territories in Eastern Sector.
-NationalGuard_Notifaction=
National Guard

National Guard troops launch a major offensive. Place one infantry unit in each Sector: West, Rocky Mountains, South, Plains and East.

Available Units
Place in mountain territories in Eastern Sector.
-MountainGuerillaUnits_Notifaction=
Mountain Guerilla Units

Mountain guerilla units strike invader's convoy in mountain passes. Place units separately where possible.

Given Units
Place in mountain territories, separately where possible.
-BuffaloMechs_Notifaction=Requires ownership of Buffalo.
Buffalo Mechanization

Factories in Buffalo churn out new armored units. Tanks move into action!

Available Units
Place in or around Buffalo.
-ChicagoMoblizes_Notifaction=Requires ownership of Chicago.
Chicago Mobilizes

National industrial production drive spearheaded in Chicago.

Available Units
Place in or around Chicago.
-BostonMountains_Notifaction=
Boston Mountains Fortifications

United Arkansas Militia fortify their posistions in and around the Boston Mountains (CAr -- below St. Louis).

Given Units
Available Units
Place in or around Boston Mountains (CAr).
-MinneapolisMoblizes_Notifaction=
Minneapolis Mobilizes

Farm machinery converted in Minneapolis.

Available Units
Requires ownership of Minneapolis.
Place in or around Minneapolis.
-MilitiaMinutemen_Notifaction=
Milita Minutemen

Militia Minutemen spring up in the Eastern Sector. Place units separately where possible.

Given Units
Available Units
Place in Eastern Sector, separately where possible.
-RockyMountainRefugees_Notifaction=
Rocky Mountains Refugees

U.S.A. refugees form bands of resistance in the Rocky Mountains Sector. Place units separately where possible.

Given Units
Place in Rocky Mountains Sector, separately where possible.
-WesternFreedomFighters_Notifaction=
Freedom Fighters

Freedom fighters establish a base in the Western Sector.

Given Units
Available Units
Place in Western Sector.
-LegionsOfLiberty_Notifaction=
Legions of Liberty

Legions of Liberty units report for duty.

Available Units
May be placed anywheres.
-WesternRevolts_Notifaction=
Western Revolt

Militia fighters revolt in the Western Sector.

Given Units
Available Units
Place in Western Sector.
-SouthernRebelsDestroy_Notifaction=
Rebels Invade!

Militia rebels invade the Southern Sector.

Given Units
Place in Southern Sector.
-WheatfieldThrashers_Notifaction=
Wheatfield Thrashers!

"Wheatfield Thrashers" dig into 4 separate agricultural resource territories.

Given Units
Place in Agricultural Territories, separately where possible.
-TexasRangers_Notifaction=
Texas Rangers

Bands of Texas Rangers take to the fight in the Southern Sector. Place units separately where possible.

Given Units
Available Units
Place in Southern Sector, separately where possible.
-MoblizedOil_Notifaction=
Mobilized Oil

Mobile Infantry units spring into action around oil resources. Place units separately where possible.

Available Units
Place on Oil Resource, separately where possible.
-WellFedSoldiers_Notifaction=
Well Fed Soldiers

Plains Sector farmers band together to defend their crops. Place units separately where possible.

Given Units
Available Units
Place in Plains Sector, separately where possible.
-SteelDefense_Notifaction=
Steel Defence

Miners rush steel to factories to aid in the making of mobile units. Place units separately where possible.

Available Units
Place separately where possible.
-PlainsRiders_Notifaction=
Plains Riders

Ranchers in the Plains Sector, calling themselves the 'Plains Riders' disrupt supply lanes. Place units separately where possible.

Given Units
Available Units
Place in Plains Sector, separately where possible.
-MileHighMilitia_Notifaction=
Mile High Militia

Militia units form in the mountains around Denver. Place units separately where possible.

Given Units
Requires ownership of 1 of the following territories: NCo, CCo, SCo.
Place in mountain territories around Denver, separately where possible.
+AngryPlainsRebels_Notifaction=
Angry Plains Rebels

Angry rebels band together in the Plains Sector to repel the invading hordes. Place units separately where possible.

Given Units
Available Units
Place in Plains Sector, separately where possible.
+LegionsOfLibertyCity_Notifaction=
Legions of Liberty

Units of the Legions of Liberty spring up in two different American-occupied cities.

Available Units
Place in cities, separately where possible.
+RememberTheAlamo_Notifaction=
Remember the Alamo!

"Remember the Alamo!" shouted the New Texas Rangers as they raided the Southern Sector invader strongholds.

Given Units
Place in Southern Sector.
+StLouisVeterans_Notifaction=
St. Louis Veterans

Army Veterans rally together adjacent to St. Louis.

Available Units
Requires ownership of 1 of the following territories: CMt, CKs, COk, CAr, SMo.
Place adjacent to St. Louis.
+LiveFreeOrDie_Notifaction=
Live Free or Die!

"Live Free or Die!" was the battle cry of the Northeast Veterans Brigade. Milita units spring up in the Eastern Sector.

Given Units
Place in Eastern Sector, separately where possible.
+WestenResistance_Notifaction=
Western Resistance

Resistance grows in one or two Western Sector territories.

Given Units
Available Units
Place in one or two Western Sector territories.
+ClearWeather_Notifaction=
Clear Weather

Clear weather improves accuracy of lasers. All strikes hit at 8 or under this turn!

+MajorOffensive_Notifaction=
Major Offensive

Helicopters sent out to help in coordinating efforts. Placement limit increased to 3 for the remainder of the game. (Placement limit does not affect Militia Units (still place at 2).

Available Units
Placement limit for all non-militia units set to 3 for the remainder of the game.
+SouthernRebelsUnite_Notifaction=
Raiding Southern Rebels

Small rebel groups raid Southern Sector countryside. Place units separately where possible.

Given Units
Available Units
Place in Southern Sector, separately where possible.
+MinneapolisAir_Notifaction=
Minneapolis Air

Commercial aircraft converted in Minneapolis.

Available Units
Requires ownership of Minneapolis.
Place in Minneapolis and adjoining cities.
+Miners_Notifaction=
Miners Rebel

Miners rebel in four mineral resource territories. Place units separately where possible.

Given Units
Place in Mineral Resource Territories, separately where possible.
+RockyMountainSurvivors_Notifaction=
Rocky Mountain Survivalist

Militia Survivalist bands close Mountain passes in the Rocky Mountains Sector.

Given Units
Available Units
Place in Rocky Mountains Sector.
+TheScorpions_Notifaction=
The Scorpions

Desert nomads calling themselves "The Scorpions" begin ambushing major Western Sector supply routs. Place units separately where possible.

Given Units
Available Units
Place in Rocky Mountains Sector, separately where possible.
+DetroitMechs_Notifaction=
Detroit Mechanization

Detroit automotive industry retools for defense!

Available Units
Requires ownership of Detroit.
Place in or around Detroit.
+MountedMilitia_Notifaction=
Mounted Milita

Mounted Militia attack in the Southern Sector, disrupting two different oil resource territories. Place units separately where possible.

Given Units
Available Units
Place in Southern Sector, oil resource territories, separately where possible.
+RockyMountainNRA_Notifaction=
Rocky Mountains N.R.A.

The N.R.A. organizes rebel training camps in the Rocky Mountains Sector.

Given Units
Available Units
Place in Rocky Mountains Sector.
+EaglesNest_Notifaction=
Eagles Nest

"Eagles Nest", the center for the National America underground, is established in the Eastern Sector mountain territories.

Given Units
Available Units
Place in mountain territories in Eastern Sector.
+NationalGuard_Notifaction=
National Guard

National Guard troops launch a major offensive. Place one infantry unit in each Sector: West, Rocky Mountains, South, Plains and East.

Available Units
Place in mountain territories in Eastern Sector.
+MountainGuerillaUnits_Notifaction=
Mountain Guerilla Units

Mountain guerilla units strike invader's convoy in mountain passes. Place units separately where possible.

Given Units
Place in mountain territories, separately where possible.
+BuffaloMechs_Notifaction=Requires ownership of Buffalo.
Buffalo Mechanization

Factories in Buffalo churn out new armored units. Tanks move into action!

Available Units
Place in or around Buffalo.
+ChicagoMoblizes_Notifaction=Requires ownership of Chicago.
Chicago Mobilizes

National industrial production drive spearheaded in Chicago.

Available Units
Place in or around Chicago.
+BostonMountains_Notifaction=
Boston Mountains Fortifications

United Arkansas Militia fortify their posistions in and around the Boston Mountains (CAr -- below St. Louis).

Given Units
Available Units
Place in or around Boston Mountains (CAr).
+MinneapolisMoblizes_Notifaction=
Minneapolis Mobilizes

Farm machinery converted in Minneapolis.

Available Units
Requires ownership of Minneapolis.
Place in or around Minneapolis.
+MilitiaMinutemen_Notifaction=
Milita Minutemen

Militia Minutemen spring up in the Eastern Sector. Place units separately where possible.

Given Units
Available Units
Place in Eastern Sector, separately where possible.
+RockyMountainRefugees_Notifaction=
Rocky Mountains Refugees

U.S.A. refugees form bands of resistance in the Rocky Mountains Sector. Place units separately where possible.

Given Units
Place in Rocky Mountains Sector, separately where possible.
+WesternFreedomFighters_Notifaction=
Freedom Fighters

Freedom fighters establish a base in the Western Sector.

Given Units
Available Units
Place in Western Sector.
+LegionsOfLiberty_Notifaction=
Legions of Liberty

Legions of Liberty units report for duty.

Available Units
May be placed anywheres.
+WesternRevolts_Notifaction=
Western Revolt

Militia fighters revolt in the Western Sector.

Given Units
Available Units
Place in Western Sector.
+SouthernRebelsDestroy_Notifaction=
Rebels Invade!

Militia rebels invade the Southern Sector.

Given Units
Place in Southern Sector.
+WheatfieldThrashers_Notifaction=
Wheatfield Thrashers!

"Wheatfield Thrashers" dig into 4 separate agricultural resource territories.

Given Units
Place in Agricultural Territories, separately where possible.
+TexasRangers_Notifaction=
Texas Rangers

Bands of Texas Rangers take to the fight in the Southern Sector. Place units separately where possible.

Given Units
Available Units
Place in Southern Sector, separately where possible.
+MoblizedOil_Notifaction=
Mobilized Oil

Mobile Infantry units spring into action around oil resources. Place units separately where possible.

Available Units
Place on Oil Resource, separately where possible.
+WellFedSoldiers_Notifaction=
Well Fed Soldiers

Plains Sector farmers band together to defend their crops. Place units separately where possible.

Given Units
Available Units
Place in Plains Sector, separately where possible.
+SteelDefense_Notifaction=
Steel Defence

Miners rush steel to factories to aid in the making of mobile units. Place units separately where possible.

Available Units
Place separately where possible.
+PlainsRiders_Notifaction=
Plains Riders

Ranchers in the Plains Sector, calling themselves the 'Plains Riders' disrupt supply lanes. Place units separately where possible.

Given Units
Available Units
Place in Plains Sector, separately where possible.
+MileHighMilitia_Notifaction=
Mile High Militia

Militia units form in the mountains around Denver. Place units separately where possible.

Given Units
Requires ownership of 1 of the following territories: NCo, CCo, SCo.
Place in mountain territories around Denver, separately where possible.
American_No_Tech_Tokens= American_Count_13=
The Americans do not own 13 Victory Cities.
The Americans have control of less then 13 Victory Cities.
The Americans must convert PUs to TechTokens for their Second Reinforcement Roll.
American_Count_14=
End of Turn Report for Americans
Americans collect 10 TechTokens; ends with 10 TechTokens.

Objective Americans have maintained control of 13 Victory Cities: Americans met a national objective for an additional 10 PUs; ends with 10 PUs
diff --git a/map/units/Americans/Thumbs.db b/map/units/Americans/Thumbs.db new file mode 100644 index 0000000..ae3b491 Binary files /dev/null and b/map/units/Americans/Thumbs.db differ diff --git a/map/units/Eastern/Thumbs.db b/map/units/Eastern/Thumbs.db new file mode 100644 index 0000000..9ccf605 Binary files /dev/null and b/map/units/Eastern/Thumbs.db differ diff --git a/map/units/Northern/Thumbs.db b/map/units/Northern/Thumbs.db new file mode 100644 index 0000000..d8e56db Binary files /dev/null and b/map/units/Northern/Thumbs.db differ diff --git a/map/units/Southern/Thumbs.db b/map/units/Southern/Thumbs.db new file mode 100644 index 0000000..0e73dc0 Binary files /dev/null and b/map/units/Southern/Thumbs.db differ diff --git a/map/units/Western/Thumbs.db b/map/units/Western/Thumbs.db new file mode 100644 index 0000000..cac2c9f Binary files /dev/null and b/map/units/Western/Thumbs.db differ
End of Turn Report for Americans
Americans collect 10 TechTokens; ends with 10 TechTokens.

Objective Americans have maintained control of 14 Victory Cities: Americans met a national objective for an additional 10 PUs; ends with 10 PUs