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Note1=<body><center><img src="PrimevalAge.png"/></center><h2>Round 1-5</h2>European history did not pass as you might have thought. Already in this early age,<br>eight tribes dominated Europe. The eastern and western tribes were mistrustful<br>towards each other, but their greatest enemies were savage barbarians as well as<br>Mother Nature. The tribes soon learned that the Wild Mammoth could be captured<br>and domesticated. Many tribes also soon invented the hand axe to battle their foes.<br><br>Age gives +1 Tech and +5 PUs per turn, besides territory income.<br>East and West are enemies, but there is no cooperation on either side.</body>
Note1_sounds=NoSound
Note2=<body><center><img src="PrehistoricAge.png"/></center><h2>Round 6-15</h2>In this age, the huge beasts of nature started to go extinct. This made room for more<br>tribal expansion, cultivation and technological development. The tribes were no<br>longer just living in caves, instead they started to develop civilized societies. The<br>eastern tribes found common ground and friendship among themselves, just as the<br>western tribes did. However, the hostilities between east and west grew larger.<br><br>Age gives +5 Tech and +10 PUs per turn, besides territory income.<br>The tribes may walk through territories of other friendly tribes.<br>In the end of round 10, all large beasts of nature will go extinct.</body>
Note2_sounds=AgeUp
Note3=<body><center><img src="ClassicalAge.png"/></center><h2>Round 16-25</h2>The eastern and western tribes finally formed two fully-fledged military alliances.<br>Technology started to play a vital role on the battlefield. Armies got more organized<br>and their generals more calculating. Footmen were still the backbone of warfare, but<br>footmen could now be supported by slingers, bowmen, catapults, ballistae and more.<br>Horses became common and could move around twice as fast as ordinary troops.<br><br>Age gives +10 Tech and +15 PUs per turn, besides territory income.<br>East and west are now alliances and will give back original territories to allies.<br>All Cavemen are now outdated.</body>
Note3_sounds=AgeUp
Note3B=<body><center><img src="ClassicalAge.png"/></center><h2>Round 16-25</h2>The eastern and western tribes finally formed two fully-fledged military alliances.<br>Technology started to play a vital role on the battlefield. Armies got more organized<br>and their generals more calculating. Footmen were still the backbone of warfare, but<br>footmen could now be supported by slingers, bowmen, catapults, ballistae and more.<br>Horses became common and could move around twice as fast as ordinary troops.<br><br>Age gives +10 Tech and +15 PUs per turn, besides territory income.<br>East and west are now alliances and will give back original territories to allies.<br>All Cavemen are now outdated.</body>
Note3B_sounds=NoSound
Note4=<body><center><img src="MedievalAge.png"/></center><h2>Round 26-35</h2>The war continued as it had for ages, but the art of metalsmithing took a great leap<br>forward. It changed the conditions of war. Footmen became heavier, horsemen<br>became steel-plated, and even siege weapons began shooting further. However, the<br>effectiveness of enemy weaponry was not the only concern of the tribes. Rumors had<br>it that an all destructive plague was ravaging Asia, and this plague, this Black Death,<br>was about to hit Europe.<br><br>Age gives +20 Tech and +20 PUs per turn, besides territory income.<br>The Black Death is set to arrive in the end of round 26.<br>Use military units to contain and eradicate the plague.<br>All Axemen and Mammoths are now outdated.</body>
Note4_sounds=AgeUp
Note5=<body><center><img src="RenaissanceAge.png"/></center><h2>Round 36-45</h2>This was truly the age of discovery. Gunpowder weapons were soon a common sight<br>on the battlefield. World trade and distant colonies began generating gold for the<br>tribal regents. Fleets of ships ferried cargo and armies around the world, and many<br>ships also patrolled and protected the new tribal trade centers. Enemy tribes could<br>easily raid and deprive other tribes of their trade center income, so the sea zones had<br>to be defended.<br><br>Age gives +50 Tech and +25 PUs per turn, besides territory income.<br>New 10 PU sea zone trade centers spawn in the beginning of this age.<br>All Spearmen, Slingers, Chariots and Catapults are now outdated.</body>
Note5_sounds=AgeUp
Note5B=<body><center><img src="RenaissanceAge.png"/></center><h2>Round 36-45</h2>This was truly the age of discovery. Gunpowder weapons were soon a common sight<br>on the battlefield. World trade and distant colonies began generating gold for the<br>tribal regents. Fleets of ships ferried cargo and armies around the world, and many<br>ships also patrolled and protected the new tribal trade centers. Enemy tribes could<br>easily raid and deprive other tribes of their trade center income, so the sea zones had<br>to be defended.<br><br>Age gives +50 Tech and +25 PUs per turn, besides territory income.<br>New 10 PU sea zone trade centers spawn in the beginning of this age.<br>All Spearmen, Slingers, Chariots and Catapults are now outdated.</body>
Note5B_sounds=NoSound
Note6=<body><center><img src="IndustrialAge.png"/></center><h2>Round 46-55</h2>This age had an incredible impact on the conduct of war. The technological advances<br>in industry and science were to revolutionize warfare. It became possible to mass-<br>produce weapons with enhanced range, accuracy and lethality. Military conditions<br>were in constant flux during the industrial age as new weapons were developed and<br>transportation and communication improved. The tribal wars were now becoming<br>bloodier than ever.<br><br>Age gives +100 Tech and +30 PUs per turn, besides territory income.<br>All Swordsmen, Bowmen, Horsemen and Ballistae are now outdated.</body>
Note6_sounds=AgeUp
Note7=<body><center><img src="ModernAge.png"/></center><h2>Round 56-65</h2>The modern age introduced motorization, armored war machines and aerial warfare.<br>Not only were these inventions deadly, they also made it easier and quicker to move<br>troops around. Attacking armies could therefore also make use of a new concept in<br>warfare - blitzkrieg. It was now possible to roll through an undefended enemy<br>territory before finally attacking another territory. Also, new airplanes could now<br>strike targets deep inside enemy territory and far away from their home bases.<br><br>Age gives +200 Tech and +35 PUs per turn, besides territory income.<br>All Halberdmen, Crossbowmen, Knights and Trebuchets are now outdated.</body>
Note7_sounds=AgeUp
Note7B=<body><center><img src="ModernAge.png"/></center><h2>Round 56-65</h2>The modern age introduced motorization, armored war machines and aerial warfare.<br>Not only were these inventions deadly, they also made it easier and quicker to move<br>troops around. Attacking armies could therefore also make use of a new concept in<br>warfare - blitzkrieg. It was now possible to roll through an undefended enemy<br>territory before finally attacking another territory. Also, new airplanes could now<br>strike targets deep inside enemy territory and far away from their home bases.<br><br>Age gives +200 Tech and +35 PUs per turn, besides territory income.<br>All Halberdmen, Crossbowmen, Knights and Trebuchets are now outdated.</body>
Note7B_sounds=NoSound
Note8=<body><center><img src="ColdWarAge.png"/></center><h2>Round 66-68/69-70</h2>After millennia of constant warfare between east and west, the tribal nations and their<br>populations saw their lands devastated and their cities in ruins. The war could not<br>possibly continue without severely harming both the eastern and western civilization.<br>A peace treaty was signed between the combined Eastern Tribes and the allied<br>Western Tribes. Both parties felt themselves forced into this peace and were of<br>course just building their forces up to fight the next big world war.<br><br>Age gives +200 Tech and +35 PUs per turn, besides territory income.<br>Non combat naval moves through enemy channels are possible.<br>The Cold War turns warm in the start of round 69.<br>All Musketmen are now outdated.</body>
Note8_sounds=AgeUp
Note8B=<body><center><img src="ColdWarAge.png"/></center><h2>Round 66-68/69-70</h2>After millennia of constant warfare between east and west, the tribal nations and their<br>populations saw their lands devastated and their cities in ruins. The war could not<br>possibly continue without severely harming both the eastern and western civilization.<br>A peace treaty was signed between the combined Eastern Tribes and the allied<br>Western Tribes. Both parties felt themselves forced into this peace and were of<br>course just building their forces up to fight the next big world war.<br><br>Age gives +200 Tech and +35 PUs per turn, besides territory income.<br>Non combat naval moves through enemy channels are possible.<br>The Cold War turns warm in the start of round 69.<br>All Musketmen are now outdated.</body>
Note8B_sounds=NoSound
Note81=<body><center><img src="Alarm.png"/></center><h2>The Cold War turns warm!</h2>The Cold War only lasted a couple of decades. Some historical archives<br>indicate that the Eastern Tribes were just about to conduct a preemptive<br>first strike on the West, and that this attack plan was discovered by<br>Western spies in the East. Other archives show that it was the Western<br>Tribes themselves who fabricated and planted these plans in the East,<br>afterwards using the alleged imminent attack as an excuse to strike<br>first themselves. No matter the true story, the Brittonic tribal leadership<br>was the first to act.<br><br>The East and the West may now attack each other.</body>
Note81_sounds=Alarm
Note9=<body><center><img src="FuturisticAge.png"/></center><h2>Round 71+</h2>The history of the European tribes saw its climax in this age. Constant strife and<br>military conflict had nearly perfected the effectiveness of war machines and<br>weaponry, or more correctly speaking, perfected it to the highest level possible taking<br>in mind the limited resources available. When the cold war turned warm, the peace<br>was replaced by a new and all decisive war, the Great Tribal War. This war turned<br>out to finally break the back of the weakest European civilization.<br><br>Age gives +400 Tech and +40 PUs per turn, besides territory income.<br>All Riflemen, Carabiniers, Cannons, Mortars and Observation-Balloons are now outdated.</body>
Note9_sounds=AgeUp
Aid_sounds=Aid
AidClassic_sounds=AidClassic