def apply(self, to): p = random.choice(to.scene.get_civ_planets(to)) p.add_production(ProductionOrder("fighter", 1, 0.2)) p = random.choice(to.scene.get_civ_planets(to)) p.add_production(ProductionOrder("interceptor", 1, 0.4)) p = random.choice(to.scene.get_civ_planets(to)) p.add_production(ProductionOrder("bomber", 1, 0.6))
def apply(self, to): p = ProductionOrder("fighter", 2, 45) to.add_production(p) p = ProductionOrder("bomber", 2, 45) to.add_production(p) p = ProductionOrder("interceptor", 2, 45) to.add_production(p) to.owning_civ.frozen.iron += 20
def apply(self, to): num_fighters = to.ships['fighter'] for i in range(num_fighters): if i % 2 == 0: p = ProductionOrder("interceptor", 1, 0.25) else: p = ProductionOrder("bomber", 1, 0.25) to.add_production(p) to.ships['fighter'] = 0
def apply(self, to): p = ProductionOrder("battleship", 2, 60) to.add_production(p)
def apply(self, to): for planet in to.scene.get_civ_planets(to): planet.add_production(ProductionOrder("scout", 1, 30))
def apply(self, to): p = ProductionOrder("alien2fighter", 2, 10) to.add_production(p)
def apply(self, to): p = ProductionOrder("bosslaser", 2, 60) to.add_production(p)
def apply(self, to): p = ProductionOrder("fighter", 4, 200) to.add_production(p) to.owning_civ.resources.gas += 50
def apply(self, to): to.add_production(ProductionOrder("alien3bomber", 2, 60))
def apply(self, to): p = ProductionOrder("bomber", 2, 45) to.add_production(p) to.owning_civ.earn_resource("iron", 150)
def apply(self, to): p = ProductionOrder("fighter", 4, 0.25) to.add_production(p) to.population -= 2
def apply(self, to): p = ProductionOrder("interceptor", 2, 0.5) to.add_production(p)
def apply(self, to): p = ProductionOrder("bomber", 3, 60) to.add_production(p)
def apply(self, to): for i in range(3): p = random.choice(to.scene.get_civ_planets(to)) p.add_production(ProductionOrder("interceptor", 1, 7 * (i + 1)))
def apply(self, to): p = ProductionOrder("scout", 2, 10) to.add_production(p)
def apply(self, to): p = ProductionOrder("scout", to.population // 2, 60) to.add_production(p)
def apply(self, to): for planet in to.scene.get_civ_planets(to): planet.add_production(ProductionOrder("fighter", 1, 10))
def apply(self, to): p = ProductionOrder("fighter", 1, 30) to.add_production(p) p = ProductionOrder("interceptor", 1, 30) to.add_production(p)
def apply(self, to): if to.owning_civ.alien.difficulty > 1: p = ProductionOrder("bosslaser", 1, 60) to.add_production(p)
def apply(self, to): p = ProductionOrder("alien1warpship", 2, 90) to.add_production(p)
def apply(self, to): p = ProductionOrder("bomber", 3, 60) to.add_production(p) to.owning_civ.earn_resource("gas", 75)
def apply(self, to): p = ProductionOrder("fighter", 2, 120) to.add_production(p) to.owning_civ.earn_resource("ice", 100)
def apply(self, to): p = ProductionOrder("fighter", 2, 120) to.add_production(p)
def apply(self, to): newest = sorted(to.scene.get_civ_planets(to), key=lambda x: x.owned_time)[0] newest.add_production(ProductionOrder('interceptor', 1, 0.25)) newest.add_production(ProductionOrder('bomber', 1, 0.25))
def apply(self, to): if to.owning_civ.alien.difficulty > 1: p = ProductionOrder("alien1battleship", 1, 60) to.add_production(p)
def apply(self, to): p = ProductionOrder("fighter", 2, 0.25) to.add_production(p) to.owning_civ.frozen.iron += 15
def apply(self, to): if to.owning_civ.alien.difficulty > 1: to.add_production(ProductionOrder("alien3battleship", 1, 10))
def apply(self, to): p = ProductionOrder("battleship", 1, 0.25) to.add_production(p) to.owning_civ.frozen.gas += 15
def apply(self, to): p = ProductionOrder("alien2controlship", 1, 10) to.add_production(p)
def apply(self, to): p = ProductionOrder("fighter", 30, 180) to.production.append(p)