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Module:Data/Civ5/Base/Missions

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--DisabledHelp                         String
--HotKey                               String
--HotKeyAlt                            String
--HotKeyPriority                        Int64
--HotKeyPriorityAlt                     Int64
--OrderPriority                         Int64
--AltDown                             Boolean
--AltDownAlt                          Boolean
--ShiftDown                           Boolean
--ShiftDownAlt                        Boolean
--CtrlDown                            Boolean
--CtrlDownAlt                         Boolean
--Visible                             Boolean
--Waypoint                             String
--Time                                  Int64
--Target                              Boolean
--Build                               Boolean
--Sound                               Boolean
--EntityEventType                      String
--IconIndex                             Int64
--IconAtlas                            String
 
local data ={
 
MISSION_MOVE_TO={
Description=[=[Move]=];
Help=[=[[[Order (Civ5)|Order]] your [[unit (Civ5)|unit]] to move to a specific Tile.]=];
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Target=true;
IconIndex=9;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_ROUTE_TO={
Description=[=[Route To]=];
Help=[=[Tells a [[Worker (Civ5)|Worker]] to construct a [[Road (Civ5)|Road]] (or [[Railroad (Civ5)|Railroad]]) to the chosen location. The Worker will follow the shortest path to the location. The Worker wakes when it has completed the assignment.]=];
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Target=true;
Sound=true;
IconIndex=58;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_MOVE_TO_UNIT={
Description=[=[Move Unit]=];
Help=[=[Set your [[unit (Civ5)|unit]] to move to another unit.]=];
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Sound=true;
IconIndex=9;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_SWAP_UNITS={
Waypoint="EFFECT_FOOTSTEP_ON";
Time=10;
Target=true;
IconIndex=10;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_SKIP={
Description=[=[Do Nothing]=];
Help=[=[The [[Unit (Civ5)|Unit]] will perform no action this turn.]=];
HotKey="KB_SPACE";
HotKeyAlt="KB_NUMPAD0";
HotKeyPriority=1;
OrderPriority=196;
Visible=true;
IconIndex=8;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_SLEEP={
Description=[=[Sleep]=];
Help=[=[[[Order (Civ5)|Order]] the [[Unit (Civ5)|Unit]] to remain inactive until the player provides it new orders.]=];
HotKey="KB_F";
HotKeyAlt="KB_NUMPADPERIOD";
OrderPriority=150;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_SLEEP";
IconIndex=4;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_ALERT={
Description=[=[Alert]=];
Help=[=[The [[Unit (Civ5)|Unit]] will wake upon seeing an enemy. The unit receives a defensive bonus.]=];
HotKey="KB_A";
OrderPriority=175;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_FORTIFY";
IconIndex=2;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_FORTIFY={
Description=[=[Fortify]=];
Help=[=[The [[Unit (Civ5)|Unit]] remains inactive until the player provides it new [[orders (Civ5)|orders]]. The unit receives a defensive bonus.]=];
HotKey="KB_F";
HotKeyAlt="KB_NUMPADPERIOD";
OrderPriority=99;
Visible=true;
Time=10;
Sound=true;
EntityEventType="ENTITY_EVENT_FORTIFY";
IconIndex=1;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_GARRISON={
Description=[=[Garrison in City]=];
Help=[=[Garrison a [[unit (Civ5)|unit]] in this [[city (Civ5)|city]], improving its {{strength5}} [[Combat Strength (Civ5)|Combat Strength]].]=];
DisabledHelp=[=[Unit cannot Garrison if already garrisoned or if another Unit is garrisoned in this City.]=];
HotKey="KB_F";
HotKeyAlt="KB_NUMPADPERIOD";
OrderPriority=198;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_FORTIFY";
IconIndex=40;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_SET_UP_FOR_RANGED_ATTACK={
Description=[=[Set Up For Ranged Attack]=];
Help=[=[Required before this [[Unit (Civ5)|Unit]] can [[Range (Civ5)|Range]] Attack.]=];
HotKey="KB_S";
OrderPriority=198;
Visible=true;
Time=10;
Sound=true;
IconIndex=12;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_EMBARK={
Description=[=[Embark]=];
Help=[=[Loads [[Unit (Civ5)|Unit]] onto boats, allowing them to cross [[water (Civ5)|water]] tiles.]=];
HotKey="KB_E";
Time=10;
Sound=true;
IconIndex=14;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_DISEMBARK={
Description=[=[Disembark]=];
Help=[=[Unloads [[Unit (Civ5)|Unit]] from boats back onto a land tile.]=];
HotKey="KB_D";
Time=10;
Sound=true;
IconIndex=15;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_AIRPATROL={
Description=[=[Intercept]=];
Help=[=[This [[air unit (Civ5)|air unit]] [[order (Civ5)|order]] will tell the craft to attempt interception with any incoming air attacks.]=];
HotKey="KB_I";
HotKeyPriority=1;
OrderPriority=197;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_AIRPATROL";
IconIndex=47;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_HEAL={
Description=[=[Fortify Until Healed]=];
Help=[=[The [[unit (Civ5)|unit]] remains inactive until it heals back to full [[strength (Civ5)|strength]]. The unit receives a defensive bonus.]=];
DisabledHelp=[=[This Unit cannot Heal outside friendly territory.]=];
HotKey="KB_H";
OrderPriority=199;
Visible=true;
Sound=true;
EntityEventType="ENTITY_EVENT_HEAL";
IconIndex=3;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_AIRLIFT={
Description=[=[Airlift]=];
Help=[=[Airlifts the [[unit (Civ5)|unit]] to another [[city (Civ5)|city]].]=];
Time=10;
Sound=true;
IconIndex=16;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_NUKE={
Description=[=[Nuke]=];
Help=[=[Launches a nuclear weapon upon the chosen Tile.]=];
Time=30;
Sound=true;
EntityEventType="ENTITY_EVENT_NUKE";
IconIndex=17;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_PARADROP={
Description=[=[Paradrop]=];
Help=[=[Paradrops to a specified location. The mission is subject to interception.]=];
Time=30;
Sound=true;
EntityEventType="ENTITY_EVENT_PARADROP";
IconIndex=48;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_AIR_SWEEP={
HotKey="KB_S";
Time=10;
Sound=true;
IconIndex=-1;};
 
MISSION_REBASE={
HotKey="KB_R";
CtrlDownAlt=true;
Time=15;
Sound=true;
IconIndex=-1;};
 
MISSION_RANGE_ATTACK={
HotKey="KB_B";
Visible=true;
Time=25;
Sound=true;
IconIndex=13;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_PILLAGE={
Description=[=[Pillage]=];
Help=[=[An [[improvement (Civ5)|improvement]] or route in this tile may not be used until repaired. [[Pillaging (Civ5)|Pillaging]] an improvement will earn {{gold5}} [[Gold (Civ5)|Gold]] and heal your [[unit (Civ5)|unit]] by 25 points.]=];
HotKey="KB_P";
OrderPriority=150;
ShiftDown=true;
Visible=true;
Time=20;
Sound=true;
EntityEventType="ENTITY_EVENT_PILLAGE";
IconIndex=37;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_FOUND={
Description=[=[Found City]=];
Help=[=[This [[order (Civ5)|order]] causes the [[Settler (Civ5)|Settler]] to found a [[city (Civ5)|city]] in its current location. The Settler is consumed in the process.]=];
DisabledHelp=[=[Cannot found a City within 4 Tiles of another City.]=];
HotKey="KB_B";
HotKeyPriority=1;
OrderPriority=199;
Visible=true;
Time=25;
Sound=true;
EntityEventType="ENTITY_EVENT_FOUND";
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_JOIN={
Description=[=[Join City]=];
Help=[=[This [[order (Civ5)|order]] will make the [[Great Person (Civ5)|Great Person]] join the [[city (Civ5)|city]] as a super [[specialist (Civ5)|specialist]]. It will consume the Great Person.]=];
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=18;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_CONSTRUCT={
Description=[=[Construct]=];
Help=[=[This will have the [[Great Person (Civ5)|Great Person]] create their special [[building (Civ5)|building]]. It consumes the Great Person.]=];
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=54;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_DISCOVER={
Description=[=[Discover Technology]=];
Help=[=[This will have the [[Great Person (Civ5)|Great Person]] help [[research (Civ5)|research]] a [[technology (Civ5)|technology]]. It consumes the Great Person.]=];
DisabledHelp=[=[You must control a city before you can discover new technology.]=];
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=50;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_HURRY={
Description=[=[Hurry Production]=];
Help=[=[This [[order (Civ5)|order]] will hurry [[production (Civ5)|production]] on the [[city (Civ5)|city]]'s current effort. It consumes the [[Great Person (Civ5)|Great Person]].]=];
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=55;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_TRADE={
Description=[=[Conduct Trade Mission]=];
Help=[=[If the [[unit (Civ5)|unit]] is inside a [[City State (Civ5)|City State]]'s [[territory (Civ5)|territory]] that you're not at war with, this [[order (Civ5)|order]] will have the [[Great Merchant (Civ5)|Great Merchant]] conduct a trade mission, giving you a large amount of {{gold5}} [[Gold (Civ5)|Gold]] and improving relations with the [[City (Civ5)|City]] State. It consumes the [[Great Person (Civ5)|Great Person]].]=];
DisabledHelp=[=[Unit must be in a City State's territory that you're not at war with.]=];
OrderPriority=199;
Visible=true;
Time=25;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=52;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_SPACESHIP={
Description=[=[Add to Spaceship]=];
Help=[=[Contribute a part to the Alpha Centauri [[Spaceship (Civ5)|Spaceship]].
 
[[Unit (Civ5)|Unit]] will be consumed.]=];
DisabledHelp=[=[Unit must be in your Capital City.]=];
OrderPriority=199;
Visible=true;
Time=10;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=49;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_CULTURE_BOMB={
Description=[=[Culture Bomb]=];
Help=[=[This [[order (Civ5)|order]] will consume the [[Great Person (Civ5)|Great Person]] and cause all tiles this [[unit (Civ5)|unit]] is on and adjacent to become part of your borders, even if they belong to another player. This will have [[diplomatic (Civ5)|diplomatic]] repercussions!]=];
DisabledHelp=[=[Unit must be in or next to a tile owned by you, and may not be in another player's territory.]=];
OrderPriority=199;
Visible=true;
Time=20;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=53;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_GOLDEN_AGE={
Description=[=[Start a Golden Age]=];
Help=[=[This [[order (Civ5)|order]] will consume the [[Great Person (Civ5)|Great Person]] and initiate a {{goldenAge5}} [[Golden Age (Civ5)|Golden Age]] (extra {{production5}} and {{gold5}}) for {1_Num} turns. Each time a Great Person starts a [[Golden (Civ5)|Golden]] Age, the length of the next will shorten (to a minimum of 3 turns).]=];
DisabledHelp=[=[Unit must be in your territory to start a Golden Age.]=];
OrderPriority=199;
Visible=true;
Time=30;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=45;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_BUILD={
Description=[=[Build Improvement]=];
Build=true;
Sound=true;
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_LEAD={
Visible=true;
Time=40;
EntityEventType="ENTITY_EVENT_GREAT_EVENT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_DIE_ANIMATION={
HotKey="KB_K";
Visible=true;
Time=40;
Sound=true;
EntityEventType="ENTITY_EVENT_DIE_ANIMATION";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_BEGIN_COMBAT={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_BEGIN_COMBAT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_END_COMBAT={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_END_COMBAT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_AIRSTRIKE={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
Time=40;
EntityEventType="ENTITY_EVENT_AIRSTRIKE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_SURRENDER={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
Time=25;
EntityEventType="ENTITY_EVENT_SURRENDER";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_CAPTURED={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
Time=20;
EntityEventType="ENTITY_EVENT_CAPTURED";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_IDLE={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_IDLE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_DIE={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_DIE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_DAMAGE={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_DAMAGE";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_MULTI_SELECT={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_MULTI_SELECT";
IconIndex=63;
IconAtlas="UNIT_ACTION_ATLAS";};
 
MISSION_MULTI_DESELECT={
Description=[=[Build Improvement]=];
Help=[=[Build [[Improvement (Civ5)|Improvement]]]=];
EntityEventType="ENTITY_EVENT_MULTI_DESELECT";
IconIndex=-1;};
 
MISSION_WAIT_FOR={
Description=[=[Do Nothing]=];
Help=[=[The [[Unit (Civ5)|Unit]] will perform no action this turn.]=];
IconIndex=-1;};
 
}
return data

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