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Documentation for this module may be created at Module:Data/CivBE/Base/LandmarkActions/doc

--[Field]                              [Type]
--Type                                 String
--Description                          String
--Summary                              String
--ImprovementType                      String
--QuestType                            String
--IconAtlas                            String
--IconIndex                             Int64

local data ={

LANDMARK_ACTION_USE_BEACON={
Type="LANDMARK_ACTION_USE_BEACON";
Description=[=[Activate the Beacon!]=];
Summary=[=[Power up and transmit an interplanetary signal. Activating the Beacon consumes {1_Num} {{EnergyIconBE}} Energy immediately, and will consume all surplus {{EnergyIconBE}} Energy each turn it is active.]=];
ImprovementType="IMPROVEMENT_BEACON";
QuestType="QUEST_VICTORY_CONTACT";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=54;};

LANDMARK_ACTION_WARP_GATE_CONSUME_UNIT={
Type="LANDMARK_ACTION_WARP_GATE_CONSUME_UNIT";
Description=[=[Commit Military Unit]=];
Summary=[=[Commit Military Unit to the Gate. The unit will be destroyed and its combat strength will be added to the total committed to the Emancipation total.

{{ColorHighlightBE|Only one unit may be committed per turn.}}]=];
ImprovementType="IMPROVEMENT_SUPREMACY_GATE";
QuestType="QUEST_VICTORY_EMANCIPATION";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=53;};

LANDMARK_ACTION_SPAWN_EARTHLING_UNIT={
Type="LANDMARK_ACTION_SPAWN_EARTHLING_UNIT";
Description=[=[Summon Earthling Settler]=];
Summary=[=[Summon an {{ColorUnitBE|Earthling Settler}} unit through the Gate. Earthling Settlers are special civilian units used to create and improve {{ColorImprovementBE|Earthling Settlements.}}

Earthling Settlers follow the same rules as Colonists and Outposts when founding new Earthling Settlements. They can also be used to increase the population of existing Earthling Settlements (max. {{ColorGreenBE|6}} per Settlement).]=];
ImprovementType="IMPROVEMENT_PURITY_GATE";
QuestType="QUEST_VICTORY_PROMISED_LAND";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=50;};

LANDMARK_ACTION_WRITTEN_IN_STONE_SEND_UNIT_INTO_TOMB={
Type="LANDMARK_ACTION_WRITTEN_IN_STONE_SEND_UNIT_INTO_TOMB";
Description=[=[Enter Tomb]=];
Summary=[=[Send Military Unit into Uncovered Tomb]=];
ImprovementType="IMPROVEMENT_WRITTEN_IN_STONE_QUEST_TOMB";
QuestType="QUEST_WRITTEN_IN_STONE";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=55;};

LANDMARK_ACTION_CULTURAL_BURDEN_REMOVE_WRECKAGE={
Type="LANDMARK_ACTION_CULTURAL_BURDEN_REMOVE_WRECKAGE";
Description=[=[Remove Wreckage]=];
Summary=[=[Remove Wreckage from the Xenomass lake]=];
ImprovementType="IMPROVEMENT_CULTURAL_BURDEN_QUEST_CRASH_SITE";
QuestType="QUEST_CULTURAL_BURDEN";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=38;};

LANDMARK_ACTION_CULTURAL_BURDEN_DRAIN_XENOMASS={
Type="LANDMARK_ACTION_CULTURAL_BURDEN_DRAIN_XENOMASS";
Description=[=[Drain Xenomass]=];
Summary=[=[Drain the Xenomass lake at the crash site]=];
ImprovementType="IMPROVEMENT_CULTURAL_BURDEN_QUEST_CRASH_SITE";
QuestType="QUEST_CULTURAL_BURDEN";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=32;};

LANDMARK_ACTION_AN_ELEMENTAL_FATE_ENTER_DOORWAY={
Type="LANDMARK_ACTION_AN_ELEMENTAL_FATE_ENTER_DOORWAY";
Description=[=[Enter Xenomass Doorway]=];
Summary=[=[Send a Military Unit into the Xenomass Doorway]=];
ImprovementType="IMPROVEMENT_AN_ELEMENTAL_FATE_CAVE";
QuestType="QUEST_AN_ELEMENTAL_FATE";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=55;};

LANDMARK_ACTION_AN_ELEMENTAL_FATE_MINE_DOORWAY={
Type="LANDMARK_ACTION_AN_ELEMENTAL_FATE_MINE_DOORWAY";
Description=[=[Mine Floatstone from Cave]=];
Summary=[=[Mine Floatstone from Cavern]=];
ImprovementType="IMPROVEMENT_AN_ELEMENTAL_FATE_CAVE";
QuestType="QUEST_AN_ELEMENTAL_FATE";
IconAtlas="UNIT_ACTION_ATLAS";
IconIndex=22;};

}
return data
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