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La documentation pour ce module peut être créée à Module:Data/Civ5/GK/AICityStrategies/doc

--[Field]                              [Type]
--Type                                 String
--CheckTriggerTurnCount                 Int64
--MinimumNumTurnsExecuted               Int64
--WeightThreshold                       Int64
--NoMinorCivs                         Boolean
--Permanent                           Boolean
--TechPrereq                           String
--TechObsolete                         String
--Advisor                              String
--AdvisorCounsel                       String
--AdvisorCounselImportance              Int64

local data ={

AICITYSTRATEGY_SMALL_CITY={
Type="AICITYSTRATEGY_SMALL_CITY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MEDIUM_CITY={
Type="AICITYSTRATEGY_MEDIUM_CITY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_LARGE_CITY={
Type="AICITYSTRATEGY_LARGE_CITY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_LANDLOCKED={
Type="AICITYSTRATEGY_LANDLOCKED";
Permanent=true;
AdvisorCounsel=[=[{1_CityName:textkey} étant à l'intérieur des terres, vous n'avez pas accès à la mer. Les ours sont une plus grande menace que les requins dans cette ville !]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_TILE_IMPROVERS={
Type="AICITYSTRATEGY_NEED_TILE_IMPROVERS";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
WeightThreshold=67;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Les cases qui environnent {1_CityName:textkey} ont besoin d'aménagements. Nous devrions produire un ouvrier et lui ordonner de prendre les choses en main.]=];
AdvisorCounselImportance=2;};

AICITYSTRATEGY_WANT_TILE_IMPROVERS={
Type="AICITYSTRATEGY_WANT_TILE_IMPROVERS";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
WeightThreshold=40;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Les cases qui environnent {@1: gender *:vowel?d'; other?de ;}{1_CityName:textkey} gagneraient beaucoup à être aménagées. Il pourrait être judicieux de former un nouvel ouvrier.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_ENOUGH_TILE_IMPROVERS={
Type="AICITYSTRATEGY_ENOUGH_TILE_IMPROVERS";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
WeightThreshold=125;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Je ne pense pas que {1_CityName:textkey} ait besoin de produire d'autres ouvriers pour l'instant.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_NAVAL_GROWTH={
Type="AICITYSTRATEGY_NEED_NAVAL_GROWTH";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
WeightThreshold=40;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} possède un grand nombre de cases d'eau. Il serait judicieux de construire des bâtiments qui, comme le phare, améliorent leur rendement.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_NAVAL_TILE_IMPROVEMENT={
Type="AICITYSTRATEGY_NEED_NAVAL_TILE_IMPROVEMENT";
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} n'exploite pas toutes ses ressources marines. Nous devrions envoyer des bateaux-ateliers résoudre le problème !]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_ENOUGH_NAVAL_TILE_IMPROVEMENT={
Type="AICITYSTRATEGY_ENOUGH_NAVAL_TILE_IMPROVEMENT";
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=2;
AdvisorCounsel=[=[Toutes les ressources navales {@1: gender *:vowel?d'; other?de ;}{1_CityName:textkey}; ont été aménagées.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_NEED_IMPROVEMENT_FOOD={
Type="AICITYSTRATEGY_NEED_IMPROVEMENT_FOOD";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Pour que la population {@1: gender *:vowel?d'; other?de ;}{1_CityName:textkey} augmente, il va lui falloir de la  {{Nourriture5}} nourriture. Ordonnez à vos ouvriers de construire des fermes dans ses environs.]=];
AdvisorCounselImportance=2;};

AICITYSTRATEGY_NEED_IMPROVEMENT_PRODUCTION={
Type="AICITYSTRATEGY_NEED_IMPROVEMENT_PRODUCTION";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Sans  {{Production5}} production supplémentaire, le rythme de construction {@1: gender *:vowel?d'; other?de ;}{1_CityName:textkey} restera lent. Ordonnez à vos ouvriers de construire des mines dans ses environs.]=];
AdvisorCounselImportance=2;};

AICITYSTRATEGY_HAVE_TRAINING_FACILITY={
Type="AICITYSTRATEGY_HAVE_TRAINING_FACILITY";
Permanent=true;
Advisor="MILITARY";
AdvisorCounsel=[=[{1_CityName:textkey} possède des bâtiments améliorant la production d'unités militaires. Nous devrions en profiter pour grossir les rangs des troupes qui protègent la ville.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_CAPITAL_NEED_SETTLER={
Type="AICITYSTRATEGY_CAPITAL_NEED_SETTLER";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=4;
WeightThreshold=130;
NoMinorCivs=true;
Advisor="ECONOMIC";
AdvisorCounsel=[=[Notre capitale, {1_CityName:textkey}, est prête à produire un colon, qui en retour nous permettra d'étendre les frontières de notre empire.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_CAPITAL_UNDER_THREAT={
Type="AICITYSTRATEGY_CAPITAL_UNDER_THREAT";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
NoMinorCivs=true;
Advisor="MILITARY";
AdvisorCounsel=[=[Nous devrions garder un œil sur {1_CityName:textkey}, notre capitale.  Des ennemis ont été aperçus dans les parages et nous devrions nous préparer en cas d'attaque.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_CULTURE_BUILDING={
Type="AICITYSTRATEGY_FIRST_CULTURE_BUILDING";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_CULTURE_BUILDING_EMERGENCY={
Type="AICITYSTRATEGY_FIRST_CULTURE_BUILDING_EMERGENCY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_UNDER_BLOCKADE={
Type="AICITYSTRATEGY_UNDER_BLOCKADE";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
Advisor="MILITARY";
AdvisorCounsel=[=[Un blocus ennemi empêche {@1: gender *:vowel?d'; other?de ;}{1_CityName:textkey} d'exploiter ses cases d'eau ! Utilisez les attaques à distance de la ville et de vos unités navales proches pour repousser les navires ennemis responsables du problème.]=];
AdvisorCounselImportance=3;};

AICITYSTRATEGY_IS_PUPPET={
Type="AICITYSTRATEGY_IS_PUPPET";
CheckTriggerTurnCount=1;
MinimumNumTurnsExecuted=1;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MEDIUM_CITY_HIGH_DIFFICULTY={
Type="AICITYSTRATEGY_MEDIUM_CITY_HIGH_DIFFICULTY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_ORIGINAL_CAPITAL={
Type="AICITYSTRATEGY_ORIGINAL_CAPITAL";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_SCIENCE_BUILDING={
Type="AICITYSTRATEGY_FIRST_SCIENCE_BUILDING";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_WRITING";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_GOLD_BUILDING={
Type="AICITYSTRATEGY_FIRST_GOLD_BUILDING";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_CURRENCY";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_FAITH_BUILDING={
Type="AICITYSTRATEGY_FIRST_FAITH_BUILDING";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
NoMinorCivs=true;
TechPrereq="TECH_POTTERY";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FIRST_PRODUCTION_BUILDING={
Type="AICITYSTRATEGY_FIRST_PRODUCTION_BUILDING";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
TechPrereq="TECH_THE_WHEEL";
AdvisorCounselImportance=1;};

AICITYSTRATEGY_RIVER_CITY={
Type="AICITYSTRATEGY_RIVER_CITY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MOUNTAIN_CITY={
Type="AICITYSTRATEGY_MOUNTAIN_CITY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_FOREST_CITY={
Type="AICITYSTRATEGY_FOREST_CITY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_HILL_CITY={
Type="AICITYSTRATEGY_HILL_CITY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_JUNGLE_CITY={
Type="AICITYSTRATEGY_JUNGLE_CITY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_COAST_CITY={
Type="AICITYSTRATEGY_COAST_CITY";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=2;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_TINY_CITY={
Type="AICITYSTRATEGY_TINY_CITY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=5;
Advisor="ECONOMIC";
AdvisorCounsel=[=[{1_CityName:textkey} est trop petite pour entreprendre des projets d'envergure comme la construction de merveilles. Avant de vous lancer dans ce genre d'entreprises, travaillez à en faire une ville de taille plus importante.]=];
AdvisorCounselImportance=1;};

AICITYSTRATEGY_MANY_TECHS_STOLEN={
Type="AICITYSTRATEGY_MANY_TECHS_STOLEN";
CheckTriggerTurnCount=2;
MinimumNumTurnsExecuted=5;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_KEY_SCIENCE_CITY={
Type="AICITYSTRATEGY_KEY_SCIENCE_CITY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

AICITYSTRATEGY_GOOD_GP_CITY={
Type="AICITYSTRATEGY_GOOD_GP_CITY";
CheckTriggerTurnCount=5;
MinimumNumTurnsExecuted=10;
NoMinorCivs=true;
AdvisorCounselImportance=1;};

}
return data
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