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<title>muhqs-game/data/nautics.ini, branch draftsim</title>
<subtitle>game material for muhq's game</subtitle>
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<entry>
<title>rework how cards are defined and generated</title>
<updated>2021-02-28T16:01:38+00:00</updated>
<author>
<name>Florian Fischer</name>
<email>florian.fl.fischer@fau.de</email>
</author>
<published>2021-02-28T16:01:38+00:00</published>
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<content type='text'>
Card definitions are now stored in data/cards/ in a subdirectory for each
set as YAML files.
YAML is still human readable but stricter and better to handle in code
than ini.

The latex filesystem layout resembles the card definition layout and
is created by the Makefile from the YAML card definitions and must not
be regenerated each time by hand.
</content>
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<pre>
Card definitions are now stored in data/cards/ in a subdirectory for each
set as YAML files.
YAML is still human readable but stricter and better to handle in code
than ini.

The latex filesystem layout resembles the card definition layout and
is created by the Makefile from the YAML card definitions and must not
be regenerated each time by hand.
</pre>
</div>
</content>
</entry>
<entry>
<title>reduce amount of ressource gained by fisher &amp; fish_traps</title>
<updated>2021-01-11T21:48:22+00:00</updated>
<author>
<name>Florian Fischer</name>
<email>florian.fl.fischer@fau.de</email>
</author>
<published>2021-01-11T21:48:22+00:00</published>
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<content type='text'>
fisher are realy strong economy pieces because they can be bought on turn 1.
And produce Ressource as early as turn 3.
Their ressource production is as strong as a ritual or a farmer.
But the ritual is a card in your deck and the farmer needs a fixed field
the fisher can decide where it wants to generated ressource.

And because it is crewable it can be used in way more ways than a farmer.
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<pre>
fisher are realy strong economy pieces because they can be bought on turn 1.
And produce Ressource as early as turn 3.
Their ressource production is as strong as a ritual or a farmer.
But the ritual is a card in your deck and the farmer needs a fixed field
the fisher can decide where it wants to generated ressource.

And because it is crewable it can be used in way more ways than a farmer.
</pre>
</div>
</content>
</entry>
<entry>
<title>add crew to fisher and fix captain's effect wording</title>
<updated>2020-10-18T12:32:19+00:00</updated>
<author>
<name>Florian Fischer</name>
<email>florian.fl.fischer@fau.de</email>
</author>
<published>2020-10-16T09:58:34+00:00</published>
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</pre>
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</entry>
<entry>
<title>add nautics set</title>
<updated>2020-10-18T12:32:19+00:00</updated>
<author>
<name>Florian Fischer</name>
<email>florian.fl.fischer@fau.de</email>
</author>
<published>2020-10-11T13:13:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.muhq.space/muhqs-game/commit/?id=14c92a74af07d27d5c966295f4d2efff53c66ac5'/>
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<pre>
</pre>
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