Unciv/android/assets/jsons/Civ V - Vanilla/Terrains.json

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[
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// Base terrains
{
"name": "Ocean",
"type": "Water",
"food": 1,
"gold": 1,
"movementCost": 1,
"RGB": [45,108,145]
},
{
"name": "Coast",
"type": "Water",
"food": 1,
"movementCost": 1,
"RGB": [107,167,193],
"uniques": ["[+2] to Fertility for Map Generation",
"Considered [Desirable] when determining start locations <on water maps>"]
},
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{
"name": "Grassland",
"type": "Land",
"food": 2,
"movementCost": 1,
"RGB": [97,171,58],
"uniques": ["Occurs at temperature between [-0.4] and [0.1] and humidity between [0.2] and [0.4]",
"Occurs at temperature between [0.1] and [0.2] and humidity between [0.3] and [0.4]",
"Occurs at temperature between [-0.5] and [0.5] and humidity between [0.6] and [0.8]",
"Occurs at temperature between [-0.5] and [1] and humidity between [0.9] and [1]",
"Occurs at temperature between [0.9] and [1] and humidity between [0.2] and [0.9]",
"Occurs at temperature between [0.8] and [0.9] and humidity between [0.6] and [0.9]",
"Occurs at temperature between [0.7] and [0.8] and humidity between [0.7] and [0.9]",
"Occurs at temperature between [0.6] and [0.8] and humidity between [0.4] and [0.6]",
"[+3] to Fertility for Map Generation",
"A Region is formed with at least [30]% [Grassland] tiles, with priority [7]",
"A Region can not contain more [Plains] tiles than [Grassland] tiles",
"Considered [Desirable] when determining start locations",
"Considered [Food] when determining start locations <in [Jungle] Regions>",
"Considered [Food] when determining start locations <in [Forest] Regions>",
"Considered [Food] when determining start locations <in [Hill] Regions>",
"Considered [Food] when determining start locations <in [Grassland] Regions>",
"Considered [Food] when determining start locations <in [Hybrid] Regions>"]
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},
{
"name": "Plains",
"type": "Land",
"food": 1,
"production": 1,
"movementCost": 1,
"RGB": [168,185,102],
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"uniques": ["Occurs at temperature between [-0.4] and [-0.1] and humidity between [0] and [0.2]",
"Occurs at temperature between [-0.4] and [0.4] and humidity between [0.4] and [0.6]",
"Occurs at temperature between [0.4] and [0.5] and humidity between [0.5] and [0.6]",
"Occurs at temperature between [-0.6] and [0.7] and humidity between [0.8] and [0.9]",
"Occurs at temperature between [-0.6] and [-0.5] and humidity between [0.9] and [1]",
"Occurs at temperature between [0.5] and [0.7] and humidity between [0.7] and [0.8]",
"Occurs at temperature between [0.9] and [1] and humidity between [0] and [0.2]",
"Occurs at temperature between [0.8] and [0.9] and humidity between [0.2] and [0.6]",
"Occurs at temperature between [0.7] and [0.8] and humidity between [0.3] and [0.4]",
"Occurs at temperature between [0.6] and [0.8] and humidity between [0.6] and [0.7]",
"Occurs at temperature between [0.5] and [0.7] and humidity between [0.7] and [0.8]",
"[+4] to Fertility for Map Generation",
"A Region is formed with at least [30]% [Plains] tiles, with priority [6]",
"A Region can not contain more [Grassland] tiles than [Plains] tiles",
"Considered [Desirable] when determining start locations",
"Considered [Food] when determining start locations <in [Tundra] Regions>",
"Considered [Food] when determining start locations <in [Desert] Regions>",
"Considered [Food] when determining start locations <in [Hill] Regions>",
"Considered [Food] when determining start locations <in [Plains] Regions>",
"Considered [Food] when determining start locations <in [Hybrid] Regions>"]
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},
{
"name": "Tundra",
"type": "Land",
"food": 1,
"movementCost": 1,
"RGB": [189,204,191],
"uniques": ["Occurs at temperature between [-0.9] and [-0.6] and humidity between [0.8] and [1]",
"Occurs at temperature between [-0.8] and [-0.5] and humidity between [0.6] and [0.8]",
"Occurs at temperature between [-0.7] and [-0.4] and humidity between [0.4] and [0.6]",
"Occurs at temperature between [-0.6] and [-0.4] and humidity between [0.2] and [0.4]",
"Occurs at temperature between [-0.5] and [-0.4] and humidity between [0] and [0.2]",
"[+2] to Fertility for Map Generation",
"A Region is formed with at least [30]% [Tundra] tiles and [Snow] tiles, with priority [1]",
"Considered [Food] when determining start locations <in [Tundra] Regions>",
"Considered [Desirable] when determining start locations <in [Tundra] Regions>"]
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},
{
"name": "Desert",
"type": "Land",
"movementCost": 1,
"RGB": [ 230, 230, 113],
"uniques": ["Occurs at temperature between [-0.1] and [0.9] and humidity between [0] and [0.2]",
"Occurs at temperature between [0.1] and [0.8] and humidity between [0.2] and [0.3]",
"Occurs at temperature between [0.2] and [0.7] and humidity between [0.3] and [0.4]",
"Occurs at temperature between [0.4] and [0.6] and humidity between [0.4] and [0.5]",
"Occurs at temperature between [0.5] and [0.6] and humidity between [0.5] and [0.7]",
"[+1] to Fertility for Map Generation",
"A Region is formed with at least [25]% [Desert] tiles, with priority [4]",
"Considered [Undesirable] when determining start locations <in all except [Desert] Regions>"]
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},
{
"name": "Lakes",
"type": "Water",
"food": 2,
"gold": 1,
"RGB": [ 123, 202, 226],
"uniques": ["Fresh water",
"Considered [Food] when determining start locations",
"Considered [Desirable] when determining start locations"]
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},
{
"name": "Mountain",
"type": "Land",
"impassable": true,
"defenceBonus": 0.25,
"RGB": [120, 120, 120],
"uniques": ["Rough terrain",
"Has an elevation of [4] for visibility calculations",
"Occurs in chains at high elevations",
"Units ending their turn on this terrain take [50] damage",
"Always Fertility [-2] for Map Generation",
"Considered [Undesirable] when determining start locations"]
},
{
"name": "Snow",
"type": "Land",
"movementCost": 1,
"RGB": [231, 242, 249],
"uniques": ["Occurs at temperature between [-1] and [-0.9] and humidity between [0] and [1]",
"Occurs at temperature between [-0.9] and [-0.8] and humidity between [0] and [0.8]",
"Occurs at temperature between [-0.8] and [-0.7] and humidity between [0] and [0.6]",
"Occurs at temperature between [-0.7] and [-0.6] and humidity between [0] and [0.4]",
"Occurs at temperature between [-0.6] and [-0.5] and humidity between [0] and [0.2]",
"Always Fertility [-1] for Map Generation",
"Considered [Undesirable] when determining start locations"]
},
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// Terrain features
{
"name": "Hill",
"type": "TerrainFeature",
"production": 2,
"movementCost": 2,
"overrideStats": true,
"defenceBonus": 0.25,
"RGB": [105,125,72],
"occursOn": ["Tundra","Plains","Grassland","Desert","Snow"],
"uniques": ["Rough terrain",
"[+5] Strength for cities built on this terrain",
"Has an elevation of [2] for visibility calculations",
"Occurs in groups around high elevations",
"[+1] to Fertility for Map Generation",
"A Region is formed with at least [40]% [Hill] tiles, with priority [5]",
"Base Terrain on this tile is not counted for Region determination",
"Considered [Desirable] when determining start locations",
"Considered [Production] when determining start locations"]
},
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{
"name": "Forest",
"type": "TerrainFeature",
"production": 1,
"food": 1,
"movementCost": 2,
"overrideStats": true,
"unbuildable": true,
"defenceBonus": 0.25,
"occursOn": ["Tundra","Plains","Grassland","Hill"],
"uniques": ["Rough terrain",
"Provides a one-time Production bonus to the closest city when cut down",
"Blocks line-of-sight from tiles at same elevation",
"Resistant to nukes", "Can be destroyed by nukes",
"A Region is formed with at least [30]% [Forest] tiles, with priority [3]",
"A Region is formed with at least [35]% [Forest] tiles and [Jungle] tiles, with priority [3]",
"A Region can not contain more [Jungle] tiles than [Forest] tiles",
"Considered [Desirable] when determining start locations",
"Considered [Production] when determining start locations",
"Considered [Food] when determining start locations <in [Forest] Regions>",
"Considered [Food] when determining start locations <in [Tundra] Regions>"],
"civilopediaText": [{"text":"A Camp can be built here without cutting it down", "link":"Improvement/Camp"}]
},
{
"name": "Jungle",
"type": "TerrainFeature",
"food": 2,
"movementCost": 2,
"overrideStats": true,
"unbuildable": true,
"defenceBonus": 0.25,
"occursOn": ["Plains","Grassland"],
"uniques": ["Rough terrain",
"Blocks line-of-sight from tiles at same elevation",
"Resistant to nukes", "Can be destroyed by nukes",
"[-1] to Fertility for Map Generation",
"A Region is formed with at least [30]% [Jungle] tiles, with priority [2]",
"A Region is formed with at least [35]% [Jungle] tiles and [Forest] tiles, with priority [2]",
"A Region can not contain more [Forest] tiles than [Jungle] tiles",
"Considered [Food] when determining start locations <in all except [Grassland] Regions>",
"Considered [Desirable] when determining start locations <in all except [Grassland] Regions>"]
},
{
"name": "Marsh",
"type": "TerrainFeature",
"food": -1,
"movementCost": 3,
"unbuildable": true,
"defenceBonus": -0.15,
"occursOn": ["Grassland"],
"uniques": ["Rare feature",
"[-2] to Fertility for Map Generation"],
"civilopediaText": [{"text":"Only Polders can be built here", "link":"Improvement/Polder"}]
},
{
"name": "Fallout",
"type": "TerrainFeature",
"movementCost": 2,
"unbuildable": true,
"uniques": ["Nullifies all other stats this tile provides", "Doesn't generate naturally"],
// For map editor only - the generator won't place it without code or enabling uniques
// If the map generator is ever updated to always take these into account, it should also take the "Doesn't generate naturally" unique into account
"occursOn": ["Grassland","Plains","Desert","Tundra","Snow","Forest","Jungle","Hill","Flood plains","Marsh","Oasis"]
"defenceBonus": -0.15
},
{
"name": "Oasis",
"type": "TerrainFeature",
"food": 3,
"gold": 1,
"movementCost": 1,
"unbuildable": true,
"defenceBonus": -0.1,
Aztecs and some other things (#3033) * Added icons * [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis * [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens * [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104 Jaguar by Red11 Reused slinger icon for Slinger Withdraw * Added buildings and uniques for them garden - bonus building of the Medieval Era. City "Must border a source of fresh water" Temple of Artemis - World wonder of the Ancient era Floating Gardens - Aztec unique building, replaces Water Mill "[+1 Science] Per [2] Population in this city" - for Library and Public School "+[]% great person generation in this city" - for garden "Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis "+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis "+[10]% growth in capital" - now has parameter "+[15]% Production when constructing [ranged units]" - "ranged units" now valid param "[stats] once [tech] is discovered" - Petra and Mughal Fort have it "[+1 Production] from [River] tiles in this city"] - now can use "River" - for Hydro plant * Added Jaguar - Aztec unique unit New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her Implemented "Culture for the empire from each enemy unit killed" tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique * Added Aztecs * Update template.properties * update template.properties * update template.properties * update template.properties
2020-08-31 01:02:59 +07:00
"occursOn": ["Desert"],
"uniques": ["Fresh water", "Rare feature",
"Only [All Road] improvements may be built on this tile",
"Always Fertility [4] for Map Generation",
"Considered [Food] when determining start locations",
"Considered [Desirable] when determining start locations"]
},
{
"name": "Flood plains",
"type": "TerrainFeature",
"food": 2,
"movementCost": 1,
"defenceBonus": -0.1,
"occursOn": ["Desert"],
"uniques": ["Always Fertility [5] for Map Generation",
"Considered [Food] when determining start locations",
"Considered [Desirable] when determining start locations"]
},
{
"name": "Ice",
"type": "TerrainFeature",
"impassable": true,
"overrideStats": true,
"occursOn": ["Ocean", "Coast"],
"uniques": ["[-1] to Fertility for Map Generation",
"Considered [Undesirable] when determining start locations"]
},
{
"name": "Atoll",
"type": "TerrainFeature",
"movementCost": 1,
"food": 1,
"production": 1,
"occursOn": ["Coast"],
"uniques": ["Rare feature"]
},
// Natural Wonders
{
"name": "Great Barrier Reef",
"type": "NaturalWonder",
"food": 2,
"production": 1,
"gold": 1,
"science": 2,
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"occursOn": ["Ocean"],
"uniques": ["Must be adjacent to [1] to [6] [Coast] tiles",
"Must be adjacent to [6] [Water] tiles",
"Occurs on latitudes from [10] to [70] percent of distance equator to pole",
"Occurs in groups of [2] to [2] tiles"],
"turnsInto": "Coast",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Old Faithful",
"type": "NaturalWonder",
"science": 2,
"happiness": 3,
"occursOn": ["Grassland","Plains","Tundra","Mountain"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] to [4] [Mountain] tiles",
"Must be adjacent to [3] to [6] [Elevated] tiles",
"Must be adjacent to [0] to [3] [Desert] tiles",
"Must be adjacent to [0] to [3] [Tundra] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "El Dorado",
"type": "NaturalWonder",
"culture": 5,
"overrideStats": true,
"occursOn": ["Plains"],
"turnsInto": "Plains",
"impassable": true,
"unbuildable": true,
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [1] to [6] [Jungle] tiles",
"Grants 500 Gold to the first civilization to discover it"],
"weight": 2
},
Aztecs and some other things (#3033) * Added icons * [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis * [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens * [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104 Jaguar by Red11 Reused slinger icon for Slinger Withdraw * Added buildings and uniques for them garden - bonus building of the Medieval Era. City "Must border a source of fresh water" Temple of Artemis - World wonder of the Ancient era Floating Gardens - Aztec unique building, replaces Water Mill "[+1 Science] Per [2] Population in this city" - for Library and Public School "+[]% great person generation in this city" - for garden "Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis "+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis "+[10]% growth in capital" - now has parameter "+[15]% Production when constructing [ranged units]" - "ranged units" now valid param "[stats] once [tech] is discovered" - Petra and Mughal Fort have it "[+1 Production] from [River] tiles in this city"] - now can use "River" - for Hydro plant * Added Jaguar - Aztec unique unit New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her Implemented "Culture for the empire from each enemy unit killed" tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique * Added Aztecs * Update template.properties * update template.properties * update template.properties * update template.properties
2020-08-31 01:02:59 +07:00
{ // This will count as "Fresh water" in civ 6
"name": "Fountain of Youth",
"type": "NaturalWonder",
"happiness": 10,
"overrideStats": true,
"occursOn": ["Plains"],
"turnsInto": "Plains",
"impassable": true,
"unbuildable": true,
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Grants [Rejuvenation] ([all healing effects doubled]) to adjacent [{Military} {Land}] units for the rest of the game",
"Tile provides yield without assigned population"],
"weight": 1
},
{
"name": "Grand Mesa",
"type": "NaturalWonder",
"production": 2,
"gold": 3,
"occursOn": ["Plains","Desert","Tundra"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] [Grassland] tiles",
"Must be adjacent to [2] to [6] [Hill] tiles",
"Must be adjacent to [0] to [2] [Mountain] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Mount Fuji",
"type": "NaturalWonder",
"gold": 2,
"culture": 3,
"faith": 3,
"occursOn": ["Grassland","Plains"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] [Tundra] tiles",
"Must be adjacent to [0] [Desert] tiles",
"Must be adjacent to [0] [Mountain] tiles",
"Must be adjacent to [0] [Marsh] tiles",
"Must be adjacent to [0] to [2] [Hill] tiles",
"Must not be on [1] largest landmasses"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Krakatoa",
"type": "NaturalWonder",
"science": 5,
"occursOn": ["Ocean"],
"uniques": ["Must be adjacent to [1] to [6] [Coast] tiles",
"Must be adjacent to [0] [Ice] tiles",
"Neighboring tiles will convert to [Coast]"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Rock of Gibraltar",
"type": "NaturalWonder",
"food": 2,
"gold": 5,
"occursOn": ["Grassland"],
"uniques": ["Must be adjacent to [1] to [5] [Coast] tiles",
"Must be adjacent to [1] [Mountain] tiles",
"Neighboring tiles except [Mountain] will convert to [Coast]"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Cerro de Potosi",
"type": "NaturalWonder",
"gold": 10,
"occursOn": ["Plains","Mountain"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [1] to [6] [Hill] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 5
},
{
"name": "Barringer Crater",
"type": "NaturalWonder",
"gold": 2,
"science": 3,
"occursOn": ["Desert","Tundra"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] [Grassland] tiles",
"Must be adjacent to [0] to [2] [Mountain] tiles",
"Must be adjacent to [0] to [4] [Elevated] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
// G&K Wonders
{
"name": "Mount Kailash",
"type": "NaturalWonder",
"faith": 6,
"happiness": 2,
"occursOn": ["Plains","Grassland"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] [Marsh] tiles",
"Must be adjacent to [0] to [1] [Desert] tiles",
"Must be adjacent to [4] to [6] [Elevated] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Mount Sinai",
"type": "NaturalWonder",
"faith": 8,
"occursOn": ["Desert","Plains"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] [Grassland] tiles",
"Must be adjacent to [0] [Tundra] tiles",
"Must be adjacent to [0] [Marsh] tiles",
"Must be adjacent to [3] to [6] [Desert] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Sri Pada",
"type": "NaturalWonder",
"food": 2,
"faith": 4,
"happiness": 2,
"occursOn": ["Plains","Grassland"],
"uniques": ["Must be adjacent to [0] [Tundra] tiles",
"Must be adjacent to [0] [Desert] tiles",
"Must be adjacent to [0] [Marsh] tiles",
"Must not be on [1] largest landmasses"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
{
"name": "Uluru",
"type": "NaturalWonder",
"food": 2,
"faith": 6,
"occursOn": ["Plains","Desert"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] [Grassland] tiles",
"Must be adjacent to [0] [Tundra] tiles",
"Must be adjacent to [0] [Marsh] tiles",
"Must be adjacent to [3] to [6] [Plains] tiles"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"weight": 10
},
/*
// BNW wonders
{
"name": "King Solomon's Mines",
"type": "NaturalWonder",
"production": 6,
"overrideStats": true,
"occursOn": ["Plains","Desert"],
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [0] to [2] [Mountain] tiles"],
"turnsInto": "Plains",
"impassable": true,
"unbuildable": true,
"weight": 4
},
{// Will be introduced in Brave New World. Despite being a lake, it cannot be sailed on and it blocks line of sight like a mountain.
Aztecs and some other things (#3033) * Added icons * [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis * [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens * [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104 Jaguar by Red11 Reused slinger icon for Slinger Withdraw * Added buildings and uniques for them garden - bonus building of the Medieval Era. City "Must border a source of fresh water" Temple of Artemis - World wonder of the Ancient era Floating Gardens - Aztec unique building, replaces Water Mill "[+1 Science] Per [2] Population in this city" - for Library and Public School "+[]% great person generation in this city" - for garden "Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis "+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis "+[10]% growth in capital" - now has parameter "+[15]% Production when constructing [ranged units]" - "ranged units" now valid param "[stats] once [tech] is discovered" - Petra and Mughal Fort have it "[+1 Production] from [River] tiles in this city"] - now can use "River" - for Hydro plant * Added Jaguar - Aztec unique unit New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her Implemented "Culture for the empire from each enemy unit killed" tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique * Added Aztecs * Update template.properties * update template.properties * update template.properties * update template.properties
2020-08-31 01:02:59 +07:00
"name": "Lake Victoria",
"type": "NaturalWonder",
"food": 6,
"occursOn": ["Plains"],
Aztecs and some other things (#3033) * Added icons * [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis * [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens * [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104 Jaguar by Red11 Reused slinger icon for Slinger Withdraw * Added buildings and uniques for them garden - bonus building of the Medieval Era. City "Must border a source of fresh water" Temple of Artemis - World wonder of the Ancient era Floating Gardens - Aztec unique building, replaces Water Mill "[+1 Science] Per [2] Population in this city" - for Library and Public School "+[]% great person generation in this city" - for garden "Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis "+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis "+[10]% growth in capital" - now has parameter "+[15]% Production when constructing [ranged units]" - "ranged units" now valid param "[stats] once [tech] is discovered" - Petra and Mughal Fort have it "[+1 Production] from [River] tiles in this city"] - now can use "River" - for Hydro plant * Added Jaguar - Aztec unique unit New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her Implemented "Culture for the empire from each enemy unit killed" tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique * Added Aztecs * Update template.properties * update template.properties * update template.properties * update template.properties
2020-08-31 01:02:59 +07:00
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"uniques": ["Fresh water","Must be adjacent to [0] [Coast] tiles"],
"weight": 10
},
{
"name": "Mount Kilimanjaro",
"type": "NaturalWonder",
"food": 3,
"culture": 2,
"occursOn": ["Plains","Grassland"],
"turnsInto": "Mountain",
"impassable": true,
"unbuildable": true,
"uniques": ["Must be adjacent to [0] [Coast] tiles",
"Must be adjacent to [2] to [6] [Hill] tiles",
"Must be adjacent to [0] to [2] [Mountain] tiles",
"Grants [Altitude Training] ([double movement and +10% Strength in hills]) to adjacent [Land] units for the rest of the game"],
"weight": 10
Aztecs and some other things (#3033) * Added icons * [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis * [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens * [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104 Jaguar by Red11 Reused slinger icon for Slinger Withdraw * Added buildings and uniques for them garden - bonus building of the Medieval Era. City "Must border a source of fresh water" Temple of Artemis - World wonder of the Ancient era Floating Gardens - Aztec unique building, replaces Water Mill "[+1 Science] Per [2] Population in this city" - for Library and Public School "+[]% great person generation in this city" - for garden "Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis "+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis "+[10]% growth in capital" - now has parameter "+[15]% Production when constructing [ranged units]" - "ranged units" now valid param "[stats] once [tech] is discovered" - Petra and Mughal Fort have it "[+1 Production] from [River] tiles in this city"] - now can use "River" - for Hydro plant * Added Jaguar - Aztec unique unit New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her Implemented "Culture for the empire from each enemy unit killed" tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique * Added Aztecs * Update template.properties * update template.properties * update template.properties * update template.properties
2020-08-31 01:02:59 +07:00
}
*/
]