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

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[
{
"name": "Tradition",
"era": "Ancient era",
"uniques": ["[+3 Culture] in capital", "-[25]% Culture cost of acquiring tiles [in all cities]"],
"policies": [
{
"name": "Aristocracy",
"uniques": ["+[15]% Production when constructing [Wonders]", "[+1 Happiness] per [10] population in all cities"],
"row": 1,
"column": 1
},
{
"name": "Legalism",
"uniques":["Immediately creates a cheapest available cultural building in each of your first 4 cities for free"],
"row": 1,
"column": 3
},
{
"name": "Oligarchy",
"uniques": ["Units in cities cost no Maintenance", "+50% attacking strength for cities with garrisoned units"],
"row": 1,
"column": 5
},
{
"name": "Landed Elite",
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
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"uniques": ["+[10]% growth in capital", "[+2 Food] in capital"],
"requires": ["Legalism"],
"row": 2,
"column": 2
},
{
"name": "Monarchy",
"uniques": ["+1 gold and -1 unhappiness for every 2 citizens in capital"],
"requires": ["Legalism"],
"row": 2,
"column": 4
},
{
"name": "Tradition Complete",
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
"uniques": ["+[15]% growth in all cities","[+2 Food] in all cities"]
}
]
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},
{
"name": "Liberty",
"era": "Ancient era",
"uniques": ["[+1 Culture] in all cities"],
"policies": [
{
"name": "Collective Rule",
"uniques": ["+[50]% Production when constructing [Settler] units [in capital]", "Free [Settler] appears"],
"row": 1,
"column": 1
},
{
"name": "Citizenship",
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"uniques": ["Tile improvement speed +25%", "Free [Worker] appears"],
"row": 1,
"column": 4
},
{
"name": "Republic",
"uniques": ["[+1 Production] in all cities", "+[5]% Production when constructing [Buildings]"],
"requires": ["Collective Rule"],
"row": 2,
"column": 1
},
{
"name": "Representation",
"uniques": ["Each city founded increases culture cost of policies [33]% less than normal", "Empire enters golden age"],
"requires": ["Citizenship"],
"row": 2,
"column": 3
},
{
"name": "Meritocracy",
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"uniques": ["+1 happiness for every city connected to capital", "Unhappiness from population decreased by [5]%"],
"requires": ["Citizenship"],
"row": 2,
"column": 5
},
{
"name": "Liberty Complete",
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"uniques": ["Free Great Person"]
}
]
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},
{
"name": "Honor",
"era": "Ancient era",
"uniques": ["+25% bonus vs Barbarians", "Earn [100]% of [Barbarian] opponent's [Strength] as [Culture] for kills", "Notified of new Barbarian encampments"],
"policies": [
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{
"name": "Warrior Code",
"uniques":["+[20]% Production when constructing [Melee] units"],
"row": 1,
"column": 2
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},
{
"name": "Discipline",
"uniques":["+15% combat strength for melee units which have another military unit in an adjacent tile"],
"row": 1,
"column": 4
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},
{
"name": "Military Tradition",
"uniques":["[Military] units gain [50]% more Experience from combat"],
"requires": ["Warrior Code"],
"row": 2,
"column": 2
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},
{
"name": "Military Caste",
"uniques": ["[+1 Happiness, +2 Culture] in all cities with a garrison"],
"requires": ["Discipline"],
"row": 2,
"column": 4
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},
{
"name": "Professional Army",
"uniques": ["Gold cost of upgrading military units reduced by 33%"],
"requires": ["Military Caste"],
"row": 3,
"column": 4
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},
{
"name": "Honor Complete",
"uniques": ["Earn [10]% of [military] opponent's [Cost] as [Gold] for kills"],
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}
]
},{
"name": "Piety",
"era": "Classical era",
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"uniques": ["+[15]% Production when constructing [Culture] buildings"],
"policies": [
{
"name": "Organized Religion",
"uniques": ["[+1 Happiness] from every [Monument]","[+1 Happiness] from every [Temple]",
"[+1 Happiness] from every [Monastery]"],
"row": 1,
"column": 2
},
{
"name": "Mandate Of Heaven",
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"uniques": ["50% of excess happiness added to culture towards policies"],
"row": 1,
"column": 5
},
{
"name": "Theocracy",
"uniques": ["+[10]% [Gold] from every [Temple]"],
"requires": ["Organized Religion"],
"row": 2,
"column": 1
},
{
"name": "Reformation",
"uniques": ["+[33]% [Culture] [in all cities with a world wonder]", "Empire enters golden age"],
"requires": ["Organized Religion"],
"row": 2,
"column": 3
},
{
"name": "Free Religion",
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"uniques": ["[+1 Culture] from every [Monument]", "[+1 Culture] from every [Temple]", "[+1 Culture] from every [Monastery]",
"Free Social Policy"],
"requires": ["Mandate Of Heaven","Reformation"],
"row": 3,
"column": 4
},
{
"name": "Piety Complete",
"uniques": ["Culture cost of adopting new Policies reduced by [10]%"]
}
]
},/*{
"name": "Patronage",
"era": "Classical era",
"uniques": ["City-State Influence degrades [25]% slower"],
"policies": [
{
"name": "Philantropy",
"uniques":["Gifts of Gold to City-States generate [25]% more Influence"],
"row": 1,
"column": 2
},
{
"name": "Aesthetics",
"uniques":["Resting point for Influence with City-States is increased by [20]"],
"row": 1,
"column": 4
},
{
"name": "Scholasticism",
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"uniques":["Allied City-States provide Science equal to [25]% of what they produce for themselves"],
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"requires": ["Philantropy"],
"row": 2,
"column": 2
},
{
"name": "Cultural Diplomacy",
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"uniques": ["Quantity of Resources gifted by City-States increased by [100]%"],
"requires": ["Scholasticism"],
"row": 3,
"column": 2
},
{
"name": "Educated Elite",
"requires": ["Scholasticism","Aesthetics"],
"row": 3,
"column": 4
},
{
"name": "Patronage Complete"
}
]
},*/
{
"name": "Commerce",
"uniques": ["+[25]% [Gold] [in capital]"],
"era": "Medieval era",
"policies": [
{
"name": "Trade Unions",
"uniques": ["Maintenance on roads & railroads reduced by [33]%", "[+2 Gold] from each Trade Route"],
"row": 1,
"column": 2
},
{
"name": "Mercantilism",
"uniques": ["Cost of purchasing items in cities reduced by [25]%"],
"row": 1,
"column": 5
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},
{
"name": "Entrepreneurship",
"uniques": ["[Great Merchant] is earned [25]% faster", "[+1 Science] from every [Mint]", "[+1 Science] from every [Market]",
"[+1 Science] from every [Bank]", "[+1 Science] from every [Stock Exchange]" ],
"requires": ["Trade Unions"],
"row": 2,
"column": 2
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},
{
"name": "Patronage",
"uniques": ["Cost of purchasing [Culture] buildings reduced by [50]%"],
"requires": ["Mercantilism"],
"row": 2,
"column": 5
},
{
"name": "Protectionism",
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"uniques": ["+1 happiness from each type of luxury resource"],
"requires": ["Entrepreneurship","Patronage"],
"row": 3,
"column": 3
},
{
"name": "Commerce Complete",
"uniques": ["[+1 Gold] from every [Trading post]", "Double gold from Great Merchant trade missions"]
}
]
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},
{
"name": "Rationalism",
"era": "Renaissance era",
"uniques": ["Production to science conversion in cities increased by 33%"],
"policies": [
{
"name": "Secularism",
"uniques": ["[+2 Science] from every specialist"],
"row": 1,
"column": 2
},
{
"name": "Humanism",
"uniques": ["[+1 Happiness] from every [University]","[+1 Happiness] from every [Observatory]",
"[+1 Happiness] from every [Public School]"],
"row": 1,
"column": 5
},
{
"name": "Free Thought",
"uniques": ["[+1 Science] from every [Trading post]", "+[17]% [Science] from every [University]"],
"requires": ["Secularism"],
"row": 2,
"column": 1
},
{
"name": "Sovereignty",
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"uniques": ["+15% science while empire is happy"],
"requires": ["Humanism"],
"row": 2,
"column": 5
},
{
"name": "Scientific Revolution",
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"uniques": ["Science gained from research agreements +50%"],
"requires": ["Free Thought"],
"row": 3,
"column": 1
},
{
"name": "Rationalism Complete",
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"uniques": ["[+1 Gold] from all [Science] buildings"]
}
]
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},
/*{
"name": "Order",
"era": "Industrial era",
"policies": [
{
"name": "Nationalism",
"row": 1,
"column": 1
},
{
"name": "United Front",
"row": 1,
"column": 3
},
{
"name": "Planned Economy",
"row": 2,
"column": 5
},
{
"name": "Socialism",
"requires": ["Planned Economy"],
"row": 2,
"column": 3
},
{
"name": "Communism",
"requires": ["Socialism"],
"row": 3,
"column": 3
},
{
"name": "Order Complete", Gold and Culture per city"
}
]
},*/
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{
"name": "Freedom",
"era": "Renaissance era",
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"uniques": ["+[25]% great person generation in all cities"],
"policies": [
{
"name": "Constitution",
"uniques": ["[+2 Culture] from every Wonder"],
"row": 1,
"column": 1
},
{
"name": "Universal Suffrage",
"uniques": ["[+1 Production] per [5] population in all cities"],
"row": 1,
"column": 3
},
{
"name": "Civil Society",
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"uniques": ["-50% food consumption by specialists"],
"row": 1,
"column": 5
},
{
"name": "Free Speech",
"uniques": ["[+1 Culture] per [2] population in all cities"],
"requires": ["Constitution"],
"row": 2,
"column": 1
},
{
"name": "Democracy",
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"uniques": ["Specialists produce half normal unhappiness"],
"requires": ["Civil Society"],
"row": 2,
"column": 5
},
{
"name": "Freedom Complete",
"uniques": ["Tile yield from Great Improvements +100%", "Golden Age length increased by [50]%"]
}
]
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},
{
"name": "Autocracy",
"era": "Industrial era",
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"uniques": ["-33% unit upkeep costs"],
"policies": [
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{
"name": "Populism",
Unified Unit Category Checking For Uniques (#3238) * Starting unified unit category checking. This will increase flexibility with uniques as well as cut down on uniques that have only a slightly different way of checking unit categories. Things currently checked by the category checking method are: Type of unit Name of unit Whether unit is wounded If the unit is land, water, or air "Bonus vs City y%" still works currently. Uniques that have been changed/added to use this category checking method so far are: "Bonus vs x y%" "[] units deal +[]% damage" (parameterization of "Wounded military units deal +25% damage") "[] units gain the [] promotion" If PR approved, using this method for more uniques would be a good idea. Commented as depecrated are these uniques "+[]% Strength vs []" (this has not been used in json files) "Wounded military units deal +25% damage" (policies json file was updated to use parameterized version) The following was added to template.properties for translating modifiers: Air Wounded * translation ending with a space * -Changed matchesCategory method for CityCombatant to what was suggested -Changed matchesCategory method for MapUnitCombatant to what was suggested -Use type.name instead of type.toString().toLowerCase() -Lowercasing is no longer allowed for type names and unit names. I kept the lower cased versions of wounded, land, water, and air for compatibility as several of the uniques are phrased like "Bonus vs land units 25%" and such and have entries in template.properties (ie. land units = ). * -Lowercasing is no longer allowed. For wounded, land, water or air, you have to either use the capitalized version (ie. "Wounded") or lower case with units (ie. "wounded units"). This lets preexisting uniques that use "wounded units" etc still work while also letting people use the singular capitalized word (ie. "Wounded") for other uniques. * fixed missing check for wounded units
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"uniques": ["[Wounded] units deal +[25]% damage"],
"row": 1,
"column": 1
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},
{
"name": "Militarism",
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"uniques": ["Gold cost of purchasing units -33%"],
"row": 1,
"column": 5
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},
{
"name": "Fascism",
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"uniques": ["Quantity of strategic resources produced by the empire increased by 100%"],
"requires": ["Populism","Militarism"],
"row": 2,
"column": 3
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},
{
"name": "Police State",
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"uniques": ["[+3 Happiness] from every [Courthouse]", "+[100]% Production when constructing [Courthouse]"],
"requires": ["Militarism"],
"row": 2,
"column": 5
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},
{
"name": "Total War",
"uniques": ["+[15]% Production when constructing [Military] units", "New [Military] units start with [15] Experience"],
"requires": ["Police State","Fascism"],
"row": 3,
"column": 4
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},
{
"name": "Autocracy Complete",
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"uniques": ["+20% attack bonus to all Military Units for 30 turns"]
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}
]
}
]