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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" ,
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"uniques" : [ "[+15]% Production when constructing [All] wonders [in all cities]" , "[+1 Happiness] per [10] population [in all cities]" ] ,
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"row" : 1 ,
"column" : 1
} ,
{
"name" : "Legalism" ,
"uniques" : [ "Provides the cheapest [Culture] building in 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" ,
"uniques" : [ "[+10]% growth [in capital]" , "[+2 Food] [in capital]" ] ,
"requires" : [ "Legalism" ] ,
"row" : 2 ,
"column" : 2
} ,
{
"name" : "Monarchy" ,
"uniques" : [ "[+1 Gold, +1 Happiness] per [2] population [in capital]" ] ,
"requires" : [ "Legalism" ] ,
"row" : 2 ,
"column" : 4
} ,
{
"name" : "Tradition Complete" ,
"uniques" : [ "[+15]% growth [in all cities]" , "Provides a [Aqueduct] in your first [4] cities for free" ]
}
]
} ,
{
"name" : "Liberty" ,
"era" : "Ancient era" ,
"uniques" : [ "[+1 Culture] [in all cities]" ] ,
"policies" : [
{
"name" : "Republic" ,
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"uniques" : [ "[+1 Production] [in all cities]" , "[+5]% Production when constructing [All] buildings [in all cities]" ] ,
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"row" : 1 ,
"column" : 1
} ,
{
"name" : "Citizenship" ,
"uniques" : [ "[-25]% tile improvement construction time" , "Free [Worker] appears" ] ,
"row" : 1 ,
"column" : 4
} ,
{
"name" : "Collective Rule" ,
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"uniques" : [ "[+50]% Production when constructing [Settler] units [in capital]" , "Free [Settler] appears" ] ,
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"requires" : [ "Republic" ] ,
"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" ,
"uniques" : [ "[+1 Happiness] [in all cities connected to capital]" , "[-5]% unhappiness from population [in all non-occupied cities]" ] ,
"requires" : [ "Citizenship" ] ,
"row" : 2 ,
"column" : 5
} ,
{
"name" : "Liberty Complete" ,
"uniques" : [ "Free Great Person" ]
}
]
} ,
{
"name" : "Honor" ,
"era" : "Ancient era" ,
"uniques" : [ "[+33]% Strength <vs [Barbarian] units>" , "Earn [100]% of killed [Barbarian] unit's [Strength] as [Culture]" ,
"Notified of new Barbarian encampments" ] ,
"policies" : [
{
"name" : "Warrior Code" ,
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"uniques" : [ "[+15]% Production when constructing [Melee] units [in all cities]" , "Free [Great General] appears" ] ,
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"row" : 1 ,
"column" : 2
} ,
{
"name" : "Discipline" ,
"uniques" : [ "[+15]% Strength for [Melee] units which have another [Military] unit in an adjacent tile" ] ,
"row" : 1 ,
"column" : 4
} ,
{
"name" : "Military Tradition" ,
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"uniques" : [ "[+50]% XP gained from combat <for [Military] units>" ] ,
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"requires" : [ "Warrior Code" ] ,
"row" : 2 ,
"column" : 2
} ,
{
"name" : "Military Caste" ,
"uniques" : [ "[+1 Happiness, +2 Culture] [in all cities with a garrison]" ] ,
"requires" : [ "Discipline" ] ,
"row" : 2 ,
"column" : 4
} ,
{
"name" : "Professional Army" ,
"uniques" : [ "Gold cost of upgrading [Military] units reduced by [33]%" , "[+1 Happiness] from every [Walls]" ,
"[+1 Happiness] from every [Castle]" , "[+1 Happiness] from every [Arsenal]" , "[+1 Happiness] from every [Military Base]"
] ,
"requires" : [ "Military Caste" ] ,
"row" : 3 ,
"column" : 4
} ,
{
"name" : "Honor Complete" ,
"uniques" : [ "Earn [10]% of killed [Military] unit's [Cost] as [Gold]" ]
}
]
} , {
"name" : "Piety" ,
"era" : "Classical era" ,
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"uniques" : [ "[+100]% Production when constructing [Shrine] buildings [in all cities]" , "[+100]% Production when constructing [Temple] buildings [in all cities]" ,
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"Incompatible with [Rationalism]" ] ,
"policies" : [
{
"name" : "Organized Religion" ,
"uniques" : [ "[+1 Faith] from every [Shrine]" , "[+1 Faith] from every [Temple]" ] ,
"row" : 1 ,
"column" : 2
} ,
{
"name" : "Mandate Of Heaven" ,
"uniques" : [ "[50]% of excess happiness converted to [Culture]" ] ,
"row" : 1 ,
"column" : 5
} ,
{
"name" : "Theocracy" ,
"uniques" : [ "+[10]% [Gold] from every [Temple]" ] ,
"requires" : [ "Organized Religion" ] ,
"row" : 2 ,
"column" : 1
} ,
{
"name" : "Reformation" ,
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"uniques" : [ "[+33]% [Culture] [in all cities with a world wonder]" , "Empire enters golden age" ] ,
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"requires" : [ "Organized Religion" ] ,
"row" : 2 ,
"column" : 3
} ,
{
"name" : "Free Religion" ,
"uniques" : [ "Culture cost of adopting new Policies reduced by [10]%" ] ,
"requires" : [ "Mandate Of Heaven" , "Reformation" ] ,
"row" : 3 ,
"column" : 4
} ,
{
"name" : "Piety Complete" ,
"uniques" : [ "[Faith] cost of purchasing items in cities [-20]%" , "[+3 Gold, +3 Culture] from every [Holy site]" ]
}
]
} ,
{
"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" ,
"uniques" : [ "Allied City-States provide [Science] equal to [25]% of what they produce for themselves" ] ,
"requires" : [ "Philantropy" ] ,
"row" : 2 ,
"column" : 2
} ,
{
"name" : "Cultural Diplomacy" ,
"uniques" : [ "Quantity of Resources gifted by City-States increased by [100]%" ,
"Happiness from Luxury Resources gifted by City-States increased by [50]%" ] ,
"requires" : [ "Scholasticism" ] ,
"row" : 3 ,
"column" : 2
} ,
{
"name" : "Educated Elite" ,
"requires" : [ "Scholasticism" , "Aesthetics" ] ,
"uniques" : [ "Allied City-States will occasionally gift Great People" ] ,
"row" : 3 ,
"column" : 4
} ,
{
"name" : "Patronage Complete" ,
"uniques" : [ "Influence of all other civilizations with all city-states degrades [33]% faster" ,
"Triggers the following global alert: [Our influence with City-States has started dropping faster!]" ]
}
]
} ,
{
"name" : "Commerce" ,
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"uniques" : [ "[+25]% [Gold] [in capital]" ] ,
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"era" : "Medieval era" ,
"policies" : [
{
"name" : "Naval Tradition" ,
"uniques" : [ "[+1] Movement <for [{Military} {Water}] units>" , "[+1] Sight <for [{Military} {Water}] units>" ,
"Free [Great General] appears" , "[+2] Movement <for [Great Admiral] units>"
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// ToDo: Should be "Free [Great Admiral] appears"
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] ,
"row" : 1 ,
"column" : 2
} ,
{
"name" : "Trade Unions" ,
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"uniques" : [ "Maintenance on roads & railroads reduced by [33]%" , "[+1 Gold] from every [Harbor]" , "[+1 Gold] from every [Seaport]" ] ,
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"row" : 1 ,
"column" : 4
} ,
{
"name" : "Merchant Navy" ,
"uniques" : [ "[+3 Production] [in all coastal cities]" ] ,
"requires" : [ "Naval Tradition" ] ,
"row" : 2 ,
"column" : 2
} ,
{
"name" : "Mercantilism" ,
"uniques" : [ "[Gold] cost of purchasing items in cities [-25]%" , "[+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" : 4
} ,
{
"name" : "Protectionism" ,
"uniques" : [ "+[2] happiness from each type of luxury resource" ] ,
"requires" : [ "Mercantilism" ] ,
"row" : 3 ,
"column" : 4
} ,
{
"name" : "Commerce Complete" ,
"uniques" : [ "[+1 Gold] from every [Trading post]" , "Double gold from Great Merchant trade missions" ,
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"May buy [Great Merchant] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
}
]
} ,
{
"name" : "Rationalism" ,
"era" : "Renaissance era" ,
"uniques" : [ "[+15]% [Science] <while the empire is happy>" , "Incompatible with [Piety]" ] ,
"policies" : [
{
"name" : "Secularism" ,
"uniques" : [ "[+2 Science] from every specialist [in all cities]" ] ,
"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" ,
"uniques" : [ "[+1 Gold] from all [Science] buildings" ] ,
"requires" : [ "Humanism" ] ,
"row" : 2 ,
"column" : 5
} ,
{
"name" : "Scientific Revolution" ,
"uniques" : [ "Science gained from research agreements [+50]%" ] ,
"requires" : [ "Free Thought" ] ,
"row" : 3 ,
"column" : 1
} ,
{
"name" : "Rationalism Complete" ,
"uniques" : [ "[2] Free Technologies" ,
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"May buy [Great Scientist] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
}
]
} ,
{
"name" : "Freedom" ,
"era" : "Renaissance era" ,
"uniques" : [ "[+25]% great person generation [in all cities]" , "Incompatible with [Autocracy]" , "Incompatible with [Order]" ] ,
"policies" : [
{
"name" : "Constitution" ,
"uniques" : [ "[+2 Culture] from every Wonder" ] ,
"row" : 1 ,
"column" : 1
} ,
{
"name" : "Universal Suffrage" ,
"uniques" : [ "+[33]% Defensive Strength for cities" ] ,
"row" : 1 ,
"column" : 3
} ,
{
"name" : "Civil Society" ,
"uniques" : [ "[-50]% food consumption by specialists [in all cities]" ] ,
"row" : 1 ,
"column" : 5
} ,
{
"name" : "Free Speech" ,
"uniques" : [ "[8] units cost no maintenance" ] ,
"requires" : [ "Constitution" ] ,
"row" : 2 ,
"column" : 1
} ,
{
"name" : "Democracy" ,
"uniques" : [ "[-50]% unhappiness from specialists [in all cities]" ] ,
"requires" : [ "Civil Society" ] ,
"row" : 2 ,
"column" : 5
} ,
{
"name" : "Freedom Complete" ,
"uniques" : [ "+[100]% yield from every [Great Improvement]" , "Golden Age length increased by [50]%" ,
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"May buy [Great Artist] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
}
]
} ,
{
"name" : "Autocracy" ,
"era" : "Industrial era" ,
"uniques" : [ "[-33]% maintenance costs for [All] units" , "Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately" ,
"Incompatible with [Order]" , "Incompatible with [Freedom]" ] ,
"policies" : [
{
"name" : "Populism" ,
"uniques" : [ "[+25]% Strength <for [Wounded] units>" ] ,
"row" : 1 ,
"column" : 1
} ,
{
"name" : "Militarism" ,
"uniques" : [ "[Gold] cost of purchasing [All] units [-33]%" ] ,
"row" : 1 ,
"column" : 5
} ,
{
"name" : "Fascism" ,
"uniques" : [ "Quantity of strategic resources produced by the empire +[100]%" , "[+2] Movement <for [Great General] units>" ] ,
"requires" : [ "Populism" , "Militarism" ] ,
"row" : 2 ,
"column" : 3
} ,
{
"name" : "Police State" ,
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"uniques" : [ "[+3 Happiness] from every [Courthouse]" , "[+100]% Production when constructing [Courthouse] buildings [in all cities]" ] ,
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// There are also some uniques regarding espoinage, which as of this writing is not yet implemented
"requires" : [ "Militarism" ] ,
"row" : 2 ,
"column" : 5
} ,
{
"name" : "Total War" ,
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"uniques" : [ "[+25]% Production when constructing [Military] units [in all cities]" , "New [Military] units start with [15] Experience [in all cities]" ] ,
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"requires" : [ "Police State" , "Fascism" ] ,
"row" : 3 ,
"column" : 4
} ,
{
"name" : "Autocracy Complete" ,
"uniques" : [ "+[25]% attack strength to all [Military] units for [50] turns" ,
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"May buy [Great General] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>" ,
"May buy [Great Admiral] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
}
]
} ,
{
"name" : "Order" ,
"era" : "Industrial era" ,
"uniques" : [ "[+1 Happiness] [in all cities]" , "Incompatible with [Autocracy]" , "Incompatible with [Freedom]" ] ,
"policies" : [
{
"name" : "United Front" ,
"uniques" : [ "Militaristic City-States grant units [2] times as fast when you are at war with a common nation" ] ,
"row" : 1 ,
"column" : 1
} ,
{
"name" : "Planned Economy" ,
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"uniques" : [ "+[25]% [Science] from every [Factory]" , "[+100]% Production when constructing [Factory] buildings [in all cities]" ] ,
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"row" : 1 ,
"column" : 3
} ,
{
"name" : "Nationalism" ,
"uniques" : [ "[+15]% Strength <for [All] units> <when fighting in [Friendly Land] tiles>" ] ,
"row" : 1 ,
"column" : 5
} ,
{
"name" : "Socialism" ,
"requires" : [ "Planned Economy" ] ,
"uniques" : [ "-[15]% maintenance cost for buildings [in all cities]" ] ,
"row" : 2 ,
"column" : 3
} ,
{
"name" : "Communism" ,
"requires" : [ "Socialism" ] ,
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"uniques" : [ "[+2 Production] [in all cities]" , "[+1 Production] from every [Mine]" , "[+1 Production] from every [Quarry]" ] ,
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"row" : 3 ,
"column" : 3
} ,
{
"name" : "Order Complete" ,
"uniques" : [ "[+2 Food, +2 Production, +2 Science, +2 Gold, +2 Culture] [in all cities]" ,
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"May buy [Great Engineer] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
}
]
}
]