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

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[
{
"name": "Tradition",
"era": "Ancient era",
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"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 the 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",
"uniques": ["+[10]% growth [in capital]", "[+2 Food] [in capital]"],
"requires": ["Legalism"],
"row": 2,
"column": 2
},
{
"name": "Monarchy",
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"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]","Immediately creates a [Aqueduct] in each of your first [4] cities for free"]
}
]
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},
{
"name": "Liberty",
"era": "Ancient era",
"uniques": ["[+1 Culture] [in all cities]"],
"policies": [
{
"name": "Republic",
"uniques": ["[+1 Production] [in all cities]", "+[5]% Production when constructing [Buildings]"],
"row": 1,
"column": 1
},
{
"name": "Citizenship",
"uniques": ["[-25]% tile improvement construction time", "Free [Worker] appears"],
"row": 1,
"column": 4
},
{
"name": "Collective Rule",
"uniques": ["+[50]% Production when constructing [Settler] units [in capital]", "Free [Settler] appears"],
"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]", "Unhappiness from population decreased by [5]% [in all non-occupied cities]"],
"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": ["+[33]% Strength vs [Barbarians]", "Earn [100]% of killed [Barbarian] unit's [Strength] as [Culture]",
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"Notified of new Barbarian encampments"],
"policies": [
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{
"name": "Warrior Code",
"uniques":["+[15]% Production when constructing [Melee] units [in all cities]", "Free [Great General] appears"],
"row": 1,
"column": 2
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},
{
"name": "Discipline",
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"uniques":["[+15]% 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",
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"uniques": ["[+1 Happiness, +2 Culture] [in all cities with a garrison]"],
"requires": ["Discipline"],
"row": 2,
"column": 4
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},
{
"name": "Professional Army",
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"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
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},
{
"name": "Honor Complete",
"uniques": ["Earn [10]% of killed [Military] unit's [Cost] as [Gold]"]
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}
]
},{
"name": "Piety",
"era": "Classical era",
"uniques": ["+[15]% Production when constructing [Culture] buildings", "Incompatible with [Rationalism]"],
"policies": [
{
"name": "Organized Religion",
"uniques": ["[+1 Happiness] from every [Monument]","[+1 Happiness] from every [Amphitheater]",
"[+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 [Amphitheater]"],
"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 ",
// Yes, there is a space behind this word, and yes, this is necessary
// This is, because at the time of writing there existed another policy called 'Patronage' that was recently deprecated
// It would, however, still be possible for save-files to contain this policy
// Therefore, we had to differentiate between these two, and this was the least intrusive way to do so
// NOTE: If you remove the space here, also remove the extra space between 'patronage' and 'complete' in the 'patronage complete' policy.
// Otherwise, weird stuff will happen.
"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"],
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"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",
// This extra space is intentional, see above.
"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!]"]
// This triggers a global alert in the G&K game also, based on my memory of playing it
}
]
},
{
"name": "Commerce",
"uniques": ["+[25]% [Gold] [in capital]"],
"era": "Medieval era",
"policies": [
{
"name": "Naval Tradition",
"uniques": ["+[1] Movement for all [{Military} {Water}] units", "+[1] Sight for all [{Military} {Water}] units",
"Free [Great Admiral] appears", "+[2] Movement for all [Great Admiral] units"
],
"row": 1,
"column": 2
},
{
"name": "Trade Unions",
"uniques": ["Maintenance on roads & railroads reduced by [33]%", "[+2 Gold] from each Trade Route"],
"row": 1,
"column": 4
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},
{
"name": "Merchant Navy",
"uniques": ["[+3 Production] [in all coastal cities]"],
"requires": ["Naval Tradition"],
"row": 2,
"column": 2
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},
{
"name": "Mercantilism",
"uniques": ["Cost of purchasing items in cities reduced by [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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},
{
"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"],
"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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},
{
"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"],
"row": 1,
"column": 5
},
{
"name": "Free Speech",
"uniques": ["[8] units cost no maintenance"],
"requires": ["Constitution"],
"row": 2,
"column": 1
},
{
"name": "Democracy",
"uniques": ["Specialists only produce [50]% of normal unhappiness"],
"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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},
{
"name": "Autocracy",
"era": "Industrial era",
"uniques": ["-[33]% unit upkeep costs", "Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately",
"Incompatible with [Order]", "Incompatible with [Freedom]"],
"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",
"uniques": ["Gold cost of purchasing [All] units -[33]%"],
"row": 1,
"column": 5
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},
{
"name": "Fascism",
"uniques": ["Quantity of strategic resources produced by the empire +[100]%", "+[2] Movement for all [Great General] units"],
"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]"],
// There are also some uniques regarding espoinage, which as of this writing is not yet implemented
"requires": ["Militarism"],
"row": 2,
"column": 5
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},
{
"name": "Total War",
"uniques": ["+[25]% Production when constructing [Military] units [in all cities]", "New [Military] units start with [15] Experience"],
"requires": ["Police State","Fascism"],
"row": 3,
"column": 4
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},
{
"name": "Autocracy Complete",
"uniques": ["+[25]% attack strength to all [Military] units for [50] turns"]
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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",
"uniques": ["+[25]% [Science] from every [Factory]", "+[100]% Production when constructing a [Factory]"],
"row": 1,
"column": 3
},
{
"name": "Nationalism",
"uniques": ["+[15]% Strength for units fighting in [Friendly Land]"],
"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"],
"uniques": ["[+1 Production] [in all cities]", "[+1 Production] from every [Mine]", "[+1 Production] from every [Quarry]"],
"row": 3,
"column": 3
},
{
"name": "Order Complete",
"uniques": ["[+2 Food, +2 Production, +2 Science, +2 Gold, +2 Culture] [in all cities]"]
}
]
}
]