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[
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{
"name" : "Tradition" ,
"era" : "Ancient era" ,
"priorities" : {
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"Neutral" : 5 ,
"Cultural" : 5 ,
"Diplomatic" : 5 ,
"Domination" : 5 ,
"Scientific" : 5
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} ,
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"uniques" : [
"[+3 Culture] [in capital]" ,
"[-25]% Culture cost of natural border growth [in all cities]"
] ,
"policies" : [
{
"name" : "Aristocracy" ,
"uniques" : [
"[+15]% Production when constructing [All] wonders [in all cities]" ,
"[+1 Happiness] per [10] population [in all cities]"
] ,
"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" ,
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"[+50]% Strength for cities <with a garrison> <when attacking>" ,
"[-100]% weight to this choice for AI decisions"
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] ,
"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" ,
"priorities" : {
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"Neutral" : 10 ,
"Cultural" : 10 ,
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"Diplomatic" : 10 ,
"Domination" : 10 ,
"Scientific" : 10
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} ,
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"uniques" : [ "[+1 Culture] [in all cities]" ] ,
"policies" : [
{
"name" : "Republic" ,
"uniques" : [
"[+1 Production] [in all cities]" ,
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"[+5]% Production when constructing [All] buildings [in all cities]" ,
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] ,
"row" : 1 ,
"column" : 1
} ,
{
"name" : "Citizenship" ,
"uniques" : [
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"[-25]% construction time for [All] improvements" ,
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"Free [Worker] appears" ,
"[-100]% weight to this choice for AI decisions"
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] ,
"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]" ,
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"[-5]% Unhappiness from [Population] [in all non-occupied cities]" ,
"[-100]% weight to this choice for AI decisions"
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] ,
"requires" : [ "Citizenship" ] ,
"row" : 2 ,
"column" : 5
} ,
{
"name" : "Liberty Complete" ,
"uniques" : [ "Free Great Person" ]
}
]
} ,
{
"name" : "Honor" ,
"era" : "Ancient era" ,
"priorities" : {
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"Neutral" : 5 ,
"Cultural" : 5 ,
"Diplomatic" : 5 ,
"Domination" : 5 ,
"Scientific" : 5
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} ,
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"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" ,
"uniques" : [
"[+15]% Production when constructing [Melee] units [in all cities]" ,
"Free [Great General] appears"
] ,
"row" : 1 ,
"column" : 2
} ,
{
"name" : "Discipline" ,
"uniques" : [
"[+15]% Strength <for [Melee] units> <when adjacent to a [Melee] unit>"
] ,
"row" : 1 ,
"column" : 4
} ,
{
"name" : "Military Tradition" ,
"uniques" : [
"[+50]% XP gained from combat <for [Military] units>"
] ,
"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" : [
"[-33]% Gold cost of upgrading <for [Military] units>" ,
"[+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" ,
"priorities" : {
"Neutral" : 0 ,
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"Cultural" : 0 ,
"Diplomatic" : 0 ,
"Domination" : 0 ,
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"Scientific" : 0
} ,
"uniques" : [
"[+100]% Production when constructing [Shrine] buildings [in all cities]" ,
"[+100]% Production when constructing [Temple] buildings [in all cities]" ,
"Only available <before adopting [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" ,
"uniques" : [
"[+33]% [Culture] [in all cities with a world wonder]" ,
"Empire enters golden age"
] ,
"requires" : [ "Organized Religion" ] ,
"row" : 2 ,
"column" : 3
} ,
{
"name" : "Free Religion" ,
"uniques" : [ "[-10]% Culture cost of adopting new Policies" ] ,
"requires" : [ "Mandate Of Heaven" , "Reformation" ] ,
"row" : 3 ,
"column" : 4
} ,
{
"name" : "Piety Complete" ,
"uniques" : [
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"[Faith] cost of purchasing items in cities [-20]%" ,
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"[+3 Gold, +3 Culture] from every [Holy site]"
]
}
]
} ,
{
"name" : "Patronage" ,
"era" : "Medieval era" ,
"priorities" : {
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"Neutral" : 5 ,
"Cultural" : 5 ,
"Diplomatic" : 10 ,
"Domination" : 5 ,
"Scientific" : 5
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} ,
"uniques" : [ "[-25]% City-State Influence degradation" ] ,
"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" : [
"[+100]% resources gifted by City-States" ,
"[+50]% Happiness from luxury resources gifted by City-States"
] ,
"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" ,
"era" : "Medieval era" ,
"priorities" : {
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"Neutral" : 5 ,
"Cultural" : 5 ,
"Diplomatic" : 5 ,
"Domination" : 5 ,
"Scientific" : 5
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} ,
"uniques" : [ "[+25]% [Gold] [in capital]" ] ,
"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>"
// ToDo: Should be "Free [Great Admiral] appears"
] ,
"row" : 1 ,
"column" : 2
} ,
{
"name" : "Trade Unions" ,
"uniques" : [
"[-33]% maintenance on road & railroads" ,
"[+1 Gold] from every [Harbor]" ,
"[+1 Gold] from every [Seaport]"
] ,
"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]" ,
"[+100]% Gold from Great Merchant trade missions" ,
"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]>"
]
}
]
} ,
{
"name" : "Rationalism" ,
"era" : "Renaissance era" ,
"priorities" : {
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"Neutral" : 10 ,
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"Cultural" : 10 ,
"Diplomatic" : 10 ,
"Domination" : 10 ,
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"Scientific" : 10
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} ,
"uniques" : [
"[+15]% [Science] <while the empire is happy>" ,
"Only available <before adopting [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]" ,
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"[+1 Happiness] from every [Public School]" ,
"[-50]% weight to this choice for AI decisions"
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] ,
"row" : 1 ,
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"column" : 4
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} ,
{
"name" : "Free Thought" ,
"uniques" : [
"[+1 Science] from every [Trading post]" ,
"[+17]% [Science] from every [University]"
] ,
"requires" : [ "Secularism" ] ,
"row" : 2 ,
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"column" : 2
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} ,
{
"name" : "Sovereignty" ,
"uniques" : [ "[+1 Gold] from all [Science] buildings" ] ,
"requires" : [ "Humanism" ] ,
"row" : 2 ,
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"column" : 4
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} ,
{
"name" : "Scientific Revolution" ,
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"uniques" : [ "Science gained from research agreements [+50]%" , "[-100]% weight to this choice for AI decisions" ] ,
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"requires" : [ "Free Thought" ] ,
"row" : 3 ,
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"column" : 2
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} ,
{
"name" : "Rationalism Complete" ,
"uniques" : [
"[2] Free Technologies" ,
"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]>"
]
}
]
} ,
{
"name" : "Freedom" ,
"era" : "Industrial era" ,
"priorities" : {
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"Neutral" : 5 ,
"Cultural" : 10 ,
"Diplomatic" : 5 ,
"Domination" : 5 ,
"Scientific" : 10
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} ,
"uniques" : [
"[+25]% Great Person generation [in all cities]" ,
"Only available <before adopting [Autocracy]>" ,
"Only available <before adopting [Order]>"
] ,
"policies" : [
{
"name" : "Constitution" ,
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"uniques" : [ "[+2 Culture] from every [Wonder]" , "[-100]% weight to this choice for AI decisions" ] ,
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"row" : 1 ,
"column" : 1
} ,
{
"name" : "Universal Suffrage" ,
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"uniques" : [ "[+33]% Strength for cities <when defending>" , "[-100]% weight to this choice for AI decisions" ] ,
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"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]" ,
"[+50]% Golden Age length" ,
"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]>"
]
}
]
} ,
{
"name" : "Autocracy" ,
"era" : "Industrial era" ,
"priorities" : {
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"Neutral" : 5 ,
"Cultural" : 5 ,
"Diplomatic" : 5 ,
"Domination" : 10 ,
"Scientific" : 5
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} ,
"uniques" : [
"[-33]% maintenance costs <for [All] units>" ,
"Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately" ,
"Only available <before adopting [Order]>" ,
"Only available <before adopting [Freedom]>"
] ,
"policies" : [
{
"name" : "Populism" ,
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"uniques" : [ "[+25]% Strength <for [Wounded] units>" , "[+100]% weight to this choice for AI decisions" ] ,
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"row" : 1 ,
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"column" : 2
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} ,
{
"name" : "Militarism" ,
"uniques" : [ "[Gold] cost of purchasing [All] units [-33]%" ] ,
"row" : 1 ,
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"column" : 4
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} ,
{
"name" : "Fascism" ,
"uniques" : [
"Quantity of strategic resources produced by the empire +[100]%" ,
"[+2] Movement <for [Great General] units>"
] ,
"requires" : [ "Populism" , "Militarism" ] ,
"row" : 2 ,
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"column" : 2
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} ,
{
"name" : "Police State" ,
"uniques" : [
"[+3 Happiness] from every [Courthouse]" ,
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"[+100]% Production when constructing [Courthouse] buildings [in all cities]" ,
"[-25]% enemy spy effectiveness [in all cities]"
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] ,
"requires" : [ "Militarism" ] ,
"row" : 2 ,
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"column" : 4
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} ,
{
"name" : "Total War" ,
"uniques" : [
"[+25]% Production when constructing [Military] units [in all cities]" ,
"New [Military] units start with [15] Experience [in all cities]"
] ,
"requires" : [ "Police State" , "Fascism" ] ,
"row" : 3 ,
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"column" : 3
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} ,
{
"name" : "Autocracy Complete" ,
"uniques" : [
"[+25]% Strength <when attacking> <for [Military] units> <for [50] turns>" ,
"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]>" ,
]
}
]
} ,
{
"name" : "Order" ,
"era" : "Industrial era" ,
"priorities" : {
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"Neutral" : 10 ,
"Cultural" : 5 ,
"Diplomatic" : 10 ,
"Domination" : 5 ,
"Scientific" : 5
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} ,
"uniques" : [
"[+1 Happiness] [in all cities]" ,
"Only available <before adopting [Autocracy]>" ,
"Only available <before adopting [Freedom]>"
] ,
"policies" : [
{
"name" : "United Front" ,
"uniques" : [
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"Militaristic City-States grant units [2] times as fast when you are at war with a common nation" , "[-100]% weight to this choice for AI decisions"
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] ,
"row" : 1 ,
"column" : 1
} ,
{
"name" : "Planned Economy" ,
"uniques" : [
"[+25]% [Science] from every [Factory]" ,
"[+100]% Production when constructing [Factory] buildings [in all cities]"
] ,
"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" ] ,
"uniques" : [
"[+2 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]" ,
"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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]