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Personality implementation (#11729)
* Add Personalities.json * Personality tags * Askia, Attila, Augustus Personalities * Bismark & Boudica * Added parsed personalities * Linked Personalities to their nation * Tweaked some personalities * Added the declareWar Personality * Fixed some misnaming --------- Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
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@ -105,15 +105,14 @@ This file contains all Personalities for computer players.
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Each personality has the following structure:
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| Attribute | Type | Default | Notes |
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|----------------------------------------------------------------------------------------------------------------------------|--------|----------|-------------------------------------------------------------------------------------------------------------------------------------------------|
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| name | String | Required | |
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| preferredVictoryType | String | Neutral | The victory type major civilizations will pursue (need not be specified in [VictoryTypes.json](5-Miscellaneous-JSON-files.md#victorytypesjson)) |
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| [`<stats>`](3-Map-related-JSON-files.md#general-stat), [`<behaviors>`](3-Map-related-JSON-files.md#personality-behaviours) | Float | 5 | Amount of focus on the stat the computer player will have. Typically ranges from 0 (no focus) to 10 (double focus) |
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| priorities | Object | none | Priorities for each policy branch [^B] |
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| uniques | List | empty | List of [unique abilities](../../uniques) this personality has |
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| civilopediaText | List | empty | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
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| warMongering | Float | 5 | Amount of focus on declaring war the computer player will have. Typically ranges from 0 (no focus) to 10 (double focus) |
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| Attribute | Type | Default | Notes |
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|-------------------------------------------------------------------------------------------------------------------------------------|--------|----------|-------------------------------------------------------------------------------------------------------------------------------------------------|
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| name | String | Required | |
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| preferredVictoryType | String | Neutral | The victory type major civilizations will pursue (need not be specified in [VictoryTypes.json](5-Miscellaneous-JSON-files.md#victorytypesjson)) |
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| [`<stats>`](3-Map-related-JSON-files.md#general-stat), [`<behaviors>`](2-Civilization-related-JSON-files.md#personality-behaviours) | Float | 5 | Amount of focus on the stat the computer player will have. Typically ranges from 0 (no focus) to 10 (double focus) |
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| priorities | Object | none | Priorities for each policy branch [^B] |
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| uniques | List | empty | List of [unique abilities](../../uniques) this personality has |
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| civilopediaText | List | empty | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
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[^B]: Similar to [policy priorites](#branch-priorities) The "priorities" object defines the priority
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major civilizations' AI give to a policy branch. The AI chooses the policy branch with the highest
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@ -141,17 +140,19 @@ are ready might make the mod unplayable.
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value means they will behave more like the attribute.)
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[//]: # (- Military: Determines how much does the civilization prioritizes building a military, but not necessarily using it. A higher value means more focus on military, a lower value means it is likely more peaceful.)
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# (- Military: Determines how much does the civilization prioritizes building a military, but not necessarily using it. A higher value means more focus on military, a lower value means it is likely more peaceful.)
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[//]: # (- Agressive: Determines how likely the civilization is to declare war. A higher value means the civilization is more aggressive, a lower value means it is more defensive.)
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# (- Agressive: Determines how the civilization uses it's units while at war and which buildings they prioritise. A higher value means the civilization is more aggressive, a lower value means it is more defensive.)
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[//]: # (- Commerce: Determines how open the civilization is to trade, value open borders, and liberate city-states. A higher value means more trading frequency even with civilizations they don't like.)
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# (- War: Determines how likely the civilization is to declare war. A 0 means the civ won't declare war at all)
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[//]: # (- Diplomacy: Determines how likely the civilization is to declare friendship, a defensive pact, peace treaty, or other diplomatic actions.)
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# (- Commerce: Determines how open the civilization is to trade, value open borders, and liberate city-states. A higher value means more trading frequency even with civilizations they don't like.)
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[//]: # (- Loyal: Determines how much the civilization values a long-lasting alliance, how willing they are to join wars with them, and how much they despise other unreliable civilizations.)
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# (- Diplomacy: Determines how likely the civilization is to declare friendship, a defensive pact, peace treaty, or other diplomatic actions.)
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[//]: # (- Expansion: Determines how focused the civilization is on founding or capturing new cities. A lower value means they might focus on culture more.)
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# (- Loyal: Determines how much the civilization values a long-lasting alliance, how willing they are to join wars with them, and how much they despise other unreliable civilizations.)
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# (- Expansion: Determines how focused the civilization is on founding or capturing new cities. A lower value means they might focus on culture more.)
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## CityStateTypes.json
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