From 4c48522de232d702d10f35c0e7e75d5f1e1af42f Mon Sep 17 00:00:00 2001 From: Yair Morgenstern Date: Fri, 11 Dec 2020 14:26:40 +0200 Subject: [PATCH] Removed unused "effects" from the policy file --- .../jsons/Civ V - Vanilla/Policies.json | 74 +------------------ 1 file changed, 2 insertions(+), 72 deletions(-) diff --git a/android/assets/jsons/Civ V - Vanilla/Policies.json b/android/assets/jsons/Civ V - Vanilla/Policies.json index cb4347c903..8bc04d5a87 100644 --- a/android/assets/jsons/Civ V - Vanilla/Policies.json +++ b/android/assets/jsons/Civ V - Vanilla/Policies.json @@ -2,33 +2,28 @@ { "name": "Tradition", "era": "Ancient era", - "effect": "+3 culture in capital and increased rate of border expansion", "uniques": ["[+3 Culture] in capital", "Increased rate of border expansion"], "policies": [ { "name": "Aristocracy", - "effect": "+15% production when constructing wonders, +1 happiness for every 10 citizens in a city", "uniques": ["+[15]% Production when constructing [Wonders]", "[+1 Happiness] per [10] population in all cities"], "row": 1, "column": 1 }, { "name": "Legalism", - "effect": "Immediately creates a cheapest available cultural building in each of your first 4 cities for free", "uniques":["Immediately creates a cheapest available cultural building in each of your first 4 cities for free"], "row": 1, "column": 3 }, { "name": "Oligarchy", - "effect": "Units in cities cost no Maintenance, garrisoned city +50% attacking strength", "uniques": ["Units in cities cost no Maintenance", "+50% attacking strength for cities with garrisoned units"], "row": 1, "column": 5 }, { "name": "Landed Elite", - "effect": "+10% food growth and +2 food in capital", "uniques": ["+[10]% growth in capital", "[+2 Food] in capital"], "requires": ["Legalism"], "row": 2, @@ -36,7 +31,6 @@ }, { "name": "Monarchy", - "effect": "+1 gold and -1 unhappiness for every 2 citizens in capital", "uniques": ["+1 gold and -1 unhappiness for every 2 citizens in capital"], "requires": ["Legalism"], "row": 2, @@ -44,7 +38,6 @@ }, { "name": "Tradition Complete", - "effect": "+15% growth and +2 food in all cities", "uniques": ["+[15]% growth in all cities","[+2 Food] in all cities"] } ] @@ -52,26 +45,22 @@ { "name": "Liberty", "era": "Ancient era", - "effect": "+1 culture in every city", "uniques": ["[+1 Culture] in all cities"], "policies": [ { "name": "Collective Rule", - "effect": "Training of settlers increased +50% in capital, receive a new settler near the capital", "uniques": ["Training of settlers increased +50% in capital", "Free [Settler] appears"], "row": 1, "column": 1 }, { "name": "Citizenship", - "effect": "Tile improvement speed +25%, receive a free worker near the capital", "uniques": ["Tile improvement speed +25%", "Free [Worker] appears"], "row": 1, "column": 4 }, { "name": "Republic", - "effect": "+1 production in every city, +5% production when constructing buildings", "uniques": ["[+1 Production] in all cities", "+[5]% Production when constructing [Buildings]"], "requires": ["Collective Rule"], "row": 2, @@ -79,7 +68,6 @@ }, { "name": "Representation", - "effect": "Each city founded increases culture cost of policies 33% less than normal. Starts a golden age.", "uniques": ["Each city founded increases culture cost of policies [33]% less than normal", "Empire enters golden age"], "requires": ["Citizenship"], "row": 2, @@ -87,7 +75,6 @@ }, { "name": "Meritocracy", - "effect": "+1 happiness for every city connected to capital, -5% unhappiness from citizens", "uniques": ["+1 happiness for every city connected to capital", "Unhappiness from population decreased by [5]%"], "requires": ["Citizenship"], "row": 2, @@ -95,7 +82,6 @@ }, { "name": "Liberty Complete", - "effect": "Free Great Person of choice near capital", "uniques": ["Free Great Person"] } ] @@ -103,26 +89,22 @@ { "name": "Honor", "era": "Ancient era", - "effect": "+25% bonus vs Barbarians; gain Culture when you kill a barbarian unit", "uniques": ["+25% bonus vs Barbarians", "Earn [100]% of [Barbarian] opponent's [Strength] as [Culture] for kills", "Notified of new Barbarian encampments"], "policies": [ { "name": "Warrior Code", - "effect": "+20% production when training melee units", "uniques":["+[20]% Production when constructing [melee units]"], "row": 1, "column": 2 }, { "name": "Discipline", - "effect": "+15% combat strength for melee units which have another military unit in an adjacent tile", "uniques":["+15% combat strength for melee units which have another military unit in an adjacent tile"], "row": 1, "column": 4 }, { "name": "Military Tradition", - "effect": "Military units gain 50% more Experience from combat", "uniques":["Military units gain 50% more Experience from combat"], "requires": ["Warrior Code"], "row": 2, @@ -130,7 +112,6 @@ }, { "name": "Military Caste", - "effect": "Each city with a garrison increases happiness by 1 and culture by 2", "uniques": ["[+1 Happiness, +2 Culture] in all cities with a garrison"], "requires": ["Discipline"], "row": 2, @@ -138,7 +119,6 @@ }, { "name": "Professional Army", - "effect": "Gold cost of upgrading military units reduced by 33%", "uniques": ["Gold cost of upgrading military units reduced by 33%"], "requires": ["Military Caste"], "row": 3, @@ -146,19 +126,16 @@ }, { "name": "Honor Complete", - "effect": "Gain gold for each unit killed", "uniques": ["Earn [10]% of [military] opponent's [Cost] as [Gold] for kills"], } ] },{ "name": "Piety", "era": "Classical era", - "effect": "Building time of culture buildings reduced by 15%", "uniques": ["+[15]% Production when constructing [Culture] buildings"], "policies": [ { "name": "Organized Religion", - "effect": "+1 happiness for each monument, temple and monastery", "uniques": ["[+1 Happiness] from every [Monument]","[+1 Happiness] from every [Temple]", "[+1 Happiness] from every [Monastery]"], "row": 1, @@ -166,14 +143,12 @@ }, { "name": "Mandate Of Heaven", - "effect": "50% of excess happiness added to culture towards policies", "uniques": ["50% of excess happiness added to culture towards policies"], "row": 1, "column": 5 }, { "name": "Theocracy", - "effect": "Temples give +10% gold", "uniques": ["+[10]% [Gold] from every [Temple]"], "requires": ["Organized Religion"], "row": 2, @@ -181,7 +156,6 @@ }, { "name": "Reformation", - "effect": "+33% culture in all cities with a world wonder, immediately enter a golden age", "uniques": ["+33% culture in all cities with a world wonder", "Empire enters golden age"], "requires": ["Organized Religion"], "row": 2, @@ -189,7 +163,6 @@ }, { "name": "Free Religion", - "effect": "+1 culture for each monument, temple and monastery. Gain a free policy.", "uniques": ["[+1 Culture] from every [Monument]", "[+1 Culture] from every [Temple]", "[+1 Culture] from every [Monastery]", "Free Social Policy"], "requires": ["Mandate Of Heaven","Reformation"], @@ -198,77 +171,65 @@ }, { "name": "Piety Complete", - "effect": "Reduce culture cost of future policies by 10%", "uniques": ["Culture cost of adopting new Policies reduced by [10]%"] } ] },/*{ "name": "Patronage", "era": "Classical era", - "effect": "Influence with City-States degrades 25% slower than normal", "policies": [ { "name": "Philantropy", - "effect": "Gifting Gold to a City-State generates 25% more Influence", "row": 1, "column": 2 }, { "name": "Aesthetics", - "effect": "Resting point for Influence level with all City-States is increased by 20", "row": 1, "column": 4 }, { "name": "Scholasticism", - "effect": "All Allied City-States provide a Science bonus equal to 25% of what they produce for themselves", "requires": ["Philantropy"], "row": 2, "column": 2 }, { "name": "Cultural Diplomacy", - "effect": "Happiness from gifted Luxuries increased by 50%", "requires": ["Scholasticism"], "row": 3, "column": 2 }, { "name": "Educated Elite", - "effect": "Allied City-States will occasionally gift you Great People", "requires": ["Scholasticism","Aesthetics"], "row": 3, "column": 4 }, { - "name": "Patronage Complete", - "effect": "Influence with City-States degrades 25% slower than normal" + "name": "Patronage Complete" } ] },*/ { "name": "Commerce", - "effect": "+25% gold in capital", "uniques": ["+25% gold in capital"], "era": "Medieval era", "policies": [ { "name": "Trade Unions", - "effect": "Maintenance on roads & railroads reduced by 33%, +2 gold from all trade routes", "uniques": ["Maintenance on roads & railroads reduced by 33%", "[+2 Gold] from each Trade Route"], "row": 1, "column": 2 }, { "name": "Mercantilism", - "effect": "-25% to purchasing items in cities", "uniques": ["Cost of purchasing items in cities reduced by [25]%"], "row": 1, "column": 5 }, { "name": "Entrepreneurship", - "effect": "Great Merchants are earned 25% faster, +1 Science from every Mint, Market, Bank and Stock Exchange.", "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"], @@ -277,7 +238,6 @@ }, { "name": "Patronage", - "effect": "Cost of purchasing culture buildings reduced by 50%", "uniques": ["Cost of purchasing [Culture] buildings reduced by [50]%"], "requires": ["Mercantilism"], "row": 2, @@ -285,7 +245,6 @@ }, { "name": "Protectionism", - "effect": "+1 happiness from each luxury resource", "uniques": ["+1 happiness from each luxury resource"], "requires": ["Entrepreneurship","Patronage"], "row": 3, @@ -293,7 +252,6 @@ }, { "name": "Commerce Complete", - "effect": "+1 gold from every trading post, double gold from Great Merchant trade missions", "uniques": ["[+1 Gold] from every [Trading post]", "Double gold from Great Merchant trade missions"] } ] @@ -301,19 +259,16 @@ { "name": "Rationalism", "era": "Renaissance era", - "effect": "Production to science conversion in cities increased by 33%", "uniques": ["Production to science conversion in cities increased by 33%"], "policies": [ { "name": "Secularism", - "effect": "+2 science from every specialist", "uniques": ["[+2 Science] from every specialist"], "row": 1, "column": 2 }, { "name": "Humanism", - "effect": "+1 happiness from every university, observatory and public school", "uniques": ["[+1 Happiness] from every [University]","[+1 Happiness] from every [Observatory]", "[+1 Happiness] from every [Public School]"], "row": 1, @@ -321,7 +276,6 @@ }, { "name": "Free Thought", - "effect": "+1 science from every trading post, +17% science from universities", "uniques": ["[+1 Science] from every [Trading post]", "+[17]% [Science] from every [University]"], "requires": ["Secularism"], "row": 2, @@ -329,7 +283,6 @@ }, { "name": "Sovereignty", - "effect": "+15% science while empire is happy", "uniques": ["+15% science while empire is happy"], "requires": ["Humanism"], "row": 2, @@ -337,7 +290,6 @@ }, { "name": "Scientific Revolution", - "effect": "Science gained from research agreements +50%", "uniques": ["Science gained from research agreements +50%"], "requires": ["Free Thought"], "row": 3, @@ -345,7 +297,6 @@ }, { "name": "Rationalism Complete", - "effect": "+1 gold from all science buildings", "uniques": ["[+1 Gold] from all [Science] buildings"] } ] @@ -353,76 +304,64 @@ /*{ "name": "Order", "era": "Industrial era", - "effect": "+1 Happiness per City", "policies": [ { "name": "Nationalism", - "effect": "25% Attack bonus when fighting in friendly territory", "row": 1, "column": 1 }, { "name": "United Front", - "effect": "Militaristic City-States grant units twice as often when you are at war with a common foe", "row": 1, "column": 3 }, { "name": "Planned Economy", - "effect": "Factories increase a cities Science output by 25%", "row": 2, "column": 5 }, { "name": "Socialism", - "effect": "Gold maintenance costs of Buildings reduced by 15%", "requires": ["Planned Economy"], "row": 2, "column": 3 }, { "name": "Communism", - "effect": "+2 Production per City and +10% Production when constructing buildings", "requires": ["Socialism"], "row": 3, "column": 3 }, { - "name": "Order Complete", - "effect": "+1 Food, Production, Science, Gold and Culture per city" + "name": "Order Complete", Gold and Culture per city" } ] },*/ { "name": "Freedom", "era": "Renaissance era", - "effect": "+25% great people rate", "uniques": ["+[25]% great person generation in all cities"], "policies": [ { "name": "Constitution", - "effect": "+2 culture from each wonder", "uniques": ["[+2 Culture] from every Wonder"], "row": 1, "column": 1 }, { "name": "Universal Suffrage", - "effect": "+1 production per 5 population", "uniques": ["[+1 Production] per [5] population in all cities"], "row": 1, "column": 3 }, { "name": "Civil Society", - "effect": "-50% food consumption by specialists", "uniques": ["-50% food consumption by specialists"], "row": 1, "column": 5 }, { "name": "Free Speech", - "effect": "+1 culture for every 2 citizens", "uniques": ["[+1 Culture] per [2] population in all cities"], "requires": ["Constitution"], "row": 2, @@ -430,7 +369,6 @@ }, { "name": "Democracy", - "effect": "Specialists produce half normal unhappiness", "uniques": ["Specialists produce half normal unhappiness"], "requires": ["Civil Society"], "row": 2, @@ -438,7 +376,6 @@ }, { "name": "Freedom Complete", - "effect": "Tile yield from great improvement +100%, golden ages increase by 50%", "uniques": ["Tile yield from Great Improvements +100%", "Golden Age length increased by [50]%"] } ] @@ -446,26 +383,22 @@ { "name": "Autocracy", "era": "Industrial era", - "effect": "-33% unit upkeep costs", "uniques": ["-33% unit upkeep costs"], "policies": [ { "name": "Populism", - "effect": "Wounded military units deal +25% damage", "uniques": ["[Wounded] units deal +[25]% damage"], "row": 1, "column": 1 }, { "name": "Militarism", - "effect": "Gold cost of purchasing units -33%", "uniques": ["Gold cost of purchasing units -33%"], "row": 1, "column": 5 }, { "name": "Fascism", - "effect": "Quantity of strategic resources produced by the empire increased by 100%", "uniques": ["Quantity of strategic resources produced by the empire increased by 100%"], "requires": ["Populism","Militarism"], "row": 2, @@ -473,7 +406,6 @@ }, { "name": "Police State", - "effect": "+3 Happiness from every Courthouse. Build Courthouses in half the usual time.", "uniques": ["[+3 Happiness] from every [Courthouse]", "+[100]% Production when constructing [Courthouse]"], "requires": ["Militarism"], "row": 2, @@ -481,7 +413,6 @@ }, { "name": "Total War", - "effect": "+15% production when building military units and new military units start with 15 Experience", "uniques": ["+[15]% Production when constructing [military units]", "New [military] units start with [15] Experience"], "requires": ["Police State","Fascism"], "row": 3, @@ -489,7 +420,6 @@ }, { "name": "Autocracy Complete", - "effect": "+20% attack bonus to all Military Units for 30 turns", "uniques": ["+20% attack bonus to all Military Units for 30 turns"] } ]