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* tweaked some buildings (#3172)
Windmill provides "+[10]% Production when constructing [Buildings]" (only regular buildings) instead of 10% to everything Oxford University does not provide 50% science boost - it was a copying error from National College * tweaked techs Implemented "Reveals the entire map" unique ("Satellites" tech) discovering a tech can trigger unique "Remove Marsh" unlocked with "Masonry"
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@ -281,6 +281,7 @@
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"replaces": "Temple",
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"uniqueTo": "Songhai",
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"maintenance": 0,
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"specialistSlots": {"culture": 1},
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"hurryCostModifier": 25,
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"culture": 4,
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"requiredBuilding": "Monument",
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@ -403,7 +404,7 @@
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"culture": 1,
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"greatPersonPoints": {"culture": 1},
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"isWonder": true,
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"uniques": ["+[33]% great person generation in all cities"],
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"uniques": ["+[25]% great person generation in all cities"],
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"requiredTech": "Theology",
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"quote": "'For it soars to a height to match the sky, and as if surging up from among the other buildings it stands on high and looks down upon the remainder of the city, adorning it, because it is a part of it, but glorying in its own beauty' - Procopius, De Aedificis"
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},
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@ -451,7 +452,7 @@
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"name": "Longhouse",
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"replaces": "Workshop",
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"uniqueTo": "Iroquois",
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"cost": 140,
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"cost": 100,
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"maintenance": 2,
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"production": 2,
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"specialistSlots": {"production": 1},
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@ -505,7 +506,6 @@
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"science": 3,
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"culture": 1,
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"isNationalWonder": true,
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"percentStatBonus": {"science": 50},
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"requiredBuildingInAllCities": "University",
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"uniques": ["Free Technology", "Cost increases by [30] per owned city"],
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"requiredTech": "Education"
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@ -622,7 +622,7 @@
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"name": "Satrap's Court",
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"replaces": "Bank",
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"uniqueTo": "Persia",
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"gold": 3,
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"gold": 2,
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"specialistSlots": {"gold": 1},
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"happiness": 2,
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"hurryCostModifier": 15,
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@ -742,8 +742,7 @@
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"specialistSlots": {"production": 1},
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"hurryCostModifier": 25,
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"maintenance": 2,
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"percentStatBonus": {"production": 10},
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"uniques": ["Must not be on [Hill]"],
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"uniques": ["Must not be on [Hill]", "+[10]% Production when constructing [Buildings]"],
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"requiredTech": "Economics"
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},
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@ -904,7 +903,7 @@
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{
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"name": "Kremlin",
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"culture": 3,
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"cityHealth": 12,
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"cityStrength": 12,
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"isWonder": true,
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"uniques": ["Defensive buildings in all cities are 25% more effective"],
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"requiredTech": "Railroad",
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@ -563,6 +563,7 @@
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"name": "Satellites",
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"row": 5,
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"prerequisites": ["Nuclear Fission","Rocketry"],
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"uniques": ["Reveals the entire map"],
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"quote": "'Now, somehow, in some new way, the sky seemed almost alien.' - Lyndon B. Johnson"
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},
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{
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@ -122,7 +122,7 @@
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"name": "Remove Marsh",
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"turnsToBuild": 6,
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"terrainsCanBeBuiltOn": ["Marsh"],
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"techRequired": "Bronze Working",
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"techRequired": "Masonry",
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"uniques": ["Can be built outside your borders"]
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},
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@ -5,6 +5,8 @@ import com.badlogic.gdx.graphics.Color
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import com.unciv.Constants
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import com.unciv.logic.map.MapSize
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import com.unciv.logic.map.RoadStatus
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import com.unciv.models.ruleset.Unique
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import com.unciv.models.ruleset.UniqueTriggerActivation
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import com.unciv.models.ruleset.tech.Technology
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import com.unciv.ui.utils.withItem
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import java.util.*
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@ -223,8 +225,10 @@ class TechManager {
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if (!newTech.isContinuallyResearchable())
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techsToResearch.remove(techName)
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researchedTechnologies = researchedTechnologies.withItem(newTech)
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for (unique in newTech.uniques)
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for (unique in newTech.uniques) {
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researchedTechUniques = researchedTechUniques.withItem(unique)
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UniqueTriggerActivation.triggerCivwideUnique(Unique(unique), civInfo)
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}
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updateTransientBooleans()
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civInfo.addNotification("Research of [$techName] has completed!", Color.BLUE, TechAction(techName))
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@ -25,7 +25,7 @@ class UniqueMap:HashMap<String, ArrayList<Unique>>() {
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fun getAllUniques() = this.asSequence().flatMap { it.value.asSequence() }
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}
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// Buildings and policies both have 'triggered' effects, and so may Techs in the future.
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// Buildings, techs and policies can have 'triggered' effects
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object UniqueTriggerActivation {
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fun triggerCivwideUnique(unique: Unique, civInfo: CivilizationInfo) {
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when (unique.placeholderText) {
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@ -65,6 +65,8 @@ object UniqueTriggerActivation {
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"Quantity of strategic resources produced by the empire increased by 100%" -> civInfo.updateDetailedCivResources()
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"+20% attack bonus to all Military Units for 30 turns" -> civInfo.policies.autocracyCompletedTurns = 30
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"Reveals the entire map" -> civInfo.exploredTiles.addAll(civInfo.gameInfo.tileMap.values.asSequence().map { it.position })
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}
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}
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