Civilopedia Updates: Trade Routes and Air Combat (#11997)

* Updating and expanding on some Civilopedia Articles for common questions

* Fixing Air Sweep link
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itanasi
2024-07-21 00:01:23 -07:00
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commit 569394efdd

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@ -66,10 +66,26 @@
{
"name": "Roads and Railroads",
"steps": [
"Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow!"
"civilopediaText": [
{"text":"Roads reduce the Movement Points required to move between two tiles connected by Roads.","link":"Tile Improvements/Road"},
{"text":"Railroads improve this reduction even more!","link":"Tile Improvements/Railroad"},
{"text":"This greatly improves the speed you can get Units around the map."},
{"text":"Until you research the technology that removes it, Roads do not cross Rivers"},
{"text":"Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route.","link":"Tutorials/Trade Route"},
{"text":"However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed."},
]
},
{
"name": "Trade Route",
"civilopediaText": [
{"text":"Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has."},
{"text":"Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow!"},
{"text":"Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital."},
{"text":"Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital."},
{"extraImage":"CityStateIcons/Mercantile","imageSize": 20},
{"text": "Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain."}
]
},
{
"name": "Victory Types",
"steps": [
@ -398,6 +414,18 @@
"This means exploration and trade is important to grow your cities!"
]
},
{
"name": "Air Combat and Interception",
"civilopediaText": [
{"text":"Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit."},
{"text":"However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it."},
{"text":"Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range."},
{"text":"The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns."},
{"text":"If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit."},
{"text":"After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides."},
{"text":"To help deal with Interceptions, see Air Sweeps.","link": "Tutorials/Air Sweeps"},
]
},
{
"name": "Air Sweeps",
"steps": [