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Spy UI improvements (#11570)
* Minor linting * More linting * Consistent naming city/location, cache city on Spy (tile visibility perf) * Empower SpyAction enum (minor perf) * NotificationAction for Espionage, shorthand on the Spy instance * Fix National Intelligence Agency giving one extra Spy level * Fix "Move Spies" NextTurnButton prompt appearing every turn when spies are in Surveillance * Fix failed tech theft rewarding tech anyway (and open spy kill chance when theft ordered but nothing to steal) * Finally refactor SmallButtonStyle as standalone component * Fix unable to assign spies for counter-intelligence * Shorten establish-network phase for domestic spy placement * Refactor and prettify MoveToCityButton, reuse as pointer who is to move (and some tiny changes) * Decorate Spy icons by rank and show those in the hideout too * Make city name labels in Espionage screen clickable * Umm... duplicate targets behave same as single targets * Spy mechanics - no establish network before counter-intelligence, commenting * Oops, those lines do not belong in this branch anyway
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@ -986,8 +986,11 @@
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"cost": 120,
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"culture": 1,
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"isNationalWonder": true,
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"uniques": ["Hidden when espionage is disabled", "Gain an extra spy", "Promotes all spies",
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"[-15]% enemy spy effectiveness [in this city]", "New spies start with [1] level(s)",
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"uniques": ["Hidden when espionage is disabled",
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"New spies start with [1] level(s)",
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"Promotes all spies",
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"Gain an extra spy", // Order is significant here
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"[-15]% enemy spy effectiveness [in this city]",
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"Only available <if [Police Station] is constructed in all [non-[Puppeted]] cities>",
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"Cost increases by [30] per owned city"],
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"requiredTech": "Radio"
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