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Great improvements can again be constructed on forest (#6823)
* Great improvements can again be constructed on forest This PR fixes a bug where great improvements couldn't be build on forests/marshes/jungles/etc. It does so by creating a unique which specifically allows for removing features, and checking for that. Additionally, we only remove these features when we have the tech to remove them. For example, you can no longer plonk an Academy down over a forest without having researched mining. * Missed the file for vanilla * Reviews * Fixed logic
This commit is contained in:
@ -181,31 +181,31 @@
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"name": "Academy",
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"terrainsCanBeBuiltOn": ["Land"],
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"science": 8,
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"uniques": ["Great Improvement", "[+2 Science] <after discovering [Scientific Theory]>", "[+2 Science] <after discovering [Atomic Theory]>"]
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"uniques": ["Great Improvement", "[+2 Science] <after discovering [Scientific Theory]>", "[+2 Science] <after discovering [Atomic Theory]>", "Removes removable features when built"]
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},
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{
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"name": "Landmark",
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"terrainsCanBeBuiltOn": ["Land"],
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"culture": 6,
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"uniques": ["Great Improvement"]
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"uniques": ["Great Improvement", "Removes removable features when built"]
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},
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{
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"name": "Manufactory",
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"terrainsCanBeBuiltOn": ["Land"],
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"production": 4,
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"uniques": ["Great Improvement", "[+1 Production] <after discovering [Chemistry]>"]
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"uniques": ["Great Improvement", "[+1 Production] <after discovering [Chemistry]>", "Removes removable features when built"]
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},
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{
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"name": "Customs house",
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"terrainsCanBeBuiltOn": ["Land"],
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"gold": 4,
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"uniques": ["Great Improvement", "[+1 Gold] <after discovering [Economics]>"]
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"uniques": ["Great Improvement", "[+1 Gold] <after discovering [Economics]>", "Removes removable features when built"]
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},
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{
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"name": "Holy site",
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"terrainsCanBeBuiltOn": ["Land"],
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"faith": 6,
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"uniques": ["Great Improvement"]
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"uniques": ["Great Improvement", "Removes removable features when built"]
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},
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{
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"name": "Citadel",
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@ -215,7 +215,8 @@
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"Gives a defensive bonus of [100]%",
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"Adjacent enemy units ending their turn take [30] damage",
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"Can be built just outside your borders",
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"Constructing it will take over the tiles around it and assign them to your closest city"
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"Constructing it will take over the tiles around it and assign them to your closest city",
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"Removes removable features when built",
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]
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},
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@ -181,31 +181,31 @@
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"name": "Academy",
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"terrainsCanBeBuiltOn": ["Land"],
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"science": 8,
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"uniques": ["Great Improvement", "[+2 Science] <after discovering [Scientific Theory]>"]
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"uniques": ["Great Improvement", "[+2 Science] <after discovering [Scientific Theory]>", "Removes removable features when built"]
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},
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{
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"name": "Landmark",
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"terrainsCanBeBuiltOn": ["Land"],
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"culture": 6,
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"uniques": ["Great Improvement"]
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"uniques": ["Great Improvement", "Removes removable features when built"]
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},
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{
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"name": "Manufactory",
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"terrainsCanBeBuiltOn": ["Land"],
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"production": 4,
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"uniques": ["Great Improvement", "[+1 Production] <after discovering [Chemistry]>"]
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"uniques": ["Great Improvement", "[+1 Production] <after discovering [Chemistry]>", "Removes removable features when built"]
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},
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{
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"name": "Customs house",
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"terrainsCanBeBuiltOn": ["Land"],
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"gold": 4,
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"uniques": ["Great Improvement", "[+1 Gold] <after discovering [Economics]>"]
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"uniques": ["Great Improvement", "[+1 Gold] <after discovering [Economics]>", "Removes removable features when built"]
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},
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{
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"name": "Holy site",
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"terrainsCanBeBuiltOn": ["Land"],
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"faith": 6,
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"uniques": ["Great Improvement"]
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"uniques": ["Great Improvement", "Removes removable features when built"]
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},
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{
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"name": "Citadel",
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@ -215,7 +215,8 @@
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"Gives a defensive bonus of [100]%",
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"Adjacent enemy units ending their turn take [30] damage",
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"Can be built just outside your borders",
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"Constructing it will take over the tiles around it and assign them to your closest city"
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"Constructing it will take over the tiles around it and assign them to your closest city",
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"Removes removable features when built",
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]
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},
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