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Fixed broken doc links
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@ -8,34 +8,34 @@ This file defines the difficulty levels a player can choose when starting a new
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Each difficulty level has the following structure:
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| Attribute | Type | Default | Notes |
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|-----------------------------------|------------------|----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| name | String | Required | |
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| baseHappiness | Integer | 0 | |
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| extraHappinessPerLuxury | Float | 0 | |
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| researchCostModifier | Float | 1 | |
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| unitCostModifier | Float | 1 | |
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| unitSupplyBase | Integer | 5 | |
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| unitSupplyPerCity | Integer | 2 | |
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| buildingCostModifier | Float | 1 | |
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| policyCostModifier | Float | 1 | |
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| unhappinessModifier | Float | 1 | |
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| barbarianBonus | Float | 0 | |
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| barbarianSpawnDelay | Integer | 0 | |
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| playerBonusStartingUnits | List of Strings | empty | Can also be 'Era Starting Unit', maps to `startingMilitaryUnit` of the Eras file. All other units must be in [Units.json](4-Unit-related-JSON-files.md#Units.json). Applies only to human player civs |
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| aiCityGrowthModifier | Float | 1 | |
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| aiUnitCostModifier | Float | 1 | |
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| aiBuildingCostModifier | Float | 1 | |
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| aiWonderCostModifier | Float | 1 | |
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| aiBuildingMaintenanceModifier | Float | 1 | |
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| aiUnitMaintenanceModifier | Float | 1 | |
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| aiUnitSupplyModifier | Integer | 5 | |
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| aiFreeTechs | List of Strings | empty | Must be in [Techs.json](2-Civilization-related-JSON-files.md#techsjson) |
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| aiMajorCivBonusStartingUnits | List of Strings | empty | Same rules as playerBonusStartingUnits, See above. Applies only to AI major civs |
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| aiCityStateBonusStartingUnits | List of Strings | empty | Same rules as playerBonusStartingUnits, See above. Applies only to city-state civs |
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| aiUnhappinessModifier | Float | 1 | |
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| turnBarbariansCanEnterPlayerTiles | Integer | 0 | |
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| clearBarbarianCampReward | Integer | 25 | |
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| Attribute | Type | Default | Notes |
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|-----------------------------------|-----------------|----------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| name | String | Required | |
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| baseHappiness | Integer | 0 | |
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| extraHappinessPerLuxury | Float | 0 | |
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| researchCostModifier | Float | 1 | |
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| unitCostModifier | Float | 1 | |
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| unitSupplyBase | Integer | 5 | |
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| unitSupplyPerCity | Integer | 2 | |
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| buildingCostModifier | Float | 1 | |
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| policyCostModifier | Float | 1 | |
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| unhappinessModifier | Float | 1 | |
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| barbarianBonus | Float | 0 | |
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| barbarianSpawnDelay | Integer | 0 | |
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| playerBonusStartingUnits | List of Strings | empty | Can also be 'Era Starting Unit', maps to `startingMilitaryUnit` of the Eras file. All other units must be in [Units.json](4-Unit-related-JSON-files#Units.json). Applies only to human player civs |
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| aiCityGrowthModifier | Float | 1 | |
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| aiUnitCostModifier | Float | 1 | |
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| aiBuildingCostModifier | Float | 1 | |
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| aiWonderCostModifier | Float | 1 | |
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| aiBuildingMaintenanceModifier | Float | 1 | |
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| aiUnitMaintenanceModifier | Float | 1 | |
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| aiUnitSupplyModifier | Integer | 5 | |
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| aiFreeTechs | List of Strings | empty | Must be in [Techs.json](2-Civilization-related-JSON-files#techsjson) |
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| aiMajorCivBonusStartingUnits | List of Strings | empty | Same rules as playerBonusStartingUnits, See above. Applies only to AI major civs |
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| aiCityStateBonusStartingUnits | List of Strings | empty | Same rules as playerBonusStartingUnits, See above. Applies only to city-state civs |
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| aiUnhappinessModifier | Float | 1 | |
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| turnBarbariansCanEnterPlayerTiles | Integer | 0 | |
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| clearBarbarianCampReward | Integer | 25 | |
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## Eras.json
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@ -45,26 +45,26 @@ This file should contain all the era's you want to use in your mod.
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Each era can have the following attributes:
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| Attribute | Type | Default | Notes |
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|---------------------------|----------------------------------------|-----------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| name | String | Required | |
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| researchAgreementCost | Integer (≥0) | 300 | Cost of research agreements when the most technologically advanced civ is in this era |
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| iconRGB | [List of 3× Integer](#rgb-colors-list) | white | RGB color that icons for technologies of this era should have in the Tech screen |
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| startingSettlerCount | Integer (≥0) | 1 | Amount of settler units that should be spawned when starting a game in this era (setting this to zero is discouraged [^1]) |
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| startingSettlerUnit | String | "Settler" | Name of the unit that should be used for the previous field. Must be in [Units.json](4-Unit-related-JSON-files.md#unitsjson), or a unit with the "Founds a new city" unique must exist |
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| startingWorkerCount | Integer (≥0) | 0 | Amount of worker units that should be spawned when starting a game in this era |
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| startingWorkerUnit | String | "Worker" | Name of the unit that should be used for the previous field. If startingWorkerCount>0, then it must exist in [Units.json](4-Unit-related-JSON-files.md#unitsjson), or a unit with the "Can build [filter] improvements on tiles" unique must exist |
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| startingMilitaryUnitCount | Integer (≥0) | 1 | Amount of military units that should be spawned when starting a game in this era |
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| startingMilitaryUnit | String | "Warrior" | Name of the unit that should be used for the previous field. Must be in [Units.json](4-Unit-related-JSON-files.md#unitsjson) |
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| startingGold | Integer (≥0) | 0 | Amount of gold each civ should receive when starting a game in this era |
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| startingCulture | Integer (≥0) | 0 | Amount of culture each civ should receive when starting a game in this era |
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| settlerPopulation | Integer (>0) | 1 | Amount of population each city should have when settled when starting a game in this era |
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| settlerBuildings | List of Strings | empty | Buildings that should automatically be built whenever a city is settled when starting a game in this era |
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| startingObsoleteWonders | List of Strings | empty | Wonders (and technically buildings) that should be impossible to built when starting a game in this era. Used in the base game to remove all wonders older than 2 era's |
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| baseUnitBuyCost | Integer | 200 | Default value used for the unique `Can be purchased with [stat] [cityFilter]` |
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| embarkDefense | Integer | 3 | Default defense for embarked unit in this era |
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| startPercent | Integer | 0 | When starting, percentage (\[0\]%-\[100\]%) of turns skipped in total turns specified in [Speed.json](#speedsjson) |
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| citySound | String | "cityClassical" | Sound used when city is founded in this era |
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| Attribute | Type | Default | Notes |
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|---------------------------|----------------------------------------|-----------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| name | String | Required | |
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| researchAgreementCost | Integer (≥0) | 300 | Cost of research agreements when the most technologically advanced civ is in this era |
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| iconRGB | [List of 3× Integer](#rgb-colors-list) | white | RGB color that icons for technologies of this era should have in the Tech screen |
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| startingSettlerCount | Integer (≥0) | 1 | Amount of settler units that should be spawned when starting a game in this era (setting this to zero is discouraged [^1]) |
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| startingSettlerUnit | String | "Settler" | Name of the unit that should be used for the previous field. Must be in [Units.json](4-Unit-related-JSON-files#unitsjson), or a unit with the "Founds a new city" unique must exist |
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| startingWorkerCount | Integer (≥0) | 0 | Amount of worker units that should be spawned when starting a game in this era |
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| startingWorkerUnit | String | "Worker" | Name of the unit that should be used for the previous field. If startingWorkerCount>0, then it must exist in [Units.json](4-Unit-related-JSON-files#unitsjson), or a unit with the "Can build [filter] improvements on tiles" unique must exist |
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| startingMilitaryUnitCount | Integer (≥0) | 1 | Amount of military units that should be spawned when starting a game in this era |
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| startingMilitaryUnit | String | "Warrior" | Name of the unit that should be used for the previous field. Must be in [Units.json](4-Unit-related-JSON-files#unitsjson) |
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| startingGold | Integer (≥0) | 0 | Amount of gold each civ should receive when starting a game in this era |
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| startingCulture | Integer (≥0) | 0 | Amount of culture each civ should receive when starting a game in this era |
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| settlerPopulation | Integer (>0) | 1 | Amount of population each city should have when settled when starting a game in this era |
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| settlerBuildings | List of Strings | empty | Buildings that should automatically be built whenever a city is settled when starting a game in this era |
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| startingObsoleteWonders | List of Strings | empty | Wonders (and technically buildings) that should be impossible to built when starting a game in this era. Used in the base game to remove all wonders older than 2 era's |
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| baseUnitBuyCost | Integer | 200 | Default value used for the unique `Can be purchased with [stat] [cityFilter]` |
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| embarkDefense | Integer | 3 | Default defense for embarked unit in this era |
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| startPercent | Integer | 0 | When starting, percentage (\[0\]%-\[100\]%) of turns skipped in total turns specified in [Speed.json](#speedsjson) |
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| citySound | String | "cityClassical" | Sound used when city is founded in this era |
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[^1]: Successfully setting startingSettlerCount to zero in a mod (idea: conquer or die) is not easy. Some player-controlled settings require at least one Settler, through any source (see difficulties for other possible settler sources), or you won't be able to start a game: Once City Challenge requires one for all players, and allowing any city-states requires one for those. Would also affect defeat rules.
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@ -123,7 +123,7 @@ Events allow users to choose between options of triggers to activate.
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| name | String | Required | Used for triggering via "Triggers a [event] event" unique |
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| text | String | None | Flavor text displayed to user |
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| presentation | One of: "None", "Alert", "Floating" | Alert | "Alert" indicates a regular popup, "None" means the choice is made randomly, "Floating" is for tutorial-style indicators |
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| civilopediaText | List | Optional | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
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| civilopediaText | List | Optional | See [civilopediaText chapter](5-Miscellaneous-JSON-files#civilopedia-text) |
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| choices | List of EventChoices | | User can choose to trigger one of the viable choices |
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@ -137,7 +137,7 @@ Event choices are comprised of:
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| triggeredUniques | List of trigger uniques | Required | The triggers that this choice activates upon being chosen |
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| conditions | List of conditional uniques | Empty list | If any conditional is not met, this option becomes unpickable (not shown) |
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| keyShortcut | key to select (name) | none | Key names see [Gdx.Input.Keys](https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/Input.java#L69) |
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| civilopediaText | List | Optional | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
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| civilopediaText | List | Optional | See [civilopediaText chapter](5-Miscellaneous-JSON-files#civilopedia-text) |
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Here, civilopediaText is shown outside the active Button, before the triggeredUniques.
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@ -150,7 +150,7 @@ This file is a little different:
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- Does not exist in Vanilla ruleset
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- Is entirely optional but will be created after downloading a mod
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Note that this file controls _declarative mod compatibility_ (Work in progress) - e.g. there's [uniques](../../uniques.md#modoptions-uniques) to say your Mod should only or never be used as 'Permanent audiovisual mod'.
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Note that this file controls _declarative mod compatibility_ (Work in progress) - e.g. there's [uniques](../../uniques#modoptions-uniques) to say your Mod should only or never be used as 'Permanent audiovisual mod'.
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Incompatibility filtering works so far between extension and base mods, but feel free to document known extension-to-extension incompatibilities using the same Unique now. Stay tuned!
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The file can have the following attributes, not including the values Unciv sets automatically:
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@ -158,11 +158,11 @@ The file can have the following attributes, not including the values Unciv sets
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| Attribute | Type | default | Notes |
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|-------------------|---------|---------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| isBaseRuleset | Boolean | false | Replaces vanilla ruleset if true |
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| uniques | List | empty | Mod-wide specials, [see here](../../uniques.md#modoptions-uniques) |
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| techsToRemove | List | empty | List of [Technologies](2-Civilization-related-JSON-files.md#techsjson) or [technologyFilter](../../Unique-parameters.md#technologyfilter) to remove (isBaseRuleset=false only) |
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| buildingsToRemove | List | empty | List of [Buildings or Wonders](2-Civilization-related-JSON-files.md#buildingsjson) or [buildingFilter](../../Unique-parameters.md#buildingfilter) to remove (isBaseRuleset=false only) |
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| unitsToRemove | List | empty | List of [Units](4-Unit-related-JSON-files.md#unitsjson) or [unitFilter](../../Unique-parameters.md#baseunitfilter) to remove (isBaseRuleset=false only) |
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| nationsToRemove | List | empty | List of [Nations](2-Civilization-related-JSON-files.md#nationsjson) or [nationFilter](../../Unique-parameters.md#nationfilter) to remove (isBaseRuleset=false only) |
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| uniques | List | empty | Mod-wide specials, [see here](../../uniques#modoptions-uniques) |
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| techsToRemove | List | empty | List of [Technologies](2-Civilization-related-JSON-files#techsjson) or [technologyFilter](../../Unique-parameters#technologyfilter) to remove (isBaseRuleset=false only) |
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| buildingsToRemove | List | empty | List of [Buildings or Wonders](2-Civilization-related-JSON-files#buildingsjson) or [buildingFilter](../../Unique-parameters#buildingfilter) to remove (isBaseRuleset=false only) |
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| unitsToRemove | List | empty | List of [Units](4-Unit-related-JSON-files#unitsjson) or [unitFilter](../../Unique-parameters#baseunitfilter) to remove (isBaseRuleset=false only) |
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| nationsToRemove | List | empty | List of [Nations](2-Civilization-related-JSON-files#nationsjson) or [nationFilter](../../Unique-parameters#nationfilter) to remove (isBaseRuleset=false only) |
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| constants | Object | empty | See [ModConstants](#modconstants) |
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| tileset | String | empty | Only applicable for base rulesets |
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| unitset | String | empty | Only applicable for base rulesets |
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@ -285,7 +285,7 @@ The formula for the gold cost of a unit upgrade is (rounded down to a multiple o
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max((`base` + `perProduction` \* (new_unit_cost - old_unit_cost)), 0)
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\* (1 + eraNumber \* `eraMultiplier`) \* `civModifier`
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) ^ `exponent`
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With `civModifier` being the multiplicative aggregate of ["\[relativeAmount\]% Gold cost of upgrading"](../../uniques.md#global-uniques) uniques that apply.
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With `civModifier` being the multiplicative aggregate of ["\[relativeAmount\]% Gold cost of upgrading"](../../uniques#global-uniques) uniques that apply.
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## GlobalUniques.json
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@ -308,7 +308,7 @@ Each tutorial has the following structure:
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| Attribute | Type | Default | Notes |
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|-----------------|-----------------|----------|-------------------------------------------------------------------------------|
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| name | String | Required | Entry name |
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| civilopediaText | List | Optional | See [civilopediaText chapter](5-Miscellaneous-JSON-files.md#civilopedia-text) |
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| civilopediaText | List | Optional | See [civilopediaText chapter](5-Miscellaneous-JSON-files#civilopedia-text) |
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| steps | List of Strings | Optional | Plain text |
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If an entry contains both `steps` and `civilopediaText` attributes, the `civilopediaText` is shown first.
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