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https://github.com/yairm210/Unciv.git
synced 2025-07-08 23:08:35 +07:00
Improved clarity and moddability of building improvements (#6712)
* Renamed tile.hasUnique, deprecated `Indestructable`, unique for citadels Also refactored the consumption of (great) people out of UnitActions. * Reworked when improvements can be build somewhere for more clarity * Made resources improvable by multiple improvements; Offshore Platform * Fix compatability * WIP * Fixed the tests, but better * I suppose I might as well update this now that we're a version later
This commit is contained in:
@ -44,22 +44,27 @@
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"name": "Camp",
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"turnsToBuild": 7,
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"techRequired": "Trapping",
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"uniques": ["Does not need removal of [Forest]","Does not need removal of [Jungle]","[+1 Gold] <after discovering [Economics]>"],
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"uniques": ["Does not need removal of [Forest]","Does not need removal of [Jungle]","[+1 Gold] <after discovering [Economics]>", "Can only be built to improve a resource"],
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"shortcutKey": "C"
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},
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{
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"name": "Oil well",
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"terrainsCanBeBuiltOn": ["Coast"],
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"turnsToBuild": 9,
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"techRequired": "Biology",
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"uniques": ["Cannot be built on [Coast] tiles <before discovering [Refrigeration]>"],
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"uniques": ["Can only be built to improve a resource", "Cannot be built on [Water] tiles"],
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"shortcutKey": "W"
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},
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{
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"name": "Offshore Platform",
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"techRequired": "Refrigeration",
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"uniques": ["Can only be built to improve a resource", "Can only be built on [Water] tiles"],
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"shortcutKey": "P"
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},
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{
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"name": "Pasture",
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"turnsToBuild": 8,
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"techRequired": "Animal Husbandry",
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"uniques": ["[+1 Food] <after discovering [Fertilizer]>"],
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"uniques": ["[+1 Food] <after discovering [Fertilizer]>", "Can only be built to improve a resource"],
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"shortcutKey": "P"
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},
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{
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@ -67,14 +72,14 @@
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"turnsToBuild": 6,
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"gold": 1,
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"techRequired": "Calendar",
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"uniques": ["[+1 Food] <after discovering [Fertilizer]>"],
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"uniques": ["[+1 Food] <after discovering [Fertilizer]>", "Can only be built to improve a resource"],
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"shortcutKey": "P"
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},
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{
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"name": "Quarry",
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"turnsToBuild": 8,
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"techRequired": "Masonry",
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"uniques": ["[+1 Production] <after discovering [Chemistry]>"],
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"uniques": ["[+1 Production] <after discovering [Chemistry]>", "Can only be built to improve a resource"],
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"shortcutKey": "Q"
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},
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{
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@ -82,7 +87,8 @@
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"terrainsCanBeBuiltOn": ["Coast"],
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"food": 1,
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"techRequired": "Sailing",
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"uniques": ["[+1 Gold] <after discovering [Compass]>"]
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"uniques": ["[+1 Gold] <after discovering [Compass]>", "Can only be built to improve a resource"],
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"shortcutKey": "F"
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},
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// Military improvement
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@ -98,6 +104,7 @@
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// Transportation
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{
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"name": "Road",
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"terrainsCanBeBuiltOn": ["Land"],
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"turnsToBuild": 4,
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"techRequired": "The Wheel",
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// "Costs [1] gold per turn when in your territory" does nothing and is only to inform the user
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@ -111,6 +118,7 @@
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},
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{
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"name": "Railroad",
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"terrainsCanBeBuiltOn": ["Land"],
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"turnsToBuild": 4,
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"techRequired": "Railroads",
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"uniques": ["Can be built outside your borders", "Costs [2] gold per turn when in your territory"],
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@ -119,10 +127,11 @@
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},
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// Removals
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// Any improvement that starts with 'Remove ' is automatically changed into
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// the improvement that removes the terrainfeature after it.
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{
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"name": "Remove Forest",
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"turnsToBuild": 4,
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"terrainsCanBeBuiltOn": ["Forest"],
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"techRequired": "Mining",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X",
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@ -131,7 +140,6 @@
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{
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"name": "Remove Jungle",
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"turnsToBuild": 7,
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"terrainsCanBeBuiltOn": ["Jungle"],
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"techRequired": "Bronze Working",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X"
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@ -139,15 +147,13 @@
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{
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"name": "Remove Fallout",
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"turnsToBuild": 2,
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"terrainsCanBeBuiltOn": ["Fallout"],
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// Has no tile improvements as it can always be built
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// Has no tech requirements as it can always be built
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X"
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},
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{
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"name": "Remove Marsh",
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"turnsToBuild": 6,
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"terrainsCanBeBuiltOn": ["Marsh"],
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"techRequired": "Masonry",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X"
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@ -173,43 +179,51 @@
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// Great Person improvements
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{
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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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},
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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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},
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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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},
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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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},
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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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},
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{
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"name": "Citadel",
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"terrainsCanBeBuiltOn": ["Land"],
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"uniques": [
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"Great Improvement",
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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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]
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},
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//Civilization unique improvements
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{
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"name": "Moai",
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"uniqueTo": "Polynesia",
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"terrainsCanBeBuiltOn": ["Land"],
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"culture": 1,
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"turnsToBuild": 4,
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"uniques": ["Can only be built on [Coastal] tiles", "[+1 Culture] for each adjacent [Moai]", "[+1 Gold] <after discovering [Flight]>"],
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@ -230,26 +244,31 @@
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"shortcutKey": "F"
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},
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// Unbuildable improvements
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{
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"name": "Ancient ruins",
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"uniques": ["Unpillagable", "Provides a random bonus when entered"]
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"name": "Ancient ruins",
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"terrainsCanBeBuiltOn": ["Land"],
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"uniques": ["Unpillagable", "Provides a random bonus when entered", "Unbuildable"]
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},
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{
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"name": "City ruins",
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"uniques": ["Unpillagable"],
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"name": "City ruins",
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"terrainsCanBeBuiltOn": ["Land"],
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"uniques": ["Unpillagable", "Unbuildable"],
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"civilopediaText": [{"text":"A bleak reminder of the destruction wreaked by War"}]
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},
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{
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"name": "City center",
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"uniques": ["Unpillagable", "Indestructible"],
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"name": "City center",
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"terrainsCanBeBuiltOn": ["Land"],
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"uniques": ["Unpillagable", "Irremovable", "Unbuildable"],
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"civilopediaText": [
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{"text":"Marks the center of a city"},
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{"text":"Appearance changes with the technological era of the owning civilization"}
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]
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},
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{
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"name": "Barbarian encampment",
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"uniques": ["Unpillagable"],
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"name": "Barbarian encampment",
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"terrainsCanBeBuiltOn": ["Land"],
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"uniques": ["Unpillagable", "Unbuildable"],
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"civilopediaText": [{"text":"Home to uncivilized barbarians, will spawn a hostile unit from time to time"}]
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}
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]
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@ -160,7 +160,7 @@
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"revealedBy": "Biology",
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"terrainsCanBeFoundOn": ["Desert","Coast","Tundra","Snow","Marsh","Jungle"],
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"production": 1,
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"improvement": "Oil well",
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"improvedBy": ["Oil well", "Offshore Platform"],
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"improvementStats": {"production": 3},
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"uniques": ["Deposits in [Coast] tiles always provide [4] resources",
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"Guaranteed with Strategic Balance resource option",
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