Added multi filter support for BuildingFilter !! (#11319)

* Fixed policies do not grant production bonus to wonders

* Added multi-filter and tech filter for buildingFilter

* Rectification of the uniques of monument to the gods and marbles

* Fixed mod checker issued warnings regarding the techFilter in Unit and Building Filters.

* Edit Unique-parameters.md

* Undo 'Fixed policies do not grant production bonus to Wonders
This commit is contained in:
Jeremy Woo
2024-03-18 05:12:40 +08:00
committed by GitHub
parent 91f87fec9f
commit 928f0df01f
9 changed files with 34 additions and 29 deletions

View File

@ -75,14 +75,8 @@
{
"name": "Monument to the Gods",
"type": "Pantheon",
"uniques": ["[+15]% Production when constructing [All] wonders [in cities following this religion]"]
// ToDo: Should only be ancient/classical era wonders, but implementing that is another can of worms
// For that we really should need an era.matchesFilter(), so we could write something like:
//"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in cities following this religion]",
// "[+15]% Production when constructing [Classical era] wonders [in cities following this religion]"]
// For now this feels like overkill, but I'll leave this here for the future
// Alternatively, we could approximate this with "[+15]% Production when constructing [All] wonders [in all cities] <during the [Ancient era]>"
"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in cities following this religion]",
"[+15]% Production when constructing [Classical era] wonders [in cities following this religion]"]
},
{
"name": "One with Nature",

View File

@ -84,7 +84,7 @@
"name": "Republic",
"uniques": [
"[+1 Production] [in all cities]",
"[+5]% Production when constructing [All] buildings [in all cities]"
"[+5]% Production when constructing [All] buildings [in all cities]",
],
"row": 1,
"column": 1

View File

@ -1,4 +1,4 @@
[
[
// Bonus resources
{
"name": "Cattle",
@ -84,7 +84,7 @@
"improvementStats": {"production": 1}
},
*/
// Strategic resources
{
"name": "Horses",
@ -207,7 +207,7 @@
"majorDepositAmount": {"sparse": 2, "default": 4, "abundant": 4},
"minorDepositAmount": {"sparse": 1, "default": 2, "abundant": 3}
},
// Luxury resources
{
"name": "Furs",
@ -371,7 +371,8 @@
"gold": 2,
"improvement": "Quarry",
"improvementStats": {"production": 1},
"uniques": ["[+15]% Production when constructing [All] wonders [in all cities]",
"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in this city]",
"[+15]% Production when constructing [Classical era] wonders [in this city]",
"Special placement during map generation",
"Doesn't generate naturally <in [Grassland] [Fresh Water] tiles>"]
},
@ -449,7 +450,7 @@
"Doesn't generate naturally <in [Jungle] tiles> <in tiles without [Hill]>",
"Doesn't generate naturally <in [Forest] tiles> <in tiles without [Hill]> <in tiles without [Tundra]>"]
},
/*
/*
{
"name": "Cocoa",
"resourceType": "Luxury",

View File

@ -103,7 +103,7 @@
"name": "Republic",
"uniques": [
"[+1 Production] [in all cities]",
"[+5]% Production when constructing [All] buildings [in all cities]"
"[+5]% Production when constructing [All] buildings [in all cities]",
],
"requires": ["Collective Rule"],
"row": 2,

View File

@ -1,4 +1,4 @@
[
[
// Bonus resources
{
"name": "Cattle",
@ -86,7 +86,7 @@
"improvementStats": {"food": 1}
},
*/
// Strategic resources
{
"name": "Horses",
@ -384,7 +384,8 @@
"gold": 2,
"improvement": "Quarry",
"improvementStats": {"production": 1},
"uniques": ["[+15]% Production when constructing [All] wonders [in all cities]",
"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in this city]",
"[+15]% Production when constructing [Classical era] wonders [in this city]",
"Special placement during map generation",
"Doesn't generate naturally <in [Grassland] [Fresh Water] tiles>"]
},