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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
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@ -75,14 +75,8 @@
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{
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"name": "Monument to the Gods",
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"type": "Pantheon",
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"uniques": ["[+15]% Production when constructing [All] wonders [in cities following this religion]"]
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// ToDo: Should only be ancient/classical era wonders, but implementing that is another can of worms
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// For that we really should need an era.matchesFilter(), so we could write something like:
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//"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in cities following this religion]",
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// "[+15]% Production when constructing [Classical era] wonders [in cities following this religion]"]
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// For now this feels like overkill, but I'll leave this here for the future
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// Alternatively, we could approximate this with "[+15]% Production when constructing [All] wonders [in all cities] <during the [Ancient era]>"
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"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in cities following this religion]",
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"[+15]% Production when constructing [Classical era] wonders [in cities following this religion]"]
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},
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{
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"name": "One with Nature",
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@ -84,7 +84,7 @@
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"name": "Republic",
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"uniques": [
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"[+1 Production] [in all cities]",
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"[+5]% Production when constructing [All] buildings [in all cities]"
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"[+5]% Production when constructing [All] buildings [in all cities]",
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],
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"row": 1,
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"column": 1
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@ -1,4 +1,4 @@
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[
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[
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// Bonus resources
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{
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"name": "Cattle",
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@ -84,7 +84,7 @@
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"improvementStats": {"production": 1}
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},
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*/
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// Strategic resources
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{
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"name": "Horses",
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@ -207,7 +207,7 @@
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"majorDepositAmount": {"sparse": 2, "default": 4, "abundant": 4},
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"minorDepositAmount": {"sparse": 1, "default": 2, "abundant": 3}
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},
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// Luxury resources
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{
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"name": "Furs",
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@ -371,7 +371,8 @@
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"gold": 2,
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"improvement": "Quarry",
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"improvementStats": {"production": 1},
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"uniques": ["[+15]% Production when constructing [All] wonders [in all cities]",
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"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in this city]",
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"[+15]% Production when constructing [Classical era] wonders [in this city]",
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"Special placement during map generation",
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"Doesn't generate naturally <in [Grassland] [Fresh Water] tiles>"]
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},
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@ -449,7 +450,7 @@
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"Doesn't generate naturally <in [Jungle] tiles> <in tiles without [Hill]>",
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"Doesn't generate naturally <in [Forest] tiles> <in tiles without [Hill]> <in tiles without [Tundra]>"]
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},
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/*
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/*
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{
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"name": "Cocoa",
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"resourceType": "Luxury",
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@ -103,7 +103,7 @@
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"name": "Republic",
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"uniques": [
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"[+1 Production] [in all cities]",
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"[+5]% Production when constructing [All] buildings [in all cities]"
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"[+5]% Production when constructing [All] buildings [in all cities]",
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],
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"requires": ["Collective Rule"],
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"row": 2,
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@ -1,4 +1,4 @@
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[
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[
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// Bonus resources
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{
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"name": "Cattle",
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@ -86,7 +86,7 @@
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"improvementStats": {"food": 1}
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},
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*/
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// Strategic resources
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{
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"name": "Horses",
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@ -384,7 +384,8 @@
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"gold": 2,
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"improvement": "Quarry",
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"improvementStats": {"production": 1},
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"uniques": ["[+15]% Production when constructing [All] wonders [in all cities]",
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"uniques": ["[+15]% Production when constructing [Ancient era] wonders [in this city]",
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"[+15]% Production when constructing [Classical era] wonders [in this city]",
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"Special placement during map generation",
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"Doesn't generate naturally <in [Grassland] [Fresh Water] tiles>"]
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},
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