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Better Religion info and some moddability (#8807)
* Make maximum number of religions moddable * Explain remaining religion count in Empire Overview
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@ -129,52 +129,56 @@ Stored in ModOptions.constants, this is a collection of constants used internall
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This is the only structure that is _merged_ field by field from mods, not overwritten, so you can change XP from Barbarians in one mod
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and city distance in another. In case of conflicts, there is no guarantee which mod wins, only that _default_ values are ignored.
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| Attribute | Type | Default | Notes |
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| --------- | ---- | -------- | ----- |
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| maxXPfromBarbarians | Int | 30 | [^A] |
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| cityStrengthBase| Float | 8.0 | [^B] |
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| cityStrengthPerPop| Float | 0.4 | [^B] |
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| cityStrengthFromTechsMultiplier| Float | 5.5 | [^B] |
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| cityStrengthFromTechsExponent| Float | 2.8 | [^B] |
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| cityStrengthFromTechsFullMultiplier| Float | 1.0 | [^B] |
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| cityStrengthFromGarrison| Float | 0.2 | [^B] |
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| unitSupplyPerPopulation| Float | 0.5 | [^C] |
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| minimalCityDistance| Int | 3 | [^D] |
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| minimalCityDistanceOnDifferentContinents| Int | 2 | [^D] |
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| unitUpgradeCost | Object | see below | [^J] |
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| naturalWonderCountMultiplier| Float | 0.124 | [^E] |
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| naturalWonderCountAddedConstant| Float | 0.1 | [^E] |
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| ancientRuinCountMultiplier| Float | 0.02 | [^F] |
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| maxLakeSize| Int | 10 | [^H] |
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| riverCountMultiplier| Float | 0.01 | [^I] |
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| minRiverLength| Int | 5 | [^I] |
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| maxRiverLength| Int | 666 | [^I] |
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| Attribute | Type | Default | Notes |
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|------------------------------------------|--------|-----------|-------|
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| maxXPfromBarbarians | Int | 30 | [^A] |
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| cityStrengthBase | Float | 8.0 | [^B] |
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| cityStrengthPerPop | Float | 0.4 | [^B] |
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| cityStrengthFromTechsMultiplier | Float | 5.5 | [^B] |
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| cityStrengthFromTechsExponent | Float | 2.8 | [^B] |
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| cityStrengthFromTechsFullMultiplier | Float | 1.0 | [^B] |
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| cityStrengthFromGarrison | Float | 0.2 | [^B] |
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| unitSupplyPerPopulation | Float | 0.5 | [^C] |
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| minimalCityDistance | Int | 3 | [^D] |
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| minimalCityDistanceOnDifferentContinents | Int | 2 | [^D] |
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| unitUpgradeCost | Object | see below | [^J] |
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| naturalWonderCountMultiplier | Float | 0.124 | [^E] |
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| naturalWonderCountAddedConstant | Float | 0.1 | [^E] |
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| ancientRuinCountMultiplier | Float | 0.02 | [^F] |
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| maxLakeSize | Int | 10 | [^H] |
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| riverCountMultiplier | Float | 0.01 | [^I] |
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| minRiverLength | Int | 5 | [^I] |
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| maxRiverLength | Int | 666 | [^I] |
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| religionLimitBase | Int | 1 | [^K] |
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| religionLimitMultiplier | Float | 0.5 | [^K] |
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Legend:
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- [^A]: Max amount of experience that can be gained from combat with barbarians
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- [^B]: Formula for city Strength:
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- [^A]: Max amount of experience that can be gained from combat with barbarians
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- [^B]: Formula for city Strength:
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Strength = baseStrength + strengthPerPop + strengthFromTiles +
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((%techs * multiplier) ^ exponent) * fullMultiplier +
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(garrisonBonus * garrisonUnitStrength * garrisonUnitHealth/100) +
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defensiveBuildingStrength
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where %techs is the percentage of techs in the tech tree that are complete
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If no techs exist in this ruleset, %techs = 0.5 (=50%)
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- [^C]: Formula for Unit Supply:
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- [^C]: Formula for Unit Supply:
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Supply = unitSupplyBase (difficulties.json)
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unitSupplyPerCity * amountOfCities + (difficulties.json)
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unitSupplyPerPopulation * amountOfPopulationInAllCities
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unitSupplyBase and unitSupplyPerCity can be found in difficulties.json
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unitSupplyBase, unitSupplyPerCity and unitSupplyPerPopulation can also be increased through uniques
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- [^D]: The minimal distance that must be between any two cities, not counting the tiles cities are on
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- [^D]: The minimal distance that must be between any two cities, not counting the tiles cities are on
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The number is the amount of tiles between two cities, not counting the tiles the cities are on.
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e.g. "C__C", where "C" is a tile with a city and "_" is a tile without a city, has a distance of 2.
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First constant is for cities on the same landmass, the second is for cities on different continents.
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- [^E]: NaturalWonderGenerator uses these to determine the number of Natural Wonders to spawn for a given map size. The number scales linearly with map radius: #wonders = radius * naturalWonderCountMultiplier + naturalWonderCountAddedConstant. The defaults effectively mean Tiny - 1, Small - 2, Medium - 3, Large - 4, Huge - 5, Custom radius >=109 - all G&K wonders.
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- [^F]: MapGenerator.spreadAncientRuins: number of ruins = suitable tile count * this
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- [^H]: MapGenerator.spawnLakesAndCoasts: Water bodies up to this tile count become Lakes
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- [^I]: RiverGenerator: river frequency and length bounds
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- [^J]: A [UnitUpgradeCost](#UnitUpgradeCost) sub-structure.
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- [^E]: NaturalWonderGenerator uses these to determine the number of Natural Wonders to spawn for a given map size. The number scales linearly with map radius: #wonders = radius * naturalWonderCountMultiplier + naturalWonderCountAddedConstant. The defaults effectively mean Tiny - 1, Small - 2, Medium - 3, Large - 4, Huge - 5, Custom radius >=109 - all G&K wonders.
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- [^F]: MapGenerator.spreadAncientRuins: number of ruins = suitable tile count * this
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- [^H]: MapGenerator.spawnLakesAndCoasts: Water bodies up to this tile count become Lakes
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- [^I]: RiverGenerator: river frequency and length bounds
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- [^J]: A [UnitUpgradeCost](#UnitUpgradeCost) sub-structure.
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- [^K]: Maximum foundable Religions = religionLimitBase + floor(MajorCivCount * religionLimitMultiplier)
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#### UnitUpgradeCost
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