Added all promotions for air units, and a couple for other units that were previously missed

This commit is contained in:
Yair Morgenstern
2019-07-11 22:35:22 +03:00
parent 00e112e668
commit d9942aec7c
18 changed files with 395 additions and 183 deletions

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@ -3014,318 +3014,409 @@ UnitPromotionIcons/Accuracy_I_(Civ5)
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Barrage_III_(Civ5)
UnitPromotionIcons/Air_Repair_(Civ5)
rotate: false
xy: 182, 153
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Barrage_II_(Civ5)
UnitPromotionIcons/Ambush_II_(Civ5)
rotate: false
xy: 312, 95
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Barrage_I_(Civ5)
UnitPromotionIcons/Ambush_I_(Civ5)
rotate: false
xy: 1142, 1229
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Blitz_(Civ5)
UnitPromotionIcons/Barrage_III_(Civ5)
rotate: false
xy: 438, 447
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Boarding_Party_III_(Civ5)
UnitPromotionIcons/Barrage_II_(Civ5)
rotate: false
xy: 1164, 1229
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Boarding_Party_II_(Civ5)
UnitPromotionIcons/Barrage_I_(Civ5)
rotate: false
xy: 312, 73
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Boarding_Party_I_(Civ5)
UnitPromotionIcons/Blitz_(Civ5)
rotate: false
xy: 2459, 422
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Bombardment_III_(Civ5)
UnitPromotionIcons/Boarding_Party_III_(Civ5)
rotate: false
xy: 281, 1665
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Bombardment_II_(Civ5)
UnitPromotionIcons/Boarding_Party_II_(Civ5)
rotate: false
xy: 379, 1281
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Bombardment_I_(Civ5)
UnitPromotionIcons/Boarding_Party_I_(Civ5)
rotate: false
xy: 2442, 55
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Charge_(Civ5)
UnitPromotionIcons/Bombardment_III_(Civ5)
rotate: false
xy: 2338, 3
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Coastal_Raider_III_(Civ5)
UnitPromotionIcons/Bombardment_II_(Civ5)
rotate: false
xy: 458, 669
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Coastal_Raider_II_(Civ5)
UnitPromotionIcons/Bombardment_I_(Civ5)
rotate: false
xy: 2440, 33
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Coastal_Raider_I_(Civ5)
UnitPromotionIcons/Charge_(Civ5)
rotate: false
xy: 538, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Cover_II_(Civ5)
UnitPromotionIcons/Coastal_Raider_III_(Civ5)
rotate: false
xy: 1172, 1281
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Cover_I_(Civ5)
UnitPromotionIcons/Coastal_Raider_II_(Civ5)
rotate: false
xy: 312, 51
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Drill_III_(Civ5)
UnitPromotionIcons/Coastal_Raider_I_(Civ5)
rotate: false
xy: 334, 71
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Drill_II_(Civ5)
UnitPromotionIcons/Cover_II_(Civ5)
rotate: false
xy: 281, 1643
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Drill_I_(Civ5)
UnitPromotionIcons/Cover_I_(Civ5)
rotate: false
xy: 379, 1259
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Formation_II_(Civ5)
UnitPromotionIcons/Drill_III_(Civ5)
rotate: false
xy: 2360, 3
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Formation_I_(Civ5)
UnitPromotionIcons/Drill_II_(Civ5)
rotate: false
xy: 458, 647
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Heal_Instantly_(Civ5)
UnitPromotionIcons/Drill_I_(Civ5)
rotate: false
xy: 560, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Indirect_Fire_(Civ5)
UnitPromotionIcons/Evasion_(Civ5)
rotate: false
xy: 1172, 1259
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Logistics_(Civ5)
UnitPromotionIcons/Formation_II_(Civ5)
rotate: false
xy: 312, 29
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/March_(Civ5)
UnitPromotionIcons/Formation_I_(Civ5)
rotate: false
xy: 334, 49
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Medic_(Civ5)
UnitPromotionIcons/Heal_Instantly_(Civ5)
rotate: false
xy: 356, 71
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Medic_II_(Civ5)
rotate: false
xy: 356, 71
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Mobility_(Civ5)
UnitPromotionIcons/Indirect_Fire_(Civ5)
rotate: false
xy: 281, 1621
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Range_(Civ5)
UnitPromotionIcons/Interception_III_(Civ5)
rotate: false
xy: 379, 1237
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Scouting_III_(Civ5)
UnitPromotionIcons/Interception_II_(Civ5)
rotate: false
xy: 2382, 3
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Scouting_II_(Civ5)
UnitPromotionIcons/Interception_I_(Civ5)
rotate: false
xy: 582, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Scouting_I_(Civ5)
UnitPromotionIcons/Logistics_(Civ5)
rotate: false
xy: 356, 49
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Sentry_(Civ5)
UnitPromotionIcons/March_(Civ5)
rotate: false
xy: 378, 71
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Shock_III_(Civ5)
UnitPromotionIcons/Medic_(Civ5)
rotate: false
xy: 379, 1215
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Shock_II_(Civ5)
UnitPromotionIcons/Medic_II_(Civ5)
rotate: false
xy: 379, 1215
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Mobility_(Civ5)
rotate: false
xy: 2404, 3
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Shock_I_(Civ5)
UnitPromotionIcons/Operational_Range_(Civ5)
rotate: false
xy: 604, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Siege_(Civ5)
UnitPromotionIcons/Range_(Civ5)
rotate: false
xy: 604, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Scouting_III_(Civ5)
rotate: false
xy: 378, 49
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_III_(Civ5)
UnitPromotionIcons/Scouting_II_(Civ5)
rotate: false
xy: 400, 71
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_II_(Civ5)
UnitPromotionIcons/Scouting_I_(Civ5)
rotate: false
xy: 626, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_I_(Civ5)
UnitPromotionIcons/Sentry_(Civ5)
rotate: false
xy: 400, 49
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Volley_(Civ5)
UnitPromotionIcons/Shock_III_(Civ5)
rotate: false
xy: 648, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Wolfpack_III_(Civ5)
UnitPromotionIcons/Shock_II_(Civ5)
rotate: false
xy: 670, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Wolfpack_II_(Civ5)
UnitPromotionIcons/Shock_I_(Civ5)
rotate: false
xy: 692, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Wolfpack_I_(Civ5)
UnitPromotionIcons/Siege_(Civ5)
rotate: false
xy: 714, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Woodsman_(Civ5)
UnitPromotionIcons/Siege_I_(Civ5)
rotate: false
xy: 714, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Siege_III_(Civ5)
rotate: false
xy: 736, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Siege_II_(Civ5)
rotate: false
xy: 758, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Sortie_(Civ5)
rotate: false
xy: 780, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_III_(Civ5)
rotate: false
xy: 802, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_II_(Civ5)
rotate: false
xy: 824, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_I_(Civ5)
rotate: false
xy: 846, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Targeting_I_(air)_(Civ5)
rotate: false
xy: 846, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Volley_(Civ5)
rotate: false
xy: 868, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Wolfpack_III_(Civ5)
rotate: false
xy: 890, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Wolfpack_II_(Civ5)
rotate: false
xy: 912, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Wolfpack_I_(Civ5)
rotate: false
xy: 934, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1
UnitPromotionIcons/Woodsman_(Civ5)
rotate: false
xy: 956, 5
size: 20, 20
orig: 20, 20
offset: 0, 0
index: -1

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@ -5,6 +5,8 @@
effect:"Heal this Unit by 50 HP; Doing so will consume this opportunity to choose a Promotion",
unitTypes:["Melee","Mounted","Scout","Siege","Ranged","Armor","WaterMelee","WaterRanged","WaterSubmarine"]
}
// Ranged+Siege
{
name:"Accuracy I",
effect:"Bonus vs units in open terrain 15%",
@ -40,7 +42,26 @@
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Volley",
prerequisites:["Accuracy I","Barrage I"],
effect:"Bonus vs City 50%",
unitTypes:["Ranged","Siege"]
}
{
name:"Range",
prerequisites:["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"],
effect:"+1 Range",
unitTypes:["Ranged","Siege","WaterRanged","WaterSubmarine"]
}
{
name:"Indirect Fire",
prerequisites:["Accuracy III","Barrage III"],
effect:"Ranged attacks may be performed over obstacles",
unitTypes:["Ranged","Siege"]
}
// Melee, Mounted+Armor
{
name:"Shock I",
effect:"Bonus vs units in open terrain 15%",
@ -76,94 +97,18 @@
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Scouting I",
effect:"+1 Visibility Range",
unitTypes:["Scout"]
}
{
name:"Scouting II",
prerequisites:["Scouting I"],
effect:"+1 Movement",
unitTypes:["Scout"]
}
{
name:"Scouting III",
prerequisites:["Scouting II"],
effect:"+1 Visibility Range",
unitTypes:["Scout"]
}
{
name:"Cover I",
effect:"+25% Defence against ranged attacks",
unitTypes:["Melee","Ranged","Siege"]
}
{
name:"Cover II",
prerequisites:["Cover I"],
effect:"+25% Defence against ranged attacks",
unitTypes:["Melee","Ranged","Siege"]
}
{
name:"March",
prerequisites:["Accuracy II","Barrage II","Shock III","Drill III"],
effect:"Unit will heal every turn, even if it performs an action",
unitTypes:["Melee","Ranged","Siege","Mounted"]
}
{
name:"Charge",
prerequisites:["Shock II","Drill II"],
effect:"Bonus vs wounded units 33%",
unitTypes:["Mounted","Armor"]
}
{
name:"Mobility",
prerequisites:["Shock II","Drill II","Targeting I",
"Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"],
effect:"+1 Movement",
unitTypes:["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"]
}
{
name:"Siege",
prerequisites:["Shock II","Drill II"],
effect:"Bonus vs City 50%",
unitTypes:["Melee"]
}
{
name:"Volley",
prerequisites:["Accuracy I","Barrage I"],
effect:"Bonus vs City 50%",
unitTypes:["Ranged","Siege"]
}
{
name:"Sentry",
prerequisites:["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"],
effect:"+1 Visibility Range",
unitTypes:["Melee","Mounted","WaterRanged","Armor","WaterMelee"]
}
{
name:"Range",
prerequisites:["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"],
effect:"+1 Range",
unitTypes:["Ranged","Siege","WaterRanged","WaterSubmarine"]
}
{
name:"Indirect Fire",
prerequisites:["Accuracy III","Barrage III"],
effect:"Ranged attacks may be performed over obstacles",
unitTypes:["Ranged","Siege"]
}
{
name:"Formation I",
prerequisites:["Shock II","Drill II"],
@ -183,33 +128,46 @@
effect:"1 additional attack per turn",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Logistics",
prerequisites:["Accuracy III","Barrage III","Targeting III", "Wolfpack III",
"Bombardment III", "Coastal Raider III","Boarding Party III"],
effect:"1 additional attack per turn",
unitTypes:["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine"]
name:"Woodsman",
prerequisites:["Shock III","Drill III"],
effect:"Double movement rate through Forest and Jungle",
unitTypes:["Melee"]
}
{
name:"Medic",
prerequisites:["Shock I", "Drill I", "Scouting II"],
effect:"This unit and all others in adjacent tiles heal 5 additional HP per turn",
unitTypes:["Melee","Mounted","Scout"]
}
{
name:"Medic II",
prerequisites:["Medic"],
effect:"This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.",
unitTypes:["Melee","Mounted","Scout"]
}
// Scout
{
name:"Bombardment I",
effect:"Bonus vs land units 33%",
unitTypes:["WaterRanged"]
name:"Scouting I",
effect:"+1 Visibility Range",
unitTypes:["Scout"]
}
{
name:"Bombardment II",
prerequisites:["Bombardment I"],
effect:"Bonus vs land units 33%",
unitTypes:["WaterRanged"]
name:"Scouting II",
prerequisites:["Scouting I"],
effect:"+1 Movement",
unitTypes:["Scout"]
}
{
name:"Bombardment III",
prerequisites:["Bombardment II"],
effect:"Bonus vs land units 34%",
unitTypes:["WaterRanged"]
name:"Scouting III",
prerequisites:["Scouting II"],
effect:"+1 Visibility Range",
unitTypes:["Scout"]
}
// Water melee
{
name:"Boarding Party I",
effect:"Bonus vs water units 15%",
@ -245,23 +203,8 @@
effect:"Bonus vs City 15%",
unitTypes:["WaterMelee"]
}
{
name:"Targeting I",
effect:"Bonus vs City 15%",
unitTypes:["WaterRanged"]
}
{
name:"Targeting II",
prerequisites:["Targeting I"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged"]
}
{
name:"Targeting III",
prerequisites:["Targeting II"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged"]
}
// Submarine
{
name:"Wolfpack I",
effect:"Bonus as Attacker [25]%",
@ -279,22 +222,184 @@
effect:"Bonus as Attacker [25]%",
unitTypes:["WaterSubmarine"]
}
// Bomber
{
name:"Woodsman",
prerequisites:["Shock III","Drill III"],
effect:"Double movement rate through Forest and Jungle",
unitTypes:["Melee"]
name:"Siege I",
effect:"Bonus vs City 33%",
unitTypes:["Bomber"]
}
{
name:"Medic",
prerequisites:["Shock I", "Drill I", "Scouting II"],
effect:"This unit and all others in adjacent tiles heal 5 additional HP per turn",
unitTypes:["Melee","Mounted","Scout"]
name:"Siege II",
prerequisites:["Siege I"],
effect:"Bonus vs City 33%",
unitTypes:["Bomber"]
}
{
name:"Medic II",
prerequisites:["Medic"],
effect:"This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.",
unitTypes:["Melee","Mounted","Scout"]
name:"Siege III",
prerequisites:["Siege II"],
effect:"Bonus vs City 34%",
unitTypes:["Bomber"]
}
]
{
name:"Evasion",
prerequisites:["Siege II", "Bombardment II"]
effect:"Reduces damage taken from interception by 50%",
unitTypes:["Bomber"]
}
// Fighter
{
name:"Interception I",
effect:"Bonus when intercepting [33]%",
unitTypes:["Fighter"]
}
{
name:"Interception II",
prerequisites:["Interception I"],
effect:"Bonus when intercepting [33]%",
unitTypes:["Fighter"]
}
{
name:"Interception III",
prerequisites:["Interception II"],
effect:"Bonus when intercepting [34]%",
unitTypes:["Fighter"]
}
/*
{
name:"Dogfighting I",
effect:"Bonus when performing air sweep [33]%", // todo
unitTypes:["Fighter"]
}
{
name:"Dogfighting II",
prerequisites:["Dogfighting I"],
effect:"Bonus when performing air sweep [33]%",
unitTypes:["Fighter"]
}
{
name:"Dogfighting III",
prerequisites:["Dogfighting II"],
effect:"Bonus when performing air sweep [34]%",
unitTypes:["Fighter"]
}
*/
{
name:"Sortie",
prerequisites:["Interception II", "Dogfighting II"]
effect:"1 extra Interception may be made per turn",
unitTypes:["Fighter"]
}
{
name:"Operational Range",
prerequisites:["Interception I", /*"Dogfighting I",*/ "Siege I", "Bombardment I"],
effect:"+2 Range",
unitTypes:["Fighter","Bomber"]
}
{
name:"Air Repair",
prerequisites:["Interception II", /*"Dogfighting II",*/ "Siege II", "Bombardment II"],
effect:"Unit will heal every turn, even if it performs an action",
unitTypes:["Fighter","Bomber"]
}
// Mixed
{
name:"Cover I",
effect:"+25% Defence against ranged attacks",
unitTypes:["Melee","Ranged","Siege"]
}
{
name:"Cover II",
prerequisites:["Cover I"],
effect:"+25% Defence against ranged attacks",
unitTypes:["Melee","Ranged","Siege"]
}
{
name:"March",
prerequisites:["Accuracy II","Barrage II","Shock III","Drill III"],
effect:"Unit will heal every turn, even if it performs an action",
unitTypes:["Melee","Ranged","Siege","Mounted"]
}
{
name:"Mobility",
prerequisites:["Shock II","Drill II","Targeting I",
"Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"],
effect:"+1 Movement",
unitTypes:["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"]
}
{
name:"Sentry",
prerequisites:["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"],
effect:"+1 Visibility Range",
unitTypes:["Melee","Mounted","WaterRanged","Armor","WaterMelee"]
}
{
name:"Logistics",
prerequisites:["Accuracy III","Barrage III","Targeting III", "Wolfpack III",
"Bombardment III", "Coastal Raider III","Boarding Party III","Siege III","Bombardment III"],
effect:"1 additional attack per turn",
unitTypes:["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"]
}
{
name:"Ambush I",
effect:"Bonus vs Armor 25%",
unitTypes:["Melee","Fighter","Bomber"]
}
{
name:"Ambush II",
prerequisites:["Ambush I"],
effect:"Bonus vs Armor 25%",
unitTypes:["Melee","Fighter","Bomber"]
}
// Water ranged and air units
{
name:"Bombardment I",
effect:"Bonus vs land units 33%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
{
name:"Bombardment II",
prerequisites:["Bombardment I"],
effect:"Bonus vs land units 33%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
{
name:"Bombardment III",
prerequisites:["Bombardment II"],
effect:"Bonus vs land units 34%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
// Targeting I has different requirements for air and waterranged units, this was the cleanest way to do so
{
name:"Targeting I",
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged"]
}
{
name:"Targeting I (air)",
prerequisites:["Interception I","Dogfighting I", "Siege I","Bombardment I"]
effect:"Bonus vs water units 15%",
unitTypes:["Fighter","Bomber"]
}
{
name:"Targeting II",
prerequisites:["Targeting I","Targeting I (air)"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
{
name:"Targeting III",
prerequisites:["Targeting II"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged"]
}
]