diff --git a/android/assets/jsons/Civ V - Gods & Kings/Buildings.json b/android/assets/jsons/Civ V - Gods & Kings/Buildings.json index 2cc3f92f89..5108a50704 100644 --- a/android/assets/jsons/Civ V - Gods & Kings/Buildings.json +++ b/android/assets/jsons/Civ V - Gods & Kings/Buildings.json @@ -714,7 +714,7 @@ "cost": 160, "maintenance": 1, "hurryCostModifier": 10, - "uniques": ["Hidden when espionage is disabled", "[-25]% enemy spy effectiveness [in this city]"], + "uniques": ["Only available ", "[-25]% enemy spy effectiveness [in this city]"], "requiredTech": "Banking" }, // will be introduced in BNW expansion pack @@ -947,7 +947,7 @@ "cost": 300, "maintenance": 1, "hurryCostModifier": 10, - "uniques": ["Hidden when espionage is disabled", "[-25]% enemy spy effectiveness [in this city]"], + "uniques": ["Only available ", "[-25]% enemy spy effectiveness [in this city]"], "requiredBuilding": "Constabulary", "requiredTech": "Electricity" }, @@ -986,7 +986,7 @@ "cost": 120, "culture": 1, "isNationalWonder": true, - "uniques": ["Hidden when espionage is disabled", + "uniques": ["Only available ", "New spies start with [1] level(s)", "Promotes all spies [1] time(s)", "Gain an extra spy", // Order is significant here @@ -1117,8 +1117,8 @@ { "name": "Great Firewall", "isWonder": true, - "uniques": ["Hidden when espionage is disabled", "[-99]% enemy spy effectiveness [in this city]", - "[-25]% enemy spy effectiveness [in all cities]",], + "uniques": ["Only available ", "[-99]% enemy spy effectiveness [in this city]", + "[-25]% enemy spy effectiveness [in all cities]"], "requiredTech": "Computers" }, diff --git a/android/assets/jsons/Tutorials.json b/android/assets/jsons/Tutorials.json index cee3dac7bd..c027138755 100644 --- a/android/assets/jsons/Tutorials.json +++ b/android/assets/jsons/Tutorials.json @@ -384,7 +384,7 @@ "Each civilization can only choose a single pantheon belief, and each pantheon can only be chosen once.", "Generating more ☮Faith will allow you to found a religion." ], - "uniques": ["Hidden when religion is disabled"] + "uniques": ["Only available "] }, { "name": "Religion", @@ -398,7 +398,7 @@ "This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you.", "Do take care founding a religion soon, only about half the players in the game are able to found a religion!" ], - "uniques": ["Hidden when religion is disabled"] + "uniques": ["Only available "] }, { "name": "Beliefs", @@ -406,7 +406,7 @@ "There are four types of beliefs: Pantheon, Founder, Follower and Enhancer beliefs.", "Pantheon and Follower beliefs apply to each city following your religion, while Founder and Enhancer beliefs only apply to the founder of a religion." ], - "uniques": ["Hidden when religion is disabled"] + "uniques": ["Only available "] }, { "name": "Religion inside cities", @@ -419,7 +419,7 @@ "Based on this, you can get a feel for which religions have a lot of pressure built up in the city, and which have almost none.", "The city follows a religion if a majority of its population follows that religion, and will only then receive the effects of Follower and Pantheon beliefs of that religion." ], - "uniques": ["Hidden when religion is disabled"] + "uniques": ["Only available "] }, { "name": "Spreading Religion", @@ -441,7 +441,7 @@ "Lastly, before founding a religion, new cities you settle will start with 200 pressure for your pantheon.", "This way, all your cities will starting following your pantheon as long as you haven't founded a religion yet." ], - "uniques": ["Hidden when religion is disabled"] + "uniques": ["Only available "] }, { "name": "Inquisitors", @@ -452,7 +452,7 @@ "Often this results in the city immediately converting to their religion", "Additionally, when an inquisitor is stationed in or directly next to a city center, units of other religions cannot spread their faith there, though natural spread is uneffected." ], - "uniques": ["Hidden when religion is disabled"] + "uniques": ["Only available "] }, { "name": "Maya Long Count calendar cycle", diff --git a/core/src/com/unciv/models/ruleset/unique/Conditionals.kt b/core/src/com/unciv/models/ruleset/unique/Conditionals.kt index 18524d4054..1ce4a9d167 100644 --- a/core/src/com/unciv/models/ruleset/unique/Conditionals.kt +++ b/core/src/com/unciv/models/ruleset/unique/Conditionals.kt @@ -142,6 +142,8 @@ object Conditionals { UniqueType.ConditionalVictoryDisabled -> checkOnGameInfo { !gameParameters.victoryTypes.contains(conditional.params[0]) } UniqueType.ConditionalReligionEnabled -> checkOnGameInfo { isReligionEnabled() } UniqueType.ConditionalReligionDisabled -> checkOnGameInfo { !isReligionEnabled() } + UniqueType.ConditionalEspionageEnabled -> checkOnGameInfo { isEspionageEnabled() } + UniqueType.ConditionalEspionageDisabled -> checkOnGameInfo { !isEspionageEnabled() } UniqueType.ConditionalTech -> checkOnCiv { tech.isResearched(conditional.params[0]) } UniqueType.ConditionalNoTech -> checkOnCiv { !tech.isResearched(conditional.params[0]) } UniqueType.ConditionalWhileResearching -> checkOnCiv { tech.currentTechnologyName() == conditional.params[0] } diff --git a/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt b/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt index 270db8ce49..c8492095cf 100644 --- a/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt +++ b/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt @@ -102,6 +102,8 @@ interface IHasUniques : INamed { UniqueType.ConditionalSpeed, UniqueType.ConditionalReligionEnabled, UniqueType.ConditionalReligionDisabled, + UniqueType.ConditionalEspionageEnabled, + UniqueType.ConditionalEspionageDisabled, ) val stateForConditionals = StateForConditionals(gameInfo = gameInfo) diff --git a/core/src/com/unciv/models/ruleset/unique/UniqueType.kt b/core/src/com/unciv/models/ruleset/unique/UniqueType.kt index 5be1d9bf89..7ff66114a2 100644 --- a/core/src/com/unciv/models/ruleset/unique/UniqueType.kt +++ b/core/src/com/unciv/models/ruleset/unique/UniqueType.kt @@ -663,7 +663,8 @@ enum class UniqueType( ConditionalVictoryDisabled("when [victoryType] Victory is disabled", UniqueTarget.Conditional), ConditionalReligionEnabled("when religion is enabled", UniqueTarget.Conditional), ConditionalReligionDisabled("when religion is disabled", UniqueTarget.Conditional), - + ConditionalEspionageEnabled("when espionage is enabled", UniqueTarget.Conditional), + ConditionalEspionageDisabled("when espionage is disabled", UniqueTarget.Conditional), /////// general conditionals ConditionalChance("with [amount]% chance", UniqueTarget.Conditional), @@ -948,6 +949,7 @@ enum class UniqueType( UniqueTarget.Unit, UniqueTarget.Building, UniqueTarget.Ruins, UniqueTarget.Tutorial, flags = UniqueFlag.setOfHiddenToUsers), + @Deprecated("As of 4.13.19", ReplaceWith("Only available ")) HiddenWithoutEspionage("Hidden when espionage is disabled", UniqueTarget.Building, flags = UniqueFlag.setOfHiddenToUsers), diff --git a/docs/Modders/Mod-file-structure/3-Map-related-JSON-files.md b/docs/Modders/Mod-file-structure/3-Map-related-JSON-files.md index b892d1a1aa..383ac26bd7 100644 --- a/docs/Modders/Mod-file-structure/3-Map-related-JSON-files.md +++ b/docs/Modders/Mod-file-structure/3-Map-related-JSON-files.md @@ -125,7 +125,7 @@ Some of the rewards ruins can give will have results that are not deterministic A few uniques can be added to ancient ruin effects to modify when they can be earned. These are: - "Only available after [amount] turns" -- "Hidden when religion is disabled" +- "Only available " - "Hidden after a great prophet has been earned" ## [Tileset-specific json](../../Creating-a-custom-tileset.md) diff --git a/docs/Modders/uniques.md b/docs/Modders/uniques.md index bee469f28b..19048612e3 100644 --- a/docs/Modders/uniques.md +++ b/docs/Modders/uniques.md @@ -1550,9 +1550,6 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl ??? example "Cannot be hurried" Applicable to: Tech, Building -??? example "Hidden when espionage is disabled" - Applicable to: Building - ??? example "Will not be displayed in Civilopedia" Applicable to: Nation, Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, UnitType, Promotion, Terrain, Improvement, Resource, Ruins, Speed, EventChoice @@ -2778,6 +2775,12 @@ If your mod renames Coast or Lakes, do not use this with one of these as paramet ??? example "<when religion is disabled>" Applicable to: Conditional +??? example "<when espionage is enabled>" + Applicable to: Conditional + +??? example "<when espionage is disabled>" + Applicable to: Conditional + ??? example "<with [amount]% chance>" Example: "<with [3]% chance>"