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Add <when espionage is enabled>
conditional (#12326)
* Modding: Replaced "Hidden when espionage is disabled" with "Only available <when espionage is enabled>" * Modding: Fix unique deprecation notice * Add ConditionalEspionageEnabled to isUnavailableBySettings list
This commit is contained in:
@ -714,7 +714,7 @@
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"cost": 160,
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"maintenance": 1,
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"hurryCostModifier": 10,
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"uniques": ["Hidden when espionage is disabled", "[-25]% enemy spy effectiveness [in this city]"],
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"uniques": ["Only available <when espionage is enabled>", "[-25]% enemy spy effectiveness [in this city]"],
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"requiredTech": "Banking"
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},
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// will be introduced in BNW expansion pack
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@ -947,7 +947,7 @@
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"cost": 300,
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"maintenance": 1,
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"hurryCostModifier": 10,
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"uniques": ["Hidden when espionage is disabled", "[-25]% enemy spy effectiveness [in this city]"],
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"uniques": ["Only available <when espionage is enabled>", "[-25]% enemy spy effectiveness [in this city]"],
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"requiredBuilding": "Constabulary",
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"requiredTech": "Electricity"
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},
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@ -986,7 +986,7 @@
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"cost": 120,
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"culture": 1,
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"isNationalWonder": true,
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"uniques": ["Hidden when espionage is disabled",
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"uniques": ["Only available <when espionage is enabled>",
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"New spies start with [1] level(s)",
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"Promotes all spies [1] time(s)",
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"Gain an extra spy", // Order is significant here
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@ -1117,8 +1117,8 @@
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{
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"name": "Great Firewall",
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"isWonder": true,
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"uniques": ["Hidden when espionage is disabled", "[-99]% enemy spy effectiveness [in this city]",
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"[-25]% enemy spy effectiveness [in all cities]",],
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"uniques": ["Only available <when espionage is enabled>", "[-99]% enemy spy effectiveness [in this city]",
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"[-25]% enemy spy effectiveness [in all cities]"],
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"requiredTech": "Computers"
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},
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@ -384,7 +384,7 @@
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"Each civilization can only choose a single pantheon belief, and each pantheon can only be chosen once.",
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"Generating more ☮Faith will allow you to found a religion."
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],
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"uniques": ["Hidden when religion is disabled"]
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"uniques": ["Only available <when religion is enabled>"]
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},
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{
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"name": "Religion",
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@ -398,7 +398,7 @@
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"This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you.",
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"Do take care founding a religion soon, only about half the players in the game are able to found a religion!"
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],
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"uniques": ["Hidden when religion is disabled"]
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"uniques": ["Only available <when religion is enabled>"]
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},
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{
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"name": "Beliefs",
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@ -406,7 +406,7 @@
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"There are four types of beliefs: Pantheon, Founder, Follower and Enhancer beliefs.",
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"Pantheon and Follower beliefs apply to each city following your religion, while Founder and Enhancer beliefs only apply to the founder of a religion."
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],
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"uniques": ["Hidden when religion is disabled"]
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"uniques": ["Only available <when religion is enabled>"]
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},
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{
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"name": "Religion inside cities",
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@ -419,7 +419,7 @@
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"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.",
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"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."
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],
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"uniques": ["Hidden when religion is disabled"]
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"uniques": ["Only available <when religion is enabled>"]
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},
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{
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"name": "Spreading Religion",
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@ -441,7 +441,7 @@
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"Lastly, before founding a religion, new cities you settle will start with 200 pressure for your pantheon.",
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"This way, all your cities will starting following your pantheon as long as you haven't founded a religion yet."
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],
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"uniques": ["Hidden when religion is disabled"]
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"uniques": ["Only available <when religion is enabled>"]
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},
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{
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"name": "Inquisitors",
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@ -452,7 +452,7 @@
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"Often this results in the city immediately converting to their religion",
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"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."
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],
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"uniques": ["Hidden when religion is disabled"]
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"uniques": ["Only available <when religion is enabled>"]
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},
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{
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"name": "Maya Long Count calendar cycle",
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