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Espionage Uniques, Buildings and Policy (#11401)
* Added OneTimeSpiesLevelUp, OneTimeGainSpy, SpyEffectiveness, EnemySpyEffectiveness and HiddenWithoutEspionage Uniques * Spy effectiveness affects stealing tech and rigging elections * Fixed HiddenWithoutEspionage * Added Constabulary and Police Station * Added cityFilter to SpyEffectiveness * Added national Intelligence agency * Added Great Firewall * Fixed great firewall having a float value * EspionageManager addSpy now returns Spy instead of name * Added some simple espionage tests * Fixed OneTimeSpiesLevelUp still wanting parameter * Spy efficiency occurs after skill modifier * Added another test * Added Police State spy efficiency reduction unique * Fixed "Hidden when espionage is disabled" wording * Fixed "effectiveness" wording * Changed "enemy spy effectiveness" unique to use negative matters * Spy effectiveness only affect tech steal rate * Changed "Gain an extra spy" and "Promotes all spies" uniques * Removed Police State comment that is no longer accurate * Changed spy effectiveness to be multiplicative
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@ -577,9 +577,9 @@
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"name": "Police State",
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"uniques": [
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"[+3 Happiness] from every [Courthouse]",
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"[+100]% Production when constructing [Courthouse] buildings [in all cities]"
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"[+100]% Production when constructing [Courthouse] buildings [in all cities]",
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"[-25]% enemy spy effectiveness [in all cities]"
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],
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// There are also some uniques regarding espoinage, which as of this writing is not yet implemented
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"requires": ["Militarism"],
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"row": 2,
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"column": 4
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