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Updated Rationalism branch to G&K (#4136)
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@ -52,7 +52,7 @@
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"name": "Library",
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"hurryCostModifier": 25,
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"maintenance": 1,
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"uniques": ["[+1 Science] Per [2] Population [in this city]"],
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"uniques": ["[+1 Science] per [2] population [in this city]"],
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"requiredTech": "Writing"
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},
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{
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@ -72,7 +72,7 @@
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"uniqueTo": "China",
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"hurryCostModifier": 25,
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"gold": 2,
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"uniques": ["[+1 Science] Per [2] Population [in this city]"],
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"uniques": ["[+1 Science] per [2] population [in this city]"],
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"requiredTech": "Writing"
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},
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{
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@ -729,7 +729,7 @@
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"culture": 1,
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"greatPersonPoints": {"science": 2},
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"isWonder": true,
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"uniques": ["Free [Great Scientist] appears","Science gained from research agreements +50%"],
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"uniques": ["Free [Great Scientist] appears","Science gained from research agreements +[50]%"],
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"requiredTech": "Architecture",
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"quote": "'Things always seem fairer when we look back at them, and it is out of that inaccessible tower of the past that Longing leans and beckons.' - James Russell Lowell"
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},
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@ -752,7 +752,7 @@
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"requiredBuilding": "University",
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"maintenance": 3,
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"hurryCostModifier": 0,
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"uniques": ["[+1 Science] Per [2] Population [in this city]"],
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"uniques": ["[+1 Science] per [2] population [in this city]"],
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"requiredTech": "Scientific Theory"
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},
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{
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@ -267,7 +267,7 @@
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{
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"name": "Rationalism",
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"era": "Renaissance era",
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"uniques": ["Production to science conversion in cities increased by 33%"],
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"uniques": ["+[15]% [Science] while the empire is happy"],
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"policies": [
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{
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"name": "Secularism",
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@ -291,21 +291,21 @@
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},
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{
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"name": "Sovereignty",
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"uniques": ["+15% science while empire is happy"],
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"uniques": ["[+1 Gold] from all [Science] buildings"],
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"requires": ["Humanism"],
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"row": 2,
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"column": 5
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},
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{
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"name": "Scientific Revolution",
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"uniques": ["Science gained from research agreements +50%"],
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"uniques": ["Science gained from research agreements +[50]%"],
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"requires": ["Free Thought"],
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"row": 3,
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"column": 1
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},
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{
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"name": "Rationalism Complete",
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"uniques": ["[+1 Gold] from all [Science] buildings"]
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"uniques": ["[2] Free Technologies"]
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}
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]
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},
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@ -317,9 +317,15 @@ class CityStats {
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stats.production += unique.params[0].toInt()
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}
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if (cityInfo.civInfo.getHappiness() >= 0 && uniques.any { it.text == "+15% science while empire is happy" })
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stats.science += 15f
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if (cityInfo.civInfo.getHappiness() >= 0) {
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for (unique in uniques.filter { it.placeholderText == "+[]% [] while the empire is happy"})
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stats.add(Stat.valueOf(unique.params[1]), unique.params[0].toFloat())
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// Deprecated since 3.15.0
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for (unique in uniques.filter { it.placeholderText == "+15% science while the empire is happy"})
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stats.science += 15f
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//
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}
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return stats
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}
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@ -182,8 +182,13 @@ class TechManager {
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private fun scienceFromResearchAgreements(): Int {
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// https://forums.civfanatics.com/resources/research-agreements-bnw.25568/
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var researchAgreementModifier = 0.5f
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for (unique in civInfo.getMatchingUniques("Science gained from research agreements +50%"))
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researchAgreementModifier += 0.25f
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// Deprecated since 3.15.0
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for (unique in civInfo.getMatchingUniques("Science gained from research agreements +50%"))
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researchAgreementModifier += 0.25f
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//
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for (unique in civInfo.getMatchingUniques("Science gained from research agreements +[]%")) {
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researchAgreementModifier += unique.params[0].toFloat() / 200f
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}
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return (scienceFromResearchAgreements / 3 * researchAgreementModifier).toInt()
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}
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@ -53,8 +53,8 @@ object UniqueTriggerActivation {
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}
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// spectators get all techs at start of game, and if (in a mod) a tech gives a free policy, the game stucks on the policy picker screen
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"Free Social Policy" -> if (!civInfo.isSpectator()) civInfo.policies.freePolicies++
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"Empire enters golden age" ->
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civInfo.goldenAges.enterGoldenAge()
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"[] Free Social Policies" -> if (!civInfo.isSpectator()) civInfo.policies.freePolicies += unique.params[0].toInt()
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"Empire enters golden age" -> civInfo.goldenAges.enterGoldenAge()
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"Free Great Person" -> {
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if (civInfo.isSpectator()) return
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if (civInfo.isPlayerCivilization()) civInfo.greatPeople.freeGreatPeople++
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@ -81,7 +81,8 @@ object UniqueTriggerActivation {
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city.population.population += 1
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city.population.autoAssignPopulation()
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}
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"Free Technology" -> civInfo.tech.freeTechs += 1
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"Free Technology" -> if (!civInfo.isSpectator()) civInfo.tech.freeTechs += 1
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"[] Free Technologies" -> if (!civInfo.isSpectator()) civInfo.tech.freeTechs += unique.params[0].toInt()
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"Quantity of strategic resources produced by the empire increased by 100%" -> civInfo.updateDetailedCivResources()
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"+20% attack bonus to all Military Units for 30 turns" -> civInfo.policies.autocracyCompletedTurns = 30
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