SimonCeder
24bd2b66b0
Regions part 3 - resource placement, resource settings ( #5690 )
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* placeLuxuries
* map resource settings
* strategic and bonus resources
* terrain fixes
* slight optimizations
* vanilla jsons
* fix luxury terrain distribution
* also for vanilla
* fix ruleset bug
* terrainfilter
2021-12-07 07:25:16 +02:00
SimonCeder
e4f686964e
Regions part 2 - City state placements, start normalization ( #5663 )
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* start position normalization
* assignLuxuries
* City states placement
* city state normalization
* don't consider tiny islands
* also modify the other json since they are duplicated now
2021-11-11 12:11:48 +02:00
Xander Lenstra
003f2434c1
Differentiating Vanilla & G&K ( #5654 )
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* Fixed tests checking for mod correctness
* Update G&K jsons to current vanilla versions
* First pass over buildings & beliefs
* First pass over nations
* First pass over eras.json
* Fully updated tech tree
* First pass over units
* Second pass over buildings -- fixed techs
* Fixed last prerequisites and row numbers of tech
* Went through the entire tech tree and moved things to their correct spot
* Fixed tests
2021-11-09 06:23:30 +02:00
SimonCeder
09c40002f0
Regions part 1 - subdivide generated maps into regions, and use to place civs ( #5556 )
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* json definitions
* create regions, define region types
* count terrains
* terrain qualities
* tilesInRectangle
* use even q coords
* major civ start locations
* move to separate file
* remove printlns
* unused imports
* strings
* strings
* reviews
* conditionalize qualities
* guess qualities of terrain types without explicit definitions
* guess qualities of terrain types without explicit definitions
* Update template.properties
* Update template.properties
* add HideInCivilopedia to technical uniques
* reviews
2021-11-05 07:59:48 +02:00
Xander Lenstra
b66443574e
Enumified all remaining resource & improvement uniques ( #5523 )
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* Added conditionals & enumified improvement stat uniques
* Enumified all the other uniques
* Fixed bug where improvemen stat icons didn't show up in tech tree & reviews
2021-10-24 20:47:29 +03:00
Xander Lenstra
13859e78c1
Unified and enumified production percentage bonus uniques ( #5521 )
2021-10-20 16:57:55 +03:00
SimonCeder
36711f70ad
Variable resource quantities ( #5456 )
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* implement varying resource amounts
* works on old maps
* reviews
2021-10-12 07:38:07 +03:00
yairm210
7e05a56e37
Tile resource uniques now work to provide stat bonuses
2021-09-17 16:05:21 +03:00
yairm210
103f1daf36
tileResources unique -> uniques
2021-09-17 15:00:19 +03:00
ravignir
5d2732c656
G&K resources, resource improvement yield changes to match civ5. ( #4835 )
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* Update Credits.md
* Add files via upload
* Add files via upload
* Update TileResources.json
* Update FantasyHex.json
* Update TileResources.json
2021-08-11 18:48:10 +03:00
SimonCeder
1f6f49efd7
Mercantile CS resources ( #4641 )
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* Added Porcelain and Jewelry, assigned to Mercantile CS
* resized Jewelry.png
* moved citystateresource, added resource overview to diplo screen
* citystateresource saved as string
* Update template.properties
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
2021-07-27 22:28:36 +03:00
Yair Morgenstern
ccae026df2
Resolved #1804 - Renamed "Siege" promotion to "Besiege". Closes #2458
2021-02-23 20:07:49 +02:00
Yair Morgenstern
c9a96358da
Changed "Gold" resource to be called "Gold Ore" to not conflict with the yield type for translations - #2458
2021-02-23 20:05:00 +02:00
Yair Morgenstern
4bd40125b0
All resource stats from buildings converted to building uniques
2021-02-22 23:00:48 +02:00
Yair Morgenstern
c2fdcb7849
Prepping for multiple rulesets - current ruleset is now is Vanilla folder
2020-04-24 14:03:41 +03:00