Unciv/android/assets/jsons/Civ V - Vanilla/TileImprovements.json
SpacedOutChicken 81130a541e
Remove old "will be replaced by automated units" unique (#11932)
* Remove "will be replaced" old unique

* Update TileImprovements.json
2024-07-09 17:24:58 +03:00

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[
{
"name": "Farm",
"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Flood plains"],
"food": 1,
"turnsToBuild": 7,
"techRequired": "Agriculture",
"uniques": ["Can also be built on tiles adjacent to fresh water",
"[+1 Food] from [Fresh water] tiles <after discovering [Civil Service]>",
"[+1 Food] from [non-fresh water] tiles <after discovering [Fertilizer]>",
"Pillaging this improvement yields approximately [+18 Gold]"],
"shortcutKey": "F"
},
{
"name": "Lumber mill",
"terrainsCanBeBuiltOn": ["Forest"],
"production": 1,
"turnsToBuild": 7,
"techRequired": "Construction",
"uniques": ["[+1 Production] <after discovering [Scientific Theory]>", "Pillaging this improvement yields approximately [+10 Gold]"],
"shortcutKey": "L"
},
{
"name": "Mine",
"terrainsCanBeBuiltOn": ["Hill"],
"production": 1,
"turnsToBuild": 7,
"techRequired": "Mining",
"uniques": ["[+1 Production] <after discovering [Chemistry]>", "Pillaging this improvement yields approximately [+20 Gold]"],
"shortcutKey": "M"
},
{
"name": "Trading post",
"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Hill","Tundra","Forest","Jungle","Flood plains"],
"gold": 1,
"turnsToBuild": 7,
"techRequired": "Trapping",
"uniques": ["[+1 Gold] <after discovering [Economics]>", "Pillaging this improvement yields approximately [+20 Gold]"],
"shortcutKey": "T"
},
// Resource-specific
{
"name": "Camp",
"turnsToBuild": 7,
"techRequired": "Trapping",
"uniques": ["Does not need removal of [Forest]","Does not need removal of [Jungle]","[+1 Gold] <after discovering [Economics]>", "Can only be built to improve a resource", "Pillaging this improvement yields approximately [+10 Gold]"],
"shortcutKey": "C"
},
{
"name": "Oil well",
"turnsToBuild": 9,
"techRequired": "Biology",
"uniques": ["Can only be built to improve a resource", "Cannot be built on [Water] tiles", "Pillaging this improvement yields approximately [+20 Gold]"],
"shortcutKey": "W"
},
{
"name": "Offshore Platform",
"techRequired": "Refrigeration",
"uniques": ["Can only be built to improve a resource", "Can only be built on [Water] tiles", "Pillaging this improvement yields approximately [+20 Gold]"],
"shortcutKey": "P"
},
{
"name": "Pasture",
"turnsToBuild": 8,
"techRequired": "Animal Husbandry",
"uniques": ["[+1 Food] <after discovering [Fertilizer]>", "Can only be built to improve a resource", "Pillaging this improvement yields approximately [+10 Gold]"],
"shortcutKey": "P"
},
{
"name": "Plantation",
"turnsToBuild": 6,
"gold": 1,
"techRequired": "Calendar",
"uniques": ["[+1 Food] <after discovering [Fertilizer]>", "Can only be built to improve a resource", "Pillaging this improvement yields approximately [+10 Gold]"],
"shortcutKey": "P"
},
{
"name": "Quarry",
"turnsToBuild": 8,
"techRequired": "Masonry",
"uniques": ["[+1 Production] <after discovering [Chemistry]>", "Can only be built to improve a resource", "Pillaging this improvement yields approximately [+20 Gold]"],
"shortcutKey": "Q"
},
{
"name": "Fishing Boats",
"terrainsCanBeBuiltOn": ["Coast"],
"food": 1,
"techRequired": "Sailing",
"uniques": ["[+1 Gold] <after discovering [Compass]>", "Can only be built to improve a resource", "Pillaging this improvement yields approximately [+10 Gold]"],
"shortcutKey": "F"
},
// Military improvement
{
"name": "Fort",
"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Hill","Tundra","Snow","Forest","Jungle"],
"turnsToBuild": 6,
"techRequired": "Engineering",
"uniques": ["Can be built outside your borders", "Gives a defensive bonus of [50]%"],
"shortcutKey": "O"
},
// Transportation
{
"name": "Road",
"terrainsCanBeBuiltOn": ["Land"],
"turnsToBuild": 4,
"techRequired": "The Wheel",
"uniques": ["Can be built outside your borders", "Costs [1] [Gold] per turn when in your territory"],
"shortcutKey": "R",
"civilopediaText": [
{"text":"Reduces movement cost to ½ if the other tile also has a Road or Railroad"},
{"text":"Reduces movement cost to ⅓ with Machinery", "link":"Technology/Machinery"},
{"text":"Requires Engineering to bridge rivers", "link":"Technology/Engineering"}
]
},
{
"name": "Railroad",
"terrainsCanBeBuiltOn": ["Land"],
"turnsToBuild": 4,
"techRequired": "Railroads",
"uniques": ["Can be built outside your borders", "Costs [2] [Gold] per turn when in your territory"],
"shortcutKey": "R",
"civilopediaText": [
{"text":"Reduces movement cost to ⅒ if the other tile also has a Railroad"},
{"text":"Provides a +25% [Production] bonus to cities connected to the capital by Railroads"}
]
},
// Removals
// Any improvement that starts with 'Remove ' is automatically changed into
// the improvement that removes the terrainfeature after it.
{
"name": "Remove Forest",
"turnsToBuild": 4,
"techRequired": "Mining",
"uniques": ["Can be built outside your borders", "Excluded from map editor"],
"shortcutKey": "X",
"civilopediaText": [{"text":"Provides a one-time Production bonus depending on distance to the closest city once finished"}]
},
{
"name": "Remove Jungle",
"turnsToBuild": 7,
"techRequired": "Bronze Working",
"uniques": ["Can be built outside your borders", "Excluded from map editor"],
"shortcutKey": "X"
},
{
"name": "Remove Fallout",
"turnsToBuild": 2,
// Has no tech requirements as it can always be built
"uniques": ["Can be built outside your borders", "Excluded from map editor"],
"shortcutKey": "X"
},
{
"name": "Remove Marsh",
"turnsToBuild": 6,
"techRequired": "Masonry",
"uniques": ["Can be built outside your borders", "Excluded from map editor"],
"shortcutKey": "X"
},
// These are unique and have unique in-game checks related to them
{
"name": "Remove Road",
"turnsToBuild": 2,
"uniques": ["Can be built outside your borders", "Excluded from map editor"]
},
{
"name": "Remove Railroad",
"turnsToBuild": 2,
"uniques": ["Can be built outside your borders", "Excluded from map editor"]
},
{
"name": "Cancel improvement order",
"uniques": ["Can be built outside your borders", "Excluded from map editor"],
"shortcutKey": "."
},
// Purely for turnsToBuild and civilopediaText. Unbuildable so it doesn't show in ImprovementPicker
{
"name": "Repair",
"terrainsCanBeBuiltOn": ["Land"],
"turnsToBuild": 2,
"uniques": ["Unbuildable", "Excluded from map editor"],
"shortcutKey": "E",
"civilopediaText": [{"text":"Repairs a pillaged Improvement or Route"}]
},
// Great Person improvements
{
"name": "Academy",
"terrainsCanBeBuiltOn": ["Land"],
"science": 8,
"uniques": ["Great Improvement", "[+2 Science] <after discovering [Scientific Theory]>", "Will not be replaced by automated units",
"Removes removable features when built", "Pillaging this improvement yields approximately [+20 Gold]"]
},
{
"name": "Landmark",
"terrainsCanBeBuiltOn": ["Land"],
"culture": 6,
"uniques": ["Great Improvement", "Removes removable features when built",
"Will not be replaced by automated units", "Pillaging this improvement yields approximately [+20 Gold]"]
},
{
"name": "Manufactory",
"terrainsCanBeBuiltOn": ["Land"],
"production": 4,
"uniques": ["Great Improvement", "[+1 Production] <after discovering [Chemistry]>", "Removes removable features when built",
"Will not be replaced by automated units", "Pillaging this improvement yields approximately [+20 Gold]"]
},
{
"name": "Customs house",
"terrainsCanBeBuiltOn": ["Land"],
"gold": 4,
"uniques": ["Great Improvement", "[+1 Gold] <after discovering [Economics]>", "Removes removable features when built",
"Will not be replaced by automated units", "Pillaging this improvement yields approximately [+20 Gold]"]
},
{
"name": "Holy site",
"terrainsCanBeBuiltOn": ["Land"],
"faith": 6,
"uniques": ["Great Improvement", "Removes removable features when built",
"Will not be replaced by automated units", "Pillaging this improvement yields approximately [+20 Gold]"]
},
{
"name": "Citadel",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": [
"Great Improvement",
"Gives a defensive bonus of [100]%",
"Adjacent enemy units ending their turn take [30] damage",
"Can be built just outside your borders",
"Constructing it will take over the tiles around it and assign them to your closest city",
"Removes removable features when built",
"Will not be replaced by automated units"
]
},
//Civilization unique improvements
{
"name": "Moai",
"uniqueTo": "Polynesia",
"terrainsCanBeBuiltOn": ["Land"],
"culture": 1,
"turnsToBuild": 4,
"uniques": ["Can only be built on [Coastal] tiles", "[+1 Culture] for each adjacent [Moai]", "[+1 Gold] <after discovering [Flight]>", "Pillaging this improvement yields approximately [+10 Gold]"],
"techRequired": "Construction",
"shortcutKey": "M"
},
{
"name": "Terrace farm",
"uniqueTo": "Inca",
"terrainsCanBeBuiltOn": ["Hill"],
"food": 1,
"turnsToBuild": 7,
"uniques": ["Cannot be built on [Bonus resource] tiles",
"[+1 Food] for each adjacent [Mountain]",
"[+1 Food] from [Fresh water] tiles <after discovering [Civil Service]>",
"[+1 Food] from [non-fresh water] tiles <after discovering [Fertilizer]>",
"Pillaging this improvement yields approximately [+18 Gold]"],
"techRequired": "Construction",
"shortcutKey": "F"
},
// Unbuildable improvements
{
"name": "Ancient ruins",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Provides a random bonus when entered", "Unbuildable"]
},
{
"name": "City ruins",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Unbuildable"],
"civilopediaText": [{"text":"A bleak reminder of the destruction wreaked by War"}]
},
{
"name": "City center",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Ensures a minimum tile yield of [+2 Food, +1 Production]",
"Unpillagable", "Irremovable", "Unbuildable", "Excluded from map editor"],
"civilopediaText": [
{"text":"Marks the center of a city"},
{"text":"Appearance changes with the technological era of the owning civilization"}
]
},
{
"name": "Barbarian encampment",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Unbuildable", "Excluded from map editor"],
"civilopediaText": [{"text":"Home to uncivilized barbarians, will spawn a hostile unit from time to time"}]
}
]