mirror of
https://github.com/yairm210/Unciv.git
synced 2025-01-10 15:27:27 +07:00
ef9965e218
* 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
677 lines
23 KiB
JSON
677 lines
23 KiB
JSON
[
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{
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"name": "Tradition",
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"era": "Ancient era",
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"priorities": {
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"Neutral": 0,
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"Cultural": 10,
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"Diplomatic": 0,
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"Domination": 0,
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"Scientific": 10
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},
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"uniques": [
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"[+3 Culture] [in capital]",
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"[-25]% Culture cost of natural border growth [in all cities]"
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],
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"policies": [
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{
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"name": "Aristocracy",
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"uniques": [
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"[+15]% Production when constructing [All] wonders [in all cities]",
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"[+1 Happiness] per [10] population [in all cities]"
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],
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"row": 1,
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"column": 1
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},
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{
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"name": "Legalism",
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"uniques": [
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"Provides the cheapest [Culture] building in your first [4] cities for free"
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],
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"row": 1,
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"column": 3
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},
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{
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"name": "Oligarchy",
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"uniques": [
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"Units in cities cost no Maintenance",
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"[+50]% Strength for cities <with a garrison> <when attacking>"
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],
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"row": 1,
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"column": 5
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},
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{
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"name": "Landed Elite",
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"uniques": [
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"[+10]% growth [in capital]",
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"[+2 Food] [in capital]"
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],
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"requires": ["Legalism"],
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"row": 2,
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"column": 2
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},
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{
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"name": "Monarchy",
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"uniques": [
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"[+1 Gold, +1 Happiness] per [2] population [in capital]"
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],
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"requires": ["Legalism"],
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"row": 2,
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"column": 4
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},
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{
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"name": "Tradition Complete",
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"uniques": [
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"[+15]% growth [in all cities]",
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"Provides a [Aqueduct] in your first [4] cities for free"
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]
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}
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]
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},
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{
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"name": "Liberty",
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"era": "Ancient era",
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"priorities": {
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"Neutral": 10,
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"Cultural": 10,
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"Diplomatic": 20,
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"Domination": 20,
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"Scientific": 20
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},
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"uniques": ["[+1 Culture] [in all cities]"],
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"policies": [
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{
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"name": "Republic",
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"uniques": [
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"[+1 Production] [in all cities]",
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"[+5]% Production when constructing [All] buildings [in all cities]",
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],
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"row": 1,
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"column": 1
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},
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{
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"name": "Citizenship",
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"uniques": [
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"[-25]% construction time for [All] improvements",
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"Free [Worker] appears"
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],
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"row": 1,
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"column": 4
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},
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{
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"name": "Collective Rule",
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"uniques": [
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"[+50]% Production when constructing [Settler] units [in capital]",
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"Free [Settler] appears"
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],
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"requires": ["Republic"],
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"row": 2,
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"column": 1
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},
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{
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"name": "Representation",
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"uniques": [
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"Each city founded increases culture cost of policies [33]% less than normal",
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"Empire enters golden age"
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],
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"requires": ["Citizenship"],
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"row": 2,
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"column": 3
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},
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{
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"name": "Meritocracy",
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"uniques": [
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"[+1 Happiness] [in all cities connected to capital]",
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"[-5]% Unhappiness from [Population] [in all non-occupied cities]"
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],
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"requires": ["Citizenship"],
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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": "Liberty Complete",
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"uniques": ["Free Great Person"]
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}
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]
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},
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{
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"name": "Honor",
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"era": "Ancient era",
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"priorities": {
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"Neutral": 0,
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"Cultural": 0,
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"Diplomatic": 10,
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"Domination": 10,
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"Scientific": 0
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},
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"uniques": [
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"[+33]% Strength <vs [Barbarian] units>",
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"Earn [100]% of killed [Barbarian] unit's [Strength] as [Culture]",
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"Notified of new Barbarian encampments"
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],
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"policies": [
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{
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"name": "Warrior Code",
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"uniques": [
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"[+15]% Production when constructing [Melee] units [in all cities]",
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"Free [Great General] appears"
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],
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"row": 1,
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"column": 2
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},
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{
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"name": "Discipline",
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"uniques": [
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"[+15]% Strength <for [Melee] units> <when adjacent to a [Melee] unit>"
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],
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"row": 1,
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"column": 4
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},
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{
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"name": "Military Tradition",
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"uniques": [
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"[+50]% XP gained from combat <for [Military] units>"
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],
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"requires": ["Warrior Code"],
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"row": 2,
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"column": 2
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},
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{
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"name": "Military Caste",
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"uniques": [
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"[+1 Happiness, +2 Culture] [in all cities with a garrison]"
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],
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"requires": ["Discipline"],
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"row": 2,
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"column": 4
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},
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{
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"name": "Professional Army",
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"uniques": [
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"[-33]% Gold cost of upgrading <for [Military] units>",
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"[+1 Happiness] from every [Walls]",
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"[+1 Happiness] from every [Castle]",
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"[+1 Happiness] from every [Arsenal]",
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"[+1 Happiness] from every [Military Base]"
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],
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"requires": ["Military Caste"],
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"row": 3,
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"column": 4
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},
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{
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"name": "Honor Complete",
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"uniques": [
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"Earn [10]% of killed [Military] unit's [Cost] as [Gold]"
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]
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}
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]
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},
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{
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"name": "Piety",
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"era": "Classical era",
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"priorities": {
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"Neutral": 0,
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"Cultural": 10,
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"Diplomatic": 10,
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"Domination": 10,
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"Scientific": 0
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},
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"uniques": [
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"[+100]% Production when constructing [Shrine] buildings [in all cities]",
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"[+100]% Production when constructing [Temple] buildings [in all cities]",
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"Only available <before adopting [Rationalism]>"
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],
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"policies": [
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{
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"name": "Organized Religion",
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"uniques": [
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"[+1 Faith] from every [Shrine]",
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"[+1 Faith] from every [Temple]"
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],
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"row": 1,
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"column": 2
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},
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{
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"name": "Mandate Of Heaven",
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"uniques": ["[50]% of excess happiness converted to [Culture]"],
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"row": 1,
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"column": 5
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},
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{
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"name": "Theocracy",
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"uniques": ["[+10]% [Gold] from every [Temple]"],
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"requires": ["Organized Religion"],
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"row": 2,
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"column": 1
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},
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{
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"name": "Reformation",
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"uniques": [
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"[+33]% [Culture] [in all cities with a world wonder]",
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"Empire enters golden age"
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],
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"requires": ["Organized Religion"],
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"row": 2,
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"column": 3
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},
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{
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"name": "Free Religion",
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"uniques": ["[-10]% Culture cost of adopting new Policies"],
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"requires": ["Mandate Of Heaven", "Reformation"],
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"row": 3,
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"column": 4
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},
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{
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"name": "Piety Complete",
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"uniques": [
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"[Faith] cost of purchasing items in cities [-20]%",
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"[+3 Gold, +3 Culture] from every [Holy site]"
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]
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}
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]
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},
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{
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"name": "Patronage",
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"era": "Medieval era",
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"priorities": {
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"Neutral": 0,
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"Cultural": 10,
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"Diplomatic": 20,
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"Domination": 0,
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"Scientific": 10
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},
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"uniques": ["[-25]% City-State Influence degradation"],
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"policies": [
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{
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"name": "Philantropy",
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"uniques": [
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"Gifts of Gold to City-States generate [25]% more Influence"
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],
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"row": 1,
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"column": 2
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},
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{
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"name": "Aesthetics",
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"uniques": [
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"Resting point for Influence with City-States is increased by [20]"
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],
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"row": 1,
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"column": 4
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},
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{
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"name": "Scholasticism",
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"uniques": [
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"Allied City-States provide [Science] equal to [25]% of what they produce for themselves"
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],
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"requires": ["Philantropy"],
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"row": 2,
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"column": 2
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},
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{
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"name": "Cultural Diplomacy",
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"uniques": [
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"[+100]% resources gifted by City-States",
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"[+50]% Happiness from luxury resources gifted by City-States"
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],
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"requires": ["Scholasticism"],
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"row": 3,
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"column": 2
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},
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{
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"name": "Educated Elite",
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"requires": ["Scholasticism", "Aesthetics"],
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"uniques": [
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"Allied City-States will occasionally gift Great People"
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],
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"row": 3,
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"column": 4
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},
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{
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"name": "Patronage Complete",
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"uniques": [
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"Influence of all other civilizations with all city-states degrades [33]% faster",
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"Triggers the following global alert: [Our influence with City-States has started dropping faster!]"
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]
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}
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]
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},
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{
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"name": "Commerce",
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"era": "Medieval era",
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"priorities": {
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"Neutral": 0,
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"Cultural": 10,
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"Diplomatic": 10,
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"Domination": 10,
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"Scientific": 10
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},
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"uniques": ["[+25]% [Gold] [in capital]"],
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"policies": [
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{
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"name": "Naval Tradition",
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"uniques": [
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"[+1] Movement <for [{Military} {Water}] units>",
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"[+1] Sight <for [{Military} {Water}] units>",
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"Free [Great General] appears"
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// "[+2] Movement <for [Great Admiral] units>"
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// ToDo: Should be "Free [Great Admiral] appears"
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],
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"row": 1,
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"column": 2
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},
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{
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"name": "Trade Unions",
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"uniques": [
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"[-33]% maintenance on road & railroads",
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"[+1 Gold] from every [Harbor]",
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"[+1 Gold] from every [Seaport]"
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],
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"row": 1,
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"column": 4
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},
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{
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"name": "Merchant Navy",
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"uniques": ["[+3 Production] [in all coastal cities]"],
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"requires": ["Naval Tradition"],
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"row": 2,
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"column": 2
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},
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{
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"name": "Mercantilism",
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"uniques": [
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"[Gold] cost of purchasing items in cities [-25]%",
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"[+1 Science] from every [Mint]",
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"[+1 Science] from every [Market]",
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"[+1 Science] from every [Bank]",
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"[+1 Science] from every [Stock Exchange]"
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],
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"requires": ["Trade Unions"],
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"row": 2,
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"column": 4
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},
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{
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"name": "Protectionism",
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"uniques": ["[+2] Happiness from each type of luxury resource"],
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"requires": ["Mercantilism"],
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"row": 3,
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"column": 4
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},
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{
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"name": "Commerce Complete",
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"uniques": [
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"[+1 Gold] from every [Trading post]",
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"[+100]% Gold from Great Merchant trade missions",
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"May buy [Great Merchant] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
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}
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]
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},
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{
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"name": "Rationalism",
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"era": "Renaissance era",
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"priorities": {
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"Neutral": 0,
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"Cultural": 10,
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"Diplomatic": 10,
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"Domination": 10,
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"Scientific": 60
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},
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"uniques": [
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"[+15]% [Science] <while the empire is happy>",
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"Only available <before adopting [Piety]>"
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],
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"policies": [
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{
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"name": "Secularism",
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"uniques": [
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"[+2 Science] from every specialist [in all cities]"
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],
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"row": 1,
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"column": 2
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},
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{
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"name": "Humanism",
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"uniques": [
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"[+1 Happiness] from every [University]",
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"[+1 Happiness] from every [Observatory]",
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"[+1 Happiness] from every [Public School]"
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],
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"row": 1,
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"column": 4
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},
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{
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"name": "Free Thought",
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"uniques": [
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"[+1 Science] from every [Trading post]",
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"[+17]% [Science] from every [University]"
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],
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"requires": ["Secularism"],
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"row": 2,
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"column": 2
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},
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{
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"name": "Sovereignty",
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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": 4
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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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"requires": ["Free Thought"],
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"row": 3,
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"column": 2
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},
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{
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"name": "Rationalism Complete",
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"uniques": [
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"[2] Free Technologies",
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"May buy [Great Scientist] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
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}
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]
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},
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{
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"name": "Freedom",
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"era": "Industrial era",
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"priorities": {
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"Neutral": 50,
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"Cultural": 50,
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"Diplomatic": 50,
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"Domination": 40,
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"Scientific": 50
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},
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"uniques": [
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"[+25]% Great Person generation [in all cities]",
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"Only available <before adopting [Autocracy]>",
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"Only available <before adopting [Order]>"
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],
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"policies": [
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{
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"name": "Constitution",
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"uniques": ["[+2 Culture] from every [Wonder]"],
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"row": 1,
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"column": 1
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},
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{
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"name": "Universal Suffrage",
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"uniques": ["[+33]% Strength for cities <when defending>"],
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"row": 1,
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"column": 3
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},
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{
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"name": "Civil Society",
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"uniques": [
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"[-50]% Food consumption by specialists [in all cities]"
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],
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"row": 1,
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"column": 5
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},
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{
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"name": "Free Speech",
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"uniques": ["[8] units cost no maintenance"],
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"requires": ["Constitution"],
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"row": 2,
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"column": 1
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},
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{
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"name": "Democracy",
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"uniques": [
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"[-50]% Unhappiness from [Specialists] [in all cities]"
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],
|
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"requires": ["Civil Society"],
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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": "Freedom Complete",
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"uniques": [
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"[+100]% Yield from every [Great Improvement]",
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"[+50]% Golden Age length",
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"May buy [Great Artist] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
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]
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}
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]
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},
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{
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"name": "Autocracy",
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"era": "Industrial era",
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"priorities": {
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"Neutral": 50,
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"Cultural": 40,
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"Diplomatic": 40,
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"Domination": 50,
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"Scientific": 40
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},
|
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"uniques": [
|
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"[-33]% maintenance costs <for [All] units>",
|
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"Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately",
|
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"Only available <before adopting [Order]>",
|
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"Only available <before adopting [Freedom]>"
|
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],
|
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"policies": [
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{
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"name": "Populism",
|
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"uniques": ["[+25]% Strength <for [Wounded] units>"],
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|
"row": 1,
|
|
"column": 2
|
|
},
|
|
{
|
|
"name": "Militarism",
|
|
"uniques": ["[Gold] cost of purchasing [All] units [-33]%"],
|
|
"row": 1,
|
|
"column": 4
|
|
},
|
|
{
|
|
"name": "Fascism",
|
|
"uniques": [
|
|
"Quantity of strategic resources produced by the empire +[100]%",
|
|
"[+2] Movement <for [Great General] units>"
|
|
],
|
|
"requires": ["Populism", "Militarism"],
|
|
"row": 2,
|
|
"column": 2
|
|
},
|
|
{
|
|
"name": "Police State",
|
|
"uniques": [
|
|
"[+3 Happiness] from every [Courthouse]",
|
|
"[+100]% Production when constructing [Courthouse] buildings [in all cities]",
|
|
"[-25]% enemy spy effectiveness [in all cities]"
|
|
],
|
|
"requires": ["Militarism"],
|
|
"row": 2,
|
|
"column": 4
|
|
},
|
|
{
|
|
"name": "Total War",
|
|
"uniques": [
|
|
"[+25]% Production when constructing [Military] units [in all cities]",
|
|
"New [Military] units start with [15] Experience [in all cities]"
|
|
],
|
|
"requires": ["Police State", "Fascism"],
|
|
"row": 3,
|
|
"column": 3
|
|
},
|
|
{
|
|
"name": "Autocracy Complete",
|
|
"uniques": [
|
|
"[+25]% Strength <when attacking> <for [Military] units> <for [50] turns>",
|
|
"May buy [Great General] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>",
|
|
]
|
|
}
|
|
]
|
|
},
|
|
{
|
|
"name": "Order",
|
|
"era": "Industrial era",
|
|
"priorities": {
|
|
"Neutral": 50,
|
|
"Cultural": 40,
|
|
"Diplomatic": 50,
|
|
"Domination": 40,
|
|
"Scientific": 50
|
|
},
|
|
"uniques": [
|
|
"[+1 Happiness] [in all cities]",
|
|
"Only available <before adopting [Autocracy]>",
|
|
"Only available <before adopting [Freedom]>"
|
|
],
|
|
"policies": [
|
|
{
|
|
"name": "United Front",
|
|
"uniques": [
|
|
"Militaristic City-States grant units [2] times as fast when you are at war with a common nation"
|
|
],
|
|
"row": 1,
|
|
"column": 1
|
|
},
|
|
{
|
|
"name": "Planned Economy",
|
|
"uniques": [
|
|
"[+25]% [Science] from every [Factory]",
|
|
"[+100]% Production when constructing [Factory] buildings [in all cities]"
|
|
],
|
|
"row": 1,
|
|
"column": 3
|
|
},
|
|
{
|
|
"name": "Nationalism",
|
|
"uniques": [
|
|
"[+15]% Strength <for [All] units> <when fighting in [Friendly Land] tiles>"
|
|
],
|
|
"row": 1,
|
|
"column": 5
|
|
},
|
|
{
|
|
"name": "Socialism",
|
|
"requires": ["Planned Economy"],
|
|
"uniques": [
|
|
"[-15]% maintenance cost for buildings [in all cities]"
|
|
],
|
|
"row": 2,
|
|
"column": 3
|
|
},
|
|
{
|
|
"name": "Communism",
|
|
"requires": ["Socialism"],
|
|
"uniques": [
|
|
"[+2 Production] [in all cities]",
|
|
"[+1 Production] from every [Mine]",
|
|
"[+1 Production] from every [Quarry]"
|
|
],
|
|
"row": 3,
|
|
"column": 3
|
|
},
|
|
{
|
|
"name": "Order Complete",
|
|
"uniques": [
|
|
"[+2 Food, +2 Production, +2 Science, +2 Gold, +2 Culture] [in all cities]",
|
|
"May buy [Great Engineer] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
|
|
]
|
|
}
|
|
]
|
|
}
|
|
]
|