Unciv/android/assets/jsons/Civ V - Gods & Kings/TileImprovements.json
SomeTroglodyte db08c30363
Make City center minimum tile yields moddable (#8804)
* Slight cleanup of TileStatFunctions

* Make City center minimum tile yields moddable

* Make City center minimum tile yields moddable - patch1

* Make City center minimum tile yields moddable - patch1
2023-03-13 17:02:08 +02:00

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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": "Guilds",
"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"],
"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"],
"shortcutKey": "R",
"civilopediaText": [{"text":"Reduces movement cost to ⅒ if the other tile also has a Railroad"}]
},
// 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"],
"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"],
"shortcutKey": "X"
},
{
"name": "Remove Fallout",
"turnsToBuild": 2,
// Has no tech requirements as it can always be built
"uniques": ["Can be built outside your borders"],
"shortcutKey": "X"
},
{
"name": "Remove Marsh",
"turnsToBuild": 6,
"techRequired": "Masonry",
"uniques": ["Can be built outside your borders"],
"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"]
},
{
"name": "Remove Railroad",
"turnsToBuild": 2,
"uniques": ["Can be built outside your borders"]
},
{
"name": "Cancel improvement order",
"uniques": ["Can be built outside your borders"],
"shortcutKey": "."
},
// Purely for turnsToBuild and civilopediaText. Unbuildable so it doesn't show in ImprovementPicker
{
"name": "Repair",
"terrainsCanBeBuiltOn": ["Land"],
"turnsToBuild": 2,
"shortcutKey": "E",
"uniques": ["Unbuildable"],
"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]>", "[+2 Science] <after discovering [Atomic Theory]>", "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", "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", "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", "Pillaging this improvement yields approximately [+20 Gold]"]
},
{
"name": "Holy site",
"terrainsCanBeBuiltOn": ["Land"],
"faith": 6,
"uniques": ["Great Improvement", "Removes removable features when built", "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",
]
},
//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"
},
{
"name": "Polder",
"uniqueTo": "The Netherlands",
"food": 3,
"terrainsCanBeBuiltOn": ["Marsh", "Flood plains"],
"turnsToBuild": 7,
"uniques": ["[+1 Production, +2 Gold] <after discovering [Economics]>", "Pillaging this improvement yields approximately [+18 Gold]"],
"techRequired": "Guilds",
"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", "Will be replaced by automated workers"],
"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"],
"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"],
"civilopediaText": [{"text":"Home to uncivilized barbarians, will spawn a hostile unit from time to time"}]
}
]