Unciv/android/assets/jsons/Civ V - Vanilla/Policies.json
Yair Morgenstern 4fb4722e3a
Arbitrary conditionals can become timed conditionals! (#6134)
* Arbitrary conditionals can become timed conditionals!
triggerCivwideUniques is activated in 3 situations:
- Tech complete
- Policy adopted
- Building complete

So for each of the unique containers for these I added a catch saying 'if this unique is a temporary unique then don't save it yourself

This has been lying around in todos for a while and generalizes one of the nasty hardcoded messes that I hate about Civ V. Why would you introduce ONE timed effect in the whole game?! You can use them all the time like Humankind or never use them like Civ IV, but why have just one whyyy

One more thing in this PR, that needed to be solved by the by, is allowing parameters to have a '2' on the end so we can autoreplace multiple parameters of the same type.
Using a regex is slightly more inefficient, but since this is A. only used once per UniqueType.kt, and B. allows us to have as many 'amount's as we want which is important if we have a lot of conditionals, I feel this is justified.

* Fixed comments from PR
2022-02-12 19:03:11 +02:00

451 lines
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[
{
"name": "Tradition",
"era": "Ancient era",
"uniques": ["[+3 Culture] [in capital]", "[-25]% Culture cost of natural border growth [in all cities]"],
"policies": [
{
"name": "Aristocracy",
"uniques": ["[+15]% Production when constructing [All] wonders [in all cities]", "[+1 Happiness] per [10] population [in all cities]"],
"row": 1,
"column": 1
},
{
"name": "Legalism",
"uniques":["Provides the cheapest [Culture] building in your first [4] cities for free"],
"row": 1,
"column": 3
},
{
"name": "Oligarchy",
"uniques": ["Units in cities cost no Maintenance", "[+100]% Strength for cities <with a garrison> <when attacking>"],
"row": 1,
"column": 5
},
{
"name": "Landed Elite",
"uniques": ["[+10]% growth [in capital]", "[+2 Food] [in capital]"],
"requires": ["Legalism"],
"row": 2,
"column": 2
},
{
"name": "Monarchy",
"uniques": ["[+1 Gold, +1 Happiness] per [2] population [in capital]"],
"requires": ["Legalism"],
"row": 2,
"column": 4
},
{
"name": "Tradition Complete",
"uniques": ["[+15]% growth [in all cities]","[+2 Food] [in all cities]"]
}
]
},
{
"name": "Liberty",
"era": "Ancient era",
"uniques": ["[+1 Culture] [in all cities]"],
"policies": [
{
"name": "Collective Rule",
"uniques": ["[+50]% Production when constructing [Settler] units [in capital]", "Free [Settler] appears"],
"row": 1,
"column": 1
},
{
"name": "Citizenship",
"uniques": ["[-25]% tile improvement construction time", "Free [Worker] appears"],
"row": 1,
"column": 4
},
{
"name": "Republic",
"uniques": ["[+1 Production] [in all cities]", "[+5]% Production when constructing [All] buildings [in all cities]"],
"requires": ["Collective Rule"],
"row": 2,
"column": 1
},
{
"name": "Representation",
"uniques": ["Each city founded increases culture cost of policies [33]% less than normal", "Empire enters golden age"],
"requires": ["Citizenship"],
"row": 2,
"column": 3
},
{
"name": "Meritocracy",
"uniques": ["[+1 Happiness] [in all cities connected to capital]", "[-5]% unhappiness from population [in all non-occupied cities]"],
"requires": ["Citizenship"],
"row": 2,
"column": 5
},
{
"name": "Liberty Complete",
"uniques": ["Free Great Person"]
}
]
},
{
"name": "Honor",
"era": "Ancient era",
"uniques": ["[+25]% Strength <vs [Barbarian] units>", "Earn [100]% of killed [Barbarian] unit's [Strength] as [Culture]",
"Notified of new Barbarian encampments"],
"policies": [
{
"name": "Warrior Code",
"uniques":["[+15]% Production when constructing [Melee] units [in all cities]", "Free [Great General] appears"],
"row": 1,
"column": 2
},
{
"name": "Discipline",
"uniques":["[+10]% Strength <for [Melee] units> <when adjacent to a [Military] unit>"],
"row": 1,
"column": 4
},
{
"name": "Military Tradition",
"uniques":["[+50]% XP gained from combat <for [Military] units>"],
"requires": ["Warrior Code"],
"row": 2,
"column": 2
},
{
"name": "Military Caste",
"uniques": ["[+1 Happiness, +2 Culture] [in all cities with a garrison]"],
"requires": ["Discipline"],
"row": 2,
"column": 4
},
{
"name": "Professional Army",
"uniques": ["[-33]% Gold cost of upgrading <for [Military] units>", "[+1 Happiness] from every [Walls]",
"[+1 Happiness] from every [Castle]", "[+1 Happiness] from every [Arsenal]", "[+1 Happiness] from every [Military Base]"
],
"requires": ["Military Caste"],
"row": 3,
"column": 4
},
{
"name": "Honor Complete",
"uniques": ["Earn [10]% of killed [Military] unit's [Cost] as [Gold]"]
}
]
},{
"name": "Piety",
"era": "Classical era",
"uniques": ["[+15]% Production when constructing [Culture] buildings [in all cities]", "Incompatible with [Rationalism]"],
"policies": [
{
"name": "Organized Religion",
"uniques": ["[+1 Happiness] from every [Monument]","[+1 Happiness] from every [Temple]","[+1 Happiness] from every [Monastery]"],
"row": 1,
"column": 2
},
{
"name": "Mandate Of Heaven",
"uniques": ["[50]% of excess happiness converted to [Culture]"],
"row": 1,
"column": 5
},
{
"name": "Theocracy",
"uniques": ["[+10]% [Gold] from every [Temple]"],
"requires": ["Organized Religion"],
"row": 2,
"column": 1
},
{
"name": "Reformation",
"uniques": ["[+33]% [Culture] [in all cities with a world wonder]", "Empire enters golden age"],
"requires": ["Organized Religion"],
"row": 2,
"column": 3
},
{
"name": "Free Religion",
"uniques": ["Free Social Policy","[+1 Culture] from every [Monument]","[+1 Culture] from every [Temple]","[+1 Culture] from every [Monastery]"],
"requires": ["Mandate Of Heaven", "Reformation"],
"row": 3,
"column": 4
},
{
"name": "Piety Complete",
"uniques": ["[-10]% Culture cost of adopting new Policies"]
}
]
},
{
"name": "Patronage",
"era": "Classical era",
"uniques": ["[-25]% City-State Influence degradation"],
"policies": [
{
"name": "Philantropy",
"uniques":["Gifts of Gold to City-States generate [25]% more Influence"],
"row": 1,
"column": 2
},
{
"name": "Aesthetics",
"uniques":["Resting point for Influence with City-States is increased by [20]"],
"row": 1,
"column": 4
},
{
"name": "Scholasticism",
"uniques":["Allied City-States provide [Science] equal to [25]% of what they produce for themselves"],
"requires": ["Philantropy"],
"row": 2,
"column": 2
},
{
"name": "Cultural Diplomacy",
"uniques": ["[+100]% resources gifted by City-States",
"[+50]% Happiness from luxury resources gifted by City-States"],
"requires": ["Scholasticism"],
"row": 3,
"column": 2
},
{
"name": "Educated Elite",
"requires": ["Scholasticism","Aesthetics"],
"uniques": ["Allied City-States will occasionally gift Great People"],
"row": 3,
"column": 4
},
{
"name": "Patronage Complete",
"uniques": ["Influence of all other civilizations with all city-states degrades [33]% faster",
"Triggers the following global alert: [Our influence with City-States has started dropping faster!]"]
}
]
},
{
"name": "Commerce",
"uniques": ["[+25]% [Gold] [in capital]"],
"era": "Medieval era",
"policies": [
{
"name": "Naval Tradition",
"uniques": ["[+1] Movement <for [{Military} {Water}] units>", "[+1] Sight <for [{Military} {Water}] units>",
"Free [Great General] appears", "[+2] Movement <for [Great Admiral] units>"
// ToDo: Should be "Free [Great Admiral] appears"
],
"row": 1,
"column": 2
},
{
"name": "Trade Unions",
"uniques": ["[-33]% maintenance on road & railroads", "[+1 Gold] from every [Harbor]", "[+1 Gold] from every [Seaport]"],
"row": 1,
"column": 4
},
{
"name": "Merchant Navy",
"uniques": ["[+3 Production] [in all coastal cities]"],
"requires": ["Naval Tradition"],
"row": 2,
"column": 2
},
{
"name": "Mercantilism",
"uniques": ["[Gold] cost of purchasing items in cities [-25]%", "[+1 Science] from every [Mint]", "[+1 Science] from every [Market]",
"[+1 Science] from every [Bank]", "[+1 Science] from every [Stock Exchange]"],
"requires": ["Trade Unions"],
"row": 2,
"column": 4
},
{
"name": "Protectionism",
"uniques": ["[+1] Happiness from each type of luxury resource"],
"requires": ["Mercantilism"],
"row": 3,
"column": 4
},
{
"name": "Commerce Complete",
"uniques": ["[+1 Gold] from every specialist [in all cities]"]
}
]
},
{
"name": "Rationalism",
"era": "Renaissance era",
"uniques": ["Science gained from research agreements [+50]%", "Incompatible with [Piety]"],
"policies": [
{
"name": "Secularism",
"uniques": ["[+2 Science] from every specialist [in all cities]"],
"row": 1,
"column": 2
},
{
"name": "Humanism",
"uniques": ["[+1 Happiness] from every [University]","[+1 Happiness] from every [Observatory]",
"[+1 Happiness] from every [Public School]"],
"row": 1,
"column": 5
},
{
"name": "Free Thought",
"uniques": ["[+1 Science] from every [Trading post]", "[+17]% [Science] from every [University]"],
"requires": ["Secularism"],
"row": 2,
"column": 1
},
{
"name": "Sovereignty",
"uniques": ["[+15]% [Science] <while the empire is happy>"],
"requires": ["Humanism"],
"row": 2,
"column": 5
},
{
"name": "Scientific Revolution",
"uniques": ["[2] Free Technologies"],
"requires": ["Free Thought"],
"row": 3,
"column": 1
},
{
"name": "Rationalism Complete",
"uniques": ["[+1 Gold] from all [Science] buildings"]
}
]
},
{
"name": "Freedom",
"era": "Renaissance era",
"uniques": ["[+25]% great person generation [in all cities]", "Incompatible with [Autocracy]", "Incompatible with [Order]"],
"policies": [
{
"name": "Constitution",
"uniques": ["[+2 Culture] from every [Wonder]"],
"row": 1,
"column": 1
},
{
"name": "Universal Suffrage",
"uniques": ["[+33]% Strength for cities <when defending>"],
"row": 1,
"column": 3
},
{
"name": "Civil Society",
"uniques": ["[-50]% Food consumption by specialists [in all cities]"],
"row": 1,
"column": 5
},
{
"name": "Free Speech",
"uniques": ["[8] units cost no maintenance"],
"requires": ["Constitution"],
"row": 2,
"column": 1
},
{
"name": "Democracy",
"uniques": ["[-50]% unhappiness from specialists [in all cities]"],
"requires": ["Civil Society"],
"row": 2,
"column": 5
},
{
"name": "Freedom Complete",
"uniques": ["[+100]% Yield from every [Great Improvement]", "[+50]% Golden Age length"]
}
]
},
{
"name": "Autocracy",
"era": "Industrial era",
"uniques": ["[-33]% maintenance costs <for [All] units>", "Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately",
"Incompatible with [Order]", "Incompatible with [Freedom]"],
"policies": [
{
"name": "Populism",
"uniques": ["[+25]% Strength <for [Wounded] units>"],
"row": 1,
"column": 1
},
{
"name": "Militarism",
"uniques": ["[Gold] cost of purchasing [All] units [-33]%"],
"row": 1,
"column": 5
},
{
"name": "Fascism",
"uniques": ["Quantity of strategic resources produced by the empire +[100]%"],
"requires": ["Populism","Militarism"],
"row": 2,
"column": 3
},
{
"name": "Police State",
"uniques": ["[+3 Happiness] from every [Courthouse]", "[+100]% Production when constructing [Courthouse] buildings [in all cities]"],
"requires": ["Militarism"],
"row": 2,
"column": 5
},
{
"name": "Total War",
"uniques": ["[+15]% 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": 4
},
{
"name": "Autocracy Complete",
"uniques": ["[+25]% Strength <when attacking> <for [Military] units> <for [30] turns>"]
}
]
},
{
"name": "Order",
"era": "Industrial era",
"uniques": ["[+1 Happiness] [in all cities]", "Incompatible with [Autocracy]", "Incompatible with [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]"],
"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]", "[+10]% Production when constructing [All] buildings [in all cities]"],
"row": 3,
"column": 3
},
{
"name": "Order Complete",
"uniques": ["[+1 Food, +1 Production, +1 Science, +1 Gold, +1 Culture] [in all cities]"]
}
]
}
]