mirror of
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13365e5ad6
* Ancient Ruins, Civilopedia and Translations - TranslationFileWriter can process Ruins.json - Hide Religion / Civilopedia uniques hardcoded String moved to Constants - Civilopedia display of Ruins pulls actual json rewards in code - Manually curated rewards description removed * Ancient Ruins, Civilopedia and Translations - Old rewards descriptions moved to names, color - Code now recreates old output closely - civilopediaText allowed additionally - TranslationFileWriter tweaked accordingly * Ancient Ruins, Civilopedia and Translations - fix stargazers
261 lines
7.3 KiB
JSON
261 lines
7.3 KiB
JSON
[
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{
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"name": "Farm",
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"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Flood plains"],
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"food": 1,
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"turnsToBuild": 7,
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"techRequired": "Agriculture",
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"uniques": ["Can also be built on tiles adjacent to fresh water",
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"[+1 Food] on [Fresh water] tiles once [Civil Service] is discovered",
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"[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"],
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"shortcutKey": "F"
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},
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{
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"name": "Lumber mill",
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"terrainsCanBeBuiltOn": ["Forest"],
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"production": 1,
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"turnsToBuild": 7,
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"techRequired": "Construction",
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"uniques": ["[+1 Production] once [Scientific Theory] is discovered"],
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"shortcutKey": "L"
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},
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{
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"name": "Mine",
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"terrainsCanBeBuiltOn": ["Hill"],
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"production": 1,
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"turnsToBuild": 7,
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"techRequired": "Mining",
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"uniques": ["[+1 Production] once [Chemistry] is discovered"],
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"shortcutKey": "M"
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},
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{
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"name": "Trading post",
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"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Hill","Tundra","Forest","Jungle","Flood plains"],
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"gold": 1,
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"turnsToBuild": 7,
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"techRequired": "Guilds",
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"uniques": ["[+1 Gold] once [Economics] is discovered"],
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"shortcutKey": "T"
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},
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// Resource-specific
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{
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"name": "Camp",
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"turnsToBuild": 7,
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"techRequired": "Trapping",
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"uniques": ["Does not need removal of [Forest]","[+1 Gold] once [Economics] is discovered"],
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"shortcutKey": "C"
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},
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{
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"name": "Oil well",
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"terrainsCanBeBuiltOn": ["Coast"],
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"turnsToBuild": 9,
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"techRequired": "Biology",
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"uniques": ["Cannot be built on [Coast] tiles until [Refrigeration] is discovered"],
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"shortcutKey": "W"
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},
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{
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"name": "Pasture",
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"turnsToBuild": 8,
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"techRequired": "Animal Husbandry",
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"uniques": ["[+1 Food] once [Fertilizer] is discovered"],
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"shortcutKey": "P"
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},
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{
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"name": "Plantation",
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"turnsToBuild": 6,
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"gold": 1,
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"techRequired": "Calendar",
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"uniques": ["[+1 Food] once [Fertilizer] is discovered"],
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"shortcutKey": "P"
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},
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{
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"name": "Quarry",
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"turnsToBuild": 8,
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"techRequired": "Masonry",
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"uniques": ["[+1 Production] once [Chemistry] is discovered"],
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"shortcutKey": "Q"
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},
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{
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"name": "Fishing Boats",
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"terrainsCanBeBuiltOn": ["Coast"],
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"food": 1,
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"techRequired": "Sailing",
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"uniques": ["[+1 Gold] once [Compass] is discovered"]
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},
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// Military improvement
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{
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"name": "Fort",
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"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Hill","Tundra","Snow","Forest","Jungle"],
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"turnsToBuild": 6,
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"techRequired": "Engineering",
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"uniques": ["Can be built outside your borders", "Gives a defensive bonus of [50]%"],
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"shortcutKey": "O"
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},
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// Transportation
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{
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"name": "Road",
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"turnsToBuild": 4,
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"techRequired": "The Wheel",
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"uniques": ["Can be built outside your borders", "Costs [1] gold per turn when in your territory"],
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"shortcutKey": "R",
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"civilopediaText": [
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{"text":"Reduces movement cost to ½ if the other tile also has a Road or Railroad"},
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{"text":"Reduces movement cost to ⅓ with Machinery", "link":"Technology/Machinery"},
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{"text":"Requires Engineering to bridge rivers", "link":"Technology/Engineering"}
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]
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},
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{
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"name": "Railroad",
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"turnsToBuild": 4,
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"techRequired": "Railroads",
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"uniques": ["Can be built outside your borders", "Costs [2] gold per turn when in your territory"],
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"shortcutKey": "R",
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"civilopediaText": [{"text":"Reduces movement cost to ⅒ if the other tile also has a Railroad"}]
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},
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// Removals
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{
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"name": "Remove Forest",
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"turnsToBuild": 4,
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"terrainsCanBeBuiltOn": ["Forest"],
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"techRequired": "Mining",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X",
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"civilopediaText": [{"text":"Provides a one-time Production bonus depending on distance to the closest city once finished"}]
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},
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{
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"name": "Remove Jungle",
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"turnsToBuild": 7,
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"terrainsCanBeBuiltOn": ["Jungle"],
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"techRequired": "Bronze Working",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X"
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},
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{
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"name": "Remove Fallout",
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"turnsToBuild": 2,
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"terrainsCanBeBuiltOn": ["Fallout"],
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// Has no tile improvements as it can always be built
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X"
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},
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{
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"name": "Remove Marsh",
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"turnsToBuild": 6,
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"terrainsCanBeBuiltOn": ["Marsh"],
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"techRequired": "Masonry",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "X"
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},
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// These are unique and have unique in-game checks related to them
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{
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"name": "Remove Road",
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"turnsToBuild": 2,
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"uniques": ["Can be built outside your borders"]
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},
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{
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"name": "Remove Railroad",
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"turnsToBuild": 2,
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"uniques": ["Can be built outside your borders"]
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},
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{
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"name": "Cancel improvement order",
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"uniques": ["Can be built outside your borders"],
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"shortcutKey": "."
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},
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// Great Person improvements
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{
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"name": "Academy",
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"science": 8,
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"uniques": ["Great Improvement", "[+2 Science] once [Scientific Theory] is discovered", "[+2 Science] once [Atomic Theory] is discovered"]
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},
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{
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"name": "Landmark",
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"culture": 6,
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"uniques": ["Great Improvement"]
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},
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{
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"name": "Manufactory",
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"production": 4,
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"uniques": ["Great Improvement", "[+1 Production] once [Chemistry] is discovered"]
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},
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{
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"name": "Customs house",
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"gold": 4,
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"uniques": ["Great Improvement", "[+1 Gold] once [Economics] is discovered"]
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},
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{
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"name": "Holy site",
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"faith": 6,
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"uniques": ["Great Improvement"]
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},
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{
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"name": "Citadel",
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"uniques": ["Great Improvement", "Gives a defensive bonus of [100]%", "Deal 30 damage to adjacent enemy units", "Can be built just outside your borders"],
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"civilopediaText": [{"text":"Constructing it will take over the tiles around it and assign them to your closest city"}]
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},
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//Civilization unique improvements
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{
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"name": "Moai",
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"uniqueTo": "Polynesia",
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"culture": 1,
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"turnsToBuild": 4,
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"uniques": ["Can only be built on [Coastal] tiles", "[+1 Culture] for each adjacent [Moai]", "[+1 Gold] once [Flight] is discovered"],
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"techRequired": "Construction",
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"shortcutKey": "M"
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},
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{
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"name": "Terrace farm",
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"uniqueTo": "Inca",
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"terrainsCanBeBuiltOn": ["Hill"],
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"food": 1,
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"turnsToBuild": 7,
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"uniques": ["Cannot be built on [Bonus resource] tiles",
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"[+1 Food] for each adjacent [Mountain]",
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"[+1 Food] on [Fresh water] tiles once [Civil Service] is discovered",
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"[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"],
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"techRequired": "Construction",
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"shortcutKey": "F"
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},
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{
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"name": "Polder",
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"uniqueTo": "The Netherlands",
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"food": 3,
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"terrainsCanBeBuiltOn": ["Marsh", "Flood plains"],
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"turnsToBuild": 7,
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"uniques": ["[+1 Production, +2 Gold] once [Economics] is discovered"],
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"techRequired": "Guilds",
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"shortcutKey": "F"
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},
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{
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"name": "Ancient ruins",
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"uniques": ["Unpillagable", "Provides a random bonus when entered"]
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},
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{
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"name": "City ruins",
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"uniques": ["Unpillagable"],
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"civilopediaText": [{"text":"A bleak reminder of the destruction wreaked by War"}]
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},
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{
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"name": "City center",
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"uniques": ["Unpillagable", "Indestructible"],
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"civilopediaText": [
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{"text":"Marks the center of a city"},
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{"text":"Appearance changes with the technological era of the owning civilization"}
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]
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},
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{
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"name": "Barbarian encampment",
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"uniques": ["Unpillagable"],
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"civilopediaText": [{"text":"Home to uncivilized barbarians, will spawn a hostile unit from time to time"}]
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}
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]
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