Unciv/android/assets/jsons/Civ V - Gods & Kings/Policies.json
EmperorPinguin 1a6d2279f5
AI changes (#12109)
* AI behaviour changes

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Automation.kt

* Reverting some changes

* Changes

* revert changes

* revert changes

* revert changes

* revert changes

* Update CityLocationTileRanker.kt

* Citizen assignment for stat conversion

* Update CityLocationTileRanker.kt

* Reduce AI settling

* Avoid AI building units when in negative Supply

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update build.gradle.kts

* Update gradle-wrapper.properties

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update CityLocationTileRanker.kt

* AI changes for humans

* Fix puppet focus

* Update Automation.kt

* Puppet focus

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Stats.kt

* Update CityTurnManager.kt

* Remove specialist science modifier

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update CivilianUnitAutomation.kt

* Update ReligionAutomation.kt

* Worker prioritization

Workers are valuable in expand cities.

* Update ConstructionAutomation.kt

Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.

* Update ConstructionAutomation.kt

Should achieve about the same with less lines of code.

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Policies.json

* Update Policies.json

* Update Policies.json

* Update ConstructionAutomation.kt

* Update Policies.json

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Rename Crop Yield to Growth
2024-08-17 21:40:20 +03:00

677 lines
23 KiB
JSON

[
{
"name": "Tradition",
"era": "Ancient era",
"priorities": {
"Neutral": 5,
"Cultural": 5,
"Diplomatic": 5,
"Domination": 5,
"Scientific": 5
},
"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",
"[+50]% 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]",
"Provides a [Aqueduct] in your first [4] cities for free"
]
}
]
},
{
"name": "Liberty",
"era": "Ancient era",
"priorities": {
"Neutral": 10,
"Cultural": 10,
"Diplomatic": 10,
"Domination": 10,
"Scientific": 10
},
"uniques": ["[+1 Culture] [in all cities]"],
"policies": [
{
"name": "Republic",
"uniques": [
"[+1 Production] [in all cities]",
"[+5]% Production when constructing [All] buildings [in all cities]",
],
"row": 1,
"column": 1
},
{
"name": "Citizenship",
"uniques": [
"[-25]% construction time for [All] improvements",
"Free [Worker] appears"
],
"row": 1,
"column": 4
},
{
"name": "Collective Rule",
"uniques": [
"[+50]% Production when constructing [Settler] units [in capital]",
"Free [Settler] appears"
],
"requires": ["Republic"],
"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",
"priorities": {
"Neutral": 5,
"Cultural": 5,
"Diplomatic": 5,
"Domination": 5,
"Scientific": 5
},
"uniques": [
"[+33]% 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": [
"[+15]% Strength <for [Melee] units> <when adjacent to a [Melee] 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",
"priorities": {
"Neutral": 0,
"Cultural": 0,
"Diplomatic": 0,
"Domination": 0,
"Scientific": 0
},
"uniques": [
"[+100]% Production when constructing [Shrine] buildings [in all cities]",
"[+100]% Production when constructing [Temple] buildings [in all cities]",
"Only available <before adopting [Rationalism]>"
],
"policies": [
{
"name": "Organized Religion",
"uniques": [
"[+1 Faith] from every [Shrine]",
"[+1 Faith] from every [Temple]"
],
"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": ["[-10]% Culture cost of adopting new Policies"],
"requires": ["Mandate Of Heaven", "Reformation"],
"row": 3,
"column": 4
},
{
"name": "Piety Complete",
"uniques": [
"[Faith] cost of purchasing items in cities [-20]%",
"[+3 Gold, +3 Culture] from every [Holy site]"
]
}
]
},
{
"name": "Patronage",
"era": "Medieval era",
"priorities": {
"Neutral": 5,
"Cultural": 5,
"Diplomatic": 10,
"Domination": 5,
"Scientific": 5
},
"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",
"era": "Medieval era",
"priorities": {
"Neutral": 5,
"Cultural": 5,
"Diplomatic": 5,
"Domination": 5,
"Scientific": 5
},
"uniques": ["[+25]% [Gold] [in capital]"],
"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": ["[+2] Happiness from each type of luxury resource"],
"requires": ["Mercantilism"],
"row": 3,
"column": 4
},
{
"name": "Commerce Complete",
"uniques": [
"[+1 Gold] from every [Trading post]",
"[+100]% Gold from Great Merchant trade missions",
"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]>"
]
}
]
},
{
"name": "Rationalism",
"era": "Renaissance era",
"priorities": {
"Neutral": 10,
"Cultural": 10,
"Diplomatic": 10,
"Domination": 10,
"Scientific": 10
},
"uniques": [
"[+15]% [Science] <while the empire is happy>",
"Only available <before adopting [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": 4
},
{
"name": "Free Thought",
"uniques": [
"[+1 Science] from every [Trading post]",
"[+17]% [Science] from every [University]"
],
"requires": ["Secularism"],
"row": 2,
"column": 2
},
{
"name": "Sovereignty",
"uniques": ["[+1 Gold] from all [Science] buildings"],
"requires": ["Humanism"],
"row": 2,
"column": 4
},
{
"name": "Scientific Revolution",
"uniques": ["Science gained from research agreements [+50]%"],
"requires": ["Free Thought"],
"row": 3,
"column": 2
},
{
"name": "Rationalism Complete",
"uniques": [
"[2] Free Technologies",
"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]>"
]
}
]
},
{
"name": "Freedom",
"era": "Industrial era",
"priorities": {
"Neutral": 5,
"Cultural": 10,
"Diplomatic": 5,
"Domination": 5,
"Scientific": 10
},
"uniques": [
"[+25]% Great Person generation [in all cities]",
"Only available <before adopting [Autocracy]>",
"Only available <before adopting [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",
"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]>"
]
}
]
},
{
"name": "Autocracy",
"era": "Industrial era",
"priorities": {
"Neutral": 5,
"Cultural": 5,
"Diplomatic": 5,
"Domination": 10,
"Scientific": 5
},
"uniques": [
"[-33]% maintenance costs <for [All] units>",
"Upon capturing a city, receive [10] times its [Culture] production as [Culture] immediately",
"Only available <before adopting [Order]>",
"Only available <before adopting [Freedom]>"
],
"policies": [
{
"name": "Populism",
"uniques": ["[+25]% Strength <for [Wounded] units>"],
"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": 10,
"Cultural": 5,
"Diplomatic": 10,
"Domination": 5,
"Scientific": 5
},
"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]>"
]
}
]
}
]