Unciv/docs/Other/Civilization-related-JSON-files.md
2022-02-23 21:06:32 +02:00

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Beliefs.json

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This file contains the beliefs that can be chosen for religions in your mod.

Each belief can have the following attributes:

attribute Type Optional or not notes
name String Required Name of the belief
type String Required The type of the belief. Valid values are: "Pantheon", "Follower", "Founder" and "Enhancer".
uniques List of Strings defaults to none The unique abilities this belief adds to cities following it. May be chosen from the list of building uniques here, as well as the general uniques on that page
civilopediaText List Default empty see civilopediaText chapter

Buildings.json

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This file should contain all the buildings and wonders you want to use in your mod.

Each building can have the following attributes:

attribute Type Optional or not notes
name String required Name of the building
cost Integer (≥0) defaults to 0 Amount of production required to build the building
food Integer defaults to 0 Food produced by the building
production Integer defaults to 0 Production produced by the building
gold Integer defaults to 0 etc.
happiness Integer defaults to 0
culture Integer defaults to 0
science Integer defaults to 0
faith Integer defaults to 0
maintenance Integer (≥0) defaults to 0 Maintenance cost of the building
isWonder Boolean defaults to false Whether this building is a global wonder
isNationalWonder Boolean defaults to false Whether this building is a national wonder
requiredBuilding String defaults to none A building that has to be built before this building can be built. Must be in Buildings.json
cannotBeBuiltWith String defaults to none The building [cannotBeBuiltWith] and this building cannot exist in the same city together. Should be in Buildings.json
providesFreeBuilding String defaults to none When the building is built, [providesFreeBuilding] is also automatically added to the city
requiredTech String defaults to none The tech that should be researched before this building may be built. Must be in Techs.json
requiredResource String defaults to none The resource that is consumed when building this building. Must be in TileResources.json
requiredNearbyImprovedResources List of Strings defaults to none The building can only be built if any of the resources in this list are within the borders of this city and have been improved. Each resource must be in TileResources.json
replaces String defaults to none The name of a building that should be replaced by this building. Must be in Buildings.json
uniqueTo String defaults to none If supplied, only the nation with this name can build this building. Must be in Nations.json
xpForNewUnits Integer defaults to 0 XP granted automatically to units built in this city
cityStrength Integer defaults to 0 Strength bonus the city in which this building is built receives
cityHealth Integer defaults to 0 Health bonus the city in which this building is built receives
hurryCostModifier Integer defaults to 0 When this building is bought using gold or faith, the price is increased by this much percent
quote String defaults to none If this building is a (national) wonder, this string will be shown on the completion popup
uniques List of Strings defaults to none List of unique abilities this building has. Most of these can be found here
replacementTextForUniques String defaults to none If provided, this string will be shown instead of all of the uniques
percentStatBonus Object defaults to none Percentual bonus for stats provided by the building. Valid keys are the names of stats (production, gold, science, etc.), valid values are Integers (≥0)
greatPersonPoints Object defaults to none How many great person points for each type will be generated per turn. Valid keys are the names of great people (Great Scientist, Great Engineer, etc. .), valid values are Integers (≥0)
specialistSlots Object defaults to none Specialist slots provided by this building. Valid keys are the names of specialists (as defined in Specialists.json), valid values are Integers, the amount of slots provided for this specialist
civilopediaText List Default empty see civilopediaText chapter

Nations.json

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This file contains all the nations and city states, including Barbarians and Spectator.

Attribute Type Optional? Notes
name String Required
leaderName String Default empty Omit only for city states! If you want LeaderPortraits, the image file names must match exactly, including case.
style String Default empty Modifier appended to pixel unit image names
adjective String Default empty Currently unused
cityStateType Enum Default absent Distinguishes Major Civilizations from City States (Cultured, Maritime, Mercantile, Militaristic)
startBias List Default empty Zero or more of: terrainFilter or "Avoid [terrainFilter]". Two or more will be logically "and"-ed, and if the filters result in no choices, the entire attribute is ignored (e.g. "startBias": ["Snow","Tundra"] will never work).
preferredVictoryType Enum Default Neutral Neutral, Cultural, Diplomatic, Domination or Scientific
startIntroPart1 String Default empty Introductory blurb shown to Player on game start...
startIntroPart2 String Default empty ... second paragraph. NO "TBD"!!! Leave empty to skip that alert.
declaringWar String Default empty another greeting
attacked String Default empty another greeting
defeated String Default empty another greeting
introduction String Default empty another greeting
neutralHello String Default empty another greeting
hateHello String Default empty another greeting
tradeRequest String Default empty another greeting
innerColor 3x Integer Default black R, G, B for outer ring of nation icon
outerColor 3x Integer Required R, G, B for inner circle of nation icon
uniqueName String Default empty Decorative name for the special characteristic of this Nation
uniqueText String Default empty Replacement text for "uniques". If empty, uniques are listed individually.
uniques List Default empty Properties of the civilization - see here
cities List Default empty City names used sequentially for newly founded cities.
civilopediaText List Default empty see civilopediaText chapter

Policies.json

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This file lists the available social policies that can be "bought" with culture.

They are organized in 'branches', each branch has an 'opener', one or more 'member' policies, and a 'finisher'. Therefore this file is organized using two levels - branch and member policy. The properties of the 'opener' are defined with the branch level, while the 'finisher' has an entry on the member level which must be named as branch name + " Complete", case sensitive.

Each policy branch can have the following properties:

Attribute Type Optional? Notes
name String Required
era String Required Unlocking era as defined in Eras.json
uniques List Default empty List of effects, see here
policies List Default empty List of member policies

Each member policy can have the following properties:

Attribute Type Optional? Notes
name String Required
row Integer Required Placement in UI, each unit approximately half the icon size
column Integer Required Placement in UI, each unit approximately half the icon size
requires List Default empty List of prerequisite policy names
uniques List Default empty List of effects, see here

Quests.json

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This file contains the Quests that may be given to major Civilizations by City States.

Attribute Type Optional? Notes
name String Required Unique identifier name of the quest, it is also shown
description String Required Description of the quest shown to players
type Enum Default Individual Individual or Global
influece Float Default 40 Influence reward gained on quest completion
duration Integer Default 0 Maximum number of turns to complete the quest, 0 if there's no turn limit
minimumCivs Integer Default 1 Minimum number of Civs needed to start the quest. It is meaningful only for type = Global

Religions.json

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This is just a list of Strings specifying all predefined Religion names. Corresponding icons must exist, that's all to it. After all, they're just containers for Beliefs.

Specialists.json

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This file should contain a list of all possible specialists that you want in your mod.

Each specialist can have the following attributes:

attribute type optional or not notes
name String required Name of the specialist
food Integer defaults to 0 Amount of food produced by this specialist
production Integer defaults to 0 Amount of production produced by this specialist
gold Integer defaults to 0 etc.
culture Integer defaults to 0
science Integer defaults to 0
faith Integer defaults to 0
color List of 3 Integers required Color of the image for this specialist
greatPersonPoints Object defaults to none Great person points generated by this specialist. Valid keys are the names of the great person(Great Scientist, Great Merachant, etc.), valid values are Integers (≥0)

Techs.json

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This file contains all the technologies. It is organized into an outer list of 'columns' which in turn contain one or more tech each.

Column structure

Attribute Type Optional? Notes
columnNumber Integer Required Horizontal placement in the Tech Tree.
era String Required References Eras.json.
techCost Integer Required Default cost of the techs in this column.
buildingCost Integer Required Default cost of buildings requiring this tech.
wonderCost Integer Required Default cost of wonders requiring this tech.
techs List of Techs Required List of techs as follows - pay attention to the nesting of {} and [].

Tech structure

Attribute Type Optional? Notes
name String Required The name of this Technology.
row Integer Defaults to 0 Vertical placement in the Tech Tree, must be unique per column.
cost Integer Defaults to column techCost The amount of science required to research this tech.
prerequisites List Default empty A list of the names of techs that are prerequisites of this tech. Only direct prerequisites are necessary.
quote String Default empty A nice story presented to the player when they research this tech.
uniques List Default empty Properties granted by the tech - see here.
civilopediaText List Default empty see civilopediaText chapter.