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a0cf30831c
* Generalized the "Heal Instantly" promotion * Extended "Indirect Fire" to WaterRanged units, conform the main game * Generalized Extend Range, Operational Range * Generalized "logistics" * Typo * Generalized the healing from "Medic" * Implemented requested changes * Generalized "[amount] Movement"; "[amount] Visibility Range" * Added survavalism promotions * Updated Boarding Party strength bonus values to G&K * Implemented requested changes
497 lines
13 KiB
JSON
497 lines
13 KiB
JSON
[
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{
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"name": "Heal Instantly",
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"uniques": ["Heal this Unit by [50] HP", "Doing so will consume this opportunity to choose a Promotion"],
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"unitTypes": ["Melee","Mounted","Scout","Siege","Ranged","Armor","WaterMelee","WaterRanged","WaterSubmarine"]
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},
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// Ranged+Siege
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{
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"name": "Accuracy I",
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"effect": "+[15]% Strength in [Open terrain]",
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"unitTypes": ["Siege","Ranged"]
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},
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{
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"name": "Accuracy II",
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"prerequisites": ["Accuracy I"],
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"effect": "+[15]% Strength in [Open terrain]",
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"unitTypes": ["Siege","Ranged"]
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},
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{
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"name": "Accuracy III",
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"prerequisites": ["Accuracy II"],
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"effect": "+[15]% Strength in [Open terrain]",
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"unitTypes": ["Siege","Ranged"]
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},
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{
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"name": "Barrage I",
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"effect": "+[15]% Strength in [Rough terrain]",
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"unitTypes": ["Siege","Ranged"]
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},
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{
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"name": "Barrage II",
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"prerequisites": ["Barrage I"],
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"effect": "+[15]% Strength in [Rough terrain]",
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"unitTypes": ["Siege","Ranged"]
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},
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{
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"name": "Barrage III",
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"prerequisites": ["Barrage II"],
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"effect": "+[15]% Strength in [Rough terrain]",
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"unitTypes": ["Siege","Ranged"]
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},
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{
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"name": "Volley",
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"prerequisites": ["Accuracy I","Barrage I"],
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"effect": "+[50]% Strength vs [City]",
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"unitTypes": ["Ranged","Siege"]
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},
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{
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"name": "Extended Range",
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"prerequisites": ["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"],
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"effect": "[+1] Range",
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"unitTypes": ["Ranged","Siege","WaterRanged","WaterSubmarine"]
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},
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{
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"name": "Indirect Fire",
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"prerequisites": ["Accuracy III", "Barrage III", "Bombardment II", "Targeting II"],
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"effect": "Ranged attacks may be performed over obstacles",
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"unitTypes": ["Ranged","Siege","WaterRanged"]
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},
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// Melee, Mounted+Armor
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{
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"name": "Shock I",
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"effect": "+[15]% Strength in [Open terrain]",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Shock II",
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"prerequisites": ["Shock I"],
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"effect": "+[15]% Strength in [Open terrain]",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Shock III",
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"prerequisites": ["Shock II"],
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"effect": "+[15]% Strength in [Open terrain]",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Drill I",
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"effect": "+[15]% Strength in [Rough terrain]",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Drill II",
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"prerequisites": ["Drill I"],
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"effect": "+[15]% Strength in [Rough terrain]",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Drill III",
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"prerequisites": ["Drill II"],
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"effect": "+[15]% Strength in [Rough terrain]",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Charge",
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"prerequisites": ["Shock II","Drill II"],
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"effect": "+[33]% Strength vs [wounded units]",
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"unitTypes": ["Mounted","Armor"]
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},
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{
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"name": "Besiege", // Not called "Siege" in order to not conflict with siege type units for translations
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"prerequisites": ["Shock II","Drill II"],
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"effect": "+[50]% Strength vs [City]",
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"unitTypes": ["Melee"]
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},
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{
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"name": "Formation I",
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"prerequisites": ["Shock II","Drill II"], // G&K also has Accuracy II & Barrage II as possible prerequisites for this, but I couldn't find a source for the unittypes
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"effect": "+[33]% Strength vs [Mounted]",
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"unitTypes": ["Melee","Mounted"]
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},
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{
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"name": "Formation II",
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"prerequisites": ["Formation I"],
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"effect": "+[33]% Strength vs [Mounted]",
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"unitTypes": ["Melee","Mounted"]
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},
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{
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"name": "Blitz",
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"prerequisites": ["Shock III","Drill III"],
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"effect": "[1] additional attacks per turn",
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"unitTypes": ["Melee","Mounted","Armor"]
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},
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{
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"name": "Woodsman",
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"prerequisites": ["Shock III","Drill III"],
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"effect": "Double movement rate through Forest and Jungle",
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// This could be generalized: ["-[50]% movement costs through [Forest] tiles", "-[50]% movement costs through [Jungle] tiles"],
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// but with how getMovementCostBetweenAdjacentTiles() is optimized, that's difficult to implement.
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"unitTypes": ["Melee"]
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},
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{
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"name": "Amphibious",
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"prerequisites": ["Shock I", "Drill I"],
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"uniques": ["Eliminates combat penalty for attacking over a river", "Eliminates combat penalty for attacking from the sea"],
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"unitTypes": ["Melee"]
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},
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{
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"name": "Medic",
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"prerequisites": ["Shock I", "Drill I", "Scouting II", "Survivalism II"],
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"uniques": ["[+5] HP when healing", "All adjacent units heal [5] HP when healing"],
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"unitTypes": ["Melee","Mounted","Scout"]
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},
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{
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"name": "Medic II",
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"prerequisites": ["Medic"],
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"uniques": ["[+5] HP when healing", "All adjacent units heal [5] HP when healing",
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"[+5] HP when healing in [Foreign Land] tiles"],
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"unitTypes": ["Melee","Mounted","Scout"]
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},
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// Scout
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{
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"name": "Scouting I",
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"effect": "[+1] Visibility Range",
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"unitTypes": ["Scout"]
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},
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{
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"name": "Scouting II",
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"prerequisites": ["Scouting II"],
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"effect": "[+1] Visibility Range",
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"unitTypes": ["Scout"]
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},
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{
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"name": "Scouting III",
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"prerequisites": ["Scouting I"],
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"effect": "[+1] Movement",
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"unitTypes": ["Scout"]
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},
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{
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"name": "Survivalism I",
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"uniques": ["[+5] HP when healing in [Foreign Land] tiles", "+[25]% Strength when defending"],
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"unitTypes": ["Scout"]
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},
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{
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"name": "Survivalism II",
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"uniques": ["[+5] HP when healing in [Foreign Land] tiles", "+[25]% Strength when defending"],
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"unitTypes": ["Scout"]
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},
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{
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"name": "Survivalism III",
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"uniques": ["Unit will heal every turn, even if it performs an action", "May withdraw before melee ([75]%)"], // This number is not based on any source
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"unitTypes": ["Scout"]
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},
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// Water melee
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{
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"name": "Boarding Party I",
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Boarding Party II",
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"prerequisites": ["Boarding Party I"],
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Boarding Party III",
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"prerequisites": ["Boarding Party II"],
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Coastal Raider I",
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"effect": "+[15]% Strength vs [City]",
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Coastal Raider II",
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"prerequisites": ["Coastal Raider I"],
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"effect": "+[15]% Strength vs [City]",
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Coastal Raider III",
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"prerequisites": ["Coastal Raider II"],
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"effect": "+[15]% Strength vs [City]",
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"unitTypes": ["WaterMelee"]
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},
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// Submarine
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{
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"name": "Wolfpack I",
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"effect": "+[25]% Strength when attacking",
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"unitTypes": ["WaterSubmarine"]
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},
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{
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"name": "Wolfpack II",
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"prerequisites": ["Wolfpack I"],
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"effect": "+[25]% Strength when attacking",
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"unitTypes": ["WaterSubmarine"]
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},
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{
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"name": "Wolfpack III",
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"prerequisites": ["Wolfpack II"],
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"effect": "+[25]% Strength when attacking",
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"unitTypes": ["WaterSubmarine"]
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},
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// Aircraft Carrier
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{
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"name": "Armor Plating I",
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"effect": "+[25]% Strength when defending",
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"unitTypes": ["WaterAircraftCarrier"]
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},
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{
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"name": "Armor Plating II",
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"prerequisites": ["Armor Plating I"],
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"effect": "+[25]% Strength when defending",
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"unitTypes": ["WaterAircraftCarrier"]
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},
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{
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"name": "Armor Plating III",
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"prerequisites": ["Armor Plating II"],
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"effect": "+[25]% Strength when defending",
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"unitTypes": ["WaterAircraftCarrier"]
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},
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{
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"name": "Flight Deck I",
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"effect": "Can carry [1] extra [Air] units",
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"unitTypes": ["WaterAircraftCarrier"]
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},
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{
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"name": "Flight Deck II",
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"prerequisites": ["Flight Deck I"],
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"effect": " Can carry [1] extra [Air] units",
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"unitTypes": ["WaterAircraftCarrier"]
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},
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{
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"name": "Flight Deck III",
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"prerequisites": ["Flight Deck II"],
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"effect": "Can carry [1] extra [Air] units",
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"unitTypes": ["WaterAircraftCarrier"]
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},
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// Bomber
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{
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"name": "Siege I",
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"effect": "+[33]% Strength vs [City]",
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"unitTypes": ["Bomber"]
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},
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{
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"name": "Siege II",
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"prerequisites": ["Siege I"],
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"effect": "+[33]% Strength vs [City]",
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"unitTypes": ["Bomber"]
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},
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{
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"name": "Siege III",
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"prerequisites": ["Siege II"],
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"effect": "+[34]% Strength vs [City]",
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"unitTypes": ["Bomber"]
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},
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{
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"name": "Evasion",
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"prerequisites": ["Siege II", "Bombardment II"],
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"effect": "Damage taken from interception reduced by [50]%",
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"unitTypes": ["Bomber"]
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},
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// Fighter
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{
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"name": "Interception I",
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"effect": "Bonus when intercepting [33]%",
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"unitTypes": ["Fighter"]
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},
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{
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"name": "Interception II",
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"prerequisites": ["Interception I"],
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"effect": "Bonus when intercepting [33]%",
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"unitTypes": ["Fighter"]
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},
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{
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"name": "Interception III",
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"prerequisites": ["Interception II"],
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"effect": "Bonus when intercepting [34]%",
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"unitTypes": ["Fighter"]
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},
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/*
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{
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"name": "Dogfighting I",
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"effect": "Bonus when performing air sweep [33]%", // todo
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"unitTypes": ["Fighter"]
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},
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{
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"name": "Dogfighting II",
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"prerequisites": ["Dogfighting I"],
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"effect": "Bonus when performing air sweep [33]%",
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"unitTypes": ["Fighter"]
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},
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{
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"name": "Dogfighting III",
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"prerequisites": ["Dogfighting II"],
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"effect": "Bonus when performing air sweep [34]%",
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"unitTypes": ["Fighter"]
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}
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*/
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{
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"name": "Sortie",
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"prerequisites": ["Interception II", "Dogfighting II"],
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"effect": "1 extra Interception may be made per turn",
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"unitTypes": ["Fighter"]
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},
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{
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"name": "Operational Range",
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"prerequisites": ["Interception I", /*"Dogfighting I",*/ "Siege I", "Bombardment I"],
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"effect": "[+2] Range",
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"unitTypes": ["Fighter","Bomber"]
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},
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{
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"name": "Air Repair",
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"prerequisites": ["Interception II", /*"Dogfighting II",*/ "Siege II", "Bombardment II"],
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"effect": "Unit will heal every turn, even if it performs an action",
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"unitTypes": ["Fighter","Bomber"]
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},
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// Mixed
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{
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"name": "Cover I",
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"effect": "+25% Defence against ranged attacks",
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"unitTypes": ["Melee","Ranged","Siege"]
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},
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{
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"name": "Cover II",
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"prerequisites": ["Cover I"],
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"effect": "+25% Defence against ranged attacks",
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"unitTypes": ["Melee","Ranged","Siege"]
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},
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{
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"name": "March",
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"prerequisites": ["Accuracy II","Barrage II","Shock III","Drill III"],
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"effect": "Unit will heal every turn, even if it performs an action",
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"unitTypes": ["Melee","Ranged","Siege","Mounted"]
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},
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{
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"name": "Mobility",
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"prerequisites": ["Shock II","Drill II","Targeting I",
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"Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"],
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"effect": "+[1] Movement",
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"unitTypes": ["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"]
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},
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{
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"name": "Sentry",
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"prerequisites": ["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"],
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"effect": "[+1] Visibility Range",
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"unitTypes": ["Melee","Mounted","WaterRanged","Armor","WaterMelee"]
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},
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{
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"name": "Logistics",
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"prerequisites": ["Accuracy III","Barrage III","Targeting III", "Wolfpack III",
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"Bombardment III", "Coastal Raider III","Boarding Party III","Siege III"],
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"effect": "1 additional attack per turn",
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"unitTypes": ["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"]
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},
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{
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"name": "Ambush I",
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"effect": "+[25]% Strength vs [Armor]",
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"unitTypes": ["Melee","Fighter","Bomber"]
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},
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{
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"name": "Ambush II",
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"prerequisites": ["Ambush I"],
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"effect": "+[25]% Strength vs [Armor]",
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"unitTypes": ["Melee","Fighter","Bomber"]
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},
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// Water ranged and air units
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{
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"name": "Bombardment I",
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"effect": "+[33]% Strength vs [land units]",
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"unitTypes": ["WaterRanged","Fighter","Bomber"]
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},
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{
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"name": "Bombardment II",
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"prerequisites": ["Bombardment I"],
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"effect": "+[33]% Strength vs [land units]",
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"unitTypes": ["WaterRanged","Fighter","Bomber"]
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},
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{
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"name": "Bombardment III",
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"prerequisites": ["Bombardment II"],
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"effect": "+[34]% Strength vs [land units]",
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"unitTypes": ["WaterRanged","Fighter","Bomber"]
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},
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// Targeting I has different requirements for air and waterranged units, this was the cleanest way to do so
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{
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"name": "Targeting I",
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["WaterRanged"]
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},
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{
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"name": "Targeting I (air)",
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"prerequisites": ["Interception I","Dogfighting I", "Siege I","Bombardment I"],
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["Fighter","Bomber"]
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},
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{
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"name": "Targeting II",
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"prerequisites": ["Targeting I","Targeting I (air)"],
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["WaterRanged","Fighter","Bomber"]
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},
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{
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"name": "Targeting III",
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"prerequisites": ["Targeting II"],
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"effect": "+[15]% Strength vs [water units]",
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"unitTypes": ["WaterRanged"]
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},
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// Uniques
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{
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"name": "Morale", // Heroic Epic
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"effect": "+[15]% Combat Strength"
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},
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{
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"name": "Great Generals I", // only for Companion Cavalry, Keshik and their subsequent upgrades
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"effect": "[Great General] is earned [50]% faster"
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},
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{
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"name": "Great Generals II", // only for Samurai and subsequent upgrades
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"effect": "[Great General] is earned [100]% faster"
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},
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{
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"name": "Quick Study", // only for Keshik and subsequent upgrades
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"effect": "[50]% Bonus XP gain"
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},
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{
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"name": "Haka War Dance", // only for Maori Warrior and subsequent upgrades
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"effect": "-10% combat strength for adjacent enemy units"
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},
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{
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"name": "Rejuvenation", // only for Units that have been close to Natural Wonder Fountain of Youth
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"effect": "All healing effects doubled"
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},
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{
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"name": "Slinger Withdraw", // only for Slinger and subsequent upgrades
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"effect": "May withdraw before melee ([80]%)"
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}
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]
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