* Religion Mod Constant * Update mistake in wiki
22 KiB
Miscellaneous JSON files
Difficulties.json
This file defines the difficulty levels a player can choose when starting a new game.
Each difficulty level can have the following attributes:
Attribute | Type | Optional | Notes |
---|---|---|---|
name | String | Required | Name of the difficulty level |
baseHappiness | Integer | Default 0 | |
extraHappinessPerLuxury | Float | Default 0 | |
researchCostModifier | Float | Default 1 | |
unitCostModifier | Float | Default 1 | |
buildingCostModifier | Float | Default 1 | |
policyCostModifier | Float | Default 1 | |
unhappinessModifier | Float | Default 1 | |
barbarianBonus | Float | Default 0 | |
playerBonusStartingUnits | List of Units | Default empty | Can also be 'Era Starting Unit', maps to startingMilitaryUnit of the Eras file. All other units must be in Units.json] |
aiCityGrowthModifier | Float | Default 1 | |
aiUnitCostModifier | Float | Default 1 | |
aiBuildingCostModifier | Float | Default 1 | |
aiWonderCostModifier | Float | Default 1 | |
aiBuildingMaintenanceModifier | Float | Default 1 | |
aiUnitMaintenanceModifier | Float | Default 1 | |
aiFreeTechs | List of Techs | Default empty | |
aiMajorCivBonusStartingUnits | List of Units | Default empty | See above |
aiCityStateBonusStartingUnits | List of Units | Default empty | See above |
aiUnhappinessModifier | Float | Default 1 | |
aisExchangeTechs | Boolean | Unimplemented | |
turnBarbariansCanEnterPlayerTiles | Integer | Default 0 | |
clearBarbarianCampReward | Integer | Default 25 |
Eras.json
This file should contain all the era's you want to use in your mod.
Each era can have the following attributes:
Attribute | Type | Optional | Notes |
---|---|---|---|
name | String | required | Name of the era |
researchAgreementCost | Integer (≥0) | defaults to 300 | Cost of research agreements were the most technologically advanced civ is in this era |
iconRGB | List of 3 Integers | defaults to [255, 255, 255] | RGB color that icons for technologies of this era should have in the Tech screen |
unitBaseBuyCost | Integer (≥0) | defaults to 200 | Base cost of buying units with Faith, Food, Science or Culture when no other cost is provided |
startingSettlerCount | Integer (≥0) | defaults to 1 | Amount of settler units that should be spawned when starting a game in this era |
startingSettlerUnit | String | defaults to "Settler" | Name of the unit that should be used for the previous field. Must be in Units.json |
startingWorkerCount | Integer (≥0) | defaults to 0 | Amount of worker units that should be spawned when starting a game in this era |
startingWorkerUnit | String | defaults to "Worker" | Name of the unit that should be used for the previous field. Must be in Units.json |
startingMilitaryUnitCount | Integer (≥0) | defaults to 1 | Amount of military units that should be spawned when starting a game in this era |
startingMilitaryUnit | String | defaults to "Warrior" | Name of the unit that should be used for the previous field. Must be in Units.json |
startingGold | Integer (≥0) | defaults to 0 | Amount of gold each civ should receive when starting a game in this era |
startingCulture | Integer (≥0) | defaults to 0 | Amount of culture each civ should receive when starting a game in this era |
settlerPopulation | Integer (>0) | defaults to 1 | Default amount of population each city should have when settled when starting a game in this era |
settlerBuildings | List of Strings | defaults to none | Buildings that should automatically be built whenever a city is settled when starting a game in this era |
startingObsoleteWonders | List of Strings | defaults to none | Wonders (and technically buildings) that should be impossible to built when starting a game in this era. Used in the base game to remove all wonders older than 2 era's |
Speeds.json
This file should contain all the speeds you want to use in your mod.
Each speed can have the following attributes:
Attribute | Type | Optional | Notes |
---|---|---|---|
name | String | required | Name of the speed |
modifier | Float (≥0) | defaults to 1.0 | Overall game speed modifier |
productionCostModifier | Float (≥0) | defaults to the value of modifier |
Scales production cost of units and buildings |
goldCostModifier | Float (≥0) | defaults to the value of modifier |
Scales gold costs |
scienceCostModifier | Float (≥0) | defaults to the value of modifier |
Scales science costs |
cultureCostModifier | Float (≥0) | defaults to the value of modifier |
Scales culture costs |
faithCostModifier | Float (≥0) | defaults to the value of modifier |
Scales faith costs |
improvementBuildLengthModifier | Float (≥0) | defaults to the value of modifier |
Scales the time it takes for a worker to build tile improvements |
barbarianModifier | Float (≥0) | defaults to the value of modifier |
Scales the time between barbarian spawns |
goldGiftModifier | Float (≥0) | defaults to the value of modifier |
Scales the influence gained from gifting gold to city-states |
cityStateTributeScalingInterval | Float (≥0) | defaults to 6.5 | The number of turns it takes for the amount of gold a player demands from city-states to increase by 5 gold |
goldenAgeLengthModifier | Float (≥0) | defaults to the value of modifier |
Scales the length of golden ages |
religiousPressureAdjacentCity | Integer (≥0) | defaults to 6 | Defines how much religious pressure a city exerts on nearby cities |
peaceDealDuration | Integer (≥0) | defaults to 10 | The number of turns a peace deal lasts |
dealDuration | Integer (≥0) | defaults to 30 | The number of turns a non-peace deal (research agreement, open borders, etc.) lasts |
startYear | Float | defaults to -4000 | The start year of the game (negative is BC/BCE) |
turns | List of HashMaps | required | The amount of time passed between turns ("yearsPerTurn") and the range of turn numbers ("untilTurn") that this duration applies to |
The below code is an example of a valid "turns" definition and it specifies that the first 50 turns of a game last for 60 years each, then the next 30 turns (and any played after the 80th) last for 40 years each.
"turns": [
{"yearsPerTurn": 60, "untilTurn": 50},
{"yearsPerTurn": 40, "untilTurn": 80}
]
ModOptions.json
This file is a little different:
- Does not exist in Vanilla ruleset
- Is entirely optional but will be created after downloading a mod
The file can have the following attributes, including the values Unciv sets (no point in a mod author setting those):
Attribute | Type | Optional | Notes |
---|---|---|---|
isBaseRuleset | Boolean | false | Differentiates mods that change the vanilla ruleset or replace it |
maxXPfromBarbarians | Integer | 30 | Deprecated, see constants |
uniques | List | empty | Mod-wide specials, see here |
techsToRemove | List | empty | List of Technologies or -filters to remove (isBaseRuleset=false only) |
buildingsToRemove | List | empty | List of Buildings or Wonders or -filters to remove (isBaseRuleset=false only) |
unitsToRemove | List | empty | List of Units or -filters to remove (isBaseRuleset=false only) |
nationsToRemove | List | empty | List of Nations or -filters to remove (isBaseRuleset=false only) |
lastUpdated | String | empty | Set automatically after download - Last repository update, not necessarily last content change |
modUrl | String | empty | Set automatically after download - URL of repository |
author | String | empty | Set automatically after download - Owner of repository |
modSize | Integer | empty | Set automatically after download - kB in entire repository, not sum of default branch files |
constants | Object | empty | see ModConstants |
ModConstants
Stored in ModOptions.constants, this is a collection of constants used internally in Unciv. This is the only structure that is merged field by field from mods, not overwritten, so you can change XP from Barbarians in one mod and city distance in another. In case of conflicts, there is no guarantee which mod wins, only that default values are ignored.
Attribute | Type | Default | Notes |
---|---|---|---|
maxXPfromBarbarians | Int | 30 | 1 |
cityStrengthBase | Float | 8.0 | 2 |
cityStrengthPerPop | Float | 0.4 | 2 |
cityStrengthFromTechsMultiplier | Float | 5.5 | 2 |
cityStrengthFromTechsExponent | Float | 2.8 | 2 |
cityStrengthFromTechsFullMultiplier | Float | 1.0 | 2 |
cityStrengthFromGarrison | Float | 0.2 | 2 |
unitSupplyPerPopulation | Float | 0.5 | 3 |
minimalCityDistance | Int | 3 | 4 |
minimalCityDistanceOnDifferentContinents | Int | 2 | 4 |
unitUpgradeCost | Object | see below | 5 |
naturalWonderCountMultiplier | Float | 0.124 | 6 |
naturalWonderCountAddedConstant | Float | 0.1 | 6 |
ancientRuinCountMultiplier | Float | 0.02 | 7 |
maxLakeSize | Int | 10 | 8 |
riverCountMultiplier | Float | 0.01 | 9 |
minRiverLength | Int | 5 | 9 |
maxRiverLength | Int | 666 | 9 |
religionLimitBase | Int | 1 | 10 |
religionLimitMultiplier | Float | 0.5 | 10 |
pantheonBase | Int | 10 | 11 |
pantheonGrowth | Int | 5 | 11 |
Legend:
UnitUpgradeCost
These values are not merged individually, only the entire sub-structure is.
Attribute | Type | Default | Notes |
---|---|---|---|
base | Float | 10 | |
perProduction | Float | 2 | |
eraMultiplier | Float | 0 | |
exponent | Float | 1 | |
roundTo | Int | 5 |
The formula for the gold cost of a unit upgrade is (rounded down to a multiple of roundTo
):
( max((base
+ perProduction
* (new_unit_cost - old_unit_cost)), 0)
* (1 + eraNumber * eraMultiplier
) * civModifier
) ^ exponent
With civModifier
being the multiplicative aggregate of "[relativeAmount]% Gold cost of upgrading" uniques that apply.
Tutorials.json
Note a Base Ruleset mod can define a "welcome page" here by adding a "Tutorial" with a name equal to the name of the mod!
As an exception to the general rule, this file in a Base Ruleset mod will not replace the default, but add to it like extension mods do.
Also, place it under <mod>/jsons/
normally even if the original is found one level above the vanilla jsons.
Attribute | Type | Optional | Notes |
---|---|---|---|
name | String | Required | Entry name |
civilopediaText | List | Optional | see here |
steps | List(String) | Optional | Plain text |
If an entry contains both steps
and civilopediaText
attributes, the civilopediaText
is shown first.
VictoryTypes.json
These files contain which victories this mod provides, and what milestones must be reached for someone to win a victory. Most of the file contains of strings that are shown to the user in the victory screen, with the rest being the requirements for winning.
Each victory can have the following attributes:
Attribute | Type | Optional | Notes |
---|---|---|---|
name | String | Required | Name of the victory |
victoryScreenHeader | String | Defaults to "" | Shown in the footer of the victory in the our status in the victory screen |
victoryString | String | Defaults to "" | Shown in the footer of the victory screen when you won the game with this victory |
defeatString | String | Defaults to "" | Shown in the footer of the victory screen when someone else won the game with this victory |
hiddenInVictoryScreen | Boolean | Defaults to false | Whether progress of this victory is hidden in the victory screen |
requiredSpaceshipParts | List of Strings | Defaults to "" | What spaceship parts must be added to the capital for the corresponding milestone |
Milestones | List of Strings | Required | List of milestones that must be accomplished to win, see below |
Milestones
Currently the following milestones are supported:
Milestone | Requirement |
---|---|
Build [building] | Build the building [building] in any city |
Anyone build [building] | Anyone must build the building [building] for all players to have this milestone |
Add all [comment] in capital | Add all units in the requiredSpaceshipParts field of this victory to the capital |
Destroy all players | You must be the only major civilization with any cities left |
Capture all capitals | Capture all the original capitals of major civilizations in the game |
Complete [amount] Policy branches | Fully complete at least [amount] policy branches |
Win diplomatic vote | At any point in the game win a diplomatic vote (UN). You may lose afterwards and still retain this milestone |
Become the world religion | Have your religion be the majority religion in a majority of cities of all major civs |
Have highest score after max turns | Basically time victory. Enables the 'max turn' slider and calculates score when that amount is reached |
Civilopedia text
Any 'thing' defined in json and listed in the Civilopedia can supply extra text, specifically for the Civilopedia. This can be used to explain special considerations better when the automatically generated display is insufficient, or for 'flavour', background stories and the like. Such text can be formatted and linked to other Civilopedia entries, within limits.
An example of the format is:
"civilopediaText": [
{ "text": "Ancient ruins provide a one-time random bonus when explored" },
{ "separator": true },
{
"text": "This line is red and links to the Scout including icons",
"link": "Unit/Scout",
"color": "red"
},
{
"text": "A big fat header sporting a golden star",
"header": 1,
"starred": true,
"color": "#ffeb7f"
},
],
List of attributes - note not all combinations are valid:
Attribute | Type | Description |
---|---|---|
text |
String | Text to display. |
link |
String | Create link and icon, format: Category/Name or external link ('http://','https://','mailto:'). |
icon |
String | Show icon without linking, format: Category/Name. |
extraImage |
String | Display an Image instead of text. Can be a path found in a texture atlas or or the name of a png or jpg in the ExtraImages folder. |
imageSize |
Float | Width in world units of the [extraImage], height is calculated preserving aspect ratio. Defaults to available width. |
header |
Integer | Header level. 1 means double text size and decreases from there. |
size |
Integer | Text size, default is 18. Use size or header but not both. |
indent |
Integer | Indent level. 0 means text will follow icons, 1 aligns to the right of all icons, each further step is 30 units. |
padding |
Float | Vertical padding between rows, defaults to 5 units. |
color |
String | Sets text color, accepts names or 6/3-digit web colors (e.g. #FFA040). |
separator |
Boolean | Renders a separator line instead of text. Can be combined only with color and size (line width, default 2). |
starred |
Boolean | Decorates text with a star icon - if set, it receives the color instead of the text. |
centered |
Boolean | Centers the line (and turns off automatic wrap). |
The lines from json will 'surround' the automatically generated lines such that the latter are inserted just above the first json line carrying a link, if any. If no json lines have links, they will be inserted between the automatic title and the automatic info. This method may, however, change in the future.
Note: text
now also supports inline color markup. Insert «color»
to start coloring text, «»
to stop. color
can be a name or 6/8-digit hex notation like #ffa040
(different from the color
attribute notation only by not allowing 3-digit codes, but allowing the alpha channel).
Effectively, the «»
markers are replaced with []
after translation and then passed to Gdx markup language.
-
Max amount of experience that can be gained from combat with barbarians ↩︎
-
Formula for city Strength: Strength = baseStrength + strengthPerPop + strengthFromTiles + ((%techs * multiplier) ^ exponent) * fullMultiplier + (garrisonBonus * garrisonUnitStrength * garrisonUnitHealth/100) + defensiveBuildingStrength where %techs is the percentage of techs in the tech tree that are complete If no techs exist in this ruleset, %techs = 0.5 (=50%) ↩︎
-
Formula for Unit Supply: Supply = unitSupplyBase (difficulties.json) unitSupplyPerCity * amountOfCities + (difficulties.json) unitSupplyPerPopulation * amountOfPopulationInAllCities unitSupplyBase and unitSupplyPerCity can be found in difficulties.json unitSupplyBase, unitSupplyPerCity and unitSupplyPerPopulation can also be increased through uniques ↩︎
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The minimal distance that must be between any two cities, not counting the tiles cities are on The number is the amount of tiles between two cities, not counting the tiles the cities are on. e.g. "C__C", where "C" is a tile with a city and "_" is a tile without a city, has a distance of 2. First constant is for cities on the same landmass, the second is for cities on different continents. ↩︎
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A UnitUpgradeCost sub-structure. ↩︎
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NaturalWonderGenerator uses these to determine the number of Natural Wonders to spawn for a given map size. The number scales linearly with map radius: #wonders = radius * naturalWonderCountMultiplier + naturalWonderCountAddedConstant. The defaults effectively mean Tiny - 1, Small - 2, Medium - 3, Large - 4, Huge - 5, Custom radius >=109 - all G&K wonders. ↩︎
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MapGenerator.spreadAncientRuins: number of ruins = suitable tile count * this ↩︎
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MapGenerator.spawnLakesAndCoasts: Water bodies up to this tile count become Lakes ↩︎
-
RiverGenerator: river frequency and length bounds ↩︎
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Maximum foundable Religions = religionLimitBase + floor(MajorCivCount * religionLimitMultiplier) ↩︎
-
Cost of pantheon = pantheonBase + CivsWithReligion * pantheonGrowth ↩︎