Unciv/android/assets/jsons/Civ V - Vanilla/UnitPromotions.json

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[
{
"name": "Heal Instantly",
"uniques": ["Heal this unit by [50] HP", "Doing so will consume this opportunity to choose a Promotion"],
"unitTypes": ["Melee","Mounted","Scout","Siege","Ranged","Armor","WaterMelee","WaterRanged","WaterSubmarine"]
},
// Ranged+Siege
{
"name": "Accuracy I",
"effect": "+[15]% Strength in [Open terrain]",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Accuracy II",
"prerequisites": ["Accuracy I"],
"effect": "+[15]% Strength in [Open terrain]",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Accuracy III",
"prerequisites": ["Accuracy II"],
"effect": "+[15]% Strength in [Open terrain]",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Barrage I",
"effect": "+[15]% Strength in [Rough terrain]",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Barrage II",
"prerequisites": ["Barrage I"],
"effect": "+[15]% Strength in [Rough terrain]",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Barrage III",
"prerequisites": ["Barrage II"],
"effect": "+[15]% Strength in [Rough terrain]",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Volley",
"prerequisites": ["Accuracy I","Barrage I"],
"effect": "+[50]% Strength vs [City]",
"unitTypes": ["Ranged","Siege"]
},
{
"name": "Extended Range",
"prerequisites": ["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"],
"effect": "[+1] Range",
"unitTypes": ["Ranged","Siege","WaterRanged","WaterSubmarine"]
},
{
"name": "Indirect Fire",
"prerequisites": ["Accuracy III", "Barrage III", "Bombardment II", "Targeting II"],
"effect": "Ranged attacks may be performed over obstacles",
"unitTypes": ["Ranged","Siege","WaterRanged"]
},
// Melee, Mounted+Armor
{
"name": "Shock I",
"effect": "+[15]% Strength in [Open terrain]",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Shock II",
"prerequisites": ["Shock I"],
"effect": "+[15]% Strength in [Open terrain]",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Shock III",
"prerequisites": ["Shock II"],
"effect": "+[15]% Strength in [Open terrain]",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Drill I",
"effect": "+[15]% Strength in [Rough terrain]",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Drill II",
"prerequisites": ["Drill I"],
"effect": "+[15]% Strength in [Rough terrain]",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Drill III",
"prerequisites": ["Drill II"],
"effect": "+[15]% Strength in [Rough terrain]",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Charge",
"prerequisites": ["Shock II","Drill II"],
"effect": "+[33]% Strength vs [wounded units]",
"unitTypes": ["Mounted","Armor"]
},
{
"name": "Besiege", // Not called "Siege" in order to not conflict with siege type units for translations
"prerequisites": ["Shock II","Drill II"],
"effect": "+[50]% Strength vs [City]",
"unitTypes": ["Melee"]
},
{
"name": "Formation I",
"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
"effect": "+[33]% Strength vs [Mounted]",
"unitTypes": ["Melee","Mounted"]
},
{
"name": "Formation II",
"prerequisites": ["Formation I"],
"effect": "+[33]% Strength vs [Mounted]",
"unitTypes": ["Melee","Mounted"]
},
{
"name": "Blitz",
"prerequisites": ["Shock III","Drill III"],
"effect": "[1] additional attacks per turn",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Woodsman",
"prerequisites": ["Shock III","Drill III"],
"effect": "Double movement rate through Forest and Jungle",
// This could be generalized: ["-[50]% movement costs through [Forest] tiles", "-[50]% movement costs through [Jungle] tiles"],
// but with how getMovementCostBetweenAdjacentTiles() is optimized, that's difficult to implement.
"unitTypes": ["Melee"]
},
{
"name": "Amphibious",
"prerequisites": ["Shock I", "Drill I"],
"uniques": ["Eliminates combat penalty for attacking over a river", "Eliminates combat penalty for attacking from the sea"],
"unitTypes": ["Melee"]
},
{
"name": "Medic",
"prerequisites": ["Shock I", "Drill I", "Scouting II", "Survivalism II"],
"uniques": ["[+5] HP when healing", "All adjacent units heal [5] HP when healing"],
"unitTypes": ["Melee","Mounted","Scout"]
},
{
"name": "Medic II",
"prerequisites": ["Medic"],
"uniques": ["[+5] HP when healing", "All adjacent units heal [5] HP when healing",
"[+5] HP when healing in [Foreign Land] tiles"],
"unitTypes": ["Melee","Mounted","Scout"]
},
// Scout
{
"name": "Scouting I",
"effect": "[+1] Visibility Range",
"unitTypes": ["Scout"]
},
{
"name": "Scouting II",
"prerequisites": ["Scouting I"],
"effect": "[+1] Visibility Range",
"unitTypes": ["Scout"]
},
{
"name": "Scouting III",
"prerequisites": ["Scouting II"],
"effect": "[+1] Movement",
"unitTypes": ["Scout"]
},
{
"name": "Survivalism I",
"uniques": ["[+5] HP when healing in [Foreign Land] tiles", "+[25]% Strength when defending"],
"unitTypes": ["Scout"]
},
{
"name": "Survivalism II",
"prerequisites": ["Survivalism I"],
"uniques": ["[+5] HP when healing in [Foreign Land] tiles", "+[25]% Strength when defending"],
"unitTypes": ["Scout"]
},
{
"name": "Survivalism III",
"prerequisites": ["Survivalism II"],
"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
"unitTypes": ["Scout"]
},
// Water melee
{
"name": "Boarding Party I",
"effect": "+[15]% Strength vs [water units]",
"unitTypes": ["WaterMelee"]
},
{
"name": "Boarding Party II",
"prerequisites": ["Boarding Party I"],
"effect": "+[15]% Strength vs [water units]",
"unitTypes": ["WaterMelee"]
},
{
"name": "Boarding Party III",
"prerequisites": ["Boarding Party II"],
"effect": "+[15]% Strength vs [water units]",
"unitTypes": ["WaterMelee"]
},
{
"name": "Coastal Raider I",
"uniques": ["+[20]% Strength vs [City]", "Earn [33]% of the damage done to [City] units as [Gold]"],
"unitTypes": ["WaterMelee"]
},
{
"name": "Coastal Raider II",
"prerequisites": ["Coastal Raider I"],
"uniques": ["+[20]% Strength vs [City]", "Earn [33]% of the damage done to [City] units as [Gold]"],
"unitTypes": ["WaterMelee"]
},
{
"name": "Coastal Raider III",
"prerequisites": ["Coastal Raider II"],
"uniques": ["+[20]% Strength vs [City]", "Earn [33]% of the damage done to [City] units as [Gold]"],
"unitTypes": ["WaterMelee"]
},
// Water Ranged
{
"name": "Targeting I",
"effect": "+[15]% Strength vs [water units]",
"unitTypes": ["WaterRanged"]
},
{
"name": "Targeting II",
"prerequisites": ["Targeting I"],
"effect": "+[15]% Strength vs [water units]",
"unitTypes": ["WaterRanged"]
},
{
"name": "Targeting III",
"prerequisites": ["Targeting II"],
"effect": "+[15]% Strength vs [water units]",
"unitTypes": ["WaterRanged"]
},
// Submarine
{
"name": "Wolfpack I",
"effect": "+[25]% Strength when attacking",
"unitTypes": ["WaterSubmarine"]
},
{
"name": "Wolfpack II",
"prerequisites": ["Wolfpack I"],
"effect": "+[25]% Strength when attacking",
"unitTypes": ["WaterSubmarine"]
},
{
"name": "Wolfpack III",
"prerequisites": ["Wolfpack II"],
"effect": "+[25]% Strength when attacking",
"unitTypes": ["WaterSubmarine"]
},
// Aircraft Carrier
{
"name": "Armor Plating I",
"effect": "+[25]% Strength when defending",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Armor Plating II",
"prerequisites": ["Armor Plating I"],
"effect": "+[25]% Strength when defending",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Armor Plating III",
"prerequisites": ["Armor Plating II"],
"effect": "+[25]% Strength when defending",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Flight Deck I",
"effect": "Can carry [1] extra [Air] units",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Flight Deck II",
"prerequisites": ["Flight Deck I"],
"effect": "Can carry [1] extra [Air] units",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Flight Deck III",
"prerequisites": ["Flight Deck II"],
"effect": "Can carry [1] extra [Air] units",
"unitTypes": ["WaterAircraftCarrier"]
},
// Mixed Water
{
"name" : "Supply",
"prerequisites": ["Bombardment III", "Targeting III", "Boarding Party III", "Coastal Raider III"],
"uniques": ["May heal outside of friendly territory", "[+15] HP when healing in [Foreign Land] tiles"],
"unitTypes": ["WaterMelee", "WaterRanged"]
},
// Bomber
{
"name": "Siege I",
"effect": "+[33]% Strength vs [City]",
"unitTypes": ["Bomber"]
},
{
"name": "Siege II",
"prerequisites": ["Siege I"],
"effect": "+[33]% Strength vs [City]",
"unitTypes": ["Bomber"]
},
{
"name": "Siege III",
"prerequisites": ["Siege II"],
"effect": "+[34]% Strength vs [City]",
"unitTypes": ["Bomber"]
},
{
"name": "Evasion",
"prerequisites": ["Siege II", "Bombardment II"],
"effect": "Damage taken from interception reduced by [50]%",
"unitTypes": ["Bomber"]
},
// Fighter
{
"name": "Interception I",
"effect": "[+33]% Damage when intercepting",
"unitTypes": ["Fighter"]
},
{
"name": "Interception II",
"prerequisites": ["Interception I"],
"effect": "[+33]% Damage when intercepting",
"unitTypes": ["Fighter"]
},
{
"name": "Interception III",
"prerequisites": ["Interception II"],
"effect": "[+34]% Damage when intercepting",
"unitTypes": ["Fighter"]
},
/*
{
"name": "Dogfighting I",
"effect": "Bonus when performing air sweep [33]%", // todo
"unitTypes": ["Fighter"]
},
{
"name": "Dogfighting II",
"prerequisites": ["Dogfighting I"],
"effect": "Bonus when performing air sweep [33]%",
"unitTypes": ["Fighter"]
},
{
"name": "Dogfighting III",
"prerequisites": ["Dogfighting II"],
"effect": "Bonus when performing air sweep [34]%",
"unitTypes": ["Fighter"]
}
*/
{
"name": "Air Targeting I",
"prerequisites": ["Interception I","Dogfighting I", "Siege I","Bombardment I"],
"effect": "+[33]% Strength vs [water units]",
"unitTypes": ["Fighter","Bomber"]
},
{
"name": "Air Targeting II",
"prerequisites": ["Air Targeting I"],
"effect": "+[33]% Strength vs [water units]",
"unitTypes": ["Fighter","Bomber"]
},
{
"name": "Sortie",
"prerequisites": ["Interception II", "Dogfighting II"],
"effect": "[1] extra interceptions may be made per turn",
"unitTypes": ["Fighter"]
},
{
"name": "Operational Range",
"prerequisites": ["Interception I", /*"Dogfighting I",*/ "Siege I", "Bombardment I"],
"effect": "[+2] Range",
"unitTypes": ["Fighter","Bomber"]
},
{
"name": "Air Repair",
"prerequisites": ["Interception II", /*"Dogfighting II",*/ "Siege II", "Bombardment II"],
"effect": "Unit will heal every turn, even if it performs an action",
"unitTypes": ["Fighter","Bomber"]
},
// Mixed
{
"name": "Cover I",
"effect": "[+33]% Strength when defending vs [Ranged]",
"unitTypes": ["Melee","Ranged","Siege"]
},
{
"name": "Cover II",
"prerequisites": ["Cover I"],
"effect": "[+33]% Strength when defending vs [Ranged]",
"unitTypes": ["Melee","Ranged","Siege"]
},
{
"name": "March",
"prerequisites": ["Accuracy II","Barrage II","Shock III","Drill III"],
"effect": "Unit will heal every turn, even if it performs an action",
"unitTypes": ["Melee","Ranged","Siege","Mounted"]
},
{
"name": "Mobility",
"prerequisites": ["Shock II","Drill II","Targeting I",
"Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"],
"effect": "[+1] Movement",
"unitTypes": ["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"]
},
{
"name": "Sentry",
"prerequisites": ["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"],
"effect": "[+1] Visibility Range",
"unitTypes": ["Melee","Mounted","WaterRanged","Armor","WaterMelee"]
},
{
"name": "Logistics",
"prerequisites": ["Accuracy III","Barrage III","Targeting III", "Wolfpack III",
"Bombardment III", "Coastal Raider III","Boarding Party III","Siege III"],
"effect": "[1] additional attacks per turn",
"unitTypes": ["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"]
},
{
"name": "Ambush I",
"effect": "+[33]% Strength vs [Armor]",
"unitTypes": ["Melee","Fighter","Bomber"]
},
{
"name": "Ambush II",
"prerequisites": ["Ambush I"],
"effect": "+[33]% Strength vs [Armor]",
"unitTypes": ["Melee","Fighter","Bomber"]
},
// Water ranged and air units
{
"name": "Bombardment I",
"effect": "+[33]% Strength vs [land units]",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
{
"name": "Bombardment II",
"prerequisites": ["Bombardment I"],
"effect": "+[33]% Strength vs [land units]",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
{
"name": "Bombardment III",
"prerequisites": ["Bombardment II"],
"effect": "+[34]% Strength vs [land units]",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
// Uniques
{
"name": "Morale", // Heroic Epic
"effect": "+[15]% Combat Strength"
},
{
"name": "Great Generals I", // only for Companion Cavalry, Keshik and their subsequent upgrades
"effect": "[Great General] is earned [50]% faster"
},
{
"name": "Great Generals II", // only for Samurai and subsequent upgrades
"effect": "[Great General] is earned [100]% faster"
},
{
"name": "Quick Study", // only for Keshik and subsequent upgrades
"effect": "[50]% Bonus XP gain"
},
{
"name": "Haka War Dance", // only for Maori Warrior and subsequent upgrades
"effect": "[-10]% Strength for enemy [Military] units in adjacent [All] tiles"
},
{
"name": "Rejuvenation", // only for Units that have been close to Natural Wonder Fountain of Youth
"effect": "All healing effects doubled"
},
{
"name": "Slinger Withdraw", // only for Slinger and subsequent upgrades
"effect": "May withdraw before melee ([80]%)"
}
]