Unciv/android/assets/jsons/Civ V - Gods & Kings/TileImprovements.json
Xander Lenstra 7079619fe2
Great improvements can again be constructed on forest (#6823)
* Great improvements can again be constructed on forest
This PR fixes a bug where great improvements couldn't be build on 
forests/marshes/jungles/etc. It does so by creating a unique which 
specifically allows for removing features, and checking for that.
Additionally, we only remove these features when we have the tech to 
remove them. For example, you can no longer plonk an Academy down over a 
forest without having researched mining.

* Missed the file for vanilla

* Reviews

* Fixed logic
2022-05-17 20:04:49 +03:00

286 lines
8.6 KiB
JSON

[
{
"name": "Farm",
"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Flood plains"],
"food": 1,
"turnsToBuild": 7,
"techRequired": "Agriculture",
"uniques": ["Can also be built on tiles adjacent to fresh water",
"[+1 Food] from [Fresh water] tiles <after discovering [Civil Service]>",
"[+1 Food] from [non-fresh water] tiles <after discovering [Fertilizer]>"],
"shortcutKey": "F"
},
{
"name": "Lumber mill",
"terrainsCanBeBuiltOn": ["Forest"],
"production": 1,
"turnsToBuild": 7,
"techRequired": "Construction",
"uniques": ["[+1 Production] <after discovering [Scientific Theory]>"],
"shortcutKey": "L"
},
{
"name": "Mine",
"terrainsCanBeBuiltOn": ["Hill"],
"production": 1,
"turnsToBuild": 7,
"techRequired": "Mining",
"uniques": ["[+1 Production] <after discovering [Chemistry]>"],
"shortcutKey": "M"
},
{
"name": "Trading post",
"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Hill","Tundra","Forest","Jungle","Flood plains"],
"gold": 1,
"turnsToBuild": 7,
"techRequired": "Guilds",
"uniques": ["[+1 Gold] <after discovering [Economics]>"],
"shortcutKey": "T"
},
// Resource-specific
{
"name": "Camp",
"turnsToBuild": 7,
"techRequired": "Trapping",
"uniques": ["Does not need removal of [Forest]","Does not need removal of [Jungle]","[+1 Gold] <after discovering [Economics]>", "Can only be built to improve a resource"],
"shortcutKey": "C"
},
{
"name": "Oil well",
"turnsToBuild": 9,
"techRequired": "Biology",
"uniques": ["Can only be built to improve a resource", "Cannot be built on [Water] tiles"],
"shortcutKey": "W"
},
{
"name": "Offshore Platform",
"techRequired": "Refrigeration",
"uniques": ["Can only be built to improve a resource", "Can only be built on [Water] tiles"],
"shortcutKey": "P"
},
{
"name": "Pasture",
"turnsToBuild": 8,
"techRequired": "Animal Husbandry",
"uniques": ["[+1 Food] <after discovering [Fertilizer]>", "Can only be built to improve a resource"],
"shortcutKey": "P"
},
{
"name": "Plantation",
"turnsToBuild": 6,
"gold": 1,
"techRequired": "Calendar",
"uniques": ["[+1 Food] <after discovering [Fertilizer]>", "Can only be built to improve a resource"],
"shortcutKey": "P"
},
{
"name": "Quarry",
"turnsToBuild": 8,
"techRequired": "Masonry",
"uniques": ["[+1 Production] <after discovering [Chemistry]>", "Can only be built to improve a resource"],
"shortcutKey": "Q"
},
{
"name": "Fishing Boats",
"terrainsCanBeBuiltOn": ["Coast"],
"food": 1,
"techRequired": "Sailing",
"uniques": ["[+1 Gold] <after discovering [Compass]>", "Can only be built to improve a resource"],
"shortcutKey": "F"
},
// Military improvement
{
"name": "Fort",
"terrainsCanBeBuiltOn": ["Plains","Grassland","Desert","Hill","Tundra","Snow","Forest","Jungle"],
"turnsToBuild": 6,
"techRequired": "Engineering",
"uniques": ["Can be built outside your borders", "Gives a defensive bonus of [50]%"],
"shortcutKey": "O"
},
// Transportation
{
"name": "Road",
"terrainsCanBeBuiltOn": ["Land"],
"turnsToBuild": 4,
"techRequired": "The Wheel",
// "Costs [1] gold per turn when in your territory" does nothing and is only to inform the user
"uniques": ["Can be built outside your borders", "Costs [1] gold per turn when in your territory"],
"shortcutKey": "R",
"civilopediaText": [
{"text":"Reduces movement cost to ½ if the other tile also has a Road or Railroad"},
{"text":"Reduces movement cost to ⅓ with Machinery", "link":"Technology/Machinery"},
{"text":"Requires Engineering to bridge rivers", "link":"Technology/Engineering"}
]
},
{
"name": "Railroad",
"terrainsCanBeBuiltOn": ["Land"],
"turnsToBuild": 4,
"techRequired": "Railroads",
"uniques": ["Can be built outside your borders", "Costs [2] gold per turn when in your territory"],
"shortcutKey": "R",
"civilopediaText": [{"text":"Reduces movement cost to ⅒ if the other tile also has a Railroad"}]
},
// Removals
// Any improvement that starts with 'Remove ' is automatically changed into
// the improvement that removes the terrainfeature after it.
{
"name": "Remove Forest",
"turnsToBuild": 4,
"techRequired": "Mining",
"uniques": ["Can be built outside your borders"],
"shortcutKey": "X",
"civilopediaText": [{"text":"Provides a one-time Production bonus depending on distance to the closest city once finished"}]
},
{
"name": "Remove Jungle",
"turnsToBuild": 7,
"techRequired": "Bronze Working",
"uniques": ["Can be built outside your borders"],
"shortcutKey": "X"
},
{
"name": "Remove Fallout",
"turnsToBuild": 2,
// Has no tech requirements as it can always be built
"uniques": ["Can be built outside your borders"],
"shortcutKey": "X"
},
{
"name": "Remove Marsh",
"turnsToBuild": 6,
"techRequired": "Masonry",
"uniques": ["Can be built outside your borders"],
"shortcutKey": "X"
},
// These are unique and have unique in-game checks related to them
{
"name": "Remove Road",
"turnsToBuild": 2,
"uniques": ["Can be built outside your borders"]
},
{
"name": "Remove Railroad",
"turnsToBuild": 2,
"uniques": ["Can be built outside your borders"]
},
{
"name": "Cancel improvement order",
"uniques": ["Can be built outside your borders"],
"shortcutKey": "."
},
// Great Person improvements
{
"name": "Academy",
"terrainsCanBeBuiltOn": ["Land"],
"science": 8,
"uniques": ["Great Improvement", "[+2 Science] <after discovering [Scientific Theory]>", "[+2 Science] <after discovering [Atomic Theory]>", "Removes removable features when built"]
},
{
"name": "Landmark",
"terrainsCanBeBuiltOn": ["Land"],
"culture": 6,
"uniques": ["Great Improvement", "Removes removable features when built"]
},
{
"name": "Manufactory",
"terrainsCanBeBuiltOn": ["Land"],
"production": 4,
"uniques": ["Great Improvement", "[+1 Production] <after discovering [Chemistry]>", "Removes removable features when built"]
},
{
"name": "Customs house",
"terrainsCanBeBuiltOn": ["Land"],
"gold": 4,
"uniques": ["Great Improvement", "[+1 Gold] <after discovering [Economics]>", "Removes removable features when built"]
},
{
"name": "Holy site",
"terrainsCanBeBuiltOn": ["Land"],
"faith": 6,
"uniques": ["Great Improvement", "Removes removable features when built"]
},
{
"name": "Citadel",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": [
"Great Improvement",
"Gives a defensive bonus of [100]%",
"Adjacent enemy units ending their turn take [30] damage",
"Can be built just outside your borders",
"Constructing it will take over the tiles around it and assign them to your closest city",
"Removes removable features when built",
]
},
//Civilization unique improvements
{
"name": "Moai",
"uniqueTo": "Polynesia",
"terrainsCanBeBuiltOn": ["Land"],
"culture": 1,
"turnsToBuild": 4,
"uniques": ["Can only be built on [Coastal] tiles", "[+1 Culture] for each adjacent [Moai]", "[+1 Gold] <after discovering [Flight]>"],
"techRequired": "Construction",
"shortcutKey": "M"
},
{
"name": "Terrace farm",
"uniqueTo": "Inca",
"terrainsCanBeBuiltOn": ["Hill"],
"food": 1,
"turnsToBuild": 7,
"uniques": ["Cannot be built on [Bonus resource] tiles",
"[+1 Food] for each adjacent [Mountain]",
"[+1 Food] from [Fresh water] tiles <after discovering [Civil Service]>",
"[+1 Food] from [non-fresh water] tiles <after discovering [Fertilizer]>"]
"techRequired": "Construction",
"shortcutKey": "F"
},
{
"name": "Polder",
"uniqueTo": "The Netherlands",
"food": 3,
"terrainsCanBeBuiltOn": ["Marsh", "Flood plains"],
"turnsToBuild": 7,
"uniques": ["[+1 Production, +2 Gold] <after discovering [Economics]>"],
"techRequired": "Guilds",
"shortcutKey": "F"
},
// Unbuildable improvements
{
"name": "Ancient ruins",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Provides a random bonus when entered", "Unbuildable"]
},
{
"name": "City ruins",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Unbuildable"],
"civilopediaText": [{"text":"A bleak reminder of the destruction wreaked by War"}]
},
{
"name": "City center",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Irremovable", "Unbuildable"],
"civilopediaText": [
{"text":"Marks the center of a city"},
{"text":"Appearance changes with the technological era of the owning civilization"}
]
},
{
"name": "Barbarian encampment",
"terrainsCanBeBuiltOn": ["Land"],
"uniques": ["Unpillagable", "Unbuildable"],
"civilopediaText": [{"text":"Home to uncivilized barbarians, will spawn a hostile unit from time to time"}]
}
]