Unciv/android/assets/jsons/UnitPromotions.json

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[
{
name:"Heal Instantly",
effect:"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:"Bonus vs units in open terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Accuracy II",
prerequisites:["Accuracy I"],
effect:"Bonus vs units in open terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Accuracy III",
prerequisites:["Accuracy II"],
effect:"Bonus vs units in open terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Barrage I",
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Barrage II",
prerequisites:["Barrage I"],
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Barrage III",
prerequisites:["Barrage II"],
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Siege","Ranged"]
}
{
name:"Volley",
prerequisites:["Accuracy I","Barrage I"],
effect:"Bonus vs City 50%",
unitTypes:["Ranged","Siege"]
}
{
name:"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"],
effect:"Ranged attacks may be performed over obstacles",
unitTypes:["Ranged","Siege"]
}
// Melee, Mounted+Armor
{
name:"Shock I",
effect:"Bonus vs units in open terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Shock II",
prerequisites:["Shock I"],
effect:"Bonus vs units in open terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Shock III",
prerequisites:["Shock II"],
effect:"Bonus vs units in open terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Drill I",
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Drill II",
prerequisites:["Drill I"],
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Drill III",
prerequisites:["Drill II"],
effect:"Bonus vs units in rough terrain 15%",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Charge",
prerequisites:["Shock II","Drill II"],
effect:"Bonus vs wounded units 33%",
unitTypes:["Mounted","Armor"]
}
{
name:"Siege",
prerequisites:["Shock II","Drill II"],
effect:"Bonus vs City 50%",
unitTypes:["Melee"]
}
{
name:"Formation I",
prerequisites:["Shock II","Drill II"],
effect:"Bonus vs Mounted 33%",
unitTypes:["Melee","Mounted"]
}
{
name:"Formation II",
prerequisites:["Formation I"],
effect:"Bonus vs Mounted 33%",
unitTypes:["Melee","Mounted"]
}
{
name:"Blitz",
prerequisites:["Shock III","Drill III"],
effect:"1 additional attack per turn",
unitTypes:["Melee","Mounted","Armor"]
}
{
name:"Woodsman",
prerequisites:["Shock III","Drill III"],
effect:"Double movement rate through Forest and Jungle",
unitTypes:["Melee"]
}
{
name:"Medic",
prerequisites:["Shock I", "Drill I", "Scouting II"],
effect:"This unit and all others in adjacent tiles heal 5 additional HP per turn",
unitTypes:["Melee","Mounted","Scout"]
}
{
name:"Medic II",
prerequisites:["Medic"],
effect:"This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.",
unitTypes:["Melee","Mounted","Scout"]
}
// Scout
{
name:"Scouting I",
effect:"+1 Visibility Range",
unitTypes:["Scout"]
}
{
name:"Scouting II",
prerequisites:["Scouting I"],
effect:"+1 Movement",
unitTypes:["Scout"]
}
{
name:"Scouting III",
prerequisites:["Scouting II"],
effect:"+1 Visibility Range",
unitTypes:["Scout"]
}
// Water melee
{
name:"Boarding Party I",
effect:"Bonus vs water units 15%",
unitTypes:["WaterMelee"]
}
{
name:"Boarding Party II",
prerequisites:["Boarding Party I"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterMelee"]
}
{
name:"Boarding Party III",
prerequisites:["Boarding Party II"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterMelee"]
}
{
name:"Coastal Raider I",
effect:"Bonus vs City 15%",
unitTypes:["WaterMelee"]
}
{
name:"Coastal Raider II",
prerequisites:["Coastal Raider I"],
effect:"Bonus vs City 15%",
unitTypes:["WaterMelee"]
}
{
name:"Coastal Raider III",
prerequisites:["Coastal Raider II"],
effect:"Bonus vs City 15%",
unitTypes:["WaterMelee"]
}
// Submarine
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{
name:"Wolfpack I",
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effect:"Bonus as Attacker [25]%",
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unitTypes:["WaterSubmarine"]
}
{
name:"Wolfpack II",
prerequisites:["Wolfpack I"],
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effect:"Bonus as Attacker [25]%",
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unitTypes:["WaterSubmarine"]
}
{
name:"Wolfpack III",
prerequisites:["Wolfpack II"],
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effect:"Bonus as Attacker [25]%",
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unitTypes:["WaterSubmarine"]
}
// Bomber
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{
name:"Siege I",
effect:"Bonus vs City 33%",
unitTypes:["Bomber"]
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}
{
name:"Siege II",
prerequisites:["Siege I"],
effect:"Bonus vs City 33%",
unitTypes:["Bomber"]
}
{
name:"Siege III",
prerequisites:["Siege II"],
effect:"Bonus vs City 34%",
unitTypes:["Bomber"]
}
{
name:"Evasion",
prerequisites:["Siege II", "Bombardment II"]
effect:"Reduces damage taken from interception by 50%",
unitTypes:["Bomber"]
}
// Fighter
{
name:"Interception I",
effect:"Bonus when intercepting [33]%",
unitTypes:["Fighter"]
}
{
name:"Interception II",
prerequisites:["Interception I"],
effect:"Bonus when intercepting [33]%",
unitTypes:["Fighter"]
}
{
name:"Interception III",
prerequisites:["Interception II"],
effect:"Bonus when intercepting [34]%",
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:"Sortie",
prerequisites:["Interception II", "Dogfighting II"]
effect:"1 extra Interception 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:"+25% Defence against ranged attacks",
unitTypes:["Melee","Ranged","Siege"]
}
{
name:"Cover II",
prerequisites:["Cover I"],
effect:"+25% Defence against ranged attacks",
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","Bombardment III"],
effect:"1 additional attack per turn",
unitTypes:["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"]
}
{
name:"Ambush I",
effect:"Bonus vs Armor 25%",
unitTypes:["Melee","Fighter","Bomber"]
}
{
name:"Ambush II",
prerequisites:["Ambush I"],
effect:"Bonus vs Armor 25%",
unitTypes:["Melee","Fighter","Bomber"]
}
// Water ranged and air units
{
name:"Bombardment I",
effect:"Bonus vs land units 33%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
{
name:"Bombardment II",
prerequisites:["Bombardment I"],
effect:"Bonus vs land units 33%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
{
name:"Bombardment III",
prerequisites:["Bombardment II"],
effect:"Bonus vs land units 34%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
// Targeting I has different requirements for air and waterranged units, this was the cleanest way to do so
{
name:"Targeting I",
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged"]
}
{
name:"Targeting I (air)",
prerequisites:["Interception I","Dogfighting I", "Siege I","Bombardment I"]
effect:"Bonus vs water units 15%",
unitTypes:["Fighter","Bomber"]
}
{
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name:"Targeting II",
prerequisites:["Targeting I","Targeting I (air)"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged","Fighter","Bomber"]
}
{
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name:"Targeting III",
prerequisites:["Targeting II"],
effect:"Bonus vs water units 15%",
unitTypes:["WaterRanged"]
}
]