Unciv/android/assets/jsons/Policies.json

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[
{
name:"Tradition",
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era:"Ancient",
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description:"+3 culture in capital and increased rate of border expansion",
policies:[
{
name:"Aristocracy",
description:"+15% production when constructing wonders, +1 happiness for every 10 citizens in a city",
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row:1,
column:1
},
{
name:"Legalism",
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description:"Free culture building in your first 4 cities",
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row:1,
column:3
},
{
name:"Oligarchy",
description:"Units in cities cost no maintainance",
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row:1,
column:5
},
{
name:"Landed Elite",
description:"+10% food growth and +2 food in capital",
requires:["Legalism"],
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row:2,
column:2
},
{
name:"Monarchy",
description:"+1 gold and -1 unhappiness for every 2 citizens in capital",
requires:["Legalism"],
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row:2,
column:4
},
{
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name:"Tradition Complete",
description:"+15% growth and +2 food in all cities"
}
]
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},
{
name:"Liberty",
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era:"Ancient",
description:"+1 culture in evey city",
policies:[
{
name:"Collective Rule",
description:"Training of settlers increased +50% in capital, recieve a new settler near capital",
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row:1,
column:1
},
{
name:"Citizenship",
description:"+25% construction rate of workers, recieve free worker near the capital",
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row:1,
column:4
},
{
name:"Republic",
description:"+1 construction in every city, +5% construction when constructing buildings",
requires:["Collective Rule"],
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row:2,
column:1
},
{
name:"Representation",
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description:"Each city founded increases culture cost of policies 33% less than normal. Starts a golden age.",
requires:["Citizenship"],
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row:2,
column:3
},
{
name:"Meritocracy",
description:"+1 happiness for every city connected to capital, -5% unhappiness from citizens",
requires:["Citizenship"],
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row:2,
column:5
},
{
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name:"Liberty Complete",
description:"Free Great Person of choice near capital"
}
]
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},
{
name:"Honor",
era:"Ancient",
description:"+25% bonus vs Barbarians",
policies:[
{
name:"Warrior Code",
description:"+20% production when training melee units",
row:1,
column:2
},
{
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name:"Discipline",
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description:"+15% combat strength for melee units which have another military unit in an adjacent tile",
row:1,
column:4
},
{
name:"Military Tradition",
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description:"Military units gain 50% more Experience from combat",
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requires:["Warrior Code"],
row:2,
column:2
},
{
name:"Military Caste",
description:"Each city with a garrison increases happiness by 1 and culture by 2",
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requires:["Discipline"],
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row:2,
column:4
},
{
name:"Professional Army",
description:"Gold cost of upgrading military units reduced by 50%",
requires:["Military Caste"],
row:3,
column:4
},
{
name:"Honor Complete",
description:"Gain gold for each unit killed"
}
]
},{
name:"Piety",
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era:"Classical",
description:"Building time of culture buildings reduced by 15%",
policies:[
{
name:"Organized Religion",
description:"+1 happiness for each monument, temple and monastery",
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row:1,
column:2
},
{
name:"Mandate Of Heaven",
description:"50% of excess happiness added to culture towards policies",
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row:1,
column:5
},
{
name:"Theocracy",
description:"Temples give +10% gold",
requires:["Organized Religion"],
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row:2,
column:1
},
{
name:"Reformation",
description:"+33% culture in all cities with a world wonder, immediately enter a golden age",
requires:["Organized Religion"],
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row:2,
column:3
},
{
name:"Free Religion",
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description:"+1 culture for each monument, temple and monastery. Gain a free policy.",
requires:["Mandate Of Heaven","Reformation"],
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row:3,
column:4
},
{
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name:"Piety Complete",
description:"Reduce culture cost of future policies by 10%"
}
]
},{
name:"Commerce",
description:"+25% gold in capital",
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era:"Medieval",
policies:[
{
name:"Trade Unions",
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description:"Maintainance on roads & railroads reduced by 33%, +2 gold from all trade routes",
row:1,
column:2
},
{
name:"Mercantilism",
description:"-25% to purchasing items in cities",
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row:1,
column:5
},
{
name:"Entrepreneurship",
description:"Great Merchants are earned 25% faster, +1 Science from every Mint, Market, Bank and Stock Exchange.",
requires:["Trade Unions"],
row:2,
column:2
},
{
name:"Patronage",
description:"Cost of purchasing culture buildings reduced by 50%",
requires:["Mercantilism"],
row:2,
column:5
},
{
name:"Protectionism",
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description:"+1 happiness from each luxury resource",
requires:["Entrepreneurship","Patronage"],
row:3,
column:3
},
{
name:"Commerce Complete",
description:"+1 gold from each specialist"
}
]
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},
{
name:"Rationalism",
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era:"Renaissance",
description:"Production to science conversion in cities increased by 33%",
policies:[
{
name:"Secularism",
description:"+2 science from every specialist",
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row:1,
column:2
},
{
name:"Humanism",
description:"+1 happiness from every university, observatory and public school",
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row:1,
column:5
},
{
name:"Free Thought",
description:"+1 science from every trading post, +17% science from universities",
requires:["Secularism"],
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row:2,
column:1
},
{
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name:"Sovereignty",
description:"+15% science while empire is happy",
requires:["Humanism"],
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row:2,
column:5
},
{
name:"Scientific Revolution",
description:"Gain 2 free technologies",
requires:["Free Thought"],
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row:3,
column:1
},
{
name:"Rationalism Complete",
description:"+1 gold from all science buildings"
}
]
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},
{
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name:"Freedom",
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era:"Renaissance",
description:"+25% great people rate",
policies:[
{
name:"Constitution",
description:"+2 culture from each wonder",
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row:1,
column:2
},
{
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name:"Universal Suffrage",
description:"+1 production per 5 population",
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row:1,
column:5
},
{
name:"Civil Society",
description:"-50% food consumption by specialists",
requires:["Constitution"],
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row:2,
column:1
},
{
name:"Free Speech",
description:"+1 culture for every 2 citizens",
requires:["Constitution"],
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row:2,
column:1
},
{
name:"Democracy",
description:"Specialists produce half normal unhappiness",
requires:["Civil Society"],
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row:2,
column:1
},
{
name:"Freedom Complete",
description:"Tile yield from great improvement +100%, golden ages increase by 50%"
}
]
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},
{
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name:"Autocracy",
era:"Industrial",
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description:"-33% unit upkeep costs",
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policies:[
{
name:"Populism",
description:"Wounded military units deal +25% damage",
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row:1,
column:1
},
{
name:"Militarism",
description:"Gold cost of purchasing units -33%",
row:1,
column:5
},
{
name:"Facism",
description:"Quantity of strategic resources produced by the empire increased by 100%",
requires:["Populism","Militarism"],
row:2,
column:3
},
{
name:"Police State",
description:"Captured cities retain their previous borders",
requires:["Militarism"],
row:2,
column:5
},
{
name:"Total War",
description:"+15% production when building military units and new military units start with 15 Experience",
requires:["Police State","Facism"],
row:3,
column:4
},
{
name:"Autocracy Complete",
description:"+1 happiness from each Walls, Castle and Arsenal"
}
]
}
]