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

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[
{
"name": "Tradition",
"era": "Ancient era",
"effect": "+3 culture in capital and increased rate of border expansion",
"uniques": ["[+3 Culture] in capital", "Increased rate of border expansion"],
"policies": [
{
"name": "Aristocracy",
"effect": "+15% production when constructing wonders, +1 happiness for every 10 citizens in a city",
"uniques": ["+15% production when constructing wonders", "+1 happiness for every 10 citizens in a city"],
"row": 1,
"column": 1
},
{
"name": "Legalism",
"effect": "Immediately creates a cheapest available cultural building in each of your first 4 cities for free",
"uniques":["Immediately creates a cheapest available cultural building in each of your first 4 cities for free"],
"row": 1,
"column": 3
},
{
"name": "Oligarchy",
"effect": "Units in cities cost no Maintenance, garrisoned city +50% attacking strength",
"uniques": ["Units in cities cost no Maintenance"]
"row": 1,
"column": 5
},
{
"name": "Landed Elite",
"effect": "+10% food growth and +2 food in capital",
"uniques": ["+10% food growth in capital", "[+2 Food] in capital"],
"requires": ["Legalism"],
"row": 2,
"column": 2
},
{
"name": "Monarchy",
"effect": "+1 gold and -1 unhappiness for every 2 citizens in capital",
"uniques": ["+1 gold and -1 unhappiness for every 2 citizens in capital"],
"requires": ["Legalism"],
"row": 2,
"column": 4
},
{
"name": "Tradition Complete",
"effect": "+15% growth and +2 food in all cities",
"uniques": ["+15% growth in all cities","[+2 Food] in all cities"]
}
]
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},
{
"name": "Liberty",
"era": "Ancient era",
"effect": "+1 culture in every city",
"uniques": ["[+1 Culture] in all cities"],
"policies": [
{
"name": "Collective Rule",
"effect": "Training of settlers increased +50% in capital, receive a new settler near the capital",
"uniques": ["Training of settlers increased +50% in capital", "Free [Settler] appears"]
"row": 1,
"column": 1
},
{
"name": "Citizenship",
"effect": "Tile improvement speed +25%, receive a free worker near the capital",
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"uniques": ["Tile improvement speed +25%", "Free [Worker] appears"],
"row": 1,
"column": 4
},
{
"name": "Republic",
"effect": "+1 production in every city, +5% production when constructing buildings",
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"uniques": ["[+1 Production] in all cities", "+5% production when constructing buildings"],
"requires": ["Collective Rule"],
"row": 2,
"column": 1
},
{
"name": "Representation",
"effect": "Each city founded increases culture cost of policies 33% less than normal. Starts a golden age.",
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"uniques": ["Each city founded increases culture cost of policies 33% less than normal", "Empire enters golden age"],
"requires": ["Citizenship"],
"row": 2,
"column": 3
},
{
"name": "Meritocracy",
"effect": "+1 happiness for every city connected to capital, -5% unhappiness from citizens",
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"uniques": ["+1 happiness for every city connected to capital", "-5% unhappiness from citizens"],
"requires": ["Citizenship"],
"row": 2,
"column": 5
},
{
"name": "Liberty Complete",
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"effect": "Free Great Person of choice near capital",
"uniques": ["Free Great Person"]
}
]
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},
{
"name": "Honor",
"era": "Ancient era",
"effect": "+25% bonus vs Barbarians; gain Culture when you kill a barbarian unit",
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"uniques": ["+25% bonus vs Barbarians", "Gain Culture when you kill a barbarian unit", "Notified of new Barbarian encampments"]
"policies": [
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{
"name": "Warrior Code",
"effect": "+20% production when training melee units",
"uniques":["+20% production when training melee units"],
"row": 1,
"column": 2
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},
{
"name": "Discipline",
"effect": "+15% combat strength for melee units which have another military unit in an adjacent tile",
"uniques":["+15% combat strength for melee units which have another military unit in an adjacent tile"],
"row": 1,
"column": 4
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},
{
"name": "Military Tradition",
"effect": "Military units gain 50% more Experience from combat",
"uniques":["Military units gain 50% more Experience from combat"],
"requires": ["Warrior Code"],
"row": 2,
"column": 2
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},
{
"name": "Military Caste",
"effect": "Each city with a garrison increases happiness by 1 and culture by 2",
"uniques": ["[+1 Happiness, +2 Culture] in all cities with a garrison"]
"requires": ["Discipline"],
"row": 2,
"column": 4
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},
{
"name": "Professional Army",
"effect": "Gold cost of upgrading military units reduced by 33%",
"uniques": ["Gold cost of upgrading military units reduced by 33%"],
"requires": ["Military Caste"],
"row": 3,
"column": 4
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},
{
"name": "Honor Complete",
"effect": "Gain gold for each unit killed",
"uniques": ["Gain gold for each unit killed"],
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}
]
},{
"name": "Piety",
"era": "Classical era",
"effect": "Building time of culture buildings reduced by 15%",
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"uniques": ["+[15]% Production when constructing [Culture] buildings"],
"policies": [
{
"name": "Organized Religion",
"effect": "+1 happiness for each monument, temple and monastery",
"uniques": ["[+1 Happiness] from every [Monument]","[+1 Happiness] from every [Temple]",
"[+1 Happiness] from every [Monastery]"]
"row": 1,
"column": 2
},
{
"name": "Mandate Of Heaven",
"effect": "50% of excess happiness added to culture towards policies",
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"uniques": ["50% of excess happiness added to culture towards policies"],
"row": 1,
"column": 5
},
{
"name": "Theocracy",
"effect": "Temples give +10% gold",
"uniques": ["+[10]% [Gold] from every [Temple]"],
"requires": ["Organized Religion"],
"row": 2,
"column": 1
},
{
"name": "Reformation",
"effect": "+33% culture in all cities with a world wonder, immediately enter a golden age",
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"uniques": ["+33% culture in all cities with a world wonder", "Empire enters golden age"]
"requires": ["Organized Religion"],
"row": 2,
"column": 3
},
{
"name": "Free Religion",
"effect": "+1 culture for each monument, temple and monastery. Gain a free policy.",
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"uniques": ["[+1 Culture] from every [Monument]", "[+1 Culture] from every [Temple]", "[+1 Culture] from every [Monastery]",
"Free Social Policy"]
"requires": ["Mandate Of Heaven","Reformation"],
"row": 3,
"column": 4
},
{
"name": "Piety Complete",
"effect": "Reduce culture cost of future policies by 10%",
"uniques": ["Culture cost of adopting new Policies reduced by 10%"]
}
]
},/*{
"name": "Patronage",
"era": "Classical era",
"effect": "Influence with City-States degrades 25% slower than normal",
"policies": [
{
"name": "Philantropy",
"effect": "Gifting Gold to a City-State generates 25% more Influence",
"row": 1,
"column": 2
},
{
"name": "Aesthetics",
"effect": "Resting point for Influence level with all City-States is increased by 20",
"row": 1,
"column": 4
},
{
"name": "Scholasticism",
"effect": "All Allied City-States provide a Science bonus equal to 25% of what they produce for themselves",
"requires": ["Philantropy"],
"row": 2,
"column": 2
},
{
"name": "Cultural Diplomacy",
"effect": "Happiness from gifted Luxuries increased by 50%",
"requires": ["Scholasticism"],
"row": 3,
"column": 2
},
{
"name": "Educated Elite",
"effect": "Allied City-States will occasionally gift you Great People",
"requires": ["Scholasticism","Aesthetics"],
"row": 3,
"column": 4
},
{
"name": "Patronage Complete",
"effect": "Influence with City-States degrades 25% slower than normal"
}
]
},*/
{
"name": "Commerce",
"effect": "+25% gold in capital",
"uniques": ["+25% gold in capital"],
"era": "Medieval era",
"policies": [
{
"name": "Trade Unions",
"effect": "Maintenance on roads & railroads reduced by 33%, +2 gold from all trade routes",
"uniques": ["Maintenance on roads & railroads reduced by 33%", "+2 Gold from all trade routes"]
"row": 1,
"column": 2
},
{
"name": "Mercantilism",
"effect": "-25% to purchasing items in cities",
"uniques": ["Cost of purchasing items in cities reduced by [25]%"]
"row": 1,
"column": 5
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},
{
"name": "Entrepreneurship",
"effect": "Great Merchants are earned 25% faster, +1 Science from every Mint, Market, Bank and Stock Exchange.",
"uniques": ["Great Merchants are earned 25% faster", "[+1 Science] from every [Mint]", "[+1 Science] from every [Market]",
"[+1 Science] from every [Bank]", "[+1 Science] from every [Stock Exchange]" ],
"requires": ["Trade Unions"],
"row": 2,
"column": 2
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},
{
"name": "Patronage",
"effect": "Cost of purchasing culture buildings reduced by 50%",
"uniques": ["Cost of purchasing [Culture] buildings reduced by [50]%"]
"requires": ["Mercantilism"],
"row": 2,
"column": 5
},
{
"name": "Protectionism",
"effect": "+1 happiness from each luxury resource",
"uniques": ["+1 happiness from each luxury resource"],
"requires": ["Entrepreneurship","Patronage"],
"row": 3,
"column": 3
},
{
"name": "Commerce Complete",
"effect": "+1 gold from every trading post, double gold from Great Merchant trade missions",
"uniques": ["[+1 Gold] from every [Trading post]", "Double gold from Great Merchant trade missions"]
}
]
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},
{
"name": "Rationalism",
"era": "Renaissance era",
"effect": "Production to science conversion in cities increased by 33%",
"uniques": ["Production to science conversion in cities increased by 33%"]
"policies": [
{
"name": "Secularism",
"effect": "+2 science from every specialist",
"uniques": ["[+2 Science] from every specialist"],
"row": 1,
"column": 2
},
{
"name": "Humanism",
"effect": "+1 happiness from every university, observatory and public school",
"uniques": ["[+1 Happiness] from every [University]","[+1 Happiness] from every [Observatory]",
"[+1 Happiness] from every [Public School]"]
"row": 1,
"column": 5
},
{
"name": "Free Thought",
"effect": "+1 science from every trading post, +17% science from universities",
"uniques": ["[+1 Gold] from every [Trading post]", "+[17]% [Science] from every [University]"]
"requires": ["Secularism"],
"row": 2,
"column": 1
},
{
"name": "Sovereignty",
"effect": "+15% science while empire is happy",
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"uniques": ["+15% science while empire is happy"],
"requires": ["Humanism"],
"row": 2,
"column": 5
},
{
"name": "Scientific Revolution",
"effect": "Science gained from research agreements +50%",
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"uniques": ["Science gained from research agreements +50%"],
"requires": ["Free Thought"],
"row": 3,
"column": 1
},
{
"name": "Rationalism Complete",
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"effect": "+1 gold from all science buildings",
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"uniques": ["[+1 Gold] from all [Science] buildings"]
}
]
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},
/*{
"name": "Order",
"era": "Industrial era",
"effect": "+1 Happiness per City",
"policies": [
{
"name": "Nationalism",
"effect": "25% Attack bonus when fighting in friendly territory",
"row": 1,
"column": 1
},
{
"name": "United Front",
"effect": "Militaristic City-States grant units twice as often when you are at war with a common foe",
"row": 1,
"column": 3
},
{
"name": "Planned Economy",
"effect": "Factories increase a cities Science output by 25%",
"row": 2,
"column": 5
},
{
"name": "Socialism",
"effect": "Gold maintenance costs of Buildings reduced by 15%",
"requires": ["Planned Economy"],
"row": 2,
"column": 3
},
{
"name": "Communism",
"effect": "+2 Production per City and +10% Production when constructing buildings",
"requires": ["Socialism"],
"row": 3,
"column": 3
},
{
"name": "Order Complete",
"effect": "+1 Food, Production, Science, Gold and Culture per city"
}
]
},*/
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{
"name": "Freedom",
"era": "Renaissance era",
"effect": "+25% great people rate",
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"uniques": ["+[25]% great person generation in all cities"],
"policies": [
{
"name": "Constitution",
"effect": "+2 culture from each wonder",
"uniques": ["[+2 Culture] from every Wonder"]
"row": 1,
"column": 1
},
{
"name": "Universal Suffrage",
"effect": "+1 production per 5 population",
"uniques": ["[+1 Production] per [5] population in all cities"]
"row": 1,
"column": 3
},
{
"name": "Civil Society",
"effect": "-50% food consumption by specialists",
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"uniques": ["-50% food consumption by specialists"],
"row": 1,
"column": 5
},
{
"name": "Free Speech",
"effect": "+1 culture for every 2 citizens",
"uniques": ["[+1 Culture] per [2] population in all cities"]
"requires": ["Constitution"],
"row": 2,
"column": 1
},
{
"name": "Democracy",
"effect": "Specialists produce half normal unhappiness",
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"uniques": ["Specialists produce half normal unhappiness"],
"requires": ["Civil Society"],
"row": 2,
"column": 5
},
{
"name": "Freedom Complete",
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"effect": "Tile yield from great improvement +100%, golden ages increase by 50%",
"uniques": ["Tile yield from Great Improvements +100%", "Golden Age length increases +50%"]
}
]
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},
{
"name": "Autocracy",
"era": "Industrial era",
"effect": "-33% unit upkeep costs",
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"uniques": ["-33% unit upkeep costs"],
"policies": [
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{
"name": "Populism",
"effect": "Wounded military units deal +25% damage",
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"uniques": ["Wounded military units deal +25% damage"],
"row": 1,
"column": 1
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},
{
"name": "Militarism",
"effect": "Gold cost of purchasing units -33%",
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"uniques": ["Gold cost of purchasing units -33%"],
"row": 1,
"column": 5
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},
{
"name": "Fascism",
"effect": "Quantity of strategic resources produced by the empire increased by 100%",
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"uniques": ["Quantity of strategic resources produced by the empire increased by 100%"],
"requires": ["Populism","Militarism"],
"row": 2,
"column": 3
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},
{
"name": "Police State",
"effect": "+3 Happiness from every Courthouse. Build Courthouses in half the usual time.",
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"uniques": ["[+3 Happiness] from every [Courthouse]", "+[100]% Production when constructing [Courthouse]"],
"requires": ["Militarism"],
"row": 2,
"column": 5
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},
{
"name": "Total War",
"effect": "+15% production when building military units and new military units start with 15 Experience",
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"uniques": ["+[15]% Production when constructing [military units]", "New military units start with [15] Experience"],
"requires": ["Police State","Fascism"],
"row": 3,
"column": 4
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},
{
"name": "Autocracy Complete",
"effect": "+20% attack bonus to all Military Units for 30 turns"
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"uniques": ["+20% attack bonus to all Military Units for 30 turns"]
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}
]
}
]