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