405 lines
No EOL
9.2 KiB
JSON
405 lines
No EOL
9.2 KiB
JSON
[
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{
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name:"Heal Instantly",
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effect:"Heal this Unit by 50 HP; Doing so will consume this opportunity to choose a Promotion",
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unitTypes:["Melee","Mounted","Scout","Siege","Ranged","Armor","WaterMelee","WaterRanged","WaterSubmarine"]
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}
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// Ranged+Siege
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{
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name:"Accuracy I",
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effect:"Bonus vs units in open terrain 15%",
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unitTypes:["Siege","Ranged"]
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}
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{
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name:"Accuracy II",
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prerequisites:["Accuracy I"],
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effect:"Bonus vs units in open terrain 15%",
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unitTypes:["Siege","Ranged"]
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}
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{
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name:"Accuracy III",
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prerequisites:["Accuracy II"],
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effect:"Bonus vs units in open terrain 15%",
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unitTypes:["Siege","Ranged"]
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}
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{
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name:"Barrage I",
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effect:"Bonus vs units in rough terrain 15%",
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unitTypes:["Siege","Ranged"]
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}
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{
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name:"Barrage II",
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prerequisites:["Barrage I"],
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effect:"Bonus vs units in rough terrain 15%",
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unitTypes:["Siege","Ranged"]
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}
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{
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name:"Barrage III",
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prerequisites:["Barrage II"],
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effect:"Bonus vs units in rough terrain 15%",
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unitTypes:["Siege","Ranged"]
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}
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{
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name:"Volley",
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prerequisites:["Accuracy I","Barrage I"],
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effect:"Bonus vs City 50%",
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unitTypes:["Ranged","Siege"]
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}
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{
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name:"Range",
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prerequisites:["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"],
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effect:"+1 Range",
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unitTypes:["Ranged","Siege","WaterRanged","WaterSubmarine"]
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}
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{
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name:"Indirect Fire",
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prerequisites:["Accuracy III","Barrage III"],
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effect:"Ranged attacks may be performed over obstacles",
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unitTypes:["Ranged","Siege"]
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}
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// Melee, Mounted+Armor
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{
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name:"Shock I",
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effect:"Bonus vs units in open terrain 15%",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Shock II",
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prerequisites:["Shock I"],
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effect:"Bonus vs units in open terrain 15%",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Shock III",
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prerequisites:["Shock II"],
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effect:"Bonus vs units in open terrain 15%",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Drill I",
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effect:"Bonus vs units in rough terrain 15%",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Drill II",
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prerequisites:["Drill I"],
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effect:"Bonus vs units in rough terrain 15%",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Drill III",
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prerequisites:["Drill II"],
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effect:"Bonus vs units in rough terrain 15%",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Charge",
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prerequisites:["Shock II","Drill II"],
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effect:"Bonus vs wounded units 33%",
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unitTypes:["Mounted","Armor"]
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}
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{
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name:"Siege",
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prerequisites:["Shock II","Drill II"],
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effect:"Bonus vs City 50%",
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unitTypes:["Melee"]
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}
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{
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name:"Formation I",
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prerequisites:["Shock II","Drill II"],
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effect:"Bonus vs Mounted 33%",
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unitTypes:["Melee","Mounted"]
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}
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{
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name:"Formation II",
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prerequisites:["Formation I"],
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effect:"Bonus vs Mounted 33%",
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unitTypes:["Melee","Mounted"]
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}
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{
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name:"Blitz",
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prerequisites:["Shock III","Drill III"],
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effect:"1 additional attack per turn",
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unitTypes:["Melee","Mounted","Armor"]
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}
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{
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name:"Woodsman",
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prerequisites:["Shock III","Drill III"],
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effect:"Double movement rate through Forest and Jungle",
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unitTypes:["Melee"]
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}
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{
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name:"Medic",
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prerequisites:["Shock I", "Drill I", "Scouting II"],
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effect:"This unit and all others in adjacent tiles heal 5 additional HP per turn",
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unitTypes:["Melee","Mounted","Scout"]
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}
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{
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name:"Medic II",
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prerequisites:["Medic"],
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effect:"This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.",
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unitTypes:["Melee","Mounted","Scout"]
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}
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// Scout
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{
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name:"Scouting I",
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effect:"+1 Visibility Range",
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unitTypes:["Scout"]
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}
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{
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name:"Scouting II",
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prerequisites:["Scouting I"],
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effect:"+1 Movement",
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unitTypes:["Scout"]
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}
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{
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name:"Scouting III",
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prerequisites:["Scouting II"],
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effect:"+1 Visibility Range",
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unitTypes:["Scout"]
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}
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// Water melee
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{
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name:"Boarding Party I",
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effect:"Bonus vs water units 15%",
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unitTypes:["WaterMelee"]
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}
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{
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name:"Boarding Party II",
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prerequisites:["Boarding Party I"],
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effect:"Bonus vs water units 15%",
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unitTypes:["WaterMelee"]
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}
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{
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name:"Boarding Party III",
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prerequisites:["Boarding Party II"],
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effect:"Bonus vs water units 15%",
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unitTypes:["WaterMelee"]
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}
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{
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name:"Coastal Raider I",
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effect:"Bonus vs City 15%",
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unitTypes:["WaterMelee"]
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}
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{
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name:"Coastal Raider II",
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prerequisites:["Coastal Raider I"],
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effect:"Bonus vs City 15%",
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unitTypes:["WaterMelee"]
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}
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{
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name:"Coastal Raider III",
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prerequisites:["Coastal Raider II"],
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effect:"Bonus vs City 15%",
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unitTypes:["WaterMelee"]
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}
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// Submarine
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{
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name:"Wolfpack I",
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effect:"Bonus as Attacker [25]%",
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unitTypes:["WaterSubmarine"]
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}
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{
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name:"Wolfpack II",
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prerequisites:["Wolfpack I"],
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effect:"Bonus as Attacker [25]%",
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unitTypes:["WaterSubmarine"]
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}
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{
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name:"Wolfpack III",
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prerequisites:["Wolfpack II"],
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effect:"Bonus as Attacker [25]%",
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unitTypes:["WaterSubmarine"]
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}
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// Bomber
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{
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name:"Siege I",
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effect:"Bonus vs City 33%",
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unitTypes:["Bomber"]
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}
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{
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name:"Siege II",
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prerequisites:["Siege I"],
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effect:"Bonus vs City 33%",
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unitTypes:["Bomber"]
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}
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{
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name:"Siege III",
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prerequisites:["Siege II"],
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effect:"Bonus vs City 34%",
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unitTypes:["Bomber"]
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}
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{
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name:"Evasion",
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prerequisites:["Siege II", "Bombardment II"]
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effect:"Reduces damage taken from interception by 50%",
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unitTypes:["Bomber"]
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}
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// Fighter
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{
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name:"Interception I",
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effect:"Bonus when intercepting [33]%",
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unitTypes:["Fighter"]
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}
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{
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name:"Interception II",
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prerequisites:["Interception I"],
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effect:"Bonus when intercepting [33]%",
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unitTypes:["Fighter"]
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}
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{
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name:"Interception III",
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prerequisites:["Interception II"],
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effect:"Bonus when intercepting [34]%",
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unitTypes:["Fighter"]
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}
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/*
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{
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name:"Dogfighting I",
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effect:"Bonus when performing air sweep [33]%", // todo
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unitTypes:["Fighter"]
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}
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{
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name:"Dogfighting II",
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prerequisites:["Dogfighting I"],
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effect:"Bonus when performing air sweep [33]%",
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unitTypes:["Fighter"]
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}
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{
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name:"Dogfighting III",
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prerequisites:["Dogfighting II"],
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effect:"Bonus when performing air sweep [34]%",
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unitTypes:["Fighter"]
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}
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*/
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{
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name:"Sortie",
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prerequisites:["Interception II", "Dogfighting II"]
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effect:"1 extra Interception may be made per turn",
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unitTypes:["Fighter"]
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}
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{
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name:"Operational Range",
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prerequisites:["Interception I", /*"Dogfighting I",*/ "Siege I", "Bombardment I"],
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effect:"+2 Range",
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unitTypes:["Fighter","Bomber"]
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}
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{
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name:"Air Repair",
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prerequisites:["Interception II", /*"Dogfighting II",*/ "Siege II", "Bombardment II"],
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effect:"Unit will heal every turn, even if it performs an action",
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unitTypes:["Fighter","Bomber"]
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}
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// Mixed
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{
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name:"Cover I",
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effect:"+25% Defence against ranged attacks",
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unitTypes:["Melee","Ranged","Siege"]
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}
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{
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name:"Cover II",
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prerequisites:["Cover I"],
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effect:"+25% Defence against ranged attacks",
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unitTypes:["Melee","Ranged","Siege"]
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}
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{
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name:"March",
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prerequisites:["Accuracy II","Barrage II","Shock III","Drill III"],
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effect:"Unit will heal every turn, even if it performs an action",
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unitTypes:["Melee","Ranged","Siege","Mounted"]
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}
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{
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name:"Mobility",
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prerequisites:["Shock II","Drill II","Targeting I",
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"Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"],
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effect:"+1 Movement",
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unitTypes:["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"]
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}
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{
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name:"Sentry",
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prerequisites:["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"],
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effect:"+1 Visibility Range",
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unitTypes:["Melee","Mounted","WaterRanged","Armor","WaterMelee"]
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}
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{
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name:"Logistics",
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prerequisites:["Accuracy III","Barrage III","Targeting III", "Wolfpack III",
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"Bombardment III", "Coastal Raider III","Boarding Party III","Siege III"],
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effect:"1 additional attack per turn",
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unitTypes:["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"]
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}
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{
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name:"Ambush I",
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effect:"Bonus vs Armor 25%",
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unitTypes:["Melee","Fighter","Bomber"]
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}
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{
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name:"Ambush II",
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prerequisites:["Ambush I"],
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effect:"Bonus vs Armor 25%",
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unitTypes:["Melee","Fighter","Bomber"]
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}
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// Water ranged and air units
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{
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name:"Bombardment I",
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effect:"Bonus vs land units 33%",
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unitTypes:["WaterRanged","Fighter","Bomber"]
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}
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{
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name:"Bombardment II",
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prerequisites:["Bombardment I"],
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effect:"Bonus vs land units 33%",
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unitTypes:["WaterRanged","Fighter","Bomber"]
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}
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{
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name:"Bombardment III",
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prerequisites:["Bombardment II"],
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effect:"Bonus vs land units 34%",
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unitTypes:["WaterRanged","Fighter","Bomber"]
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}
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// Targeting I has different requirements for air and waterranged units, this was the cleanest way to do so
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{
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name:"Targeting I",
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effect:"Bonus vs water units 15%",
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unitTypes:["WaterRanged"]
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}
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{
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name:"Targeting I (air)",
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prerequisites:["Interception I","Dogfighting I", "Siege I","Bombardment I"]
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effect:"Bonus vs water units 15%",
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unitTypes:["Fighter","Bomber"]
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}
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{
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name:"Targeting II",
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prerequisites:["Targeting I","Targeting I (air)"],
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effect:"Bonus vs water units 15%",
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unitTypes:["WaterRanged","Fighter","Bomber"]
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}
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{
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name:"Targeting III",
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prerequisites:["Targeting II"],
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effect:"Bonus vs water units 15%",
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unitTypes:["WaterRanged"]
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}
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] |