Unciv/android/assets/jsons/Policies.json
Smashfanful d22598d6ac Update Policies.json (#1214)
Added sketches for Patronage and Order
2019-11-04 12:50:10 +02:00

436 lines
9.8 KiB
JSON

[
{
name:"Tradition",
era:"Ancient",
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",
row:1,
column:1
},
{
name:"Legalism",
description:"Immediately creates a cheapest available cultural building in each of your first 4 cities for free",
row:1,
column:3
},
{
name:"Oligarchy",
description:"Units in cities cost no Maintenance, garrisoned city +50% attacking strength",
row:1,
column:5
},
{
name:"Landed Elite",
description:"+10% food growth and +2 food in capital",
requires:["Legalism"],
row:2,
column:2
},
{
name:"Monarchy",
description:"+1 gold and -1 unhappiness for every 2 citizens in capital",
requires:["Legalism"],
row:2,
column:4
},
{
name:"Tradition Complete",
description:"+15% growth and +2 food in all cities"
}
]
},
{
name:"Liberty",
era:"Ancient",
description:"+1 culture in every city",
policies:[
{
name:"Collective Rule",
description:"Training of settlers increased +50% in capital, receive a new settler near the capital",
row:1,
column:1
},
{
name:"Citizenship",
description:"Tile improvement speed +25%, receive a free worker near the capital",
row:1,
column:4
},
{
name:"Republic",
description:"+1 construction in every city, +5% construction when constructing buildings",
requires:["Collective Rule"],
row:2,
column:1
},
{
name:"Representation",
description:"Each city founded increases culture cost of policies 33% less than normal. Starts a golden age.",
requires:["Citizenship"],
row:2,
column:3
},
{
name:"Meritocracy",
description:"+1 happiness for every city connected to capital, -5% unhappiness from citizens",
requires:["Citizenship"],
row:2,
column:5
},
{
name:"Liberty Complete",
description:"Free Great Person of choice near capital"
}
]
},
{
name:"Honor",
era:"Ancient",
description:"+25% bonus vs Barbarians; gain Culture when you kill a barbarian unit",
policies:[
{
name:"Warrior Code",
description:"+20% production when training melee units",
row:1,
column:2
},
{
name:"Discipline",
description:"+15% combat strength for melee units which have another military unit in an adjacent tile",
row:1,
column:4
},
{
name:"Military Tradition",
description:"Military units gain 50% more Experience from combat",
requires:["Warrior Code"],
row:2,
column:2
},
{
name:"Military Caste",
description:"Each city with a garrison increases happiness by 1 and culture by 2",
requires:["Discipline"],
row:2,
column:4
},
{
name:"Professional Army",
description:"Gold cost of upgrading military units reduced by 33%",
requires:["Military Caste"],
row:3,
column:4
},
{
name:"Honor Complete",
description:"Gain gold for each unit killed"
}
]
},{
name:"Piety",
era:"Classical",
description:"Building time of culture buildings reduced by 15%",
policies:[
{
name:"Organized Religion",
description:"+1 happiness for each monument, temple and monastery",
row:1,
column:2
},
{
name:"Mandate Of Heaven",
description:"50% of excess happiness added to culture towards policies",
row:1,
column:5
},
{
name:"Theocracy",
description:"Temples give +10% gold",
requires:["Organized Religion"],
row:2,
column:1
},
{
name:"Reformation",
description:"+33% culture in all cities with a world wonder, immediately enter a golden age",
requires:["Organized Religion"],
row:2,
column:3
},
{
name:"Free Religion",
description:"+1 culture for each monument, temple and monastery. Gain a free policy.",
requires:["Mandate Of Heaven","Reformation"],
row:3,
column:4
},
{
name:"Piety Complete",
description:"Reduce culture cost of future policies by 10%"
}
]
},/*{
name:"Patronage",
era:"Classical",
description:"Influence with City-States degrades 25% slower than normal",
policies:[
{
name:"Philantropy",
description:"Gifting Gold to a City-State generates 25% more Influence",
row:1,
column:2
},
{
name:"Aesthetics",
description:"Resting point for Influence level with all City-States is increased by 20",
row:1,
column:4
},
{
name:"Scholasticism",
description:"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",
description:"Happiness from gifted Luxuries increased by 50%",
requires:["Scholasticism"],
row:3,
column:2
},
{
name:"Educated Elite",
description:"Allied City-States will occasionally gift you Great People",
requires:["Scholasticism","Aesthetics"],
row:3,
column:4
},
{
name:"Patronage Complete",
description:"Influence with City-States degrades 25% slower than normal"
}
]
},*/{
name:"Commerce",
description:"+25% gold in capital",
era:"Medieval",
policies:[
{
name:"Trade Unions",
description:"Maintenance 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",
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",
description:"+1 happiness from each luxury resource",
requires:["Entrepreneurship","Patronage"],
row:3,
column:3
},
{
name:"Commerce Complete",
description:"+1 gold from each specialist"
}
]
},
{
name:"Rationalism",
era:"Renaissance",
description:"Production to science conversion in cities increased by 33%",
policies:[
{
name:"Secularism",
description:"+2 science from every specialist",
row:1,
column:2
},
{
name:"Humanism",
description:"+1 happiness from every university, observatory and public school",
row:1,
column:5
},
{
name:"Free Thought",
description:"+1 science from every trading post, +17% science from universities",
requires:["Secularism"],
row:2,
column:1
},
{
name:"Sovereignty",
description:"+15% science while empire is happy",
requires:["Humanism"],
row:2,
column:5
},
{
name:"Scientific Revolution",
description:"Gain 2 free technologies",
requires:["Free Thought"],
row:3,
column:1
},
{
name:"Rationalism Complete",
description:"+1 gold from all science buildings"
}
]
},
/*{
name:"Order",
era:"Industrial",
description:"+1 Happiness per City",
policies:[
{
name:"Nationalism",
description:"25% Attack bonus when fighting in friendly territory",
row:1,
column:1
},
{
name:"United Front",
description:"Militaristic City-States grant units twice as often when you are at war with a common foe",
row:1,
column:3
},
{
name:"Planned Economy",
description:"Factories increase a cities Science output by 25%",
row:2,
column:5
},
{
name:"Socialism",
description:"Gold maintenance costs of Buildings reduced by 15%",
requires:["Planned Economy"],
row:2,
column:3
},
{
name:"Communism",
description:"+2 Production per City and +10% Production when constructing buildings",
requires:["Socialism"],
row:3,
column:3
},
{
name:"Order Complete",
description:"+1 Food, Production, Science, Gold and Culture per city"
}
]
},*/
{
name:"Freedom",
era:"Renaissance",
description:"+25% great people rate",
policies:[
{
name:"Constitution",
description:"+2 culture from each wonder",
row:1,
column:1
},
{
name:"Universal Suffrage",
description:"+1 production per 5 population",
row:1,
column:3
},
{
name:"Civil Society",
description:"-50% food consumption by specialists",
row:1,
column:5
},
{
name:"Free Speech",
description:"+1 culture for every 2 citizens",
requires:["Constitution"],
row:2,
column:1
},
{
name:"Democracy",
description:"Specialists produce half normal unhappiness",
requires:["Civil Society"],
row:2,
column:5
},
{
name:"Freedom Complete",
description:"Tile yield from great improvement +100%, golden ages increase by 50%"
}
]
},
{
name:"Autocracy",
era:"Industrial",
description:"-33% unit upkeep costs",
policies:[
{
name:"Populism",
description:"Wounded military units deal +25% damage",
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"
}
]
}
]