Unciv/android/assets/jsons/Civ V - Vanilla/Policies.json
HadeanLake e6e31b4e1a
Aztecs and some other things (#3033)
* Added icons
* [temple](https://thenounproject.com/search/?q=temple&i=28256) By Fabio Meroni for Temple of Artemis
* [Canoe](https://thenounproject.com/term/canoe/402285/) By Viktor Fedyuk (Tim P) for Floating Gardens
* [Garden](https://thenounproject.com/search/?q=garden&i=1478380) By Bharat
Aztecs by Séan https://discord.com/channels/586194543280390151/633733497277775884/727255962754351104
Jaguar by Red11

Reused slinger icon for Slinger Withdraw

* Added buildings and uniques for them
garden - bonus building of the Medieval Era. City "Must border a source of fresh water"
Temple of Artemis - World wonder of the Ancient era
Floating Gardens - Aztec unique building, replaces Water Mill

"[+1 Science] Per [2] Population in this city" - for Library and Public School
"+[]% great person generation in this city" - for garden
"Must border a source of fresh water" - "fresh water" provided by river or tiles with "Fresh water" unique. Added "Fresh water" unique to Lakes and Oasis
"+[10]% growth in all cities" - now has parameter - for Tradition Complete policy and Temple of Artemis
"+[10]% growth in capital" - now has parameter
"+[15]% Production when constructing [ranged units]"   - "ranged units" now valid param
"[stats] once [tech] is discovered" - Petra and Mughal Fort have it
"[+1 Production] from [River] tiles in this city"]  - now can use "River" - for Hydro plant

* Added Jaguar - Aztec unique unit
New unique - "+[]% combat bonus in [param]" unique - Norwegian Ski Infantry, Jaguars and Mohawks have it. param can be terrainFeature or baseTerrain, in case of baseTerrain it implies there are no features like vegetation her
Implemented "Culture for the empire from each enemy unit killed"
tweaked honor policy - it should bring half as much culture, and same as Sacrificial Captives
Fixed penalty for terrain if unit do not have "No defensive terrain bonus" unique

* Added Aztecs

* Update template.properties

* update template.properties

* update template.properties

* update template.properties
2020-08-30 21:02:59 +03:00

497 lines
15 KiB
JSON

[
{
"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] per [10] population in all cities"],
"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", "+50% attacking strength for cities with garrisoned units"],
"row": 1,
"column": 5
},
{
"name": "Landed Elite",
"effect": "+10% food growth and +2 food in capital",
"uniques": ["+[10]% 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"]
}
]
},
{
"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",
"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",
"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.",
"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",
"uniques": ["+1 happiness for every city connected to capital", "Unhappiness from population decreased by [5]%"],
"requires": ["Citizenship"],
"row": 2,
"column": 5
},
{
"name": "Liberty Complete",
"effect": "Free Great Person of choice near capital",
"uniques": ["Free Great Person"]
}
]
},
{
"name": "Honor",
"era": "Ancient era",
"effect": "+25% bonus vs Barbarians; gain Culture when you kill a barbarian unit",
"uniques": ["+25% bonus vs Barbarians", "Gain Culture when you kill a barbarian unit", "Notified of new Barbarian encampments"],
"policies": [
{
"name": "Warrior Code",
"effect": "+20% production when training melee units",
"uniques":["+[20]% Production when constructing [melee units]"],
"row": 1,
"column": 2
},
{
"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
},
{
"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
},
{
"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
},
{
"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
},
{
"name": "Honor Complete",
"effect": "Gain gold for each unit killed",
"uniques": ["Gain gold for each unit killed"],
}
]
},{
"name": "Piety",
"era": "Classical era",
"effect": "Building time of culture buildings reduced by 15%",
"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",
"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",
"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.",
"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 each Trade Route"],
"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
},
{
"name": "Entrepreneurship",
"effect": "Great Merchants are earned 25% faster, +1 Science from every Mint, Market, Bank and Stock Exchange.",
"uniques": ["[Great Merchant] is 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
},
{
"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"]
}
]
},
{
"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",
"uniques": ["+15% science while empire is happy"],
"requires": ["Humanism"],
"row": 2,
"column": 5
},
{
"name": "Scientific Revolution",
"effect": "Science gained from research agreements +50%",
"uniques": ["Science gained from research agreements +50%"],
"requires": ["Free Thought"],
"row": 3,
"column": 1
},
{
"name": "Rationalism Complete",
"effect": "+1 gold from all science buildings",
"uniques": ["[+1 Gold] from all [Science] buildings"]
}
]
},
/*{
"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"
}
]
},*/
{
"name": "Freedom",
"era": "Renaissance era",
"effect": "+25% great people rate",
"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",
"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",
"uniques": ["Specialists produce half normal unhappiness"],
"requires": ["Civil Society"],
"row": 2,
"column": 5
},
{
"name": "Freedom Complete",
"effect": "Tile yield from great improvement +100%, golden ages increase by 50%",
"uniques": ["Tile yield from Great Improvements +100%", "Golden Age length increases +50%"]
}
]
},
{
"name": "Autocracy",
"era": "Industrial era",
"effect": "-33% unit upkeep costs",
"uniques": ["-33% unit upkeep costs"],
"policies": [
{
"name": "Populism",
"effect": "Wounded military units deal +25% damage",
"uniques": ["Wounded military units deal +25% damage"],
"row": 1,
"column": 1
},
{
"name": "Militarism",
"effect": "Gold cost of purchasing units -33%",
"uniques": ["Gold cost of purchasing units -33%"],
"row": 1,
"column": 5
},
{
"name": "Fascism",
"effect": "Quantity of strategic resources produced by the empire increased by 100%",
"uniques": ["Quantity of strategic resources produced by the empire increased by 100%"],
"requires": ["Populism","Militarism"],
"row": 2,
"column": 3
},
{
"name": "Police State",
"effect": "+3 Happiness from every Courthouse. Build Courthouses in half the usual time.",
"uniques": ["[+3 Happiness] from every [Courthouse]", "+[100]% Production when constructing [Courthouse]"],
"requires": ["Militarism"],
"row": 2,
"column": 5
},
{
"name": "Total War",
"effect": "+15% production when building military units and new military units start with 15 Experience",
"uniques": ["+[15]% Production when constructing [military units]", "New military units start with [15] Experience"],
"requires": ["Police State","Fascism"],
"row": 3,
"column": 4
},
{
"name": "Autocracy Complete",
"effect": "+20% attack bonus to all Military Units for 30 turns",
"uniques": ["+20% attack bonus to all Military Units for 30 turns"]
}
]
}
]