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

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[
{
"name": "Heal Instantly",
"effect": "Heal this Unit by 50 HP; Doing so will consume this opportunity to choose a Promotion",
"unitTypes": ["Melee","Mounted","Scout","Siege","Ranged","Armor","WaterMelee","WaterRanged","WaterSubmarine"]
},
// Ranged+Siege
{
"name": "Accuracy I",
"effect": "Bonus vs units in open terrain 15%",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Accuracy II",
"prerequisites": ["Accuracy I"],
"effect": "Bonus vs units in open terrain 15%",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Accuracy III",
"prerequisites": ["Accuracy II"],
"effect": "Bonus vs units in open terrain 15%",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Barrage I",
"effect": "Bonus vs units in rough terrain 15%",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Barrage II",
"prerequisites": ["Barrage I"],
"effect": "Bonus vs units in rough terrain 15%",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Barrage III",
"prerequisites": ["Barrage II"],
"effect": "Bonus vs units in rough terrain 15%",
"unitTypes": ["Siege","Ranged"]
},
{
"name": "Volley",
"prerequisites": ["Accuracy I","Barrage I"],
"effect": "Bonus vs City 50%",
"unitTypes": ["Ranged","Siege"]
},
{
"name": "Extended Range",
"prerequisites": ["Accuracy III","Barrage III","Targeting II","Bombardment II", "Wolfpack II"],
"effect": "+1 Range",
"unitTypes": ["Ranged","Siege","WaterRanged","WaterSubmarine"]
},
{
"name": "Indirect Fire",
"prerequisites": ["Accuracy III","Barrage III"],
"effect": "Ranged attacks may be performed over obstacles",
"unitTypes": ["Ranged","Siege"]
},
// Melee, Mounted+Armor
{
"name": "Shock I",
"effect": "Bonus vs units in open terrain 15%",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Shock II",
"prerequisites": ["Shock I"],
"effect": "Bonus vs units in open terrain 15%",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Shock III",
"prerequisites": ["Shock II"],
"effect": "Bonus vs units in open terrain 15%",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Drill I",
"effect": "Bonus vs units in rough terrain 15%",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Drill II",
"prerequisites": ["Drill I"],
"effect": "Bonus vs units in rough terrain 15%",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Drill III",
"prerequisites": ["Drill II"],
"effect": "Bonus vs units in rough terrain 15%",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Charge",
"prerequisites": ["Shock II","Drill II"],
"effect": "Bonus vs wounded units 33%",
"unitTypes": ["Mounted","Armor"]
},
{
"name": "Siege",
"prerequisites": ["Shock II","Drill II"],
"effect": "Bonus vs City 50%",
"unitTypes": ["Melee"]
},
{
"name": "Formation I",
"prerequisites": ["Shock II","Drill II"],
"effect": "Bonus vs Mounted 33%",
"unitTypes": ["Melee","Mounted"]
},
{
"name": "Formation II",
"prerequisites": ["Formation I"],
"effect": "Bonus vs Mounted 33%",
"unitTypes": ["Melee","Mounted"]
},
{
"name": "Blitz",
"prerequisites": ["Shock III","Drill III"],
"effect": "1 additional attack per turn",
"unitTypes": ["Melee","Mounted","Armor"]
},
{
"name": "Woodsman",
"prerequisites": ["Shock III","Drill III"],
"effect": "Double movement rate through Forest and Jungle",
"unitTypes": ["Melee"]
},
{
"name": "Medic",
"prerequisites": ["Shock I", "Drill I", "Scouting II"],
"effect": "This unit and all others in adjacent tiles heal 5 additional HP per turn",
"unitTypes": ["Melee","Mounted","Scout"]
},
{
"name": "Medic II",
"prerequisites": ["Medic"],
"effect": "This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.",
"unitTypes": ["Melee","Mounted","Scout"]
},
// Scout
{
"name": "Scouting I",
"effect": "+1 Visibility Range",
"unitTypes": ["Scout"]
},
{
"name": "Scouting II",
"prerequisites": ["Scouting I"],
"effect": "+1 Movement",
"unitTypes": ["Scout"]
},
{
"name": "Scouting III",
"prerequisites": ["Scouting II"],
"effect": "+1 Visibility Range",
"unitTypes": ["Scout"]
},
// Water melee
{
"name": "Boarding Party I",
"effect": "Bonus vs water units 15%",
"unitTypes": ["WaterMelee"]
},
{
"name": "Boarding Party II",
"prerequisites": ["Boarding Party I"],
"effect": "Bonus vs water units 15%",
"unitTypes": ["WaterMelee"]
},
{
"name": "Boarding Party III",
"prerequisites": ["Boarding Party II"],
"effect": "Bonus vs water units 15%",
"unitTypes": ["WaterMelee"]
},
{
"name": "Coastal Raider I",
"effect": "Bonus vs City 15%",
"unitTypes": ["WaterMelee"]
},
{
"name": "Coastal Raider II",
"prerequisites": ["Coastal Raider I"],
"effect": "Bonus vs City 15%",
"unitTypes": ["WaterMelee"]
},
{
"name": "Coastal Raider III",
"prerequisites": ["Coastal Raider II"],
"effect": "Bonus vs City 15%",
"unitTypes": ["WaterMelee"]
},
// Submarine
{
"name": "Wolfpack I",
"effect": "Bonus as Attacker [25]%",
"unitTypes": ["WaterSubmarine"]
},
{
"name": "Wolfpack II",
"prerequisites": ["Wolfpack I"],
"effect": "Bonus as Attacker [25]%",
"unitTypes": ["WaterSubmarine"]
},
{
"name": "Wolfpack III",
"prerequisites": ["Wolfpack II"],
"effect": "Bonus as Attacker [25]%",
"unitTypes": ["WaterSubmarine"]
},
// Aircraft Carrier
{
"name": "Armor Plating I",
"effect": "+25% Combat Bonus when defending",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Armor Plating II",
"prerequisites": ["Armor Plating I"],
"effect": "+25% Combat Bonus when defending",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Armor Plating III",
"prerequisites": ["Armor Plating II"],
"effect": "+25% Combat Bonus when defending",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Flight Deck I",
"effect": "Can carry 1 extra air unit",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Flight Deck II",
"prerequisites": ["Flight Deck I"],
"effect": "Can carry 1 extra air unit",
"unitTypes": ["WaterAircraftCarrier"]
},
{
"name": "Flight Deck III",
"prerequisites": ["Flight Deck II"],
"effect": "Can carry 1 extra air unit",
"unitTypes": ["WaterAircraftCarrier"]
},
// Bomber
{
"name": "Siege I",
"effect": "Bonus vs City 33%",
"unitTypes": ["Bomber"]
},
{
"name": "Siege II",
"prerequisites": ["Siege I"],
"effect": "Bonus vs City 33%",
"unitTypes": ["Bomber"]
},
{
"name": "Siege III",
"prerequisites": ["Siege II"],
"effect": "Bonus vs City 34%",
"unitTypes": ["Bomber"]
},
{
"name": "Evasion",
"prerequisites": ["Siege II", "Bombardment II"],
"effect": "Reduces damage taken from interception by 50%",
"unitTypes": ["Bomber"]
},
// Fighter
{
"name": "Interception I",
"effect": "Bonus when intercepting [33]%",
"unitTypes": ["Fighter"]
},
{
"name": "Interception II",
"prerequisites": ["Interception I"],
"effect": "Bonus when intercepting [33]%",
"unitTypes": ["Fighter"]
},
{
"name": "Interception III",
"prerequisites": ["Interception II"],
"effect": "Bonus when intercepting [34]%",
"unitTypes": ["Fighter"]
},
/*
{
"name": "Dogfighting I",
"effect": "Bonus when performing air sweep [33]%", // todo
"unitTypes": ["Fighter"]
},
{
"name": "Dogfighting II",
"prerequisites": ["Dogfighting I"],
"effect": "Bonus when performing air sweep [33]%",
"unitTypes": ["Fighter"]
},
{
"name": "Dogfighting III",
"prerequisites": ["Dogfighting II"],
"effect": "Bonus when performing air sweep [34]%",
"unitTypes": ["Fighter"]
}
*/
{
"name": "Sortie",
"prerequisites": ["Interception II", "Dogfighting II"]
"effect": "1 extra Interception may be made per turn",
"unitTypes": ["Fighter"]
},
{
"name": "Operational Range",
"prerequisites": ["Interception I", /*"Dogfighting I",*/ "Siege I", "Bombardment I"],
"effect": "+2 Range",
"unitTypes": ["Fighter","Bomber"]
},
{
"name": "Air Repair",
"prerequisites": ["Interception II", /*"Dogfighting II",*/ "Siege II", "Bombardment II"],
"effect": "Unit will heal every turn, even if it performs an action",
"unitTypes": ["Fighter","Bomber"]
},
// Mixed
{
"name": "Cover I",
"effect": "+25% Defence against ranged attacks",
"unitTypes": ["Melee","Ranged","Siege"]
},
{
"name": "Cover II",
"prerequisites": ["Cover I"],
"effect": "+25% Defence against ranged attacks",
"unitTypes": ["Melee","Ranged","Siege"]
},
{
"name": "March",
"prerequisites": ["Accuracy II","Barrage II","Shock III","Drill III"],
"effect": "Unit will heal every turn, even if it performs an action",
"unitTypes": ["Melee","Ranged","Siege","Mounted"]
},
{
"name": "Mobility",
"prerequisites": ["Shock II","Drill II","Targeting I",
"Bombardment I","Boarding Party I", "Coastal Raider I", "Wolfpack I"],
"effect": "+1 Movement",
"unitTypes": ["Mounted","WaterMelee","WaterRanged","Armor","WaterSubmarine"]
},
{
"name": "Sentry",
"prerequisites": ["Accuracy I","Barrage I","Shock II","Drill II","Bombardment I","Targeting I","Boarding Party I","Coastal Raider I"],
"effect": "+1 Visibility Range",
"unitTypes": ["Melee","Mounted","WaterRanged","Armor","WaterMelee"]
},
{
"name": "Logistics",
"prerequisites": ["Accuracy III","Barrage III","Targeting III", "Wolfpack III",
"Bombardment III", "Coastal Raider III","Boarding Party III","Siege III"],
"effect": "1 additional attack per turn",
"unitTypes": ["Ranged","Siege","WaterMelee","WaterRanged","WaterSubmarine","Fighter","Bomber"]
},
{
"name": "Ambush I",
"effect": "Bonus vs Armor 25%",
"unitTypes": ["Melee","Fighter","Bomber"]
},
{
"name": "Ambush II",
"prerequisites": ["Ambush I"],
"effect": "Bonus vs Armor 25%",
"unitTypes": ["Melee","Fighter","Bomber"]
},
// Water ranged and air units
{
"name": "Bombardment I",
"effect": "Bonus vs land units 33%",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
{
"name": "Bombardment II",
"prerequisites": ["Bombardment I"],
"effect": "Bonus vs land units 33%",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
{
"name": "Bombardment III",
"prerequisites": ["Bombardment II"],
"effect": "Bonus vs land units 34%",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
// Targeting I has different requirements for air and waterranged units, this was the cleanest way to do so
{
"name": "Targeting I",
"effect": "Bonus vs water units 15%",
"unitTypes": ["WaterRanged"]
},
{
"name": "Targeting I (air)",
"prerequisites": ["Interception I","Dogfighting I", "Siege I","Bombardment I"]
"effect": "Bonus vs water units 15%",
"unitTypes": ["Fighter","Bomber"]
},
{
"name": "Targeting II",
"prerequisites": ["Targeting I","Targeting I (air)"],
"effect": "Bonus vs water units 15%",
"unitTypes": ["WaterRanged","Fighter","Bomber"]
},
{
"name": "Targeting III",
"prerequisites": ["Targeting II"],
"effect": "Bonus vs water units 15%",
"unitTypes": ["WaterRanged"]
},
// Uniques
{
"name": "Haka War Dance", // only for Maori Warrior and subsequent upgrades
"effect": "-10% combat strength for adjacent enemy units"
},
{
"name": "Rejuvenation", // only for Units that have been close to Natural Wonder Fountain of Youth
"effect": "All healing effects doubled"
},
{
"name": "Slinger Withdraw", // only for Slinger and subsequent upgrades
"effect": "May withdraw before melee (133%)"
}
]