Policies.json 9.3 KB

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  1. [
  2. {
  3. "name": "Holy world",
  4. "era": "Medieval era",
  5. "priorities": {
  6. "Neutral": 10,
  7. "Cultural": 0,
  8. "Diplomatic": 0,
  9. "Domination": 5,
  10. "Scientific": 0
  11. },
  12. "uniques": [
  13. "Gain enough Faith for [50]% of a Great Prophet",
  14. "Only available <after discovering [Theology]>",
  15. "Only available <after discovering [Printing Press]>"
  16. // see https://github.com/yairm210/Unciv/issues/3242#issuecomment-1514617790
  17. ],
  18. "policies": [
  19. {
  20. "name": "Holy sea",
  21. "uniques": [
  22. "[+5]% [Faith] [in all coastal cities]"
  23. ],
  24. "row": 1,
  25. "column": 2
  26. },
  27. {
  28. "name": "Holy capturing",
  29. "uniques": [
  30. "Upon capturing a city, receive [5] times its [Faith] production as [Faith] immediately",
  31. "Upon capturing a city, receive [5] times its [Happiness] production as [Faith] immediately <while the empire is happy>"
  32. ],
  33. "row": 1,
  34. "column": 4
  35. },
  36. {
  37. "name": "Holy growth",
  38. "requires": ["Holy sea"],
  39. "uniques": [
  40. "[-5]% Culture cost of natural border growth [in all cities in which the majority religion is an enhanced religion] <while the empire is happy>"
  41. ],
  42. "row": 2,
  43. "column": 2
  44. },
  45. {
  46. "name": "Holy war",
  47. "requires": ["Holy capturing"],
  48. "uniques": [
  49. "Earn [25]% of the damage done to [Civilian] units as [Faith]",
  50. "Earn [50]% of the damage done to [Military] units as [Faith]",
  51. "Earn [35]% of the damage done to [Civilian] units as [Faith] <when fighting units from a Civilization with more Cities than you>",
  52. "Earn [70]% of the damage done to [Military] units as [Faith] <when fighting units from a Civilization with more Cities than you>"
  53. ],
  54. "row": 2,
  55. "column": 4
  56. },
  57. {
  58. "name": "Holy city",
  59. "requires": ["Holy growth", "Holy war"],
  60. "uniques": [
  61. "Enables conversion of city production to [Faith] <in cities with a [Cathedral]>",
  62. "Enables conversion of city production to [Faith] <in cities with a [Monastery]>",
  63. "Enables conversion of city production to [Faith] <in cities with a [Mosque]>",
  64. "Enables conversion of city production to [Faith] <in cities with a [Pagoda]>",
  65. "Enables conversion of city production to [Faith] <in cities with a [Stonehenge]>",
  66. "[+5 Faith] per [10] population [in holy cities]",
  67. ],
  68. "row": 3,
  69. "column": 3
  70. },
  71. {
  72. "name": "Holy world Complete",
  73. "uniques": ["Free [Great Prophet] appears"]
  74. }
  75. ]
  76. },
  77. {
  78. "name": "Religious world",
  79. "era": "Ancient era",
  80. "priorities": {
  81. "Neutral": 0,
  82. "Cultural": 5,
  83. "Diplomatic": 5,
  84. "Domination": 5,
  85. "Scientific": 5
  86. },
  87. "uniques": [
  88. "Gain enough Faith for [5]% of a Great Prophet",
  89. "Only available <after founding a Pantheon>"
  90. ],
  91. "policies": [
  92. {
  93. "name": "Religious propagation",
  94. "uniques": [
  95. "Provides the cheapest [Faith] building in your first [4] cities for free"
  96. ],
  97. "row": 1,
  98. "column": 2
  99. },
  100. {
  101. "name": "Religious hope",
  102. "uniques": [
  103. "Gain enough Faith for [25]% of a Great Prophet"
  104. ],
  105. "row": 1,
  106. "column": 4
  107. },
  108. {
  109. "name": "Religious strengthening",
  110. "requires": ["Religious propagation"],
  111. "uniques": [
  112. "Gain a free [Pantheon] belief"
  113. ],
  114. "row": 2,
  115. "column": 2
  116. },
  117. {
  118. "name": "Religious followers",
  119. "requires": ["Religious hope"],
  120. "uniques": [
  121. "Gain a free [Follower] belief"
  122. ],
  123. "row": 2,
  124. "column": 4
  125. },
  126. {
  127. "name": "Religious extermination",
  128. "requires": ["Religious strengthening", "Religious followers"],
  129. "uniques": [
  130. "Free [Inquisitor] appears"
  131. ],
  132. "row": 3,
  133. "column": 2
  134. },
  135. {
  136. "name": "Religious diplomacy",
  137. "requires": ["Religious strengthening", "Religious followers"],
  138. "uniques": [
  139. "Free [Missionary] appears"
  140. ],
  141. "row": 3,
  142. "column": 4
  143. },
  144. {
  145. "name": "Religious world Complete",
  146. "uniques": ["Resting point for Influence with City-States following this religion [5]"]
  147. }
  148. ]
  149. },
  150. {
  151. "name": "New world",
  152. "era": "Ancient era",
  153. "priorities": {
  154. "Neutral": 10,
  155. "Cultural": 0,
  156. "Diplomatic": 0,
  157. "Domination": 5,
  158. "Scientific": 0
  159. },
  160. "uniques": [
  161. "Free [Worker] appears",
  162. "Free Social Policy"
  163. ],
  164. "policies": [
  165. {
  166. "name": "Explorer",
  167. "uniques": [
  168. "Free [Scout] appears",
  169. "Gain [100] [Gold]",
  170. /* Waiting for https://github.com/yairm210/Unciv/issues/3242#issuecomment-1925894747 */
  171. "[Scout] units gain the [Scouting I] promotion",
  172. "[Scout] units gain the [Survivalism I] promotion",
  173. "[Scout] units gain the [Survivalism II] promotion",
  174. "[Scout] units gain the [Survivalism III] promotion"
  175. ],
  176. "row": 1,
  177. "column": 1
  178. },
  179. {
  180. "name": "Establishment",
  181. "uniques": [
  182. "Free [Settler] appears",
  183. "Gain [100] [Culture]",
  184. "[+2 Culture] for every known Natural Wonder"
  185. ],
  186. "row": 1,
  187. "column": 3
  188. },
  189. {
  190. "name": "Defense expansion",
  191. "uniques": [
  192. "Free [Frontier double archer] appears",
  193. "Gain [150] [Gold]",
  194. "[10]% Strength for cities"
  195. ],
  196. "row": 1,
  197. "column": 5
  198. },
  199. {
  200. "name": "War preparations",
  201. "requires": ["Defense expansion"],
  202. "uniques": [
  203. "[5] units cost no maintenance",
  204. "[5]% to Flank Attack bonuses"
  205. ],
  206. "row": 2,
  207. "column": 5
  208. },
  209. {
  210. "name": "New world Complete",
  211. "uniques": [
  212. "Provides a [Barbed wire] in your first [2] cities for free",
  213. "Free Technology"
  214. ]
  215. }
  216. ]
  217. },
  218. {
  219. "name": "Beautiful world",
  220. "era": "Classical era",
  221. "priorities": {
  222. "Neutral": 3,
  223. "Cultural": 10,
  224. "Diplomatic": 0,
  225. "Domination": 3,
  226. "Scientific": 0
  227. },
  228. "uniques": [
  229. "Free [Great Merchant] appears",
  230. "Free [Great Artist] appears",
  231. "Only available <after adopting [New world Complete]>"
  232. ],
  233. "policies": [
  234. {
  235. "name": "Role models",
  236. "uniques": [
  237. "[+10]% Production towards any buildings that already exist in the Capital"
  238. ],
  239. "row": 1,
  240. "column": 1
  241. },
  242. {
  243. "name": "Coastal trade",
  244. "uniques": [
  245. "[+25]% [Gold] [in all coastal cities]"
  246. ],
  247. "row": 1,
  248. "column": 3
  249. },
  250. {
  251. "name": "Holy wealth",
  252. "requires": ["Coastal trade"],
  253. "uniques": [
  254. "[+1 Gold] per [1] population [in holy cities]"
  255. ],
  256. "row": 2,
  257. "column": 3
  258. },
  259. {
  260. "name": "Overhappiness",
  261. "uniques": [
  262. "[+20]% of excess happiness converted to [Culture]"
  263. ],
  264. "row": 1,
  265. "column": 5
  266. },
  267. {
  268. "name": "Beautiful world Complete",
  269. "uniques": [
  270. "[-20]% Culture cost of adopting new Policies",
  271. "Free Social Policy"
  272. ]
  273. }
  274. ]
  275. }
  276. ]