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Policies.json
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[
{
"name": "Tradition",
"era": "Ancient era",
"uniques": [
"[+3 Culture] from every [Palace]",
"[-25]% Culture cost of natural border growth [in all cities]",
"Comment [Unlocks [Hanging Gardens]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Aristocracy",
"uniques": [
"[+15]% Production when constructing [All] wonders [in all cities]",
"[+1 Happiness] per [10] population [in all cities]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Legalism",
"uniques": [
"Provides the cheapest [Culture] building in your first [4] cities for free",
"[+2 Culture] from every [National Epic]",
"[+2 Culture] from every [National College]",
"[+2 Culture] from every [Circus Maximus]",
"[+2 Culture] from every [Heroic Epic]",
"[+2 Culture] from every [East India Company]",
"[+2 Culture] from every [Grand Temple]",
"[+2 Culture] from every [Ironworks]",
"[+2 Culture] from every [Oxford University]",
"[+2 Culture] from every [Hermitage]",
"[+2 Culture] from every [National Intelligence Agency]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Oligarchy",
"uniques": [
"Units in cities cost no Maintenance",
"[+50]% Strength for cities <with a garrison> <when attacking>",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Landed Elite",
"uniques": [
"[+15]% growth [in capital]",
"[+2 Food] [in capital]",
"Provides [1] [Policies]"
],
"requires": ["Legalism"],
"row": 2,
"column": 2
},
{
"name": "Monarchy",
"uniques": [
"[+1 Gold, +1 Happiness] per [2] population [in capital]",
"Provides [1] [Policies]"
],
"requires": ["Legalism"],
"row": 2,
"column": 4
},
{
"name": "Tradition Complete",
"uniques": [
"[+15]% growth [in all cities]",
"Provides a [Aqueduct] in your first [4] cities for free",
"May buy [Great Engineer] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
]
}
]
},
{
"name": "Liberty",
"era": "Ancient era",
"uniques": [
"[+1 Culture] [in all cities]",
"Comment [Unlocks [The Pyramids]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Republic",
"uniques": [
"[+1 Production] [in all cities]",
"[+5]% Production when constructing [All] buildings [in all cities]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Citizenship",
"uniques": [
"Can build [all] improvements at a [+25]% rate",
"Free [Worker] appears",
"Provides [1] [Policies]"
],
"row": 1,
"column": 4
},
{
"name": "Collective Rule",
"uniques": [
"[+50]% Production when constructing [Settler] units [in capital]",
"Free [Settler] appears",
"Provides [1] [Policies]"
],
"requires": ["Republic"],
"row": 2,
"column": 1
},
{
"name": "Representation",
"uniques": [
"Each city founded increases culture cost of policies [33]% less than normal",
"[+1 Gold] from every [Monument]",
"Empire enters golden age",
"Provides [1] [Policies]"
],
"requires": ["Citizenship"],
"row": 2,
"column": 3
},
{
"name": "Meritocracy",
"uniques": [
"[+15]% [Gold] from Trade Routes",
"[+1 Happiness] [in all cities connected to capital]",
"[-5]% Unhappiness from [Population] [in all non-occupied cities]",
"Provides [1] [Policies]"
],
"requires": ["Citizenship"],
"row": 2,
"column": 5
},
{
"name": "Liberty Complete",
"uniques": [
"Free Great Person",
"[+33]% Production when constructing [National Epic] wonders [in all cities]",
"[+33]% Production when constructing [National College] wonders [in all cities]",
"[+33]% Production when constructing [Circus Maximus] wonders [in all cities]",
"[+33]% Production when constructing [Heroic Epic] wonders [in all cities]",
"[+33]% Production when constructing [East India Company] wonders [in all cities]",
"[+33]% Production when constructing [Grand Temple] wonders [in all cities]",
"[+33]% Production when constructing [Ironworks] wonders [in all cities]",
"[+33]% Production when constructing [Oxford University] wonders [in all cities]",
"[+33]% Production when constructing [Hermitage] wonders [in all cities]",
"[+33]% Production when constructing [National Intelligence Agency] wonders [in all cities]",
//"[+33]% Production when constructing [National Visitor's Center] wonders [in all cities]",
"[+15]% Production when constructing [Monument] buildings [in all cities]",
"[+15]% Production when constructing [Library] buildings [in all cities]",
"[+15]% Production when constructing [Colosseum] buildings [in all cities]",
"[+15]% Production when constructing [Barracks] buildings [in all cities]",
"[+15]% Production when constructing [Market] buildings [in all cities]",
"[+15]% Production when constructing [Temple] buildings [in all cities]",
"[+15]% Production when constructing [Workshop] buildings [in all cities]",
"[+15]% Production when constructing [University] buildings [in all cities]",
"[+15]% Production when constructing [Opera House] buildings [in all cities]",
"[+15]% Production when constructing [Constabulary] buildings [in all cities]",
//"[+15]% Production when constructing [Hotel] buildings [in all cities]",
]
}
]
},
{
"name": "Honor",
"era": "Ancient era",
"uniques": [
"[+33]% Strength <vs [Barbarian] units>",
"Earn [100]% of killed [Military] unit's [Strength] as [Culture]",
"Comment [Unlocks [Temple of Artemis]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Warrior Code",
"uniques": [
"[2] free [Warrior] units appear",
"Earn [100]% of killed [Military] unit's [Strength] as [Gold]",
"[4] units cost no maintenance",
"Provides [1] [Policies]"
],
"row": 1,
"column": 2
},
{
"name": "Professional Army",
"uniques": [
"[+1 Production, +1 Gold, +1 Culture] from every [Military Academy]",
"[+1 Production, +1 Gold, +1 Culture] from every [Armory]",
"[+1 Production, +1 Gold, +1 Culture] from every [Barracks]",
"[+100]% Production when constructing [Barracks] buildings [in all cities]",
"[+100]% Production when constructing [Armory] buildings [in all cities]",
"[+100]% Production when constructing [Military Academy] buildings [in all cities]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Military Caste",
"uniques": [
"Units in cities cost no Maintenance",
"[+1 Happiness, +2 Culture] [in all cities with a garrison]",
"[+2 Happiness] from every [Courthouse]",
"Provides [1] [Policies]"
],
"requires": ["Warrior Code"],
"row": 2,
"column": 1
},
{
"name": "Military Tradition",
"uniques": [
//"[-20]% Gold cost of upgrading <for [Military] units>",
"[+50]% Production when constructing [Courthouse] buildings [in all cities]",
"[+3 Production, +3 Gold, +3 Food] from every [Courthouse]",
"[+1 Food, +2 Science, +2 Culture] from every [Citadel]",
"Provides [1] [Policies]"
],
"requires": ["Professional Army"],
"row": 2,
"column": 5
},
{
"name": "Discipline",
"uniques": [
"[+100]% Production when constructing [Heroic Epic] wonders [in all cities]",
"[+4 Production, +4 Gold, +4 Culture, +4 Happiness] from every [Heroic Epic]",
"[50]% XP gained from combat <for [non-[Air]] units>",
"Provides [1] [Policies]"
],
"requires": ["Warrior Code"],
"row": 2,
"column": 3
},
{
"name": "Honor Complete",
"uniques": [
"[+10]% [Food] [in all cities]",
"Earn [100]% of killed [Military] unit's [Strength] as [Science]",
"May buy [Great General] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
]
}
]
},
{
"name": "Piety",
"era": "Ancient era",
"uniques": [
"[+100]% Production when constructing [Temple] buildings [in all cities]",
"[+100]% Production when constructing [Shrine] buildings [in all cities]",
"[+1 Culture, +1 Faith] [in capital]",
"Comment [Unlocks [Great Mosque of Djenne]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Mandate Of Heaven",
"uniques": [
"[+1 Happiness] from every [Temple]",
"[+1 Faith] [in capital]",
"[Faith] cost of purchasing items in cities [-20]%",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Organized Religion",
"uniques": [
"[+1 Culture, +1 Faith] from every [Shrine]",
"[+1 Culture, +1 Faith] from every [Temple]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Theocracy",
"uniques": [
"[+33]% [Gold] from every [Grand Temple]",
"[+1 Gold] from every [Temple]",
"[+1 Gold] from every [Shrine]",
"[+3 Gold] from every [Holy site]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Reformation",
"uniques": [
"[-15]% Culture cost of natural border growth [in all cities]",
"May choose [1] additional [Enhancer] beliefs when [founding] a religion",
"Gain a free [Enhancer] belief <after founding a religion>",
"Provides [1] [Policies]"
],
"requires": [
"Organized Religion"
],
"row": 2,
"column": 2
},
{
"name": "Religious Tolerance",
"uniques": [
"[+1 Culture, +1 Faith] [in all cities]",
"[+25]% [Science] from every [Grand Temple]",
"[+2 Science] from every [Temple]",
"Provides [1] [Policies]"
],
"requires": ["Organized Religion"],
"row": 2,
"column": 4
},
{
"name": "Piety Complete",
"uniques": [
"Free [Great Prophet] appears",
"[+1 Food, +3 Culture] from every [Holy site]",
"Provides a [Garden] in your first [4] cities for free",
"May buy [Piety Complete Building] buildings for [1875] [Faith] [in capital] <(modified by game speed)> <hidden from users> <starting from the [Industrial era]>",
"Comment [May buy [{non-[Great Scientist]} {Great Person}] units for [1875] [Faith] [in capital] [(modified by game speed)] [once] [starting from the [Industrial era]]]"
]
}
]
},
{
"name": "Aesthetics",
"era": "Classical era",
"uniques": [
"[Great Artist] is earned [25]% faster",
"[Great Writer] is earned [25]% faster",
"[Great Musician] is earned [25]% faster",
"Comment [Unlocks [Uffizi]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Cultural Centers",
"uniques": [
"[+100]% Production when constructing [Amphitheater] buildings [in all cities]",
"[+100]% Production when constructing [Opera House] buildings [in all cities]",
"[+100]% Production when constructing [Museum] buildings [in all cities]",
"[+100]% Production when constructing [Broadcast Tower] buildings [in all cities]",
"[+1 Happiness] from every [Writer Guild]",
"[+1 Happiness] from every [Artist Guild]",
"[+1 Happiness] from every [Musician Guild]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Cultural Exchange",
"uniques": [
"Free [Great Writer] appears",
"[+1 Culture] from every [Great Improvement]",
"[+1 Culture] from every [Trading post]",
"[+1 Culture] from every [Brazilwood Camp]",
"[+1 Culture] from every [Caer]",
"[+1 Culture] from every [Moai]",
"[+1 Culture] from every [Chateau]",
"Provides [1] [Policies]"
],
"requires": ["Cultural Centers"],
"row": 2,
"column": 2
},
{
"name": "Artistic Genius",
"uniques": [
"Free [Great Artist] appears",
"[+1 Science] from every [Museum]",
"[+1 Science] from every [Amphitheater]",
"[+1 Science] from every [Opera House]",
"[+1 Science] from every [Broadcast Tower]",
"[+3 Science] from every [Great Work]",
"[+2 Science] from every [Landmark]",
"Provides [1] [Policies]"
],
"requires": ["Cultural Centers"],
"row": 2,
"column": 4
},
{
"name": "Flourishing of the Arts",
"uniques": [
"[+1 Culture] from every [Great Work]",
"[+1 Culture] from every [World Wonder]",
"Empire enters golden age",
"Provides [1] [Policies]"
],
"requires": ["Cultural Exchange"],
"row": 3,
"column": 2
},
{
"name": "Fine Arts",
"uniques": [
"Gain a free [Fine Art Specialist] [in all cities]",
"Provides [1] [Policies]"
],
"requires": ["Cultural Exchange","Artistic Genius"],
"row": 3,
"column": 4
},
{
"name": "Aesthetics Complete",
"uniques": [
"[+100]% Production when constructing [Archaeologist] units [in all cities]",
"[+1 Culture] from every [Great Work]",
//need implement "Shows Hidden Antiquity Sites"
"Free Social Policy",
"May buy [Great Artist] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>",
"May buy [Great Writer] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>",
"May buy [Great Musician] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
]
}
]
},
{
"name": "Patronage",
"era": "Classical era",
"uniques": [
"Resting point for Influence with City-States is increased by [20]",
"Comment [Unlocks [Forbidden Palace]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Merchant Confederacy",
"uniques": [
"[+2 Production, +2 Food] from every [Land Trade Route (Gold)]",
"[+2 Production, +2 Food] from every [Sea Trade Route (Gold)]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Scholasticism",
"uniques": [
"Allied City-States provide [Science] equal to [25]% of what they produce for themselves",
"Provides [1] [Policies]"
],
"requires": ["Merchant Confederacy"],
"row": 2,
"column": 1
},
{
"name": "Cultural Diplomacy",
"uniques": [
"[+100]% resources gifted by City-States",
"[+50]% Happiness from luxury resources gifted by City-States",
"Provides [1] [Policies]"
],
"requires": ["Merchant Confederacy"],
"row": 2,
"column": 3
},
{
"name": "Philanthropy",
"uniques": [
"Gifts of Gold to City-States generate [25]% more Influence",
"[-25]% City-State Influence degradation",
"Provides [1] [Policies]"
],
"requires": ["Merchant Confederacy"],
"row": 2,
"column": 5
},
{
"name": "Consulates",
"uniques": [
"Resting point for Influence with City-States is increased by [20]",
"Provides [1] [Policies]"
],
"requires": ["Cultural Diplomacy"],
"row": 3,
"column": 3
},
{
"name": "Patronage Complete",
"uniques": [
"[+50]% [Culture] from City-States",
"[+50]% [Faith] from City-States",
"[+50]% [Food] from City-States",
"[+50]% [Happiness] from City-States",
"Allied City-States will occasionally gift Great People"
]
}
]
},
{
"name": "Exploration",
"uniques": [
"[+1] Movement <for [{Military} {Water}] units>",
"[+1] Sight <for [{Military} {Water}] units>",
"Comment [Unlocks [The Louvre]]",
"Comment [Unlocks [Conquistador]]",
"Provides [1] [Policies]"
],
"era": "Medieval era",
"policies": [
{
"name": "Naval Tradition",
"uniques": [
"[+1 Happiness, +1 Culture] from every [Lighthouse]",
"[+1 Happiness, +1 Culture] from every [Harbor]",
"[+1 Happiness, +1 Culture] from every [Seaport]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Maritime Infrastructure",
"uniques": [
"[+3 Production] [in all coastal cities]",
"[+50]% Production when constructing [Lighthouse] buildings [in all cities]",
"[+50]% Production when constructing [Harbor] buildings [in all cities]",
"[+50]% Production when constructing [Seaport] buildings [in all cities]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Colonialism",
"uniques": [
//"[+1] population [in all cities]",
//"[+1 Happiness] [in all cities]",
"Gain a free [Governor's Mansion] [in this city] <upon founding a city>",
"Free [Worker] appears <upon founding a city>",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Navigation School",
"uniques": [
"[+2 Science] [in all coastal cities]",
"[+10]% Strength <for [Water] units>",
"Provides [1] [Policies]"
],
"requires": ["Maritime Infrastructure","Naval Tradition"],
"row": 2,
"column": 3
},
{
"name": "Treasure Fleets",
"uniques": [
"[+1 Gold, +1 Production, +1 Food] from every [Coast] <in tiles without [resource]> <in tiles without [Improvement]>",
"[+1 Gold, +1 Production, +1 Food] from every [Ocean]",
"Provides [1] [Policies]"
],
"requires": ["Navigation School"],
"row": 3,
"column": 3
},
{
"name": "Exploration Complete",
"uniques": [
"[Great Admiral] is earned [100]% faster",
"Free [Great Admiral] appears",
"[+1] Happiness from each type of luxury resource",
"May buy [Great Admiral] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
]
}
]
},
{
"name": "Commerce",
"uniques": [
"[Great Merchant] is earned [33]% faster",
"Comment [Unlocks [Big Ben]]",
"Provides [1] [Policies]"
],
"era": "Medieval era",
"policies": [
{
"name": "Silk Road",
"uniques": [
"[+50]% Production when constructing [Market] buildings [in all cities]",
"[+50]% Production when constructing [Bank] buildings [in all cities]",
"[+50]% Production when constructing [Stock Exchange] buildings [in all cities]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 2
},
{
"name": "Mercenary Army",
"uniques": [
"Comment [Allows purchasing [Landsknecht] at [Civil Service]]",
"Comment [Allows purchasing [Foreign Legion] at [Replaceable Parts]]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Entrepreneurship",
"uniques": [
"[-25]% maintenance on road & railroads",
"[-25]% maintenance cost for buildings [in all cities]",
"Provides [2] [Trade Route]",
"Provides [1] [Policies]"
],
"requires": ["Silk Road"],
"row": 2,
"column": 1
},
{
"name": "Mercantilism",
"uniques": [
/*"[+25]% Yield from every [Land Trade Route (Food)]",
"[+25]% Yield from every [Land Trade Route (Production)]",
"[+25]% Yield from every [Sea Trade Route (Food)]",
"[+25]% Yield from every [Sea Trade Route (Production)]",*/
"[Gold] cost of purchasing items in cities [-20]%",
"[+2 Science] from every [Market]",
"[+2 Science] from every [Bank]",
"[+2 Science] from every [Stock Exchange]",
"Provides [1] [Policies]"
],
"requires": ["Silk Road"],
"row": 2,
"column": 3
},
{
"name": "Protectionism",
"uniques": [
"[+1 Food, +4 Gold] from every [Customs house]",
"[+4 Production, +4 Culture, +4 Happiness] from every [East India Company]",
"Provides [1] [Policies]"
],
"requires": ["Mercantilism"],
"row": 3,
"column": 3
},
{
"name": "Commerce Complete",
"uniques": [
"[2] free [Great Merchant] units appear",
"[+1 Food] from every [Trading post]",
"[+1 Food] from every [Caer]",
"[+100]% Gold from Great Merchant trade missions",
"May buy [Great Merchant] units for [1000] [Faith] [in all cities in which the majority religion is a major religion] at an increasing price ([500]) <starting from the [Industrial era]>"
]
}
]
},
{
"name": "Rationalism",
"era": "Renaissance era",
"uniques": [
"[Great Scientist] is earned [20]% faster",
"Comment [Unlocks [Porcelain Tower]]",
"Provides [1] [Policies]"
],
"policies": [
{
"name": "Sovereignty",
"uniques": [
"[+1 Gold] from every [Library]",
"[+1 Gold] from every [University]",
"[+1 Gold] from every [Observatory]",
"[+1 Gold] from every [Research Lab]",
"[+1 Gold] from every [Public School]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Free Thought",
"uniques": [
"[+1 Science] from every [Trading post]",
"[+1 Science] from every [Chateau]",
"[+1 Science] from every [Caer]",
"[+1 Science] from every [Brazilwood Camp]",
"[+4 Science] from every [Customs house]",
"[+4 Science] from every [Academy]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Humanism",
"uniques": [
"[+50]% Production when constructing [Library] buildings [in all cities]",
"[+50]% Production when constructing [University] buildings [in all cities]",
"[+50]% Production when constructing [Observatory] buildings [in all cities]",
"[+50]% Production when constructing [Public School] buildings [in all cities]",
"[+50]% Production when constructing [Research Lab] buildings [in all cities]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Scientific Revolution",
"uniques": [
"Free [Great Scientist] appears",
"Provides [1] [Policies]"
],
"requires": ["Free Thought","Sovereignty"],
"row": 2,
"column": 3
},
{
"name": "Secularism",
"uniques": [
"[+2 Science] from every specialist [in all cities]",
"Provides [1] [Policies]"
],
"requires": ["Scientific Revolution"],
"row": 3,
"column": 3
},
{
"name": "Rationalism Complete",
"uniques": [
"[10]% [Science] <while the empire is happy>"
]
}
]
},
{
"name": "Order",
"era": "Ancient era",
"uniques": [
"Free Social Policy",
"Comment [Unlocks [Kremlin]]",
"Only available <before adopting [Autocracy]>",
"Only available <before adopting [Freedom]>",
"Only available <after adopting [Ideology]>"
],
"policies": [
{
"name": "Hero of the People",
"uniques": [
"[+20]% Great Person generation [in all cities]",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Socialist Realism",
"uniques": [
"[+2 Happiness] from every [Monument]",
"[+100]% Production when constructing [Monument] buildings [in all cities]",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Patriotic War",
"uniques": [
"[+10]% Strength <for [Military] units> <when fighting in [Friendly Land] tiles>",
"[+50]% XP gained from combat <for [non-[Air]] units>",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 5
},
{
"name": "Double Agents",
"uniques": [
"[-100]% enemy spy effectiveness [in all cities connected to capital]",
//Unique for increasing chance of killing spy
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 7
},
{
"name": "Young Pioneers",
"uniques": [
"[+1 Happiness] from every [Workshop]",
"[+1 Happiness] from every [Factory]",
"[+1 Happiness] from every [Solar Plant]",
"[+1 Happiness] from every [Nuclear Plant]",
"[+1 Happiness] from every [Hydro Plant]",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 9
},
{
"name": "Party Leadership",
"uniques": [
"[+2 Food, +2 Gold, +1 Production, +1 Science] [in all cities]",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 11
},
{
"name": "Resettlements",
"uniques": [
"[+4] population [in this city] <upon founding a city>",
"Gain a free [Workshop] [in this city] <upon founding a city>",
"Gain a free [Monument] [in this city] <upon founding a city>",
"Gain a free [Granary] [in this city] <upon founding a city>",
"Gain a free [Library] [in this city] <upon founding a city>",
"Gain a free [Aqueduct] [in this city] <upon founding a city>",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 13
},
{
"name": "Skyscrapers",
"uniques": [
"[Gold] cost of purchasing [All] buildings [-50]%",
"Provides [-1] [Level 1 Ideology]",
"Provides [1] [Level 2 Ideology]",
"Only available <when above [1] [Level 1 Ideology]>",
"Provides [1] [Policies]"
],
"row": 2,
"column": 2
},
{
"name": "Academy of Sciences",
"uniques": [
"[+1 Happiness] from every [Observatory]",
"[+1 Happiness] from every [Public School]",
"[+1 Happiness] from every [Research Lab]",
"Provides [-1] [Level 1 Ideology]",
"Provides [1] [Level 2 Ideology]",
"Only available <when above [1] [Level 1 Ideology]>",
"Provides [1] [Policies]"
],
"row": 2,
"column": 4
},
{
"name": "Cultural Revolution",
"uniques": [
"[+10]% [Culture] [in all cities] <while the empire is happy>",
"Empire enters golden age",
"Provides [-1] [Level 1 Ideology]",
"Provides [1] [Level 2 Ideology]",
"Only available <when above [1] [Level 1 Ideology]>",
"Provides [1] [Policies]"
],
"row": 2,
"column": 6
},
{
"name": "Workers Faculties",
"uniques": [
"[+25]% [Science] <in cities with a [Factory]>",
"[+100]% Production when constructing [Factory] buildings [in all cities]",
"Provides [-1] [Level 1 Ideology]",
"Provides [1] [Level 2 Ideology]",
"Only available <when above [1] [Level 1 Ideology]>",
"Provides [1] [Policies]"
],
"row": 2,
"column": 8
},
{
"name": "Five-Year Plan",
"uniques": [
"[+2 Production] [in all cities]",
"[+1 Production] from every [Mine]",
"[+1 Production] from every [Quarry]",
"Provides [-1] [Level 1 Ideology]",
"Provides [1] [Level 2 Ideology]",
"Only available <when above [1] [Level 1 Ideology]>",
"Provides [1] [Policies]"
],
"row": 2,
"column": 10
},
{
"name": "People's Army",
"uniques": [
"[+100]% Production when constructing [Military Academy] buildings [in all cities]",
"[+100]% Production when constructing [Armory] buildings [in all cities]",
"[+2 Science, +2 Culture] from every [Military Academy]",
"[+2 Science, +2 Culture] from every [Armory]",
"Provides [-1] [Level 1 Ideology]",
"Provides [1] [Level 2 Ideology]",
"Only available <when above [1] [Level 1 Ideology]>",
"Provides [1] [Policies]"
],
"row": 2,
"column": 12
},
{
"name": "Communism",
"uniques": [
"[+10]% [Science] [in all cities]",
"Provides [-1] [Level 2 Ideology]",
"Only available <when above [1] [Level 2 Ideology]>",
"Provides [1] [Policies]"
],
"row": 3,
"column": 3
},
{
"name": "Iron Curtain",
"uniques": [
"[+11 Production] from every [Land Trade Route (Production)]",
"[+11 Food] from every [Land Trade Route (Food)]",
"[+11 Food] from every [Sea Trade Route (Food)]",
"[+11 Production] from every [Sea Trade Route (Production)]",
"Provides [-1] [Level 2 Ideology]",
"Only available <when above [1] [Level 2 Ideology]>",
"Provides [1] [Policies]"
],
"row": 3,
"column": 5
},
{
"name": "Spaceflight Pioneers",
"uniques": [
"Free [Great Scientist] appears",
"Free [Great Engineer] appears",
//need implement "Spaceflight Pioneers: May finish Spaceship parts with Great Engineers"
"Provides [-1] [Level 2 Ideology]",
"Only available <when above [1] [Level 2 Ideology]>",
"Provides [1] [Policies]"
],
"row": 3,
"column": 7
},
{
"name": "Order Complete",
"uniques": [
]
}
]
},
{
"name": "Freedom",
"era": "Ancient era",
"uniques": [
"Free Social Policy",
"Comment [Unlocks [Statue of Liberty]]",
"Only available <before adopting [Autocracy]>",
"Only available <before adopting [Order]>",
"Only available <after adopting [Ideology]>"
],
"policies": [
{
"name": "Avant Garde",
"uniques": [
"[+25]% Great Person generation [in all cities]",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 1
},
{
"name": "Creative Expression",
"uniques": [
"[+2 Culture] from every [Great Work]",
"Provides [1] [Level 1 Ideology]",
"Provides [1] [Policies]"
],
"row": 1,
"column": 3
},
{
"name": "Civil Society",
"uniques": [
"[-50]% Food consumption by specialists [in all cities]",
"Provides [1] [Level 1 Ideology]",