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Reorganized wiki
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@ -18,7 +18,7 @@ The process has two major parts, one is "Getting your code in the main repositor
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When I'm ready to release a new version I:
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* Comment "merge translations" in one of the open PRs tagged as 'mergeable translation' to trigger the translation branch creation, add a "summary" comment to trigger summary generation, merge the PR and delete the branch (so next version translation branch starts fresh)
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* From my workstation - pull the latest changes and run the [translation generation](./Translating.md#translation-generation---for-developers)
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* From my workstation - pull the latest changes and run the [translation generation](../Other/Translating.md#translation-generation---for-developers)
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* Change the versionCode and versionName in the Android build.gradle so that Google Play and F-droid can recognize that it's a different release
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* Add an entry in the changelog.md done, WITHOUT hashtags, and less than 500 characters (that's the limit for Google play entries). The formatting needs to be exact or the text sent to Discord, the Github release etc. won't be complete.
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* Add a tag to the commit of the version. When the [Github action](https://github.com/yairm210/Unciv/actions/workflows/buildAndDeploy.yml) sees that we've added a tag, it will run a build, and this time (because of the configuration we put in the [yml file](/.github/workflows/buildAndDeploy.yml) file), it will:
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@ -63,8 +63,8 @@ However, it also imposes a couple of conventions about how links should best be
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|Link type|Format|Example|
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|---|---|---|
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|Inter-wiki|Should begin with "./", and include ".md".|[`./Mods.md#other`](./Mods.md#other)|
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|Code or asset file|Should begin with "/", and be relative to the project root.|[`/android/assets/game.png`](/android/assets/game.png)|
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|Inter-wiki|Should begin with "./", and include ".md".|[`./Mods.md#other`](../Modders/Mods.md#other)|
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|Code or asset file|Should begin with "/", and be relative to the project root.|[`/android/assets/game.png`](/game.png)|
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These formats will allow IDEs like Android studio to resolve these links and check for broken links, while also working on the [Github code browser](https://github.com/yairm210/Unciv/tree/master/docs/wiki).
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@ -26,4 +26,4 @@ Unciv uses Gradle to specify dependencies and how to run. In the background, the
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Congratulations! Unciv should now be running on your computer! Now we can start changing some code, and later we'll see how your changes make it into the main repository!
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Now would be a good time to get to know the project in general at [the Project Structure overview!](./Project-structure-and-major-classes.md)
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Now would be a good time to get to know the project in general at [the Project Structure overview!](Project-structure-and-major-classes.md)
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@ -2,14 +2,14 @@
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Since LibGDX, and therefore Unciv, are built for multi-platform support, the project structure is built accordingly.
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99% of the code is in the [Core](/core/src/com/unciv) project, which contains all the platform-independant code.
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99% of the code is in the [Core](/com/unciv) project, which contains all the platform-independant code.
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The [Desktop](/desktop) and [Android](/android) folders contain platform-specific things, and the Android folder also contains the game Images and the all-important Assets, which are required for running from Desktop as well, so we bundle them up into the .jar file when releasing.
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The [Desktop](/) and [Android](/) folders contain platform-specific things, and the Android folder also contains the game Images and the all-important Assets, which are required for running from Desktop as well, so we bundle them up into the .jar file when releasing.
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The [Test](/tests/src/com/unciv) folder contains tests that can be run manually via gradle with `./gradlew tests:test`, and are run automatically by Travis for every push.
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The [Test](/com/unciv) folder contains tests that can be run manually via gradle with `./gradlew tests:test`, and are run automatically by Travis for every push.
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# Translations
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Before we get to the Classes, a word on Languages. Unciv is playable in several handfuls of languages, and there's magic to support that. Whenever you include a new string in code you will need to give it a quick evaluation - will users see it, and if so, what do I need to do to support its translations. Sometimes you may not need to do anything, sometimes you will add a line to the [translation templates](/android/assets/jsons/translations/template.properties), and sometimes you will adapt the string formatting to support the translations. For details, see [the 'Translation generation - for developers' chapter](./Translating.md#translation-generation---for-developers).
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Before we get to the Classes, a word on Languages. Unciv is playable in several handfuls of languages, and there's magic to support that. Whenever you include a new string in code you will need to give it a quick evaluation - will users see it, and if so, what do I need to do to support its translations. Sometimes you may not need to do anything, sometimes you will add a line to the [translation templates](/jsons/translations/template.properties), and sometimes you will adapt the string formatting to support the translations. For details, see [the 'Translation generation - for developers' chapter](../Other/Translating.md#translation-generation---for-developers).
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# Major classes
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@ -93,7 +93,7 @@ stats can accept any list of stats, e.g. '-2 Gold, +1 Science', '+3 Culture', et
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tileFilter can accept any number of tile parameters (base terrain e.g. 'Plains', terrain type eg. 'Land'/'Water', terrain features e.g. 'Forest', improvements e.g. 'Mine', resources e.g. 'Iron'.
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cityFilter can accept 'in this city', 'in all cities', 'in capital', 'in coastal cities', etc.
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There are also filters for units, all acceptable values are documented [here](./Uniques.md).
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There are also filters for units, all acceptable values are documented [here](../Modders/Unique-parameter-types.md).
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## Unique management with Enums
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@ -1,7 +1,7 @@
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# Audiovisual Mods
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- [The 'Permanent audiovisual mod' feature](#permanent-audiovisual-mods)
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- [Mods can override built-in graphics](#override-built-in-graphics)
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- [Mods can supply additional tilesets - see separate page](./Creating-a-custom-tileset.md)
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- [Mods can supply additional tilesets - see separate page](Creating-a-custom-tileset.md)
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- [Mods can supply additional graphics not included in the base game](#supply-additional-graphics)
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- [Mods can override built-in sounds](#override-built-in-sounds)
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- [Mods can supply additional music tracks](#supply-additional-music)
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@ -11,7 +11,7 @@ The following chapters describe possibilities that will work while a mod is ***a
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## Override built-in graphics
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If a mod supplies an image with the same name and path as one included in the base game (and its [atlas](./Mods.md#more-on-images-and-the-texture-atlas) is up to date), and the mod is active, the mod's graphics will be used instead of the built-in one.
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If a mod supplies an image with the same name and path as one included in the base game (and its [atlas](Mods.md#more-on-images-and-the-texture-atlas) is up to date), and the mod is active, the mod's graphics will be used instead of the built-in one.
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For example, if you include a file named "Images/OtherIcons/Link.png" in your mod, you will be overriding the little chain links icon denoting linked lines in Civilopedia.
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@ -1,6 +1,6 @@
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# How to make Unciv use your custom tileset
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### You should read the [Mods](./Mods.md) page first before proceeding
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### You should read the [Mods](Mods.md) page first before proceeding
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In order to add a tileset mod (yes, tilesets are just another type of mod), all you need to do is add your images under Images/Tilesets/MyCoolTilesetExample and enable the mod as a permanent visual mod - the game will recognize the tileset, and allow you to pick it in the options menu.
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@ -5,32 +5,32 @@ The JSON files that make up mods can have many different fields, and as not all
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# Table of Contents
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* [General Overview of JSON files](#general-overview-of-json-files)
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* [Civilization-related JSON files](./Civilization-related-JSON-files.md)
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* [Beliefs.json](./Civilization-related-JSON-files.md#beliefsjson)
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* [Buildings.json](./Civilization-related-JSON-files.md#buildingsjson)
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* [Nations.json](./Civilization-related-JSON-files.md#nationsjson)
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* [Policies.json](./Civilization-related-JSON-files.md#policiesjson)
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* [Quests.json](./Civilization-related-JSON-files.md#questsjson)
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* [Religions.json](./Civilization-related-JSON-files.md#religionsjson)
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* [Specialists.json](./Civilization-related-JSON-files.md#specialistsjson)
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* [Techs.json](./Civilization-related-JSON-files.md#techsjson)
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* [Map-related JSON files](./Map-related-JSON-files.md)
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* [Terrains.json](./Map-related-JSON-files.md#terrainsjson)
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* [TileResources.json](./Map-related-JSON-files.md#tileresourcesjson)
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* [TileImprovements.json](./Map-related-JSON-files.md#tileimprovementsjson)
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* [Ruins.json](./Map-related-JSON-files.md#ruinsjson)
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* [Tileset-specific json](./Map-related-JSON-files.md#tileset-specific-json)
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* [Unit-related JSON files](./Unit-related-JSON-files.md)
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* [Units.json](./Unit-related-JSON-files.md#unitsjson)
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* [UnitPromotions.json](./Unit-related-JSON-files.md#unitpromotionsjson)
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* [UnitTypes.json](./Unit-related-JSON-files.md#unittypesjson)
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* [Miscellaneous JSON files](./Miscellaneous-JSON-files.md)
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* [Difficulties.json](./Miscellaneous-JSON-files.md#difficultiesjson)
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* [Eras.json](./Miscellaneous-JSON-files.md#erasjson)
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* [ModOptions.json](./Miscellaneous-JSON-files.md#modoptionsjson)
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* [Stats](./Map-related-JSON-files.md#stats)
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* [Sounds](./Unit-related-JSON-files.md#sounds)
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* [Civilopedia text](./Miscellaneous-JSON-files.md#civilopedia-text)
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* [Civilization-related JSON files](../Other/Civilization-related-JSON-files.md)
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* [Beliefs.json](../Other/Civilization-related-JSON-files.md#beliefsjson)
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* [Buildings.json](../Other/Civilization-related-JSON-files.md#buildingsjson)
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* [Nations.json](../Other/Civilization-related-JSON-files.md#nationsjson)
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* [Policies.json](../Other/Civilization-related-JSON-files.md#policiesjson)
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* [Quests.json](../Other/Civilization-related-JSON-files.md#questsjson)
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* [Religions.json](../Other/Civilization-related-JSON-files.md#religionsjson)
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* [Specialists.json](../Other/Civilization-related-JSON-files.md#specialistsjson)
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* [Techs.json](../Other/Civilization-related-JSON-files.md#techsjson)
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* [Map-related JSON files](../Other/Map-related-JSON-files.md)
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* [Terrains.json](../Other/Map-related-JSON-files.md#terrainsjson)
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* [TileResources.json](../Other/Map-related-JSON-files.md#tileresourcesjson)
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* [TileImprovements.json](../Other/Map-related-JSON-files.md#tileimprovementsjson)
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* [Ruins.json](../Other/Map-related-JSON-files.md#ruinsjson)
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* [Tileset-specific json](../Other/Map-related-JSON-files.md#tileset-specific-json)
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* [Unit-related JSON files](../Other/Unit-related-JSON-files.md)
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* [Units.json](../Other/Unit-related-JSON-files.md#unitsjson)
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* [UnitPromotions.json](../Other/Unit-related-JSON-files.md#unitpromotionsjson)
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* [UnitTypes.json](../Other/Unit-related-JSON-files.md#unittypesjson)
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* [Miscellaneous JSON files](../Other/Miscellaneous-JSON-files.md)
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* [Difficulties.json](../Other/Miscellaneous-JSON-files.md#difficultiesjson)
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* [Eras.json](../Other/Miscellaneous-JSON-files.md#erasjson)
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* [ModOptions.json](../Other/Miscellaneous-JSON-files.md#modoptionsjson)
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* [Stats](../Other/Map-related-JSON-files.md#stats)
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* [Sounds](../Other/Unit-related-JSON-files.md#sounds)
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* [Civilopedia text](../Other/Miscellaneous-JSON-files.md#civilopedia-text)
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# General Overview of JSON files
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The individual files are described on separate pages:
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* [Civilization-related JSON files](./Civilization-related-JSON-files.md)
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* [Map-related JSON files](./Map-related-JSON-files.md)
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* [Unit-related JSON files](./Unit-related-JSON-files.md)
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* [Miscellaneous JSON files](./Miscellaneous-JSON-files.md)
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* [Civilization-related JSON files](../Other/Civilization-related-JSON-files.md)
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* [Map-related JSON files](../Other/Map-related-JSON-files.md)
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* [Unit-related JSON files](../Other/Unit-related-JSON-files.md)
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* [Miscellaneous JSON files](../Other/Miscellaneous-JSON-files.md)
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@ -10,7 +10,7 @@ Each civ has some basic information - what the civ name is, the leader's name, c
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In addition, each civ has flavor text when declaring war, intoduction etc.
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All of these need to be filled in in [Nations.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Nations.json)
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All of these need to be filled in in [Nations.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Nations.json)
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## Get your Civ icon
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@ -18,7 +18,7 @@ Each civ has an icon, like the wreath for Rome, for instant identification.
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All of these icons are white on a transparent background, and are 100x100 pixels - see [icon considerations](#icon-considerations) for details
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You'll need to put your icon in the [NationIcons folder](/android/Images/NationIcons).
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You'll need to put your icon in the [NationIcons folder](/Images/NationIcons).
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Same as with the nation name and leader name, the unique ability should also be put in the Nations translation file for bonus points =)
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@ -29,8 +29,8 @@ But apart from the flavor, they are boring gameplay-wise, so now we need to add
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## Adding unique units
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Units in general are added in the [Units.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Units.json) file, with an icon in the
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[UnitIcons](/android/Images.Construction/UnitIcons) folder.
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Units in general are added in the [Units.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Units.json) file, with an icon in the
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[UnitIcons](/Images.Construction/UnitIcons) folder.
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The icon must be 200x200 pixels, white on transparent background - see [icon considerations](#icon-considerations) for details
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## Adding unique buildings
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Same as the units - info is in the [Buildings.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Buildings.json) file
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and icons in the [BuildingIcons](/android/Images.Construction/BuildingIcons) folder,
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Same as the units - info is in the [Buildings.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Buildings.json) file
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and icons in the [BuildingIcons](/Images.Construction/BuildingIcons) folder,
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same rules for the icons apply (200x200 pixels, icon considerations)
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## Civ Unique
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Check out our [list of uniques](./Uniques.md) to see all the cool special effects you can add to your civilization!
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Check out our [list of uniques](Unique-parameter-types.md) to see all the cool special effects you can add to your civilization!
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## Icon considerations
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@ -19,9 +19,9 @@ Creating and editing mods from your phone is NOT RECOMMENDED - it's *much easier
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## Audiovisual Mods
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I addition to changing the rules - or even without doing so, mods can override existing graphics or sounds, or add music tracks. The game also has the ability to display graphics that are not included in the base game at all, such as leader portrait or wonder splash images, that must be provided by mods. For details, see [Audiovisual Mods](./Audiovisual-Mods.md).
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I addition to changing the rules - or even without doing so, mods can override existing graphics or sounds, or add music tracks. The game also has the ability to display graphics that are not included in the base game at all, such as leader portrait or wonder splash images, that must be provided by mods. For details, see [Audiovisual Mods](Audiovisual-Mods.md).
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Custom tilesets are closely related, see [Creating a custom tileset](./Creating-a-custom-tileset.md).
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Custom tilesets are closely related, see [Creating a custom tileset](Creating-a-custom-tileset.md).
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Such mods are candidates for the "Permanent audiovisual mod" switch available on the Mod Management Screen. Note that this feature includes graphics or sounds from the selected mod in _all_ games, even those started before installing the mod. In case of a mod bringing both changed rules and audiovisuals, the 'permanent' feature will include only the media on all games, to use the rules you will still need to select the mod for a new game.
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@ -35,8 +35,8 @@ Mods need to conform to github repo naming rules, but best stay simple and use o
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Mods are located in a `/mods` directory, on Desktop that should be next to your .jar file.
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Mods typically have 2 subfolders:
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- jsons - here you should put files that alter the data of game objects, the order of the files is as in [the base json files](/android/assets/jsons). More information on these can be found [here](./JSON-files-for-mods.md)
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- Images - here you should put game images, as in [the base image files](/android/Images). Please read the [atlas chapter](#more-on-images-and-the-texture-atlas) for important details.
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- jsons - here you should put files that alter the data of game objects, the order of the files is as in [the base json files](/jsons). More information on these can be found [here](JSON-files-for-mods.md)
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- Images - here you should put game images, as in [the base image files](/Images). Please read the [atlas chapter](#more-on-images-and-the-texture-atlas) for important details.
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In order to remove objects from the game, you'll need to create a ModOptions file in the `/jsons` subfolder - there's an example [here](https://github.com/yairm210/Unciv-mod-example/blob/master/Removing%20Things/jsons/ModOptions.json)
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@ -44,7 +44,7 @@ In a base ruleset mod, ALL the original objects are removed - this is done by ad
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For an example, you can refer to [the example mod](https://github.com/yairm210/Unciv-mod-example) - just download the Example-Aliens-Mod and put it in a `/mods` folder next to the jar, run Unciv, start a new game, and you'll be able to enable the mod, which will allow to you pick Aliens as a playable civilization!
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If you want to add a new civilization as a mod, you should check out [the Civ making instructions](./Making-a-new-Civilization.md) to see what's required, or see the example Aliens mod =)
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If you want to add a new civilization as a mod, you should check out [the Civ making instructions](Making-a-new-Civilization.md) to see what's required, or see the example Aliens mod =)
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### More on Images and the texture atlas
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Images are combined (at runtime) into texture images with an 'atlas', so if you see "game.atlas" and "game.png" files being generated, now you know what for. Most mods will need only one pair of those, the base game has around four.
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@ -108,6 +108,6 @@ When loading a mod, it needs to be in its own folder in `/mods` - this is how yo
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Existing mods can be found [here](https://github.com/topics/unciv-mod)!
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A list of uniques and how to use them can be found [here](./Uniques.md)!
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A list of uniques and how to use them can be found [here](Unique-parameter-types.md)!
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Some images don't exist at all in the base game, but can be added in mods. For more info, see [Audiovisual Mods](./Audiovisual-Mods.md).
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Some images don't exist at all in the base game, but can be added in mods. For more info, see [Audiovisual Mods](Audiovisual-Mods.md).
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@ -25,7 +25,7 @@ A list of all available uniques can be found [here](https://github.com/yairm210/
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### Generated Documentation
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This part of the wiki is human-edited and partially out of date. However, we now have automatically generated documentation, complete for all Uniques that have been updated to the new UniqueType system. It is part of the main source tree and [can be found here.](/docs/uniques.md). This version should always be up-to-date with the uniques and conditionals currently supported in the game.
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This part of the wiki is human-edited and partially out of date. However, we now have automatically generated documentation, complete for all Uniques that have been updated to the new UniqueType system. It is part of the main source tree and [can be found here.](/docs/Modders/uniques.mdiques.md). This version should always be up-to-date with the uniques and conditionals currently supported in the game.
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### Unique locations
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@ -11,7 +11,7 @@
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## Beliefs.json
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[link to original](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Beliefs.json)
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[link to original](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Beliefs.json)
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This file contains the beliefs that can be chosen for religions in your mod.
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@ -20,12 +20,12 @@ Each belief can have the following attributes:
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| --------- | ---- | --------------- | ----- |
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| name | String | Required | Name of the belief |
|
||||
| type | String | Required | The type of the belief. Valid values are: "Pantheon", "Follower", "Founder" and "Enhancer". |
|
||||
| uniques | List of Strings | defaults to none | The unique abilities this belief adds to cities following it. May be chosen from the list of building uniques [here](./Uniques.md#buildings-only), as well as the general uniques on that page |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| uniques | List of Strings | defaults to none | The unique abilities this belief adds to cities following it. May be chosen from the list of building uniques [here](../Modders/Unique-parameter-types.md#buildings-only), as well as the general uniques on that page |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
|
||||
## Buildings.json
|
||||
[link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Buildings.json)
|
||||
[link to original](/jsons/Civ%20V%20-%20Vanilla/Buildings.json)
|
||||
|
||||
This file should contain all the buildings and wonders you want to use in your mod.
|
||||
|
||||
|
|
@ -44,12 +44,12 @@ Each building can have the following attributes:
|
|||
| maintenance | Integer (≥0) | defaults to 0 | Maintenance cost of the building |
|
||||
| isWonder | Boolean | defaults to false | Whether this building is a global wonder |
|
||||
| isNationalWonder | Boolean | defaults to false | Whether this building is a national wonder |
|
||||
| requiredBuilding | String | defaults to none | A building that has to be built before this building can be built. Must be in [Buildings.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Buildings.json) |
|
||||
| cannotBeBuiltWith | String | defaults to none | The building [cannotBeBuiltWith] and this building cannot exist in the same city together. Should be in [Buildings.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Buildings.json) |
|
||||
| requiredBuilding | String | defaults to none | A building that has to be built before this building can be built. Must be in [Buildings.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Buildings.json) |
|
||||
| cannotBeBuiltWith | String | defaults to none | The building [cannotBeBuiltWith] and this building cannot exist in the same city together. Should be in [Buildings.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Buildings.json) |
|
||||
| providesFreeBuilding | String | defaults to none | When the building is built, [providesFreeBuilding] is also automatically added to the city |
|
||||
| requiredTech | String | defaults to none | The tech that should be researched before this building may be built. Must be in [Techs.json](#techsjson) |
|
||||
| requiredResource | String | defaults to none | The resource that is consumed when building this building. Must be in [TileResources.json](./Map-related-JSON-files.md#tileresourcesjson) |
|
||||
| requiredNearbyImprovedResources | List of Strings | defaults to none | The building can only be built if any of the resources in this list are within the borders of this city and have been improved. Each resource must be in [TileResources.json](./Map-related-JSON-files.md#tileresourcesjson) |
|
||||
| requiredResource | String | defaults to none | The resource that is consumed when building this building. Must be in [TileResources.json](Map-related-JSON-files.md#tileresourcesjson) |
|
||||
| requiredNearbyImprovedResources | List of Strings | defaults to none | The building can only be built if any of the resources in this list are within the borders of this city and have been improved. Each resource must be in [TileResources.json](Map-related-JSON-files.md#tileresourcesjson) |
|
||||
| replaces | String | defaults to none | The name of a building that should be replaced by this building. Must be in [Buildings.json](#buildingsjson) |
|
||||
| uniqueTo | String | defaults to none | If supplied, only the nation with this name can build this building. Must be in [Nations.json](#nationsjson) |
|
||||
| xpForNewUnits | Integer | defaults to 0 | XP granted automatically to units built in this city |
|
||||
|
|
@ -57,16 +57,16 @@ Each building can have the following attributes:
|
|||
| cityHealth | Integer | defaults to 0 | Health bonus the city in which this building is built receives |
|
||||
| hurryCostModifier | Integer | defaults to 0 | When this building is bought using gold or faith, the price is increased by this much percent |
|
||||
| quote | String | defaults to none | If this building is a (national) wonder, this string will be shown on the completion popup |
|
||||
| uniques | List of Strings | defaults to none | List of unique abilities this building has. Most of these can be found [here](./Uniques.md#buildings-only) |
|
||||
| uniques | List of Strings | defaults to none | List of unique abilities this building has. Most of these can be found [here](../Modders/Unique-parameter-types.md#buildings-only) |
|
||||
| replacementTextForUniques | String | defaults to none | If provided, this string will be shown instead of all of the uniques |
|
||||
| percentStatBonus | Object | defaults to none | Percentual bonus for stats provided by the building. Valid keys are the names of stats (production, gold, science, etc.), valid values are Integers (≥0) |
|
||||
| greatPersonPoints | Object | defaults to none | How many great person points for each type will be generated per turn. Valid keys are the names of great people (Great Scientist, Great Engineer, etc. .), valid values are Integers (≥0) |
|
||||
| specialistSlots | Object | defaults to none | Specialist slots provided by this building. Valid keys are the names of specialists (as defined in [Specialists.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Specialists.json)), valid values are Integers, the amount of slots provided for this specialist |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| specialistSlots | Object | defaults to none | Specialist slots provided by this building. Valid keys are the names of specialists (as defined in [Specialists.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Specialists.json)), valid values are Integers, the amount of slots provided for this specialist |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
|
||||
## Nations.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Nations.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Nations.json)
|
||||
|
||||
This file contains all the nations and city states, including Barbarians and Spectator.
|
||||
|
||||
|
|
@ -92,13 +92,13 @@ This file contains all the nations and city states, including Barbarians and Spe
|
|||
| outerColor | 3x Integer | Required | R, G, B for inner circle of nation icon |
|
||||
| uniqueName | String | Default empty | Decorative name for the special characteristic of this Nation |
|
||||
| uniqueText | String | Default empty | Replacement text for "uniques". If empty, uniques are listed individually. |
|
||||
| uniques | List | Default empty | Properties of the civilization - see [here](./Uniques.md#general-uniques) |
|
||||
| uniques | List | Default empty | Properties of the civilization - see [here](../Modders/Unique-parameter-types.md#general-uniques) |
|
||||
| cities | List | Default empty | City names used sequentially for newly founded cities. |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
|
||||
## Policies.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Policies.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Policies.json)
|
||||
|
||||
This file lists the available social policies that can be "bought" with culture.
|
||||
|
||||
|
|
@ -108,8 +108,8 @@ Each policy branch can have the following properties:
|
|||
| Attribute | Type | Optional? | Notes |
|
||||
|-----------|------|-----------|-------|
|
||||
| name | String | Required | |
|
||||
| era | String | Required | Unlocking era as defined in [Eras.json](./Miscellaneous-JSON-files.md#erasjson) |
|
||||
| uniques | List | Default empty | List of effects, [see here](./Uniques.md#general-uniques) |
|
||||
| era | String | Required | Unlocking era as defined in [Eras.json](Miscellaneous-JSON-files.md#erasjson) |
|
||||
| uniques | List | Default empty | List of effects, [see here](../Modders/Unique-parameter-types.md#general-uniques) |
|
||||
| policies | List | Default empty | List of member policies |
|
||||
|
||||
Each member policy can have the following properties:
|
||||
|
|
@ -119,11 +119,11 @@ Each member policy can have the following properties:
|
|||
| row | Integer | Required | Placement in UI, each unit approximately half the icon size |
|
||||
| column | Integer | Required | Placement in UI, each unit approximately half the icon size |
|
||||
| requires | List | Default empty | List of prerequisite policy names |
|
||||
| uniques | List | Default empty | List of effects, [see here](./Uniques.md#general-uniques) |
|
||||
| uniques | List | Default empty | List of effects, [see here](../Modders/Unique-parameter-types.md#general-uniques) |
|
||||
|
||||
|
||||
## Quests.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Quests.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Quests.json)
|
||||
|
||||
This file contains the Quests that may be given to major Civilizations by City States.
|
||||
|
||||
|
|
@ -138,13 +138,13 @@ This file contains the Quests that may be given to major Civilizations by City S
|
|||
|
||||
|
||||
## Religions.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/Religions.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Gods%20&%20Kings/Religions.json)
|
||||
|
||||
This is just a list of Strings specifying all predefined Religion names. Corresponding icons must exist, that's all to it. After all, they're just containers for [Beliefs](#beliefsjson).
|
||||
|
||||
|
||||
## Specialists.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Specialists.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Specialists.json)
|
||||
|
||||
This file should contain a list of all possible specialists that you want in your mod.
|
||||
|
||||
|
|
@ -163,7 +163,7 @@ Each specialist can have the following attributes:
|
|||
|
||||
|
||||
## Techs.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Techs.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Techs.json)
|
||||
|
||||
This file contains all the technologies. It is organized into an outer list of 'columns' which in turn contain one or more tech each.
|
||||
|
||||
|
|
@ -171,7 +171,7 @@ This file contains all the technologies. It is organized into an outer list of '
|
|||
| Attribute | Type | Optional? | Notes |
|
||||
|-----------|------|-----------|-------|
|
||||
| columnNumber | Integer | Required | Horizontal placement in the Tech Tree. |
|
||||
| era | String | Required | References [Eras.json](./Miscellaneous-JSON-files.md#erasjson). |
|
||||
| era | String | Required | References [Eras.json](Miscellaneous-JSON-files.mdrasjson). |
|
||||
| techCost | Integer | Required | Default cost of the techs in this column. |
|
||||
| buildingCost | Integer | Required | Default cost of buildings requiring this tech. |
|
||||
| wonderCost | Integer | Required | Default cost of wonders requiring this tech. |
|
||||
|
|
@ -185,5 +185,5 @@ This file contains all the technologies. It is organized into an outer list of '
|
|||
| cost | Integer | Defaults to column techCost | The amount of science required to research this tech. |
|
||||
| prerequisites | List | Default empty | A list of the names of techs that are prerequisites of this tech. Only direct prerequisites are necessary. |
|
||||
| quote | String | Default empty | A nice story presented to the player when they research this tech. |
|
||||
| uniques | List | Default empty | Properties granted by the tech - see [here](./Uniques.md#general-uniques). |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text). |
|
||||
| uniques | List | Default empty | Properties granted by the tech - see [here](Uniques.mdeneral-uniques). |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.mdivilopedia-text). |
|
||||
|
|
@ -12,6 +12,6 @@ _(Sadly UnCiv dose not auto update when installing it using this method on macOS
|
|||
|
||||
## Installing from source
|
||||
|
||||
For instructions on how to install UnCiv from source see [Building locally without Android Studio](./Building-locally-without-Android-Studio.md). It is not recommended to use this method as it achieves the same result as the first method whilst being much more complicated and prone to errors along the way.
|
||||
For instructions on how to install UnCiv from source see [Building locally without Android Studio](../Developers/Building-locally-without-Android-Studio.md). It is not recommended to use this method as it achieves the same result as the first method whilst being much more complicated and prone to errors along the way.
|
||||
|
||||
_(Sadly UnCiv dose not auto update when installing it using this method on macOS so you will need to follow these steps every time you want to update the game.)_
|
||||
|
|
@ -23,8 +23,8 @@ Each terrain entry can have the following properties:
|
|||
| movementCost | Integer | Default 1 | base movement cost |
|
||||
| defenceBonus | Float | Default 0 | combat bonus for units being attacked here |
|
||||
| RGB | List Integer * 3 | Default 'Gold' | RGB color for 'Default' tileset display |
|
||||
| uniques | List | Default empty | List of effects, [see here](./Uniques.md#terrain-uniques) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| uniques | List | Default empty | List of effects, [see here](../Modders/Unique-parameter-types.md#terrain-uniques) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
Note that many Natural Wonders have hardcoded routines for their placement and are recognized by name (e.g. Great Barrier Reef being more than one tile).
|
||||
|
||||
|
|
@ -43,9 +43,9 @@ Each improvement can have the following properties:
|
|||
| uniqueTo | String | Default none | The name of the nation this improvement is unique for |
|
||||
| `<stats>` | Float | Optional | Per-turn bonus yield for the tile, see [Stats](#stats) |
|
||||
| turnsToBuild | Integer | | Number of turns a worker spends building this (ignored for 'create' actions) |
|
||||
| uniques | List | Default empty | List of effects, [see here](./Uniques.md#improvement-uniques) |
|
||||
| uniques | List | Default empty | List of effects, [see here](../Modders/Unique-parameter-types.md#improvement-uniques) |
|
||||
| shortcutKey | String | Default none | Keyboard binding. At the moment a single character (no function keys or Ctrl combinations) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
* Tiles with no terrains, but positive turns to build, can be built only when the tile has a resource that names this improvement or special uniques are used. (TODO: missing something?)
|
||||
* Tiles with no terrains, and no turns to build, are like great improvements - they're placeable. That means a unit could exist with a 'Can create [this]' unique, and that the improvement will not show in a worker's improvement picker dialog.
|
||||
|
|
@ -70,12 +70,12 @@ Each resource can have the following properties:
|
|||
| improvement | String | Default empty | The improvement ([TileImprovements.json](#tileimprovementsjson)) for this resource |
|
||||
| improvementStats | Object | Default empty | The additional yield when improved as sub-object with one or more [Stats](#stats) |
|
||||
| revealedBy | String | Default empty | The technology name required to see, work and improve this resource |
|
||||
| unique | String | Default empty | Effects, [see here](./Uniques.md#resource-uniques) - at the moment only one unique may be added |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| unique | String | Default empty | Effects, [see here](../Modders/Unique-parameter-types.md#resource-uniques) - at the moment only one unique may be added |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
|
||||
## Ruins.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Ruins.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Ruins.json)
|
||||
|
||||
This file contains the possible rewards ancient ruins give. It is not required, if omitted, the default file for the game is used, even in baseRuleSet mods.
|
||||
|
||||
|
|
@ -86,7 +86,7 @@ Each of the objects in the file represents a single reward you can get from ruin
|
|||
| name | String | required | Name of the ruins. Never shown to the user, but they have to be distinct |
|
||||
| notification | String | required | Notification added to the user when this reward is chosen. If omitted, an empty notification is shown. Some notifications may have parameters, refer to the table below. |
|
||||
| weight | Integer (≥0) | defaults to 1 | Weight this reward should have. Higher weights result in a higher chance of it being chosen* |
|
||||
| uniques | List of Strings | defaults to none | [uniques]Uniques#one-time-effect) or [uniques](./Uniques.md#one-time-effect-units) that will trigger when entering the ruins. If more than 1 unique is added, the notification will be shown multiple times due to a bug. |
|
||||
| uniques | List of Strings | defaults to none | [uniques]Uniques#one-time-effect) or [uniques](../Modders/Unique-parameter-types.md#one-time-effect-units) that will trigger when entering the ruins. If more than 1 unique is added, the notification will be shown multiple times due to a bug. |
|
||||
| excludedDifficulties | List of Strings | defaults to None | A list of all difficulties on which this reward may _not_ be awarded |
|
||||
|
||||
|
||||
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
|
||||
## Difficulties.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Difficulties.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Difficulties.json)
|
||||
|
||||
This file defines the difficulty levels a player can choose when starting a new game.
|
||||
|
||||
|
|
@ -22,7 +22,7 @@ Each difficulty level can have the following attributes:
|
|||
| policyCostModifier | Float | Default 1 |
|
||||
| unhappinessModifier | Float | Default 1 |
|
||||
| barbarianBonus | Float | Default 0 |
|
||||
| playerBonusStartingUnits | List of Units | Default empty | Can also be 'Era Starting Unit', maps to `startingMilitaryUnit` of the Eras file. All other units must be in [Units.json](./Unit-related-JSON-files.md#unitsjson)] |
|
||||
| playerBonusStartingUnits | List of Units | Default empty | Can also be 'Era Starting Unit', maps to `startingMilitaryUnit` of the Eras file. All other units must be in [Units.json](Unit-related-JSON-files.md#unitsjson)] |
|
||||
| aiCityGrowthModifier | Float | Default 1 |
|
||||
| aiUnitCostModifier | Float | Default 1 |
|
||||
| aiBuildingCostModifier | Float | Default 1 |
|
||||
|
|
@ -39,7 +39,7 @@ Each difficulty level can have the following attributes:
|
|||
|
||||
|
||||
## Eras.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Eras.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Eras.json)
|
||||
|
||||
This file should contain all the era's you want to use in your mod.
|
||||
|
||||
|
|
@ -51,11 +51,11 @@ Each era can have the following attributes:
|
|||
| iconRGB | List of 3 Integers | defaults to [255,255,255] | RGB color that icons for technologies of this era should have in the Tech screen |
|
||||
| unitBaseBuyCost | Integer (≥0) | defaults to 200 | Base cost of buying units with Faith, Food, Science or Culture when no other cost is provided |
|
||||
| startingSettlerCount | Integer (≥0) | defaults to 1 | Amount of settler units that should be spawned when starting a game in this era |
|
||||
| startingSettlerUnit | String | defaults to "Settler" | Name of the unit that should be used for the previous field. Must be in [Units.json](./Unit-related-JSON-files.md#unitsjson) |
|
||||
| startingSettlerUnit | String | defaults to "Settler" | Name of the unit that should be used for the previous field. Must be in [Units.json](Unit-related-JSON-files.md#unitsjson) |
|
||||
| startingWokerCount | Integer (≥0) | defaults to 0 | Amount of worker units that should be spawned when starting a game in this era |
|
||||
| startingWorkerUnit | String | defaults to "Worker" | Name of the unit that should be used for the previous field. Must be in [Units.json](./Unit-related-JSON-files.md#unitsjson) |
|
||||
| startingWorkerUnit | String | defaults to "Worker" | Name of the unit that should be used for the previous field. Must be in [Units.json](Unit-related-JSON-files.md#unitsjson) |
|
||||
| startingMilitaryUnitCount | Integer (≥0) | defaults to 1 | Amount of military units that should be spawned when starting a game in this era |
|
||||
| startingMilitaryUnit | String | defaults to "Warrior" | Name of the unit that should be used for the previous field. Must be in [Units.json](./Unit-related-JSON-files.md#unitsjson)|
|
||||
| startingMilitaryUnit | String | defaults to "Warrior" | Name of the unit that should be used for the previous field. Must be in [Units.json](Unit-related-JSON-files.md#unitsjson)|
|
||||
| startingGold | Integer (≥0) | defaults to 0 | Amount of gold each civ should receive when starting a game in this era |
|
||||
| startingCulture | Integer (≥0) | defaults to 0 | Amount of culture each civ should receive when starting a game in this era |
|
||||
| settlerPopulation | Integer (>0) | defaults to 1 | Default amount of population each city should have when settled when starting a game in this era |
|
||||
|
|
@ -73,11 +73,11 @@ The file can have the following attributes, including the values Unciv sets (no
|
|||
|-----------|------|-----------|-------|
|
||||
| isBaseRuleset | Boolean | false | Differentiates mods that change the vanilla ruleset or replace it |
|
||||
| maxXPfromBarbarians | Integer | 30 | ...as the name says... |
|
||||
| uniques | List | empty | Mod-wide specials, [see here](./Uniques.md#modoptions-uniques) |
|
||||
| techsToRemove | List | empty | List of [Technologies](./Civilization-related-JSON-files.md#techsjson) to remove (isBaseRuleset=false only) |
|
||||
| buildingsToRemove | List | empty | List of [Buildings or Wonders](./Civilization-related-JSON-files.md#buildingsjson) to remove (isBaseRuleset=false only) |
|
||||
| unitsToRemove | List | empty | List of [Units](./Unit-related-JSON-files.md#unitsjson) to remove (isBaseRuleset=false only) |
|
||||
| nationsToRemove | List | empty | List of [Nations](./Civilization-related-JSON-files.md#nationsjson) to remove (isBaseRuleset=false only) |
|
||||
| uniques | List | empty | Mod-wide specials, [see here](../Modders/Unique-parameter-types.md#modoptions-uniques) |
|
||||
| techsToRemove | List | empty | List of [Technologies](Civilization-related-JSON-files.md#techsjson) to remove (isBaseRuleset=false only) |
|
||||
| buildingsToRemove | List | empty | List of [Buildings or Wonders](Civilization-related-JSON-files.md#buildingsjson) to remove (isBaseRuleset=false only) |
|
||||
| unitsToRemove | List | empty | List of [Units](Unit-related-JSON-files.md#unitsjson) to remove (isBaseRuleset=false only) |
|
||||
| nationsToRemove | List | empty | List of [Nations](Civilization-related-JSON-files.md#nationsjson) to remove (isBaseRuleset=false only) |
|
||||
| lastUpdated | String | empty | Set automatically after download - Last repository update, not necessarily last content change |
|
||||
| modUrl | String | empty | Set automatically after download - URL of repository |
|
||||
| author | String | empty | Set automatically after download - Owner of repository |
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
## Starting out
|
||||
|
||||
The translation files are at [/android/assets/jsons/translations](/android/assets/jsons/translations)
|
||||
The translation files are at [/android/assets/jsons/translations](/jsons/translations)
|
||||
|
||||
If you're adding a new language, you'll need to create a new file ('Create a new file' to the right of the folder name in the UI), and copy into it the contents of template.properties
|
||||
|
||||
|
|
@ -77,6 +77,6 @@ Leading spaces on a translation line or more than one space between the text and
|
|||
|
||||
Translation templates can use placeholders, and there's two varieties: `[]` and `{}`. Square ones take precedence over curly ones, and nesting works only with a single level of curly nested inside one level of square. I both cases the symbols themselves (`[]{}`) are removed by the translation engine.
|
||||
|
||||
Square brackets `[]` mean the outer and inner components are both translated individually. The outer template will use alias names inside the brackets - example: Your code outputs "Everyone gains [5000] gold!", then the translation template should be "Everyone gains [amount] gold! = ". The translation engine would translate the "Everyone gains [] gold!" and "5000" individually and reassemble them - of course, the number is simply passed through. But in other cases that could be e.g. a Unit name that would be translated, and you could trust that translations for units are already handled just fine. Note that [uniques](./Uniques.md) often use the feature, but it is in no way limited to them. It it makes life easier for translators, use it.
|
||||
Square brackets `[]` mean the outer and inner components are both translated individually. The outer template will use alias names inside the brackets - example: Your code outputs "Everyone gains [5000] gold!", then the translation template should be "Everyone gains [amount] gold! = ". The translation engine would translate the "Everyone gains [] gold!" and "5000" individually and reassemble them - of course, the number is simply passed through. But in other cases that could be e.g. a Unit name that would be translated, and you could trust that translations for units are already handled just fine. Note that [uniques](../Modders/Unique-parameter-types.md) often use the feature, but it is in no way limited to them. It it makes life easier for translators, use it.
|
||||
|
||||
Curly brackets `{}` are simpler - the contents within the brackets are translated individually, while the outer parts are passed through verbatim. Example: `"+$amount${Fonts.gold} {Gold}".toLabel()` - note the first `${}` is a kotlin template while the second pair becomes part of the string. It tells the translation engine to ignore the numbers and the symbol but to translate the single word "Gold".
|
||||
|
|
@ -5,7 +5,7 @@
|
|||
|
||||
|
||||
## Units.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/Units.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/Units.json)
|
||||
|
||||
This file should contain a list of all the units, both military and civilian, that you want to use in your mod.
|
||||
|
||||
|
|
@ -13,29 +13,29 @@ Each unit can have the following attributes:
|
|||
| attribute | Type | optional or not | notes |
|
||||
| --------- | ---- | -------- | ----- |
|
||||
| name | String | required | The name of the units (required) |
|
||||
| unitType | String | required | The type of the unit. Must be in [UnitTypes.json](/android/assets/jsons/Civ%20V%20-%20Gods%20&%20Kings/UnitTypes.json) |
|
||||
| unitType | String | required | The type of the unit. Must be in [UnitTypes.json](/jsons/Civ%20V%20-%20Gods%20&%20Kings/UnitTypes.json) |
|
||||
| cost | Integer (≥0) | defaults to 0 | The amount of production required to build this unit |
|
||||
| movement | Integer (≥0) | defaults to 0 | The amount of movement points the unit has by default |
|
||||
| strength | Integer (≥0) | defaults to 0 | The melee attack and defensive strength of the unit. If this and rangedStrength are ommited or 0, the unit will be a civilian |
|
||||
| rangedStrength | Integer (≥0) | defaults to 0 | The ranged attack strength of the unit. If omitted, the unit cannot ranged attack |
|
||||
| range | Integer (≥0) | defaults to 2 | The default range from which ranged attacks can be preformed |
|
||||
| interceptRange | Integer (≥0) | defaults to 0 | Air units attacking within in this range will be intercepted |
|
||||
| requiredTech | String | defaults to none | The tech required to build this unit. Must be in [Techs.json](./Civilization-related-JSON-files.md#techsjson) |
|
||||
| obsoleteTech | String | defaults to none | After researching this tech, the unit can no longer be build. Must be in [Techs.json](./Civilization-related-JSON-files.md#techsjson) |
|
||||
| requiredResource | String | defaults to none | Resource that is consumed by building this unit. Must be in [TileResources.json](./Map-related-JSON-files.md#tileresourcesjson) |
|
||||
| requiredTech | String | defaults to none | The tech required to build this unit. Must be in [Techs.json](Civilization-related-JSON-files.md#techsjson) |
|
||||
| obsoleteTech | String | defaults to none | After researching this tech, the unit can no longer be build. Must be in [Techs.json](Civilization-related-JSON-files.md#techsjson) |
|
||||
| requiredResource | String | defaults to none | Resource that is consumed by building this unit. Must be in [TileResources.json](Map-related-JSON-files.md#tileresourcesjson) |
|
||||
| upgradesTo | String | defaults to none | Unit that this unit can upgrade to when it is available. Must be in [Units.json](#unitsjson) |
|
||||
| replaces | String | defaults to none | If this unit is unique to a nation, this is the unit it replaces. Must be in [Units.json](#unitsjson) |
|
||||
| uniqueTo | String | defaults to none | The nation that this unit is unique to. Must be in [Nations.json](./Civilization-related-JSON-files.md#nationsjson) |
|
||||
| uniqueTo | String | defaults to none | The nation that this unit is unique to. Must be in [Nations.json](Civilization-related-JSON-files.md#nationsjson) |
|
||||
| hurryCostModifier | Integer | defaults to 0 | If this unit is bought for gold/faith, it's price is increased by so much percent |
|
||||
| promotions | List of Strings | defaults to none | A list of all the promotions the unit automatically receives upon being built. Each promotion must be in [UnitPromotions.json](#unitpromotionsjson) |
|
||||
| uniques | List of Strings | defaults to none | A list of the unique abilities this unit has. A list of almost all uniques can be found [here](./Uniques.md#unit-uniques) |
|
||||
| uniques | List of Strings | defaults to none | A list of the unique abilities this unit has. A list of almost all uniques can be found [here](../Modders/Unique-parameter-types.md#unit-uniques) |
|
||||
| replacementTextForUniques | String | defaults to none | If provided, this will be displayed instead of the list of uniques. Can be used for better formatting. |
|
||||
| attackSound | String | defaults to none | The sound that is to be played when this unit attacks. For possible values, see [sounds](#Sounds)
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
|
||||
## UnitPromotions.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/UnitPromotions.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/UnitPromotions.json)
|
||||
|
||||
This file lists the available unit promotions.
|
||||
|
||||
|
|
@ -50,12 +50,12 @@ Each promotion can have the following properties:
|
|||
| prerequisites | List | Default empty | Prerequisite promotions |
|
||||
| effect | String | Default empty | Deprecated, use uniques instead |
|
||||
| unitTypes | List | Default empty | The unit types for which this promotion applies as specified in [UnitTypes.json](#unittypesjson) |
|
||||
| uniques | List | Default empty | List of effects, [see here](./Uniques.md#unit-uniques) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
| uniques | List | Default empty | List of effects, [see here](../Modders/Unique-parameter-types.md#unit-uniques) |
|
||||
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
|
||||
|
||||
|
||||
## UnitTypes.json
|
||||
[Link to original](/android/assets/jsons/Civ%20V%20-%20Vanilla/UnitTypes.json)
|
||||
[Link to original](/jsons/Civ%20V%20-%20Vanilla/UnitTypes.json)
|
||||
|
||||
This optional file is used for defining new types of units. The names of these can be used in unitFilters, and these types determine what domain the unit moves in: over land, over water or through the air. If the file is ommitted, the following are automatically added:
|
||||
Civilian, Melee, Ranged, Scout, Mounted, Armor, Siege, WaterCivilian, WaterMelee, WaterRanged, WaterSubmarine, WaterAircraftCarrier, Fighter, Bomber, AtomicBomber, and Missile.
|
||||
|
|
@ -64,11 +64,11 @@ Civilian, Melee, Ranged, Scout, Mounted, Armor, Siege, WaterCivilian, WaterMelee
|
|||
| --------- | ---- | -------- | ----- |
|
||||
| name | String | required | The name of the unit type |
|
||||
| movementType | String | required | The domain through which the unit moves. Allowed values: "Water", "Land", "Air" |
|
||||
| uniques | List of String | defaults to none | A list of the unique abilities every unit of this type has. A list of almost all uniques can be found [here](./Uniques.md#unit-uniques) |
|
||||
| uniques | List of String | defaults to none | A list of the unique abilities every unit of this type has. A list of almost all uniques can be found [here](../Modders/Unique-parameter-types.md#unit-uniques) |
|
||||
|
||||
|
||||
## Sounds
|
||||
Standard values are below. The sounds themselves can be found [here](/android/assets/sounds).
|
||||
Standard values are below. The sounds themselves can be found [here](/sounds).
|
||||
|
||||
- _arrow, artillery, bombard, bombing, cannon, chimes, choir, click, coin, construction, elephant, fortify, gdrAttack, horse, jetgun, machinegun, metalhit, missile, nonmetalhit, nuke, paper, policy, promote, setup, shipguns, shot, slider, swap, tankshot, throw, torpedo, upgrade, whoosh_.
|
||||
|
||||
|
|
@ -1,17 +1,7 @@
|
|||
# Welcome to MkDocs
|
||||
Welcome to the Unciv wiki!
|
||||
|
||||
For full documentation visit [mkdocs.org](https://www.mkdocs.org).
|
||||
If you're a developer, you'll probably want to start at the [Getting Started](Developers/Getting-Started.md) page!
|
||||
|
||||
## Commands
|
||||
If you're a translator, head over to [Translating!](Other/Translating.md)
|
||||
|
||||
* `mkdocs new [dir-name]` - Create a new project.
|
||||
* `mkdocs serve` - Start the live-reloading docs server.
|
||||
* `mkdocs build` - Build the documentation site.
|
||||
* `mkdocs -h` - Print help message and exit.
|
||||
|
||||
## Project layout
|
||||
|
||||
mkdocs.yml # The configuration file.
|
||||
docs/
|
||||
index.md # The documentation homepage.
|
||||
... # Other markdown pages, images and other files.
|
||||
If you're a modder, [start here](Modders/Mods.md).
|
||||
|
|
|
|||
|
|
@ -1,7 +0,0 @@
|
|||
Welcome to the Unciv wiki!
|
||||
|
||||
If you're a developer, you'll probably want to start at the [Getting Started](./Getting-Started.md) page!
|
||||
|
||||
If you're a translator, head over to [Translating!](./Translating.md)
|
||||
|
||||
If you're a modder, [start here](./Mods.md).
|
||||
|
|
@ -1 +0,0 @@
|
|||
*To edit this wiki, open a pull request against the files under [/docs/wiki](/docs/wiki) in the main Unciv repository. ([Details](./From-code-to-deployment.md#updating-the-wiki))*
|
||||
|
|
@ -1,21 +0,0 @@
|
|||
# [Home](.)
|
||||
|
||||
# [Installing on macOS](./Installing-on-macOS.md)
|
||||
|
||||
# [Translating](./Translating.md)
|
||||
|
||||
# Modding
|
||||
* [Mods](./Mods.md)
|
||||
* [Making a new Civilization](./Making-a-new-Civilization.md)
|
||||
* [Creating a custom tileset](./Creating-a-custom-tileset.md)
|
||||
* [JSON files for mods](./JSON-files-for-mods.md)
|
||||
* [Uniques](./Uniques.md)
|
||||
* [Images and texture atlas](./Mods.md#more-on-images-and-the-texture-atlas)
|
||||
* [Audiovisual Mods](./Audiovisual-Mods.md)
|
||||
|
||||
# Development
|
||||
* [Getting Started](./Getting-Started.md)
|
||||
* [Coding standards](./Coding-standards.md)
|
||||
* [Project structure and major classes](./Project-structure-and-major-classes.md)
|
||||
* [Building locally without Android Studio](./Building-locally-without-Android-Studio.md)
|
||||
* [From code to deployment](./From-code-to-deployment.md)
|
||||
|
|
@ -1,3 +1,3 @@
|
|||
site_name: My Docs
|
||||
site_name: Unciv documentation
|
||||
theme:
|
||||
name: material
|
||||
Loading…
Reference in New Issue
Block a user