Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/archery_tradition.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/archery_tradition.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/archery_tradition.json @@ -8,9 +8,9 @@ "researchTime": 60, "tooltip": "Range +10 meters for bow-wielding units. Archer units better accuracy and -20% train time, but also -20% health.", "modifications": [ - { "value": "Attack/Ranged/MaxRange", "add": 10.0 }, + { "value": "Attack/Ranged/MaxRange", "add": 10 }, { "value": "Attack/Ranged/Spread", "multiply": 0.8 }, - { "value": "Vision/Range", "add": 10.0 }, + { "value": "Vision/Range", "add": 10 }, { "value": "Cost/BuildTime", "multiply": 0.8 }, { "value": "Health/Max", "multiply": 0.8 } ], Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json @@ -8,14 +8,16 @@ "ptol": "Prometōpídion" }, "description": "Metal armor for a horse's face.", - "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 350}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 350 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack and Pierce armor level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}, - {"value": "Armour/Pierce", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 }, + { "value": "Armour/Pierce", "add": 1 } + ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json @@ -1,15 +1,17 @@ { "genericName": "Chamfron", "description": "Metal armor for a horse's body.", - "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 450}, + "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 450 }, "supersedes": "armor_cav_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack and Pierce armor level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}, - {"value": "Armour/Pierce", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 }, + { "value": "Armour/Pierce", "add": 1 } + ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json @@ -9,13 +9,15 @@ "ptol": "Prometōpídion" }, "description": "Metal armor for a horse's face.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "any": [{ "tech": "phase_town" }, { "civ": "brit" }, { "civ": "gaul" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_plates_cavalry.png", "researchTime": 40, "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack armor level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 } + ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json @@ -9,16 +9,17 @@ "rome": "Lorica Ferrea" }, "description": "Body armor fashioned completely of iron, the hardest workable metal known to the ancients.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 600}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 600 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_cuirass_empire.png", "researchTime": 40, "tooltip": "All heroes +2 Hack Armor Levels and +2 Pierce Armor Levels, but also +50 Metal Cost.", "modifications": [ - {"value": "Armour/Hack", "add": 2.0}, - {"value": "Armour/Pierce", "add": 2.0}, - {"value": "Cost/Resources/metal", "add": 50}], + { "value": "Armour/Hack", "add": 2 }, + { "value": "Armour/Pierce", "add": 2 }, + { "value": "Cost/Resources/metal", "add": 50 } + ], "affects": ["Hero"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json @@ -14,14 +14,16 @@ "gaul": "Spolas" }, "description": "Quilted linen or leather body armor for infantrymen.", - "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 350}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 350 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_leather.png", "researchTime": 40, "tooltip": "All Infantry +1 Hack and Pierce Armor Level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}, - {"value": "Armour/Pierce", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 }, + { "value": "Armour/Pierce", "add": 1 } + ], "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json @@ -11,15 +11,17 @@ "cart": "Linothorakes" }, "description": "Laminated linen body armor for infantrymen.", - "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 450}, + "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 450 }, "supersedes": "armor_infantry_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_pteruges.png", "researchTime": 40, "tooltip": "All Infantry +1 Hack and Pierce Armor Level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}, - {"value": "Armour/Pierce", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 }, + { "value": "Armour/Pierce", "add": 1 } + ], "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_01.json @@ -15,13 +15,15 @@ "gaul": "Spolas" }, "description": "Quilted linen or leather body armor for infantrymen.", - "cost": {"food": 0, "wood": 50, "stone": 0, "metal": 0}, - "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]}, + "cost": { "food": 0, "wood": 50, "stone": 0, "metal": 0 }, + "requirements": { "any": [{ "tech": "phase_town" }, { "civ": "brit" }, { "civ": "gaul" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_leather.png", "researchTime": 40, "tooltip": "All Infantry +1 Hack Armor Level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 } + ], "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_02.json @@ -12,13 +12,15 @@ "cart": "Linothorakes" }, "description": "Laminated linen body armor for infantrymen.", - "cost": {"food": 100, "wood": 100, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 100, "wood": 100, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_pteruges.png", "researchTime": 40, "tooltip": "All Infantry +1 Hack Armor Level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 } + ], "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_03.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_03.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_03.json @@ -5,13 +5,15 @@ "rome": "Lorica Squamata" }, "description": "Body armor reinforced with bronze scales.", - "cost": {"food": 150, "wood": 0, "stone": 0, "metal": 150}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 150, "wood": 0, "stone": 0, "metal": 150 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_plates_gold.png", "researchTime": 40, "tooltip": "All Infantry +1 Hack Armor Level.", - "modifications": [{"value": "Armour/Hack", "add": 1.0}], + "modifications": [ + { "value": "Armour/Hack", "add": 1 } + ], "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_04.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_04.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_04.json @@ -5,15 +5,16 @@ "rome": "Lorica Musculata" }, "description": "Body armor fashioned completely of bronze. Only the best soldiers were equipped with such body armor, as it was very expensive and time-consuming to fabricate.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_cuirass_bronze.png", "researchTime": 40, "tooltip": "Champions +2 Hack Armor Levels, but also +10 Metal Cost.", "modifications": [ - {"value": "Armour/Hack", "add": 2.0}, - {"value": "Cost/Resources/metal", "add": 10}], + { "value": "Armour/Hack", "add": 2 }, + { "value": "Cost/Resources/metal", "add": 10 } + ], "affects": ["Champion"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_01.json @@ -9,13 +9,15 @@ "sele": "Aspidískos" }, "description": "Plywood construction for large shields.", - "cost": {"food": 0, "wood": 50, "stone": 0, "metal": 0}, - "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]}, + "cost": { "food": 0, "wood": 50, "stone": 0, "metal": 0 }, + "requirements": { "any": [{ "tech": "phase_town" }, { "civ": "brit" }, { "civ": "gaul" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "shields_generic_wood.png", "researchTime": 40, "tooltip": "Infantry Spearmen +2 Pierce Armor Levels.", - "modifications": [{"value": "Armour/Pierce", "add": 2.0}], + "modifications": [ + { "value": "Armour/Pierce", "add": 2 } + ], "affects": ["Infantry Spear"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_02.json @@ -9,13 +9,15 @@ "sele": "Aspís" }, "description": "The best shields have reinforcements either on the corners (Roman scutum) or around the rim (Greek aspis).", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "shields_generic_bronze.png", "researchTime": 40, "tooltip": "Infantry Spearmen +1 Pierce Armor Level.", - "modifications": [{"value": "Armour/Pierce", "add": 1.0}], + "modifications": [ + { "value": "Armour/Pierce", "add": 1 } + ], "affects": ["Infantry Spear"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_03.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_03.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_03.json @@ -9,14 +9,15 @@ "sele": "Khalkaspís" }, "description": "A bronze skin hammered over the face of the shield.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "shields_generic_gold.png", "researchTime": 40, "tooltip": "Infantry Spearmen +1 Pierce Armor Level.", "modifications": [ - {"value": "Armour/Pierce", "add": 1.0}], + { "value": "Armour/Pierce", "add": 1 } + ], "affects": ["Infantry Spear"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_04.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_04.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_04.json @@ -9,15 +9,16 @@ "sele": "Argyraspís" }, "description": "Only the most celebrated soldiers had shields faced with silver, as did the famous 'Silver Shields' regiment in Alexander the Great's army.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "shields_generic_silver.png", "researchTime": 40, "tooltip": "Champions +2 Pierce Armor Levels, but also +10 Metal Cost.", "modifications": [ - {"value": "Armour/Pierce", "add": 2.0}, - {"value": "Cost/Resources/metal", "add": 10}], + { "value": "Armour/Pierce", "add": 2 }, + { "value": "Cost/Resources/metal", "add": 10 } + ], "affects": ["Champion"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_hullsheathing.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_hullsheathing.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_hullsheathing.json @@ -1,18 +1,18 @@ { "genericName": "Lead hull sheathing", "description": "Lead sheathing protects ship hulls.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 350}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 350 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "supersedes": "armor_ship_hypozomata", "icon": "armor_ship_gold.png", "researchTime": 40, "tooltip": "Lead sheathing protects ship hulls. +2 levels to all ship armor types.", "modifications": [ - {"value": "Armour/Hack", "add": 2.0}, - {"value": "Armour/Pierce", "add": 2.0}, - {"value": "Armour/Crush", "add": 2.0} + { "value": "Armour/Hack", "add": 2 }, + { "value": "Armour/Pierce", "add": 2 }, + { "value": "Armour/Crush", "add": 2 } ], "affects": ["Ship"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_hypozomata.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_hypozomata.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_hypozomata.json @@ -1,18 +1,18 @@ { "genericName": "Hypozomata undergirding", "description": "The hypozomata braces the structure of a ship.", - "cost": {"food": 0, "wood": 150, "stone": 0, "metal": 150}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 150, "stone": 0, "metal": 150 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "supersedes": "armor_ship_reinforcedhull", "icon": "armor_ship_silver.png", "researchTime": 40, "tooltip": "The hypozomata braces the ship's structure. +2 levels to all ship armor types.", "modifications": [ - {"value": "Armour/Hack", "add": 2.0}, - {"value": "Armour/Pierce", "add": 2.0}, - {"value": "Armour/Crush", "add": 2.0} + { "value": "Armour/Hack", "add": 2 }, + { "value": "Armour/Pierce", "add": 2 }, + { "value": "Armour/Crush", "add": 2 } ], "affects": ["Ship"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_reinforcedhull.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_reinforcedhull.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/armor_ship_reinforcedhull.json @@ -1,17 +1,17 @@ { "genericName": "Reinforced hull", "description": "Wooden reinforcement beams for ship hulls.", - "cost": {"food": 0, "wood": 250, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 0, "wood": 250, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "armor_ship_bronze.png", "researchTime": 40, "tooltip": "Wooden reinforcement beams for hulls. +2 levels to all ship armor types.", "modifications": [ - {"value": "Armour/Hack", "add": 2.0}, - {"value": "Armour/Pierce", "add": 2.0}, - {"value": "Armour/Crush", "add": 2.0} + { "value": "Armour/Hack", "add": 2 }, + { "value": "Armour/Pierce", "add": 2 }, + { "value": "Armour/Crush", "add": 2 } ], "affects": ["Ship"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json @@ -10,13 +10,15 @@ "rome": "Hasta" }, "description": "A long spear made specifically for cavalry.", - "cost": {"food": 0, "wood": 50, "stone": 0, "metal": 150}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 50, "stone": 0, "metal": 150 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "spear_cavalry.png", "researchTime": 40, "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "add": 2.0}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "add": 2 } + ], "affects": ["Cavalry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json @@ -9,15 +9,17 @@ "rome": "Hasta" }, "description": "Training increases melee attack.", - "cost": {"food": 500, "wood": 750, "stone": 0, "metal": 350}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Cavalry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json @@ -9,16 +9,18 @@ "rome": "Hasta" }, "description": "Replaces bronze weapons with iron.", - "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 500}, + "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 500 }, "supersedes": "attack_cavalry_melee_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "spear_cavalry.png", "researchTime": 40, "tooltip": "Equip your melee cavalry with better weapons. +20% melee cavalry attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Cavalry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json @@ -9,15 +9,17 @@ "rome": "Hasta" }, "description": "Training increases ranged attack.", - "cost": {"food": 500, "wood": 750, "stone": 0, "metal": 350}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_rider.png", "researchTime": 40, "tooltip": "+20% ranged cavalry attack.", - "modifications": [{"value": "Attack/Ranged/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Cavalry Ranged"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json @@ -9,16 +9,18 @@ "rome": "Hasta" }, "description": "Replaces bronze weapons with iron.", - "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 500}, + "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 500 }, "supersedes": "attack_cavalry_ranged_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 40, "tooltip": "Equip your ranged cavalry with better weapons. +20% ranged cavalry attack.", - "modifications": [{"value": "Attack/Ranged/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Cavalry Ranged"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_champions_elite.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_champions_elite.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_champions_elite.json @@ -9,15 +9,15 @@ "rome": "Fortitudo" }, "description": "Guard units have uncommon bravery and valor in battle.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 300 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_hero_side.png", "researchTime": 40, "tooltip": "Guard units have uncommon courage and valor in battle. Champions +2 attack.", "modifications": [ - {"value": "Attack/Melee/Damage/Hack", "add": 2.0, "affects": "Champion Melee"}, - {"value": "Attack/Ranged/Damage/Pierce", "add": 2.0, "affects": "Champion Ranged"} + { "value": "Attack/Melee/Damage/Hack", "add": 2, "affects": "Champion Melee" }, + { "value": "Attack/Ranged/Damage/Pierce", "add": 2, "affects": "Champion Ranged" } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json @@ -9,15 +9,17 @@ "rome": "Pugio" }, "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.", - "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 250}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 250 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sword.png", "researchTime": 40, "tooltip": "+20% melee infantry attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Infantry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json @@ -1,16 +1,18 @@ { "genericName": "Iron Weapons", "description": "Using iron instead of bronze gave weapons additional power.", - "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 450}, + "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 450 }, "supersedes": "attack_infantry_melee_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "sword_cross.png", "researchTime": 40, "tooltip": "+20% melee infantry attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Melee/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Infantry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json @@ -8,15 +8,17 @@ "ptol": "Átaktoi" }, "description": "Training increases damage of ranged infantry units.", - "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 250}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 250 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow.png", "researchTime": 40, "tooltip": "+20% ranged infantry attack.", - "modifications": [{"value": "Attack/Ranged/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Infantry Ranged"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json @@ -8,16 +8,18 @@ "ptol": "Átaktoi" }, "description": "Training increases damage of ranged infantry units.", - "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 350}, + "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 350 }, "supersedes": "attack_infantry_ranged_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "javelin_thong.png", "researchTime": 40, "tooltip": "+20% ranged infantry attack.", - "modifications": [{"value": "Attack/Ranged/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Infantry Ranged"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json @@ -8,20 +8,20 @@ "sele": "Dýnamis" }, "description": "The will to fight is crucial to victory.", - "cost": {"food": 1500, "wood": 1500, "stone": 1500, "metal": 1500}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 1500, "wood": 1500, "stone": 1500, "metal": 1500 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "clenched_fist.png", "researchTime": 40, "tooltip": "Inspire your troops with higher pay. All land and naval army +25% attack.", "modifications": [ - {"value": "Attack/Melee/Damage/Hack", "multiply": 1.25}, - {"value": "Attack/Melee/Damage/Pierce", "multiply": 1.25}, - {"value": "Attack/Melee/Damage/Crush", "multiply": 1.25}, - {"value": "Attack/Ranged/Damage/Hack", "multiply": 1.25}, - {"value": "Attack/Ranged/Damage/Pierce", "multiply": 1.25}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.25} - ], + { "value": "Attack/Melee/Damage/Hack", "multiply": 1.25 }, + { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.25 }, + { "value": "Attack/Melee/Damage/Crush", "multiply": 1.25 }, + { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.25 }, + { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.25 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.25 } + ], "affects": ["Melee", "Ranged"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json @@ -2,16 +2,16 @@ "pair": "pair_walls_01", "genericName": "Rubble Materials", "description": "Using rubble materials reduces the costs and build times of walls.", - "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_blocks_brown.png", "researchTime": 40, "tooltip": "City walls -20% build time, but -1 crush armor level.", "modifications": [ - {"value": "Cost/BuildTime", "multiply": 0.8}, - {"value": "Armour/Crush", "add": -1.0} + { "value": "Cost/BuildTime", "multiply": 0.8 }, + { "value": "Armour/Crush", "add": -1 } ], "affects": ["StoneWall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_celt_mercs_1", "genericName": "Celtic Mercenary Captain", "description": "Celtic mercenaries have their metal cost decreased.", - "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "helmet_corinthian_silver.png", "researchTime": 40, "tooltip": "Hire a Celtic mercenary captain to reduce cost -20 metal for Celtic mercenaries.", - "modifications": [{"value": "Cost/Resources/metal", "add": -20}], + "modifications": [ + { "value": "Cost/Resources/metal", "add": -20 } + ], "affects": ["Celt Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs_2.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_celt_mercs_2", "genericName": "Gallic Mercenary General", "description": "Celtic mercenaries have their metal cost decreased.", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 40, "tooltip": "Hire a Gallic mercenary general to reduce cost -20 metal for Celtic mercenaries.", - "modifications": [{"value": "Cost/Resources/metal", "add": -20}], + "modifications": [ + { "value": "Cost/Resources/metal", "add": -20 } + ], "affects": ["Celt Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_iberian_mercs_1", "genericName": "Lusitanian Mercenary Captain", "description": "Iberian mercenaries have their metal cost decreased.", - "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "helmet_corinthian_silver.png", "researchTime": 40, "tooltip": "Hire a Lusitanian mercenary captain to reduce cost -20 metal for Iberian mercenaries.", - "modifications": [{"value": "Cost/Resources/metal", "add": -20}], + "modifications": [ + { "value": "Cost/Resources/metal", "add": -20 } + ], "affects": ["Iberian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs_2.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_iberian_mercs_2", "genericName": "Celtiberian Mercenary General", "description": "Iberian mercenaries have their metal cost decreased.", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 40, "tooltip": "Hire a Celtiberian mercenary general to reduce cost -20 metal for Iberian mercenaries.", - "modifications": [{"value": "Cost/Resources/metal", "add": -20}], + "modifications": [ + { "value": "Cost/Resources/metal", "add": -20 } + ], "affects": ["Iberian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_italian_mercs_1", "genericName": "Italiote Mercenary Captain", "description": "Italian mercenaries have their metal cost decreased.", - "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "helmet_corinthian_silver.png", "researchTime": 40, "tooltip": "Hire an Italiote mercenary captain to reduce cost -20 metal for Italian mercenaries.", - "modifications": [{"value": "Cost/Resources/metal", "add": -20}], + "modifications": [ + { "value": "Cost/Resources/metal", "add": -20 } + ], "affects": ["Italian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs_2.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_italian_mercs_2", "genericName": "Italiote Mercenary General", "description": "Italian mercenaries have their metal cost decreased.", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 40, "tooltip": "Hire an Italiote mercenary general to reduce cost -20 metal for Italian mercenaries.", - "modifications": [{"value": "Cost/Resources/metal", "add": -20}], + "modifications": [ + { "value": "Cost/Resources/metal", "add": -20 } + ], "affects": ["Italian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_colonisation.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_colonisation.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_colonisation.json @@ -1,13 +1,15 @@ { "genericName": "Colonization", "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.", - "cost": {"food": 0, "wood": 500, "stone": 0, "metal": 500}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "political_face.png", "researchTime": 60, "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.75}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.75 } + ], "affects": ["Civic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_exploration.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_exploration.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_exploration.json @@ -1,13 +1,15 @@ { "genericName": "Exploration", "description": "Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had missions to everywhere.", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "armor_ship_gold.png", "researchTime": 60, "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.", - "modifications": [{"value": "Vision/Range", "multiply": 1.25}], + "modifications": [ + { "value": "Vision/Range", "multiply": 1.25 } + ], "affects": ["Trader", "Ship"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/training_phoenician_naval_architects.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/training_phoenician_naval_architects.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/training_phoenician_naval_architects.json @@ -1,13 +1,15 @@ { "genericName": "Phoenician Naval Architects", "description": "Significantly increase build speed of batches of ships at the Shipyard.", - "cost": {"food": 200, "wood": 200, "stone": 0, "metal": 0}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "calipers.png", "researchTime": 40, "tooltip": "Shipyard increased batch construction speed bonus.", - "modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.1}], + "modifications": [ + { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 } + ], "affects": ["Shipyard"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_celt_mercs_1", "genericName": "Celtic Alliance", "description": "Celtic mercenaries have their train time decreased.", - "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 100, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "clenched_fist.png", "researchTime": 40, "tooltip": "Ally with Celtic towns to reduce recruit time -20% for Celtic mercenaries.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.8}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.8 } + ], "affects": ["Celt Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs_2.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_celt_mercs_2", "genericName": "Gallic Hegemony", "description": "Celtic mercenaries have their train time decreased.", - "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 0, "stone": 200, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear.png", "researchTime": 40, "tooltip": "Subjugate Gallic tribes to reduce recruit time -20% for Celtic mercenaries.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.8}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.8 } + ], "affects": ["Celt Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_iberian_mercs_1", "genericName": "Iberian Alliance", "description": "Iberian mercenaries have their train time decreased.", - "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 100, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "clenched_fist.png", "researchTime": 40, "tooltip": "Ally with Iberian towns to reduce recruit time -20% for Iberian mercenaries.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.8}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.8 } + ], "affects": ["Iberian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs_2.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_iberian_mercs_2", "genericName": "Iberian Hegemony", "description": "Iberian mercenaries have their train time decreased.", - "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 0, "stone": 200, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear.png", "researchTime": 40, "tooltip": "Subjugate Hispania to reduce recruit time -20% for Iberian mercenaries.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.8}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.8 } + ], "affects": ["Iberian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_italian_mercs_1", "genericName": "Italiote Alliance", "description": "Italian mercenaries have their train time decreased.", - "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 100, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "clenched_fist.png", "researchTime": 40, "tooltip": "Ally with Italiote towns to reduce recruit time -20% for Italian mercenaries.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.8}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.8 } + ], "affects": ["Italian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs_2.json @@ -2,13 +2,15 @@ "pair": "carthaginians/pair_italian_mercs_2", "genericName": "Italiote Hegemony", "description": "Italian mercenaries have their train time decreased.", - "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 0, "stone": 200, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear.png", "researchTime": 40, "tooltip": "Subjugate Italiote towns to reduce recruit time -20% for Italian mercenaries.", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.8}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.8 } + ], "affects": ["Italian Mercenary"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_celts.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_celts.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_celts.json @@ -1,13 +1,15 @@ { "genericName": "Advanced Celtic Mercenaries", "description": "Upgrade all of your Celtic mercenaries to Advanced rank.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 300 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, "tooltip": "Upgrade all of your Celtic mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Celtic Mercenaries technology.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Celt Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_iberian.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_iberian.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_iberian.json @@ -1,13 +1,15 @@ { "genericName": "Advanced Iberian Mercenaries", "description": "Upgrade all of your Iberian mercenaries to Advanced rank.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 300 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, "tooltip": "Upgrade all of your Iberian mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Iberian Mercenaries technology.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Iberian Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_italiote.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_italiote.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_italiote.json @@ -1,13 +1,15 @@ { "genericName": "Advanced Italiote Mercenaries", "description": "Upgrade all of your Italiote mercenaries to Advanced rank.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300}, - "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 300 }, + "requirements": { "all": [{ "tech": "phase_town" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, "tooltip": "Upgrade all of your Italiote mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Italiote Mercenaries technology.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Italian Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_celts.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_celts.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_celts.json @@ -1,14 +1,16 @@ { "genericName": "Elite Celtic Mercenaries", "description": "Upgrade all of your Celtic Mercenaries to Elite rank.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "upgrade_elite.png", "researchTime": 40, "supersedes": "carthaginians/upgrade_rank_advanced_celts", "tooltip": "Upgrade all of your Celtic mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Celt Advanced"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_iberian.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_iberian.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_iberian.json @@ -1,14 +1,16 @@ { "genericName": "Elite Iberian Mercenaries", "description": "Upgrade all of your Iberian Mercenaries to Elite rank.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "upgrade_elite.png", "researchTime": 40, "supersedes": "carthaginians/upgrade_rank_advanced_iberian", "tooltip": "Upgrade all of your Iberian mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Iberian Advanced"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_italiote.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_italiote.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_italiote.json @@ -1,14 +1,16 @@ { "genericName": "Elite Italiote Mercenaries", "description": "Upgrade all of your Italiote Mercenaries to Elite rank.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "cart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "upgrade_elite.png", "researchTime": 40, "supersedes": "carthaginians/upgrade_rank_advanced_italiote", "tooltip": "Upgrade all of your Italiote mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Italian Advanced"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json @@ -4,11 +4,11 @@ "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls.", "icon": "wall.png", "tooltip": "Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.", - "requirements": {"civ": "cart"}, + "requirements": { "civ": "cart" }, "modifications": [ - {"value": "Health/Max", "multiply": 3.0}, - {"value": "Cost/BuildTime", "multiply": 2.0}, - {"value": "Cost/Resources/stone", "multiply": 2.0} + { "value": "Health/Max", "multiply": 3 }, + { "value": "Cost/BuildTime", "multiply": 2 }, + { "value": "Cost/Resources/stone", "multiply": 2 } ], "affects": ["StoneWall"] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/celt_structures.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/celt_structures.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/celt_structures.json @@ -2,13 +2,13 @@ "genericName": "Wooden Construction", "autoResearch": true, "description": "Celtic structures were mostly made of wood with rubble foundations.", - "requirements": {"any": [{"civ": "brit"},{"civ": "gaul"}]}, + "requirements": { "any": [{ "civ": "brit" }, { "civ": "gaul" }] }, "icon": "wooden_buildings.png", "tooltip": "Celtic buildings have 20% less health, but are also 20% cheaper and faster to construct.", "modifications": [ - {"value": "Health/Max", "multiply": 0.8}, - {"value": "Capturable/CapturePoints", "multiply": 0.8}, - {"value": "Cost/BuildTime", "multiply": 0.8} + { "value": "Health/Max", "multiply": 0.8 }, + { "value": "Capturable/CapturePoints", "multiply": 0.8 }, + { "value": "Cost/BuildTime", "multiply": 0.8 } ], "affects": ["Structure"] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/greek_structures.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/greek_structures.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/greek_structures.json @@ -2,13 +2,13 @@ "genericName": "Hellenic Architecture", "autoResearch": true, "description": "The Greeks used stone construction from early Mycenaean times.", - "requirements": {"any": [{"civ": "athen"},{"civ": "mace"},{"civ": "spart"}]}, + "requirements": { "any": [{ "civ": "athen" }, { "civ": "mace" }, { "civ": "spart" }] }, "icon": "ionic_column.png", "tooltip": "All structures have 10% more health and capture points, but also take 10% longer to build.", "modifications": [ - {"value": "Health/Max", "multiply": 1.1}, - {"value": "Capturable/CapturePoints", "multiply": 1.1}, - {"value": "Cost/BuildTime", "multiply": 1.1} + { "value": "Health/Max", "multiply": 1.1 }, + { "value": "Capturable/CapturePoints", "multiply": 1.1 }, + { "value": "Cost/BuildTime", "multiply": 1.1 } ], "affects": ["Structure"] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_population.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_population.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_population.json @@ -5,8 +5,10 @@ }, "autoResearch": true, "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.", - "requirements": {"civ": "maur"}, + "requirements": { "civ": "maur" }, "icon": "population.png", "tooltip": "Mauryas have a 10% higher maximum population limit.", - "modifications": [{"value": "Player/MaxPopulation", "multiply": 1.1}] + "modifications": [ + { "value": "Player/MaxPopulation", "multiply": 1.1 } + ] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/maur_walls.json @@ -2,12 +2,12 @@ "genericName": "Wooden Walls", "autoResearch": true, "description": "The Mauryas built their city walls out of wood, an abundant natural resource in India.", - "requirements": {"civ": "maur"}, + "requirements": { "civ": "maur" }, "icon": "wooden_walls.png", "tooltip": "Mauryan city walls have -20% less health and -20% less build time.", "modifications": [ - {"value": "Health/Max", "multiply": 0.8}, - {"value": "Cost/BuildTime", "multiply": 0.8} + { "value": "Health/Max", "multiply": 0.8 }, + { "value": "Cost/BuildTime", "multiply": 0.8 } ], "affects": ["StoneWall"] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/pers_population.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/pers_population.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/pers_population.json @@ -2,8 +2,10 @@ "genericName": "Great King's Levy", "autoResearch": true, "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.", - "requirements": {"civ": "pers"}, + "requirements": { "civ": "pers" }, "icon": "population.png", "tooltip": "Persians have a 10% higher maximum population limit.", - "modifications": [{"value": "Player/MaxPopulation", "multiply": 1.1}] + "modifications": [ + { "value": "Player/MaxPopulation", "multiply": 1.1 } + ] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/spart_population.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/spart_population.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/civbonuses/spart_population.json @@ -4,6 +4,8 @@ "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.", "icon": "population.png", "tooltip": "Spartans have 10% less maximum population.", - "requirements": {"civ": "spart"}, - "modifications": [{"value": "Player/MaxPopulation", "multiply": 0.9}] + "requirements": { "civ": "spart" }, + "modifications": [ + { "value": "Player/MaxPopulation", "multiply": 0.9 } + ] } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_animals_stockbreeding.json @@ -1,12 +1,14 @@ { "genericName": "Stockbreeding", "description": "Breeding livestock for food.", - "cost": {"food": 50, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 50, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, "icon": "meat.png", "researchTime": 40, "tooltip": "Breed time -25% for domestic animals (sheep, goats, cattle, etc.).", - "modifications": [{"value": "Cost/BuildTime", "multiply": 0.75}], + "modifications": [ + { "value": "Cost/BuildTime", "multiply": 0.75 } + ], "affects": ["Domestic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json @@ -1,17 +1,17 @@ { "genericName": "Baskets", "description": "Increases shuttling capacity for all resources.", - "cost": {"food": 300, "wood": 300, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 300, "wood": 300, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "gather_basket_empty.png", "researchTime": 40, "tooltip": "Workers use baskets. +5 shuttle capacity for all resources.", "modifications": [ - {"value": "ResourceGatherer/Capacities/food", "add": 5}, - {"value": "ResourceGatherer/Capacities/wood", "add": 5}, - {"value": "ResourceGatherer/Capacities/stone", "add": 5}, - {"value": "ResourceGatherer/Capacities/metal", "add": 5} + { "value": "ResourceGatherer/Capacities/food", "add": 5 }, + { "value": "ResourceGatherer/Capacities/wood", "add": 5 }, + { "value": "ResourceGatherer/Capacities/stone", "add": 5 }, + { "value": "ResourceGatherer/Capacities/metal", "add": 5 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json @@ -1,18 +1,18 @@ { "genericName": "Horse-drawn Carts", "description": "Increases shuttling capacity for all resources.", - "cost": {"food": 1000, "wood": 1000, "stone": 0, "metal": 0}, + "cost": { "food": 1000, "wood": 1000, "stone": 0, "metal": 0 }, "supersedes": "gather_capacity_wheelbarrow", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "handcart_empty.png", "researchTime": 40, "tooltip": "Workers use horse-drawn carts. +10 shuttle capacity for all resources.", "modifications": [ - {"value": "ResourceGatherer/Capacities/food", "add": 10}, - {"value": "ResourceGatherer/Capacities/wood", "add": 10}, - {"value": "ResourceGatherer/Capacities/stone", "add": 10}, - {"value": "ResourceGatherer/Capacities/metal", "add": 10} + { "value": "ResourceGatherer/Capacities/food", "add": 10 }, + { "value": "ResourceGatherer/Capacities/wood", "add": 10 }, + { "value": "ResourceGatherer/Capacities/stone", "add": 10 }, + { "value": "ResourceGatherer/Capacities/metal", "add": 10 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_fishing.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_fishing.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_fishing.json @@ -1,14 +1,16 @@ { "genericName": "Salting Fish", "description": "Salting allows to preserve fish longer.", - "cost": {"food": 200, "wood": 100, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 200, "wood": 100, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase. Requires Fishing Net.", "supersedes": "gather_fishing_net", "icon": "fish.png", "researchTime": 30, "tooltip": "Fishing Boats +20 food capacity.", - "modifications": [{"value": "ResourceGatherer/Capacities/food", "add": 20}], + "modifications": [ + { "value": "ResourceGatherer/Capacities/food", "add": 20 } + ], "affects": ["FishingBoat"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json @@ -1,18 +1,18 @@ { "genericName": "Wheelbarrow", "description": "Increases shuttling capacity for all resources.", - "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 0}, + "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 }, "supersedes": "gather_capacity_basket", - "requirements": {"tech": "phase_town"}, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wheelbarrow_empty.png", "researchTime": 40, "tooltip": "Workers use wheelbarrows. +5 shuttle capacity for all resources.", "modifications": [ - {"value": "ResourceGatherer/Capacities/food", "add": 5}, - {"value": "ResourceGatherer/Capacities/wood", "add": 5}, - {"value": "ResourceGatherer/Capacities/stone", "add": 5}, - {"value": "ResourceGatherer/Capacities/metal", "add": 5} + { "value": "ResourceGatherer/Capacities/food", "add": 5 }, + { "value": "ResourceGatherer/Capacities/wood", "add": 5 }, + { "value": "ResourceGatherer/Capacities/stone", "add": 5 }, + { "value": "ResourceGatherer/Capacities/metal", "add": 5 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json @@ -1,14 +1,16 @@ { "genericName": "Fertilizer", "description": "Extra nutrients for farms.", - "cost": {"food": 0, "wood": 500, "stone": 0, "metal": 250}, + "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 }, "supersedes": "gather_farming_training", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "olives.png", "researchTime": 40, "tooltip": "Workers +25% farming rate.", - "modifications": [{"value": "ResourceGatherer/Rates/food.grain", "multiply": 1.25}], + "modifications": [ + { "value": "ResourceGatherer/Rates/food.grain", "multiply": 1.25 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json @@ -1,13 +1,15 @@ { "genericName": "Iron Plow", "description": "A horse drawn instrument to turn the sod.", - "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 100}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 100 }, + "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "plow.png", "researchTime": 40, "tooltip": "Equip your workers with iron plows. +15% farming rate.", - "modifications": [{"value": "ResourceGatherer/Rates/food.grain", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/food.grain", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json @@ -1,14 +1,16 @@ { "genericName": "Gather Training", "description": "Training for workers to increase farm gathering speed.", - "cost": {"food": 0, "wood": 300, "stone": 0, "metal": 150}, + "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 150 }, "supersedes": "gather_farming_plows", - "requirements": {"tech": "phase_town"}, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "farming_training.png", "researchTime": 40, "tooltip": "Workers +15% farming rate.", - "modifications": [{"value": "ResourceGatherer/Rates/food.grain", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/food.grain", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_fishing_net.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_fishing_net.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_fishing_net.json @@ -1,13 +1,15 @@ { "genericName": "Fishing Net", "description": "Nets improve the productivity of fishing boats.", - "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 0, "wood": 100, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "fishing_net.png", "researchTime": 30, "tooltip": "Use nets on your Fishing Boats. +30% fishing rate. Unlocks Salting Fish.", - "modifications": [{"value": "ResourceGatherer/Rates/food.fish", "multiply": 1.30}], + "modifications": [ + { "value": "ResourceGatherer/Rates/food.fish", "multiply": 1.3 } + ], "affects": ["FishingBoat"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json @@ -1,13 +1,15 @@ { "genericName": "Iron Ax Heads", "description": "Increases wood gathering rates for trees.", - "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 50}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 50 }, + "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "wood_axe.png", "researchTime": 40, "tooltip": "Workers +15% lumbering rate for trees.", - "modifications": [{"value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json @@ -1,14 +1,16 @@ { "genericName": "Sharp Ax Heads", "description": "Increases wood gathering rates for trees.", - "cost": {"food": 0, "wood": 1000, "stone": 150, "metal": 150}, + "cost": { "food": 0, "wood": 1000, "stone": 150, "metal": 150 }, "supersedes": "gather_lumbering_strongeraxes", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "wood_axe.png", "researchTime": 40, "tooltip": "Workers +50% lumbering rate for trees.", - "modifications": [{"value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.50}], + "modifications": [ + { "value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.5 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json @@ -1,14 +1,16 @@ { "genericName": "Stronger Ax", "description": "Increases wood gathering rates for trees.", - "cost": {"food": 0, "wood": 250, "stone": 0, "metal": 50}, + "cost": { "food": 0, "wood": 250, "stone": 0, "metal": 50 }, "supersedes": "gather_lumbering_ironaxes", - "requirements": {"tech": "phase_town"}, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wood_axe.png", "researchTime": 40, "tooltip": "Workers +15% lumbering rate for trees.", - "modifications": [{"value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/wood.tree", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json @@ -6,14 +6,16 @@ "athen": "Heílōtes" }, "description": "Increases stone gathering rates.", - "cost": {"food": 250, "wood": 0, "stone": 0, "metal": 50}, + "cost": { "food": 250, "wood": 0, "stone": 0, "metal": 50 }, "supersedes": "gather_mining_servants", - "requirements": {"tech": "phase_town"}, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "mining_stone.png", "researchTime": 40, "tooltip": "Compel serfs to help your workers mine stone. +15% stone gathering rate.", - "modifications": [{"value": "ResourceGatherer/Rates/stone.rock", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/stone.rock", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_servants.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_servants.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_servants.json @@ -6,12 +6,14 @@ "athen": "Doûloi" }, "description": "Increases stone gathering rates.", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 50}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 50 }, + "requirements": { "tech": "phase_village" }, "icon": "mining_stone.png", "researchTime": 40, "tooltip": "Hire servants to help mine stone. +15% stone gathering rate.", - "modifications": [{"value": "ResourceGatherer/Rates/stone.rock", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/stone.rock", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json @@ -1,14 +1,16 @@ { "genericName": "Shaft Mining", "description": "Increases metal gathering rates.", - "cost": {"food": 0, "wood": 250, "stone": 0, "metal": 50}, + "cost": { "food": 0, "wood": 250, "stone": 0, "metal": 50 }, "supersedes": "gather_mining_wedgemallet", - "requirements": {"tech": "phase_town"}, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "mining_metal.png", "researchTime": 40, "tooltip": "Develop shaft mining. +15% metal gathering rate.", - "modifications": [{"value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json @@ -5,14 +5,16 @@ "mace": "Mines of Krenides" }, "description": "Increases metal gathering rates.", - "cost": {"food": 0, "wood": 1000, "stone": 150, "metal": 150}, + "cost": { "food": 0, "wood": 1000, "stone": 150, "metal": 150 }, "supersedes": "gather_mining_shaftmining", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "mining_metal.png", "researchTime": 40, "tooltip": "Strike a vein of precious silver. +50% metal gathering rate.", - "modifications": [{"value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.50}], + "modifications": [ + { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.5 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json @@ -6,14 +6,16 @@ "athen": "Andrápoda" }, "description": "Increases stone gathering rates.", - "cost": {"food": 1000, "wood": 0, "stone": 150, "metal": 150}, + "cost": { "food": 1000, "wood": 0, "stone": 150, "metal": 150 }, "supersedes": "gather_mining_serfs", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "mining_stone.png", "researchTime": 40, "tooltip": "Buy slaves to help your workers mine for stone. +50% stone gathering rate.", - "modifications": [{"value": "ResourceGatherer/Rates/stone.rock", "multiply": 1.50}], + "modifications": [ + { "value": "ResourceGatherer/Rates/stone.rock", "multiply": 1.5 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_wedgemallet.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_wedgemallet.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_mining_wedgemallet.json @@ -1,12 +1,14 @@ { "genericName": "Wedge and Mallet", "description": "Increases metal gathering rates.", - "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 50}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 50 }, + "requirements": { "tech": "phase_village" }, "icon": "mining_metal.png", "researchTime": 40, "tooltip": "Equip your workers with helpful tools. +15% metal gathering rate.", - "modifications": [{"value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.15}], + "modifications": [ + { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.15 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_wicker_baskets.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_wicker_baskets.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/gather_wicker_baskets.json @@ -1,12 +1,14 @@ { "genericName": "Wicker Baskets", "description": "Baskets for foraging.", - "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 0, "wood": 100, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, "icon": "gather_basket.png", "researchTime": 40, "tooltip": "Equip your foragers with wicker baskets. +50% fruit foraging rate.", - "modifications": [{"value": "ResourceGatherer/Rates/food.fruit", "multiply": 1.5}], + "modifications": [ + { "value": "ResourceGatherer/Rates/food.fruit", "multiply": 1.5 } + ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_barracks.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_barracks.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_barracks.json @@ -1,13 +1,15 @@ { "genericName": "Living Conditions", "description": "Units garrisoned in Barracks heal over time.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 250}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 250 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "bandage.png", "researchTime": 40, "tooltip": "Units gain health over time while garrisoned in Barracks.", - "modifications": [{"value": "GarrisonHolder/BuffHeal", "add": 1}], + "modifications": [ + { "value": "GarrisonHolder/BuffHeal", "add": 1 } + ], "affects": ["Barracks"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range.json @@ -6,13 +6,16 @@ "athen": "Olympic Pantheon" }, "description": "Increases the healing and vision range of all healers.", - "cost": {"food": 400, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 400, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "healing_range.png", "researchTime": 40, "tooltip": "Healers +5 Healing and Vision Range.", - "modifications": [{"value": "Heal/Range", "add": 5.0}, {"value": "Vision/Range", "add": 5.0}], + "modifications": [ + { "value": "Heal/Range", "add": 5 }, + { "value": "Vision/Range", "add": 5 } + ], "affects": ["Healer"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json @@ -6,14 +6,17 @@ "athen": "Akadḗmeia" }, "description": "Increases the healing and vision range of all healers.", - "cost": {"food": 800, "wood": 0, "stone": 0, "metal": 400}, + "cost": { "food": 800, "wood": 0, "stone": 0, "metal": 400 }, "supersedes": "heal_range", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "healing_range.png", "researchTime": 40, "tooltip": "Healers +5 Healing and Vision Range.", - "modifications": [{"value": "Heal/Range", "add": 5.0}, {"value": "Vision/Range", "add": 5.0}], + "modifications": [ + { "value": "Heal/Range", "add": 5 }, + { "value": "Vision/Range", "add": 5 } + ], "affects": ["Healer"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate.json @@ -6,13 +6,15 @@ "athen": "Sphágia" }, "description": "Increases the Healing Rate of all healers.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 250}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 250 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "healing_rate.png", "researchTime": 40, "tooltip": "Healers +25% healing rate.", - "modifications": [{"value": "Heal/Rate", "multiply": 0.8}], + "modifications": [ + { "value": "Heal/Rate", "multiply": 0.8 } + ], "affects": ["Healer"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json @@ -6,14 +6,16 @@ "athen": "Hippocratic Oath" }, "description": "Increases the Healing Rate of all healers.", - "cost": {"food": 1000, "wood": 0, "stone": 0, "metal": 500}, + "cost": { "food": 1000, "wood": 0, "stone": 0, "metal": 500 }, "supersedes": "heal_rate", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "healing_rate.png", "researchTime": 40, "tooltip": "Healers +25% healing rate.", - "modifications": [{"value": "Heal/Rate", "multiply": 0.8}], + "modifications": [ + { "value": "Heal/Rate", "multiply": 0.8 } + ], "affects": ["Healer"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_temple.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_temple.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/heal_temple.json @@ -6,13 +6,15 @@ "athen": "Eleusian Mysteries" }, "description": "Units garrisoned in a temple are healed faster.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 250}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 250 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "cauldron.png", "researchTime": 40, "tooltip": "Temples +50% garrisoned healing rate.", - "modifications": [{"value": "GarrisonHolder/BuffHeal", "multiply": 1.5}], + "modifications": [ + { "value": "GarrisonHolder/BuffHeal", "multiply": 1.5 } + ], "affects": ["Temple"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_females_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_females_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_females_01.json @@ -1,13 +1,15 @@ { "genericName": "The Loom", "description": "The loom allowed the creation of finer clothing for settlers. Women of the household were taught from a young age how to weave on the loom, and subsequently spent a large share of their lives working with it.", - "cost": {"food": 150, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 150, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "loom.png", "researchTime": 40, "tooltip": "+50% health for female citizens.", - "modifications": [{"value": "Health/Max", "multiply": 1.50}], + "modifications": [ + { "value": "Health/Max", "multiply": 1.5 } + ], "affects": ["FemaleCitizen"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json @@ -1,13 +1,15 @@ { "genericName": "Battlefield Medicine", "description": "Unlock health regeneration for your units.", - "cost": {"food": 1000, "wood": 0, "stone": 0, "metal": 250}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 1000, "wood": 0, "stone": 0, "metal": 250 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "asclepius_rod.png", "researchTime": 40, "tooltip": "Organic units will slowly regenerate health over time when idle.", - "modifications": [{"value": "Health/IdleRegenRate", "add": 0.5}], + "modifications": [ + { "value": "Health/IdleRegenRate", "add": 0.5 } + ], "affects": ["Unit Organic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json @@ -2,15 +2,15 @@ "pair": "pair_walls_01", "genericName": "Geometric Masonry", "description": "Using geometric masonry increases the sturdiness of defensive walls.", - "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 0, "stone": 200, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_blocks.png", "researchTime": 40, "tooltip": "City walls +2 crush armor levels, but +10% build time.", "modifications": [ - {"value": "Cost/BuildTime", "multiply": 1.1}, - {"value": "Armour/Crush", "add": 2.0} + { "value": "Cost/BuildTime", "multiply": 1.1 }, + { "value": "Armour/Crush", "add": 2 } ], "affects": ["StoneWall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/attack_inf_spearfighting.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/attack_inf_spearfighting.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/attack_inf_spearfighting.json @@ -6,13 +6,15 @@ "athen": "Doratismós" }, "description": "Spear fighting training increases damage of infantry spear units.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"all": [{"tech": "phase_city"}, {"any": [{"civ": "athen"},{"civ": "mace"},{"civ": "spart"}]}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "athen" }, { "civ": "mace" }, { "civ": "spart" }] }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "spear.png", "researchTime": 40, "tooltip": "Spearmen +2 hack attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "add": 2.0}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "add": 2 } + ], "affects": ["Infantry Spear"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/spartans_agoge.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/spartans_agoge.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/spartans_agoge.json @@ -1,16 +1,16 @@ { "genericName": "The Agoge", "description": "Spartans were housed and trained from a young age to be superlative warriors and to endure any hardship a military life can give them.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "spart"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "spart" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "agoge.png", "researchTime": 60, "tooltip": "+25% health for spear infantry, but also +10% train time.", "modifications": [ - {"value": "Health/Max", "multiply": 1.25}, - {"value": "Cost/BuildTime", "multiply": 1.1} + { "value": "Health/Max", "multiply": 1.25 }, + { "value": "Cost/BuildTime", "multiply": 1.1 } ], "affects": ["Spear Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/special_iphicratean_reforms.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/special_iphicratean_reforms.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/special_iphicratean_reforms.json @@ -2,7 +2,7 @@ "genericName": "Iphicratean Reforms", "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).", "cost": { "food": 300, "wood": 0, "stone": 0, "metal": 300 }, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "athen"}]}, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "athen" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 60, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json @@ -1,15 +1,15 @@ { "genericName": "Athenian Long Walls", "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.", - "cost": {"food": 0, "wood": 0, "stone": 250, "metal": 250}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "athen"}]}, + "cost": { "food": 0, "wood": 0, "stone": 250, "metal": 250 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "athen" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "crenelations.png", "researchTime": 60, "tooltip": "Build stone walls in neutral territory.", "modifications": [ - {"value": "BuildRestrictions/Territory", "replace": ["own", "neutral"]} + { "value": "BuildRestrictions/Territory", "replace": ["own", "neutral"] } ], "affects": ["StoneWall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/kushites/upgrade_rank_elite_healer.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/kushites/upgrade_rank_elite_healer.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/kushites/upgrade_rank_elite_healer.json @@ -4,7 +4,8 @@ "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, "requirements": { "all": [ - { "tech": "phase_city" }, { "civ": "kush" }] + { "tech": "phase_city" }, { "civ": "kush" } + ] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "high_priest.png", Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/melee_inf_sidearms.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/melee_inf_sidearms.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/melee_inf_sidearms.json @@ -10,13 +10,15 @@ "rome": "Pugio" }, "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 50}, - "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 50 }, + "requirements": { "any": [{ "tech": "phase_town" }, { "civ": "brit" }, { "civ": "gaul" }] }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sword.png", "researchTime": 40, "tooltip": "Melee infantry +1 hack attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "add": 1.0}], + "modifications": [ + { "value": "Attack/Melee/Damage/Hack", "add": 1 } + ], "affects": ["Infantry Melee"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/melee_inf_spearheads.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/melee_inf_spearheads.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/melee_inf_spearheads.json @@ -8,13 +8,15 @@ "sele": "Sidḗreai Aikhmaí" }, "description": "Using iron instead of bronze gave spears additional piercing power.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "spear.png", "researchTime": 40, "tooltip": "All Spear units +2 hack attack.", - "modifications": [{"value": "Attack/Melee/Damage/Hack", "add": 2.0}], + "modifications": [ + { "value": "Attack/Damage/Melee/Hack", "add": 2 } + ], "affects": ["Spear"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/persian_architecture.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/persian_architecture.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/persian_architecture.json @@ -1,15 +1,15 @@ { "genericName": "Persian Architecture", "description": "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old Elamite capital of Susa.", - "cost": {"food": 0, "wood": 200, "stone": 200, "metal": 0}, - "requirements": {"all": [{"tech": "phase_village"}, {"civ": "pers"}]}, + "cost": { "food": 0, "wood": 200, "stone": 200, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_village" }, { "civ": "pers" }] }, "icon": "stone_blocks.png", "researchTime": 60, "tooltip": "All Persian structures +25% health and capture points, but also +20% build time.", "modifications": [ - {"value": "Cost/BuildTime", "multiply": 1.20}, - {"value": "Capturable/CapturePoints", "multiply": 1.25}, - {"value": "Health/Max", "multiply": 1.25} + { "value": "Cost/BuildTime", "multiply": 1.2 }, + { "value": "Capturable/CapturePoints", "multiply": 1.25 }, + { "value": "Health/Max", "multiply": 1.25 } ], "affects": ["Structure"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json @@ -2,7 +2,7 @@ "genericName": "Equine Transports", "description": "Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.", "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 300 }, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]}, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "pers" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 60, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json @@ -2,13 +2,15 @@ "genericName": "Cavalry Conscription", "supersedes": "persians/training_levy_cavalry", "description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "pers" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "horse_rider.png", "researchTime": 40, "tooltip": "Faster batch training speed for the Stables.", - "modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.1}], + "modifications": [ + { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 } + ], "affects": ["Stable"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json @@ -2,13 +2,15 @@ "genericName": "Infantry Conscription", "supersedes": "persians/training_levy_infantry", "description": "Significantly increase training speed of soldiers at the Barracks by training them in large batches or battalions.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "pers" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "fist_spear.png", "researchTime": 40, "tooltip": "Faster batch training speed for the Barracks.", - "modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.1}], + "modifications": [ + { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 } + ], "affects": ["Barracks"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json @@ -14,9 +14,9 @@ "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers. Citizen soldiers max health increased by +10%. All structures +9 garrisoned regeneration rate.", "modifications": [ { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" }, - { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" }, + { "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.1, "affects": "CitizenSoldier" }, - { "value": "Capturable/GarrisonRegenRate", "add": 9.0, "affects": "Structure" } + { "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" } ], "soundComplete": "interface/alarm/alarm_phase.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_city_generic.json @@ -14,9 +14,9 @@ "researchTime": 60, "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Citizen soldiers max health increased by +10%. All structures +9 garrisoned regeneration rate.", "modifications": [ - { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" }, + { "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.1, "affects": "CitizenSoldier" }, - { "value": "Capturable/GarrisonRegenRate", "add": 9.0, "affects": "Structure" } + { "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" } ], "soundComplete": "interface/alarm/alarm_phase.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json @@ -14,9 +14,9 @@ "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers. Citizen soldiers max health increased by +20%. All structures +7 garrisoned regeneration rate.", "modifications": [ { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" }, - { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" }, + { "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, - { "value": "Capturable/GarrisonRegenRate", "add": 7.0, "affects": "Structure" } + { "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" } ], "soundComplete": "interface/alarm/alarm_phase.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/phase_town_generic.json @@ -14,9 +14,9 @@ "researchTime": 30, "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. Citizen soldiers max health increased by +20%. All structures +7 garrisoned regeneration rate.", "modifications": [ - { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" }, + { "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, - { "value": "Capturable/GarrisonRegenRate", "add": 7.0, "affects": "Structure" } + { "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" } ], "soundComplete": "interface/alarm/alarm_phase.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_civic_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_civic_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_civic_01.json @@ -5,13 +5,15 @@ "athen": "Thólos" }, "description": "The state or tribe would often construct a dining hall for public feasts or to receive foreign emissaries.", - "cost": {"food": 0, "wood": 100, "stone": 100, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 100, "stone": 100, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "population.png", "researchTime": 40, "tooltip": "Civic Centers +5 population cap bonus.", - "modifications": [{"value": "Cost/PopulationBonus", "add": 5}], + "modifications": [ + { "value": "Cost/PopulationBonus", "add": 5 } + ], "affects": ["CivCentre"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_civic_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_civic_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_civic_02.json @@ -6,13 +6,15 @@ "rome": "Comitium" }, "description": "Public assembly places were often the center of civic life for ancient societies. Athens had the Ekklesia, the citizens' assembly which met on the Pnyx Hill near the agora in full view of the Acropolis. The Romans had an open-aired assembly place in the great Forum Romanum called the Comitium. Here citizens could air grievances and present petitions to the patrician politicians who ruled their city in the Senate.", - "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 200, "metal": 200 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "population.png", "researchTime": 40, "tooltip": "Civic Centers +5 population cap bonus.", - "modifications": [{"value": "Cost/PopulationBonus", "add": 5}], + "modifications": [ + { "value": "Cost/PopulationBonus", "add": 5 } + ], "affects": ["CivCentre"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json @@ -10,13 +10,15 @@ "pers": "Paradise" }, "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.", - "cost": {"food": 0, "wood": 300, "stone": 100, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 300, "stone": 100, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "population.png", "researchTime": 40, "tooltip": "Houses +20% population cap bonus.", - "modifications": [{"value": "Cost/PopulationBonus", "multiply": 1.2}], + "modifications": [ + { "value": "Cost/PopulationBonus", "multiply": 1.2 } + ], "affects": ["House"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json @@ -4,14 +4,16 @@ "rome": "Insulae" }, "description": "Homes tended to expand as the wealth and population of a settlement grew.", - "cost": {"food": 0, "wood": 300, "stone": 300, "metal": 0}, + "cost": { "food": 0, "wood": 300, "stone": 300, "metal": 0 }, "supersedes": "pop_house_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "population.png", "researchTime": 40, "tooltip": "Houses +20% population cap bonus.", - "modifications": [{"value": "Cost/PopulationBonus", "multiply": 1.2}], + "modifications": [ + { "value": "Cost/PopulationBonus", "multiply": 1.2 } + ], "affects": ["House"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json @@ -16,6 +16,5 @@ "icon": "special_treasure.png", "researchTime": 120, "tooltip": "Enable Glorious Expansion. Further increase the population limit by 40 per Wonder owned.", - "modifications": [], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/ranged_inf_irregulars.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/ranged_inf_irregulars.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/ranged_inf_irregulars.json @@ -8,15 +8,17 @@ "ptol": "Átaktoi" }, "description": "Training increases damage of ranged infantry units.", - "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 250}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 250 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "arrow.png", "researchTime": 40, "tooltip": "+20% ranged infantry attack.", - "modifications": [{"value": "Attack/Ranged/Damage/Hack", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.2}], + "modifications": [ + { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.2 } + ], "affects": ["Infantry Ranged"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/ranged_inf_skirmishers.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/ranged_inf_skirmishers.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/ranged_inf_skirmishers.json @@ -9,16 +9,17 @@ "rome": "Amentum" }, "description": "The javelin thong (the Greeks also called them loops, or bronkhos) increased the fulcrum action of the throwing arm mid-throw, increasing speed and range of the javelin.", - "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "javelin_thong.png", "researchTime": 30, "tooltip": "All Javelin units +2 pierce attack and +4 range.", "modifications": [ - {"value": "Attack/Ranged/Damage/Pierce", "add": 2.0}, - {"value": "Attack/Ranged/MaxRange", "add": 4.0}, - {"value": "Vision/Range", "add": 4.0}], + { "value": "Attack/Ranged/Damage/Pierce", "add": 2 }, + { "value": "Attack/Ranged/MaxRange", "add": 4 }, + { "value": "Vision/Range", "add": 4 } + ], "affects": ["Javelin"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/romans/decay_logistics.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/romans/decay_logistics.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/romans/decay_logistics.json @@ -1,13 +1,15 @@ { "genericName": "Roman Logistics", "description": "The Romans were masters of the logistics of warfare.", - "cost": {"food": 0, "wood": 100, "stone": 100, "metal": 0}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "rome"}]}, + "cost": { "food": 0, "wood": 100, "stone": 100, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "rome" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "handcart_empty.png", "researchTime": 40, "tooltip": "Entrenched Camps and Siege Walls decay 50% slower.", - "modifications": [{"value": "TerritoryDecay/DecayRate", "multiply": 0.5}], + "modifications": [ + { "value": "TerritoryDecay/DecayRate", "multiply": 0.5 } + ], "affects": ["ArmyCamp", "SiegeWall"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/romans/vision_sibylline.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/romans/vision_sibylline.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/romans/vision_sibylline.json @@ -2,13 +2,15 @@ "genericName": "Sibylline Books", "specificName": "Libri Sibyllini", "description": "The Sibylline Books or 'Libri Sibyllini' were a collection of oracular utterances, set out in Greek hexameters, purchased from a sibyl by the last king of Rome, Tarquinius Superbus, and consulted at momentous crises through the history of the Republic and the Empire.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 250}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "rome"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 250 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "rome" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "+25% Vision range for all units.", - "modifications": [{"value": "Vision/Range", "multiply": 1.25}], + "modifications": [ + { "value": "Vision/Range", "multiply": 1.25 } + ], "affects": ["Unit"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_armor.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_armor.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_armor.json @@ -7,7 +7,9 @@ "icon": "armor_plates_gold.png", "researchTime": 40, "tooltip": "All Siege weapons +2 Hack armor levels.", - "modifications": [{ "value": "Armour/Hack", "add": 2.0 }], + "modifications": [ + { "value": "Armour/Hack", "add": 2 } + ], "affects": ["Siege"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_attack.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_attack.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_attack.json @@ -8,8 +8,9 @@ "researchTime": 40, "tooltip": "All siege weapons +25% Crush damage.", "modifications": [ - {"value": "Attack/Melee/Damage/Crush", "multiply": 1.25}, - {"value": "Attack/Ranged/Damage/Crush", "multiply": 1.25}], + { "value": "Attack/Melee/Damage/Crush", "multiply": 1.25 }, + { "value": "Attack/Ranged/Damage/Crush", "multiply": 1.25 } + ], "affects": ["Siege"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json @@ -17,7 +17,9 @@ "icon": "accuracy_bolt.png", "researchTime": 40, "tooltip": "Bolt shooter increased accuracy.", - "modifications": [{ "value": "Attack/Ranged/Spread", "multiply": 0.8 }], + "modifications": [ + { "value": "Attack/Ranged/Spread", "multiply": 0.8 } + ], "affects": ["BoltShooter"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json @@ -7,7 +7,9 @@ "icon": "metalworker.png", "researchTime": 40, "tooltip": "Siege weapons cost 20% less metal", - "modifications": [{ "value": "Cost/Resources/metal", "multiply": 0.8 }], + "modifications": [ + { "value": "Cost/Resources/metal", "multiply": 0.8 } + ], "affects": ["Siege"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json @@ -7,7 +7,9 @@ "icon": "anvil.png", "researchTime": 40, "tooltip": "Siege weapons cost 20% less wood", - "modifications": [{ "value": "Cost/Resources/wood", "multiply": 0.8 }], + "modifications": [ + { "value": "Cost/Resources/wood", "multiply": 0.8 } + ], "affects": ["Siege"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_packing.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_packing.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/siege_packing.json @@ -1,13 +1,15 @@ { "genericName": "Military Engineers", "description": "Immobile siege weapons are assembled and disassembled faster", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "military_engineers.png", "researchTime": 40, "tooltip": "-25% pack and unpack time for immobile siege weapons.", - "modifications": [{"value": "Pack/Time", "multiply": 0.75}], + "modifications": [ + { "value": "Pack/Time", "multiply": 0.75 } + ], "affects": ["Siege"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json @@ -1,13 +1,15 @@ { "genericName": "Cavalry Breeding", "description": "Breed the fastest horses.", - "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 150}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 150 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "nisean_war_horses.png", "researchTime": 40, "tooltip": "+10% cavalry walk speed.", - "modifications": [{"value": "UnitMotion/WalkSpeed", "multiply": 1.1}], + "modifications": [ + { "value": "UnitMotion/WalkSpeed", "multiply": 1.1 } + ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json @@ -1,14 +1,16 @@ { "genericName": "Cavalry Speed Training", "description": "Train your horses to move faster.", - "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 150}, + "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 150 }, "supersedes": "speed_cavalry_01", - "requirements": {"tech": "phase_city"}, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "nisean_war_horses.png", "researchTime": 40, "tooltip": "+10% cavalry walk speed.", - "modifications": [{"value": "UnitMotion/WalkSpeed", "multiply": 1.1}], + "modifications": [ + { "value": "UnitMotion/WalkSpeed", "multiply": 1.1 } + ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/spy_counter.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/spy_counter.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/spy_counter.json @@ -7,6 +7,8 @@ "icon": "vial_poison.png", "researchTime": 60, "tooltip": "Make your units 50% more expensive to bribe.", - "modifications": [{ "value": "Player/SpyCostMultiplier", "multiply": 1.5 }], + "modifications": [ + { "value": "Player/SpyCostMultiplier", "multiply": 1.5 } + ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_hellenistic_metropolis.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_hellenistic_metropolis.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_hellenistic_metropolis.json @@ -1,16 +1,16 @@ { "genericName": "Hellenistic Metropolis", "description": "Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilization.", - "cost": {"food": 0, "wood": 0, "stone": 500, "metal": 500}, - "requirements": {"all": [{"tech": "phase_city"}, {"any":[{"civ": "mace"}, {"civ": "ptol"}, {"civ": "sele"}]}]}, + "cost": { "food": 0, "wood": 0, "stone": 500, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "mace" }, { "civ": "ptol" }, { "civ": "sele" }] }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "statue_face_stone.png", "researchTime": 60, "tooltip": "Civic centers +100% health and capture points, double default arrows.", "modifications": [ - {"value": "BuildingAI/DefaultArrowCount", "multiply": 2.0}, - {"value": "Capturable/CapturePoints", "multiply": 2.0}, - {"value": "Health/Max", "multiply": 2.0} + { "value": "BuildingAI/DefaultArrowCount", "multiply": 2 }, + { "value": "Capturable/CapturePoints", "multiply": 2 }, + { "value": "Health/Max", "multiply": 2 } ], "affects": ["CivCentre"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_parade_of_daphne.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_parade_of_daphne.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_parade_of_daphne.json @@ -1,13 +1,15 @@ { "genericName": "Parade of Daphne", "description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "sele"}]}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "sele" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "parade_of_daphne.png", "researchTime": 60, "tooltip": "Faster batch training speed for the Fortress.", - "modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.2}], + "modifications": [ + { "value": "ProductionQueue/BatchTimeModifier", "add": -0.2 } + ], "affects": ["Fortress"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json @@ -4,14 +4,14 @@ "sele": "Nisioi" }, "description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.", - "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"all": [{"tech": "phase_city"}, {"any": [{"civ": "sele"}, {"civ": "pers"}]}]}, + "cost": { "food": 200, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "sele" }, { "civ": "pers" }] }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "nisean_war_horses.png", "researchTime": 60, "tooltip": "All cavalry +20% health.", "modifications": [ - {"value": "Health/Max", "multiply": 1.2} + { "value": "Health/Max", "multiply": 1.2 } ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/unlock_reform_army.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/unlock_reform_army.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/unlock_reform_army.json @@ -2,11 +2,11 @@ "pair": "successors/pair_unlock_champions", "genericName": "Reform Army", "description": "The reform army of the Seleucids.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "sele"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "sele" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 0, "tooltip": "Unlock the Romanized Heavy Swordsman and Seleucid Cataphract.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/unlock_traditional_army.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/unlock_traditional_army.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/unlock_traditional_army.json @@ -2,11 +2,11 @@ "pair": "successors/pair_unlock_champions", "genericName": "Traditional Army", "description": "The traditional army of the Seleucids.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "sele"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "sele" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 0, "tooltip": "Unlock the Silver Shield Pikeman and Scythed Chariot.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json @@ -1,13 +1,15 @@ { "genericName": "Silver Shields Regiment", "description": "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of the Macedonian army.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 1000}, - "requirements": {"all": [{"tech": "phase_city"}, {"civ": "mace"}]}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 1000 }, + "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "mace" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "shields_generic_silver.png", "researchTime": 40, "tooltip": "Upgrade Shield Bearer Champion Infantry to Silver Shields, with greater health and armor.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Champion Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_armour.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_armour.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_armour.json @@ -1,17 +1,17 @@ { - "genericName": "Sturdy Foundations", - "description": "Reinforce the foundations in preparation of an attack.", - "cost": { "food": 0, "wood": 500, "stone": 500, "metal": 500 }, - "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", - "icon": "architecture.png", - "researchTime": 40, - "tooltip": "Increases armor of defensive towers by 2 levels.", - "modifications": [ - { "value": "Armour/Hack", "add": 2 }, - { "value": "Armour/Pierce", "add": 2 }, - { "value": "Armour/Crush", "add": 2 } - ], - "affects": ["DefenseTower"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Sturdy Foundations", + "description": "Reinforce the foundations in preparation of an attack.", + "cost": { "food": 0, "wood": 500, "stone": 500, "metal": 500 }, + "requirements": { "tech": "phase_city" }, + "requirementsTooltip": "Unlocked in City Phase.", + "icon": "architecture.png", + "researchTime": 40, + "tooltip": "Increases armor of defensive towers by 2 levels.", + "modifications": [ + { "value": "Armour/Hack", "add": 2 }, + { "value": "Armour/Pierce", "add": 2 }, + { "value": "Armour/Crush", "add": 2 } + ], + "affects": ["DefenseTower"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_crenellations.json @@ -1,15 +1,15 @@ { - "genericName": "Crenellations", - "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.", - "cost": { "food": 0, "wood": 0, "stone": 500, "metal": 250 }, - "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", - "icon": "crenelations.png", - "researchTime": 40, - "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.", - "modifications": [ - { "value": "BuildingAI/GarrisonArrowMultiplier", "multiply": 1.4 } - ], - "affects": ["DefenseTower"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Crenellations", + "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.", + "cost": { "food": 0, "wood": 0, "stone": 500, "metal": 250 }, + "requirements": { "tech": "phase_town" }, + "requirementsTooltip": "Unlocked in Town Phase.", + "icon": "crenelations.png", + "researchTime": 40, + "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.", + "modifications": [ + { "value": "BuildingAI/GarrisonArrowMultiplier", "multiply": 1.4 } + ], + "affects": ["DefenseTower"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_decay.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_decay.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_decay.json @@ -1,15 +1,15 @@ { - "genericName": "Stone Foundations", - "description": "Outposts survive twice as long in neutral territory.", - "cost": { "food": 0, "wood": 0, "stone": 100, "metal": 0 }, - "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Town Phase.", - "icon": "blocks_three.png", - "researchTime": 40, - "tooltip": "Outposts -50% territory decay rate.", - "modifications": [ - { "value": "TerritoryDecay/DecayRate", "multiply": 0.5 } - ], - "affects": ["Outpost"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Stone Foundations", + "description": "Outposts survive twice as long in neutral territory.", + "cost": { "food": 0, "wood": 0, "stone": 100, "metal": 0 }, + "requirements": { "tech": "phase_village" }, + "requirementsTooltip": "Unlocked in Town Phase.", + "icon": "blocks_three.png", + "researchTime": 40, + "tooltip": "Outposts -50% territory decay rate.", + "modifications": [ + { "value": "TerritoryDecay/DecayRate", "multiply": 0.5 } + ], + "affects": ["Outpost"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_murderholes.json @@ -1,15 +1,15 @@ { - "genericName": "Murder Holes", - "description": "Murder holes allow hitting enemies at the foot of the tower.", - "cost": { "food": 0, "wood": 250, "stone": 100, "metal": 0 }, - "requirements": { "tech": "phase_city" }, - "requirementsTooltip": "Unlocked in City Phase.", - "icon": "murder_holes.png", - "researchTime": 40, - "tooltip": "Removes defensive towers' minimum range.", - "modifications": [ - { "value": "Attack/Ranged/MinRange", "replace": 0 } - ], - "affects": ["DefenseTower"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Murder Holes", + "description": "Murder holes allow hitting enemies at the foot of the tower.", + "cost": { "food": 0, "wood": 250, "stone": 100, "metal": 0 }, + "requirements": { "tech": "phase_city" }, + "requirementsTooltip": "Unlocked in City Phase.", + "icon": "murder_holes.png", + "researchTime": 40, + "tooltip": "Removes defensive towers' minimum range.", + "modifications": [ + { "value": "Attack/Ranged/MinRange", "replace": 0 } + ], + "affects": ["DefenseTower"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_range.json @@ -1,16 +1,16 @@ { - "genericName": "Arrow Shooters", - "description": "Arrow shooters increase the maximum range of the fire arrows.", - "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 }, - "requirements": { "tech": "phase_town" }, - "requirementsTooltip": "Unlocked in Town Phase.", - "icon": "arrow.png", - "researchTime": 40, - "tooltip": "Increases defensive towers' maximum range by 8 meters.", - "modifications": [ - { "value": "Attack/Ranged/MaxRange", "add": 8 }, - { "value": "Vision/Range","add": 8 } - ], - "affects": ["DefenseTower"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Arrow Shooters", + "description": "Arrow shooters increase the maximum range of the fire arrows.", + "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 }, + "requirements": { "tech": "phase_town" }, + "requirementsTooltip": "Unlocked in Town Phase.", + "icon": "arrow.png", + "researchTime": 40, + "tooltip": "Increases defensive towers' maximum range by 8 meters.", + "modifications": [ + { "value": "Attack/Ranged/MaxRange", "add": 8 }, + { "value": "Vision/Range","add": 8 } + ], + "affects": ["DefenseTower"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_vision.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_vision.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_vision.json @@ -1,14 +1,14 @@ { - "genericName": "Carrier Pigeons", - "description": "Outposts gain longer vision for scouting.", - "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, - "requirements": { "tech": "phase_village" }, - "icon": "pigeon.png", - "researchTime": 40, - "tooltip": "Outposts +50% vision range.", - "modifications": [ - { "value": "Vision/Range", "multiply": 1.5 } - ], - "affects": ["Outpost"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Carrier Pigeons", + "description": "Outposts gain longer vision for scouting.", + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, + "icon": "pigeon.png", + "researchTime": 40, + "tooltip": "Outposts +50% vision range.", + "modifications": [ + { "value": "Vision/Range", "multiply": 1.5 } + ], + "affects": ["Outpost"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/tower_watch.json @@ -1,23 +1,23 @@ { - "genericName": "Sentries", - "specificName": { - "mace": "Nyktophýlakes", - "spart": "Nyktophýlakes", - "athen": "Nyktophýlakes", - "ptol": "Nyktophýlakes", - "sele": "Nyktophýlakes", - "rome": "Vigiles" - }, - "description": "A night's watch increases vigilance.", - "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, - "requirements": { "tech": "phase_village" }, - "requirementsTooltip": "Unlocked in Village Phase.", - "icon": "helmet_corinthian_bronze.png", - "researchTime": 40, - "tooltip": "Post sentries to add one arrow to defensive towers.", - "modifications": [ - { "value": "BuildingAI/DefaultArrowCount", "add": 1 } - ], - "affects": ["DefenseTower"], - "soundComplete": "interface/alarm/alarm_upgradearmory.xml" + "genericName": "Sentries", + "specificName": { + "mace": "Nyktophýlakes", + "spart": "Nyktophýlakes", + "athen": "Nyktophýlakes", + "ptol": "Nyktophýlakes", + "sele": "Nyktophýlakes", + "rome": "Vigiles" + }, + "description": "A night's watch increases vigilance.", + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_village" }, + "requirementsTooltip": "Unlocked in Village Phase.", + "icon": "helmet_corinthian_bronze.png", + "researchTime": 40, + "tooltip": "Post sentries to add one arrow to defensive towers.", + "modifications": [ + { "value": "BuildingAI/DefaultArrowCount", "add": 1 } + ], + "affects": ["DefenseTower"], + "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json @@ -7,7 +7,9 @@ "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "Market +10% International Bonus.", - "modifications": [{ "value": "Market/InternationalBonus", "add": 0.10 }], + "modifications": [ + { "value": "Market/InternationalBonus", "add": 0.1 } + ], "affects": ["Market"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json @@ -1,16 +1,17 @@ { "genericName": "Trade Convoys", "description": "Increases defensive capability of traders.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "supersedes": "trade_convoys_speed", "icon": "wheel.png", "researchTime": 40, "tooltip": "Traders +2 Hack and Pierce armor levels.", "modifications": [ - {"value": "Armour/Hack", "add": 2.0}, - {"value": "Armour/Pierce", "add": 2.0}], + { "value": "Armour/Hack", "add": 2 }, + { "value": "Armour/Pierce", "add": 2 } + ], "affects": ["Trader"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json @@ -1,13 +1,15 @@ { "genericName": "Trade Convoys", "description": "Increases movement rate of traders, which in turn increases trade income.", - "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 200 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wheel.png", "researchTime": 40, "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.", - "modifications": [{"value": "UnitMotion/WalkSpeed", "multiply": 1.25}], + "modifications": [ + { "value": "UnitMotion/WalkSpeed", "multiply": 1.25 } + ], "affects": ["Trader"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json @@ -1,13 +1,15 @@ { "genericName": "Handicraft", "description": "The progress in handicraft improves the trading profit.", - "cost": {"food": 0, "wood": 150, "stone": 0, "metal": 150}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 0, "wood": 150, "stone": 0, "metal": 150 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "metal_pot.png", "researchTime": 40, "tooltip": "Traders +10% gain.", - "modifications": [{"value": "Trader/GainMultiplier", "multiply": 1.10}], + "modifications": [ + { "value": "Trader/GainMultiplier", "multiply": 1.1 } + ], "affects": ["Trader"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json @@ -1,14 +1,16 @@ { "genericName": "Advanced Handicraft", "description": "The progress in handicraft improves the trading profit.", - "cost": {"food": 0, "wood": 300, "stone": 0, "metal": 300}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 300 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "supersedes": "trade_gain_01", "icon": "metal_pot.png", "researchTime": 40, "tooltip": "Traders +15% gain.", - "modifications": [{"value": "Trader/GainMultiplier", "multiply": 1.15}], + "modifications": [ + { "value": "Trader/GainMultiplier", "multiply": 1.15 } + ], "affects": ["Trader"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_conscription.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_conscription.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_conscription.json @@ -7,7 +7,9 @@ "icon": "fist_spear.png", "researchTime": 40, "tooltip": "Faster batch training speed for the Barracks.", - "modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }], + "modifications": [ + { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 } + ], "affects": ["Barracks"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json @@ -2,16 +2,16 @@ "pair": "pair_levy_01", "genericName": "Levy Cavalry", "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.", - "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.", "modifications": [ - {"value": "Cost/BuildTime", "multiply": 0.8}, - {"value": "Health/Max", "add": -10} + { "value": "Cost/BuildTime", "multiply": 0.8 }, + { "value": "Health/Max", "add": -10 } ], "affects": ["Cavalry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_levy_infantry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_levy_infantry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_levy_infantry.json @@ -2,16 +2,16 @@ "pair": "pair_levy_01", "genericName": "Levy Infantry", "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.", - "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "clenched_fist.png", "researchTime": 40, "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Conscription.", "modifications": [ - {"value": "Cost/BuildTime", "multiply": 0.9}, - {"value": "Health/Max", "add": -5} + { "value": "Cost/BuildTime", "multiply": 0.9 }, + { "value": "Health/Max", "add": -5 } ], "affects": ["Infantry"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json @@ -7,7 +7,9 @@ "icon": "calipers.png", "researchTime": 40, "tooltip": "Docks increased batch construction speed bonus.", - "modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }], + "modifications": [ + { "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 } + ], "affects": ["Dock"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json @@ -8,7 +8,19 @@ }, "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.", "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 1000 }, - "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "brit"}, { "civ": "gaul"}, { "civ": "iber"}, { "civ": "mace"}, { "civ": "maur" }, { "civ": "rome" }] }] }, + "requirements": { + "all": [ + { "tech": "phase_city" }, + { "any": [ + { "civ": "brit" }, + { "civ": "gaul" }, + { "civ": "iber" }, + { "civ": "mace" }, + { "civ": "maur" }, + { "civ": "rome" } + ]} + ] + }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "helmet_corinthian_crest.png", "researchTime": 90, Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json @@ -8,6 +8,8 @@ "icon": "diaspora.png", "researchTime": 40, "tooltip": "Allows using allied dropsites.", - "modifications": [{ "value": "Player/sharedDropsites", "replace": true }], + "modifications": [ + { "value": "Player/sharedDropsites", "replace": true } + ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_los.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_los.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/unlock_shared_los.json @@ -1,11 +1,13 @@ { "genericName": "Cartography", "description": "By means of trading and travelling people explored beyond the boundaries of their lands and drew maps of it in order to share and memorize their discoveries.", - "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100}, - "requirements": {"tech": "phase_village"}, + "cost": { "food": 100, "wood": 0, "stone": 0, "metal": 100 }, + "requirements": { "tech": "phase_village" }, "icon": "dove.png", "researchTime": 40, "tooltip": "See what your allies see, browse their summary and check their resources and population count in the top panel.", - "modifications": [{"value": "Player/sharedLos", "replace": true}], + "modifications": [ + { "value": "Player/sharedLos", "replace": true } + ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json @@ -1,13 +1,15 @@ { "genericName": "Advanced Citizen-Cavalry", "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.", - "cost": {"food": 400, "wood": 100, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 400, "wood": 100, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, "tooltip": "Promote all of your citizen-soldier cavalrymen to Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Cavalry Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_infantry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_infantry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_infantry.json @@ -6,13 +6,15 @@ "athen": "Zeugítai" }, "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.", - "cost": {"food": 200, "wood": 300, "stone": 0, "metal": 0}, - "requirements": {"tech": "phase_town"}, + "cost": { "food": 200, "wood": 300, "stone": 0, "metal": 0 }, + "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, "tooltip": "Upgrade all of your citizen-soldier infantrymen to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Citizen-Infantry technology.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Infantry Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json @@ -1,14 +1,16 @@ { "genericName": "Elite Citizen-Cavalry", "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.", - "cost": {"food": 600, "wood": 0, "stone": 0, "metal": 400}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 600, "wood": 0, "stone": 0, "metal": 400 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "upgrade_elite.png", "researchTime": 40, "supersedes": "upgrade_rank_advanced_cavalry", "tooltip": "Promote all of your citizen-soldier cavalrymen to Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Cavalry Advanced"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" -} \ No newline at end of file +} Index: ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_infantry.json =================================================================== --- ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_infantry.json +++ ps/trunk/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_infantry.json @@ -6,14 +6,16 @@ "athen": "Pentakosiomédimnoi" }, "description": "Upgrade all of your citizen-soldier infantrymen to Elite rank.", - "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500}, - "requirements": {"tech": "phase_city"}, + "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 500 }, + "requirements": { "tech": "phase_city" }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "upgrade_elite.png", "researchTime": 40, "supersedes": "upgrade_rank_advanced_infantry", "tooltip": "Upgrade all of your citizen-soldier infantrymen to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.", - "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], + "modifications": [ + { "value": "Promotion/RequiredXp", "replace": 0 } + ], "affects": ["Infantry Advanced"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }