Changeset View
Standalone View
binaries/data/mods/public/simulation/data/technologies/kushites/monumental_architecture.json
{ | { | ||||
"genericName": "Monumental Architecture", | "genericName": "Monumental Architecture", | ||||
"cost": { "food": 0, "wood": 500, "stone": 250, "metal": 250 }, | "cost": { "food": 0, "wood": 0, "stone": 600, "metal": 0 }, | ||||
"requirements": { "all": [{ "tech": "phase_city" }, { "civ": "kush" }] }, | "requirements": { | ||||
"requirementsTooltip": "Unlocked in City Phase.", | "all": [ | ||||
{ "tech": "phase_town" }, | |||||
{ "civ": "kush" } | |||||
] | |||||
}, | |||||
"requirementsTooltip": "Unlocked in Town Phase.", | |||||
"icon": "pers_hundred_columns.png", | "icon": "pers_hundred_columns.png", | ||||
"researchTime": 60, | "researchTime": 60, | ||||
"tooltip": "+25% HP and -50% build time for Civic Centers, Temples, Pyramids and Wonders.", | "tooltip": "Civic Structures +20% build time, +20% health, and +20% capture points.", | ||||
"modifications": [ | "modifications": [ | ||||
{ "value": "Health/Max", "multiply": 1.25 }, | { "value": "Capturable/CapturePoints", "multiply": 1.2 }, | ||||
{ "value": "Cost/BuildTime", "multiply": 0.5 } | { "value": "Cost/BuildTime", "multiply": 1.2 }, | ||||
wraitii: This feels underwhelming for me given the cost. Also no capture resistance bonus? | |||||
Done Inline ActionsThe cost is unchanged, but could be lowered. Nescio: The cost is unchanged, but could be lowered.
The change to `Civic` means houses benefit now… | |||||
Not Done Inline ActionsI don't really feel like this would prevent player conquest much, since houses are easy to destroy anyways and it doesn't change capture points. I would vote to make this tech stronger, it's supposed to be a late-game strong tech - The earlier bonus was perhaps OP (and inconsistent), but this seems like nobody would ever use it to me. wraitii: I don't really feel like this would prevent player conquest much, since houses are easy to… | |||||
Done Inline ActionsHalving territory decay means that when a strcuture is no longer connected to a territory root, you have twice as much time before you've lost control of it. I think that's far more useful than an increase in capture points. Nescio: Halving territory decay means that when a strcuture is no longer connected to a territory root… | |||||
{ "value": "Health/Max", "multiply": 1.2 } | |||||
], | ], | ||||
"affects": ["CivilCentre", "Wonder", "Pyramid", "Temple"], | "affects": ["Civic"], | ||||
"soundComplete": "interface/alarm/alarm_upgradearmory.xml" | "soundComplete": "interface/alarm/alarm_upgradearmory.xml" | ||||
} | } |
This feels underwhelming for me given the cost. Also no capture resistance bonus?