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2.2 TechData
TechData contains multiple important parameters concerning technologies stats and values. Lets use basic tech as an example:
"basic": {
"techUnlocks": [
"organization",
"climbing",
"fishing",
"hunting",
"riding"
],
"unitUnlocks": [
"giant",
"bunny",
"scout",
"transportship",
"warrior",
"babydragon",
"firedragon",
"dagger"
],
"improvementUnlocks": [
"city",
"ruin",
"landfill"
],
"movementUnlocks": {
"field": 1,
"forest": 2,
"ice": 1,
"wetland":2
},
"cost": 0,
"idx": 0
},Specifies enum value of the tech, used as a key:
"basic": {Specifies int enum value of the tech.
"idx": 0Specifies cost tier of the tech.
"cost": 0,Specifies other techs which are can be bought after bying this tech.
"techUnlocks": [
"organization",
"climbing",
"fishing",
"hunting",
"riding"
],Specifies improvements unlocked after bying this tech.
"improvementUnlocks": [
"city",
"ruin",
"landfill"
],Specifies units unlocked after bying this tech.
"unitUnlocks": [
"giant",
"bunny",
"scout",
"transportship",
"warrior",
"babydragon",
"firedragon",
"dagger"
],Specifies player abilities unlocked after bying this tech. As basic tech has no player abilities unlocked by it, lets take example from free spirit tech:
"abilityUnlocks": [
"disband"
],Specifies tasks unlocked after bying this tech. As basic tech has no task unlocked by it, lets take example from trade tech:
"taskUnlocks": [
"wealth"
],Specifies terrain movement unlocked after bying this tech.
"movementUnlocks": {
"field": 1,
"forest": 2,
"ice": 1,
"wetland":2
},Specifies terrain defence bonuses unlocked after bying this tech. As basic tech has no defence bonuses unlocked by it, lets take example from aquatism tech:
"defenceBonusUnlocks": {
"water": 15,
"ocean": 15
},