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| 1 | +### YamlMime:ManagedReference |
| 2 | +items: |
| 3 | +- uid: GameData.ImprovementData |
| 4 | + id: ImprovementData |
| 5 | + name: Improvement Data |
| 6 | + fullName: Improvement Data |
| 7 | + type: Class |
| 8 | + summary: | |
| 9 | + Defines the properties for a tile improvement. Each improvement is an object within the `improvementData` section, keyed by its unique name. |
| 10 | + syntax: |
| 11 | + content: '"improvementData": { "your_improvement_name": { ... } }' |
| 12 | + children: |
| 13 | + - GameData.ImprovementData.cost |
| 14 | + - GameData.ImprovementData.rewards |
| 15 | + - GameData.ImprovementData.terrainRequirements |
| 16 | + - GameData.ImprovementData.adjacencyRequirements |
| 17 | + - GameData.ImprovementData.improvementAbilities |
| 18 | + - GameData.ImprovementData.creates |
| 19 | + - GameData.ImprovementData.maxLevel |
| 20 | + - GameData.ImprovementData.growthRewards |
| 21 | + - GameData.ImprovementData.idx |
| 22 | + |
| 23 | +- uid: GameData.ImprovementData.cost |
| 24 | + id: cost |
| 25 | + parent: GameData.ImprovementData |
| 26 | + name: cost |
| 27 | + fullName: cost |
| 28 | + type: Property |
| 29 | + summary: An integer for the star cost to build the improvement. |
| 30 | + syntax: |
| 31 | + content: '"cost": 5' |
| 32 | +- uid: GameData.ImprovementData.rewards |
| 33 | + id: rewards |
| 34 | + parent: GameData.ImprovementData |
| 35 | + name: rewards |
| 36 | + fullName: rewards |
| 37 | + type: Property |
| 38 | + summary: An array of objects defining the immediate rewards for building the improvement (e.g., population or currency). |
| 39 | + syntax: |
| 40 | + content: '"rewards": [{ "population": 2 }]' |
| 41 | +- uid: GameData.ImprovementData.terrainRequirements |
| 42 | + id: terrainRequirements |
| 43 | + parent: GameData.ImprovementData |
| 44 | + name: terrainRequirements |
| 45 | + fullName: terrainRequirements |
| 46 | + type: Property |
| 47 | + summary: An array of objects specifying where the improvement can be built. Can require a specific `terrain` or `resource`. |
| 48 | + syntax: |
| 49 | + content: '"terrainRequirements": [{ "resource": "crop" }]' |
| 50 | +- uid: GameData.ImprovementData.adjacencyRequirements |
| 51 | + id: adjacencyRequirements |
| 52 | + parent: GameData.ImprovementData |
| 53 | + name: adjacencyRequirements |
| 54 | + fullName: adjacencyRequirements |
| 55 | + type: Property |
| 56 | + summary: An array of objects specifying what must be adjacent for this improvement to be built (e.g., a Forge requires a Mine). |
| 57 | + syntax: |
| 58 | + content: '"adjacencyRequirements": [{ "improvement": "mine" }]' |
| 59 | +- uid: GameData.ImprovementData.improvementAbilities |
| 60 | + id: improvementAbilities |
| 61 | + parent: GameData.ImprovementData |
| 62 | + name: improvementAbilities |
| 63 | + fullName: improvementAbilities |
| 64 | + type: Property |
| 65 | + summary: | |
| 66 | + An array of strings for special properties. Possible values include: |
| 67 | + - `consumed` - The improvement action can only be done once and removes the resource (e.g., `harvestfruit`). |
| 68 | + - `limited` - Only one can be built per city. |
| 69 | + - `unique` - Only one can be built per player. |
| 70 | + - `patina` - The improvement levels up over time. |
| 71 | + - `network` - Connects to other network improvements. |
| 72 | + syntax: |
| 73 | + content: '"improvementAbilities": ["consumed"]' |
| 74 | +- uid: GameData.ImprovementData.creates |
| 75 | + id: creates |
| 76 | + parent: GameData.ImprovementData |
| 77 | + name: creates |
| 78 | + fullName: creates |
| 79 | + type: Property |
| 80 | + summary: An array of objects defining what is created after the action is complete. Can create a `terrain`, `resource`, or `unit`. |
| 81 | + syntax: |
| 82 | + content: '"creates": [{ "terrain": "field" }]' |
| 83 | +- uid: GameData.ImprovementData.maxLevel |
| 84 | + id: maxLevel |
| 85 | + parent: GameData.ImprovementData |
| 86 | + name: maxLevel |
| 87 | + fullName: maxLevel |
| 88 | + type: Property |
| 89 | + summary: An integer for the maximum level the improvement can reach. 0 means it does not level up. |
| 90 | + syntax: |
| 91 | + content: '"maxLevel": 4' |
| 92 | +- uid: GameData.ImprovementData.growthRewards |
| 93 | + id: growthRewards |
| 94 | + parent: GameData.ImprovementData |
| 95 | + name: growthRewards |
| 96 | + fullName: growthRewards |
| 97 | + type: Property |
| 98 | + summary: An array of objects defining the rewards gained each time the improvement levels up (e.g., population or score). |
| 99 | + syntax: |
| 100 | + content: '"growthRewards": [{ "score": 50, "population": 0 }]' |
| 101 | +- uid: GameData.ImprovementData.idx |
| 102 | + id: idx |
| 103 | + parent: GameData.ImprovementData |
| 104 | + name: idx |
| 105 | + fullName: idx |
| 106 | + type: Property |
| 107 | + summary: A unique integer index for the improvement. Must be unique across all improvements. When adding a new entry, it is recommended to set this value to -1 to ensure uniqueness and prevent conflicts with game updates. |
| 108 | + syntax: |
| 109 | + content: '"idx": 5' |
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