This commit is contained in:
Carter Hesterman
2024-07-30 22:22:01 -06:00
parent 15d7e3c54d
commit 1f522e819d
36 changed files with 5286 additions and 0 deletions

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worlds/civ_6/Civ6Client.py Normal file
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import asyncio
import logging
import traceback
from typing import Dict, List
from CommonClient import ClientCommandProcessor, CommonContext, get_base_parser, logger, server_loop, gui_enabled
from .Data import get_progressive_districts_data
from .DeathLink import handle_check_deathlink
from NetUtils import ClientStatus
import Utils
from .CivVIInterface import CivVIInterface, ConnectionState
from .Enum import CivVICheckType
from .Items import CivVIItemData, generate_item_table, get_item_by_civ_name
from .Locations import generate_era_location_table
from .TunerClient import TunerErrorException, TunerTimeoutException
class CivVICommandProcessor(ClientCommandProcessor):
def __init__(self, ctx: CommonContext):
super().__init__(ctx)
def _cmd_deathlink(self):
"""Toggle deathlink from client. Overrides default setting."""
if isinstance(self.ctx, CivVIContext):
self.ctx.death_link_enabled = not self.ctx.death_link_enabled
self.ctx.death_link_just_changed = True
Utils.async_start(self.ctx.update_death_link(
self.ctx.death_link_enabled), name="Update Deathlink")
self.ctx.logger.info(
f"Deathlink is now {'enabled' if self.ctx.death_link_enabled else 'disabled'}")
def _cmd_resync(self):
"""Resends all items to client, and has client resend all locations to server. This can take up to a minute if the player has received a lot of items"""
if isinstance(self.ctx, CivVIContext):
logger.info("Resyncing...")
asyncio.create_task(self.ctx.resync())
def _cmd_toggle_progressive_eras(self):
"""If you get stuck for some reason and unable to continue your game, you can run this command to disable the defeat that comes from pushing past the max unlocked era """
if isinstance(self.ctx, CivVIContext):
print("Toggling progressive eras, stand by...")
self.ctx.is_pending_toggle_progressive_eras = True
class CivVIContext(CommonContext):
is_pending_death_link_reset = False
is_pending_toggle_progressive_eras = False
command_processor = CivVICommandProcessor
game = "Civilization VI"
items_handling = 0b111
tuner_sync_task = None
game_interface: CivVIInterface
location_name_to_civ_location = {}
location_name_to_id = {}
item_id_to_civ_item: Dict[int, CivVIItemData] = {}
item_table: Dict[str, CivVIItemData] = {}
processing_multiple_items = False
received_death_link = False
death_link_message = ""
death_link_enabled = False
death_link_just_changed = False
# Used to prevent the deathlink from triggering when someone re enables it
logger = logger
progressive_items_by_type = get_progressive_districts_data()
item_name_to_id = {
item.name: item.code for item in generate_item_table().values()}
connection_state = ConnectionState.DISCONNECTED
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.game_interface = CivVIInterface(logger)
location_by_era = generate_era_location_table()
self.item_table = generate_item_table()
# Get tables formatted in a way that is easier to use here
for era, locations in location_by_era.items():
for item_name, location in locations.items():
self.location_name_to_id[location.name] = location.code
self.location_name_to_civ_location[location.name] = location
for item_name, item in self.item_table.items():
self.item_id_to_civ_item[item.code] = item
async def resync(self):
if self.processing_multiple_items:
logger.info(
"Waiting for items to finish processing, try again later")
return
await self.game_interface.resync()
await handle_receive_items(self, -1)
logger.info("Resynced")
def on_deathlink(self, data: Utils.Dict[str, Utils.Any]) -> None:
super().on_deathlink(data)
text = data.get("cause", "")
if text:
message = text
else:
message = f"Received from {data['source']}"
self.death_link_message = message
self.received_death_link = True
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(CivVIContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect()
def run_gui(self):
from kvui import GameManager
class CivVIManager(GameManager):
logging_pairs = [
("Client", "Archipelago")
]
base_title = "Archipelago Civlization VI Client"
self.ui = CivVIManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
self.slot_data = args["slot_data"]
if "death_link" in args["slot_data"]:
self.death_link_enabled = bool(args["slot_data"]["death_link"])
Utils.async_start(self.update_death_link(
bool(args["slot_data"]["death_link"])))
def update_connection_status(ctx: CivVIContext, status):
if ctx.connection_state == status:
return
elif status == ConnectionState.IN_GAME:
ctx.logger.info("Connected to Civ VI")
elif status == ConnectionState.IN_MENU:
ctx.logger.info("Connected to Civ VI, waiting for game to start")
elif status == ConnectionState.DISCONNECTED:
ctx.logger.info("Disconnected from Civ VI, attempting to reconnect...")
ctx.connection_state = status
async def tuner_sync_task(ctx: CivVIContext):
logger.info("Starting CivVI connector")
while not ctx.exit_event.is_set():
if not ctx.slot:
await asyncio.sleep(3)
continue
else:
try:
if ctx.processing_multiple_items == True:
logger.debug("Waiting for items to finish processing")
await asyncio.sleep(3)
else:
state = await ctx.game_interface.is_in_game()
update_connection_status(ctx, state)
if state == ConnectionState.IN_GAME:
await _handle_game_ready(ctx)
else:
await asyncio.sleep(3)
except TunerTimeoutException:
logger.error(
"Timeout occurred while receiving data from Civ VI, this usually isn't a problem unless you see it repeatedly")
await asyncio.sleep(3)
except Exception as e:
if isinstance(e, TunerErrorException):
logger.debug(str(e))
else:
logger.debug(traceback.format_exc())
await asyncio.sleep(3)
continue
async def handle_toggle_progressive_eras(ctx: CivVIContext):
if ctx.is_pending_toggle_progressive_eras:
ctx.is_pending_toggle_progressive_eras = False
current = await ctx.game_interface.get_max_allowed_era()
if current > -1:
await ctx.game_interface.set_max_allowed_era(-1)
logger.info("Disabled progressive eras")
else:
count = 0
for _, network_item in enumerate(ctx.items_received):
item: CivVIItemData = ctx.item_id_to_civ_item[network_item.item]
if item.item_type == CivVICheckType.ERA:
count += 1
await ctx.game_interface.set_max_allowed_era(count)
logger.info(f"Enabled progressive eras, set to {count}")
async def handle_checked_location(ctx: CivVIContext):
checked_locations = await ctx.game_interface.get_checked_locations()
checked_location_ids = [location.code for location_name, location in ctx.location_name_to_civ_location.items(
) if location_name in checked_locations]
await ctx.send_msgs([{"cmd": "LocationChecks", "locations": checked_location_ids}])
async def handle_receive_items(ctx: CivVIContext, last_received_index_override: int = None):
try:
last_received_index = last_received_index_override or await ctx.game_interface.get_last_received_index()
if len(ctx.items_received) - last_received_index > 1:
logger.debug("Multiple items received")
ctx.processing_multiple_items = True
progressive_districts: List[CivVIItemData] = []
progressive_eras: List[CivVIItemData] = []
for index, network_item in enumerate(ctx.items_received):
# Track these separately so if we replace "PROGRESSIVE_DISTRICT" with a specific tech, we can still check if need to add it to the list of districts
item: CivVIItemData = ctx.item_id_to_civ_item[network_item.item]
item_to_send: CivVIItemData = ctx.item_id_to_civ_item[network_item.item]
if index > last_received_index:
if item.item_type == CivVICheckType.PROGRESSIVE_DISTRICT:
# if the item is progressive, then check how far in that progression type we are and send the appropriate item
count = sum(
1 for count_item in progressive_districts if count_item.civ_name == item.civ_name)
if count >= len(ctx.progressive_items_by_type[item.civ_name]):
logger.error(
f"Received more progressive items than expected for {item.civ_name}")
continue
item_civ_name = ctx.progressive_items_by_type[item.civ_name][count]
actual_item_name = get_item_by_civ_name(item_civ_name, ctx.item_table).name
item_to_send = ctx.item_table[actual_item_name]
sender = ctx.player_names[network_item.player]
if item.item_type == CivVICheckType.ERA:
count = len(progressive_eras) + 1
await ctx.game_interface.give_item_to_player(item_to_send, sender, count)
elif item.item_type == CivVICheckType.GOODY:
item_to_send.civ_vi_id = item_to_send.civ_name
await ctx.game_interface.give_item_to_player(item_to_send, sender)
else:
await ctx.game_interface.give_item_to_player(item_to_send, sender)
await asyncio.sleep(0.02)
if item.item_type == CivVICheckType.PROGRESSIVE_DISTRICT:
progressive_districts.append(item)
elif item.item_type == CivVICheckType.ERA:
progressive_eras.append(item)
if ctx.processing_multiple_items:
logger.debug("DONE")
ctx.processing_multiple_items = False
finally:
# If something errors out, then unblock item processing
ctx.processing_multiple_items = False
async def handle_check_goal_complete(ctx: CivVIContext):
# logger.debug("Sending Goal Complete")
result = await ctx.game_interface.check_victory()
if result:
logger.info("Sending Victory to server!")
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
async def _handle_game_ready(ctx: CivVIContext):
if ctx.server:
if not ctx.slot:
await asyncio.sleep(3)
return
await handle_receive_items(ctx)
await handle_checked_location(ctx)
await handle_check_goal_complete(ctx)
if ctx.death_link_enabled:
await handle_check_deathlink(ctx)
# process pending commands
await handle_toggle_progressive_eras(ctx)
await asyncio.sleep(3)
else:
logger.info("Waiting for player to connect to server")
await asyncio.sleep(3)
def main(connect=None, password=None, name=None):
Utils.init_logging("Civilization VI Client")
async def _main(connect, password, name):
ctx = CivVIContext(connect, password)
ctx.auth = name
ctx.server_task = asyncio.create_task(
server_loop(ctx), name="ServerLoop")
if gui_enabled:
ctx.run_gui()
await asyncio.sleep(1)
ctx.tuner_sync_task = asyncio.create_task(
tuner_sync_task(ctx), name="TunerSync")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.shutdown()
if ctx.tuner_sync_task:
await asyncio.sleep(3)
await ctx.tuner_sync_task
import colorama
colorama.init()
asyncio.run(_main(connect, password, name))
colorama.deinit()
def debug_main():
parser = get_base_parser()
parser.add_argument('--name', default=None,
help="Slot Name to connect as.")
parser.add_argument('--debug', default=None,
help="debug mode, additional logging")
args = parser.parse_args()
if args.debug:
logger.setLevel(logging.DEBUG)
main(args.connect, args.password, args.name)

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from enum import Enum
from logging import Logger
from typing import List
from .Items import CivVIItemData
from .TunerClient import TunerClient, TunerConnectionException, TunerTimeoutException
class ConnectionState(Enum):
DISCONNECTED = 0
IN_GAME = 1
IN_MENU = 2
class CivVIInterface:
logger: Logger
tuner: TunerClient
last_error: str = None
def __init__(self, logger: Logger):
self.logger = logger
self.tuner = TunerClient(logger)
async def is_in_game(self) -> ConnectionState:
command = "IsInGame()"
try:
result = await self.tuner.send_game_command(command)
if result == "false":
return ConnectionState.IN_MENU
self.last_error = None
return ConnectionState.IN_GAME
except TunerTimeoutException:
self.print_connection_error(
"Not connected to game, waiting for connection to be available")
return ConnectionState.DISCONNECTED
except TunerConnectionException as e:
if "The remote computer refused the network connection" in str(e):
self.print_connection_error(
"Unable to connect to game. Verify that the tuner is enabled. Attempting to reconnect")
else:
self.print_connection_error(
"Not connected to game, waiting for connection to be available")
return ConnectionState.DISCONNECTED
except Exception as e:
if "attempt to index a nil valuestack traceback" in str(e) \
or ".. is not supported for string .. nilstack traceback" in str(e):
return ConnectionState.IN_MENU
def print_connection_error(self, error: str) -> None:
if error != self.last_error:
self.last_error = error
self.logger.info(error)
async def give_item_to_player(self, item: CivVIItemData, sender: str = "", amount: int = 1) -> None:
if isinstance(item.civ_vi_id, str):
item_id = f'"{item.civ_vi_id}"'
else:
item_id = item.civ_vi_id
command = f"HandleReceiveItem({item_id}, \"{item.name}\", \"{item.item_type.value}\", \"{sender}\", {amount})"
await self.tuner.send_game_command(command)
async def resync(self) -> None:
"""Has the client resend all the checked locations"""
command = "Resync()"
await self.tuner.send_game_command(command)
async def check_victory(self) -> bool:
command = "ClientGetVictory()"
result = await self.tuner.send_game_command(command)
return result == "true"
async def get_checked_locations(self) -> List[str]:
command = "GetUnsentCheckedLocations()"
result = await self.tuner.send_game_command(command, 2048 * 4)
return result.split(",")
async def get_deathlink(self) -> str:
"""returns either "false" or the name of the unit that killed the player's unit"""
command = "ClientGetDeathLink()"
result = await self.tuner.send_game_command(command)
return result
async def kill_unit(self, message: str) -> None:
command = f"KillUnit(\"{message}\")"
await self.tuner.send_game_command(command)
async def get_last_received_index(self) -> int:
command = "ClientGetLastReceivedIndex()"
result = await self.tuner.send_game_command(command)
return int(result)
async def send_notification(self, item: CivVIItemData, sender="someone") -> None:
command = f"GameCore.NotificationManager:SendNotification(GameCore.NotificationTypes.USER_DEFINED_2, \"{item.name} Received\", \"You have received {item.name} from \" .. \"{sender}\", 0, {item.civ_vi_id})"
await self.tuner.send_command(command)
async def decrease_gold_by_percent(self, percent: int, message: str) -> None:
command = f"DecreaseGoldByPercent({percent}, \"{message}\")"
await self.tuner.send_game_command(command)
async def decrease_faith_by_percent(self, percent: int, message: str) -> None:
command = f"DecreaseFaithByPercent({percent}, \"{message}\")"
await self.tuner.send_game_command(command)
async def decrease_era_score_by_amount(self, amount: int, message: str) -> None:
command = f"DecreaseEraScoreByAmount({amount}, \"{message}\")"
await self.tuner.send_game_command(command)
async def set_max_allowed_era(self, count: int) -> None:
command = f"SetMaxAllowedEra(\"{count}\")"
await self.tuner.send_game_command(command)
async def get_max_allowed_era(self) -> int:
command = "ClientGetMaxAllowedEra()"
result = await self.tuner.send_game_command(command)
if result == "":
return -1
return int(result)

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Civilization VI:
progression_balancing: 50
accessibility: items
# Determines what progressive items (if any) should be included.
# districts_only: Each tech/civic that would normally unlock a district or district building now has a logical progression. Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT
# eras_and_districts: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era. A notification will be shown as the end of the era approaches letting the player know if they don't have enough progressive era items. Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts.
# none: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked.
progression_style: "districts_only"
# Shuffles the goody hut rewards. Goody huts will only contain junk items and location checks are received sequentially (GOODY_HUT_1, GOODY_HUT_2, etc).
# true: goody hut rewards are shuffled in
# false: goody hut rewards are not shuffled in and will behave as normal
shuffle_goody_hut_rewards: true
# Boosts for Civics/Techs are location checks. Boosts can now be triggered even if
# the item has already been researched. If it is dependent upon a unit that is now
# obsolete, you can click toggle on/off the relevant tech in the tech tree.
boostsanity: false
# Controls if/what items in the tech/civics trees are pre hinted for the multiworld.
# all: All items in the tech & civics trees are pre hinted.
# progression_items: Only locations in the trees containing progression items are pre hinted.
# no_junk: Pre hint the progression and useful items.
# none: No items are pre hinted.
pre_hint_items: "progression_items"
# Controls the cost of techs and civics.
# cheap: Techs and civics cost 50% of the normal cost.
# default: Techs and civics cost the normal amount.
# expensive: Techs and civics cost 150% of the normal cost.
research_cost_multiplier: cheap
# If boostsanity is enabled, this will prevent any boosts that are 'missable' from having progression items. Disabling this will potentially require multiple playthroughs to complete the seed.
exclude_missable_boosts: "true"
# Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that hints will still be pre collected if that option is enabled.
hide_item_names: "false"
# If enabled, an advisor icon will be added to any location that contains a progression item
advisor_show_progression_items: "true"
# 'true' or 'false'
death_link: "false"
# Determines the effect that is applied when a player dies.
# gold: The player's gold is reduced by the amount specified in death_link_effect_percent.
# faith: The player's faith is reduced by the amount specified in death_link_effect_percent.
# era_score: The player's era score is reduced by 1.
death_link_effect: unit_killed
# The percentage of the effect that is applied for gold and faith. Era score decreases by 1 each time.
# 0 - 100
death_link_effect_percent: 20
description: "Generated by https://archipelago.gg."
game: Civilization VI
name: PlayerName

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from dataclasses import dataclass
import os
from typing import TYPE_CHECKING, List
import zipfile
from BaseClasses import ItemClassification, Location
from worlds.Files import APContainer
from .Enum import CivVICheckType
from .Locations import CivVILocation, CivVILocationData
from .Options import CivVIOptions
if TYPE_CHECKING:
from worlds.civ_6 import CivVIWorld
# Python fstrings don't allow backslashes, so we use this workaround
nl = "\n"
tab = "\t"
apo = "\'"
@dataclass
class CivTreeItem:
name: str
cost: int
ui_tree_row: int
class CivVIContainer(APContainer):
"""
Responsible for generating the dynamic mod files for the Civ VI multiworld
"""
game: str = "Civilization VI"
def __init__(self, patch_data: dict, base_path: str, output_directory: str,
player=None, player_name: str = "", server: str = ""):
self.patch_data = patch_data
self.file_path = base_path
container_path = os.path.join(output_directory, base_path + ".zip")
super().__init__(container_path, player, player_name, server)
def write_contents(self, opened_zipfile: zipfile.ZipFile) -> None:
for filename, yml in self.patch_data.items():
opened_zipfile.writestr(filename, yml)
super().write_contents(opened_zipfile)
def get_cost(world, location: CivVILocationData) -> int:
"""
Returns the cost of the item based on the game options
"""
options: CivVIOptions = world.options
multiplier = options.research_cost_multiplier
return int(world.location_table[location.name].cost * multiplier)
def get_formatted_player_name(world, player) -> str:
"""
Returns the name of the player in the world
"""
if player != world.player:
return f"{world.multiworld.player_name[player]}{apo}s"
else:
return "Your"
def get_advisor_type(world: 'CivVIWorld', location: Location) -> str:
if world.options.advisor_show_progression_items.value and location.item.classification == ItemClassification.progression:
return "ADVISOR_PROGRESSIVE"
else:
return "ADVISOR_GENERIC"
def generate_new_items(world: 'CivVIWorld') -> str:
"""
Generates the XML for the new techs/civics as well as the blockers used to prevent players from researching their own items
"""
locations: List[CivVILocation] = world.multiworld.get_locations(
world.player)
techs = [location for location in locations if location.location_type ==
CivVICheckType.TECH]
civics = [location for location in locations if location.location_type ==
CivVICheckType.CIVIC]
boost_techs = []
boost_civics = []
hidden_techs = []
hidden_civics = []
if world.options.boostsanity.value:
boost_techs = [location for location in locations if location.location_type == CivVICheckType.BOOST and location.name.split("_")[1] == "TECH"]
boost_civics = [location for location in locations if location.location_type == CivVICheckType.BOOST and location.name.split("_")[1] == "CIVIC"]
techs += boost_techs
civics += boost_civics
if world.options.hide_item_names.value:
hidden_techs = [tech.name for tech in techs]
hidden_civics = [civic.name for civic in civics]
return f"""<?xml version="1.0" encoding="utf-8"?>
<GameInfo>
<Types>
<Row Type="TECH_BLOCKER" Kind="KIND_TECH" />
<Row Type="CIVIC_BLOCKER" Kind="KIND_CIVIC" />
{"".join([f'{tab}<Row Type="{tech.name}" Kind="KIND_TECH" />{nl}' for
tech in techs])}
{"".join([f'{tab}<Row Type="{civic.name}" Kind="KIND_CIVIC" />{nl}' for
civic in civics])}
</Types>
<Technologies>
<Row TechnologyType="TECH_BLOCKER" Name="TECH_BLOCKER" EraType="ERA_ANCIENT" UITreeRow="0" Cost="99999" AdvisorType="ADVISOR_GENERIC" Description="Archipelago Tech created to prevent players from researching their own tech. If you can read this, then congrats you have reached the end of your tree before beating the game!"/>
{"".join([f'{tab}<Row TechnologyType="{location.name}" '
f'Name="{get_formatted_player_name(world, location.item.player)} '
f'{location.item.name}" '
f'EraType="{world.location_table[location.name].era_type}" '
f'UITreeRow="{world.location_table[location.name].uiTreeRow}" '
f'Cost="{get_cost(world, world.location_table[location.name])}" '
f'Description="{location.name}" '
f'AdvisorType="{get_advisor_type(world, location)}"'
f'/>{nl}'
for location in techs])}
</Technologies>
<TechnologyPrereqs>
{"".join([f'{tab}<Row Technology="{location.name}" PrereqTech="TECH_BLOCKER" />{nl}' for location in boost_techs])}
</TechnologyPrereqs>
<Civics>
<Row CivicType="CIVIC_BLOCKER" Name="CIVIC_BLOCKER" EraType="ERA_ANCIENT" UITreeRow="0" Cost="99999" AdvisorType="ADVISOR_GENERIC" Description="Archipelago Civic created to prevent players from researching their own civics. If you can read this, then congrats you have reached the end of your tree before beating the game!"/>
{"".join([f'{tab}<Row CivicType="{location.name}" '
f'Name="{get_formatted_player_name(world, location.item.player)} '
f'{location.item.name}" '
f'EraType="{world.location_table[location.name].era_type}" '
f'UITreeRow="{world.location_table[location.name].uiTreeRow}" '
f'Cost="{get_cost(world, world.location_table[location.name])}" '
f'Description="{location.name}" '
f'AdvisorType="{get_advisor_type(world, location)}"'
f'/>{nl}'
for location in civics])}
</Civics>
<CivicPrereqs>
{"".join([f'{tab}<Row Civic="{location.name}" PrereqCivic="CIVIC_BLOCKER" />{nl}' for location in boost_civics])}
</CivicPrereqs>
<Civics_XP2>
{"".join([f'{tab}<Row CivicType="{location}" HiddenUntilPrereqComplete="true" RandomPrereqs="false"/>{nl}' for location in hidden_civics])}
</Civics_XP2>
<Technologies_XP2>
{"".join([f'{tab}<Row TechnologyType="{location}" HiddenUntilPrereqComplete="true" RandomPrereqs="false"/>{nl}' for location in hidden_techs])}
</Technologies_XP2>
</GameInfo>
"""
def generate_setup_file(world) -> str:
"""
Generates the Lua for the setup file. This sets initial variables and state that affect gameplay around Progressive Eras
"""
setup = "-- Setup"
if world.options.progression_style.current_key == "eras_and_districts":
setup += f"""
-- Init Progressive Era Value if it hasn't been set already
if Game.GetProperty("MaxAllowedEra") == nil then
print("Setting MaxAllowedEra to 0")
Game.SetProperty("MaxAllowedEra", 0)
end
"""
if world.options.boostsanity.value:
setup += f"""
-- Init Boosts
if Game.GetProperty("BoostsAsChecks") == nil then
print("Setting Boosts As Checks to True")
Game.SetProperty("BoostsAsChecks", true)
end
"""
return setup
def generate_goody_hut_sql(world) -> str:
"""
Generates the SQL for the goody huts or an empty string if they are disabled since the mod expects the file to be there
"""
if world.options.shuffle_goody_hut_rewards.value:
return f"""
UPDATE GoodyHutSubTypes SET Description = NULL WHERE GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND Weight > 0;
INSERT INTO Modifiers
(ModifierId, ModifierType, RunOnce, Permanent, SubjectRequirementSetId)
SELECT ModifierID||'_AI', ModifierType, RunOnce, Permanent, 'PLAYER_IS_AI'
FROM Modifiers
WHERE EXISTS (
SELECT ModifierId
FROM GoodyHutSubTypes
WHERE Modifiers.ModifierId = GoodyHutSubTypes.ModifierId AND GoodyHutSubTypes.GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND GoodyHutSubTypes.Weight > 0);
INSERT INTO ModifierArguments
(ModifierId, Name, Type, Value)
SELECT ModifierID||'_AI', Name, Type, Value
FROM ModifierArguments
WHERE EXISTS (
SELECT ModifierId
FROM GoodyHutSubTypes
WHERE ModifierArguments.ModifierId = GoodyHutSubTypes.ModifierId AND GoodyHutSubTypes.GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND GoodyHutSubTypes.Weight > 0);
UPDATE GoodyHutSubTypes
SET ModifierID = ModifierID||'_AI'
WHERE GoodyHut NOT IN ('METEOR_GOODIES', 'GOODYHUT_SAILOR_WONDROUS', 'DUMMY_GOODY_BUILDIER') AND Weight > 0;
"""
else:
return "-- Goody Huts are disabled, no changes needed"
def generate_update_boosts_sql(world) -> str:
"""
Generates the SQL for existing boosts in boostsanity or an empty string if they are disabled since the mod expects the file to be there
"""
if world.options.boostsanity.value:
return f"""
UPDATE Boosts
SET TechnologyType = 'BOOST_' || TechnologyType
WHERE TechnologyType IS NOT NULL;
UPDATE Boosts
SET CivicType = 'BOOST_' || CivicType
WHERE CivicType IS NOT NULL AND CivicType NOT IN ('CIVIC_CORPORATE_LIBERTARIANISM', 'CIVIC_DIGITAL_DEMOCRACY', 'CIVIC_SYNTHETIC_TECHNOCRACY', 'CIVIC_NEAR_FUTURE_GOVERNANCE');
"""
else:
return "-- Boostsanity is disabled, no changes needed"

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from dataclasses import dataclass
import json
import os
import pkgutil
from typing import List
_cache = {}
def _get_data(key: str):
global _cache
if key not in _cache:
path = os.path.join("data", f"{key}.json")
_cache[key] = json.loads(
pkgutil.get_data(__name__, path).decode())
return _cache[key]
def get_boosts_data():
return _get_data("boosts")
@dataclass
class CivVIBoostData():
Type: str
EraType: str
Prereq: List[str]
PrereqRequiredCount: int
Classification: str
def get_boosts_data() -> List[CivVIBoostData]:
boosts_json = _get_data("boosts")
boosts = []
for boost in boosts_json:
boosts.append(CivVIBoostData(
Type=boost['Type'],
EraType=boost['EraType'],
Prereq=boost['Prereq'],
PrereqRequiredCount=boost['PrereqRequiredCount'],
Classification=boost['Classification']
))
return boosts
def get_era_required_items_data():
return _get_data("era_required_items")
def get_existing_civics_data():
return _get_data("existing_civics")
def get_existing_techs_data():
return _get_data("existing_tech")
def get_goody_hut_rewards_data():
return _get_data("goody_hut_rewards")
def get_new_civic_prereqs_data():
return _get_data("new_civic_prereqs")
def get_new_civics_data():
return _get_data("new_civics")
def get_new_tech_prereqs_data():
return _get_data("new_tech_prereqs")
def get_new_techs_data():
return _get_data("new_tech")
def get_progressive_districts_data():
return _get_data("progressive_districts")

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import random
from CommonClient import CommonContext
# any is also an option but should not be considered an effect
DEATH_LINK_EFFECTS = ["Gold", "Faith", "Era Score", "Unit Killed"]
async def handle_receive_deathlink(ctx: CommonContext, message):
"""Resolves the effects of a deathlink received from the multiworld based on the options selected by the player"""
chosen_effect = ctx.slot_data["death_link_effect"]
effect: str = "Gold"
if chosen_effect == "Any Except Era Score":
effect = random.choice(
[effect for effect in DEATH_LINK_EFFECTS if effect != "Era Score"])
else:
effect = chosen_effect if chosen_effect != "Any" else random.choice(
DEATH_LINK_EFFECTS)
percent = ctx.slot_data["death_link_effect_percent"]
if effect == "Gold":
ctx.logger.info(f"Decreasing gold by {percent}%")
await ctx.game_interface.decrease_gold_by_percent(percent, message)
elif effect == "Faith":
ctx.logger.info(f"Decreasing faith by {percent}%")
await ctx.game_interface.decrease_faith_by_percent(percent, message)
elif effect == "Era Score":
ctx.logger.info("Decreasing era score by 1")
await ctx.game_interface.decrease_era_score_by_amount(1, message)
elif effect == "Unit Killed":
ctx.logger.info("Destroying a random unit")
await ctx.game_interface.kill_unit(message)
async def handle_check_deathlink(ctx: CommonContext):
"""Checks if the local player should send out a deathlink to the multiworld as well as if we should respond to any pending deathlinks sent to us """
# check if we received a death link
if ctx.received_death_link:
ctx.received_death_link = False
await handle_receive_deathlink(ctx, ctx.death_link_message)
# Check if we should send out a death link
result = await ctx.game_interface.get_deathlink()
if ctx.death_link_just_changed:
ctx.death_link_just_changed = False
return
if result != "false":
messages = [f"lost a unit to a {result}",
f"offered a sacrifice to the great {result}",
f"was killed by a {result}",
f"made a donation to the {result} fund",
f"made a tactical error",
f"picked a fight with a {result} and lost",
f"tried to befriend an enemy {result}",
f"used a {result} to reduce their military spend",
f"was defeated by a {result} in combat",
f"bravely struck a {result} and paid the price",
f"had a lapse in judgement against a {result}",
f"learned at the hands of a {result}",
f"attempted to non peacefully negotiate with a {result}",
f"was outsmarted by a {result}",
f"received a lesson from a {result}",
f"now understands the importance of not fighting a {result}",
f"let a {result} get the better of them",
f"allowed a {result} to show them the error of their ways",
f"heard the tragedy of Darth Plageuis the Wise from a {result}",
f"refused to join a {result} in their quest for power",
f"was tired of sitting in BK and decided to fight a {result} instead",
f"purposely lost to a {result} as a cry for help",
f"is wanting to remind everyone that they are here to have fun and not to win",
f"is reconisdering their pursuit of a domination victory",
f"had their plans toppled by a {result}",
]
player = ctx.player_names[ctx.slot]
message = random.choice(messages)
await ctx.send_death(f"{player} {message}")

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from enum import Enum
class EraType(Enum):
ERA_ANCIENT = "ERA_ANCIENT"
ERA_CLASSICAL = "ERA_CLASSICAL"
ERA_MEDIEVAL = "ERA_MEDIEVAL"
ERA_RENAISSANCE = "ERA_RENAISSANCE"
ERA_INDUSTRIAL = "ERA_INDUSTRIAL"
ERA_MODERN = "ERA_MODERN"
ERA_ATOMIC = "ERA_ATOMIC"
ERA_INFORMATION = "ERA_INFORMATION"
ERA_FUTURE = "ERA_FUTURE"
class CivVICheckType(Enum):
TECH = "TECH"
CIVIC = "CIVIC"
PROGRESSIVE_DISTRICT = "PROGRESSIVE_DISTRICT"
ERA = "ERA"
GOODY = "GOODY"
BOOST = "BOOST"

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from enum import Enum
import json
import os
import pkgutil
import random
from typing import Dict, List, Optional
import typing
from BaseClasses import Item, ItemClassification
from .Data import get_era_required_items_data, get_existing_civics_data, get_existing_techs_data, get_goody_hut_rewards_data, get_progressive_districts_data
from .Enum import CivVICheckType, EraType
from .ProgressiveDistricts import get_flat_progressive_districts
CIV_VI_AP_ITEM_ID_BASE = 5041000
NON_PROGRESSION_DISTRICTS = [
"PROGRESSIVE_PRESERVE",
"PROGRESSIVE_NEIGHBORHOOD"
]
# Items required as progression for boostsanity mode
BOOSTSANITY_PROGRESSION_ITEMS = [
"TECH_THE_WHEEL",
"TECH_MASONRY",
"TECH_ARCHERY",
"TECH_ENGINEERING",
"TECH_CONSTRUCTION",
"TECH_GUNPOWDER",
"TECH_MACHINERY",
"TECH_SIEGE_TACTICS",
"TECH_STIRRUPS",
"TECH_ASTRONOMY",
"TECH_BALLISTICS",
"TECH_STEAM_POWER",
"TECH_SANITATION",
"TECH_COMPUTERS",
"TECH_COMBUSTION",
"TECH_TELECOMMUNICATIONS",
"TECH_ROBOTICS",
"CIVIC_FEUDALISM",
"CIVIC_GUILDS",
"CIVIC_THE_ENLIGHTENMENT",
"CIVIC_MERCANTILISM",
"CIVIC_CONSERVATION",
"CIVIC_CIVIL_SERVICE",
"CIVIC_GLOBALIZATION",
"CIVIC_COLD_WAR",
"CIVIC_URBANIZATION",
"CIVIC_NATIONALISM",
"CIVIC_MOBILIZATION",
"PROGRESSIVE_NEIGHBORHOOD",
"PROGRESSIVE_PRESERVE"
]
class FillerItemRarity(Enum):
COMMON = "COMMON"
UNCOMMON = "UNCOMMON"
RARE = "RARE"
FILLER_DISTRIBUTION: Dict[FillerItemRarity, float] = {
FillerItemRarity.RARE: 0.025,
FillerItemRarity.UNCOMMON: .2,
FillerItemRarity.COMMON: 0.775,
}
class FillerItemData:
name: str
type: str
rarity: FillerItemRarity
civ_name: str
def __init__(self, data: Dict[str, str]):
self.name = data["Name"]
self.rarity = FillerItemRarity(data["Rarity"])
self.civ_name = data["Type"]
def get_filler_item_data() -> Dict[str, FillerItemData]:
"""
Returns a dictionary of filler items with their data
"""
goody_huts: List[Dict[str, str]] = get_goody_hut_rewards_data()
# Create a FillerItemData object for each item
cached_filler_items = {item["Name"]: FillerItemData(item) for item in goody_huts}
return cached_filler_items
class CivVIItemData:
civ_vi_id: int
classification: ItemClassification
name: str
code: int
cost: int
item_type: CivVICheckType
progression_name: Optional[str]
civ_name: Optional[str]
def __init__(self, name, civ_vi_id: int, cost: int, item_type: CivVICheckType, id_offset: int, classification: ItemClassification, progression_name: Optional[str], civ_name: Optional[str] = None):
self.classification = classification
self.civ_vi_id = civ_vi_id
self.name = name
self.code = civ_vi_id + CIV_VI_AP_ITEM_ID_BASE + id_offset
self.cost = cost
self.item_type = item_type
self.progression_name = progression_name
self.civ_name = civ_name
class CivVIItem(Item):
game: str = "Civilization VI"
civ_vi_id: int
item_type: CivVICheckType
def __init__(self, item: CivVIItemData, player: int, classification: ItemClassification = None):
super().__init__(item.name, classification or item.classification, item.code, player)
self.civ_vi_id = item.civ_vi_id
self.item_type = item.item_type
def format_item_name(name: str) -> str:
name_parts = name.split("_")
return " ".join([part.capitalize() for part in name_parts])
def get_item_by_civ_name(item_name: typing.List[str], item_table: typing.Dict[str, 'CivVIItemData']) -> 'CivVIItemData':
"""Gets the names of the items in the item_table"""
for item in item_table.values():
if item_name == item.civ_name:
return item
raise Exception(f"Item {item_name} not found in item_table")
def _generate_tech_items(id_base: int, required_items: List[str], progressive_items: Dict[str, str]) -> List[CivVIItemData]:
# Generate Techs
existing_techs = get_existing_techs_data()
tech_table = {}
tech_id = 0
for tech in existing_techs:
classification = ItemClassification.useful
name = tech["Name"]
civ_name = tech["Type"]
if civ_name in required_items:
classification = ItemClassification.progression
progression_name = None
check_type = CivVICheckType.TECH
if civ_name in progressive_items.keys():
progression_name = format_item_name(progressive_items[civ_name])
tech_table[name] = CivVIItemData(
name=name,
civ_vi_id=tech_id,
cost=tech["Cost"],
item_type=check_type,
id_offset=id_base,
classification=classification,
progression_name=progression_name,
civ_name=civ_name
)
tech_id += 1
return tech_table
def _generate_civics_items(id_base: int, required_items: List[str], progressive_items: Dict[str, str]) -> List[CivVIItemData]:
civic_id = 0
civic_table = {}
existing_civics = get_existing_civics_data()
for civic in existing_civics:
name = civic["Name"]
civ_name = civic["Type"]
progression_name = None
check_type = CivVICheckType.CIVIC
if civ_name in progressive_items.keys():
progression_name = format_item_name(progressive_items[civ_name])
classification = ItemClassification.useful
if civ_name in required_items:
classification = ItemClassification.progression
civic_table[name] = CivVIItemData(
name=name,
civ_vi_id=civic_id,
cost=civic["Cost"],
item_type=check_type,
id_offset=id_base,
classification=classification,
progression_name=progression_name,
civ_name=civ_name
)
civic_id += 1
return civic_table
def _generate_progressive_district_items(id_base: int) -> List[CivVIItemData]:
progressive_table = {}
progressive_id_base = 0
progressive_items = get_progressive_districts_data()
for item_name in progressive_items.keys():
progression = ItemClassification.progression
if item_name in NON_PROGRESSION_DISTRICTS:
progression = ItemClassification.useful
name = format_item_name(item_name)
progressive_table[name] = CivVIItemData(
name=name,
civ_vi_id=progressive_id_base,
cost=0,
item_type=CivVICheckType.PROGRESSIVE_DISTRICT,
id_offset=id_base,
classification=progression,
progression_name=None,
civ_name=item_name
)
progressive_id_base += 1
return progressive_table
def _generate_progressive_era_items(id_base: int) -> List[CivVIItemData]:
"""Generates the single progressive district item"""
era_table = {}
# Generate progressive eras
progressive_era_name = format_item_name("PROGRESSIVE_ERA")
era_table[progressive_era_name] = CivVIItemData(
name=progressive_era_name,
civ_vi_id=0,
cost=0,
item_type=CivVICheckType.ERA,
id_offset=id_base,
classification=ItemClassification.progression,
progression_name=None,
civ_name="PROGRESSIVE_ERA"
)
return era_table
def _generate_goody_hut_items(id_base: int) -> List[CivVIItemData]:
# Generate goody hut items
goody_huts = get_filler_item_data()
goody_table = {}
goody_base = 0
for value in goody_huts.values():
goody_table[value.name] = CivVIItemData(
name=value.name,
civ_vi_id=goody_base,
cost=0,
item_type=CivVICheckType.GOODY,
id_offset=id_base,
classification=ItemClassification.filler,
progression_name=None,
civ_name=value.civ_name
)
goody_base += 1
return goody_table
def generate_item_table() -> Dict[str, CivVIItemData]:
era_required_items = get_era_required_items_data()
required_items: List[str] = []
for key, value in era_required_items.items():
required_items += value
progressive_items = get_flat_progressive_districts()
item_table = {}
def get_id_base():
return len(item_table.keys())
item_table = {**item_table, **_generate_tech_items(get_id_base(), required_items, progressive_items)}
item_table = {**item_table, **_generate_civics_items(get_id_base(), required_items, progressive_items)}
item_table = {**item_table, **_generate_progressive_district_items(get_id_base())}
item_table = {**item_table, **_generate_progressive_era_items(get_id_base())}
item_table = {**item_table, **_generate_goody_hut_items(get_id_base())}
return item_table
def get_items_by_type(item_type: CivVICheckType, item_table: Dict[str, CivVIItemData]) -> List[CivVIItemData]:
"""
Returns a list of items that match the given item type
"""
return [item for item in item_table.values() if item.item_type == item_type]
def get_random_filler_by_rarity(rarity: FillerItemRarity, item_table: Dict[str, CivVIItemData]) -> CivVIItemData:
"""
Returns a random filler item by rarity
"""
items = [item for item in get_filler_item_data().values() if item.rarity == rarity]
return items[random.randint(0, len(items) - 1)]

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The MIT License (MIT)
Copyright © 2024 tanjo3
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the “Software”), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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from dataclasses import dataclass
from typing import Any, List, Optional, Dict
from BaseClasses import Location, LocationProgressType, Region
from .Data import get_boosts_data, get_new_civic_prereqs_data, get_new_civics_data, get_new_tech_prereqs_data, get_new_techs_data
from .Enum import CivVICheckType, EraType
CIV_VI_AP_LOCATION_ID_BASE = 5041000
# Locs that should have progression items (keypoint techs/civics, ~1 per era)
PRIORITY_LOCATIONS = [
"TECH_ANCEINT_09",
"TECH_CLASSICAL_15",
"TECH_MEDIEVAL_20",
"TECH_RENAISSANCE_33",
"TECH_INDUSTRIAL_35",
"TECH_MODERN_47",
"TECH_ATOMIC_51",
"TECH_INFORMATION_59",
"CIVIC_ANCIENT_04",
"CIVIC_CLASSICAL_08",
"CIVIC_MEDIEVAL_19",
"CIVIC_RENAISSANCE_26",
"CIVIC_INDUSTRIAL_33",
"CIVIC_MODERN_39",
"CIVIC_ATOMIC_46",
"CIVIC_INFORMATION_48",
"ERA_CLASSICAL",
"ERA_MEDIEVAL",
"ERA_RENAISSANCE",
"ERA_INDUSTRIAL",
"ERA_MODERN",
"ERA_ATOMIC",
"ERA_INFORMATION",
"ERA_FUTURE"
]
# Locs that should not have progression items (future techs/civics)
EXCLUDED_LOCATIONS = [
"GOODY_HUT_1",
"GOODY_HUT_2",
"GOODY_HUT_3",
"GOODY_HUT_4",
"GOODY_HUT_5",
"GOODY_HUT_6",
"GOODY_HUT_7",
"GOODY_HUT_8",
"GOODY_HUT_9",
"GOODY_HUT_10",
]
class CivVILocationData():
game: str = "Civilization VI"
name: str
cost: int
uiTreeRow: int
civ_id: int
code: int
era_type: EraType
location_type: CivVICheckType
pre_reqs: List[str]
def __init__(self, name: str, cost: int, uiTreeRow: int, id: int, era_type: EraType, location_type: CivVICheckType, pre_reqs: Optional[List[str]] = None):
self.name = name
self.cost = cost
self.uiTreeRow = uiTreeRow
self.civ_id = id
self.code = id + CIV_VI_AP_LOCATION_ID_BASE
self.era_type = era_type
self.pre_reqs = pre_reqs
self.location_type = location_type
class CivVILocation(Location):
game: str = "Civilization VI"
location_type: CivVICheckType
def __init__(self, player: int, name: str = '', address: Optional[int] = None, parent: Optional[Region] = None):
super().__init__(player, name, address, parent)
if name.split("_")[0] == "TECH":
self.location_type = CivVICheckType.TECH
elif name.split("_")[0] == "CIVIC":
self.location_type = CivVICheckType.CIVIC
elif name.split("_")[0] == "ERA":
self.location_type = CivVICheckType.ERA
elif name.split("_")[0] == "GOODY":
self.location_type = CivVICheckType.GOODY
elif name.split("_")[0] == "BOOST":
self.location_type = CivVICheckType.BOOST
if self.name in PRIORITY_LOCATIONS:
self.progress_type = LocationProgressType.PRIORITY
elif self.name in EXCLUDED_LOCATIONS:
self.progress_type = LocationProgressType.EXCLUDED
else:
self.progress_type = LocationProgressType.DEFAULT
if self.location_type == CivVICheckType.BOOST:
boost_data_list = get_boosts_data()
boost_data = next((boost for boost in boost_data_list if boost.Type == name), None)
if boost_data and boost_data.Classification == "EXCLUDED":
self.progress_type = LocationProgressType.EXCLUDED
def generate_flat_location_table() -> Dict[str, CivVILocationData]:
"""
Generates a flat location table in the following format:
{
"TECH_AP_ANCIENT_00": CivVILocationData,
"TECH_AP_ANCIENT_01": CivVILocationData,
"CIVIC_AP_ANCIENT_00": CivVILocationData,
...
}
"""
era_locations = generate_era_location_table()
flat_locations = {}
for era_type, locations in era_locations.items():
for location_id, location_data in locations.items():
flat_locations[location_id] = location_data
return flat_locations
def generate_era_location_table() -> Dict[EraType, Dict[str, CivVILocationData]]:
"""
Uses the data from existing_tech.json to generate a location table in the following format:
{
"ERA_ANCIENT": {
"TECH_AP_ANCIENT_00": CivVILocationData,
"TECH_AP_ANCIENT_01": CivVILocationData,
"CIVIC_AP_ANCIENT_00": CivVILocationData,
},
...
}
"""
new_tech_prereqs = get_new_tech_prereqs_data()
new_techs = get_new_techs_data()
era_locations = {}
id_base = 0
# Techs
for data in new_techs:
era_type = data['EraType']
if era_type not in era_locations:
era_locations[era_type] = {}
prereq_data = [
item for item in new_tech_prereqs if item['Technology'] == data['Type']]
era_locations[era_type][data["Type"]] = CivVILocationData(
data["Type"], data['Cost'], data['UITreeRow'], id_base, era_type, CivVICheckType.TECH, prereq_data)
id_base += 1
# Civics
new_civic_prereqs = get_new_civic_prereqs_data()
new_civics = get_new_civics_data()
for data in new_civics:
era_type = data['EraType']
if era_type not in era_locations:
era_locations[era_type] = {}
prereq_data = [
item for item in new_civic_prereqs if item['Civic'] == data['Type']]
era_locations[era_type][data["Type"]] = CivVILocationData(
data["Type"], data['Cost'], data['UITreeRow'], id_base, era_type, CivVICheckType.CIVIC, prereq_data)
id_base += 1
# Eras
eras = list(EraType)
for i in range(len(EraType)):
location_era = eras[i].name
if location_era == "ERA_ANCIENT":
continue
era_locations[location_era][location_era] = CivVILocationData(
location_era, 0, 0, id_base, location_era, CivVICheckType.ERA)
id_base += 1
# Goody Huts, defaults to 10 goody huts as location checks (rarely will a player get more than this)
for i in range(10):
era_locations[EraType.ERA_ANCIENT.value]["GOODY_HUT_" + str(i+1)] = CivVILocationData(
"GOODY_HUT_" + str(i+1), 0, 0, id_base, EraType.ERA_ANCIENT, CivVICheckType.GOODY)
id_base += 1
# Boosts
boosts = get_boosts_data()
for boost in boosts:
location = CivVILocationData(
boost.Type, 0, 0, id_base, boost.EraType, CivVICheckType.BOOST, pre_reqs=boost.Prereq)
era_locations[boost.EraType][boost.Type] = location
id_base += 1
return era_locations

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from dataclasses import dataclass
from Options import Choice, DeathLink, DefaultOnToggle, PerGameCommonOptions, Range, Toggle
class ProgressionStyle(Choice):
"""Determines what progressive items (if any) should be included.\n\n
Districts Only: Each tech/civic that would normally unlock a district or district building now has a logical progression. Example: TECH_BRONZE_WORKING is now PROGRESSIVE_ENCAMPMENT\n\n
Eras and Districts: Players will be defeated if they play until the world era advances beyond the currently unlocked maximum era.
A notification will be shown as the end of the era approaches letting the player know if they don't have enough progressive era items.
Unlocked eras can be seen in both the tech and civic trees. Includes all progressive districts.\n\n
None: No progressive items will be included. This means you can get district upgrades that won't be usable until the relevant district is unlocked.
"""
display_name = "Progression Style"
option_districts_only = "Districts Only"
option_eras_and_districts = "Eras and Districts"
option_none = "None"
default = "districts_only"
class ShuffleGoodyHuts(DefaultOnToggle):
"""Shuffles the goody hut rewards. Goody huts will only contain junk items and location checks are received sequentially (GOODY_HUT_1, GOODY_HUT_2, etc)."""
display_name = "Shuffle Goody Hut Rewards"
default = True
class BoostSanity(Toggle):
"""Boosts for Civics/Techs are location checks. Boosts can now be triggered even if the item has already been researched. If it is dependent upon a unit that is now obsolete, you can click toggle on/off the relevant tech in the tech tree."""
default = False
class ExcludeMissableBoosts(Toggle):
"""If boostsanity is enabled, this will prevent any boosts that are 'missable' from having progression items. Disabling this will potentially require multiple playthroughs to complete the seed."""
default = True
class ResearchCostMultiplier(Choice):
"""Multiplier for research cost of techs and civics, higher values make research more expensive. Cheap = 0.5x, Expensive = 1.5x. Default is 1. """
display_name = "Tech/Civic Cost Multiplier"
option_cheap = 0.5
option_default = 1
option_expensive = 1.5
default = 1
class PreHintItems(Choice):
"""Controls if/what items in the tech/civics trees are pre hinted for the multiworld.\n
All : All items in the tech & civics trees are pre hinted.\n
Progression items: Only locations in the trees containing progression items are pre hinted.\n
No Junk: Pre hint the progression and useful items.\n
None: No items are pre hinted.
"""
display_name = "Tech/Civic Tree Pre Hinted Items"
option_all = "All Tree Locations"
option_progression_items = "Progression Tree Locations"
option_no_junk = "No Junk"
option_none = "None"
default = "progression_items"
class HideItemNames(Toggle):
"""Each Tech and Civic Location will have a title of 'Unrevealed' until its prereqs have been researched. Note that hints will still be pre collected if that option is enabled."""
default = False
class InGameFlagProgressionItems(DefaultOnToggle):
"""If enabled, an advisor icon will be added to any location that contains a progression item"""
default = True
class DeathLinkEffect(Choice):
"""What happens when a unit dies. Default is Unit Killed.\n
Faith, and Gold will be decreased by the amount specified in 'Death Link Effect Percent'. \n
Era score is decrased by 1.\n
Any will select any of these options any time a death link is received."""
display_name = "Death Link Effect"
option_unit_killed = "Unit Killed"
option_era_score = "Era Score"
option_gold = "Gold"
option_faith = "Faith"
option_any = "Any"
option_any_except_era_score = "Any Except Era Score"
default = "unit_killed"
class DeathLinkEffectPercent(Range):
"""The percentage of the effect that will be applied. Only applicable for Gold and Faith effects. Default is 20%"""
display_name = "Death Link Effect Percent"
default = 20
range_start = 1
range_end = 100
@dataclass
class CivVIOptions(PerGameCommonOptions):
progression_style: ProgressionStyle
shuffle_goody_hut_rewards: ShuffleGoodyHuts
boostsanity: BoostSanity
exclude_missable_boosts: ExcludeMissableBoosts
research_cost_multiplier: ResearchCostMultiplier
pre_hint_items: PreHintItems
hide_item_names: HideItemNames
advisor_show_progression_items: InGameFlagProgressionItems
death_link_effect: DeathLinkEffect
death_link_effect_percent: DeathLinkEffectPercent
death_link: DeathLink

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from typing import Dict, List
from .Data import get_progressive_districts_data
def get_flat_progressive_districts() -> Dict[str, str]:
"""Returns a dictionary of all items that are associated with a progressive item.
Key is the item name ("TECH_WRITING") and the value is the associated progressive
item ("PROGRESSIVE_CAMPUS")"""
progressive_districts = get_progressive_districts_data()
flat_progressive_techs = {}
for key, value in progressive_districts.items():
for item in value:
flat_progressive_techs[item] = key
return flat_progressive_techs
def convert_items_to_have_progression(items: List[str]):
""" converts a list of items to instead be their associated progressive item if
they have one. ["TECH_MINING", "TECH_WRITING"] -> ["TECH_MINING", "PROGRESSIVE_CAMPUS]"""
flat_progressive_techs = get_flat_progressive_districts()
new_list = []
for item in items:
if item in flat_progressive_techs.keys():
new_list.append(flat_progressive_techs[item])
else:
new_list.append(item)
return new_list

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# Civlization 6 Archipelago
## Setup Guide
For setup instructions go [here](./docs/setup_en.md).
## What does randomization do to this game?
In Civilization VI, the tech and civic trees are both shuffled. This presents some interesting ways to play the game in a non-standard way. If you are feeling adventurous, you can enable the `boostsanity` option in order to really change up the way you normally would play a Civ game. Details on the option can be found [here](./docs/boostsanity.md)
There are a few changes that the Archipelago mod introduces in order to make this playable/fun. These are detailed in the __FAQ__ section below.
## What is the goal of Civilization VI when randomized?
The goal of randomized Civlization VI remains the same. Pursue any victory type you have enabled in your game settings, the one you normally go for may or may not be feasible based on how things have been changed up!
## Which items can be in another player's world?
All technologies and civics can be found in another player's world.
## What does another world's item look like in Civilization VI?
Each item from another world is represented as a researchable tech/civic in your normal tech/civic trees.
## When the player receives an item, what happens?
A short period after receiving an item, you will get a notification indicating you have discovered the relevant tech/civic. You will also get the regular popup that details what the given item has unlocked for you.
## FAQs
- Do I need the DLC to play this?
- Yes, you need both Rise & Fall and Gathering Storm. If there is enough interest then I can eventually add support for Archipellago runs that don't require both expansions.
- Does this work with Multiplayer?
- It does not and, despite my best efforts, probably won't until there's a new way for external programs to be able to interact with the game.
- Does my mod that reskins Barbarians as various Pro Wrestlers work with this??
- Only one way to find out! Any mods that modify techs/civics will most likely cause issues, though.
- "Help! I can't see any of the items that have been sent to me!"
- Both trees by default will show you the researchable Archipelago locations. To view the normal tree, you can click "Toggle Archipelago Tree" on the top left corner of the tree view.
- "Oh no! I received the Machinery tech and now instead of getting an Archer next turn, I have to wait an additional 10 turns to get a Crossbowman!"
- Vanilla prevents you from building units of the same class from an earlier tech level after you have researched a later variant. For example, this could be problematic if someone unlocks Crossbowmen for you right out the gate since you won't be able to make Archers (which have a much lower production cost).
- Solution: You can now go in to the tech tree, click "Toggle Archipelago Tree" to view your unlocked techs, and then can click any tech you have unlocked to toggle whether it is currently active or not. __NOTE__: This is an experimental feature and may yield some unexpected behaviors. Please DM `@Hesto2` on Discord if you run into any issues.
- I enabled `progressive districts` but I have no idea techs/civics what items are locked behind progression now!
- Any technology or civic that grants you a new building in a district (or grants you the district itself) is now locked behind a progressive item. For example, `PROGRESSIVE_CAMPUS` would give you these items in the following order:
1. `TECH_WRITING`
2. `TECH_EDUCATION`
3. `TECH_CHEMISTRY`
- If you want to see the details around each item, you can review [this file](./data/progressive_districts.json)
- "How does DeathLink work? Am I going to have to start a new game every time one of my friends dies??"
- Heavens no, my fellow Archipelago appreciator. When configuring your Archipelago options for Civilization on the options page, there are several choices available for you to fine tune the way you'd like to be punished for the follies of your friends. These include: Having a random unit destroyed, losing a percentage of gold or faith, or even losing a point on your era score. If you can't make up your mind, you can elect to have any of them be selected every time a death link is sent your way.
- In the event you lose one of your units in combat (this means captured units don't count), then you will send a death link event to the rest of your friends.

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import typing
from BaseClasses import CollectionState, LocationProgressType, Region
from .Data import get_era_required_items_data, get_progressive_districts_data
from .Items import format_item_name, get_item_by_civ_name
from .Enum import CivVICheckType, EraType
from .Locations import CivVILocation
from .ProgressiveDistricts import get_flat_progressive_districts
from .Options import CivVIOptions
if typing.TYPE_CHECKING:
from . import CivVIWorld
from Items import CivVIItemData
def get_required_items_for_era(era: EraType):
"""Gets the specific techs/civics that are required for the specified era"""
era_required_items = {}
era_required_items = get_era_required_items_data()
return era_required_items[era.value]
def get_cumulative_prereqs_for_era(end_era: EraType, exclude_progressive_items: bool = True, item_table: typing.Dict[str, 'CivVIItemData'] = None) -> typing.List['CivVIItemData']:
"""Gets the specific techs/civics that are required for the specified era as well as all previous eras"""
cumulative_prereqs = []
era_required_items = {}
era_required_items = get_era_required_items_data()
for era in EraType:
cumulative_prereqs += era_required_items[era.value]
if era == end_era:
break
# If we are excluding progressive items, we need to remove them from the list of expected items (TECH_BRONZE_WORKING won't be here since it will be PROGRESSIVE_ENCAMPMENT)
if exclude_progressive_items:
flat_progressive_items = get_flat_progressive_districts()
prereqs_without_progressive_items = []
for item in cumulative_prereqs:
if item in flat_progressive_items:
continue
else:
prereqs_without_progressive_items.append(item)
return [get_item_by_civ_name(prereq, item_table) for prereq in prereqs_without_progressive_items]
return [get_item_by_civ_name(prereq, item_table) for prereq in cumulative_prereqs]
def has_required_progressive_districts(state: CollectionState, era: EraType, player: int):
""" If player has progressive items enabled, it will count how many progressive techs it should have, otherwise return the default array"""
progressive_districts = get_progressive_districts_data()
item_table = state.multiworld.worlds[player].item_table
# Verify we can still reach non progressive items
all_previous_items_no_progression = get_cumulative_prereqs_for_era(
era, True, item_table)
if not state.has_all([item.name for item in all_previous_items_no_progression], player):
return False
# Verify we have the correct amount of progressive items
all_previous_items = get_cumulative_prereqs_for_era(
era, False, item_table)
required_counts: typing.Dict[str, int] = {}
for key, value in progressive_districts.items():
required_counts[key] = 0
for item in all_previous_items:
if item.civ_name in value:
required_counts[key] += 1
for key, value in required_counts.items():
has_amount = state.has(format_item_name(key), player, required_counts[key])
if not has_amount:
return False
return True
def has_required_progressive_eras(state: CollectionState, era: EraType, player: int):
"""Checks, for the given era, how many are required to proceed to the next era. Ancient = 1, Classical = 2, etc. Assumes 2 required for classical and starts from there so as to decrease odds of hard locking without the turns to get the items"""
if era == EraType.ERA_FUTURE or era == EraType.ERA_INFORMATION:
return True
eras = [e.value for e in EraType]
era_index = eras.index(era.value)
return state.has(format_item_name("PROGRESSIVE_ERA"), player, era_index + 2)
def has_required_items(state: CollectionState, era: EraType, player: int, has_progressive_districts: bool, has_progressive_eras: bool):
required_items = False
required_eras = False
if has_progressive_districts:
required_items = has_required_progressive_districts(state, era, player)
else:
era_required_items = [get_item_by_civ_name(item, state.multiworld.worlds[player].item_table).name for item in get_era_required_items_data()[era.value]]
required_items = state.has_all(era_required_items, player)
if has_progressive_eras:
required_eras = has_required_progressive_eras(state, era, player)
else:
required_eras = True
return required_items and required_eras
def create_regions(world: 'CivVIWorld', options: CivVIOptions, player: int):
menu = Region("Menu", player, world.multiworld)
world.multiworld.regions.append(menu)
has_progressive_items = options.progression_style.current_key != "none"
has_progressive_eras = options.progression_style.current_key == "eras_and_districts"
has_goody_huts = options.shuffle_goody_hut_rewards.value
has_boosts = options.boostsanity.value
regions: typing.List[Region] = []
for era in EraType:
era_region = Region(era.value, player, world.multiworld)
era_locations = {location.name: location.code for key,
location in world.location_by_era[era.value].items()}
# If progressive_eras is not enabled, then era check types from the era_locations
if not has_progressive_eras:
era_locations = {key: value for key, value in era_locations.items() if key.split("_")[0] != "ERA"}
if not has_goody_huts:
era_locations = {key: value for key, value in era_locations.items() if key.split("_")[0] != "GOODY"}
if not has_boosts:
era_locations = {key: value for key, value in era_locations.items() if key.split("_")[0] != "BOOST"}
era_region.add_locations(era_locations, CivVILocation)
regions.append(era_region)
world.multiworld.regions.append(era_region)
menu.connect(world.get_region(EraType.ERA_ANCIENT.value))
world.get_region(EraType.ERA_ANCIENT.value).connect(
world.get_region(EraType.ERA_CLASSICAL.value), None,
lambda state: has_required_items(
state, EraType.ERA_ANCIENT, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_CLASSICAL.value).connect(
world.get_region(EraType.ERA_MEDIEVAL.value), None, lambda state: has_required_items(
state, EraType.ERA_CLASSICAL, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_MEDIEVAL.value).connect(
world.get_region(EraType.ERA_RENAISSANCE.value), None, lambda state: has_required_items(
state, EraType.ERA_MEDIEVAL, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_RENAISSANCE.value).connect(
world.get_region(EraType.ERA_INDUSTRIAL.value), None, lambda state: has_required_items(
state, EraType.ERA_RENAISSANCE, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_INDUSTRIAL.value).connect(
world.get_region(EraType.ERA_MODERN.value), None, lambda state: has_required_items(
state, EraType.ERA_INDUSTRIAL, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_MODERN.value).connect(
world.get_region(EraType.ERA_ATOMIC.value), None, lambda state: has_required_items(
state, EraType.ERA_MODERN, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_ATOMIC.value).connect(
world.get_region(EraType.ERA_INFORMATION.value), None, lambda state: has_required_items(
state, EraType.ERA_ATOMIC, player, has_progressive_items, has_progressive_eras)
)
world.get_region(EraType.ERA_INFORMATION.value).connect(
world.get_region(EraType.ERA_FUTURE.value), None, lambda state: has_required_items(state, EraType.ERA_INFORMATION, player, has_progressive_items, has_progressive_eras))
world.multiworld.completion_condition[player] = lambda state: state.can_reach(
EraType.ERA_FUTURE.value, "Region", player)
if world.options.boostsanity.value and not world.options.exclude_missable_boosts.value:
_update_boost_locations_to_include_missable(world)
def _update_boost_locations_to_include_missable(world: 'CivVIWorld'):
"""If the player has exclude missable boosts disabled, set them all to default if they are excluded"""
for loc_data in world.location_table.values():
if loc_data.location_type == CivVICheckType.BOOST:
location = world.get_location(loc_data.name)
if location.progress_type == LocationProgressType.EXCLUDED:
location.progress_type = LocationProgressType.DEFAULT

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import typing
from BaseClasses import CollectionState
from .Items import get_item_by_civ_name
from .Data import get_boosts_data
from .Enum import CivVICheckType
from .ProgressiveDistricts import convert_items_to_have_progression
from worlds.generic.Rules import forbid_item, set_rule
if typing.TYPE_CHECKING:
from . import CivVIWorld
def generate_has_required_items_lambda(prereqs: typing.List[str], required_count: int, has_progressive_items: bool, player: int):
def has_required_items_lambda(state: CollectionState):
return has_required_items(state, prereqs, required_count, has_progressive_items, player)
return has_required_items_lambda
def create_boost_rules(world: 'CivVIWorld'):
boost_data_list = get_boosts_data()
boost_locations = [location for location in world.location_table.values() if location.location_type == CivVICheckType.BOOST]
for location in boost_locations:
boost_data = next((boost for boost in boost_data_list if boost.Type == location.name), None)
world_location = world.multiworld.get_location(location.name, world.player)
forbid_item(world_location, "Progressive Era", world.player)
if not boost_data or boost_data.PrereqRequiredCount == 0:
continue
has_progressive_items = world.options.progression_style.current_key != "none"
set_rule(world_location,
generate_has_required_items_lambda(boost_data.Prereq, boost_data.PrereqRequiredCount, has_progressive_items, world.player)
)
def has_required_items(state: CollectionState, prereqs: typing.List[str], required_count: int, has_progressive_items: bool, player: int):
if has_progressive_items:
items = [get_item_by_civ_name(item, state.multiworld.worlds[player].item_table).name for item in convert_items_to_have_progression(prereqs)]
progressive_items: typing.Dict[str, int] = {}
count = 0
for item in items:
if "Progressive" in item:
if not progressive_items.get(item):
progressive_items[item] = 0
progressive_items[item] += 1
else:
if state.has(item, player):
count += 1
for item, required_progressive_item_count in progressive_items.items():
if state.count(item, player) >= required_progressive_item_count:
count += required_progressive_item_count
if count > 0:
pass
return count >= required_count
else:
count = 0
for prereq in prereqs:
if state.has(get_item_by_civ_name(prereq, state.multiworld.worlds[player].item_table).name, player):
count += 1
return count >= required_count

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import asyncio
from logging import Logger
import select
import socket
ADDRESS = "127.0.0.1"
PORT = 4318
CLIENT_PREFIX = "APSTART:"
CLIENT_POSTFIX = ":APEND"
def decode_mixed_string(data):
return ''.join(chr(b) if 32 <= b < 127 else '?' for b in data)
class TunerException(Exception):
pass
class TunerTimeoutException(TunerException):
pass
class TunerErrorException(TunerException):
pass
class TunerConnectionException(TunerException):
pass
class TunerClient:
"""Interfaces with Civilization via the tuner socket"""
logger: Logger
def __init__(self, logger):
self.logger = logger
def __parse_response(self, response: str) -> str:
"""Parses the response from the tuner socket"""
split = response.split(CLIENT_PREFIX)
if len(split) > 1:
start = split[1]
end = start.split(CLIENT_POSTFIX)[0]
return end
elif "ERR:" in response:
raise TunerErrorException(response.replace("?", ""))
else:
return ""
async def send_game_command(self, command_string: str, size: int = 64):
"""Small helper that prefixes a command with GameCore.Game."""
return await self.send_command("GameCore.Game." + command_string, size)
async def send_command(self, command_string: str, size: int = 64):
"""Send a raw commannd"""
self.logger.debug("Sending Command: " + command_string)
sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
sock.setblocking(False)
b_command_string = command_string.encode('utf-8')
# Send data to the server
command_prefix = b"CMD:0:"
delimiter = b"\x00"
full_command = b_command_string
message = command_prefix + full_command + delimiter
message_length = len(message).to_bytes(1, byteorder='little')
# game expects this to be added before any command that is sent, indicates payload size
message_header = message_length + b"\x00\x00\x00\x03\x00\x00\x00"
data = message_header + command_prefix + full_command + delimiter
server_address = (ADDRESS, PORT)
loop = asyncio.get_event_loop()
try:
await loop.sock_connect(sock, server_address)
await loop.sock_sendall(sock, data)
# Add a delay before receiving data
await asyncio.sleep(.02)
received_data = await self.async_recv(sock)
response = decode_mixed_string(received_data)
self.logger.debug('Received:')
self.logger.debug(response)
return self.__parse_response(response)
except socket.timeout:
self.logger.debug('Timeout occurred while receiving data')
raise TunerTimeoutException()
except Exception as e:
self.logger.debug(f'Error occurred while receiving data: {str(e)}')
# check if No connection could be made is present in the error message
connection_errors = [
"The remote computer refused the network connection",
]
if any(error in str(e) for error in connection_errors):
raise TunerConnectionException(e)
else:
raise TunerErrorException(e)
finally:
sock.close()
async def async_recv(self, sock, timeout=2.0, size=4096):
response = await asyncio.wait_for(asyncio.get_event_loop().sock_recv(sock, size), timeout)
return response

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import math
import os
import random
from typing import Dict
import typing
from .Data import get_boosts_data
from .Rules import create_boost_rules
import Utils
from .Container import CivVIContainer, generate_goody_hut_sql, generate_new_items, generate_setup_file, generate_update_boosts_sql
from .Enum import CivVICheckType
from .Items import BOOSTSANITY_PROGRESSION_ITEMS, FILLER_DISTRIBUTION, CivVIItemData, FillerItemRarity, generate_item_table, CivVIItem, get_random_filler_by_rarity
from .Locations import CivVILocation, CivVILocationData, EraType, generate_era_location_table, generate_flat_location_table
from .Options import CivVIOptions
from .Regions import create_regions
from BaseClasses import Item, ItemClassification, MultiWorld, Tutorial
from worlds.AutoWorld import World, WebWorld
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch_subprocess
def run_client():
print("Running Civ6 Client")
from .Civ6Client import main # lazy import
launch_subprocess(main, name="Civ6Client")
components.append(
Component("Civ6 Client", func=run_client, component_type=Type.CLIENT,
file_identifier=SuffixIdentifier(".apcivvi"))
)
class CivVIWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up Civlization VI for MultiWorld.",
"English",
"setup_en.md",
"setup/en",
["hesto2"]
)]
class CivVIWorld(World):
"""
Civilization VI is a turn-based strategy video game in which one or more players compete alongside computer-controlled AI opponents to grow their individual civilization from a small tribe to control the entire planet across several periods of development.
"""
game: str = "Civilization VI"
topology_present = False
options_dataclass = CivVIOptions
options: CivVIOptions
web = CivVIWeb()
item_name_to_id = {
item.name: item.code for item in generate_item_table().values()}
location_name_to_id = {
location.name: location.code for location in generate_flat_location_table().values()}
item_table: Dict[str, CivVIItemData] = {}
location_by_era: Dict[EraType, Dict[str, CivVILocationData]]
data_version = 1
required_client_version = (0, 4, 5)
def __init__(self, multiworld: "MultiWorld", player: int):
super().__init__(multiworld, player)
self.location_by_era = generate_era_location_table()
self.location_table: Dict[str, CivVILocationData] = {}
self.item_table = generate_item_table()
for _era, locations in self.location_by_era.items():
for _item_name, location in locations.items():
self.location_table[location.name] = location
def get_filler_item_name(self):
return get_random_filler_by_rarity(FillerItemRarity.COMMON, self.item_table).name
def create_regions(self):
create_regions(self, self.options, self.player)
def set_rules(self) -> None:
if self.options.boostsanity.value:
create_boost_rules(self)
def create_item(self, name: str) -> Item:
item: CivVIItemData = self.item_table[name]
classification = item.classification
if self.options.boostsanity.value:
if item.civ_name in BOOSTSANITY_PROGRESSION_ITEMS:
classification = ItemClassification.progression
return CivVIItem(item, self.player, classification)
def create_items(self):
progressive_era_item = None
for item_name, data in self.item_table.items():
# Don't add progressive items to the itempool here
if data.item_type == CivVICheckType.PROGRESSIVE_DISTRICT:
continue
if data.item_type == CivVICheckType.ERA:
# Don't add era items in this way
progressive_era_item = data
continue
if data.item_type == CivVICheckType.GOODY:
continue
# If we're using progressive districts, we need to check if we need to create a different item instead
item_to_create = item_name
if self.options.progression_style.current_key != "none":
item: CivVIItemData = self.item_table[item_name]
if item.progression_name != None:
item_to_create = self.item_table[item.progression_name].name
self.multiworld.itempool += [self.create_item(
item_to_create)]
# Era items
if self.options.progression_style.current_key == "eras_and_districts":
# Add one less than the total number of eras (start in ancient, don't need to find it)
for era in EraType:
if era.value == "ERA_ANCIENT":
continue
self.multiworld.itempool += [self.create_item(
progressive_era_item.name)]
num_filler_items = 0
# Goody items, create 10 by default if options are enabled
if self.options.shuffle_goody_hut_rewards.value:
num_filler_items += 10
if self.options.boostsanity.value:
boost_data = get_boosts_data()
num_filler_items += len(boost_data)
filler_count = {rarity: FILLER_DISTRIBUTION[rarity] * num_filler_items for rarity in FillerItemRarity.__reversed__()}
min_count = 1
# Add filler items by rarity
total_created = 0
for rarity, count in filler_count.items():
for _ in range(max(min_count, math.ceil(count))):
if total_created >= num_filler_items:
break
self.multiworld.itempool += [self.create_item(
get_random_filler_by_rarity(rarity, self.item_table).name)]
total_created += 1
def post_fill(self):
if self.options.pre_hint_items.current_key == "none":
return
show_flags = {
ItemClassification.progression: self.options.pre_hint_items.current_key != "none",
ItemClassification.useful: self.options.pre_hint_items.current_key == "no_junk" or self.options.pre_hint_items.current_key == "all",
ItemClassification.filler: self.options.pre_hint_items.current_key == "all",
}
start_location_hints: typing.Set[str] = self.options.start_location_hints.value
for location_name, location_data in self.location_table.items():
if location_data.location_type != CivVICheckType.CIVIC and location_data.location_type != CivVICheckType.TECH:
continue
location: CivVILocation = self.multiworld.get_location(location_name, self.player)
if not location.item or not show_flags.get(location.item.classification, False):
continue
start_location_hints.add(location_name)
def fill_slot_data(self):
return {
"progression_style": self.options.progression_style.current_key,
"death_link": self.options.death_link.value,
"research_cost_multiplier": self.options.research_cost_multiplier.value,
"death_link_effect": self.options.death_link_effect.value,
"death_link_effect_percent": self.options.death_link_effect_percent.value,
}
def generate_output(self, output_directory: str):
mod_name = f"AP-{self.multiworld.get_file_safe_player_name(self.player)}"
mod_dir = os.path.join(
output_directory, mod_name + "_" + Utils.__version__)
mod_files = {
f"NewItems.xml": generate_new_items(self),
f"InitOptions.lua": generate_setup_file(self),
f"GoodyHutOverride.sql": generate_goody_hut_sql(self),
f"UpdateExistingBoosts.sql": generate_update_boosts_sql(self),
}
mod = CivVIContainer(mod_files, mod_dir, output_directory, self.player,
self.multiworld.get_file_safe_player_name(self.player))
mod.write()

View File

@@ -0,0 +1,923 @@
[
{
"Type": "BOOST_TECH_SAILING",
"EraType": "ERA_ANCIENT",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ASTROLOGY",
"EraType": "ERA_ANCIENT",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_IRRIGATION",
"EraType": "ERA_ANCIENT",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ARCHERY",
"EraType": "ERA_ANCIENT",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_WRITING",
"EraType": "ERA_ANCIENT",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "PRIORITY"
},
{
"Type": "BOOST_TECH_MASONRY",
"EraType": "ERA_ANCIENT",
"Prereq": ["TECH_MINING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_BRONZE_WORKING",
"EraType": "ERA_ANCIENT",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_THE_WHEEL",
"EraType": "ERA_ANCIENT",
"Prereq": ["TECH_MINING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_CELESTIAL_NAVIGATION",
"EraType": "ERA_CLASSICAL",
"Prereq": ["TECH_SAILING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_CURRENCY",
"EraType": "ERA_CLASSICAL",
"Prereq": ["CIVIC_FOREIGN_TRADE"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_HORSEBACK_RIDING",
"EraType": "ERA_CLASSICAL",
"Prereq": ["TECH_ANIMAL_HUSBANDRY"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_IRON_WORKING",
"EraType": "ERA_CLASSICAL",
"Prereq": ["TECH_MINING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_SHIPBUILDING",
"EraType": "ERA_CLASSICAL",
"Prereq": ["TECH_SAILING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_MATHEMATICS",
"EraType": "ERA_CLASSICAL",
"Prereq": [
"TECH_CURRENCY",
"TECH_BRONZE_WORKING",
"TECH_CELESTIAL_NAVIGATION",
"TECH_WRITING",
"TECH_APPRENTICESHIP",
"TECH_FLIGHT",
"CIVIC_GAMES_RECREATION",
"CIVIC_DRAMA_POETRY"
],
"PrereqRequiredCount": 3,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_CONSTRUCTION",
"EraType": "ERA_CLASSICAL",
"Prereq": ["TECH_THE_WHEEL"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ENGINEERING",
"EraType": "ERA_CLASSICAL",
"Prereq": ["TECH_MASONRY"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_MILITARY_TACTICS",
"EraType": "ERA_MEDIEVAL",
"Prereq": ["TECH_BRONZE_WORKING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_APPRENTICESHIP",
"EraType": "ERA_MEDIEVAL",
"Prereq": ["TECH_MINING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_MACHINERY",
"EraType": "ERA_MEDIEVAL",
"Prereq": ["TECH_ARCHERY"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_EDUCATION",
"EraType": "ERA_MEDIEVAL",
"Prereq": ["TECH_WRITING"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_STIRRUPS",
"EraType": "ERA_MEDIEVAL",
"Prereq": ["CIVIC_FEUDALISM"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_MILITARY_ENGINEERING",
"EraType": "ERA_MEDIEVAL",
"Prereq": ["TECH_ENGINEERING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_CASTLES",
"EraType": "ERA_MEDIEVAL",
"Prereq": [
"CIVIC_DIVINE_RIGHT",
"CIVIC_EXPLORATION",
"CIVIC_REFORMED_CHURCH",
"CIVIC_SUFFRAGE",
"CIVIC_TOTALITARIANISM",
"CIVIC_CLASS_STRUGGLE",
"CIVIC_DIGITAL_DEMOCRACY",
"CIVIC_CORPORATE_LIBERTARIANISM",
"CIVIC_SYNTHETIC_TECHNOCRACY"
],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_CARTOGRAPHY",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_CELESTIAL_NAVIGATION"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_MASS_PRODUCTION",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_CONSTRUCTION"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_BANKING",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["CIVIC_GUILDS"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_GUNPOWDER",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_BRONZE_WORKING", "TECH_MILITARY_ENGINEERING"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_PRINTING",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_WRITING", "TECH_EDUCATION"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_SQUARE_RIGGING",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_GUNPOWDER"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ASTRONOMY",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_EDUCATION"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_METAL_CASTING",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_MACHINERY"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_SIEGE_TACTICS",
"EraType": "ERA_RENAISSANCE",
"Prereq": ["TECH_MILITARY_ENGINEERING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_INDUSTRIALIZATION",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["TECH_APPRENTICESHIP"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_SCIENTIFIC_THEORY",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["CIVIC_THE_ENLIGHTENMENT"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_BALLISTICS",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["TECH_SIEGE_TACTICS", "TECH_MILITARY_ENGINEERING"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_MILITARY_SCIENCE",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["TECH_STIRRUPS"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_STEAM_POWER",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["TECH_MASS_PRODUCTION"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_SANITATION",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["CIVIC_URBANIZATION"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ECONOMICS",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["TECH_CURRENCY", "TECH_BANKING"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_RIFLING",
"EraType": "ERA_INDUSTRIAL",
"Prereq": ["TECH_MINING", "TECH_MILITARY_ENGINEERING"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_FLIGHT",
"EraType": "ERA_MODERN",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_REPLACEABLE_PARTS",
"EraType": "ERA_MODERN",
"Prereq": ["TECH_MILITARY_SCIENCE"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_STEEL",
"EraType": "ERA_MODERN",
"Prereq": ["TECH_MINING", "TECH_STEAM_POWER", "TECH_INDUSTRIALIZATION"],
"PrereqRequiredCount": 3,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ELECTRICITY",
"EraType": "ERA_MODERN",
"Prereq": ["CIVIC_MERCANTILISM", "TECH_CELESTIAL_NAVIGATION"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_RADIO",
"EraType": "ERA_MODERN",
"Prereq": ["CIVIC_CONSERVATION"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_CHEMISTRY",
"EraType": "ERA_MODERN",
"Prereq": ["CIVIC_CIVIL_SERVICE"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_COMBUSTION",
"EraType": "ERA_MODERN",
"Prereq": ["CIVIC_NATURAL_HISTORY", "CIVIC_HUMANISM"],
"PrereqRequiredCount": 2,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_ADVANCED_FLIGHT",
"EraType": "ERA_ATOMIC",
"Prereq": ["TECH_FLIGHT"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_ROCKETRY",
"EraType": "ERA_ATOMIC",
"Prereq": ["CIVIC_DIPLOMATIC_SERVICE"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_ADVANCED_BALLISTICS",
"EraType": "ERA_ATOMIC",
"Prereq": [
"TECH_ELECTRICITY",
"TECH_REFINING",
"TECH_APPRENTICESHIP",
"TECH_INDUSTRIALIZATION"
],
"PrereqRequiredCount": 4,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_COMBINED_ARMS",
"EraType": "ERA_ATOMIC",
"Prereq": [
"CIVIC_MOBILIZATION",
"CIVIC_NATIONALISM"
],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_PLASTICS",
"EraType": "ERA_ATOMIC",
"Prereq": ["TECH_REFINING"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_COMPUTERS",
"EraType": "ERA_ATOMIC",
"Prereq": [
"CIVIC_SUFFRAGE",
"CIVIC_TOTALITARIANISM",
"CIVIC_CLASS_STRUGGLE",
"CIVIC_DIGITAL_DEMOCRACY",
"CIVIC_CORPORATE_LIBERTARIANISM",
"CIVIC_SYNTHETIC_TECHNOCRACY"
],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_NUCLEAR_FISSION",
"EraType": "ERA_ATOMIC",
"Prereq": ["CIVIC_DIPLOMATIC_SERVICE"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_SYNTHETIC_MATERIALS",
"EraType": "ERA_ATOMIC",
"Prereq": ["TECH_FLIGHT"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_TELECOMMUNICATIONS",
"EraType": "ERA_INFORMATION",
"Prereq": ["CIVIC_DIPLOMATIC_SERVICE"],
"PrereqRequiredCount": 1,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_SATELLITES",
"EraType": "ERA_INFORMATION",
"Prereq": ["CIVIC_DRAMA_POETRY", "CIVIC_HUMANISM", "TECH_RADIO"],
"PrereqRequiredCount": 3,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_GUIDANCE_SYSTEMS",
"EraType": "ERA_INFORMATION",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_LASERS",
"EraType": "ERA_INFORMATION",
"Prereq": ["TECH_COMPUTERS"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_COMPOSITES",
"EraType": "ERA_INFORMATION",
"Prereq": ["TECH_COMBUSTION"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_STEALTH_TECHNOLOGY",
"EraType": "ERA_INFORMATION",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_ROBOTICS",
"EraType": "ERA_INFORMATION",
"Prereq": ["CIVIC_GLOBALIZATION"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_NANOTECHNOLOGY",
"EraType": "ERA_INFORMATION",
"Prereq": ["TECH_MINING", "TECH_RADIO"],
"PrereqRequiredCount": 2,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_NUCLEAR_FUSION",
"EraType": "ERA_INFORMATION",
"Prereq": [
"TECH_APPRENTICESHIP",
"TECH_INDUSTRIALIZATION",
"TECH_ELECTRICITY",
"TECH_NUCLEAR_FISSION"
],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_BUTTRESS",
"EraType": "ERA_MEDIEVAL",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_REFINING",
"EraType": "ERA_MODERN",
"Prereq": ["TECH_INDUSTRIALIZATION", "TECH_MINING", "TECH_APPRENTICESHIP"],
"PrereqRequiredCount": 3,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_TECH_SEASTEADS",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_ADVANCED_AI",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_ADVANCED_POWER_CELLS",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_CYBERNETICS",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_SMART_MATERIALS",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_PREDICTIVE_SYSTEMS",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_TECH_OFFWORLD_MISSION",
"EraType": "ERA_FUTURE",
"Prereq": [],
"PrereqRequiredCount": 0,
"Classification": "EXCLUDED"
},
{
"Type": "BOOST_CIVIC_CRAFTSMANSHIP",
"EraType": "ERA_ANCIENT",
"Prereq": [
"TECH_IRRIGATION",
"TECH_MINING",
"TECH_CONSTRUCTION",
"TECH_ANIMAL_HUSBANDRY",
"TECH_SAILING"
],
"PrereqRequiredCount": 3,
"Classification": "DEFAULT"
},
{
"Type": "BOOST_CIVIC_FOREIGN_TRADE",
"EraType": "ERA_ANCIENT",
"Prereq": ["TECH_CARTOGRAPHY"],
"PrereqRequiredCount": 1,
"Classification": "DEFAULT"
},
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},
{
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{
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{
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{
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{
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{
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{
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{
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{
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{
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},
{
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},
{
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{
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},
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{
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},
{
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{
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{
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{
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{
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{
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{
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},
{
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},
{
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},
{
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},
{
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{
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},
{
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{
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},
{
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},
{
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},
{
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},
{
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},
{
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"Classification": "DEFAULT"
}
]

View File

@@ -0,0 +1,72 @@
{
"ERA_ANCIENT": [
"TECH_MINING",
"TECH_BRONZE_WORKING",
"TECH_ASTROLOGY",
"TECH_WRITING",
"TECH_IRRIGATION",
"TECH_SAILING",
"TECH_ANIMAL_HUSBANDRY",
"CIVIC_STATE_WORKFORCE",
"CIVIC_FOREIGN_TRADE"
],
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"TECH_CURRENCY",
"TECH_MATHEMATICS",
"TECH_SHIPBUILDING",
"CIVIC_GAMES_RECREATION",
"CIVIC_POLITICAL_PHILOSOPHY",
"CIVIC_DRAMA_POETRY",
"CIVIC_THEOLOGY"
],
"ERA_MEDIEVAL": [
"TECH_APPRENTICESHIP",
"TECH_EDUCATION",
"TECH_MILITARY_ENGINEERING",
"CIVIC_DIVINE_RIGHT"
],
"ERA_RENAISSANCE": [
"TECH_MASS_PRODUCTION",
"TECH_BANKING",
"CIVIC_EXPLORATION",
"CIVIC_HUMANISM",
"CIVIC_REFORMED_CHURCH",
"CIVIC_DIPLOMATIC_SERVICE",
"TECH_CARTOGRAPHY"
],
"ERA_INDUSTRIAL": [
"TECH_INDUSTRIALIZATION",
"TECH_MILITARY_SCIENCE",
"TECH_ECONOMICS",
"CIVIC_NATIONALISM",
"CIVIC_NATURAL_HISTORY"
],
"ERA_MODERN": [
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"TECH_REFINING",
"TECH_ELECTRICITY",
"TECH_RADIO",
"TECH_CHEMISTRY",
"CIVIC_SUFFRAGE",
"CIVIC_TOTALITARIANISM",
"CIVIC_CLASS_STRUGGLE"
],
"ERA_ATOMIC": [
"TECH_ADVANCED_FLIGHT",
"TECH_ROCKETRY",
"TECH_COMBINED_ARMS",
"TECH_PLASTICS",
"TECH_NUCLEAR_FISSION",
"CIVIC_PROFESSIONAL_SPORTS"
],
"ERA_INFORMATION": [
"TECH_SATELLITES",
"TECH_NANOTECHNOLOGY",
"TECH_SMART_MATERIALS",
"CIVIC_CORPORATE_LIBERTARIANISM",
"CIVIC_DIGITAL_DEMOCRACY",
"CIVIC_SYNTHETIC_TECHNOCRACY"
],
"ERA_FUTURE": []
}

View File

@@ -0,0 +1,429 @@
[
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},
{
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},
{
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{
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},
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},
{
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},
{
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},
{
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},
{
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{
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},
{
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{
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{
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{
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{
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{
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},
{
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},
{
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},
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{
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{
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{
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{
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{
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},
{
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},
{
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},
{
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},
{
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},
{
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{
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{
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},
{
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},
{
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{
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{
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},
{
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},
{
"Type": "CIVIC_GLOBAL_WARMING_MITIGATION",
"Name": "Global Warming Mitigation",
"Cost": 3200,
"EraType": "ERA_FUTURE",
"UITreeRow": -2
},
{
"Type": "CIVIC_SMART_POWER_DOCTRINE",
"Name": "Smart Power Doctrine",
"Cost": 3200,
"EraType": "ERA_FUTURE",
"UITreeRow": -1
},
{
"Type": "CIVIC_INFORMATION_WARFARE",
"Name": "Information Warfare",
"Cost": 3200,
"EraType": "ERA_FUTURE",
"UITreeRow": 0
},
{
"Type": "CIVIC_EXODUS_IMPERATIVE",
"Name": "Exodus Imperative",
"Cost": 3200,
"EraType": "ERA_FUTURE",
"UITreeRow": 1
},
{
"Type": "CIVIC_CULTURAL_HEGEMONY",
"Name": "Cultural Hegemony",
"Cost": 3200,
"EraType": "ERA_FUTURE",
"UITreeRow": 2
}
]

View File

@@ -0,0 +1,541 @@
[
{
"Type": "TECH_POTTERY",
"Cost": 25,
"UITreeRow": 0,
"EraType": "ERA_ANCIENT",
"Name": "Pottery"
},
{
"Type": "TECH_ANIMAL_HUSBANDRY",
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"EraType": "ERA_ANCIENT",
"Name": "Animal Husbandry"
},
{
"Type": "TECH_MINING",
"Cost": 25,
"UITreeRow": 3,
"EraType": "ERA_ANCIENT",
"Name": "Mining"
},
{
"Type": "TECH_SAILING",
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"UITreeRow": -3,
"EraType": "ERA_ANCIENT",
"Name": "Sailing"
},
{
"Type": "TECH_ASTROLOGY",
"Cost": 50,
"UITreeRow": -2,
"EraType": "ERA_ANCIENT",
"Name": "Astrology"
},
{
"Type": "TECH_IRRIGATION",
"Cost": 50,
"UITreeRow": -1,
"EraType": "ERA_ANCIENT",
"Name": "Irrigation"
},
{
"Type": "TECH_ARCHERY",
"Cost": 50,
"UITreeRow": 1,
"EraType": "ERA_ANCIENT",
"Name": "Archery"
},
{
"Type": "TECH_WRITING",
"Cost": 50,
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"EraType": "ERA_ANCIENT",
"Name": "Writing"
},
{
"Type": "TECH_MASONRY",
"Cost": 80,
"UITreeRow": 2,
"EraType": "ERA_ANCIENT",
"Name": "Masonry"
},
{
"Type": "TECH_BRONZE_WORKING",
"Cost": 80,
"UITreeRow": 3,
"EraType": "ERA_ANCIENT",
"Name": "Bronze Working"
},
{
"Type": "TECH_THE_WHEEL",
"Cost": 80,
"UITreeRow": 4,
"EraType": "ERA_ANCIENT",
"Name": "The Wheel"
},
{
"Type": "TECH_CELESTIAL_NAVIGATION",
"Cost": 120,
"UITreeRow": -2,
"EraType": "ERA_CLASSICAL",
"Name": "Celestial Navigation"
},
{
"Type": "TECH_CURRENCY",
"Cost": 120,
"UITreeRow": 0,
"EraType": "ERA_CLASSICAL",
"Name": "Currency"
},
{
"Type": "TECH_HORSEBACK_RIDING",
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"Name": "Horseback Riding"
},
{
"Type": "TECH_IRON_WORKING",
"Cost": 120,
"UITreeRow": 3,
"EraType": "ERA_CLASSICAL",
"Name": "Iron Working"
},
{
"Type": "TECH_SHIPBUILDING",
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"Name": "Shipbuilding"
},
{
"Type": "TECH_MATHEMATICS",
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"Name": "Mathematics"
},
{
"Type": "TECH_CONSTRUCTION",
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"Name": "Construction"
},
{
"Type": "TECH_ENGINEERING",
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"Name": "Engineering"
},
{
"Type": "TECH_MILITARY_TACTICS",
"Cost": 300,
"UITreeRow": -2,
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"Name": "Military Tactics"
},
{
"Type": "TECH_APPRENTICESHIP",
"Cost": 300,
"UITreeRow": 0,
"EraType": "ERA_MEDIEVAL",
"Name": "Apprenticeship"
},
{
"Type": "TECH_MACHINERY",
"Cost": 300,
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"EraType": "ERA_MEDIEVAL",
"Name": "Machinery"
},
{
"Type": "TECH_EDUCATION",
"Cost": 390,
"UITreeRow": -1,
"EraType": "ERA_MEDIEVAL",
"Name": "Education"
},
{
"Type": "TECH_STIRRUPS",
"Cost": 390,
"UITreeRow": 1,
"EraType": "ERA_MEDIEVAL",
"Name": "Stirrups"
},
{
"Type": "TECH_MILITARY_ENGINEERING",
"Cost": 390,
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"EraType": "ERA_MEDIEVAL",
"Name": "Military Engineering"
},
{
"Type": "TECH_CASTLES",
"Cost": 390,
"UITreeRow": 3,
"EraType": "ERA_MEDIEVAL",
"Name": "Castles"
},
{
"Type": "TECH_CARTOGRAPHY",
"Cost": 600,
"UITreeRow": -3,
"EraType": "ERA_RENAISSANCE",
"Name": "Cartography"
},
{
"Type": "TECH_MASS_PRODUCTION",
"Cost": 600,
"UITreeRow": -2,
"EraType": "ERA_RENAISSANCE",
"Name": "Mass Production"
},
{
"Type": "TECH_BANKING",
"Cost": 600,
"UITreeRow": 0,
"EraType": "ERA_RENAISSANCE",
"Name": "Banking"
},
{
"Type": "TECH_GUNPOWDER",
"Cost": 600,
"UITreeRow": 1,
"EraType": "ERA_RENAISSANCE",
"Name": "Gunpowder"
},
{
"Type": "TECH_PRINTING",
"Cost": 600,
"UITreeRow": 4,
"EraType": "ERA_RENAISSANCE",
"Name": "Printing"
},
{
"Type": "TECH_SQUARE_RIGGING",
"Cost": 730,
"UITreeRow": -3,
"EraType": "ERA_RENAISSANCE",
"Name": "Square Rigging"
},
{
"Type": "TECH_ASTRONOMY",
"Cost": 730,
"UITreeRow": -1,
"EraType": "ERA_RENAISSANCE",
"Name": "Astronomy"
},
{
"Type": "TECH_METAL_CASTING",
"Cost": 730,
"UITreeRow": 1,
"EraType": "ERA_RENAISSANCE",
"Name": "Metal Casting"
},
{
"Type": "TECH_SIEGE_TACTICS",
"Cost": 730,
"UITreeRow": 3,
"EraType": "ERA_RENAISSANCE",
"Name": "Siege Tactics"
},
{
"Type": "TECH_INDUSTRIALIZATION",
"Cost": 930,
"UITreeRow": -2,
"EraType": "ERA_INDUSTRIAL",
"Name": "Industrialization"
},
{
"Type": "TECH_SCIENTIFIC_THEORY",
"Cost": 930,
"UITreeRow": -1,
"EraType": "ERA_INDUSTRIAL",
"Name": "Scientific Theory"
},
{
"Type": "TECH_BALLISTICS",
"Cost": 930,
"UITreeRow": 1,
"EraType": "ERA_INDUSTRIAL",
"Name": "Ballistics"
},
{
"Type": "TECH_MILITARY_SCIENCE",
"Cost": 930,
"UITreeRow": 3,
"EraType": "ERA_INDUSTRIAL",
"Name": "Military Science"
},
{
"Type": "TECH_STEAM_POWER",
"Cost": 1070,
"UITreeRow": -3,
"EraType": "ERA_INDUSTRIAL",
"Name": "Steam Power"
},
{
"Type": "TECH_SANITATION",
"Cost": 1070,
"UITreeRow": -1,
"EraType": "ERA_INDUSTRIAL",
"Name": "Sanitation"
},
{
"Type": "TECH_ECONOMICS",
"Cost": 1070,
"UITreeRow": 0,
"EraType": "ERA_INDUSTRIAL",
"Name": "Economics"
},
{
"Type": "TECH_RIFLING",
"Cost": 1070,
"UITreeRow": 2,
"EraType": "ERA_INDUSTRIAL",
"Name": "Rifling"
},
{
"Type": "TECH_FLIGHT",
"Cost": 1250,
"UITreeRow": -2,
"EraType": "ERA_MODERN",
"Name": "Flight"
},
{
"Type": "TECH_REPLACEABLE_PARTS",
"Cost": 1250,
"UITreeRow": 0,
"EraType": "ERA_MODERN",
"Name": "Replaceable Parts"
},
{
"Type": "TECH_STEEL",
"Cost": 1250,
"UITreeRow": 1,
"EraType": "ERA_MODERN",
"Name": "Steel"
},
{
"Type": "TECH_ELECTRICITY",
"Cost": 1370,
"UITreeRow": -3,
"EraType": "ERA_MODERN",
"Name": "Electricity"
},
{
"Type": "TECH_RADIO",
"Cost": 1370,
"UITreeRow": -2,
"EraType": "ERA_MODERN",
"Name": "Radio"
},
{
"Type": "TECH_CHEMISTRY",
"Cost": 1370,
"UITreeRow": -1,
"EraType": "ERA_MODERN",
"Name": "Chemistry"
},
{
"Type": "TECH_COMBUSTION",
"Cost": 1370,
"UITreeRow": 2,
"EraType": "ERA_MODERN",
"Name": "Combustion"
},
{
"Type": "TECH_ADVANCED_FLIGHT",
"Cost": 1480,
"UITreeRow": -2,
"EraType": "ERA_ATOMIC",
"Name": "Advanced Flight"
},
{
"Type": "TECH_ROCKETRY",
"Cost": 1480,
"UITreeRow": -1,
"EraType": "ERA_ATOMIC",
"Name": "Rocketry"
},
{
"Type": "TECH_ADVANCED_BALLISTICS",
"Cost": 1480,
"UITreeRow": 0,
"EraType": "ERA_ATOMIC",
"Name": "Advanced Ballistics"
},
{
"Type": "TECH_COMBINED_ARMS",
"Cost": 1480,
"UITreeRow": 1,
"EraType": "ERA_ATOMIC",
"Name": "Combined Arms"
},
{
"Type": "TECH_PLASTICS",
"Cost": 1480,
"UITreeRow": 2,
"EraType": "ERA_ATOMIC",
"Name": "Plastics"
},
{
"Type": "TECH_COMPUTERS",
"Cost": 1660,
"UITreeRow": -3,
"EraType": "ERA_ATOMIC",
"Name": "Computers"
},
{
"Type": "TECH_NUCLEAR_FISSION",
"Cost": 1660,
"UITreeRow": 1,
"EraType": "ERA_ATOMIC",
"Name": "Nuclear Fission"
},
{
"Type": "TECH_SYNTHETIC_MATERIALS",
"Cost": 1660,
"UITreeRow": 2,
"EraType": "ERA_ATOMIC",
"Name": "Synthetic Materials"
},
{
"Type": "TECH_TELECOMMUNICATIONS",
"Cost": 1850,
"UITreeRow": -3,
"EraType": "ERA_INFORMATION",
"Name": "Telecommunications"
},
{
"Type": "TECH_SATELLITES",
"Cost": 1850,
"UITreeRow": -1,
"EraType": "ERA_INFORMATION",
"Name": "Satellites"
},
{
"Type": "TECH_GUIDANCE_SYSTEMS",
"Cost": 1850,
"UITreeRow": 0,
"EraType": "ERA_INFORMATION",
"Name": "Guidance Systems"
},
{
"Type": "TECH_LASERS",
"Cost": 1850,
"UITreeRow": 1,
"EraType": "ERA_INFORMATION",
"Name": "Lasers"
},
{
"Type": "TECH_COMPOSITES",
"Cost": 1850,
"UITreeRow": 2,
"EraType": "ERA_INFORMATION",
"Name": "Composites"
},
{
"Type": "TECH_STEALTH_TECHNOLOGY",
"Cost": 1850,
"UITreeRow": 3,
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"Name": "Stealth Technology"
},
{
"Type": "TECH_ROBOTICS",
"Cost": 2155,
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"EraType": "ERA_INFORMATION",
"Name": "Robotics"
},
{
"Type": "TECH_NANOTECHNOLOGY",
"Cost": 2155,
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"EraType": "ERA_INFORMATION",
"Name": "Nanotechnology"
},
{
"Type": "TECH_NUCLEAR_FUSION",
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"EraType": "ERA_INFORMATION",
"Name": "Nuclear Fusion"
},
{
"Type": "TECH_BUTTRESS",
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"Name": "Buttress"
},
{
"Type": "TECH_REFINING",
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"Name": "Refining"
},
{
"Type": "TECH_SEASTEADS",
"Cost": 2200,
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"Name": "Seasteads"
},
{
"Type": "TECH_ADVANCED_AI",
"Cost": 2200,
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"Name": "Advanced AI"
},
{
"Type": "TECH_ADVANCED_POWER_CELLS",
"Cost": 2200,
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"Name": "Advanced Power Cells"
},
{
"Type": "TECH_CYBERNETICS",
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"Name": "Cybernetics"
},
{
"Type": "TECH_SMART_MATERIALS",
"Cost": 2200,
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"Name": "Smart Materials"
},
{
"Type": "TECH_PREDICTIVE_SYSTEMS",
"Cost": 2200,
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"Name": "Predictive Systems"
},
{
"Type": "TECH_OFFWORLD_MISSION",
"Cost": 2500,
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"Name": "Offworld Mission"
},
{
"Type": "TECH_FUTURE_TECH",
"Cost": 2600,
"UITreeRow": 0,
"EraType": "ERA_FUTURE",
"Name": "Future Tech"
}
]

View File

@@ -0,0 +1,77 @@
[
{
"Type": "GOODY_GOLD_SMALL_MODIFIER",
"Rarity": "COMMON",
"Name": "Gold: Small"
},
{
"Type": "GOODY_GOLD_MEDIUM_MODIFIER",
"Rarity": "COMMON",
"Name": "Gold: Medium"
},
{
"Type": "GOODY_GOLD_LARGE_MODIFIER",
"Rarity": "UNCOMMON",
"Name": "Gold: Large"
},
{
"Type": "GOODY_FAITH_SMALL_MODIFIER",
"Rarity": "COMMON",
"Name": "Faith: Small"
},
{
"Type": "GOODY_FAITH_MEDIUM_MODIFIER",
"Rarity": "COMMON",
"Name": "Faith: Medium"
},
{
"Type": "GOODY_FAITH_LARGE_MODIFIER",
"Rarity": "UNCOMMON",
"Name": "Faith: Large"
},
{
"Type": "GOODY_DIPLOMACY_GRANT_FAVOR",
"Rarity": "COMMON",
"Name": "Diplomatic Favor"
},
{
"Type": "GOODY_DIPLOMACY_GRANT_GOVERNOR_TITLE",
"Rarity": "RARE",
"Name": "Governor Title"
},
{
"Type": "GOODY_DIPLOMACY_GRANT_ENVOY",
"Rarity": "UNCOMMON",
"Name": "Envoy"
},
{
"Type": "GOODY_CULTURE_GRANT_ONE_RELIC",
"Rarity": "RARE",
"Name": "Relic"
},
{
"Type": "GOODY_MILITARY_GRANT_SCOUT",
"Rarity": "UNCOMMON",
"Name": "Scout"
},
{
"Type": "GOODY_SURVIVORS_ADD_POPULATION",
"Rarity": "UNCOMMON",
"Name": "Additional Population"
},
{
"Type": "GOODY_SURVIVORS_GRANT_BUILDER",
"Rarity": "UNCOMMON",
"Name": "Builder"
},
{
"Type": "GOODY_SURVIVORS_GRANT_TRADER",
"Rarity": "UNCOMMON",
"Name": "Trader"
},
{
"Type": "GOODY_SURVIVORS_GRANT_SETTLER",
"Rarity": "UNCOMMON",
"Name": "Settler"
}
]

View File

@@ -0,0 +1,87 @@
[
{ "Civic": "CIVIC_AP_ANCIENT_01", "PrereqCivic": "CIVIC_AP_ANCIENT_00" },
{ "Civic": "CIVIC_AP_ANCIENT_02", "PrereqCivic": "CIVIC_AP_ANCIENT_00" },
{ "Civic": "CIVIC_AP_ANCIENT_03", "PrereqCivic": "CIVIC_AP_ANCIENT_01" },
{ "Civic": "CIVIC_AP_ANCIENT_04", "PrereqCivic": "CIVIC_AP_ANCIENT_01" },
{ "Civic": "CIVIC_AP_ANCIENT_05", "PrereqCivic": "CIVIC_AP_ANCIENT_02" },
{ "Civic": "CIVIC_AP_ANCIENT_06", "PrereqCivic": "CIVIC_AP_ANCIENT_02" },
{ "Civic": "CIVIC_AP_CLASSICAL_07", "PrereqCivic": "CIVIC_AP_ANCIENT_04" },
{ "Civic": "CIVIC_AP_CLASSICAL_08", "PrereqCivic": "CIVIC_AP_ANCIENT_04" },
{ "Civic": "CIVIC_AP_CLASSICAL_08", "PrereqCivic": "CIVIC_AP_ANCIENT_05" },
{ "Civic": "CIVIC_AP_CLASSICAL_09", "PrereqCivic": "CIVIC_AP_ANCIENT_05" },
{ "Civic": "CIVIC_AP_CLASSICAL_10", "PrereqCivic": "CIVIC_AP_ANCIENT_03" },
{ "Civic": "CIVIC_AP_CLASSICAL_10", "PrereqCivic": "CIVIC_AP_CLASSICAL_07" },
{ "Civic": "CIVIC_AP_CLASSICAL_11", "PrereqCivic": "CIVIC_AP_CLASSICAL_07" },
{ "Civic": "CIVIC_AP_CLASSICAL_11", "PrereqCivic": "CIVIC_AP_CLASSICAL_08" },
{ "Civic": "CIVIC_AP_CLASSICAL_12", "PrereqCivic": "CIVIC_AP_CLASSICAL_08" },
{ "Civic": "CIVIC_AP_CLASSICAL_12", "PrereqCivic": "CIVIC_AP_CLASSICAL_09" },
{ "Civic": "CIVIC_AP_CLASSICAL_13", "PrereqCivic": "CIVIC_AP_CLASSICAL_09" },
{ "Civic": "CIVIC_AP_CLASSICAL_13", "PrereqCivic": "CIVIC_AP_ANCIENT_06" },
{ "Civic": "CIVIC_AP_MEDIEVAL_14", "PrereqCivic": "CIVIC_AP_CLASSICAL_11" },
{ "Civic": "CIVIC_AP_MEDIEVAL_15", "PrereqCivic": "CIVIC_AP_CLASSICAL_11" },
{ "Civic": "CIVIC_AP_MEDIEVAL_16", "PrereqCivic": "CIVIC_AP_CLASSICAL_11" },
{ "Civic": "CIVIC_AP_MEDIEVAL_16", "PrereqCivic": "CIVIC_AP_CLASSICAL_12" },
{ "Civic": "CIVIC_AP_MEDIEVAL_17", "PrereqCivic": "CIVIC_AP_CLASSICAL_10" },
{ "Civic": "CIVIC_AP_MEDIEVAL_17", "PrereqCivic": "CIVIC_AP_MEDIEVAL_15" },
{ "Civic": "CIVIC_AP_MEDIEVAL_18", "PrereqCivic": "CIVIC_AP_MEDIEVAL_15" },
{ "Civic": "CIVIC_AP_MEDIEVAL_19", "PrereqCivic": "CIVIC_AP_MEDIEVAL_15" },
{ "Civic": "CIVIC_AP_MEDIEVAL_19", "PrereqCivic": "CIVIC_AP_MEDIEVAL_16" },
{ "Civic": "CIVIC_AP_MEDIEVAL_20", "PrereqCivic": "CIVIC_AP_MEDIEVAL_16" },
{ "Civic": "CIVIC_AP_MEDIEVAL_20", "PrereqCivic": "CIVIC_AP_CLASSICAL_13" },
{ "Civic": "CIVIC_AP_RENAISSANCE_21", "PrereqCivic": "CIVIC_AP_MEDIEVAL_17" },
{ "Civic": "CIVIC_AP_RENAISSANCE_21", "PrereqCivic": "CIVIC_AP_MEDIEVAL_18" },
{ "Civic": "CIVIC_AP_RENAISSANCE_22", "PrereqCivic": "CIVIC_AP_MEDIEVAL_18" },
{ "Civic": "CIVIC_AP_RENAISSANCE_22", "PrereqCivic": "CIVIC_AP_MEDIEVAL_19" },
{ "Civic": "CIVIC_AP_RENAISSANCE_23", "PrereqCivic": "CIVIC_AP_MEDIEVAL_19" },
{ "Civic": "CIVIC_AP_RENAISSANCE_24", "PrereqCivic": "CIVIC_AP_MEDIEVAL_19" },
{ "Civic": "CIVIC_AP_RENAISSANCE_24", "PrereqCivic": "CIVIC_AP_MEDIEVAL_20" },
{ "Civic": "CIVIC_AP_RENAISSANCE_25", "PrereqCivic": "CIVIC_AP_RENAISSANCE_22" },
{ "Civic": "CIVIC_AP_RENAISSANCE_26", "PrereqCivic": "CIVIC_AP_RENAISSANCE_22" },
{ "Civic": "CIVIC_AP_RENAISSANCE_26", "PrereqCivic": "CIVIC_AP_RENAISSANCE_23" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_27", "PrereqCivic": "CIVIC_AP_RENAISSANCE_25" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_28", "PrereqCivic": "CIVIC_AP_RENAISSANCE_25" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_29", "PrereqCivic": "CIVIC_AP_RENAISSANCE_26" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_30", "PrereqCivic": "CIVIC_AP_RENAISSANCE_26" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_31", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_27" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_32", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_29" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_33", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_28" },
{ "Civic": "CIVIC_AP_INDUSTRIAL_33", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_29" },
{ "Civic": "CIVIC_AP_MODERN_34", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_31" },
{ "Civic": "CIVIC_AP_MODERN_37", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_31" },
{ "Civic": "CIVIC_AP_MODERN_37", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_33" },
{ "Civic": "CIVIC_AP_MODERN_35", "PrereqCivic": "CIVIC_AP_MODERN_37" },
{ "Civic": "CIVIC_AP_MODERN_38", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_33" },
{ "Civic": "CIVIC_AP_MODERN_39", "PrereqCivic": "CIVIC_AP_MODERN_37" },
{ "Civic": "CIVIC_AP_MODERN_39", "PrereqCivic": "CIVIC_AP_MODERN_38" },
{ "Civic": "CIVIC_AP_MODERN_36", "PrereqCivic": "CIVIC_AP_MODERN_39" },
{ "Civic": "CIVIC_AP_MODERN_40", "PrereqCivic": "CIVIC_AP_MODERN_39" },
{ "Civic": "CIVIC_AP_MODERN_41", "PrereqCivic": "CIVIC_AP_MODERN_39" },
{ "Civic": "CIVIC_AP_MODERN_42", "PrereqCivic": "CIVIC_AP_MODERN_39" },
{ "Civic": "CIVIC_AP_ATOMIC_43", "PrereqCivic": "CIVIC_AP_MODERN_39" },
{ "Civic": "CIVIC_AP_ATOMIC_44", "PrereqCivic": "CIVIC_AP_MODERN_39" },
{ "Civic": "CIVIC_AP_ATOMIC_45", "PrereqCivic": "CIVIC_AP_MODERN_34" },
{ "Civic": "CIVIC_AP_ATOMIC_46", "PrereqCivic": "CIVIC_AP_ATOMIC_43" },
{ "Civic": "CIVIC_AP_ATOMIC_47", "PrereqCivic": "CIVIC_AP_ATOMIC_43" },
{ "Civic": "CIVIC_AP_INFORMATION_48", "PrereqCivic": "CIVIC_AP_ATOMIC_46" },
{ "Civic": "CIVIC_AP_INFORMATION_48", "PrereqCivic": "CIVIC_AP_ATOMIC_47" },
{ "Civic": "CIVIC_AP_INFORMATION_49", "PrereqCivic": "CIVIC_AP_ATOMIC_47" },
{ "Civic": "CIVIC_AP_INFORMATION_49", "PrereqCivic": "CIVIC_AP_ATOMIC_44" },
{ "Civic": "CIVIC_AP_FUTURE_50", "PrereqCivic": "CIVIC_AP_INFORMATION_48" },
{ "Civic": "CIVIC_AP_FUTURE_50", "PrereqCivic": "CIVIC_AP_INFORMATION_49" },
{ "Civic": "CIVIC_AP_MODERN_38", "PrereqCivic": "CIVIC_AP_INDUSTRIAL_32" },
{ "Civic": "CIVIC_AP_INFORMATION_51", "PrereqCivic": "CIVIC_AP_ATOMIC_45" },
{ "Civic": "CIVIC_AP_INFORMATION_51", "PrereqCivic": "CIVIC_AP_ATOMIC_46" },
{ "Civic": "CIVIC_AP_INFORMATION_52", "PrereqCivic": "CIVIC_AP_INFORMATION_48" },
{ "Civic": "CIVIC_AP_INFORMATION_52", "PrereqCivic": "CIVIC_AP_INFORMATION_49" },
{ "Civic": "CIVIC_AP_INFORMATION_53", "PrereqCivic": "CIVIC_AP_INFORMATION_48" },
{ "Civic": "CIVIC_AP_INFORMATION_53", "PrereqCivic": "CIVIC_AP_INFORMATION_49" },
{ "Civic": "CIVIC_AP_INFORMATION_54", "PrereqCivic": "CIVIC_AP_INFORMATION_48" },
{ "Civic": "CIVIC_AP_INFORMATION_54", "PrereqCivic": "CIVIC_AP_INFORMATION_49" },
{ "Civic": "CIVIC_AP_INFORMATION_55", "PrereqCivic": "CIVIC_AP_INFORMATION_51" },
{ "Civic": "CIVIC_AP_INFORMATION_55", "PrereqCivic": "CIVIC_AP_INFORMATION_48" },
{"Civic": "CIVIC_AP_FUTURE_56", "PrereqCivic": "CIVIC_AP_FUTURE_50"},
{"Civic": "CIVIC_AP_FUTURE_57", "PrereqCivic": "CIVIC_AP_FUTURE_50"},
{"Civic": "CIVIC_AP_FUTURE_58", "PrereqCivic": "CIVIC_AP_FUTURE_50"},
{"Civic": "CIVIC_AP_FUTURE_59", "PrereqCivic": "CIVIC_AP_FUTURE_50"},
{"Civic": "CIVIC_AP_FUTURE_60", "PrereqCivic": "CIVIC_AP_FUTURE_50"}
]

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@@ -0,0 +1,63 @@
[
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{"Type": "CIVIC_AP_ANCIENT_01", "Cost": 40, "UITreeRow": -2, "EraType": "ERA_ANCIENT"},
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{"Type": "CIVIC_AP_FUTURE_60", "Cost": 3200, "UITreeRow": 2, "EraType": "ERA_FUTURE"}
]

View File

@@ -0,0 +1,79 @@
[
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{"Type": "TECH_AP_FUTURE_73", "Cost": 2200, "UITreeRow": 1, "EraType": "ERA_FUTURE"},
{"Type": "TECH_AP_FUTURE_74", "Cost": 2200, "UITreeRow": 2, "EraType": "ERA_FUTURE"},
{"Type": "TECH_AP_FUTURE_75", "Cost": 2500, "UITreeRow": 0, "EraType": "ERA_FUTURE"},
{"Type": "TECH_AP_FUTURE_76", "Cost": 2600, "UITreeRow": 0, "EraType": "ERA_FUTURE"}
]

View File

@@ -0,0 +1,104 @@
[
{"Technology": "TECH_AP_ANCIENT_06", "PrereqTech": "TECH_AP_ANCIENT_01"},
{"Technology": "TECH_AP_ANCIENT_07", "PrereqTech": "TECH_AP_ANCIENT_00"},
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{"Technology": "TECH_AP_MEDIEVAL_25", "PrereqTech": "TECH_AP_CLASSICAL_17"},
{"Technology": "TECH_AP_MEDIEVAL_24", "PrereqTech": "TECH_AP_CLASSICAL_17"},
{"Technology": "TECH_AP_RENAISSANCE_27", "PrereqTech": "TECH_AP_MEDIEVAL_22"},
{"Technology": "TECH_AP_RENAISSANCE_28", "PrereqTech": "TECH_AP_MEDIEVAL_22"},
{"Technology": "TECH_AP_RENAISSANCE_28", "PrereqTech": "TECH_AP_MEDIEVAL_23"},
{"Technology": "TECH_AP_RENAISSANCE_29", "PrereqTech": "TECH_AP_MEDIEVAL_20"},
{"Technology": "TECH_AP_RENAISSANCE_29", "PrereqTech": "TECH_AP_MEDIEVAL_23"},
{"Technology": "TECH_AP_RENAISSANCE_29", "PrereqTech": "TECH_AP_MEDIEVAL_24"},
{"Technology": "TECH_AP_RENAISSANCE_30", "PrereqTech": "TECH_AP_MEDIEVAL_21"},
{"Technology": "TECH_AP_RENAISSANCE_31", "PrereqTech": "TECH_AP_RENAISSANCE_26"},
{"Technology": "TECH_AP_RENAISSANCE_32", "PrereqTech": "TECH_AP_MEDIEVAL_22"},
{"Technology": "TECH_AP_RENAISSANCE_33", "PrereqTech": "TECH_AP_RENAISSANCE_29"},
{"Technology": "TECH_AP_RENAISSANCE_34", "PrereqTech": "TECH_AP_MEDIEVAL_25"},
{"Technology": "TECH_AP_INDUSTRIAL_35", "PrereqTech": "TECH_AP_RENAISSANCE_31"},
{"Technology": "TECH_AP_INDUSTRIAL_35", "PrereqTech": "TECH_AP_RENAISSANCE_27"},
{"Technology": "TECH_AP_INDUSTRIAL_36", "PrereqTech": "TECH_AP_RENAISSANCE_32"},
{"Technology": "TECH_AP_INDUSTRIAL_36", "PrereqTech": "TECH_AP_RENAISSANCE_28"},
{"Technology": "TECH_AP_INDUSTRIAL_41", "PrereqTech": "TECH_AP_INDUSTRIAL_36"},
{"Technology": "TECH_AP_INDUSTRIAL_41", "PrereqTech": "TECH_AP_RENAISSANCE_33"},
{"Technology": "TECH_AP_INDUSTRIAL_38", "PrereqTech": "TECH_AP_RENAISSANCE_34"},
{"Technology": "TECH_AP_INDUSTRIAL_38", "PrereqTech": "TECH_AP_RENAISSANCE_30"},
{"Technology": "TECH_AP_INDUSTRIAL_39", "PrereqTech": "TECH_AP_INDUSTRIAL_35"},
{"Technology": "TECH_AP_INDUSTRIAL_40", "PrereqTech": "TECH_AP_INDUSTRIAL_36"},
{"Technology": "TECH_AP_INDUSTRIAL_37", "PrereqTech": "TECH_AP_RENAISSANCE_33"},
{"Technology": "TECH_AP_INDUSTRIAL_42", "PrereqTech": "TECH_AP_INDUSTRIAL_37"},
{"Technology": "TECH_AP_INDUSTRIAL_42", "PrereqTech": "TECH_AP_INDUSTRIAL_38"},
{"Technology": "TECH_AP_MODERN_43", "PrereqTech": "TECH_AP_INDUSTRIAL_35"},
{"Technology": "TECH_AP_MODERN_43", "PrereqTech": "TECH_AP_INDUSTRIAL_36"},
{"Technology": "TECH_AP_MODERN_44", "PrereqTech": "TECH_AP_INDUSTRIAL_41"},
{"Technology": "TECH_AP_MODERN_45", "PrereqTech": "TECH_AP_INDUSTRIAL_42"},
{"Technology": "TECH_AP_MODERN_46", "PrereqTech": "TECH_AP_INDUSTRIAL_39"},
{"Technology": "TECH_AP_MODERN_47", "PrereqTech": "TECH_AP_INDUSTRIAL_39"},
{"Technology": "TECH_AP_MODERN_47", "PrereqTech": "TECH_AP_MODERN_43"},
{"Technology": "TECH_AP_MODERN_48", "PrereqTech": "TECH_AP_INDUSTRIAL_40"},
{"Technology": "TECH_AP_MODERN_49", "PrereqTech": "TECH_AP_MODERN_45"},
{"Technology": "TECH_AP_ATOMIC_55", "PrereqTech": "TECH_AP_MODERN_46"},
{"Technology": "TECH_AP_ATOMIC_55", "PrereqTech": "TECH_AP_MODERN_47"},
{"Technology": "TECH_AP_ATOMIC_50", "PrereqTech": "TECH_AP_MODERN_47"},
{"Technology": "TECH_AP_ATOMIC_51", "PrereqTech": "TECH_AP_MODERN_47"},
{"Technology": "TECH_AP_ATOMIC_51", "PrereqTech": "TECH_AP_MODERN_48"},
{"Technology": "TECH_AP_ATOMIC_52", "PrereqTech": "TECH_AP_MODERN_44"},
{"Technology": "TECH_AP_ATOMIC_52", "PrereqTech": "TECH_AP_MODERN_45"},
{"Technology": "TECH_AP_ATOMIC_53", "PrereqTech": "TECH_AP_MODERN_45"},
{"Technology": "TECH_AP_ATOMIC_53", "PrereqTech": "TECH_AP_MODERN_49"},
{"Technology": "TECH_AP_ATOMIC_56", "PrereqTech": "TECH_AP_ATOMIC_52"},
{"Technology": "TECH_AP_ATOMIC_56", "PrereqTech": "TECH_AP_ATOMIC_53"},
{"Technology": "TECH_AP_ATOMIC_54", "PrereqTech": "TECH_AP_MODERN_49"},
{"Technology": "TECH_AP_ATOMIC_57", "PrereqTech": "TECH_AP_ATOMIC_54"},
{"Technology": "TECH_AP_INFORMATION_58", "PrereqTech": "TECH_AP_ATOMIC_55"},
{"Technology": "TECH_AP_INFORMATION_64", "PrereqTech": "TECH_AP_ATOMIC_55"},
{"Technology": "TECH_AP_INFORMATION_59", "PrereqTech": "TECH_AP_ATOMIC_50"},
{"Technology": "TECH_AP_INFORMATION_59", "PrereqTech": "TECH_AP_ATOMIC_51"},
{"Technology": "TECH_AP_INFORMATION_60", "PrereqTech": "TECH_AP_ATOMIC_51"},
{"Technology": "TECH_AP_INFORMATION_60", "PrereqTech": "TECH_AP_ATOMIC_52"},
{"Technology": "TECH_AP_INFORMATION_61", "PrereqTech": "TECH_AP_ATOMIC_56"},
{"Technology": "TECH_AP_INFORMATION_62", "PrereqTech": "TECH_AP_ATOMIC_57"},
{"Technology": "TECH_AP_INFORMATION_63", "PrereqTech": "TECH_AP_ATOMIC_57"},
{"Technology": "TECH_AP_INFORMATION_65", "PrereqTech": "TECH_AP_INFORMATION_62"},
{"Technology": "TECH_AP_INFORMATION_66", "PrereqTech": "TECH_AP_INFORMATION_61"},
{"Technology": "TECH_AP_MEDIEVAL_67", "PrereqTech": "TECH_AP_CLASSICAL_15"},
{"Technology": "TECH_AP_MEDIEVAL_67", "PrereqTech": "TECH_AP_CLASSICAL_16"},
{"Technology": "TECH_AP_MEDIEVAL_23", "PrereqTech": "TECH_AP_MEDIEVAL_20"},
{"Technology": "TECH_AP_MODERN_68", "PrereqTech": "TECH_AP_INDUSTRIAL_42"},
{"Technology": "TECH_AP_MODERN_49", "PrereqTech": "TECH_AP_MODERN_68"},
{"Technology": "TECH_AP_RENAISSANCE_26", "PrereqTech": "TECH_AP_MEDIEVAL_67"},
{"Technology": "TECH_AP_RENAISSANCE_27", "PrereqTech": "TECH_AP_MEDIEVAL_67"},
{"Technology": "TECH_AP_RENAISSANCE_27", "PrereqTech": "TECH_AP_MEDIEVAL_19"},
{"Technology": "TECH_AP_MODERN_48", "PrereqTech": "TECH_AP_MODERN_44"},
{"Technology": "TECH_AP_INFORMATION_64", "PrereqTech": "TECH_AP_INFORMATION_59"},
{"Technology": "TECH_AP_INFORMATION_64", "PrereqTech": "TECH_AP_INFORMATION_60"},
{"Technology": "TECH_AP_INFORMATION_64", "PrereqTech": "TECH_AP_INFORMATION_61"},
{"Technology": "TECH_AP_FUTURE_69", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_70", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_71", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_72", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_73", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_74", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_75", "PrereqTech": "TECH_AP_AP60"},
{"Technology": "TECH_AP_FUTURE_76", "PrereqTech": "TECH_AP_AP60"}]

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{
"PROGRESSIVE_CAMPUS": ["TECH_WRITING", "TECH_EDUCATION", "TECH_CHEMISTRY"],
"PROGRESSIVE_THEATER": [
"CIVIC_DRAMA_POETRY",
"CIVIC_HUMANISM",
"TECH_RADIO"
],
"PROGRESSIVE_HOLY_SITE": ["TECH_ASTROLOGY", "CIVIC_THEOLOGY"],
"PROGRESSIVE_ENCAMPMENT": [
"TECH_BRONZE_WORKING",
"TECH_MILITARY_ENGINEERING",
"TECH_MILITARY_SCIENCE"
],
"PROGRESSIVE_COMMERCIAL_HUB": [
"TECH_CURRENCY",
"TECH_BANKING",
"TECH_ECONOMICS"
],
"PROGRESSIVE_HARBOR": [
"TECH_CELESTIAL_NAVIGATION",
"TECH_MASS_PRODUCTION"
],
"PROGRESSIVE_INDUSTRIAL_ZONE": [
"TECH_APPRENTICESHIP",
"TECH_INDUSTRIALIZATION",
"TECH_ELECTRICITY",
"TECH_NUCLEAR_FISSION"
],
"PROGRESSIVE_PRESERVE": ["CIVIC_MYSTICISM", "CIVIC_CONSERVATION"],
"PROGRESSIVE_ENTERTAINMENT_COMPLEX": [
"CIVIC_GAMES_RECREATION",
"CIVIC_NATURAL_HISTORY",
"CIVIC_PROFESSIONAL_SPORTS"
],
"PROGRESSIVE_NEIGHBORHOOD": [
"CIVIC_URBANIZATION",
"TECH_REPLACEABLE_PARTS",
"CIVIC_CAPITALISM"
],
"PROGRESSIVE_AERODROME": ["TECH_FLIGHT", "TECH_ADVANCED_FLIGHT"],
"PROGRESSIVE_DIPLOMATIC_QUARTER": [
"TECH_MATHEMATICS",
"CIVIC_DIPLOMATIC_SERVICE"
],
"PROGRESSIVE_SPACE_PORT": [
"TECH_ROCKETRY",
"TECH_SATELLITES",
"TECH_NANOTECHNOLOGY",
"TECH_SMART_MATERIALS",
"TECH_OFFWORLD_MISSION"
]
}

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## Boostsanity
Boostsanity takes all of the Eureka & Inspiration events and makes them location checks. This feature is the one to changeup the way Civilization is played in an AP multiworld/randomizer to date. What normally are mundane tasks that are passively collected now become a novel and interesting bucket list that you need to pay attention to in order to unlock items for yourself and others!
Boosts have logic associated with them in order to verify you can always reach the ones you need to, when you need to. One side effect of this is that when boostsanity is enabled, previously some "Useful" items are now flagged as "Progression" (Urbanization, Pottery, The Wheel, to name a few).
### FAQs
- Someone sent me a tech/civic and I'm worried I won't be able to boost it anymore!
- Fear not! The mod has been updated, and through a lot of wizardry 🧙‍♂️ you will be able to boost civics/techs that have already been received. Additionally the UI has been updated to show you whether they have been boosted or not after receiving them still.
- I need to kill a unit with a slinger/archer/musketman or some other obsolete unit I can't build anymore, how can I do this??
- Don't forget you can go into the Tech Tree and click on a Vanilla tech you've received in order to toggle it on/off. This is necessary in order to pursue some of the boosts if you receive techs in certain orders.
- Something happened and I'm not able to unlock the boost due to game rules!
- A few scenarios you may worry about: "Found a religion", "Make an alliance with another player", "Develop an alliance to level 2", "Build a wonder from X Era", to name a few. Any boost that is "miss-able" has been flagged as an "Excluded" location and will not ever receive a progression item. For a list of how each boost is flagged, take a look [here](../data/boosts.json).
- I'm worried that my `PROGRESSIVE_ERA` item is going to be stuck in a boost I won't have time to complete before my maximum unlocked era ends!
- I, too, have shared this fear. Due to the unpredictable timing of boosts and unlocking them, this could lead to a hard lock in certain scenarios. As a result, `PROGRESSIVE_ERA` items will never be located at a boost check.
- There's too many boosts, how will I know which one's I should focus on?!
- In order to give a little more focus to all the boosts rather than just arbitrarily picking them at random, items in both of the vanilla trees will now have an advisor icon on them if it's associated boost contains a progression item.

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# Civlization 6 Archipelago
## Setup Guide
For setup instructions go [here](./docs/setup_en.md).
## What does randomization do to this game?
In Civilization VI, the tech and civic trees are both shuffled. This presents some interesting ways to play the game in a non-standard way. If you are feeling adventurous, you can enable the `boostsanity` option in order to really change up the way you normally would play a Civ game. Details on the option can be found [here](./docs/boostsanity.md)
There are a few changes that the Archipelago mod introduces in order to make this playable/fun. These are detailed in the __FAQ__ section below.
## What is the goal of Civilization VI when randomized?
The goal of randomized Civlization VI remains the same. Pursue any victory type you have enabled in your game settings, the one you normally go for may or may not be feasible based on how things have been changed up!
## Which items can be in another player's world?
All technologies and civics can be found in another player's world.
## What does another world's item look like in Civilization VI?
Each item from another world is represented as a researchable tech/civic in your normal tech/civic trees.
## When the player receives an item, what happens?
A short period after receiving an item, you will get a notification indicating you have discovered the relevant tech/civic. You will also get the regular popup that details what the given item has unlocked for you.
## FAQs
- Do I need the DLC to play this?
- Yes, you need both Rise & Fall and Gathering Storm. If there is enough interest then I can eventually add support for Archipellago runs that don't require both expansions.
- Does this work with Multiplayer?
- It does not and, despite my best efforts, probably won't until there's a new way for external programs to be able to interact with the game.
- Does my mod that reskins Barbarians as various Pro Wrestlers work with this??
- Only one way to find out! Any mods that modify techs/civics will most likely cause issues, though.
- "Help! I can't see any of the items that have been sent to me!"
- Both trees by default will show you the researchable Archipelago locations. To view the normal tree, you can click "Toggle Archipelago Tree" on the top left corner of the tree view.
- "Oh no! I received the Machinery tech and now instead of getting an Archer next turn, I have to wait an additional 10 turns to get a Crossbowman!"
- Vanilla prevents you from building units of the same class from an earlier tech level after you have researched a later variant. For example, this could be problematic if someone unlocks Crossbowmen for you right out the gate since you won't be able to make Archers (which have a much lower production cost).
- Solution: You can now go in to the tech tree, click "Toggle Archipelago Tree" to view your unlocked techs, and then can click any tech you have unlocked to toggle whether it is currently active or not. __NOTE__: This is an experimental feature and may yield some unexpected behaviors. Please DM `@Hesto2` on Discord if you run into any issues.
- I enabled `progressive districts` but I have no idea techs/civics what items are locked behind progression now!
- Any technology or civic that grants you a new building in a district (or grants you the district itself) is now locked behind a progressive item. For example, `PROGRESSIVE_CAMPUS` would give you these items in the following order:
1. `TECH_WRITING`
2. `TECH_EDUCATION`
3. `TECH_CHEMISTRY`
- If you want to see the details around each item, you can review [this file](./data/progressive_districts.json)
- "How does DeathLink work? Am I going to have to start a new game every time one of my friends dies??"
- Heavens no, my fellow Archipelago appreciator. When configuring your Archipelago options for Civilization on the options page, there are several choices available for you to fine tune the way you'd like to be punished for the follies of your friends. These include: Having a random unit destroyed, losing a percentage of gold or faith, or even losing a point on your era score. If you can't make up your mind, you can elect to have any of them be selected every time a death link is sent your way.
- In the event you lose one of your units in combat (this means captured units don't count), then you will send a death link event to the rest of your friends.

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# Setup Guide for Civilization VI Archipelago
This guide is meant to help you get up and running with Civlization VI in your Archipelago run. Note that this requires you to have both Rise & Fall as well as Gathering Storm installed. This will not work unless both of those DLCs are enabled.
## Requirements
The following are required in order to play Civ VI in Archipelago
- Windows OS (Firaxis does not support the necessary tooling for Mac, Linux is yet to bet verified)
- Installed [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) v0.4.5 or higher.\
**Make sure to install the Generator if you intend to generate multiworlds.**
- The latest version of the [Civ VI apworld](https://github.com/hesto2/civilization_vi_apworld/releases/latest).
- The latest version of the [Civ VI AP Mod](https://github.com/hesto2/civilization_archipelago_mod).
- Tuner setting enabled so the archipelago client can communicate with the game
## Enabling the tuner
Depending on how you installed Civ 6 you will have to navigate to one of the following:
- `YOUR_USER/Documents/My Games/Sid Meier's Civilization VI/AppOptions.txt`
- `YOUR_USER/AppData/Local/Firaxis Games/Sid Meier's Civilization VI/AppOptions.txt`
Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`. Set `EnableTuner` to `1` instead of `0`. __NOTE__: While this is active, achievments will be disabled.
## Mod Installation
1. Download and unzip the latest release of the mod from [github](https://github.com/hesto2/civilization_archipelago_mod/releases).
2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`
3. After the Archipelago host generates a game, you should be given another zip file titled `AP-{playername}....zip`. Unzip this and copy all of its contents into your mod folder.
4. Your finished mod folder should look something like this:
- Civ VI Mods Directory
- civilization_archipelago_mod
- NewItems.xml
- InitOptions.lua
- Archipelago.modinfo
- All the other mod files, etc.
## AP World Installation
1. Unzip the downloaded Civ VI apworld zip file
2. Place the `civ6.apworld` file in your Archipelago installation's `lib/worlds` folder (Windows default to:
`%programdata%/Archipelago`).
- If you have a `civ6.apworld` file from a previous version of the apworld, you **must** delete it, as it is no longer
supported. Additionally, if there is a `civ6` folder in that folder, you **must** also delete it. Keeping
these around will cause issues, even if multiworlds are successfully generated.
## Setting Up a YAML
All players playing Civ VI must provide the room host with a YAML file containing the settings for their world.
A sample YAML file for Civ VI is supplied in the Civ VI apworld download. Refer to the comments in that file for
details about what each setting does.
Once complete, provide the room host with your YAML file.
## Generating a Multiworld
If you're generating a multiworld game that includes Civ VI, you'll need to run it locally since the online
generator does not yet support it. Follow these steps to generate a multiworld:
1. Gather all player's YAMLs. Place these YAMLs into the `Players` folder of your Archipelago installation. If the
folder does not exist, then it must be created manually. The files here should not be compressed.
2. Modify any local host settings for generation, as desired.
3. Run `ArchipelagoGenerate.exe` (without `.exe` on Linux) or click `Generate` in the launcher. The generation output
is placed in the `output` folder (usually named something like `AP_XXXXX.zip`). \* Please note that if any player in the game you want to generate plays a game that needs a ROM file to generate,
you will need the corresponding ROM files.
4. Unzip the `AP_XXXXX.zip` file. It should include a zip file for each player in the room playing Civ VI. Distribute each file to the appropriate player.
5. **Delete the distributed zip files and re-zip the remaining files**. In the next section, use this archive file to
host a room or provide it to the room host. \* If you plan to host the room on a local machine, skip this step and use the original zip file (`AP_XXXX.zip`) instead.
## Hosting a Room
If you're generating the multiworld, follow the instructions in the previous section. Once you have the zip file
corresponding to your multiworld, follow
[these steps](https://archipelago.gg/tutorial/Archipelago/setup/en#hosting-an-archipelago-server) to host a room. Follow
the instructions for hosting on the website from a locally generated game or on a local machine.
## Connecting to a Room
You should have the zip file provided to you by the multiworld generator. You should also have the room's server
name and port number from the room's host.
Once you do, follow these steps to connect to the room:
1. Unzip the folder given to you and copy its contents (should include `NewItems.xml` an `archipelago.json`, and more) into the installed mod folder.
2. Start `ArchipelagoLauncher.exe` and choose `Civ6 Client`, which will open the text client.
3. Connect to the room by entering the server name and port number at the top and pressing `Connect`. For rooms hosted
on the website, this will be `archipelago.gg:<port>`, where `<port>` is the port number. If a game is hosted from the
`ArchipelagoServer.exe` (without `.exe` on Linux), this will default to `38281` but may be changed in the `host.yaml`.
4. Once you successfully configure and launch a game, the client should let you know it is connected and you will be ready to play!
## Configuring your game
When configuring your game, make sure to start the game in the Ancient Era and leave all settings related to starting technologies and civics as the defaults. Other than that, configure difficulty, AI, etc. as you normally would.
## Troubleshooting
- If you do not see the client in the launcher, ensure you have placed the `civ6.apworld` in the correct folder (the
`lib/worlds` folder of your Archipelago installation).
- If you are getting an error: `The remote computer refused the network connection`, or something else related to the client (or tuner) not being able to connect, it likely indicates the tuner is not actually enabled. One simple way to verify that it is enabled is, after completing the setup steps, to go Main Menu -> Options -> Look for an option named "Tuner" and verify it is set to "Enabled"
- If your game gets in a state where someone has sent you items or you have sent locations but these are not correctly replicated to the multiworld, you can run `/resync` from the Civ 6 client. This may take up to a minute depending on how many items there are.
## Feedback
In the offical [Archipelago Discord](https://discord.com/invite/8Z65BR2) under the `future-game-design` channel there is a `civilization-vi` [thread](https://discord.com/channels/731205301247803413/1235473969487024189/1235473969487024189). Feel free to ping `@hesto2` with any bugs/thoughts/complaints/wishes/jokes you may have!

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from Fill import distribute_items_restrictive
from ..Data import get_boosts_data
from . import CivVITestBase
class TestBoostsanityIncluded(CivVITestBase):
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"boostsanity": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"shuffle_goody_hut_rewards": "false",
"pre_hint_items": "all",
}
def test_boosts_get_included(self) -> None:
self.world_setup()
distribute_items_restrictive(self.multiworld)
locations = self.multiworld.get_locations(self.player)
found_locations = 0
for location in locations:
if "BOOST" in location.name != -1:
found_locations += 1
num_boost_locations = len(get_boosts_data())
self.assertEqual(found_locations, num_boost_locations)
class TestBoostsanityExcluded(CivVITestBase):
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"boostsanity": "false",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"shuffle_goody_hut_rewards": "false",
"pre_hint_items": "all",
}
def test_boosts_are_not_included(self) -> None:
self.world_setup()
distribute_items_restrictive(self.multiworld)
locations = self.multiworld.get_locations(self.player)
found_locations = 0
for location in locations:
if "BOOST" in location.name != -1:
found_locations += 1
self.assertEqual(found_locations, 0)

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from typing import Dict
from BaseClasses import ItemClassification
from Fill import distribute_items_restrictive
from ..Items import FILLER_DISTRIBUTION, FillerItemRarity, get_filler_item_data
from . import CivVITestBase
class TestGoodyHutsIncluded(CivVITestBase):
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"shuffle_goody_hut_rewards": "true",
"pre_hint_items": "all",
}
def test_goody_huts_get_included(self) -> None:
self.world_setup()
distribute_items_restrictive
distribute_items_restrictive(self.multiworld)
expected_goody_huts = 10
found = 0
for i in range(expected_goody_huts):
location = self.multiworld.get_location(f"GOODY_HUT_{i + 1}", self.player)
self.assertEqual(location.item.classification, ItemClassification.filler)
found += 1
self.assertEqual(found, expected_goody_huts)
class TestGoodyHutsExcluded(CivVITestBase):
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"shuffle_goody_hut_rewards": "false",
"pre_hint_items": "all",
}
def test_goody_huts_are_not_included(self) -> None:
self.world_setup()
distribute_items_restrictive
found_goody_huts = 0
for location in self.multiworld.get_locations(self.player):
if location.name.startswith("GOODY_HUT_"):
found_goody_huts += 1
self.assertEqual(found_goody_huts, 0)
class TestFillerItemsIncludedByRarity(CivVITestBase):
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"shuffle_goody_hut_rewards": "true",
"pre_hint_items": "all",
"boostsanity": "true"
}
def test_filler_items_are_included_by_rarity(self) -> None:
self.world_setup()
distribute_items_restrictive
rarity_counts: Dict[FillerItemRarity, int] = {
FillerItemRarity.COMMON: 0,
FillerItemRarity.UNCOMMON: 0,
FillerItemRarity.RARE: 0,
}
total_filler_items = 0
for item in self.multiworld.itempool:
if item.classification == ItemClassification.filler:
rarity = get_filler_item_data()[item.name].rarity
rarity_counts[rarity] += 1
total_filler_items += 1
expected_counts = {
FillerItemRarity.COMMON: 102,
FillerItemRarity.UNCOMMON: 26,
FillerItemRarity.RARE: 3,
}
for rarity, expected in expected_counts.items():
self.assertEqual(rarity_counts[rarity], expected, f"Expected {expected} {rarity} items, found {rarity_counts[rarity]}")
class TestFillerItemsIncludedByRarityWithoutBoostsanity(CivVITestBase):
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"shuffle_goody_hut_rewards": "true",
"pre_hint_items": "all",
"boostsanity": "false"
}
def test_filler_items_are_included_by_rarity_without_boostsanity(self) -> None:
self.world_setup()
distribute_items_restrictive
rarity_counts: Dict[FillerItemRarity, int] = {
FillerItemRarity.COMMON: 0,
FillerItemRarity.UNCOMMON: 0,
FillerItemRarity.RARE: 0,
}
total_filler_items = 0
for item in self.multiworld.itempool:
if item.classification == ItemClassification.filler:
rarity = get_filler_item_data()[item.name].rarity
rarity_counts[rarity] += 1
total_filler_items += 1
expected_counts = {
FillerItemRarity.COMMON: 7,
FillerItemRarity.UNCOMMON: 2,
FillerItemRarity.RARE: 1,
}
for rarity, expected in expected_counts.items():
self.assertEqual(rarity_counts[rarity], expected, f"Expected {expected} {rarity} items, found {rarity_counts[rarity]}")

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from typing import List
from BaseClasses import CollectionState
from ..Data import get_era_required_items_data
from ..Enum import EraType
from ..ProgressiveDistricts import convert_items_to_have_progression
from ..Items import get_item_by_civ_name
from . import CivVITestBase
def collect_items_for_era(test: CivVITestBase, era: EraType) -> None:
era_required_items = get_era_required_items_data()
items = [get_item_by_civ_name(item, test.world.item_table).name for item in era_required_items[era.value]]
test.collect_by_name(items)
def collect_items_for_era_progressive(test: CivVITestBase, era: EraType) -> None:
era_progression_items = get_era_required_items_data()
progressive_items = convert_items_to_have_progression(
era_progression_items[era.value])
items = [get_item_by_civ_name(item, test.world.item_table).name for item in progressive_items]
test.collect_by_name(items)
def verify_eras_accessible(test: CivVITestBase, state: CollectionState, collect_func):
for era in EraType:
if era == EraType.ERA_ANCIENT:
test.assertTrue(state.can_reach(
era.value, "Region", test.player))
else:
test.assertFalse(state.can_reach(
era.value, "Region", test.player))
collect_func(test, EraType.ERA_ANCIENT)
test.assertTrue(state.can_reach(
EraType.ERA_CLASSICAL.value, "Region", test.player))
collect_func(test, EraType.ERA_CLASSICAL)
test.assertTrue(state.can_reach(
EraType.ERA_MEDIEVAL.value, "Region", test.player))
collect_func(test, EraType.ERA_MEDIEVAL)
test.assertTrue(state.can_reach(
EraType.ERA_RENAISSANCE.value, "Region", test.player))
collect_func(test, EraType.ERA_RENAISSANCE)
test.assertTrue(state.can_reach(
EraType.ERA_INDUSTRIAL.value, "Region", test.player))
collect_func(test, EraType.ERA_INDUSTRIAL)
test.assertTrue(state.can_reach(
EraType.ERA_MODERN.value, "Region", test.player))
collect_func(test, EraType.ERA_MODERN)
test.assertTrue(state.can_reach(
EraType.ERA_ATOMIC.value, "Region", test.player))
collect_func(test, EraType.ERA_ATOMIC)
test.assertTrue(state.can_reach(
EraType.ERA_INFORMATION.value, "Region", test.player))
collect_func(test, EraType.ERA_INFORMATION)
test.assertTrue(state.can_reach(
EraType.ERA_FUTURE.value, "Region", test.player))
class TestNonProgressiveRegionRequirements(CivVITestBase):
options = {
"pre_hint_items": "all",
"progression_style": "none",
"death_link": "false",
"death_link_effect": "unit_killed",
"boostsanity": "false",
}
def test_eras_are_accessible_without_progressive_districts(self) -> None:
state = self.multiworld.state
verify_eras_accessible(self, state, collect_items_for_era)
class TestNonProgressiveRegionRequirementsWithBoostsanity(CivVITestBase):
options = {
"pre_hint_items": "all",
"progression_style": "none",
"death_link": "false",
"death_link_effect": "unit_killed",
"boostsanity": "true",
}
def test_eras_are_accessible_without_progressive_districts(self) -> None:
state = self.multiworld.state
verify_eras_accessible(self, state, collect_items_for_era)
class TestProgressiveDistrictRequirementsWithBoostsanity(CivVITestBase):
options = {
"pre_hint_items": "all",
"progression_style": "districts_only",
"death_link": "false",
"death_link_effect": "unit_killed",
"boostsanity": "true",
}
def test_eras_are_accessible_with_progressive_districts(self) -> None:
state = self.multiworld.state
verify_eras_accessible(self, state, collect_items_for_era_progressive)
class TestProgressiveDistrictRequirements(CivVITestBase):
options = {
"pre_hint_items": "all",
"progression_style": "districts_only",
"death_link": "false",
"death_link_effect": "unit_killed",
"boostsanity": "false",
}
def test_eras_are_accessible_with_progressive_districts(self) -> None:
state = self.multiworld.state
verify_eras_accessible(self, state, collect_items_for_era_progressive)
class TestProgressiveEraRequirements(CivVITestBase):
options = {
"pre_hint_items": "all",
"progression_style": "eras_and_districts",
"death_link": "false",
"death_link_effect": "unit_killed"
}
def test_eras_are_accessible_with_progressive_eras(self) -> None:
state = self.multiworld.state
self.collect_all_but(["Progressive Era"])
def check_eras_accessible(eras: List[EraType]):
for era in EraType:
if era in eras:
self.assertTrue(state.can_reach(
era.value, "Region", self.player))
else:
self.assertFalse(state.can_reach(
era.value, "Region", self.player))
progresive_era_item = self.get_item_by_name("Progressive Era")
accessible_eras = [EraType.ERA_ANCIENT]
check_eras_accessible(accessible_eras)
# Classical era requires 2 progressive era items
self.collect(progresive_era_item)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_CLASSICAL]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_MEDIEVAL]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_RENAISSANCE]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_INDUSTRIAL]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_MODERN]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_ATOMIC]
check_eras_accessible(accessible_eras)
# Since we collect 2 in the ancient era, information and future era have same logic requirement
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_INFORMATION]
accessible_eras += [EraType.ERA_FUTURE]
check_eras_accessible(accessible_eras)
class TestProgressiveEraRequirementsWithBoostsanity(CivVITestBase):
options = {
"pre_hint_items": "all",
"progression_style": "eras_and_districts",
"death_link": "false",
"death_link_effect": "unit_killed",
"boostsanity": "true",
}
def test_eras_are_accessible_with_progressive_eras(self) -> None:
state = self.multiworld.state
self.collect_all_but(["Progressive Era"])
def check_eras_accessible(eras: List[EraType]):
for era in EraType:
if era in eras:
self.assertTrue(state.can_reach(
era.value, "Region", self.player))
else:
self.assertFalse(state.can_reach(
era.value, "Region", self.player))
progresive_era_item = self.get_item_by_name("Progressive Era")
accessible_eras = [EraType.ERA_ANCIENT]
check_eras_accessible(accessible_eras)
# Classical era requires 2 progressive era items
self.collect(progresive_era_item)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_CLASSICAL]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_MEDIEVAL]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_RENAISSANCE]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_INDUSTRIAL]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_MODERN]
check_eras_accessible(accessible_eras)
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_ATOMIC]
check_eras_accessible(accessible_eras)
# Since we collect 2 in the ancient era, information and future era have same logic requirement
self.collect(progresive_era_item)
accessible_eras += [EraType.ERA_INFORMATION]
accessible_eras += [EraType.ERA_FUTURE]
check_eras_accessible(accessible_eras)

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from BaseClasses import ItemClassification
from Fill import distribute_items_restrictive
from ..Enum import CivVICheckType
from . import CivVITestBase
class TestStartingHints(CivVITestBase):
run_default_tests = False
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"pre_hint_items": "all",
}
def test_all_tech_civic_items_are_hinted_default(self) -> None:
self.world_setup()
distribute_items_restrictive(self.multiworld)
self.world.post_fill()
start_location_hints = self.world.options.start_location_hints.value
for location_name, location_data in self.world.location_table.items():
if location_data.location_type == CivVICheckType.CIVIC or location_data.location_type == CivVICheckType.TECH:
self.assertIn(location_name, start_location_hints)
else:
self.assertNotIn(location_name, start_location_hints)
class TestOnlyProgressionItemsHinted(CivVITestBase):
run_default_tests = False
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"pre_hint_items": "progression_items",
}
def test_only_progression_items_are_hinted(self) -> None:
self.world_setup()
distribute_items_restrictive(self.multiworld)
self.world.post_fill()
start_location_hints = self.world.options.start_location_hints.value
self.assertTrue(len(start_location_hints) > 0)
for hint in start_location_hints:
location_data = self.world.get_location(hint)
self.assertTrue(location_data.item.classification == ItemClassification.progression)
class TestNoJunkItemsHinted(CivVITestBase):
run_default_tests = False
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"pre_hint_items": "no_junk",
}
def test_no_junk_items_are_hinted(self) -> None:
self.world_setup()
distribute_items_restrictive(self.multiworld)
self.world.post_fill()
start_location_hints = self.world.options.start_location_hints.value
self.assertTrue(len(start_location_hints) > 0)
for hint in start_location_hints:
location_data = self.world.get_location(hint)
self.assertTrue(location_data.item.classification == ItemClassification.progression or location_data.item.classification == ItemClassification.useful)
class TestNoItemsHinted(CivVITestBase):
run_default_tests = False
auto_construct = False
options = {
"progressive_eras": "true",
"death_link": "true",
"death_link_effect": "unit_killed",
"progressive_districts": "true",
"pre_hint_items": "none",
}
def test_no_items_are_hinted(self) -> None:
self.world_setup()
distribute_items_restrictive(self.multiworld)
self.world.post_fill()
start_location_hints = self.world.options.start_location_hints.value
self.assertEqual(len(start_location_hints), 0)

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from typing import ClassVar
from test.bases import WorldTestBase
class CivVITestBase(WorldTestBase):
game = "Civilization VI"
player: ClassVar[int] = 1