- Five resources (energy, steel, food, luxury, high-tech) with per-city stores, a world market, delivery and material upkeep. - Resource-producing tile works built outside cities; every nation opens with the works its economy needs. - Real game-icons.net art replacing the dummy icons for the new resources and works, with the credits updated.
28 lines
1.2 KiB
JavaScript
28 lines
1.2 KiB
JavaScript
// Stat effects shared by every data-driven entry (buildings, governments,
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// technologies). An effect scales with a level so a building's benefit grows
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// with each upgrade.
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// Every stat that modifies a tile's or a nation's production, in display order.
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export const EFFECT_PRODUCTION = "production";
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export const EFFECT_RESEARCH = "research";
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export const EFFECT_CULTURE = "culture";
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export const EFFECT_BUDGET_INCOME = "budget_income";
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// Repeatable technology effects. Each is a fraction that stacks with every
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// further level researched.
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export const EFFECT_INFANTRY_ATTACK = "infantry_attack";
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export const EFFECT_INFANTRY_DEFENSE = "infantry_defense";
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export const EFFECT_ARTILLERY_ATTACK = "artillery_attack";
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export const EFFECT_CONSTRUCTION_SPEED = "construction_speed";
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export const EFFECT_RAIL_SPEED = "rail_speed";
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export function effect(stat, baseValue, exponent = 1.0) {
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return { stat, baseValue, exponent };
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}
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// The value of an effect at `level`. A level of zero or less contributes
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// nothing, so an unbuilt building never has an effect.
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export function effectValue(e, level) {
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if (level <= 0) return 0;
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return e.baseValue * Math.pow(level, e.exponent);
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}
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