- Tile improvements (fortifications, radar towers, coastal cannons), trenches, zone of control, support-unit capture and launch transports, with parabolic barrage arcs drawn between attacker and target. - Focused research that pours points straight into the chosen technology, with per-technology progress kept when the focus changes, plus repeatable levels. - Popularity reworked to integer points, war and pillage effects, minority policies and month-over-month arrows on the nation summary. - City progress bars, square improvement buttons, a technology tab of wide short cards with progress bars, transport cargo readout and double-click to open a city panel.
27 lines
1.1 KiB
JavaScript
27 lines
1.1 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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export const EFFECT_GDP = "gdp";
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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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